Adjusting the Hierarchy of Drawing of Joints in Viewport?

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  4 Weeks Ago
Adjusting the Hierarchy of Drawing of Joints in Viewport?

Hi,

By default, viewports draws joints together if there are in immediate hierarchy.
For instance,
Joint A
Joint B
 Joint C

It draws perfectly. But if it with a group object, viewport does not draw it anymore.
For instance
Null A
Joint A
 Null B
  Joint B
   Null C
    Joint C

As such, is there a way to adjust this where it still draws the joint?
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  3 Weeks Ago
My main question in answering would be why? Why do you want to break up the hierarchy like that?


Solution 1
Don't break up the hierarchy needlessly

Solution 2
Use joints for those parents instead of nulls. Cinema 4D even detects "zerojoints" and knows not to weight to them when autoweighting.
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Kai Pedersen
 
  3 Weeks Ago
Hi LucentDreams,
Thanks for the response

RE:Why do you want to break up the hierarchy like that?,Don't break up the hierarchy needlessly
I need it as an offset grp. This usually happens when you want to control a specific joint by expression/expresso and still have a separate control manually.
For instance, say you want a "Fist" control (where the fingers curls when you use the control) but you still want to finess the individual fingers as needed.
So the "Fist" control will be on an offset grp. And the individual finger controls is on the joint itself.

The C4D default character object also uses it, correct me if I'm wrong
Needless to say, this is a standard practice in Maya world.

RE:Use joints for those parents instead of nulls

This is interesting. Thanks for pointing this one out.
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  3 Weeks Ago
Maya would also display those as disconnected. Consider a null as a locator more than a group in maya terms. But 0 joints will always be the better way to go. Often they will still use a root and top joint and even though the tip joint does nothing, it is there basically to draw the bone.
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Kai Pedersen
 
  3 Weeks Ago
What Kai suggested would work. What also could work is to do those expressions at the controller hierarchy instead of the joints. The joints are constrained to a controller. If you do those groups on the controller level it would be the same effect but leave you with a cleaner bind hierarchy. The character object is doing that only for cleanliness I believe. But yeah. If u need the joints to draw then use joints instead of nulls.
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  3 Weeks Ago
Thanks for the responses

RE:Maya would also display those as disconnected
Not really. Since you can specify the drawing hierarchy per joint in Maya

RE:What also could work is to do those expressions at the controller hierarchy instead of the joints. The joints are constrained to a controller.
Oh interesting. Never thought about this.

Yea, the joints as nulls works. The nifty thing also about it is for organization purposes, we can color the joints in hierarchy unlike nulls
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