ERC from G3F to conforming clothing.
mastajappa
Posts: 20
Hi I was wondering if it is possible to let a joint in the G3F skeleton drive another joint in a conformed item on the figure? I wanted to use ERC for it but I can't find a way to link the 2 joints I want like this.
Comments
now you make new bone for Clothing. and set ERC.
then Usually you may need not set ERC with Actor node,, eg "r-shin" ,
After Figure1 (clothing) "fit to" Another Figure2 (Actor) , same name bone of Figuer1 are controlled by Figure2 .
may set ERC for "newbone" with the Clothing "r-shin"
(which has same "name" and may be located same place as Actor node" ,, to work correctlly , but you need not color weight map,
at all just for ERC)
But,, Anyway if You need to set ERC for node of Figure1 with node of Figure2, actually you can.
Select any both Figure node at same time in the scene tab,, (usually both nodes which you need to set ERC),, then open property editor,
then Set ERC from parameter tab, or in property hieilalhy pane. it work as I desigend.
But I remember,, it may keep the ERC only when you save them as scene subset,,,
I do not remember clear ,, there is way to save these ERC Formula which linked for diffrent figure node,, maybe not,?
because,, formula work only when there is same Cotroller Actor, and Subcomponent Figure,, I feel.
And one thing,, I remember (it is really important ^^;) you must need to set Figure and Clothing as one hieralchy.
that means, you need to set Clothing root as "Child" root.node of the Actor,
(usually,, or you can set Hip node of Actor as parent of clothing,as same as to save hieralchy pose preset )
, after that the saved scene can keep ERC.
even though you fit clothing to Actork,, it not keep the one Hieralchy,,, then once you saved the scene,
and load the scene, the ERC has gone away.
(I played almost samething before,, then wearable preset worked,, at that time, I feel)
Briefly said,,
1. I can make any ERC for different Figure , OBJ, Null in the scene. then it work about current scene untill one of those are deleted from scene. like pic.
(now I controll pose fo gen3female by gingerman,,)
2 to save and keep these ERC,, I need to set Hieralchy, not pararell.
eg I set Figure1 as parent,, then it have two child Figure2, and Figure3.
when I set ERC each other,, then save it as scene,, only ERC link between Figure2 and Figure3 nodes have gone away.
that means,, if one of items which have ERC link, was parent of the other,, then save the scene,
it can keep the ERC link.
3 Once save the link as Scene,, even though I change hieralchy,, the ERC link can work.
eg I save the scene, Figure1 is parent of Figure2,, then it keep ERC link,, after load the scene,
I remove parent .. (figure1 and figuer2 are paralell) but ERC can work.
maybe if I save the current scene, without hieralchy,, it may lost the link I think.
I do not know there is exceptional case, maybe,, if set complex ERC property, (Figure 1, Figure2, OBj3 at same time) , need to think anotehr case,,
but with my some test,, it wrok so.
And maybe we have no way to save ERC (which linked another Figure or obj) as usuall property or new Figure
the duf file must include, both subcomponent and controller data, to keep ERC, I feel.
Thanks will go ahead from your pointers.
Then I found,, if Make one Root node Null, then gather all as child of Null,,
then make ERC ling between child as we like,, it can keep ERC, when save as scene, (or subset too).
Maybe the reason ,, when I test frist time,, pararell child not worked correclty,,I use scale or translate,,
then even though Link keeped,, it may change when I set Parent I feel.
That means, we simply need one hieralchy only.. (not care about pararell about each child ) to save All ERC as Scene and scene sbuset.
(Now I controll FigureA pectorals nodes, by FigureB hand nodes, and FigureA abdoman is controlled Figure B abdoman,,
then FigureA was controlled size and translate Z by Cube too,,
but FigureA , B,cube are all pararell child of Root null,, then save the scene,, load it,, it work,, uuuuuuuuuuuuuu!
(though I may need to use it more efficeiently ,,,and may better more good usage,,, )