Originally posted on June 22, 2022 @ 19:30
2024-06-19 Updated:
Fixed Bone Minion not found error when loading a scene by using the DataItem.getOwner()
Fixed so that Bone Minion works with Partial Poses again
Added ability in Install script to select which scripts get added to Favorites and Toolbar
Fixed bug so that Heavyweight Bone Minions can accept and properly process partial poses
Fixed bug where props were not posed properly
Fixed bug where props did not take into account the size different between the bone minion and the target
Fixed message for when AutoTransfer property is false
Added MemorizePose function
Added RestorePose function
Fixed bug where AdjustRotations function would do calculations that would rotate to the partial pose as if using WSRot and not LocalRot
Fixed CopyPropTransformations function to use the location DIFFERENCE from the parent bone to the prop. This allows
better adjustment when the Bone Minion is a different size from the Target, such as with G8 and G9
Changed CopyPropsTransformations function to just use CopyPropTransformations instead of DS actions
Changed CopyPropsTransformations function parameters to be the prop lists instead of the bones
Added IsHeavyweightBM function
Added CannotSetToDefaultValue function
Improved IsBoneLocked function to handle Heavyweight Bone Minion bones that cannot accept the DefaultBoneChangeValue
Improved GetBoneRotations function to handle Heavyweight Bone Minions which often have bones (pectorals especially) that don’t initialize properly
Modified CopyPoseProp function to detect if Bone Minion is a heavyweight Bone Minion
Fixed bug in Create Heavyweight Bone Minion that did not initialize the bone to detect partial poses
Replaced ALL calls to getSkeleton() with getRootNode. It turns out that if the oNode is NOT a bone or DzSkeleton (i.e., it is only a DzNode), these are not the same! This caused errors sometimes
2023-08-22 Updated:
data/RiverSoft Art/Common/RSBMConstants.dsa to correct the issue with Genesis 3 heavy bone minions This file is present in all of the products since it contains the information for all Bone Minion of the figures and is reused between all Bone Minion products.
Added “Target Figure” property to Bone Minions, which points to the figure to create a pose for, removing the requirement that Bone Minions must be a child of the figure
Refactored Bone Minion to be able to add new converters using metadata files without updating old versions of bone minion
Modified IsBoneMinion function to check if node is a DzFigure as well as containing “Bone Minion” label
Added Improved IncludeFile for increased speed
Added ability to create a specific Heavyweight Bone Minion based on a command line parameter automatically
Added GetBoneMinions function to return all bone minions in a skeleton
Modified AttachBonesEventCallBack to attach to first child node if hip cannot be found
Added Genesis 9 Bone Minion to the installer for when Bone Minion for Genesis 9 Poses is released
2022-11-17 Updated:
Updated support files to interoperate correctly with the Genesis 9 Bone Minion products
Fixed installer script to correctly create menu actions that will load the Bone Minions
Refactored Bone Minion to NOT require entries in the NameConversion table. This allows conversion files to be added WITHOUT requiring an update to RSBMConstants.dsa. Updating RSBMConstants.dsa REQUIRES updating EVERY Bone Minion product.
Added optional call to TweakPose after copy conversion
2022 -07-13 Updated:
Added a Create Heavyweight Bone Minion script. Bone Minions are designed to be fast and lightweight bone catchers for poses. However, they do have a limitation that especially comes into play with later generations. The standard Bone Minions only contain the bones and rigging of the figure types. They do not include pose properties. Thus, they cannot catch poses that do not change bones but only change pose properties, e.g., Right Hand Fist which moves all the bones of the right hand to make a fist. To use these types of poses, you need to have a heavyweight Bone Minion which is essentially an invisible copy of the figure type. The Create Heavyweight Bone Minion script can create and set up these heavyweight Bone Minions.
Added Automatic Pose Transfer property to the Bone Minions, which control if the pose transfer to the parent Target Figure automatically occurs when the Bone Minion’s bones change
Fixed limitation that only one Bone Minion per figure was in automatic mode
Fixed Copying Transformations so it does not copy unchanged bones
Introducing the revolutionary new way to use poses from different figure generations! Stop wasting time and hard drive space converting pose presets, just use them! With Bone Minion, you can directly use poses for other generations without first converting and saving them to a preset. Your Bone Minion will do the hard work for you by acting as a bone “catcher” for a pose and then transferring (and converting if necessary) the pose to its parent target figure*. Simply load the desired Bone Minion (i.e., Victoria 4 Bone Minion for Victoria 4 poses) on your target figure (Genesis 8.1 Male), select the Bone Minion, and start applying poses!
On the fly conversion of poses to your Target Figure
Directly convert from the Source generation to the Target generation without converting to intermediate generations (i.e., direct conversion from V4 to G8F instead of V4 to G2 to G3 to G8)
Works with full poses, partial poses**, and even hierarchical poses***
Automatically applies full poses when they are loaded**
Cross-gender pose conversion
Use Pose Details on the Bone Minion to apply partial poses
Note that converted poses (and especially props if they are hierarchical poses) may not be perfect and may require tweaking. Facial Bones (i.e., expressions) except for the eyes are not transferred.
* Requires purchase of the correct Bone Minion product.
** Any pose that sets the hip of the Bone Minion will be automatically converted on the fly and applied to the target figure. Only 1 bone minion can be in automatic mode per figure (the first installed on a character). The Apply Changes script can be used to transfer any pose (including partial poses) on the Bone Minion to its target figure.
*** Hierarchical poses require the props loaded on both the Bone Minion and the target figure. The prop will be properly rotated for the pose but may need to be manually translated to the correct location.
Please see each product’s page for details.
This product includes the following products:
Bone Minion for Generation 4 Poses for Genesis 8 and 8.1
Bone Minion for Generation 4 Poses for Genesis 3
Bone Minion for Generation 4 Poses for Genesis 2
Bone Minion for Generation 4 Poses for Genesis