Problems with Save Pose Preset

Issue #1138 duplicate
Indulge Me created an issue

I read at the diffeo site you can round-trip the anim back to Daz. I get an error when I click "Save Pose Preset". Not really sure what a nasolabia is but apparently it's a problem for the script. Is there something missing I need to do before I can save the preset? I was hoping to bring animation back from Blender into Daz…

Blender version is 3.2.1.

Python: Traceback (most recent call last):
File "C:\Users~me~\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\addons\import_daz\error.py", line 208, in execute
self.run(context)
File "C:\Users~me~\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\addons\import_daz\animation.py", line 1551, in run
self.saveFile(rig)
File "C:\Users~me~\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\addons\import_daz\animation.py", line 1801, in saveFile
struct["scene"]["animations"] = self.getAnimations(rig)
File "C:\Users~me~\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\addons\import_daz\animation.py", line 1831, in getAnimations
self.getTrans(bname, pb, locs, 1/rig.DazScale, anims)
File "C:\Users~me~\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\addons\import_daz\animation.py", line 1895, in getTrans
if not self.includeLocks and self.loclocks[pb.name][idx]:
KeyError: 'nasolabialLower.L'

Comments (63)

  1. Indulge Me reporter

    btw, I clicked Bake pose to FK Rig beforehand. Assuming it’s looking for an animation key and can’t find it… That option kind of confused me as the tooltip says, “IK arms and legs must be baked separately”. Well, how? Why? I don’t really understand it to be honest.

  2. engetudouiti

    The bone should be facial bone and the script seems try to check it.. . Then when you save pose preset, what rig you used?

    default import rig as IK then bake to FK >> save pose preset?

    And can you check, the rig do not have the “nasolabialLower.L” but lNasolabialLower?

    if so it seems miss serch bone which set blender mirror name. ( recently up-dated how manage these mirror name (on and off) I remember.

    maybe describe your workflow with more detail help to reproduce and understand what is going on.

  3. Indulge Me reporter

    Diffeo:

    Click Import DAZ
        Imports file Brooklyn.duf (with Brooklyn.dbz in folder)
    In Corrections:
        Click Eliminate Empties
        Click Merge Rigs
        Click Merge Toes
    In Rigging:
        Click Add Custom Shapes
        Click Convert to Rigify (with delete metarig)
    

    Blender:

    Pose mode
    Auto keying enabled
    Select left foot IK
        Frame 0 move up to bend left leg
        Frame 20 move down to bend left leg
    

    Diffeo:

    Frame 0 Bake Pose To FK Rig
    Save Pose Preset
    

  4. Indulge Me reporter

    Also sorry, I have NasolabialLower.L and .R. My guess is I need to do something to get the IK baked to the FK. I’m not sure how. What do I need to select before clicking the button, and do I have to do it separately for all IK chains, for each frame, etc (that would be tedious). Note, I’m a Blender newbie so could be missing something obvious here. I know Diffeo is kind-of for experts.

  5. engetudouiti

    Though I seldom try to save pose preset and import it for DAZ, (and if I try it, I may not plan to use Rigfy rig)

    but You say bone name were NasolabiaLower.L but no nasolabiaLower.L ?

    at least about the error, I think your baking way not related with. . it seems more simple Strings format problem which script failed to use mirror rename bone. I may test later, but Thomas may easy correct it I suppose. Though I do not know, if Rig-fy FK bone pose can save as pose preset then it can load in daz studio correctly..

  6. Indulge Me reporter

    Yea, I have upper case but not lower case. You say you wouldn’t use Rigify. Which rig would you use for it, if you wanted? The reason I’d like to export back to Daz is so I can make animations in Blender for Daz (I don’t need to tell anyone how dreadful Daz is for animation), which has about 3 different stores for such things.

  7. Indulge Me reporter

    btw, I think it’s a general issue. I’ve now got Simple Rig and it won’t save pose either but error is for Collar.L (of course, see other issue I posed, I had to rename them to get X-Axis Mirror to work).

