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Its probably your FBX export settings in DAZ. To fix this, export a figure manually. When you get to the fbx export window, check your morph export rules. You should have a rule that allows the "head" morphs to export. If you don't have such a rule, you will have to add it. Feel free to send me a PM if you need help with that.
Hi all!
I seem to be running into a runtime script error when I do an auto import with Maya. Is this a problem with the script installation or something else?
Hi, i have daz 4.9 and maya 2018, the maya plugin loaded fine and the daztomaya script is there in the tool bar but when i click it, nothing happens (i have my character loaded in the scene)
What could be going wrong?
I have never experienced this AFAIK, but I have had hit or miss problems with Genesis 8 figures. Usually if my HIK screen is lit up green like your photo, everything is ok.
Does the humank ik rig handles twist bones correctly? Does it respects daz limits? For example, if I use the human ik control rig generated by this script for g8 figure and I rotate the hand controller along the twist axis (like when you rotate a tap or valve); will it rotate he hand bone or the forearm twist bone? ( I only have poor man maya, without pyton, so maybe someone could send me the hik rig for g8f?)
Also, for the question on the first page about exporting jcms and thir values during the animation, i actualy found a way. I wrote a script which bakes the jcm values to the timeline, then when I export the animation they are also written in the fbx, keyed. Maybe there is something like that in Daz already, but I'm still new to Daz and the learning curve is steep... fortunately there is an api!
I don't use G8 figures, but for G3 figures, the twist bones are automatically characterized. So there is a twist node in the IK rig connected to the twist bone on the figure. I imagine it is the same for G8. Regarding your script, I'm not sure I understand. You found a way to export the JCM mesh via fbx or can the values be used to reconstruct the JCM in Maya?
> I don't use G8 figures, but for G3 figures, the twist bones are automatically characterized. So there is a twist node in the IK rig connected to the twist bone on the figure. I imagine it is the same for G8.
So, you mean, if I use human ik controller on the hand (one that looks like a circle) and turn it in twist axis, then the hik will transfer the rotation to forearm twist bone? Because in Daz hand should not twist more than few degrees, it can only go left-right or up-down. So I'm wondering if the rig made by this script can handle it. You can test it, rotate the hand control and then look which bones of the underlying skeleton are affected.
> Regarding your script, I'm not sure I understand. You found a way to export the JCM mesh via fbx or can the values be used to reconstruct the JCM in Maya?
Exporting jcm meshes is pretty easy, you just put pJCM in morph rules in export dialog. I did exported both jcm meshes and the values, like in the pic bellow. I did that with a script becase daz only export meshes but not how much they should be applied for a particular pose or particular frame in an animation (i mean, i didn't found how to do that in the menus).
The standard HIK rig doesn't have controls for twist joints, but the node connection exists, you can set the limits in the Attributes Editor, and the bone will rotate if you select it in the Outliner, so you just need to make your own custom controller for it.
What? I mean What!? I mean, WHAT????
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All this time I assumed it couldn't be done because they were hidden in DS. and all I had to do was edit the morph rules???? Wow. Is it possible you could share the script?
Custom controller? You mean I have to rotate it by hand? I want the rig that calculates this kind if stuff itself.
I need to do retarget animations from a different skeleton which don't have twist bones, so I'm trying to make a rig that will do this dirty work for me. I thought this daz to maay script can produce such kind of rig.
:)
Yes, I will clean up it a little and pm you.
For mocap, you need not do anything with the twist joints. If the doner rig you are retargeting from doesn't have twist joints, I don't think it will affect the twist in the target rig at all. That's been my experience. None of my mocap data uses twist joints. I don't think there is any calculation. The twist joints don't move on the IK rig. Just retarget and go. If you are saying you want to use the twist joints in your animations, yes, you will have to make a custom controller and input your own parameters for motion because your doner mocap won't have twist joint animation on it.
Thank you! This is the holy grail.
It's not mocap, it's UE4 skeleton. But mocap would be interesting too. I'm sure you can do it in maya (I mean, you can do almost anything in maya, right?).
What I'm trying to do is to create a custom contol rig for genesis skeleton in maya, which will handle twist bones, then plug hik control rig on top of that. So, it will be hik->my rig->daz skeleton. I hoped daz-to-maya script does something like that.
Ok, I see. I am not experienced enough in Maya to help you with that. The DaztoMaya script just does something that can easily be done manually. It imports a Daz figure and gives it a HIK rig. It does it simply with a push of the button. I'm not sure if it will help you. Probably Motionbuilder can help you more. Good Luck.
I forgot, Maya does have that mysterious "send to Unreal" menu item. I have never had any use for it, but maybe you can look into it. Maybe you already have.
