Comments (3)
Hi,
I'm so happy to have found this ticker.
I've been trying for 2 days to import a recently made genesis 9 characters and couldn't understand why the auto-IK crashed (or simply stopped by only creating a couple of Nulls in c4d). I htought it wasn't compatible with c4d 2023.
Appreciate you looking at it, thanks. Do you think this will be a quick fix, or months?
Just need to assess if I should create a different character for my project.
Thank you
Joao Monteiro
from daztoc4d.
I'm not sure if this is helpful or not since you are working on it, but I've gone and done a quick (but large) refactor to at least fix the crash with auto IK for genesis 9 figures, using a genesis 9 database and a dictionary to convert the various bone and joint names.
basically all I did was replace every single hardcoded bone, joint or IK reference with a query to a dictionary using the existing label. If the model is identified as a Genesis 9 model, it then goes through a mapping. If not, it's used "as is", so that the refactor does not break previous gen8 models. There were a number of issues since a lot of the autoIK involves partial references to deal with left and right and automatic joint mapping, and things are kind of iffy with fingers and toes, so the mapping is non-trivial.
It's still kind of hacky, there are probably issues with constraints and code quality but at least the process completes and the IKs seem to be kind of working on genesis 9.
link to the commit, should I open a pull request?
from daztoc4d.
G9 AutoIK support now working in latest release: https://github.com/daz3d/DazToC4D/releases/tag/2022.2.13
@babebridou Due to time constraints, I was not able to merge your full branch, but did incorporate a few improvements. I will try to revisit the other changes in the future as time permits. Thanks.
from daztoc4d.
Related Issues (20)
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