Daz3d Studio 4.5 to Maya with rig - wrong deformations
alondans_3202ea3593
Posts: 0
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
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.
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
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