Importing Rigged Model - Need Help ASAP!
When I try to import a rigged model (made in Maya), I get an error, saying: "Rigging limitation: bones without root skeleton". The skeleton, although fully listed in the scene pane, is invisible in the viewport, and does not deform the object when bones are rotated.
If I export an existing DAZ character to FBX from within DAZ Studio, open it in Maya, re-export to FBX, and then re-import to DS, it works just fine, so it's clear that there's no direct lack of Maya/DS interoperability. However, if I bind anything else to the character's skeleton in Maya (such as a pair of pants I made, for example), I end up with the error in DS.
I'll be damned if I can figure out what's different about DAZ's pre-existing rigging from my own rigging. Within Maya, everything appears to be rigged identically. What am I missing?
I need to solve this fast. Long story short, I've been hired at the 11th hour to create a ton of content for a project already far along in development. For reasons I really can't get into here, the project is married to DAZ Studio, as the hub of its animation and rendering pipeline. If I could work entirely in Maya, as I normally do, there would be no problem, of course. But this wall I've hit with trying to get my stuff into DS is a crippling, and my deadline is only a few days away.
Surely, there has to be a solution.
Thanks in advance for any and all help!
Comments
collada import works sometimes but cannot be saved.
I think you need to rerig or attach the skeleton using the content creation tools.
sadly I do not know how to yet in studio,
I never find enough time to learn, Blondie9999 has a bookavailable in the store, I have it and it says how but I am too lazy to try.
You can't bind any thing to your model DS doesn't like that - you will have to bring it over as obj
and rig it to your model . Other some thing like that .
link - help
http://www.daz3d.com/utilities-resources/tutorials/advanced-rigging-in-daz-studio-4-pro
http://www.daz3d.com/catalogsearch/result/?q=blondie9999+rigging on sale too, basic and second part2 advanced book too
Thanks, but I think we might have a slight terminology mismatch going on. "Binding", in industry standard programs such as Maya, Max, etc., is the first step in the rigging process. Saying a model is bound to a skeleton is synonymous with saying it is rigged to the skeleton. So, I'm not sure what you meant when you said I have to rig it, rather than bind it. Can you please explain what you meant, regarding the difference?
Also, thank you for the tutorial link, but what I'm looking for is the way to bring in models that are already rigged. The bottom line is I don't have time to re-rig a million models internally inside DS, when they're already rigged in the standard manner to be compatible with nearly every other 3D modeling platform, animation program, and game engine on this planet.
I have to believe it can be done. Frankly, it would be beyond ridiculous if the program can't understand something so utterly standard and simple as a basic skeletal bind. There's got to be a way.
Thanks again in advance for any additional insights.
Per this thread Collada import might work for bringing in a rigged figure: http://www.daz3d.com/forums/discussion/15672/
Thanks, Wendy and Canary both, for the COLLADA suggestion. Unfortunately, every time I try to import a COLLADA file into DS, the program instantly crashes.
Any other ideas?
Thanks, but I think we might have a slight terminology mismatch going on. "Binding", in industry standard programs such as Maya, Max, etc., is the first step in the rigging process. Saying a model is bound to a skeleton is synonymous with saying it is rigged to the skeleton. So, I'm not sure what you meant when you said I have to rig it, rather than bind it. Can you please explain what you meant, regarding the difference?
Also, thank you for the tutorial link, but what I'm looking for is the way to bring in models that are already rigged. The bottom line is I don't have time to re-rig a million models internally inside DS, when they're already rigged in the standard manner to be compatible with nearly every other 3D modeling platform, animation program, and game engine on this planet.
I have to believe it can be done. Frankly, it would be beyond ridiculous if the program can't understand something so utterly standard and simple as a basic skeletal bind. There's got to be a way.
Thanks again in advance for any additional insights.
sorry that's all I can think of .
you have to use the Genesis as donor or what ever model ( V4 M4 etc . ) you started with .
you could try going through Poser - it might be more to your liking .
or there's iClone 3dexchange program .
Hi all - now it's 6 years later and I am running into the same/similar issue. I have rigged data via Adobe Mixamo that's coming from a 3D full body scanner. I am exporting to fbx or collada and then try importing it to DAZ. Always get the same "bones without root skeleton" error and the imported figure looks terrible. Any suggestions? Thanks in advance!
Necroing this because I think Mixamo did something to its export system.
Animations I downloaded with a rigged Genesis figures previously worked fine. Now? I get the "bones without root skeleton" error, as well.
@jochenmoelle
Sorry, I know this discussion was a while back, but I found the trick to making Mixamo work, is a few things:
1) In Daz, use a G2M/F model
2) In the scene tab, right click on the model and choose select all (provided the G2 model is the only item in the scene)
3) Edit> Figure> Limits> select to turn off limits
4) Edit> Figure> Locks> select to unlock everything
5) Have the figure in a T pose before exporting
6) Import/Upload into Mixamo
7) Choose your mocap
8) Export as FBX 6.1
9) When you import your newly downloaded fbx, choose "Mixamo" when you see the dialog box
Be sure to save as a pose file, so that you can use it with other models
That is how I made the following Michael Jackson YT vid - https://youtu.be/nqwWyNWknY0