[Exporting & Importing] Animated Daz3D to C4D or Marvelous // DOES NOT MATCH?

Hi,

I am trying to figure out what I'm doing wrong as everything I try produces wrong results and I'm pretty much out of ideas and I've google unsuccessfully for help.

Here's the issue:

Genesis 8:

Base A-Pose default = KEYED at frame 0

Posed using axis rotation and sliders = KEYED at frame 30

Images attached show:

1) Model in Daz at frame 30

2) FBX imported in C4D

3) COLLADA imported in C4D

4) COLLADA imported in Marvelous

5) FBX imported in Marvelous

Please help me figure out how to export this correctly, or how to pose it correctly to have a clean export?

Thanks in advance.

Stefan

 

 

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,379

    Please put the Viewport into smooth shaded preview if you need to take a screen shot of a nude figure.

    What options are you using in the export settings dialogue, and in the imports for the destination applications?

  • Apologise for the uncensored-I've censored the pictures now. I've also attached the export settings from DAZ to C4D.

    This happens to all the morph I exported so far so I must surely be doing something wrong? It also seems to happen only on certain parts of the model so I wonder if the approach when posing is wrong.

     

    Maybe a combination of sliders and gizmo isn't a solution?

     

    Thanks for your prompt help Richard.

    dazsetting1.jpg
    323 x 488 - 104K
    dazc4dimport.jpg
    338 x 345 - 50K
  • pdr0pdr0 Posts: 204

    You're not supposed to use censors either, just use the smooth shaded as suggested

    You need to edit the FBX export rules to exclude all bone rotations such as "LShldrBend.XRotate2" ,  YRotate2, ZRotate2 , etc... (they are not "morphs")

    It will look like this

    "rForearm","Ignore"
    "rShldr","Ignore"
    "lForearm","Ignore"
    "lShldr","Ignore"
    "rThigh","Ignore"
    "lThigh","Ignore"

    See this post for more info

    https://www.daz3d.com/forums/discussion/comment/4666761/

  • Richard HaseltineRichard Haseltine Posts: 102,379

    They need to be smooth shaded, untextured, or clothed - censor bars are not acceptable.

    I don't see any obvious issues with the settings, but people have managed to get animations into Marvellous Designer, I thnk via Collada, so I'm not sure what is going on.

  • pdr0 said:

    You're not supposed to use censors either, just use the smooth shaded as suggested

    You need to edit the FBX export rules to exclude all bone rotations such as "LShldrBend.XRotate2" ,  YRotate2, ZRotate2 , etc... (they are not "morphs")

    It will look like this

    "rForearm","Ignore"
    "rShldr","Ignore"
    "lForearm","Ignore"
    "lShldr","Ignore"
    "rThigh","Ignore"
    "lThigh","Ignore"

    See this post for more info

    https://www.daz3d.com/forums/discussion/comment/4666761/

    Apologise I should have read the nudity info beforehand. 
    Nonetheless, this approach seems extremley convolluted? Is this really how everyone goes about when exporting from daz to cinema4d? 

  • They need to be smooth shaded, untextured, or clothed - censor bars are not acceptable.

    I don't see any obvious issues with the settings, but people have managed to get animations into Marvellous Designer, I thnk via Collada, so I'm not sure what is going on.

    Collada from daz3d to marvelous produces the same non-matching animation unfortunately. I am happy to share scene files if that can help?

  • pdr0pdr0 Posts: 204
    pdr0 said:

    You're not supposed to use censors either, just use the smooth shaded as suggested

    You need to edit the FBX export rules to exclude all bone rotations such as "LShldrBend.XRotate2" ,  YRotate2, ZRotate2 , etc... (they are not "morphs")

    It will look like this

    "rForearm","Ignore"
    "rShldr","Ignore"
    "lForearm","Ignore"
    "lShldr","Ignore"
    "rThigh","Ignore"
    "lThigh","Ignore"

    See this post for more info

    https://www.daz3d.com/forums/discussion/comment/4666761/

    Apologise I should have read the nudity info beforehand. 
    Nonetheless, this approach seems extremley convolluted? Is this really how everyone goes about when exporting from daz to cinema4d? 

    If you want fbx with exported morphs that you can adjust, yes.

    And that works for all programs, not just c4d. Other programs get those funky deformations too as you've noticed

     

    It's not very convoluted. You're just ignoring specific ones. It's very easy. You can save it as a custom export rules, to a csv. Then just load that template when exporting.

    In the FBX export options, Push edit export rules, push "Import csv Rules" button, select the csv , push accept .  I'll upload a template. It's just a text file, You can open it up with notepad .

    You can customize it farther ; to export or ignore specific morphs. e.g. you might want a template for visemes and vocal animations. Then and save your own csv (hit export csv rules) . Give it a name that is descriptive so you know what it is at some future date

     

     

    zip
    zip
    fbx_G8_ignore_bones_export_rules.zip
    284B
  • pdr0 said:
    pdr0 said:

    You're not supposed to use censors either, just use the smooth shaded as suggested

    You need to edit the FBX export rules to exclude all bone rotations such as "LShldrBend.XRotate2" ,  YRotate2, ZRotate2 , etc... (they are not "morphs")

    It will look like this

    "rForearm","Ignore"
    "rShldr","Ignore"
    "lForearm","Ignore"
    "lShldr","Ignore"
    "rThigh","Ignore"
    "lThigh","Ignore"

    See this post for more info

    https://www.daz3d.com/forums/discussion/comment/4666761/

    Apologise I should have read the nudity info beforehand. 
    Nonetheless, this approach seems extremley convolluted? Is this really how everyone goes about when exporting from daz to cinema4d? 

    If you want fbx with exported morphs that you can adjust, yes.

    And that works for all programs, not just c4d. Other programs get those funky deformations too as you've noticed

     

    It's not very convoluted. You're just ignoring specific ones. It's very easy. You can save it as a custom export rules, to a csv. Then just load that template when exporting.

    In the FBX export options, Push edit export rules, push "Import csv Rules" button, select the csv , push accept .  I'll upload a template. It's just a text file, You can open it up with notepad .

    You can customize it farther ; to export or ignore specific morphs. e.g. you might want a template for visemes and vocal animations. Then and save your own csv (hit export csv rules) . Give it a name that is descriptive so you know what it is at some future date

     

     

    Thanks Pedr0, I will follow your instructions. Hopefully there will be a simpler method in the future.

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