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Here is another example. Good progress!
Thanks dude! But is possible to import only teeth. I mean, for me its fine base mesh but those teeth are killing me hahah. Regards.
My G3F rig is fairly simple. I used this script to create the nodes. I created nulls as offsets and one controller for each joint (I forget, but I think there are 62). The script will create the offsets for you, just make sure you check the offset button. After I created the nodes, I placed the nulls just under the figure's nose (I know it sounds odd, but you will notice that the joints on the face are not at 0,0,0 in their neutral position. Apparently, they were originally created just under the nose and moved into place without freezing the transforms) and parent constraint each joint to the corresponding control. Then I grouped the nodes just so (see the red circle in the screengrab of my Outliner). The script will do most of the grouping for you. Create your UI and parent the whole thing to your head effector and it's done. I also created sliders for blend shapes. The nice thing about this is you only have to do this once. You can use this rig to hold your facial animation and then transfer the animation to your final character or you can just morph the mesh into your final character.
...OR you could do what I did for my Genesis 2 characters. I really wanted to have controls directly on the face, but I am too inexperienced to figure out how to do it. It's really complicated. So I hired a rigger to do it for me. Send me a PM if you want the contact. They did a great job.
Cool. Send me a PM if you need help. I am a beginner, but I can at least tell you what helped me.
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I encountered a problem when using DaztoMaya . I send characters to Maya2017, No face control was found in Shap Editor.
like this :https://www.youtube.com/watch?v=JOKufaQIPHM&t=83s
time to 1:23second
Does anyone know the right way to get face control?
Your face morphs should automatically appear. I have no idea why yours did not transfer, but I have a theory. Is your Daz Studio in Chinese or English?
And now she has hair.... Render time only 1:07
So what's the best way to get animations back into Daz Studio?
Export to bvh & import to DS
I don't even see a bvh export in Maya. I'm such an animation newb I have no clue what I'm doing
Export FBX with Morphs only one time.
If you are using Maya, you must use FBX to transfer animations back to DS. Maya doesn't officially support the bvh animation format. Unfortunately, its not as easy as exporting an FBX from Maya. A very reliable way is by using Motionbuilder. I think others are using iClone. Why you want to get back into Daz Studio is baffling to me. Maya has one of the best renderers in the business.
I'm also a newb, but that doesn't keep me from pumping out some fierce hair
. I'm loving Daz characters in Maya.
How do I get an animation from fbx onto the Daz character though? Importing an fbx just gives me a separate rig it seems, how does one get that onto a Daz character? Utterly bewildering to a bloody animation novice that's for sure.
As to why, mostly just toying around but I'm interested to see how these animations in the store end up in Daz Studio. Couldn't we also use this as a tool to create poses, I guess like a 1 frame animation?
I can vouch for this video created by Daz3d. It works perfectly for G3 and G2 also. https://www.youtube.com/watch?v=j5E5DU8O6ho Regarding your second question, once you import the animation, I guess you are free to use any frame as a pose. Just save it as a pose preset like the video describes. Or save the whole animation as a preset.
I use G8. So the easiest would be DazToMaya, Maya to Motion Builder via fbx, Motion Builder to Daz via bvh? Pretty weird also that the no.1 animation software out there doesn't support bvh.
"I use G8. So the easiest would be DazToMaya, Maya to Motion Builder via fbx, Motion Builder to Daz via bvh? "
This procedure can also be done in Maya but sometimes its a little tricky. Import the Daz figure (don't use DaztoMaya). Setup the HIK characterization manually. Reassign the animation to the Daz rig. Bake to skeleton. Export fbx to Daz. EDIT- I could be wrong about the no DaztoMaya part. I haven't used the plugin for a while.
"Pretty weird also that the no.1 animation software out there doesn't support bvh."
I think there are three reasons why this is so. 1. Biovision, the creator of bvh is dead. That means no more updates to bvh. 2. The bvh file format is not fit for production use. I mean studio production. There can be only one animation per file (as far as I have seen) while FBX can group dozens of motion captures in one file which is much more convenient for production. 3. FBX is an Autodesk format and industry standard and they want to continue to promote it.
Export fbx to Daz, then import how? All I get is either nothing or some separate skeleton. Confused as to how the animation is actually supposed to end up on G8F.
ideally, you want to export your G8 to daz studio Maya via fbx. Characterize it for an IK skeleton rig. If you have an animation on another rig, you can reassign the animation using the method described in the video. Then just follow the other directions. Sometimes I don't get good results this way, probably because I am always changing the fbx export settings for other things I am doing. If you have Motionbuilder, that is by far the surest way to do it. I don't need to do this very often because I have weaned myself off of Daz Studio.
Hmm partial success. Messing with fbx export options I got something in Daz to move at least and the animation seems to be correct but everything is stretched though.
Oh there were actually errors messages.
It should work with maya's fbx export too, the same as mobu
Ignore what it looks like in DS when you import the FBX. You're just using the FBX for a container for bone animation +/- morph animation. You're not using the actual FBX, you're just transfering the keys to your model in DS
If you're just using bones, save it as an an animated pose preset in DS . If using morph animations, use an animated properties preset
Merge the preset to the destination character, but don't forget to unlock nodes and set rotation limits off before merging the preset
Bryan stegall posted a video tutorial for the mobu workflow, the relevant info is near the end
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Why is vimeo "blacklisted" on this forum ?
vimeo-dot-com/227139373
Hmm when I save an animated pose preset and apply that to G8F nothing happens at all though. Not even an error in the log file, just nothing.
I noticed that Mobu does something when you choose "expand branches" in the context menu before exporting the fbx. I think that's the difference. I forgot what settings I used to get Maya to work before. I was desperate and I tried everything. No so desperate now. MOBU is the best. You can get a free trial or student version.