Is it possible for me to export Animation from Daz to Blender ?
narutobleachonepiece0
Posts: 42
I tried some ways [to export Animation from Daz to Blender] but it's a mess, if you got anything that works would be great. I exported .mdd but when I import it in blender the mesh is a mess. .fbx doesnt work also
Post edited by Richard Haseltine on
Comments
here try this.
Thanks, a lot, I'll watch it and try it out
If you don't need to pose in Blender, try Alembic.
You can export them as FBXes unskinned so you just get the animation and then retarget in Blender. You might have an easier time if you buy the Better FBX product in the BlenderMarket.com but that's $25. There is built in FBX import/export support in Blender that is free though.
I've no idea if you can do it. No idea on your skill level, or the time you can allocate to aquireing the skills if you don't have them.
It is, however, possible; I'm switching over to Rigify for my current project, testing how it goes - doing all my own poses, because I didn't have the skills for the FBX method and after watching some tutorials, its not without issues - so not interested in acquiring; I don't normally need animation, but experimenting.
You could... export the poses from studio individually, but that would take a while. If you have issues with FBX method.
I will try that Better FBX Import
Alembic works, but when I exported it off Daz and import it into Blender, I got an error Alembic alembic archive in obsolete hdf5 format is not supported, I looked around for a solution, but there wasn't much about it. So the only way I found is to Import into Cinema then Transfer in Blender.
Better FBX Import, I don't even know probably more a thing for game engines, didn't really help in this situation.
Thanks guys for helping out.
Well it's primarily for game engines that animations embedded in FBX files that retargeting animations to different models was designed for. However, as Wolf359 said you can retarget in Blender without the BetterFBX product using Blender's native FBX import of your animations.
Here try this turorial:
https://connect.unity.com/p/retargeting-animations-with-blender-2-80
Use this one.
That's the video that really let me understand. Together with the Animation Layers plugin, it's 75% of what Motionbuilder does. You just have to keep thinking about how awesome it's going to be when you're done, while you are setting up empty after empty :)
And I just though of a script idea... if the imported bones always have the same names, that could be scripted and be set up automatically. That it hasn't been done already makes me think that there's a complication that I'm just not aware of...
@TheMysteryIsThePoint There's also the plugin below that's quite interesting in my opinion, especially the correction features.
https://github.com/Mwni/blender-animation-retargeting
@Padone
Thank you, hadn't seen that one. Yes, the correction facility looks very interesting. Man, so many things to try, so little time.
If All of a Characters motion (Bone& morph) could be baked into a container then you could delete/ replace that container with a different one(ie retarget new motion) appended from another blend file.
As it stands now, the Blender motion clip system is fairly useless for character work IMHO And I will continue to import my pre-animated Characters from Iclone/CC3 and switch out the textures by appending them from a Carefully named presets master file