How do I keep my morphed figures from looking like Mr. Fantastic?

ToothtailToothtail Posts: 34
edited August 2017 in New Users

Exhibit A:

 

Yep. The problem is that when the fingers bend, they are rotating along the wrong point--somewhere outside the knuckle. Is there a way I can fix the origins to make it move correctly?

 

Otherwise I'll always have to make two figures and have one be the hand double. 

 

 

 

Edit: 

My hand double idea is stupid.

Post edited by Toothtail on

Comments

  • Cris PalominoCris Palomino Posts: 11,710

    Do you have limits off?  What are your settings?

  • If these are custom morphs then - assuming this is a weight-mapped figure - you need to adjust the rigging to shape and, assuming that does an adequate job, link the changes to the morph: that's how the store morphs are set up.

    Set your morph on an otherwised zeroed figure, then go to Edit>Figure>Rigging>Adjust Rigging to Shape. In the dialogue you probably want to exclude the eyes and expressions from Bones to Adjust, and any other bones you are sure won't be affected; similarly, in the Influencing face Groups you can exclude any thata re distant from the areas affected by your morph. Whether or not you need to check Adjust Orientation at the bottom will depend on your shape. Click Accept and see how your figure poses, if it's OK zero the pose (but leave the morph at 100%).

    Once you have a working set of chnages, right-click in the Parameters pane and set it to Edit Mode (if it isn't). Then right-click on your morph's slider and select ERC Freeze... In the dialogue you should see your morph as the controller, and a lot of centre point parameters in the list of sub-components. Assuming that looks plausible click Accept and when you set your morph the bones should automatically adjust, test to confirm that and save.,

  • barbultbarbult Posts: 24,880

    Richard, is there a trick to deselecting things in the Adjust Rigging to Shape dialog? There are dozens (hundreds?) of checkboxes in there. If you are creating a head morph do you have to uncheck every arm, hand finger, leg, foot, toe bone individually? And then uncheck them again in the affected area check boxes?  That is terribly cumbersome.

    Why would you want to uncheck eye and expression bones? If the head is morphed, don't you want those bones to line up with the new location of the face mesh?

  • barbult said:

    Richard, is there a trick to deselecting things in the Adjust Rigging to Shape dialog? There are dozens (hundreds?) of checkboxes in there. If you are creating a head morph do you have to uncheck every arm, hand finger, leg, foot, toe bone individually? And then uncheck them again in the affected area check boxes?  That is terribly cumbersome.

    Well, mostly I was thinking of speeding the process but you are right  - sometiems it may be easier to let it run and not fiddle with deselecting

    barbult said:

    Why would you want to uncheck eye and expression bones? If the head is morphed, don't you want those bones to line up with the new location of the face mesh?

    Because there are multiple potential influences very close together allowing the auto process to run can give poor results, from what I have seen.

  • MelanieLMelanieL Posts: 7,495
    edited August 2017
    barbult said:

    Richard, is there a trick to deselecting things in the Adjust Rigging to Shape dialog? There are dozens (hundreds?) of checkboxes in there. If you are creating a head morph do you have to uncheck every arm, hand finger, leg, foot, toe bone individually? And then uncheck them again in the affected area check boxes?  That is terribly cumbersome.

    Why would you want to uncheck eye and expression bones? If the head is morphed, don't you want those bones to line up with the new location of the face mesh?

    Deselecting question: you can right-click any part (e.g. pelvis) and you get an option to deselect that item and all it's children. Much quicker than the multi-click alternative.

    Adjust-Rigging.jpg
    681 x 738 - 116K
    Post edited by MelanieL on
  • barbultbarbult Posts: 24,880
    MelanieL said:
    barbult said:

    Richard, is there a trick to deselecting things in the Adjust Rigging to Shape dialog? There are dozens (hundreds?) of checkboxes in there. If you are creating a head morph do you have to uncheck every arm, hand finger, leg, foot, toe bone individually? And then uncheck them again in the affected area check boxes?  That is terribly cumbersome.

    Why would you want to uncheck eye and expression bones? If the head is morphed, don't you want those bones to line up with the new location of the face mesh?

    Deselecting question: you can right-click any part (e.g. pelvis) and you get an option to deselect that item and all it's children. Much quicker than the multi-click alternative.

    What! How did you find that!!!! That's a great tip, MelanieL. Thanks.

  • MelanieLMelanieL Posts: 7,495

    Oh I'm a keen "click and see what happens" person (at least when doing something experimental) and I know GenX2 has lots of right-click options so thought I'd try it here and see what I got!

  • WOW thanks! I'll give it a shot!

    Also, that deselecting thing is pure gold!

  • barbultbarbult Posts: 24,880

    MelanieL, you should post that in the thread about Features that you could slap yourself for not figuring out sooner.

Sign In or Register to comment.