Daz3d Studio 4.5 to Maya with rig - wrong deformations

edited August 2013 in Daz Studio Discussion

hi

how can I export a genesis model with rig from daz3d 4.5 to maya with keeping proper elbow, knee, wrist etc deformation?
when I export a character without the rig (obj), it looks perfect in maya,
but when i use fbx, the deformation looks really bad.

is there something like an import for the DSF file format in maya?
like here
http://diethertech.com/dsf_maya/
but working for maya 2014

alon

Post edited by alondans_3202ea3593 on

Comments

  • Richard HaseltineRichard Haseltine Posts: 97,001
    edited December 1969

    Does Maya support different weight maps for different axes of rotation? The joints you emntion all concentrate the bend/side-to-side (where available) to the joint area, but distribute the twist along the bone's axis - I suspect, due to a limitation of the file format or Maya itself, that you are losing that. You can preview the effect, and potentially adjust the result, in DS by using Edit>Figure>Rigging>Convert TriAx Weights to General Weight, and then use the Weight Painting tool to tweak the resultant map.

  • edited September 2013

    thanks for that info,
    so there is no work around (other than painting by hand)
    or other file format to transfer the character to maya?

    what about a plugin to import the character with the right deformations like in this plugin

    http://diethertech.com/dsf_maya/

    http://www.youtube.com/watch?v=U9eKjclohSQ

    Post edited by alondans_3202ea3593 on
  • edited September 2013

    does anyone have an idea?
    or knows who the guy is, who did this script?

    http://diethertech.com/dsf_maya/

    http://www.youtube.com/watch?v=U9eKjclohSQ

    Post edited by alondans_3202ea3593 on
Sign In or Register to comment.