Lighthorse opened this issue on Apr 14, 2008 · 6 posts
Lighthorse posted Mon, 14 April 2008 at 10:17 AM
Using the latest Daz I do know how to parent multable items.
My question is how do I parent Lets say the index finger1 to index2 at the joint
so that when I rotate index finger2 it rotates at the joint of index finger1.
Lighthorse
FalconArts.Com
RHaseltine posted Mon, 14 April 2008 at 2:15 PM
You can't parent one part of a figure to another. You could either multi-select them and use the dials to set the bend to the same value, or you could use a script to make an ERC link: there was recently a thread in the DAZ|Studio Discussions forum at DAZ where I gave an example, in that case hooking two props together. The code was
var hinge = Scene.findNode( "LidHinge" ); // thing
you want to make a slave<br></br>
var axle = Scene.findNode( "HandleAxle" ); // thing you
want to slave it to<br></br><br></br>
if ( hinge && axle ) {<br></br>
var handleRotControl = axle.getXRotControl(); //
Master control<br></br>
var hingePosControl = hinge.getZPosControl(); //
Slave control<br></br>
if ( handleRotControl &&
hingePosControl) {<br></br>
var ERCLink = new DzERCLink(
DzERCLink.ERCDeltaAdd, handleRotControl, 1.1111, 0); // 1.11111 is
a conversion factor from degrees to cm<br></br>
if ( ERCLink ) {<br></br>
hingePosControl.insertController(
ERCLink );<br></br>
}<br></br>
}<br></br>
}
if you know anything about coding you should be able to adapt that to your needs - you'd want the same rotation control on both items, for example..
Lighthorse posted Mon, 14 April 2008 at 4:57 PM
Ouch I working on a whole body.
I'v had these files a while and just now trying to do something
with them.
CYBORG IT A 01
I get the whole thing built, But the joints just do not work right.
Lighthorse
FalconArts.Com
RHaseltine posted Tue, 15 April 2008 at 6:52 AM
I'm sorry, but I'm not clear on what you want to change - I think I misunderstood. Are you wanting to change the point about which an item moves? If so, look in the D|S Freepozitory forum at DAZ for the centre-setting scripts (there's a sticky post with an index of free scripts)
Lighthorse posted Tue, 15 April 2008 at 10:51 AM
No I just want to get it to work like the skeletons do.
When I move a finger it rotates on the center axes not at the joint.
granted if I move index 1 index 2 and 3 stay attached as normal but
index 1 rotated on center axes not at joint. And the same if I rotate
index 2. Index 3 follows but 2 rotates at center axes.
Daz Skeleton works fine but I cant find how they did it.
I guess there must be as you say a script somewhere.
I just figured that Daz would have it somewhere that
you could assign the pivot points to an object that
you put together.
I have the same problem on the sailplanes I made.
I cant get the canopy to open properly. It always rotates
at center axes Not at hinge line .
Lighthorse
FalconArts.Com
RHaseltine posted Tue, 15 April 2008 at 1:21 PM
In that case get the script - it lets you snap the pivot to certain boundaries, or position it by numbers. The skeleton, like other figures, was rigged in Poser - even with the centre-setter to fix the pivot point you still won't be able to make a true figure, and you certainly won't be able to have the joints flex the way those in one of the human or animal figures, or a set of clothing, do. (We have been told that rigging tools for D|S are coming, but not very soon.)