PLEASE HELP Genesis 3 and Genesis 8 export FBX error with animation
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Everytime I try to export my genesis 8 animation it ends up looking REALLY werid.
here are my export options.
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Everytime I try to export my genesis 8 animation it ends up looking REALLY werid.
here are my export options.
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Weird how? (If the figure is nude pelase remember to use the applications non-textured view mode for any screen shot.)
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it always ends up looking like this. gen 2 never gave me any animtion export problems.
http://prntscr.com/mv7ckl ;
it always ends up looking like this. gen 2 never gave me any animtion export problems.
Are you using pose cotnrols on the figure? If so you need to use the Bake to Transforms command to turn them into local posing.
I'm not sure what you mean by pose controls but I hand keyed animated this figure by using the poseing tab
(I'M NEW TO DAZ XD).
Also I'm unsure on what you mean by bakeing the local posing. can you please show me how to do it with screenshots?
thank you so much <3
Edit>Figure>Bake to Transforms (the default short cut is shift B). The Pose controls are the parameters that show when the figure is selected, and which usually affect multiple bones at once.
I did what you said I still don't see no effect. :(
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Those settings look right. Sorry, I don't knoww hat else to suggest.
Not having any luck either with animations or even static poses. I tried the following with no success. First, not only baking rotation, but translations and scale as well. Also tried using a property path of 'Actor' instead of the default 'Pose controls'.
When exporting a single baked frame and importing into Cinema4D, the base figure is posed correctly. But, all props (e.g. hair) are in a location of the figure's zero pose.
And, when exporting an animation (e.g. walk in place), Cinema4D's resultant file does contain exactly 38 frames which matches DAZ. But every frame is basically just frame #1. And, the props are messed up just as with the single frame.
What I am not seeing though at least are the strange deformations by the OP.
Details: Girl 8 with Swizzle Bob hair, Aisling Eyebrows (from Charlotte 8 Pro bundle), Genesis 8 Female Eyelashes, and OOT Palm Bikini
Update: Getting closer. I found a nice video about FBX export from DAZ here:
When changing the FBX export options to match the video, it did something better. i.e. hair, eyebrows, clothing, etc. were all positioned correctly. The pose though was strange. The video was dealing with animation though so perhaps checking the animation box did something weird.
Anyhow, one key item I got from the video was to set up 'Edit Morph Export Rules...' from the FBX export dialog. In my case, with a clean factory install, there were two entries in there. The video just showed one line for a Rule of 'Final', Match of 'Anything' and Action of 'Bake'. So I deleted the other entry I had.
If I ultimately figure out a working solution for both static poses as well as animations, will of course report back. But hopefully this video can get things working for you as well.
Hey, thanks Rsharp I'll get back to you and tell you my end result <3
Ok, I was finally able to use the above export settings and can now export an animation from DAZ and import into Cinema4D. However, the animation seems to be limited to keyframe animations (and no aniblocks). Previously I tried working with aniblocks.
Welp, Daz needs to fix their stuff. this is terrible.
Still doesn't work :(
Unfortuantely it isn't possible to say where the issue lies, which makes it hard to troubleshoot.
DS duplicates some of the twist bones as morphs, but you already have bone based rotations in the skeleton. So you get a doubling or tripling effect with weird deformations in other programs. Some other types of morphs can be affected as well
Set FBX export rules to specify twist bone entries to "ignore" You can use wildcards, but it's case sensitive ; so double check the list to see that only the animated twist parameters are correctly set to "ignore"
lThigh
rThigh
lShldr
rShldr
lForearm
rForearm
(Of course, Gen 2 and earlier do not have those twist bones, so you don't get those types of wild deformations)