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© 2025 Daz Productions Inc. All Rights Reserved.
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yeah i'll guess :)
any goodone you can recomend?
What is your experience level? What kind of rig do you want? blendshapes? joints? There are so many ways to rig a face and it depends on your personal animation style. I suggest you type the key word "facerig" in youtube and take a look at different kinds of rigs. This will give you an idea of how to proceed.
Many thanks and props to the posters: i was able to get Daz to Maya running on Maya 2018 because of this forum
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EDIT: Solved: Export without namespace and put the skeleton below the mesh seemed to do it.
I'm not sure where the correct place is for asking queistions about comersial plugins, but I try it here in this old thread.
I have a question about reimporting the DaZToMaya figure into DaZ after exporting it from Maya with added animation.
So, I exported a G8F into Maya with the help of the DazToMaya scrip. Works fine, and it is easy to add animation to it. I bake the animation as usual to the skeleton as FBX Binary, just as I normally do.
When I import it to Daz there is animation, but when trying to save it as a pose preset the preset is "empty" when trying to aply it to something. Also, trying to make a aniBlock from the animation just gives an empty block.
I have no problem doing the exact same thing when I manually export a Daz Character to Maya and back.
What could be the problem?
Hello
Does not work properly
The interface does not open
Does not find in plugins
Daz to Maya
please video lesson
https://www.daz3d.com/forums/discussion/comment/3000611/#Comment_3000611
Merged new thread with the main Daz to Maya thread.
drzap - In another thread you mentioned some workarounds for the JCM and mesh resolution / HD issues . Can you expand on this a bit?
I know about set driven keys; but it's quite a bit of work to set this up properly unless you have some template or script somewhere ?
Thanks
There are many ways to go about getting the JCM. It depends on how you want to approach it. You can grab them all at once or you can grab them as needed. But they all end with a SDK being used, so you should search for a script or automate it with MEL commands like I do. Here is the process:
1. Create an animation in Maya that exposes the deformation problems you want to correct. Keep a note of the frames where the deformation is the worst.
2. Send that animation over to DAZ and use it on your character.
3. At those frames, export an .obj file of your figure. I usually export at subdivision 2, but I don't think it matters.
4. Back in Maya, run the animation, stopping at the frames of note and inserting a corresponding .obj corrective morph.
5. Voila, your character now has automatic JCMs.
But as you can see, this process is only as good as your thoroughness. There are at least 40 basic deformation areas that need to be corrected with many more others that may be optional, depending on your animation and character movements. Here is another way, if you are inclined to do a little scripting:
1. Create an animation with each frame being a position that exposes deformations needing correction.
2. On the DAZ side, run a script that exports this animation as an .obj sequence. Teleblender can do this.
3. On the Maya side, run a script that cycles through each frame and applies the corrective morph.
4. Now you are completely independent of Daz Studio and correctives are automatically applied following the animation curve in your SDK.
Scripting this should be fairly simple for someone who's up to it. It only needs to be used once per character.
Incidentally, this method can be applied to muscle morphs, hand poses, even completely changing the character on your rig. The only thing to remember is that morphs work in the mesh space, not the skeleton space. If you apply a morph, the skeleton won't follow (this is the reason for the two animations). This isn't a problem if doing joint corrections, but if you apply a pose to a character in the T-position, you won't get desirable results when you try to animate it. Same thing with hand morphs. If you choose to animate with hand morphs, you should strictly use morphs and not mix morph and bone animations or your results will be unpredictable. The best thing to do is experiment for yourself. You can morph into different poses from the T-pose and move the rig to see the effects.
As far as HD meshes are concerned. As far as I can see, there are no HD meshes. Everything is subdivided base mesh. What you have in DAZ is the same as what is in Maya. This is why I can morph between a SubD 2 .obj mesh and my subdivided DaztoMaya rig. They are the same! HD morphs seem just to be subdivided meshes with bump maps or normal maps applied. At any rate, feel free to export an "HD" .obj of your character in the T-pose, add it as a blend shape in Maya and turn the shape to 1. Now you have a "HD" Daz character as long as the blend shape is activated. Personally, I don't see a difference. Applying proper normal or displacement maps in Arnold makes the difference.
