Daz character with morphs (FBX) to Maya for animating

231286231286 Posts: 0
edited January 2017 in Daz Studio Discussion

Hello

I am intrested in animating in maya so i createt a daz model with all my morphs and extractet it as a FBX.

In maya i opened it and i have everything from the rig to the muscle morphs and other morphs.

The problem is that i have around 600 morphs and i dont know how to filter them just the one i need lets say a smile or and open mouth or angry.

Lets say i want this 2 option as a fast quick show item how can i do that ? is it possible to add them as favorites or in an other option ? Or can i create like the IK rig helper circles just a circle with a name like smile inside as a quick click option near my character so i only need to klick on smile and then just turn on or off ?

I used Sourcefilmmaker before and there was just some sliders but it will be ok too but here i got 600 sliders thats to much to scroll through everytime. If there is alternate way to bring a good daz model to maya with rig / morphs i am open to that.

Thanks you very much for the help and sorry for my english.

Greetings

Post edited by Chohole on

Comments

  • jaebeajaebea Posts: 454

    I haven't tried G3 in Maya yet.  G1 and G2 use blendshapes and can be accessed with sliders in Maya.  But because G3 uses bones in the face, you have three options for manipulation.  1-Direct manipulation using curser on this little point circles on the face. 2-Numerical values in those boxes next to the names (pain in the butt). Or 3-Learn to build a facial controller:  

  • Hi

    You can filter what morphs to export out from Daz Studio under "edit morph export rules" when exporting fbx.. this will help in reducing the amount of morphs.. I normally restrict it to either head.xxx or genesis3male.xxx to limit them (see attached)

    Now, if your plan is to bring in that fbx back into Daz studio, to save the pose as a .duf or render.. you might have some issues.. there are some serious quirks in the fbx importer that you need to be aware of.

    1.- body animation done in motionbuilder (and perhaps Maya, don't know as I don't have it), comes back in when imported as fbx as separate skeletons for items such as clothing, etc..(with each being in different positions) making it impossible to render out just like that..  if you save the animation as a pose, it is ok, as it only saves the animation from the genesis3 skeleton

    2.- pose files for facial animation, have to be saved using the "shaping" preset or "properties" preset (shaping saves morph animation, properties both morph, body animation and materials), but.. you have to edit the saved .duf file for it to work.  I found out that the fbx exporter writes out the morphs for example as #head__eCTRLSurprised, which works fine in Maya and MB, and when brought back in, keeps that naming convention, however, Daz Studio looks for #eCTRLSurprised, so you have to do a mass replace in something like wordpad to correct it.  I can give more details if interested.

    I agree with Jaebae, the bone rigging gives a lot more options, and you can use a combination of the two to achieve really realistic animation.(as you can really use the bones to extend the range of movement that morphs might not give)

     

    exportrules.jpg
    1298 x 970 - 421K
  • Thanks you very much for the help. What jaebea means is G2f is easyer then g3f ? beacause most models i have are just g3f v7 and most clothes are just for that. I want to try animating in maya and render there not in daz i hope with arnold there are some good qualty like the iray of daz.

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