  8. engetudouiti

    mm…..which daz-importer version you currently using?

    So now I test convert to rig-fy (but with G3 character I already generated by recent versions)

    As I said, I can not confirm your saved pose preset (Rig fy FK action) will work correctly in daz studio,

    but at least I can save Pose and Reload the saved pose for Rig fy converted character without error..

    Then I check my character G3 face bone, (it converted with mirror option)

    they start with lower-case eg,,, cheekUpper.L

    and all posable bone (which user may pose), start with lower case For me..

    I think if some old version or recent stable version , may rename as UpperCase start,, for mirror..

    but at least with recent betas, when import daz rig with this importer, I only see lower case start bone names

    about all character which I currently saved.. (MHX, or rig-fy or def rigs)

  9. Indulge Me reporter

    Thanks for your help engetudouiti. I was tearing my hair out all day yesterday to find something that would allow me to export animation to Daz from Blender, even dropping some money on RigGNS (which doesn’t do it either, I discovered, nevermind).

    Anyway, my versions are as follows:

    Blender: 3.2.1

    Diffeo: 1.6.1.0824

    Daz: 4.20.1.43

    My character is a Genesis 8. I converted it to Genesis 8 from Genesis 3 (original is Brooklyn HD for Genesis 3). It’s based on Victoria 7. The conversion just maps the morphs for the character. It’s not a different rig or anything. So I will try with a standard Genesis 8 and see what happens.

  10. Indulge Me reporter

    Yea, same problem with vanilla Genesis 8 Female. Key error: nasolabialLower.L. This one I did easy import and none of the options checked, just applying Rigify.

    So, I tried again without Rigify, just Daz rig type and it works fine, i.e. I can pose the bones with FK and export the pose. So now I’m thinking I somehow need to transfer animation from a Rigify or Simple rig to a Daz rig, and then export that. Though I have no idea how to do it…

  11. engetudouiti

    And the reason why start lower-case for bone names, it can easy check the bone need to rename for blender Mirror. if it have pair bone,, eg lEye and rEye 1st should be lower r or l, then next string is Upper Case “E”

    we may convert it as eye.L and eye.R

    but if it just use r and l as name,, eg lowerTeeth,, 2nd string is lower case o. then importer do not convert them..

    So if your rig have Collar.L etc… I do not think it is correct.. For def-rig rename we need to use

    Advance optoin>Rigging>Change plefix to Stufix >>>> it may rename for blender way..

    but I think these option and how use Upper Lower and convert for Mirror had been changed..

    so you may better try to test Recent beta….

    Though I suppose, Thomas can edit function which save and import pose…to manage those Name,I afraid, it may cause other issue easy.

  12. engetudouiti

    ah,,, and yes I understand what you want ^^;

    you may better to wait Thomas answer,,, about how to use Rig-fy pose for daz rig..

    (I seldom test it,,),, my workflow is,, use MHX IK pose >>> retarget for daz def rig, and save pose and import for daz (if I hope to use saved pose preset for daz studio..)

    Then I may recommend, if you do not hard customize about your character, may better generate again with recent beta version and test.. I worry why it rename so about bone.

  13. Indulge Me reporter

    I will have a play with recent beta and MHX. Also retargetting… what do you use for that.

  14. Indulge Me reporter

    I’m using current version from downloads now. There are many things I don’t understand here. e.g. I import character and just apply simple rig. I pose character with rig. Then I click Save Pose Preset. The character reverts to default pose and now the IK doesn’t work. The exported pose is the default pose.

  15. engetudouiti

    when I test last month I use this

    https://bitbucket.org/Diffeomorphic/import_daz/issues/1067/introduce-best-retarget-tool-for-daz-mhx

    but bake IK animation to FK without any issue,, not easy… though MHX offer IK bake to FK as MHX.

    if it work well for you,, Rococo studio is good option.. (so You can bake MHX FK animation to def rig animaton, without many problem.

