Daz to Maya Plugin Question

I wish to transfer a pose from Daz to Maya using the new Daz to Maya plugin.  No matter what the original pose in Daz, the imported figure in Maya arrives in the standard T pose when using this plugin.  Question:  How do I get the original pose back ?

 

Notes:  FBX export from DAZ and subsequent FBX import into Maya does not have this problem, but that workflow does result in a deformed mesh at the joints for many poses, which I was hoping this plugin will overcome.  Interestingly, that same FBX file imported into Maya via the plugin defaults to the standard T pose despite the FBX file containing the original pose information.   While the T pose is useful for animation, that is not of interest to me at the moment.  I just want to get the original pose and then automate texture reassignment and the plugin is currently only doing the latter for me.

This question has not been addressed in the previous recent thread on this plugin and thus this new thread.  Thanks in advance for any tips.

Comments

  • drzapdrzap Posts: 795
    rksrks100 said:

    I wish to transfer a pose from Daz to Maya using the new Daz to Maya plugin.  No matter what the original pose in Daz, the imported figure in Maya arrives in the standard T pose when using this plugin.  Question:  How do I get the original pose back ?

     

    Notes:  FBX export from DAZ and subsequent FBX import into Maya does not have this problem, but that workflow does result in a deformed mesh at the joints for many poses, which I was hoping this plugin will overcome.  Interestingly, that same FBX file imported into Maya via the plugin defaults to the standard T pose despite the FBX file containing the original pose information.   While the T pose is useful for animation, that is not of interest to me at the moment.  I just want to get the original pose and then automate texture reassignment and the plugin is currently only doing the latter for me.

    This question has not been addressed in the previous recent thread on this plugin and thus this new thread.  Thanks in advance for any tips.

    Export your pose from DAZ in .obj format.   Import into Maya and use the obj as a blendshape to your T-posed rigged version.  Activate the blend shape and you have an HD posed character.

  • Thanks for the response.  I think this is a good idea but it did not work for me.  Have you tried it ?  If yes, can you please provide more details on process ?

  • drzapdrzap Posts: 795
    edited December 2017

    If your figure is not using HD morphs, it should work straightfowardly.  I have done it many times myself.  I usually have my Maya rig at SubD 2 and export the Daz figure at SubD 2.  I'm not sure if that makes a difference.  There are cases where this won't work directly:  1.  If you are using HD morphs   2.  If the Daz figure has fibermesh body hair or some sort of geoshell (like genitals)  In these cases, the topologies are different, the vertice order will not match and your rig will explode.  You can still create the blendshape, but you will need to do another step.

    It is possible to make blend shapes from targets with different topologies but similar UV maps.  This is the method you need to use.  There are several scripts and plugins that make this easy.  My favorites are the SOUP plugin, an excellent plugin called SHAPES, and a script called SEVblendshapes.  All of these are great tools.  SOUP is useful for its dozens of procedural tricks that will save you tons of time in your animation.  SHAPES is great to have if you plan to work with blend shapes a lot.  SEUVblendshapes is a specialized script just for problems like yours.   All of these solutions will cost you some money, but well worth it.  However, I'm quite sure you can find something that will do this for free if you do a search.

     

    Post edited by drzap on
  • Thanks- I'll look into these.  Do enjoy the SOUP plugin but have had a lot of problems on the MAC.  Peter, the developer is a great guy.  He does everything he can to help.

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