fbx anim import into DS 4.5
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I am trying to import fbx animations into DZ and even though there are no error messages the process is only partially working. The import is bringing in a new genesis skeleton with animation instead of putting the animation onto the existing scene skeleton.
Is this how it's supposed to work? How do I get the fbx animation onto the skeleton that is already in the scene?
Comments
Actually, now the animation won't import either - just the first frame.
A partial work around I have discovered is re-exporting the newly imported skeleton as a BVH and then reimporting the new BVH back onto the original character. To make it clearer here is my whole step.
1) new DAZ scene with Genesis character
2) export to an fbx
3) animate fbx in motionbuilder and then export a second fbx with just the animation
4) import second fbx back into original DAZ scene - it is at this point I was expecting the animation to go directly onto the genesis character in the scene but instead it creates a second Genesis character with skeleton only
5) (this is the work around) export the second Genesis (the skeleton only one) to a BVH file
6) import BVH back into DAZ scene onto the original Genesis character and it now works fine.
At the moment I have had mixed success with the FBX file importing with sometimes the animation coming in and other times just the first frame. Considering I exported from and imported back into the same DAZ scene without making any scaling changes while in motionbuilder I would have figured it would just come straight back in and onto the genesis character from the fbx.
Hi phil_ffd678f3c1
Check out this tutorial, you will learn how you can transfer animations from Motion Builder back to Daz Studio using Genesis 2 and 3 characters. This pipeline is straightforward, and animations transfer with accuracy with no data loss. it will take you less than 5 minutes!
http://www.flipbookmarket.com/blog/how-import-motion-builder-animations-daz-studio
Generally it's better to "Save as pose preset" than to export as BVH - result will be more accurate.
Moreover, if You're working with Genesis3 then MoBu is unable to properly route the roll motion into Twist bones due to misalignment between Twist and Bend bones in Genesis 3 (I have filed support ticket for that, nearly year ago and still "being solved"). Saving as pose will also help to overcome this issue - you can manually rename animation channels in pose .duf so they come to right bones.
Wow
woW
Anyway, good info in the misalignment issue.
Request #198217 - Wrong setup of Genesis 3 twist bones - Anatoly Sennov July 31, 2015 21:26
Can celebrate it this weekend![laugh laugh](http://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/teeth_smile.png)
Fixing an issue like this would break everything else - poses and conformers at least. It's very unlikely that Daz would want to do that - the knock-on effect for other users would be far too severe - unless forced by an unavoidable breakage from a change beyond their cotnrol (something like the change to SSS behaviour in the version of Iray in DS 4.9 compared to 4.8).
And since the majority of theDaz studio users do not animate&Dont own Motionbuilder or Iclone pro and are not even effected by this Critical Flaw, There is no logical reason for Daz to address it ....Fair enough "needs of the many " and all that.
Oh well..., as a character motion vendor myself ,I really wanted to support Genesis 3 for the Daz Studio user market.
This confirms that my decision to stick with G1-2 for animation products was a well founded one
Thanks.
Yes, the year after. But it wasn't that much trouble when this request was posted. Finally, I have it done myself for my characters.
Now that I'm moving my animation projects back to Daz, of course I prefer to use G3F: I've been using it in iClone, mainly for the nice face rig setup. I already got a bunch of G3F based assets.
Yet, after 2 weeks of going at it, I realize G3F in Daz Studio is just not worth the troubles and workarounds. I could list up to 6 crucial animation features G3F lacks, all of which Genesis 1 does with ease.
I almost forgotten how amazing Genesis was, and how much energy I have invested in it. The AniMate2 compatibility and better Active Tool pinning are worth the multi weight map per bone editing vs G3F's single map per bone. Which is saying a lot.
So I'm also giving up on G3F pipeline, at least for now... Wish List changes accordingly too.