Unity and Daz3d have different the rotation of bone.
lawwlekluze
Posts: 19
Hi,
I'm using DTU 1.2, there is one problem, the rotation value of bone are different.
I hope to make 'pJCM Corrective morph' in Unity. but it needs the same rotation between Daz3d and Unity.
As above pics, when Genesis 8 female is imported in Unity, It seems that has changed 'Joint Orient' automatically.
I want to make pJCM morph Driver for each bone I need. Is there a good solution?
I would very appreciate it if you could help me.
Comments
Please use a non-textured view if showing nude figures.
Are you sure the difference is in the bone orientation and not in the manipulator? In Daz Studio at least you can chnage the axeis orientation used in the Tool Settings pane.
Try Genesis 3 based figures and you will see a big difference in Unity - no difference in bone rotation.
Just change the rig in Unity to humanoid and you could easily create a ragdoll out of Genesis 3, 2 and original Genesis.
It does not work that way with Genesis 8 - probably because Genesis 8 using A pose as a default
instead of T pose, that was default with previous generations.
For Genesis 3 the axes of the thigh are very nearly aligned with the world axes anyway. Is it only these bones that show the issue?
Thank you for replying. not only thigh, Collar, Forearm, Hand, Shin, Foot, every joint have different Joint Orientaiton even I didn't touch anything. I don't know why.
There seems to be no other way but to use Genesis 3.
Sadly, Genesis3Female also have different bone rotation :( Its ThighFoward115.
I've got no clue how to match bone rotation between Daz3d(Genesis) and Unity.
EDIT: Sorry, following information was wrong
Hi. I think the problem is not with just Unity or the DTU Bridge, but with the FbxExporter Daz plugin which almost all of the fbx-based exporters use. I am working on a new OpenSource FBX exporter, but it won't be done for several more months. Here is some information and a workaround algorithm for UE4:
I'll try to keep looking into this to see if there is an easier solution or workaround. However, I am currently working out of town -- so I will need a some time to set up a debugging/testing/development environment.
Could you explain more, why is that an issue?
Thanks. I have no solution, but would like to understand the issue better.
Sorry for my misinformation in the last post. I have been testing the bone rotations and JCMs for G8 and G3 in unity and I agree with Artini and Richard Haseltine regarding bone orientations and manipulators. I will try to make a brief tutorial of how to use JCMs in Unity and how to make a JCM driver script.
Step-By-Step Instructions:
BTW, all images were captured with the scene view / camera set to Isometric mode to minimize differences caused by camera position. That way you can quickly and objectively look at the figures and see that the angle of the limb is nearly the same or not.
Also, the are some differences in morph and figure shape due to the fact that I imported at Zero subdivisions, but the Daz Studio viewport is set to Subdivision Level 2.
Hope this helps with any confusion regarding bone positions and applying exported JCMs in Unity. I'll try to make a sample automated JCM driver script when I have time, but I will probably not have time to write that script any time soon (before the end of the year).
Thank you, it was really helpful. but I have one more problem.
I only moved X-axis (local rotation) but Y,Z-axis also has been moved. I need to set only one axis for making Blendshape Driver(pJCM).
How can I solve this problem?
lightBlue has a fix for this on the AssetStore.
Make sure you are using the rotation tool and not the universal tool (which can rotate/translate/scale). Then make sure your are selecting only the curved line that corresponds with the desired axis (the line will light up during mouse-over). If the axis does not light-up when you click and rotate with your mouse, Unity Editor will treat your action as a free-hand rotation in ALL axes, instead of rotaiton in only one axis. For the X axis, the color is usually RED. Good luck!
Bad news, I bought JCMFix but it is for setup blendshapes in Unity not fix the bone rotation :(
Thank you for advise. sadly, I can't make it. still the rotation leg is different. Z-axis is slightly different. It seems hopelessly impossible to make Unity and Daz3d have the same rotation.
Sorry we couldn't help you. You probably need someone face-to-face or over webcam or screensharing to see exactly what the problem is. Try contacting Unity Support or asking an expert on the Unity Forums. Hopefully they will have a quick and easy answer for you. Good luck!
try uising this angle value