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Why doesn't all bones for a custom rig show up anymore?

Posted By habban 2 Years Ago
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habban
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Hello! For a while back i remember that i tried the functionality of using a "custom" rig that you create within blender and import it to Character Creator.
Basically mapping your custom character & rig to make it compatible with the pose  editor within Character creator/iClone. So basically all the bones that was not mapped
where visible under the "FK" tab, so you where still able to move/tweak them if you needed.

But after doing this mapping procedure lately i realized that ONLY the mapped/retargeted bones where visible under the FK tab. Where do you access all the unmapped custom bones now?
I mean, i still need them after the HumanIK mapping process for animation and posing purposes? :)

Thanks! :)
4u2ges
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Open Bone Manager in CC and make sure bones which you are looking to animate are not marked as *unused*.
If they are, select them with Shift/Ctrl and click Used button.




habban
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4u2ges (9/10/2023)
Open Bone Manager in CC and make sure bones which you are looking to animate are not marked as *unused*.
If they are, select them with Shift/Ctrl and click Used button.


I had the time to take a look at the issue today. I considered your thoughts but there where nothing i could "tweak" to fix it in the "Bone Manager". I did a fresh new HumanIK setup but the issue still persists.
Let me give you some screenshots of how the issue looks in action. I will send you "two" screenshots when flipping between the "IK" mode and "FK" mode. You will see how bones in my arm chain is missing.
In IK mode you can see how all bones appear, but they are not selectable. Usually i would have all my bones exposed in the "FK" mode so i can tweak all bones manually there.
It seems like the exposed and clickable bones during FK & IK is working the opposite way around than it usually should.
Usually the "extra" bones that is not mapped in the HumanIK setup should be visible in "FK" mode, where i can tweak them manually. But it seems like the opposite around.

Weird bug?. Don't know if i mentioned but i cannot move or use the extra bones that show up during "IK" mode, even though they show on the character. Currently i can't access their functionality in any way when animating/posing.
https://forum.reallusion.com/uploads/images/5c553ff3-5925-4481-baea-71c2.png
https://forum.reallusion.com/uploads/images/73bcb390-3d08-4c62-9cd2-59e7.png

4u2ges
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It's more complicate than that and It might be by design where it creates a "chain through" the Shoulder bone to get Clavicle connected to the Upper arm (even though you did not map Shoulder_R).
And once created it will not allow to operate "medium"  bone in any mode. Those are probably considered a twist bones and management is automated.
You may see similar in forearm in DAZ armature for instance. Try to map Shoulder bone to the CollarExtra  (it might deform shoulders area when animating in IK though). 



Now that I am at the computer I could show you an example from DAZ.
RL does not map ForearmTwist bones in Genesis profile by default.
So it becomes an inactive pass through bone between ForearmBend and a Hand

https://forum.reallusion.com/uploads/images/d0ea17cc-0af8-4406-be4c-2bd2.jpg


and it's nowhere seen in FK
https://forum.reallusion.com/uploads/images/e6c06c7b-7459-4225-adf8-5dad.jpg

If I then go ahead and map it as a RollBonehttps://forum.reallusion.com/uploads/images/a3cb2a3d-e1b4-4149-bb7c-374d.jpg
I could use it in FK for an additional forearm roll
https://forum.reallusion.com/uploads/images/9ac52678-aab8-4bdd-ad98-af20.jpg





habban
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Okey, i see! Do i understand you correct that you suggest i map my custom bones as RollBones?

However i still find it very weird it is like this, because i don't see any benefit to it currently, in case you work with custom characters
and want to animate inside iClone or Character Creator, if you can't even setup a functional HumanIK without sacrificing other bones?

Also.. This was not the case always. I mean.. If you have a custom character created with rig and all. How can i animate it in iClone with
humanIK applied and make use of the general api and reallusion tools, without having to sacrifice bones from my rig x)
Is there a new standard workflow for this or what? I just don't see a positive reason for reallusion to deny access to your characters bones just because you target it to their HumanIK solution.


4u2ges
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There is nothing new actually, it always worked like that.
In 3DX any bone which is in the way of the IK was always consumed and never made available for Extended.

Screenshot from 3DX 6
Those white bones although are not mapped, they are not in available extended bones list.
On the other hand heels and toe bones are, because they are end bones and will not disrupt main IK chain operation.

https://forum.reallusion.com/uploads/images/2d0d2032-304e-44e6-9f49-7f25.jpg


But what I was referring to, is mapping your shoulder bones to Collar Extra. Although there is no guaranty it will workout well.

https://forum.reallusion.com/uploads/images/641dce57-da74-4d4b-ac95-9517.jpg





habban
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Hm, i will do some more testing soon and report back if i still get issues or how things turned out in general.
Thanks for putting some effort helping me out!
habban
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Just wanna inform that i managed to reach the results i was looking for by some trial and error.
And yes, i had to use the extra clavicle bones and the "rotation" on the upper arm to get the effect i was looking for.

It seems like the setup still works then, the issue was on me not being able to set it up properly Eventually i solved them with some trial and error and managed to get the desired effect i know i have been
getting before.

Thanks! :)
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Sure, glad it worked out...







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