Adding to Cart…
![](/static/images/logo/daz-logo-main.png)
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
Hello everyone. I have a problem. Again. :) My motion works partly in DS. At the first part (when the character looks forward) motion is good but then character turns back (and moves a little bit forward) ... and character start to "fly". It seems like the animation for hip is broken when character turns back. Also I found that this "bug" is contained in the imported .fbx which was created in MB. BUT there is no any bugs if I open this .fbx file in MB or FBXReview - motion is clear. So, bug appears in DS only after .fbx importation. I moved the animation to positive axes ... but the animation is broken anyway. Who knows what's going on and what to do? Thank you.
Have you tried using Ikinema WebAnimate instead of Motion Builder to retarget your animations? I have been experimenting with WA on G1 and G2 characters and have been having better sucess with them than in MB (plus the program is very easy to pick up; the learning curve is not nearly as steep as MB).
-P
Hi PA_ThePhilosopher will it work for genesis3 ?
because I Consider , when WebAnimate2 released as stand alone aprication.(no need log in anymore)
but found topic in Ikinema forum, then at that time, there seems problems about genesis3.
If there is already clear work-flow for daz genesis3?
eg Could you modify motion animation with IK rig , in WebAnimate2, and return daz studio timeline, without problem?
This is definiately big news if it's true. Can anyone else confirm?
-P
I haven't even attempted a G3+WebAnimate retarget, because all my efforts in the past to do anything directly on G3 have failed.
But with the latest Daz update, it sounds like there might be some hope.
-P
About facial motion, I can confirm, no one can export face nodes animation as bvh simply because, daz bvh exporter not record them, even though there is key on tiimeline. may work when user only use rotation.
then I do not know user, who make facial animation in another app, then import it to daz timleine as bvh with success. ds can read off set values about imported BVH. and off set values are used to record node translation.
But about body motion (consit by hip translation, and nodes rotation ), I believe, most of aprication can import bvh correctly made in daz time line.
then I hope, if I can re-target exported BVH rig to clean arranged rig in each aprication. (eg FBX rig which exproted from daz studio to WebAnimate)
I recently think about FBX more, (because I feel many limitation, about BVH)
then some user seems to use this topic not only about BVH, then I edit tittle. hope to clear work-flow for each aprication and purpose.(thouogh it may change, what user hope)
I did it early on but it got broken since
..
I see. after all, what aprication is best to make and play genesis3 animation with expression , and daz can recommend with confidence?
eg If there is daz official mocap tool which can direct plug daz studio facial parameter (controllers), I may prefer it. (then customize body animation, in another app, and try layer as anibolck (though I really feel, why there have been no version up about animate2 long time)
because daz technolozy (morph flexibility, auto transfer morph,, HD ,,or triax weight map, or Alias and many hidden ERC,,grafted item,,,etc includde iray-render) can work best in daz studio, if try to reproduce same effect in another App with exported Figure, cause many effort, then we lost many flexiblity or detail, it means we lost daz figurea strong point . But I do not think, DAZ really plan new animation plug in, and rig system with real IK for daz figures. which officially recommend. it is not problem about price, but there seems no offcial animation aprication DAZ can confrim .
I may buy and learn it, if DAZ can offer animation aprication which offer same utility as iclone (3ds Max, Maya, Blender, though I do not know each app detail, eg shader parameter animations, simulation etc,) with keep all technolozy and compatibility of products for daz studio. (we have bought them)
.
Hello all.
About import/export... You can transfer animation (created in DS) from DS to MotionBuilder in good condition via .fbx file only. You can create .bvh file in DS of course, but in MB animation will be not the same as in DS. You can transfer animation form MB to DS via .fbx file too in more or less good condition (feets a liitle bit sliding, some wrong hand twists...).
But I discovered a problem with animation created in MB where character turns back. I described this early on this page. G3F and G2F behaves identically. Animations without turns are good enough.
Sorry, I know nothing about Ikinema WebAnimate and how to use it. I will try it.
And the last thing. I think the problem is in the positive/negative values of Z-axis for the character's hip. I translated the character to positive Z-axis... but it doesn't help. So, I have no idea what to do.![sad sad](http://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/sad_smile.png)
![crying crying](http://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/cry_smile.png)
Hi Victor, could you share the fbx file you generated? I've had this issue a few times too with mocap files from MB to Daz (happens with Poser too), and most of the time it is an issue with the original mocap file.. If I can have the file, I can take a quick look at it to see..
It has to do with how the different programs see and interpret the file.. Motionbuilder knows how to deal with it, but sometimes other programs don't.
Hi Kitakoredaz
I did this
For this animation, I used a combination of bones and morphs, and it works well (but there is one step in between that you have to do, which has to do with renaming the morphs in the .duf file so that daz studio knows where to apply the animation).
this is my process: I export my characters to fbx with the bones and most of the morphs (usually just head.xxx), which I then bring into motionbulder to retarget both the body and facial animation (plus whatever other animation you want to add). I save this file and import it straight into daz studio (and don't worry how it imports, there's a bug where the clothing and the figure come out as separate skeletons.. looks horrible, but does not affect saving the .duf file) You save the .duf file using the "properties" preset, which allows you to save both animation done on whatever morphs you have on the character, and bones (just unclick the "materials").. You do have to change the names of the morphs in the resulting .duf file, but after that it works fine (has to do with the way daz studio writes out the morphs in the first place.. I have a ticket in to them for that)
Thank you Bryan for the help offer, but I found solution. Btw, animation with G2F looks more accurate then with G3F. G3F is sliding more and can't put her hands on hip (because shoulders twists less than needed). So, animation needs to be fixed in DS. But it is better than nothing anyway.![smiley smiley](http://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/regular_smile.png)
You are welcome Victor, glad to help, although, I will mention.. the reason why you can't put the hands on the hip is because you have to not only remove the limits on all the joints, you also have to unlock them. Select the hip joint, select all children, then "figure" "lock", "unlock selected nodes". This will enable the figure to have full movement. (this is what I do with all my animation with gen3 figures, seems to work)
I tested a BVH export and import of the free sultry walk aniblock shortly after DrGonzo62 posted. I saw the same errors I've always seen on G3F. I was going to test more prior to posting, but got busy with other things.
So, as far as I know, none of the BVH related issues have been resolved.