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© 2025 Daz Productions Inc. All Rights Reserved.
Comments
More thoughts about rigging a Daz figure:
Why is there a need to use a rigging script like Advanced Skeleton? The first step in rigging has already been done for you. For instance, turn off the HIK on your figure in Maya and what do you have? You have a beautifully weighted figure and an FK skeleton. Isn't that a perfect start for a rig? You can manipulate the skeleton by selecting the joints but the next step would be to start adding controls and features. Maybe there is a script out there that can help us add controls to an already existing joint chain.
Ok I learned quite a lot just from drzap's comments alone. I learned that it's possible to somewhat recreate Daz Studio's system using blendshapes. All I have to do is create custom rig's for each Genesis base character. Unfortunately, when I release the first Daz Custom Rig's out to the public, it can't be used for commercial use since I'm using the Maya Student Version. At the moment, I'm a broke ass college student lol but as soon as I'm 110% confident with the rigging process, I'll purchase the monthly subscription and make as many Daz rig's (Genesis 3 male and female are first priority) as possible before the deadline.
Damn, yea that plugin seems better than Ornatrix (regarding Daz Hair). Thanks
I tried looking for an answer, the closest I've ran into was "The Rigging ToolBox", since the plugin was capable of adding controls to an existing weighted figure with an FK skeleton https://www.youtube.com/watch?v=C5zSZ1JDhV8 I bought the plugin but I still couldn't prevail, but that was 4months ago when I barely knew how to navigate a 3D software. I'll try attempting again
Hmmm, this might be great news. "The Rigging ToolBox" might be the answer. I think the main reason why I struggled was because I was using "The Rigging Toolbox 2" instead of the original "The Rigging Toolbox", and the first one seems to be the answer. Man, imagine if this plugin works, we'll quickly get a custom rig while maintaining the facial rig and it's weights! I'll test it out today and keep you guys updated.
More to the point, unless these were created from scratch and included no mesh, you would be preveneted from releasing them at all by the Daz EULA.
Thanks for forewarning me, I figured it would be allowed since the base Genesis mesh are free. I also meant to say "Commercial Use" not commercially. I made it seem like I wanted profit haha. I'll edit the comment
I made an error in a previous post. I was raving about a blendshape system by Scott Englert. I made a mistake. This is the wrong product. While seuvblendhape is a good way of making blendshapes from targets with different topologies, it is not the blendshape system I wanted to highlight.
http://www.stargrav.com/bcs.php This is the system. Like I said, it is a little involved and takes getting used to, but I see potential for remarkable results. Will make you want to forget all about bone rigs altogether. And it is free. Just wanted to correct my post.
They are free to use, but not free to re-distribute. Free beer, but not free speech to invert the Open Source movement motto.
Okay I definitely understand. Thanks again for letting me know
For the people who were looking to create a custom rig with a Daz Character's, I have great news and bad news (fixable solution though). "The Rigging Toolbox 1" basically adds IK controls to your already weighted Daz Character. I almost have a fully function rig but I'm running into one little problem with the leg's Pole Vectors. If anyone with rigging experience can solve this simple problem, this plugin will be the gateway for animator's who desperately want to animate Daz Character's without using an HIK rig. Also, since it retains the original FK Daz joints, you can still use the HumanIK Rig on the Custom character. As soon as I resolve this Pole Vector problem, I'll make a tutorial from start to finish on how to make a custom rig. The process can be as simple as setting up an Hik rig
Okay I figured everthing out. I'll make an easy tutorial for this asap, but you are required to purchase "The Rigging Toolbox". Here's a snippet of the foot attributes. This custom rig obviously won't be as fancy as a Long Winter Studios rig but it'll get the job done for sure https://drive.google.com/open?id=1jpkf2-fG0hhUEZSdl77dxVt-oovU9qpO
Hope somebody can help me with this:
I have the plugin installed and can export a character from daz with DazToMaya and import it in Maya2018. However I got two problems:
- When I open HumanIK no character is defined
- I read through this thread and want to export the JCMs. So I added pJCM export to my Morph Export rules and activated "Maya Helper Scripts". So when I do a normal export from DAZ and import it in Maya I get all the JCMs and with the mel script I can import the constraints/relationships. If I use DAZ to Maya, it doesn't respect the export options I set in the previous manual export. It only exports the gead morphs and that's it. There also no JCM relationsships described in the mel file in DazToMayas temp directory.
