Question: rigging a necklace

I actually wanted to post the question in my CC thread. However, I think it will get more attention and possibly feedback as a solo thread.
My idea is a rigged necklace that can be moved slightly using bones (and presets), for example to the right, left, or following gravity forward. So nothing really special, apart from the specific requirements of HOW TO it is done.
MORPHS
Based on my experience with morphs (which would be the easiest way), I rule out morphs. There would be distortions (think of a pearl necklace) that would make the whole thing nonsensical. Or is there perhaps another option, such as a morphable base and lots of RFNs (rigid follow nodes)?
DFORCE
I think Mada (DAZ) once made a necklace with dForce (no, I don't just mean the pendant on the necklace, but dForce along the entire length). That didn't produce an edifying result, nor is it likely to.
RIGGED
So (from my point of view) all that remains is rigging and that's where my questions and problems begin.
I have already rigged a few things for the adult sector... but I'm not really satisfied with it when I apply this technique to something else.
So here are my questions:
* How do I get the main bone in the middle of the necklace so that I can then create sub-bones to the right and left of it?
* Do I really have to assign material groups in Blender to which I then assign bones in DAZ? But what happens to the material groups if I want to assign (surface) materials?
* How many bones do you think I need for the movements described? Should there be many bones (on both sides of the main bone), or is less more in this case?
I would be very grateful for any advice, tips, and information you can provide.
My idea is a rigged necklace that can be moved slightly using bones (and presets), for example to the right, left, or following gravity forward. So nothing really special, apart from the specific requirements of HOW TO it is done.
MORPHS
Based on my experience with morphs (which would be the easiest way), I rule out morphs. There would be distortions (think of a pearl necklace) that would make the whole thing nonsensical. Or is there perhaps another option, such as a morphable base and lots of RFNs (rigid follow nodes)?
DFORCE
I think Mada (DAZ) once made a necklace with dForce (no, I don't just mean the pendant on the necklace, but dForce along the entire length). That didn't produce an edifying result, nor is it likely to.
RIGGED
So (from my point of view) all that remains is rigging and that's where my questions and problems begin.
I have already rigged a few things for the adult sector... but I'm not really satisfied with it when I apply this technique to something else.
So here are my questions:
* How do I get the main bone in the middle of the necklace so that I can then create sub-bones to the right and left of it?
* Do I really have to assign material groups in Blender to which I then assign bones in DAZ? But what happens to the material groups if I want to assign (surface) materials?
* How many bones do you think I need for the movements described? Should there be many bones (on both sides of the main bone), or is less more in this case?
I would be very grateful for any advice, tips, and information you can provide.
! REPORT
The best way would be a single rig with many bones, but it will be a rather time-consuming job. You'll need to create morphs so the buyer can move it more easily, then figure out where you're going to put the hip with the Genesis, which is a bit complicated.
REPLY
! REPORT
Pushee-Ri
Karma: 33,745
Sun, Aug 24Thank you very much 
As mentioned, I once did something simpler with 3 or 4 bones... and even that was very (!) annoying (especially the weight mapping in the DAZ Atari like environment). I thought that with a few professional tips, it would be easier to handle... apparently, that was a silly idea
Below Deecey, I have two other ideas. What do you think?

As mentioned, I once did something simpler with 3 or 4 bones... and even that was very (!) annoying (especially the weight mapping in the DAZ Atari like environment). I thought that with a few professional tips, it would be easier to handle... apparently, that was a silly idea

Below Deecey, I have two other ideas. What do you think?
supremoomega
Karma: 4,234
Mon, Aug 25Today I tried using D-force on a collar in DAZ 4.24, it was rubbish, their new collision system took 10 minutes to do, then another 3 minutes to do the emulation, a disaster, I think I'll go back to DAZ 4.22.
Pushee-Ri
Karma: 33,745
Mon, Aug 25Perhaps a new DAZ slogan?
" There is nothing we cannot make even worse. "
" There is nothing we cannot make even worse. "
supremoomega
Karma: 4,234
Tue, Aug 26and I'm thinking about how to rig this chain
https://www.renderhub.com/gallery/74224/t-800-new-hair-and-glasses
https://www.renderhub.com/gallery/74224/t-800-new-hair-and-glasses
I'd assign the back center of the necklace geometry to the neck body part. The skeleton can have bones from hip to neck ... but create the child movement bones off of the neck.
I agree that creating the child bones or movement morphs will be quite tricky.

