[Issue] Importing rigged mesh in to Daz3D problems
JamesMugford
Posts: 31
Dear Daz goers,
I've been wacking my head against this wall for a while now.
How on earth do I go abouts importing a rigged mesh.
By rigged mesh, I'm refering to a mesh that is bound and weighted to a skeleton.
It seems like it should be a fairly trivial task but havent found a solution yet.
Importing DAE files seems like it would be the cleanest solution but my items come in horribally disfigured using this method.
Is there any thing I might need to consider when creating my DAE files? Or otherwise maybe there is a much more reliable approach than this all together?
I'm open to the use of any software to get around this issue.
Thanks,
Minxies
Post edited by JamesMugford on
Comments
Some of the more experienced modellers may weigh in on this eventually, but generally rigging is one of those things that does not consistently transfer well between applications due to the different ways that the different applications handle rigging. Unfortunately, there is no true universal format for 3D models. It may be necessary to do the rigging in DAZ Studio. You may get more specific advice if you could explain what program you are using to create and rig your character.
That's the general way of things...
The closest is Collada, but there are too many differences between the various versions/implementations of it that it's not really. There are even more variations with FBX (and that is basically just one company doing all of it).
Hi SixDs,
"weigh in" :D
I'm currently rigging in Maya.
I am targeting Genesis 3, so I hope the new dual quaternion mappings will be more forgiving in allowing weight maps from programmes like Maya :s
I've tried binding using linear and dual quaternion skinning methods in Maya but with no luck.
Thanks for the request,
Minxies
Hi mjc1016,
Appologies, I replied just before seeing your post.
Ok, it sounds then like Collada is the best bet.
Is there a specific way to save out my Collada files in order for them to be suitable for Daz Studio?
Thanks,
James
Trial and error...
In all honesty, short of a 'native' rig or a cr2 (Poser rig) it's been hit and miss on importing with more miss. And the settings that may bring in one thing with minimal adjustments needed may not work for something else. Also the less you try to do/simpler the rig the better the chances.
Only rigged stuff I have gotten in to D|S is from Carrara via dazcollada, (my own and other's native Carrara rigging not imported into Carrara FBX)
that saved that is
makehuman I can via collada but it does not save rigged, both can load bvh animations too
I've just got my mits on Carrara.
Passing my FBX through this and saving as a Daz Collada yields positive results!
The skeleton is unbound from the skin however. Though on the plus side, it seems to have preserved the bone and mesh positions.
This is already great leaps forwards, so thank you all for your help.
The next step is to see if I can preserve the rig binding with skin weights. I wonder it this is possible or if I'm missing anything?
Best,
Minxies
Anyone?
It just seems such a shame that one cannot import weight maps in to Daz Studio currently.
With Daz3D recently moving the weight mapping in G3 to general weight mapping, I imagine there must be a way?
Best,
Minxies