An HD morph works on the virtual vertices created by SubD, instead of working on the vertices of the base mesh/SubD cage. I believe maya has something similar, it is (as far as I know) using a feature of the Open SubD standard from Pixar.
Ok thanks. It's a lot of work. I think the obj/mdd / obj sequence/ or almebic workflow is much faster (but still sucks)
Look a bit more closely, it's not the same , because there are projection maps in the .duf that are not trasferred over in the FBX. Significant differences on some characters and monsters. It might be that you tested a character whose "HD" variant shows very little difference to begin with in the first place. The subd algorithm is different too , which also contributes to different results. Some joint bend issues can be partially explained by this as well, not just JCM's
One way around this is to bake some normal and displacement maps from a proper obj then transfer them in maya (or whatever program) , but it's still off
The HD morphs work optimlally at the subd level the sculpter had it set to . For some, it might be "4" for example
I should mention this was tested a while ago in an older maya 2016 version (maybe some new developments in 2018) , but there were a bunch of threads about these issues here and various forums
Yes, open subd is the closest, I mentioned this in another thread - but still not the same . There was another thread discussing the subd variations but nobody has been able to replicate it externally outside of DS.
Look a bit more closely, it's not the same , because there are projection maps in the .duf that are not trasferred over in the FBX. Significant differences on some characters and monsters. It might be that you tested a character whose "HD" variant shows very little difference to begin with in the first place. The subd algorithm is different too , which also contributes to different results. Some joint bend issues can be partially explained by this as well, not just JCM's
One way around this is to bake some normal and displacement maps from a proper obj then transfer them in maya (or whatever program) , but it's still off
The HD morphs work optimlally at the subd level the sculpter had it set to . For some, it might be "4" for example
I should mention this was tested a while ago in an older maya 2016 version (maybe some new developments in 2018) , but there were a bunch of threads about these issues here and various forums
Ok, it seems you have much more experience in Maya than me. I am a beginner. I found this much preferrable than sculpting my own corrective morphs. I am trying not to add "sculptor" to my growing list of skills. The "HD" results are good enough for my purposes, but I'm not animating creatures, so...
The MDD way is initally quicker. I wish Maya could import .mdd files. But in the long run, it is a waste of time (if you are using Maya) because you have to constantly send animations to DS for corrections for the whole length of your project. I'd rather not have Daz Studio in my workflow at all and this way, although initially more tedious, will benefit me in the long run. If someone develops a script, it could be a hands off solution, except for the editing of SDK curves.
An easy way to demonstrate the subd algorithm issue is to look at the teeth and eyes . There will be teeth gaps and eye geometry issues when using FBX from DS, which are made worse when applying subd. For example test a base G3F. Put a proper obj side by side the fbx to see the issue.
It's not just a ds fbx / maya issue (other programs have the same problems when using DS FBX). There are dozens of different subd variants internally and through 3rd party plugins (opensubd alone has a bunch of variants and settings) . You can check the poly or vertex count and they will be different - that will also tell you immediately subd wasn't applied in the same fashion. You can toggle through various options I havent found a match.
I'd rather not have make the trip back to DS either, or at least minimize the time spent there. But If you've tried set driven keys, it's a lot of work.... especially when you have scenes with more than 1 character.
The base FBX +/- different subd can look fine in some scenes and is perfectly fine in some scenarios. Even lack of JCM's isn't that bad in some types of motions
Also, you can hide a lot of things, with clothing, etc... maybe some characters don't talk etc...selective framing and fancy camera work...
In another thread, Richard posted some FBX exported changes in the changelog comming through the pipe. The Maya Helper Script looks like it might be useful.
IIRC There is and MDD importer for MAYA maybe third party perhaps.