I agree that creating the child bones or movement morphs will be quite tricky.

REPLY
! REPORT
Oh I forgot to add one thing.
When you add the child bones to pose the necklace, the OBJ file has to have same-named GROUPS (not materials) to correspond to the bones. The materials can be whatever you want.
When you add the child bones to pose the necklace, the OBJ file has to have same-named GROUPS (not materials) to correspond to the bones. The materials can be whatever you want.
REPLY
! REPORT
Pushee-Ri
Karma: 33,745
Sun, Aug 24Thank you very much for the tip and for taking the time to enlighten me 
On the subject of GROUPS: I work with Blender and tried using Vertex Groups. Unfortunately, these were ignored by DAZ (but it could also have been an error on my part when exporting). Material Groups worked in DAZ... but that's obviously a bit silly
Below are two other ideas. What do you think of them?

On the subject of GROUPS: I work with Blender and tried using Vertex Groups. Unfortunately, these were ignored by DAZ (but it could also have been an error on my part when exporting). Material Groups worked in DAZ... but that's obviously a bit silly

Below are two other ideas. What do you think of them?
Pushee-Ri
Karma: 33,745
Thu, Aug 28@Deecey:
OK, I have a question about GROUPS. The normal vertex groups didn't work for me. Is there something else in Blender for grouping vertices or faces? I just read something about face groups, but that feature has been removed again. Hmm... it's all a bit tricky...
I'm currently working on a different technique... but bones would (I assume) be quite interesting for fine-tuning.
OK, I have a question about GROUPS. The normal vertex groups didn't work for me. Is there something else in Blender for grouping vertices or faces? I just read something about face groups, but that feature has been removed again. Hmm... it's all a bit tricky...
I'm currently working on a different technique... but bones would (I assume) be quite interesting for fine-tuning.
Pushee-Ri
Karma: 33,745
Thu, Aug 28OK—I just did it a little differently and simply created face groups in DAZ, exported the object, and then re-imported it. Now I finally have face groups 

OK - the bones and rigging thing would be way too intense for my project (and the intended price). I'd rather leave that to the pros or people with
nerves of steel
After thinking about it for 2.04 minutes, I threw one of my ideas mentioned above straight into the trash. It was about an adjusted pivot point and rotation. Well...
The other idea is based on what I did in part for my SLIPABLES: objects in different positions. In the case of the necklace, for example, base (regular), shifted to the left/right, and then two gravity objects (45 and 90 bent forward).
This wouldn't work (or at least not completely) for every conceivable pose... but it would look better than a " glued-on " necklace in all positions.
This could be created in Blender in (just about) acceptable working time, and the user could then use one of 5 to 6 necklace objects, depending on the pose.
nerves of steel

After thinking about it for 2.04 minutes, I threw one of my ideas mentioned above straight into the trash. It was about an adjusted pivot point and rotation. Well...
The other idea is based on what I did in part for my SLIPABLES: objects in different positions. In the case of the necklace, for example, base (regular), shifted to the left/right, and then two gravity objects (45 and 90 bent forward).
This wouldn't work (or at least not completely) for every conceivable pose... but it would look better than a " glued-on " necklace in all positions.
This could be created in Blender in (just about) acceptable working time, and the user could then use one of 5 to 6 necklace objects, depending on the pose.
REPLY
! REPORT
supremoomega
Karma: 4,234
Mon, Aug 25I would remove all the corrective morphs, and do this from the video, then make custom morphs for the joints.