    Why I prefer such workflow, I think def-rig is almost same as daz rig strcuture. MHX or Rig fy need to change bone structure.. so usually if we just import saved pose,, they may show issues around foot often. or some rotation not show same as blender. Actually these preset option had been requested by user (include me)

    they hope to import animation from blender to daz studio,, (but it is not DAZ importer main purpose ^^;)

    I am afraid even though you try hard, you still need to edit anmation or pose in daz studio again. to get reasonable foot contact .. Some user may say,, it take too long time to get good result I suppose.. if user hope to make animation in blender >>> and use in daz studio to work for real usage… (though for hobby use only you may not care detail? ) .

  16. Indulge Me reporter

    Yes, I have an action and a key. It seems to turn off/disconnect the IK when I Save Pose Preset with simple rig.

    I have so much to learn with Blender. All my renders look terrible (worse than Daz’s Filament). I’ve never touched the materials tab. It will take me a very long time to get a decent result in Blender (months to learn it all), which is why I wanted to import animation from Blender to Daz, where I can get very good result very quickly with asset library, iRay and so on. It’s so quick and easy to put a scene together.

    I could try Daz to Maya… but that seems like a step backwards, it will give me decent animation tools and allow me to round-trip animation back to Daz (I think).

  17. engetudouiti

    I suppose, so you need to make them as FK pose untill save Pose preset.. though I seldom play iwth def IK rig options so do not know detail.. I use MHX IK mainly…

    I understand all your current difficulity,😅

    , Though I do not know other user usage, but about mat, I do not rely auto imported and converted mat any more. (though it seems hard improved I feel but I already often see issue so do not report everytime about those any more.. ), I keep to make my custom skin nodes and basic nodes (eg custom clear coat or, double SSS shader nodes, ) then use it.

    , (it take time when I first import new character), for figure, and save them and re-use.. so how current add on manage mat I do not care much..

    Though I do not think I can render as I like with cycles,, and yes actually make render with iray was more easy most of case, but it is just because, all mat are already offered by vendors who adjust settings already well.

    But in blender you may notice, you can easy add many effect, like physics, or FX effect without buy or work in daz studio tools..

    anyway if you test about retarget or how to use IK pose with this add on for daz, I hope you keep to offer those experiences..

    anyway we may wait Thomas check why you see those error ^^

  18. Indulge Me reporter

    Sorry, I’m not sure what you mean about retarget. I don’t understand the workflow you describe. I have a Rokoko account actually…

  19. Indulge Me reporter

    So you’re suggesting I juse MHX rig, then retarget it to the Daz rig in Blender, then the export will work?

  20. Alessandro Padovani

    To export animations back to daz studio you better use the simple ik rig, since mhx/rigify use different bones and need retargeting.

    steps:

    1. import the daz figure, merge rigs, make all bones posable
    2. add custom shapes, add simple ik
    3. animate as you wish, please note that with simple ik you need to use keyframes in object mode for the main figure position, since this is the same daz studio does
    4. object > animation > bake action
    5. save pose preset

    note. Bake Action got issues in some blender versions, be sure to get the latest blender 3.2.2 and the latest diffeomorphic available actually 1.6.2.1155. Just tested and works fine here.

  21. Indulge Me reporter

    Oh, thanks Alessandro. I will give it a go now and tell you how I get on. Will upgrade from 3.2.1 then, and downgrade diffeo to 1.6.2.1155.

  22. Indulge Me reporter

    OK so I managed to get short, dumb anim out, no error. I’m not sure it’s correct though, i.e. elbow pole vector perhaps not quite right. I’m also not sure how to switch between IK and FK with the simple rig. Can you offer me a little assistance there?

  23. Alessandro Padovani

    The available controls are in the simple rig panel, it is not much different from mhx. If something isn’t there you can’t do it.

