Script to move the ROOT node to HIP node, and counter-rotate
This still drives me crazy. Bending or moving the hips, rotates and positions the model, which the root-node should be the only thing doing that.
The only alleviation I have, is to put the root-node exactly over the hip node, and manually counter-rotate every hip rotation. Otherwise it messes-up the D-Form tool, and other various things. Not to mention that it becomes impossible to put the feet back where they should be.
Is there a script I can setup that will automatically position the root-node to the location of the hip-node, then, if I rotate the hip, it automatically counter-rotates the root-node? Thus, the output would be as expected for the model translations, bending the hip just makes the model bend-over, not making the feet fly up in the air. (Just needs a negative modifier, 1:1 for the root-node.)
Comments
The hip is intended to move the model - the root node should be used for scene placement only in published poses (how you set your own up is for you to decide). If you look in the Daz Studio scripting sub-forum I think there was a long thread discussing getting worldspace coordinates from a bone's local transforms.
Looking for that scripts area. Found it... had to go all the way back to the main forum. I seem to have the "General" area bookmarked. (Not seeing any sub-forums for scripts) As always, thanks Rich
I have no problem with the hip moving the model... I have a problem with it rotating, in reverse, the feet. Instead of acting like the other bones, and actually bending the model forward, it reverse-bends the bottom of the model upwards. Thus, making everything which is attached to the "root" distort, and making the model impossible to articulate from that point, and get back to the desired pose. Also, it messes-up IK, making IK useless.
Except when I do, as I said, and relocate the root to that point, and counter-rotate.
I was thinking like how the morphs have counter-motions, something could do that for the root node. (Like when bending the back, it bends multiple bones.) I see the modifiers, just have no clue how to get them in there, and force the hip-motion to use that "correction", universally.
One example I can think of... bend the model over. Fix him/her so the feet are back on the ground, by rotating the root-node. (The offset of it being on the floor, away from the hip, makes that a nearly impossible task.) Then add a deformer to it. Now try positioning the dformers translation to the feet.... At its worst, when rotated by the hip, up becomes forward/backward not up/down. forward becomes up/down, not forward/backward, etc... and it is distorted fields and movement... Just because the root-node is not at the models actual "moving origin" at the "hip". It is acting like a bone, not a node with orientation. (Bone having two node-points that represent angle/rotation instead of just being a node with an actual rotation.) The more the model is "moved" by the hip, the more buggy and distorted the d-former functions. In or out of bones.
Moving the hips back, once the d-former is in the model... gives this...
First image is just bending the hip, with the root-node simply rotated... Second image is moving the "hip", in relation to the node. (Taking note to the "area of effect" and the "actual influence points", translation and rotation is all over the place, and moving to individual bones does not make it work any better. Odd that you can't actually select a bone to drop a d-form tool into, as it complains that no target is selected. You can only drop it on the root-node.)
The tool handle and platform target have similar issues, when it comes to altering the deformity.