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© 2025 Daz Productions Inc. All Rights Reserved.
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Since foot-sliding was discussed above, I tried to see whether I could find a way to deal with it in one program I use. The program is Iclone and I haven't tried yet in Carrara or Poser, which I also use for short clips.
In Iclone I attached a motion to a character and found that foot-sliding occurs if I rotate the character after applying a motion. It doesn't seem to occur if I simply move the character with motion to another spot in the scene.
I don't really know what the conclusion is but the best description I can come up with is that the root of the character's motion stays attached to the spot in the scene it was in when the motion was applied. The character with sliding feet seems to be parented to that spot after being rotated.
I guess what I'm vaguely suggesting is that motion clips need to be re-applied once the final position of the character in the scene has been determined. Don't apply the motion and then move the character around.
In spite of my intention to quit YouTube, I've made a short video of this. Hope it might be of some use.
https://youtu.be/MiXZbCOJW9Q
It seems the updated maya-bridge offers now easy reimport out of the box for animations greated in maya.
Has someone tried it out?
What's the experience concerning feet sliding?
If it works flawlessly I really consider to get a maya conscription.
I can try this out in a few hours if no one is able to answer this. I'm rendering some stuff right now and can't use Maya at the moment.
That would be great.
I just exported a Devload Gen 8.1 character to Maya. Tried a few basic limb movements. Exported it as a Duf from maya with the tool provided and loaded the motion into Daz. All motion seemed to line up well. I only spent about a minute with some random poses, so this is not extensively tested. I will say that the rig is somewhat odd to work with, I don't think I like it the way it is set up - though it does have a few nice features such as foot rocking motion. It feels like a rig that is part way through being set up.
This is not a good experiment methodology-wise. You haven't proven that you are testing exactly one thing: BVH's fidelity. Isn't it true that iClone converts things internally to its rig? If it is any retargeting at all, perhaps on import and again on export, that would explain why there is foot sliding. This still does not seem like a failure of BVH which is a very simple format which just describes baked rotations. If anything is different about the source and target rigs, you will get sliding.
I've already shown that if the rigs are identical, with no retargeting, the results are also identical.
I would be interested in seeing how those .dufs that @Broadave2
exported from Maya to DS, handle motion that use Maya native constraints& IK in Maya
Iclone 3DX Imports Genesis 3/8 as FBX and retargets Imotion to that FBX
and exports a BVH from that FBX.
Iclone3DX can also import a raw BVH skeleton from poser Mill-1-Mill4 and retarget motion to it
and the exported BVH gets very decent results( except deep squats)
but again poser has an IK system to pin the feet internally for deep squats
and no twist bones.
The results are much better with G1-2 as @Wendyluvcatz reported with video evidence.
If indeed theres is a video online of a constrained body part in an external program like Blender,( which has excellent IK/ restraints), showing the exported BVH in daz studio
respecting those constraints, we could use it to parse the variables.
The reality is that Daz studio needs a proper realtime IK foot/floor contact solver to handle this matter internally.