Exporting a figure from blender to daz

Hello everyone!

I have a .blend someone gave me to animate, but I only know how to animate in Daz Studio. So I was wondering if I could export it as an obj file to use it in DS.

I searched on internet, found a lot of informationd, but now, I start to get stuck. I achieved to merge informations to create my own tutorial, but now there are no futher informations about what to do.

So, I used this tutorial and some other discussions like this one or this one.

I achieved to reorder my bones and set them in the right position. I created my figure, everything seems ok, but when I try to move something (like the head, for exemple), nothing happens.

I have no knowledge about making figures, or how bones works, so I can't manage to find what's wrong.

I've searched everywhere, but I can't find any answer. Can someone help me out please?

Thank you!

Comments

  • Before the bones will do anything they need to be weight mapped, which is essentially telling each vertex how strngly it should respond to the bone.

  • Oh ok, I think I found! Thank you for your answer, it helped me find what I needed! (I guess)

    Someone on another discussion said this : 

     

    Sertorial said:

    Here is my method (in case anyone is interested)

    BLENDER

    Create the prop, keeping moving parts as separate objects

    In Edit mode, select the verts and assign to groups (Ctrl G)

    Export the model to OBJ making sure to check "Polygroups" box

     

    DAZ STUDIO

    In "Figure setup"right click in "geometry list" and load the OBJ file

    Drag the OBJ file across to "Geometry" in the "Relationships" column (to the right)

    Parent the bones how you want them

    Right click the "Order" and select rotation order (the dimensions X,Y,Z refers to DAZ convention, not blender)

    Click the green "create" button

    Go to "Tools > Joint editor" and position the bones where you want them (if they're not right, delete the model, change the rotation order and re "create")

    Go to "Tools > node weight map brush"

    Right click in the viewport "Weight editing > Weight conversion > convert triax weight to general weight"

    Go to "Tools > node weight map brush" right click in the viewport "Weight editing > fill bone by selection groups" (make sure you have the weight map selected in "Tool settings"

    DONE

     I'll try it out! I'm not even sure my bones are in the right place ^^"

    Is it what I needed to know? If so, thank you again!

  • Ok, I worked! I may have to improve my rigging skills, and how to connect bone properly, but the result is fine! Thank you for your help!

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