Daz to Cinema 4D Bridge - the mouth opens askew
coco_pernoud
Posts: 3
Hello everybody
Does anyone have the same problem as me?
when I transfer a genesis 8.1 character from Daz to C4D
everything is going well, but when I want to make him open his mouth (jaw open) , on C4D the mouth opens crookedly. On Daz it is ok.
See the file attach.
I do not understand why. What can i do? thanks
I am on a mac studio and C4D 23
Daz-C4D.jpg
4169 x 3800 - 730K
Comments
There is a problem on the mouth and when i blink the eyes. I think the eyes blink crookedly too, but as the movement is small, it is not very visible... See the file, on Daz or on C4D the blink of the two eyes are the same : 90% around
The squint for eyes is good
Eye wide left or right is not good to
The mouth control is good
And when i use the "Connect Genesis 8.1 to moves by maxon" the head turns good, the eyes looks good too (good direction.... ).
Hi,
The same happened to me. Do you fix the problem?
Same problem here. There is a weird rotation on the posemorph of the jaw bone that should not be there (as far as I understand).
Tried to modify the xpresso setup but couldn't find a proper solution.
did anybody figure this out yet? having same issue
I'm having the same issue, anyone figured out a solution?
FOUND A SOLUTION!!!
just download the source code from get hub and manually update the files in the c4d plugin folder AND the daz3D plugin folder and the issue is solved!
Releases · daz3d/DazToC4D (github.com)
Hello! I tried to download as far as the past three as you said with no success. I would delete the c4d plugin folder, put the source code as explained on the github inside the \Daz 3D\Applications\64-bit\DAZ 3D\DAZStudio4\plugins and then in Daz inside the plugin I'd reinstal the c4d through the export in advanced settings and install plugin. Am I doing it wrong?
I hadn't bridged a character in quite a while, so I forgot about this issue. It's still there for me, and installing directly not only doesn't completely solve the problem, but makes some things worse. What makes the biggest difference is disabling the XPresso tag on the morph controller group and just controlling morphs through the pose morph tag on the figure mesh. The culprit appears to be some of the math nodes in the morph controller XPresso soup, because if you disable that XPresso tag and activate, for example, jaw open on the figure's pose morph tag, it works as expected.
Here's the jaw open morph as controlled from the morph controller:
And with the morph controller disabled, driven from the figure's pose morph tag:
You can also see the skeleton not aligned with the mesh, which is a problem I wasn't having before.
I've spent a LOT of time over the last week trying to figure out the best way to set Daz figures up in C4D. Right now, the best approach seems to be starting with a bridged figure with no morphs, just to get the joints properly aligned. I've also noticed that the bridge doesn't actually send over all the morphs you select (I only get about four correctives and five or six expressions), and a lot of the morphs that do make it over seem to be improperly exported, like the expressions are muted, so I also export the figure as FBX with all pJCMs and facs, then painstakingly wire everything together myself in a new XPresso tag. If the bridged figure actually brought all the morphs over, it would be a simple matter (though still quite a hassle to sift through the hundreds of nodes) to track down the math nodes that are causing the jaw to go haywire.