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You have to "pick your poison"
Settle For a base res FBX in your other application
Do the manual work you are doing for better Joint deformations.
or use MDD or Alembic to drive an animated mesh any any resolution
you choose.
I honestly cannot speak on alembic as I dont have the paid Alembic exporter
for DS
However MDD works for me because of My personal pipeline.
Create Major human Ik body motion in Iclone Pro with Iclone realtime avatar
and retarget to Genesis Skeleton in 3DXchange.
Export BVH to Daz studio
apply to naked base res genesis figure
Add any lipsinc from Mimic pro3( if character is speaking)
and Facial animation in DS make any body tweaks with DS graphmate.
Save as animated duf file.
Load fully dressed SubD'd "Actor"Version and apply duf file
render default lighting open GL pre vis of the animation
and check for errors.( very important QA step!!)
Only then is the full dressed "actor " exported as obj file followed by his MDD Data file.
Import obj file into C4D with texture maps automaticly applied
Make MDD loader object a child of the .obj file and load MDD file
and the actor performs for render.
Advantages are:
the same actor can sit and wait for new MDD files
dropped on the server no need to keep exporting another .obj file of him/her
for the next "take"
All of my animation is created a realtime environment ( Iclone pro,Endorphin)
But rendered in a dense dynamicly lit environment.(C4D)
MDD driven actor can be scaled to any size in C4D
MDD driven actor wear maxons Spline based Dynamic hair with collisions
MDD driven actor can interact with other native C4D dynamics crashing through walls
and have particle system interaction and limited C4D cloth interaction like moving under bedsheets etc.
MDD driven actor Can be sent to realflow to have water interact around his mesh
so the imported fluid sim matches him in C4D for the render
MDD driven actor can be cloned with C4D mograph for large crowds
or marching armies
MDD Dynamic clothing sims from DS can have non destructive modifiers to thicken cloth
MDD driven actors can be baked to independent PLA mesh with C4D's
"cappucino" tool
allowing me to Delete the linked Daz MDD files all together.
( MDD are big files and take alot of server space)
This Baked to PLA MDD actor can be converted to C4D motion clip
and speed up , slowed down trimmed & mixed like the Daz aniblock system
This baked to PLA MDD actor can have his PLA keys removed at any time
and he becomes a static mesh again ready to accept
a new MDD motion files from his Daz/Iclone animated counter part
MDD driven actor can sent to other environments
(if you have them)
I have successfully tested MDD driven figures in Lightwave 2015
and Blender 2.79
All with the hi res SubD, vein popping, joint fidelity of the orginal genesis figures in Daz studio.
I don't have a lot of assets yet to compare, especially since my girl is out of town, but I can confirm that I am also having this problem, though it is hit and miss.
In the first photo, there is very clearly HD detail missing. This time I confirmed it on the website that it was an HD figure. She also has the teeth problem you mentioned, but I never have eye problems. The second render there are no problems. The teeth problem can easily be fixed, but the missing HD..... I also tried morphing with the HD figure and so far have failed. Maybe the HD mesh is different somehow. I will have to test with more specimens. Looks like another advantage for MDD.
In order to get the look I wanted, I had to make custom SSS color maps. Very few DAZ figures come with them and since iRay ubershader is so different, it is really necessary. The Redshift render shows something wrong with the eye. It might be the problem you are talking about or it might be a shading mistake, maybe the bump map is too strong.
The final barrier has been broken. I've finally fine-tuned my shading and morphing system so that no HD details are lost, no teeth or eye problems! It has taken much longer than I originally planned, but now my naive expectations I had in the beginning of this process can hopefully be realized. (from right to left) 1. Unretouched render from Maya (render time 2:34) I like working in the raw color space so the render is usually oversaturated. 2. Redshift render after color balancing (desaturation). 3. Daz Studio render (render time 3.08) 4. Photo is now graded with a custom LUT for the final scene. Notice all HD details are retained because I am using the HD .obj mesh as a blend shape. Side note: Despite using 3 extra custom maps, the Redshift renders still finished 20% quicker.