Am I missing a step here?
Hi, guys! I have just one problem. My model is too big in Maya after import. Is it possible to change this?
Hi, just trying the plugin but... is it possible to export things like hairs, gens, clothing and keep pose controls in Maya?
Hi all,
I purchased this plugin today and will give it a couple days but probably plan to refund it because:
1. There is exactly 0 documentation outside of that single image showing how to click the two buttons.
2. The promos and the videos suggest you import it then it's ready to animate with a rig. I'm sitting here trying to add a skeleton to the character. Let alone a rig. Unless I've missed something, that is straight up false advertising.
3. I simply cannot save the scene in the default mb format. I save it, it's listed as several hundred MB and when I open it is entirely blank. Saving as a .ma file does work.
If anyone has had any of these problems and resolved them please let me know. I'm a few pages into this 11 page thread, but replies would be appreciated as well.
I think you missed something. Do you have a DaztoMaya box with three buttons in Maya? When you click the import button, do you get a Daz figure in your viewport? If so, you are ready to animate, as the product states. Your Daz figure will be rigged to an HIK skeleton which you can manipulate using the HIK menu.
There is documentation. It doesn't need much.
http://docs.daz3d.com/doku.php/public/read_me/index/47879/start
http://docs.daz3d.com/lib/exe/fetch.php/public/read_me/index/47879/daztomaya_how_to_install.pdf
drzap can get it to work easily. I don't own Maya.
It doesn't need much... When it works. I guess it's a "sucks to be you" product if you get errors
Through trial and error I was finally able to save the scene, but it needs to be in .ma, not .mb.
Nothing mentioning that.
And the file is 10 GB. I was also able to get the skeleton
I was also able to finally access the skeleton, but only after saving and loading the figure. Again, not mentioned anywhere.
This product has a few limitations, but accessing the skeleton (do you mean the Daz joints?) or saving in the .mb format is not one of them. To test this out, I just imported a figure and saved in .mb format without any problem at all. Your large file size is due to your fbx export settings. Apparently, you are exporting morphs with your figure and you have a lot of morphs. Morphs take up storage space. To change your morph settings, go to Daz Studio and export a figure (any figure). You will get an fbx export dialogue box. Uncheck morphs (bottom left column). Now only the figure will export. If you want to retain some morphs as blend shapes in Maya, you need to make some morph rules so your file size won't be so large.
I don't know what you mean by "accessing the skeleton". The Daz skeleton (joints) is always available in your Outliner.
You are exporting too many morphs with your figure. You need to edit your morph rules in the fbx export dialogue box. Do this outside of the DaztoMaya script.
You can't do that with the DaztoMaya plugin. FBX export from Daz doesn't allow for saving the pose positions along with the rigging. But it can be done another way. Here is an excellent tutorial on how to do this, written by one of my colleagues. This will solve your problem. https://www.youtube.com/watch?v=SwMaAjhz-K8
This is a limitation of the DaztoMaya script. If you are experienced in Maya, you will find the script has little value. There is a group of artists who are solving the problems related to using Daz figures in Maya. You are welcome to join our Skype group (check my signature).
I'll give that a shot, thanks.
Just to knowledge check:
Export a figure and disable morphs. Then use the daz to maya script, which will use the previous export options?
Edit:
That did not work, the .mb is still the exact same size. 4.9GB. .ma is still ~10GB.
Steps I followed:
You seem to have followed the correct procedure. I don't know why your file is so large. When you are importing and exporting, you can see in the status line below what is happening. If morphs are being transferred, it says so. It also takes a long time if you have a lot of morphs. If it's not a morph issue, I don't have a clue. You can try importing manually without the script and see if you get the same result.
@ drzap
Are you the maya support guy for DAZ or just someone helping out ?
Thanks
I only have a little experience in Maya. I'm just helping out. There aren't many, if any, active Maya users on this board.
Well you're doing a great job Thanks !
NP, glad it helped someone.