[Solved] Diffeomorphic 'Blender to ZAZ' - 'Save pose Preset' euler rotation order ?
I have a genesis 2 rigify animation that I baked onto the 'Keep DAZ' rig that looks pretty good in blender and doesn't experience gimbal lock with the default rotation order generated (YZX) for the hip (Y = Yaw, Z = Roll, X = Pitch) . However when I save the pose preset of the baked 'Keep DAZ Rig' and import it to DAZ, the animation is fine except for a few frames where the hip bone is rotated ~ 90 degrees on x axis where the character bends forward at the hip (also the character is turned 180 degrees around), and the exported pose goes from a smooth curve then suddenly wraps around in the negative direction, so it makes the model snap to the new orientation which is similar but not quite aligned. I baked the DAZ rig using the blender bake action, is it better to bake it using the bake tool in diffeomorphic tool?
When I save the animation back to DAZ, maybe blender Z up is converting to DAZ Y Up, and this is also messing up the rotation order in the conversion? Any recommendations on how to solve this?
What rotation order is used in converting from Blender 'Keep DAZ rig' back to regular Daz rig for the pose?
Also, on the diffeomorphic blog it said there were problems rotating the hips more than 180 degrees without changing the default settings (which I do on y axis, to turn the character completely around 180 degrees), but I don't know what that means / what settings.
The first glitch is manually fixable in the timeline by just re-aligninng / moving the key frames, but the second is harder, and would hope if there's a way to fix it before saving the pose from blender.
Thanks
Comments
In daz studio there's issues rotating more than 180 deg that in blender there's not. This is not a problem in baking or axes conversion, which you do fine, it's just an issue in daz studio that you don't have in blender. If you try to animate in daz studio and rotate the hip more than 180 deg you will see you can't.
There's some users here which do animate in daz studio, from what I understand there's not a solution, they just are careful to handle this and not exceed 180 deg.
Thanks for the reply, but did you see the screenshots? The converted pose key frames from diffeomorphic spike / are no longer smooth in the highlighted sections. In the blender bake keys, there are no spikes like that. I don't actually need the animation back in DAZ if I can export the BVH with the original bone orientations, but the blender bvh exporter wasn't working well for me, the DAZ one is more accurate (aside from the hip rotation problem mentioned). Would the first part of this work if I only need the BVH file? https://diffeomorphic.blogspot.com/2021/04/importing-animation-back-into-daz-studio.html
Yes, that is the issue in daz studio I am talking about. You don't have that in blender but only when you import the animation in daz studio. Should you export as bvh then import the same animation in Maya or back to blender, that doesn't happen.
As mentioned above, I don't actually need the animation in DAZ. I am only trying to get a bvh file back in the DAZ oriented (y-up) bone format (since diffeomorphic changed the bone orientation when importing). Do you know a way do that? Would doing the first part of this blog post work https://diffeomorphic.blogspot.com/2021/04/importing-animation-back-into-daz-studio.html
Of course diffeomorphic changed the orientation, because blender and daz studio use a different orientation so when you import a model you have to fit the orientation to the target. As for bvh, again the target application should provide you options in the importer. Then if you don't need the animation in daz studio I doubt setting the bvh to the daz orientation will do you any good.
Where are you trying to import the bvh file, I mean what's your target application ?
the app i am targeting reads only daz / genesis bvh format files and doesn't have any special import options or anything. the input needs to be in the correct format.
Then one thing you can try is to rotate the figure in blender so you have y-up, then export the bvh. Apart this, if your target application doesn't provide options I'm afraid I have no more advice or ideas to help.
Is that not what the 'unflip action' tool did? i tried it in blender 2.91 and it kind worked except for the limbs, i might be able to fix it. What about offsetting my animation by 90 degrees? so its -90 to 90, instead of 0-180?
That may work and I suppose it is what animators do in daz studio to avoid the flipping. But again that is a issue limited to daz studio so if your target application is not daz studio you should not care about it.
Well, after a lot of trial and error trying to figure out the correct thing to rotate in order to go from hip 0 - 180 to -90 - 90, in case anyone come across this (although this problem only happened because I made my animation before figuring out how the pipeline between the different tools would work with various poses), I was able to offset the DAZ hip bone 90 degrees by applying a child constraint on on my rigify torso / foot ik bones targeting some cubes rotated -180 or 90 on Z. Don't know exactly why but it worked. It didn't fix spikes from showing in the daz timeline, but the hip animation is smooth now and doesn't go to 180 anymore.