Blender Equivalent to "Adjust Rigging To Shape"
I was wondering if there is an equivalent to the "Adjust Rigging to Shape" in Blender (maybe using an addon).
What I mean is, let's suppose that we have an already rigged character and that we create a rather extreme Shape Key that changes severely the proportions of the character. Is there an automatic option inside of Blender that allows to reposition the bones similarly to what the "Adjust Rigging to Shape" does inside of Daz Studio?
I was also wondering if the Diffeomorphic addon can do something similar. Let's suppose that we have already exported a character from Daz to Blender using Diffeomorphic. If we now import an extreme morph does Diffeomophic allows the possibility to adjust the bones and the rigging automatically?
Comments
Not as far as I know. Rigging in Blender is typically top-down; the rig always controls the mesh. That said, Blender has a lot of hidden features, so it's possible it's buried somewhere.
I'm asked for this a short time ago, too.
Seems that Adjust Rigging To Shape and linking the armature to shape keys are unique DAZ features.
You can for sure link the armature to shape keys. In Blender they're called "drivers" and they need some light Python scripting, but you can definitely do it.
margrave, gerster thanks for the info!
@margrave Well afaik drivers can't change the rest pose. In daz studio the rest pose is changed, and it is changed during animation, that is, it is keyframed. Blender can't do that, there's no way you can keyframe the rest pose.
Then it is the same in maya, max and any other platform. Don't know about houdini that's particularly flexible ..
@margrave And I agree on that, it's daz that does it not me that want to.
Then the purpose of animating the rest pose is to conform the armature to the mesh shape as discussed here. That is, daz studio morphs the armature together with the mesh. Think about animating a human turning into a werewolf. Suppose the werewolf gets 2.5 meters tall and also gets different proportions. In daz studio the armature conforms during the animation. In blender this is not possible.
@Padone Well, Daz Studio is just fundamentally different from Blender, architectually. Everything is an outside file that's loaded in and applied to a standardized mesh with a rest pose literally baked into the software. Blender needs its rest pose to remain constant because it doesn't have a frame of reference for how the armature should be. You can't just "reset" the figure back to the default rest pose because that is the default rest pose.
Blender's Pose Library works great for storing default poses. If you need to animate a human and a werewolf, just create a Human_RestPose and a Werewolf_RestPose and apply it whenever you need it.
Not sure if I'm missing some basics, but if I pose a figure in Blender and want to reset the pose, I just need to select the bones and with alt + r all rotations will be resetet and I'm back to the rest pose.
Yes, that is correct. Padone is talking about having the ability to morph/blend between two different rest poses, which AFAIK isn't possible. There's just the one rest pose for an armature, and every other pose is recorded as an offset from that.
oh I see, thought this is normal. So DAZ can animate between two rest poses? Why would I need this?