So are you sending the character to maya through the plugin as FBX, then importing a fully HD dialled OBJ and plugging that into the FBX as a blendshape?
Good idea - but that would not be possible if you plan on rendering a character outside of the default pose, correct? You would need to send the posed character through the plugin and then export the same posed character as OBJ. And i believe the plugin does not work sending posed characters, it sends them through as default pose
Pity, that would be a decent workaround for retaining HD details and the affects of the JCMs in daz
As long as the HD blendshape is enabled, you will have a HD character. It doesn't matter if it is enabled in the default pose, or otherwise. It is important to note that if you use a blendshape that affects the whole body, you should only enable it after you have positioned the skeleton in the same pose. This isn't a requirement, but it will be much easier to animate afterward.
" You would need to send the posed character through the plugin "
I don't need to send anything through the plugin. In fact, I rarely use the plugin nowadays. I already have the skeleton definitions for HIK saved so I can just import fbx manually and load the definitions from disk. The only thing I need for this to work is an HD .obj in the t-pose. JCMs are another story. In order to use Daz's JCM's I need to position my Maya rig and the DS figure in the same pose, then export the .obj. and apply it to my mesh. It's better to have a script or macro for this.
Hello all,
I'm very interested in this plug in since I was doing all the steps to make it work to bring daz gen3 models into maya by hand. I use fxb and dae import to bring in all the morphs and do custom texture adjustment to make it render correctly with REDSHIFT (I only use redshift due to it's speed since I have a machine with FOUR gtx 1070 gpus).
Can anyone tell me if DAZto MAYA plug in works in coverting textures as to to allow me to render in REDSHIFT without having to modify them by hand? or it only works with Vray and Arnold?
As far as Human IK and Morphs, I have set it up so that it all works with very few clicks. for HIK you just have to have a template once and it can be mapped to daz joints to match HIK with a single click. for Morphs, I use fbx import for most morphs and dae import for some body morphs and they all work fine. you have to change the skin method to classic or it won't scale correctly if you want to modify models before HIK.
Hey! Anyone knows how to fix this (See screenshot). Teeth become a bit too rounded and the gaps between them a bit too large...Thanks.
DaztoMaya plugin was developed to convert to Vray and Arnold 4 (the current version is Arnold 5) render engines only. Redshift plays nice with Arnold 4, meaning that it isn't strictly necessary to convert the shaders to Redshift as long as you stick with Arnold 4, but if you have the latest version of Arnold, it will ask you if you want to convert to the newest shader. If you do that, Redshift can no longer read the new shader and you will have to convert. That being said, Redshift seems to be faster using its own shader engine so I always make two scenes, an Arnold version and a Redshift version.
That's unfortunate because dual quarternion gives excellent performance in deformations when animating. Can you change back after HIK?
Hey! How do you fix those teeth?
This is an fbx import problem. AFAIK, it can only be fixed by using the method I described in this thread. Import a subD OBJ file in the T-pose and use it as a blendshape for your character. Obj files don't have the teeth problem.
Please read my above comments in this thread. I have explained how you can apply a hi rez OBJ blend shape to your character in Maya. This will eliminate the teeth problem (for the most part). So far, I have been able to morph all my characters, except the ones with geo shells or mesh eyebrow attachments. You need the help of additional scripts to blend those figures. As you can see below, no teeth problems.
OK, I haven't got the money to buy this plugin. But is i5 possible to transfer a Daz3D model fbx skin weight to a rigged HD obj of the same model? Anyone?
If the OBJ has the same vertex order (it should) and your skeleton is the same (you can copy it from the Daz fbx rig), the skin weights should be able to transfer. I haven't had a need to do this personally, but I'm very curious about your results.
I will soon complete the script to automate JCMs on Daz figures in Maya. Here is an example: The first photo is the DAZ Studio JCM applied. The second photo is the same JCM applied in Maya. I used a set driven key to automate it. The third photo is the Maya figure without the JCM. The script is a little tricky but should be finished by the weekend.