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Blender Auto Setup

Posted By Victor.Soupday 5 Years Ago
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Casanuda
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Thanks for the info.
I had a feeling it wouldn't be straight forward.
I was hoping to avoid the admin of juggling multiple linked files. :)
In a scene with multiple characters, it can get fussy.

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Casanuda
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Different question if you don't mind:
Do you have a prefered method to link the blendshapes?
Currently I bring in the entire character exported from iClone and link object data. Works, but ups the file size...
Thanks!

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BigSkyMG
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Got it. Thank you for the reply!
Beansupreme
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I'm experiencing weird jitter with the addon when applying "quick rigify" with blender 3.6. If imported without rigging it, it does not have the jitter. Is there a solution to this? I don't recall experiencing this before.
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Beansupreme
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So I figured out the jittering issue after lots of trial and error. It has to do with the coordinates of the character. I had a room setup from a early blender file which I was working off of. The character's coordinates are off by 9000+ and I think this extreme amount must cause some issue. I'm going to test it some more and see if I can reproduce this jitter issue above a certain number.
Beansupreme
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I set the character to 0 xyz in iclone, then started playing around with moving the character after applying rigify. If you go past 150+- xyz in blender it starts to show the jitter ever so slightly and starts to amplify the further you go out. Do you think this is a rigify bug or a iclone bug? Or a addon bug?
Victor.Soupday
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Beansupreme (7/30/2023)

So I figured out the jittering issue after lots of trial and error. It has to do with the coordinates of the character. I had a room setup from a early blender file which I was working off of. The character's coordinates are off by 9000+ and I think this extreme amount must cause some issue. I'm going to test it some more and see if I can reproduce this jitter issue above a certain number.                               

I set the character to 0 xyz in iclone, then started playing around with moving the character after applying rigify. If you go past 150+- xyz in blender it starts to show the jitter ever so slightly and starts to amplify the further you go out. Do you think this is a rigify bug or a iclone bug? Or a addon bug?


All retargetting should be done at 0,0,0. Anything else is asking for trouble. Number precision errors build up very quickly away from the origin. Each system the animation passes through will add to the overall error and the rigify rig itself is so complex with so many bone constraints and transform calculations that any error in the animation will be magnified even further.

Floating point errors are relative to the order of magnitude of the number, the bigger the numbers, the bigger the error. So at 9000 units? That's way too much.
Beansupreme
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Victor.Soupday (7/30/2023)
Beansupreme (7/30/2023)

So I figured out the jittering issue after lots of trial and error. It has to do with the coordinates of the character. I had a room setup from a early blender file which I was working off of. The character's coordinates are off by 9000+ and I think this extreme amount must cause some issue. I'm going to test it some more and see if I can reproduce this jitter issue above a certain number.                               

I set the character to 0 xyz in iclone, then started playing around with moving the character after applying rigify. If you go past 150+- xyz in blender it starts to show the jitter ever so slightly and starts to amplify the further you go out. Do you think this is a rigify bug or a iclone bug? Or a addon bug?


All retargetting should be done at 0,0,0. Anything else is asking for trouble. Number precision errors build up very quickly away from the origin. Each system the animation passes through will add to the overall error and the rigify rig itself is so complex with so many bone constraints and transform calculations that any error in the animation will be magnified even further.

Floating point errors are relative to the order of magnitude of the number, the bigger the numbers, the bigger the error. So at 9000 units? That's way too much.

Oh, that's interesting, thanks for the explanation. I was wondering why it seemed exponential as i got further away.

It seems that I have to "select hierarchy" and drag the whole hierarchy to the position for the jittering to not occur. If I only click on the rigifyed object (top of the hierarchy only) and move the character that way, it seems to exhibit the jittering. I assume the math is calculating differently when doing so. From a math perspective, is blender doing the coordinate calculations when selecting the whole hierarchy, and then rigify sees the object as 0 coordinates within the hierarchy, opposed to if you only select the top hierarchy which then is calculated inside the rigify hierarchy, and all the errors and jitters occur?
Victor.Soupday
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Blender does something called Visual Keying in it's modifiers and constraints and when it bakes it's animations and transfers positions and movements from one rig to another.

It essentially means Blender calculates the absolute (visual) positions of everything, and then calculates back to the local relative coordinates and rotations from that internally.

It makes bone/transform copy constraints and modifiers much easier to understand and use, but can introduce errors when straying too far from the origin.
Beansupreme
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Victor.Soupday (7/30/2023)
Blender does something called Visual Keying in it's modifiers and constraints and when it bakes it's animations and transfers positions and movements from one rig to another.

It essentially means Blender calculates the absolute (visual) positions of everything, and then calculates back to the local relative coordinates and rotations from that internally.

It makes bone/transform copy constraints and modifiers much easier to understand and use, but can introduce errors when straying too far from the origin.

That's definitely interesting. I appreciate you taking the time to explain it. 

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