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Finger bone roll axis incorrect

Posted By dan_422114 4 Years Ago
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4u2ges
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That's cool Dan. Might come handy one day. Thanks...




dan_422114
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Thanks again for all the help @4u2ges and @Rampa

I created a blender script to transfer the roll, based on a vertex normal for each bone. It finds the closest vertex normal to the zaxis of the bone, then works out a fudge angle on top of that. It's working fine for my needs.

Don't judge my python https://gist.github.com/dantreble/24c46ca5f7eb61f8e51f08d6b6cf2322 !
4u2ges
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Yes, sorry, I should have mentioned.
The Bind pose character came with is all wrong - it is not only fingers. At that point there was nothing could have been done to fix it, but to restore a correct T-pose (https://forum.reallusion.com/FindPost469889.aspx ).
Which is what I did first. Once that done, bones are straight, but mesh remained deformed to some degree. You know the rest :)






dan_422114
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4u2ges (7/17/2021)
[quote]Meantime you can have this fixed one as a sample

OMW, that's amazing, thank you!

The hand replacement strategy looks really promising. I'll give that tutorial a go. Thank you so much.

4u2ges (7/17/2021)
[quote]Apparently, it's not a problem with rolled bones (at least with the one you have attached). They are all straight in Blender.


I don't know about that, in blender I see a difference. The default character's xaxis points directly away from the nail, my messed up hands don't!

https://forum.reallusion.com/uploads/images/70ca34c3-318b-4e13-9f68-2eaf.png

Rampa
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Try this to correct the fingers.

Apply a T-pose to your character.
Click the "Edit Mesh" in the Modify panel.
Click the Face tab.
Check the box for soft selection.
Click right on the end of the finger.
Adjust the soft selection so it only effects the finger you selected.
Select the rotate gizmo.
Roll it until the finger is oriented how you like.
https://forum.reallusion.com/uploads/images/83c5e8a2-7390-4a2d-942f-a592.jpg

4u2ges
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Out of interest, how did you mess up the rotations? I'm keen to know how they break in the first place and stay broken!


I took character to Blender with FBX, rolled one hand finger bones and imported it back to CC

BUT, I looked at your character. Apparently, it's not a problem with rolled bones (at least with the one you have attached). They are all straight in Blender.
There is a problem with badly deformed hands/fingers mesh and armature is just trying to adjust to that mesh.
There is nothing you can do with bones here. I have no idea how that happened.
Although you said there was multiple back and forth between CC and Zbrush and then someone else was working on the character.

Looks like hand and 4 fingers were rolled somehow, while thumb was static.

Two ways to fix it:
One, is to morph hands/finders straight (or work between bones edit/pose mode in Blender and then bake it). That could be a tedious and quite painful job.
Two, replace hands altogether. Which is what I did. It took me half an hour this morning to do it with this routine: https://forum.reallusion.com/FindPost482754.aspx
Incidentally I was talking about swapping hands to fix deformed nails there yesterday. :)

But your case is a bit unique, because the character is very different from the base. I will post some screenshots later one with this case handling in the other thread.
Meantime you can have this fixed one as a sample, or dress it back and move to UE (forearm/hand is slightly different).
https://drive.google.com/file/d/13gkLz2MQLLaOWlMjBL8fM-pOynhSWTPi/view?usp=sharing

Before and after hands swap:

https://forum.reallusion.com/uploads/images/c483a05c-64aa-4006-9ed9-9738.jpg





dan_422114
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4u2ges (7/14/2021)
Hopefully this would work for you.

Thank you. I tried it without fixing my bind pose and sadly it didn't work, I tried with and without the adjust bones for morph. I've attached a stripped down version of the character if you want to give it a go and prove me wrong!

Thanks for the new strategy of applying as a morph though, I'm sure that'll help me out in the future.

4u2ges (7/14/2021)
I messed up finger bones rotation for the left


Out of interest, how did you mess up the rotations? I'm keen to know how they break in the first place and stay broken!

Thanks for all the help so far 4u2ges
Attachments
FingerRoll.zip (132 views, 7.00 MB)
4u2ges
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Hopefully this would work for you. I messed up finger bones rotation for the left hand and then replaced an armature by applying a morph to neutral base with intentional key swap:







4u2ges
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Hmm, yes, hard to judge. But I got another idea. Try to get a "new" armature. Bake sliders (if any were tweaked in CC), then Export as OBJ  Nude in Bind Pose, Full Body.
Then load Neutral base (respective to your avatar) and apply exported OBJ as a morph slider. Try with and without Adjust Bones checked. But then again, there is an OBJ key. God only knows what it stores.
BTW I got Bind pose for CC here just in case: https://forum.reallusion.com/FindPost476255.aspx
Good Luck :)

BTW: You can "cheat" with FBX/OBJ keys. You can export a neutral base, or any other character with "normalized" bones (which generates a key also) and then use that key to import back your character, or morphs slider.





dan_422114
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4u2ges (7/13/2021)
You may want to try to roll bones straight in Blender. You can do one side only and then use Mirroring in CC Adjust Bones to replicate to the other side.

This works, but it's a tedious step! Also I haven't managed to get the results of a roll change back into CC3, I think it recalculates the roll axis on import, or it's hiding in the fbxkey and remains broken.

I have a script in blender to rename the bones to allow mirroring, then rename them back :-)

4u2ges (7/13/2021)
Ahh, OK. It was not clear from the first post what was the impact.

I'm glad I managed to describe the problem, thanks for understanding!

justaviking (7/13/2021)
It won't provide an immediate solution, but I suggest you report this as a Bug in Feedback Tracker.
Good luck.


Thanks! https://www.reallusion.com/FeedBackTracker/Issue/Bone-axis-is-incorrect

justaviking (7/13/2021)
One more suggestion is to try this: https://forum.reallusion.com/FindPost469889.aspx (it would either fix it, or distort fingers even more :))


I did try that, sadly it didn't work. I also tried reposing the model in blender to match the CC3 bind pose (somewhere between a T and A), then applying that as the new bind pose, then re importing to CC3 and they were still wrong, making me think it's stored in the fbxkey over being calculated in import.



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