Oh don't PM, share with all the world
In 4.10.0.122 or later DS has an option for maya Helper Scripts in the FBX export, thsoe can be used to restore the JCM links in Maya as I understand it.
I was sure there is something hidden somewhere that does it. Thank you very much for pointing this. I never understood what this checkbox is for.
I did few test right now. So, if you check this checkbox a mel script with the same name that your fbx will be generated. You import your fbx in maya then run the script in the script editor and it will add few more things, like driven keys!
I exported a little anim hat goes from one library pose to another (kneeing a->b->c), my export config was like eCTRL:bake, pJCM:export, X/Y/ZRotate:ignore. I ended up with 2 eCTRL morphs (for eyes that are animated via eCTRL in the poses I suppose) and many pJCM morphs. eCTRL morphs are keyed using normal key (red ones) and pJCMs use driven keys, which is pretty impressive.
No need for me to do anything then
PS: I did some more testing, comapred obj export and fbx+helper script, the look almost exactly the same. There is just a little difference probably due to skinning implementation in DS and Maya. I'm surprised because I thought jcm are driven by some complex formula, but all I see in that mel script are linear keys.
Richard, do you know a good way to import fbx in DAZ? When I try to import a normal human figure (not genesis) it looks like in the pic bellow. I understand there are some requirements for the skeleton, do you know which ones?
I actually know very little about FBX as none of the applications I use seem to make very good use of it (though it's been a while since I tried importing into modo)
which format do you use for importing skeletal meshes?
Into what? DS? Usually OBJ, though have used FBX to preserve edge weighting (but no attempt at rigging transfer).
Ive been looking allover the net trying to find a maya script or tool that lets me build a higher quality rig for imported genesis 3 models (while using genesis skeleton with mesh weighted). Ive been studying genesis import to maya for months so that I can quickly create custom characters that I can use in maya (I use fbx export and custom script for texture conversion to redshift materials). The problem is that the HIK rig which I use with daz template (I can rig a daz model with hik in seconds) has many limitations because hik is not animator friendly. hik is mainly used for mocap retargeting. so hik doesnt have many of the basic rig functionality such as foot controllers (reverse foot features, ball roll, toe roll, pivots, banks, etc) and hand controllers (working on a script to automate a hand control setup). Im trying to do the same as you.. rig a genesis character using its skeleton n weights and also use hik for mocap. I havent found any rigging tools or scrips that allows me to use a premade skeleton for creating rigs. they all create joints for their rigs which has to be positioned and weight painted after skinning, which I am trying to avoid. Another reason why I am trying to use daz for character generation is because of clothing conforming feature in daz. I can export daz models to marvelous designer and then create clothing, then import it to daz and corform it, then export as fbx to maya and the clothing fits and deforms really well, way better than wrap deforming in maya. I can create lots of variations of clothed characters very fast this way (using daz clothing as well). Only problem is the HIK rig, which is okay for mocap, but not so good for hand animation. Also twist forarm bone is not automatically set to rotate in HIK. Im going to try to make a script to make the forearm joint rotate when rotating the wrist.
I did notice some deformation not showing properly when bending limbs in extreme poses with daz hik models.. and if Jcm import can help, I would love to try using them with sdk as corrective morphs.
there is a script for making a good rig with mixamo models, and thats precisely what I am looking for daz imported models. If anyone knows a way to create high quality rigs using daz skeleton, please let me know... I am studying rigging so that I can make a script to make one myself, but its not going to be easy. Also working on autofacerig for daz.
Enabling jcm morphs export will give you the genesis mesh and all jcms; maya helper mel script then will create driven keys for those morphs. This way if you bend a knee (for example) in maya all necessary morphs will be applied automatically. I think only thing that is not exported are bones driven by other bones (like pectoral driven by shoulder), i didn't found that.
Why not just copy the skin weights, use the rigging script of your choice to rig the DAZ skeleton and re-import the skin weights afterward? This way you can use any rigging system you want and retain the DAZ weights.
This plug in is a complete joke.. really. I bought it and downloaded it today.
Managed to get the DAZTOMAYA window up in maya. Clicked Auto import and guess what.. NOTHING. (Nothing to import Error). Yes I have click the 3DtoAll button in DAZ.
I have spent several hours on trying get this piece of junk to work, then finaly failing at the last hurdle.
Why wont it work correctly???
Can you load stuff manually, rather than from some temp folder.
Do you see some files in your C:\3dtemp folder?
There is no 3dTemp folder?? just did a search
OK, that probably means the script is not working on the DAZ side. When you executed the DAZ script, did you see any activity?
I'm sorry, I meant TEMP3D
No nothing happens at all.
No TEMP 3D, either. So what do you suggest then?