Is export FBX with morphs broken with GF3 / V7 ?

asymptoteasymptote Posts: 29
edited April 2017 in Daz Studio Discussion

I'm having major issues exporting V7 to 3ds Max.

If I export without morphs everything is fine, as soon as I export with morphs my animation is trashed.

In max I get these extra files, and some weird entries in the morpher modifier with crazy values.

        

 

I've spent days prepping for an animation project amassing all the morphs I need and this has truly dropped me right in it.

I read in another thread this was an issue and I couldn't find any resolution.

I've tried all version of FBX in both DS and Max and all give the same result.

Can anyone confirm either way what the situation is?

thx

Post edited by asymptote on

Comments

  • mikael-aronssonmikael-aronsson Posts: 586
    edited April 2017

    I have no problems importing a G3 FBX into Cinema 4D and Lighwave so I don't think there is anything wrong with the export in DS, so not sure what it could by, never used Max, does max support UDIM ? or you have to collapse the UV maps ? 100+ morphs problem ?

    Post edited by mikael-aronsson on
  • asymptoteasymptote Posts: 29

    FBX with morphs works fine in max with G2 / V6, it's just G3 / V7 that breaks the animation and produces these weird extra morphs.

    This is the other thread I found about it from 2015 with no solution.

    https://www.daz3d.com/forums/discussion/67011/g3f-victoria-7-fbx-export-with-animation/p1

  • asymptoteasymptote Posts: 29

    Definitely being created in DS btw:

     

     

  • Are they created at export or do they exist in the morph list when you export ?

    If they do exist there, are they baked ?

    (this is when you would like to have a search function in the FBX export....)

     

  • asymptoteasymptote Posts: 29

    Thanks for your suggestion Mikael, adding export rules fixed it, although as I animate it keeps adding more each time.

    Surely this isn't as intended ? any idea why this happens ony with GF3 ?

    and why am I looking at an export window designed in 2002 ?

  • asymptoteasymptote Posts: 29

    Wait a minute, pins don't work with GF3, is this model even supported in DS ?

  • I don't use G3 much but pinning works fine with it as far as I know (not any worse compared to G2 ;)

     

  • asymptoteasymptote Posts: 29

    I'm reverting to GF2, there are "less" issues, no time to bounce around forums all day.

    Thanks again.

  • asymptoteasymptote Posts: 29
    edited April 2017

    This is maddening, does anyone know why these extra rules keep getting added that break the animation ? Is fbx export compatible with G3F ?

    Why does G2F export without issues but G3F has all these extra things added. ?

    Post edited by asymptote on
  • Bryan SteagallBryan Steagall Posts: 238
    edited April 2017

    Hi Asymptote

    So you are getting this when you animate in DS, then export everything, including animations, to 3ds Max?, and are you using G3F/Victoria only, have you tried with others?  

    I don't use 3ds max, but I do use Motionbuilder a lot.. and I don't see any of these issues, however, I only export the character then animate in MB.  I'll have to test to see if I get the same thing.  I know that as morphs are used, they automatically get baked, and might be that they are getting interference with your export list..

    I'll do a test and report back

    Ok, I believe that animation export is broken, I didn't try with Victoria, but with one of the characters I'm working with, Tamara for G3F by 3d Universe.. here's my animation in Studio (by exporting the fbx character, no animation to MB, then animate face and body, then importing fbx back into Studio and saving as a .duf properties preset) 

    https://bryan_steagall-hotmail.tinytake.com/sf/MTUwNTMxN181MjU4MzE2

    and here's the same file, exported from Daz studio with animation and everything, to MB.. I didn't see the extra morphs or files, but the animation is hilariously broken

    https://bryan_steagall-hotmail.tinytake.com/sf/MTUwNTMyNl81MjU4MzI1

    and, when exported without morphs, everything works ok.. interesting.  I did know that the morphs in G3F, especially the facial morphs, get written back to the facial bone rigging, but hadn't actually tested it.. (all the animation originally was done on the morphs themselves in MB, then applied to the morph channels when saving the fbx as a .duf), the file that I exported without morphs actually wrote the animation on the bones when exported..

    Post edited by Bryan Steagall on
  • asymptoteasymptote Posts: 29

    Hi Bryan thanks for looking and testing, yup that's pretty much it, export without morphs and everything is fine, as soon as you include morphs the animation is broken.

    This happens on G3F only, G2F works fine.

    I opened a ticket on Monday about the issue.

  • I tried this just when V7 came out and it worked fine and I am almost 100% sure I had morphs when I tried, but I tried again today (importing into Lightwave) and the animation goes all bonkers, but in Lightwave it's easy to fix, I just delete the weird morphs and the animations works fine after that.

    But yes, something is wrong with the G3 FBX export.

     

  • asymptoteasymptote Posts: 29
    edited April 2017

    Most definitely, I just applied a basic ambient moves loop to GF3 and exported, I didn't apply any morphs, I just exported with "morphs" checked, I remove all Morph Export rules and it still happens.

    16 extra unwanted morphs are created.

    Import straight back into Daz and you see this:

    GF2 has no issues.

    Post edited by asymptote on
  • Well, I hope you get your tickets answered, I have tickets related to fbx issues for over a year now with no resolution.  

  • asymptoteasymptote Posts: 29

    I've had an answer but no resolution as yet, I'm just going with G3F is NOT compatible with DS until further notice, it makes life easier.

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