Adding a new root bone
caligolasnorkel
Posts: 10
Hi, I'm new to Daz studio and, for a specific reason (that may be stupid or may be not...), I would like to create a new bone (or helper) that could be parented to Genesis root (the hip), so the new bone would act as the model root to wich the hip and all its following children bones are parented.
Does it be possible? In that case, any hint about it?
Thanks
Caligola
Comments
You could create a null and parent Genesis to it. What are you trying to accomplish?
It is not actually stupid, in other softwares an FBX export of genesis has a root bone just not in DAZ studio and parenting does not behave quite the same way.
it is one of the reasons I myself find animating in DS hard esp using aniblocks on parented figures as they can tend to transform regardless with their hot points moving.
addind a rootbone with the bone rigging tool possible but would probably break it for auto fit etc.
Thanks for the answers.
I'm actually trying to export a BVH file from motionbuilder to DAZ after importing and animating a Genesis character in MB.
Unfortunately the Motionbulider BHV exports the genesis root bone that is not recognized by Daz.
Exporting it as an fbx file into DAZ and exporting a BVH form that file inside dDAZ works but (as noticed in 3dsmax too) the absence of a steady root leads to some differences in the movements (sliding etc.).
So I would like to try to add a fix root bone to match the Motionbulider BVH Hyerarchy and see how it works. In Max it works fine so I'm trying to do it in DAZ too...
As I said, may be a stupid thing to do but I'm just messing around. So Why not...
Any link to some bone rigging tool step by step tutorials?
Thanks!
Why are you using BVH in the first place? DAZ Studio support FBX import. I do transfer motions from MoBu to DS this way.
Are you meaning that there's a way to import to a DS character skeleton just the motion via FBX?
Could you, please, let me know the way you do it?
Thanks
yes iclone can give the same issue on BVH but I select hip instead of root node in the 3dxchange pipeline export dialogue and hip in DAZ and advanced options importing
I assume you have your character properly characterized in MoBu. Then after you plot motion to character's skeleton you save the FBX, open DAZ Studio and import FBX into new scene (select needed take if multitake). Don't be scared of what you see (or do not see :) ) in the viewport. Then select the imported character's root (for example Genesis2Female) in scene hierarchy tab and "File"/"Save as..."/"Posing preset..." Don't forget to check "Animated pose". Then make new scene, load your character and apply saved pose to it. Then you may convert it to aniblock or whatever :)
It works! Thanks!
I know this is an old topic, but I really needed this info. I figured out how to do it.
Click on Figure.
Press Alt+Shift+J to open Joint editor.
Select the hip bone.
Create a child bone (Right click on the red or green dot on your figure)
Call that bone Root.
Select Root in Hierarchy, Click the bone in the figure, and select reparent (Reparent to the top level figure. Ignore the warning)
Select Hip in Hierarchy, Click the bone on the figure and reparent to root.
DONE!!!