Character Rotation when attempting to set a pose.

Greetings,

Okay so not new to 3D Modeling, but newer to DAZ Studio and Gen3 and etcetera.

So downloaded the newest version of Studio, and load G#F, okay so far so good. I am going to attempt a simple "Lunging" type pose with hand on knee and hip looking up at camera. Get right foot where I want it, Get left foot where I want it. (A lot of trial and error, but its a learning process, right)

Okay, so now attempting to get R hand on knee, select R Hand, select Y Translator... The entire Character rotates 90Deg!!!

So now character is "standing on the tips of her fingers. Undo. Try again, character rotates again.

Look at options, I see a "pin" option, assume that means "Pin this part right where it is and don't let it move while I move other parts... Nope, now the character has moved all parts AND rotated 90Deg.

So this is probably a VERY simple thing I am overlooking, but how do I prevent this rotation and/or any unwanted character movement when trying to set a pose?

 

Thanks in advance.

V

Comments

  • When you say you select the Y Translator, is this happening as soon as you click or when you start to drag? It might help to post a screenshot of the pose (in Smooth Shaded preview mode - ctrl(Win)/cmd(Mac)-7, ctrl/cmd-9 to go back to texture shaded - assuming the figure is nude) and/or a pose preset (File>Save as>Pose Preset).

  • ViallyVially Posts: 343

    Character is nude, so not sure if it can be posted:

    However, it is when I try to drag ANY (just confirmed this by trying to move the character neck) X,Y or Z translation, the whole character will rotate forward, on the Y axis by about45deg. Funny part is, if I try to use the translator to move it back, it will perform the translation, but rotate the entire chaaracter AGAIN 45 deg forward.

    Eventually I will get back to the original Y pose position (after character rotates 360deg, but there has to be an easier way :) )

  • ViallyVially Posts: 343

    So okay, put some clotheson so I can show what I'm talking about.

    First image is the right foot forward. I should note that character did NOT rotate when moving this foot.

    2nd is after grabbing and moving the Z translator for left foot. (to move it down to floor or ground plane.)

    3rd is what happens when I attempt to move it back.

    Again, note, this is happening regardless of what body part I try to move, head, neck, eye, finger, you name it, the whole character is rotating forward. doesn't matter which direction I am attempting to move teh translator either, X, Y, or Z, entire character will rotate.

    The ONLY save is to "Undo Translate"

     

    Thanks again,

    V

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  • What, if anything, is pinned?

  • ViallyVially Posts: 343
    edited August 2016

    Her right foot I pinned in an attempt to get her to not rotate past the floor.

    Didn't help.

    As a side note, I was playing with animation last night, (until way to early this morning,) and was attempting to modify the location of a hand in one of the "Tweens". Same thing happened, as soon as I moved the Translator, the whole character rotated forward. Completely new scene, new model, new clothes etcetera.

    One interesting thing I did note, is that the model rotates forward based on the characters Y axis, not based on the scene Y axis, (character at time was facing away from main scene camera or "Front" of stage.)

    Not sure if that information helps at all.

    Thanks,

    V

    Post edited by Vially on
  • It can sometimes help to deliberately bend the knee or elbow slightly.

  • ben98120000ben98120000 Posts: 469
    edited August 2016

    Translations for most of the bones are grayed out, locked, meaning you actually dont have any. What figure does when you start to translate a bone that doesnt have a translation is to rotate or bend (not translate) next bone and next one etc. (which ever it needs) to get the bone you are translating to the position you are translating it to. When it hits the limit of the rotation it starts to rotate next bone and next etc.

    Also note that translating arrows are not pointing straight down or straight forward. They are at certain angles on all axes, meaning when you start to translate foot up - down you are also translating forward - backward and side to side. So which ever axis and rotation on the next bone in line hits the limit first it activates next one, until it reaches the hip bone which moves (translates) and rotates the whole figure. 

    Post edited by ben98120000 on
  • chorsechorse Posts: 163
    edited August 2016

    Are you using activepose pins or IK pins?

     

    Post edited by chorse on
  • More or less the same issue...
    I have the character set in the position I want it in but I need to rotate the character 90 degrees.

    Every time I try to rotate it, the entire body contorts in multiple directions.

    How do I rotate the entire body in a static position?

  • Cris PalominoCris Palomino Posts: 11,898

    I normally rotate the hip.

  • I've seen that aspect and have used that control to move the character around the setting but rotating anything includint the hip throws everything out.
    I've even gotten distortions of the facial features.

    What I need to do is rotate the female character so that the male character is seen holding her in his arms.

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  • I normally rotate the hip.

    Bearing in mind that I'm only 20 hours into the use of this software AND the concept of 3D animation...

    I've used that method successfully to move the characters around the work space but I've not yet figured out how to use anything to rotate the character on any axis without resulting distortions of the figure (including radical facial distortions).

    What I want to accomplish is to rotate the female character so that the male character is holding her in his arms.

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  • I normally rotate the hip.

    Bearing in mind that I'm only 20 hours into the use of this software AND the concept of 3D animation...

    I've used that method successfully to move the characters around the work space but I've not yet figured out how to use anything to rotate the character on any axis without resulting distortions of the figure (including radical facial distortions).

    What I want to accomplish is to rotate the female character so that the male character is holding her in his arms.

    That's probably what is known as gimbal lock - when you have rotated a bone it moves the axesof rotation after that with the model, so here it's probably that you have rotated the y and z axes on top of each other and they have pretty much the same effect. The fix would be to rotate using the figure node or to create a new null node (Create>New Null), position it under the figure, parent the figure to the null, and rotate the null.

  • MattymanxMattymanx Posts: 6,974

    Instead of trying to pose the figure using the view port tools, just use the node selection too (the arrow icon) and select the node you want to rotate and then go to the Parameters Tab and adjust the rotation dials there instead.

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