Diffeomorphic - How to export animation?
James
Posts: 1,011
Diffeomorphic - How to export an animation?
I baked it to FK Rig.
I saved it as pose preset.
But, when aplied it to a character the animation just wrong.
Post edited by James on
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I've tried it with MHX but also failed to save a correct Pose Preset... Let's see if some experienced guy can help with it.
I think it's not just MHX but also the others
@ThomasLarsson
Hi, Thomas could you lend us your hand with your add-on?
I'm using the latest 1.7.3 and Blender 4.0
reported to Thomas
https://bitbucket.org/Diffeomorphic/import_daz/issues/1923/export-doesnt-seem-to-work
update. Thomas fixed it with the latest commit, you need to update both the importer and the exporter.
@Padone
I was using G9 by the way.
@Padone
How to update the importer and exporter using the commit?
I'm confused.
There's no download button to download the file,
also I can't find this code:
elif self.trgRig:
in my current animation.py fil
e.That's great ! Thanks !
@James You download the latest commit version in here: https://bitbucket.org/Diffeomorphic/import_daz/downloads/
Remove the older version in Blender and install the above ZIP, and check this as well : https://bitbucket.org/Diffeomorphic/import_daz/commits/c400c95d0ec9163de963c8eca7dfccfb9c0a7ec6
Download exporter in here: https://bitbucket.org/Diffeomorphic/export_daz/downloads/
Okay, but... the "Save pose as preset" button seems gone now...?
https://prnt.sc/fDOcR3XOjXI-
I'm confused on how to use those. Do I suppose to check each of those files and replace each code manually?
I got errors when trying to activate it.
https://prnt.sc/lplK6dWXgAuA
You have to change the module name first before installation, as below.
Then install / activate Importer package first, then Exporter package.
I just tested a case, it works now.
Okay,
Installation works on my side.
On your side does saving pose by using MHX work now?
I still can't get it work.
Snap FK all also result errors (basically all snaps result errors)
https://prnt.sc/62cBJwOJvU35
Yes, with MHX + imported Action from DS and some change in Blender, then I just Baked to FK and Saved as Pose Preset. Apply the Preset to G8 in DS, it worked with correct animation result.
Does Genesis 9 works too?
Is the snapping of bones pops errors on your side?
I can't get it work on G8F too.
Where did I do wrong.
My steps:
1. In blender I import a figure by using easy import.
2. covert the rig to MHX
3. Move a hand IK bone.
4. locrot.
5. move to the frame 20
6. Move the hand IK bone again to somewhere else
7. locrot.
8. Bake Pose to FK Rig.
9 Save Pose Preset.
Save it to a file.
10. On DAZ click a figure.
11. Apply the pose preset.
Nothing happened.
With a G9, it also works. No error on my side when Snapping FK/IK... Have you updated MHX Runtime? Latest version is 1.74
https://bitbucket.org/Diffeomorphic/mhx_rts/downloads/
Ok, I've updated the MHX to 1.74.
Now, works ok.
But now the Bake Pose to FK Rig not working.
It just simply won't bake. No keyframes were made.
I tried many times.
For the test, you better import an Action or make an animation with the rig first... Bake to FK makes no keyframe if the timeline is empty...
No need to change module name of MHX...
I made an animation. I move the left hand.
The timeline has two keyframes. One on frame 1, the other on 20.
@Padone
Why I can't Bake Pose to FK Rig?
If so, you firstly Transfer IK to FK on MHX panel - Animation (arms / legs separately), then bake and Save as Pose Preset. I tested it in this way, it worked.
Ok, it works.... GOSH.........................
I've been pulling my hair.
Thank you so much.
It seem after Transfer IK to FK,
the baking unnecessary anymore.
As if the transfering process is a baking process.
I saved the pose preset, and still works.
Yea, you're right! Haha~ Thanks to Thomas
Yes, thanks also to thomas and Padone.
@crosswind
another topic.
Do you experience a bit of bones movement, each time snapping from IK to FK, vice versa?
When you say arms/legs separately, am I supposed to highlight the arms and run the transfer, and then highlight the legs? I've always been so confused with this and now that I'm seeing that folks are getting MHX to work back to Daz, I'm excited to try again! Thank you for any input!
Yes, with Limits checked, as well as depending on the poses... You may try unchecking Limits in MHX and Snap again.
Oh... sorry ! We can do Transfer with arms / legs both checked !
@crosswind
is the the applied animation (pose preset) in DAZ sometimes not as exactly as worked in blender ?
I'm having the issue.
After transferring to FK, saving the preset and loading it back to the figure in DS, the animation result should be the same. As far as I tested, I've seen no difference yet. Maybe the result of some corrective morphs vary...
Pls try transferring to FK with Arm / Legs / Spine checked at the same time.
A little explanation that may help.
1. installation. In the latest commits Thomas splitted some code, so you now need to get and install the modules separately.
https://diffeomorphic.blogspot.com/2024/02/add-on-split.html
2. bake IK to FK. To export a pose preset you first need to bake IK to FK, this is done in the MHX panel as it's usual with custom rigs. For example rigify is the same and has its tools for baking.
https://bitbucket.org/Diffeomorphic/mhx_rts/wiki/Animation
3. exporting poses from blender to daz. When exporting from blender to daz always keep in mind that a daz pose is FK, while in blender you use a IK rig. This means for example that if you use stretchy limbs they will not stretch in daz studio, also IK limits are different so you need to turn off the limits in daz studio.
@Padone
Another problem I'm having is, when I use IK in blender, I can lock hands/feet on the same spot exactly, and made an animation.
But when I snapped the IK bones to FK bones, the animation result, they won't stay at the same spot anymore.
As if the translation of bones from IK to FK can't be 100% correct.
Is this something that's inevitable?
I just want to keep my expectation straight.
Also if keep snapping back and forth IK to FK, for example left arm, the arm starts to move to a certain direction.
Because on each snap, it seems the rotation value of I don't know which bones, add up/keep changing.
Have you tried zeroing stretch weight as well as cancelled Limits in MHX ?
Or you attach the saved Pose Preset here, we may try to test.
@crosswind
The FK IK snapping problem.
https://prnt.sc/ugqmsas0V7bB
This is a problem for me, when I want to work with IK and FK.
Strech is 0
Limit is unthick.
The last problem I mentioned was still all in Blender environment.
About the feet and arms that can't stay put, I try to recreate it again.