iClone BVH to DAZ possible ?

Hi!

It sounds like this should not be any problem at all and I have not seen any one else complain so I assume I am doing something very stupid but I have no idea what it could be. I cannot get it working no matter what I do so if someone is able to export a DAZ G8 character to 3DExchange, add animation to it in iClone, export the animation out as a BVH and import this BVH back into DAZ to the same G8 character again could explain how to do it it would be very nice.

The problem is the mapping in the DAZ BVH importer, it wants to map for example the rEar bone in the BVH to Left Forearm Bend in the G8 character for some reason.

Workflow.

1 - Export G8F character as an FBX (following standard iClone instructions).

2 - Import into 3DExchange and send it to iClone

3 - Add animation in iClone, collect clip and send motion clip to 3DExchange (same character still in 3DExchange or export the character from iClone, no difference)

4 - Export as BVH with root set to hip bone

5 - With the same G8F charcter still in DAZ, import BVH, some of the bones are messed up in the mapping

So what am I doing wrong here ?

If other people can get it working it cannot be what I think, my idea is that "rEar" is part of "left forearm bend" and that cause the messup, but even trying to fixing the mapping problems manually does not help much.

 

Comments

  • I use genesis 1

    genesis 3&8 have those twist bones and genesis 2 animations don't work on 3&8

    a genesis 1 animation saved will work on 3, on 8 you use pose controls to move arms up 45° and legs out 6°

    you can also use the bone rigging editor to move the hip arrow to the floor 

  • These might help...

  • I just came here to post the same. Best explaination of this workflow so far... though you do need thge pipeline edition. 

    Kevin Sanderson said:

    These might help...

     

  • wolf359wolf359 Posts: 3,834
    edited December 2020
    Deleted.
    Post edited by wolf359 on
  • rames44rames44 Posts: 330

    mikael-aronsson said:

    Hi!

    It sounds like this should not be any problem at all and I have not seen any one else complain so I assume I am doing something very stupid but I have no idea what it could be. I cannot get it working no matter what I do so if someone is able to export a DAZ G8 character to 3DExchange, add animation to it in iClone, export the animation out as a BVH and import this BVH back into DAZ to the same G8 character again could explain how to do it it would be very nice.

    The problem is the mapping in the DAZ BVH importer, it wants to map for example the rEar bone in the BVH to Left Forearm Bend in the G8 character for some reason.

    Workflow.

    1 - Export G8F character as an FBX (following standard iClone instructions).

    2 - Import into 3DExchange and send it to iClone

    3 - Add animation in iClone, collect clip and send motion clip to 3DExchange (same character still in 3DExchange or export the character from iClone, no difference)

    4 - Export as BVH with root set to hip bone

    5 - With the same G8F charcter still in DAZ, import BVH, some of the bones are messed up in the mapping

    So what am I doing wrong here ?

    If other people can get it working it cannot be what I think, my idea is that "rEar" is part of "left forearm bend" and that cause the messup, but even trying to fixing the mapping problems manually does not help much.

    I've played around with this some.  Part of the problem is the two-part bones in the arms and legs.  (The "twist" bones.)  From what I've seen, iClone tends to apply "twist" to the shoulder bone, not to the shoulder twist bone.  When that is then imported back into DS, it doesn't get sorted out properly.  I've seen some people who have implemented software that will "fix up" the BVH files, although you still don't get 100% fidelity, because Daz's coordinates for BVH are a bit odd.  I'm actually fiddling with doing the same thing with FBX files, however - the mapping between the DS control values and the FBX rotation properties is much less odd.  So, my goal is "FBX out of iClone, post-process FBX to make Daz Studio happy with it, transfer FBX into Daz Studio, get an animation saved."  (Turns out there are other issues there that I'm still working on, but it seems hopeful.)

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