Exporting from Daz to 3ds max - accessories and hair stuck on A-pose

lordofthetrancelordofthetrance Posts: 22

I saw a tutorial recently where the export process included taking the posed model and adding a neutral pose to the timeline before exporting. In case further modelling was needed in other packages I guess.

So I did that but kinda the oppoiste way round. They made it so the first pose in the timeline was neutral and animated to the posed version. They then exported both scenarios separately, with animation checked, via fbx.

When I bring it in to 3ds max, the model is following the timeline animations just fine, but her accessories and hair are stuck in the A pose. They all meet up in sync when I scrub the timeline to the end.

So is it important to have the animation go in the right order? (neutral to posed, rather than posed to neutral) if so, how to I flip it around?

If the clothing and accessories are supposed to 'stick' to her in 3ds max (they stick/parent ok inside Daz btw) then how do I fix that?

Edit: I figured out how to reverse the animation, she now comes in A-posed with accessories fitting, then I animate to posed and again, accessories stay in A pose.

Post edited by lordofthetrance on

Comments

  • Forget it. After two solid days of trying to get the posed model out of Daz and into 3ds max (2015) using FBX, I've concluded that it's not possible without borking some of the pose.

    Had to go with OBJ instead. Which loses some editability of the FBX model, but the pose/accessory placement is perfect.

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