  24. Indulge Me reporter

    Been playing with it some more. I have a workflow for it now so that’s good. I’m curious about hands and feet though. They’re super-stable with IK in blender and don’t move at all. Back in Daz they do move. As a software dev I’m not sure how that can be the case. You’d think the bake would have sufficient precision (Blender draws the mesh after all). But back in Daz it has jitter. Anyone care to speculate? And any ideas how I can stabilise it? mCasual’s autolimp will affect the whole chain so I can’t do that.

  25. Alessandro Padovani

    If you check visual keying and keyframe all bones that shouldn’t happen. Doesn’t happen to me.

  26. Indulge Me reporter

    Can you just quickly tell me how you do that? What I’m doing is selecting the armature, then in the viewport pressing A to select all the custom shapes, then Pose → Animation → Bake Action, leaving only Visual Keying selected, with Bake Data on Pose. Is that the right way to do it?

  27. Indulge Me reporter

    When I play it in the viewport in Blender the hands and feet are pretty stable after baking. It’s just the import to Daz that has jitter on them.

  28. engetudouiti

    @Indulge me

    It is what I mentioned… and I had test before, and asked.. then now stop it to try.

    because when I work hard in blender,, after all if I real use the animation in daz, I see those issue.

    Those jitter problem in daz studio, or not show good foot contact,, when Import preset (which worked in blender ) is really difficult to correct.

    even though we use def FK rig (you may retarget from IK to FK and bake) and save preset, if it is complex animation, it not work as same as blender.

    I may test some-days, but after all to make it work Thomas need time to check by himself.. and see when it cause problem… (if it caused about bone limit , or convert blender axis to daz axis, for pose etc) then this importer main purpose was not export animation (or return) to daz… (so daz_importer we call ^^;)

    Someone said me, use allembic but it not means we could import animation from blender to daz without issues. (as I said, if you not perfect same animation, it sitll useful.. but if you hope it work as same as blender timeline, it not >>> you need to edit animation in daz studio time line, and your animation tool in daz studio)

  29. engetudouiti

    btw so I suppose you already have animation file as daz duf, so if you attach it, anyone can test easy.

    you can attach the duf only, it from This page top right button with zip. (describe g8 or g8.1 or g3 please)

  30. Indulge Me reporter

    I didn’t save it but can potentially reproduce the issue if needed. Truth is, I think I’m going to jump ship from Daz to use Blender for all my animation now. After getting used to Blender I find the Daz interface really primitive.

  31. engetudouiti

    So the main problem had been (Maybe most of user who try same thing),, when user make FK animation and save as duf, it not work as same as blender without some issue. (how you make FK animation is not matter,, actually ^^;

    MHX IK >> MHK FK >> retarget for def FK

    or use def rig simple IK >> convert it as def FK, so now you content with the animation in blender.

    but main purpose was use it in ds….. (though I think, export as duf = daz compatible really make things easy then import as FBX or BVH for daz)

    At same time,,, I think, these issue usually happen, for any Export import between 2 aprication.. though do not test with Unity etc at current..

  32. engetudouiti

    Yes I like DAZ animation tool actually ^^ (daz level layer system or how manage aniblock iwth good saved pic etc,, ) at same time I like Blender is all in one 3d apricaiton… btw I may hope to know, so this topic first issue only happen with special case? I suppose if it is bug, Thomas need to correct it.. (for your purpose now it not your current problem though)

  33. Indulge Me reporter

    You say the issues happen but I honestly can’t understand it. I turn limits off. There’s no interpolation as not rendering subframes and each bone presumably has a key on every frame (if it doesn’t, it should have - perhaps I should check that). Perhaps it’s just an FP precision issue, propagated and therefore amplified down the bone chain in Daz. Daz is pretty terrible, so it wouldn’t surprise me if it’s doing something spectacularly dumb somewhere.

  34. Indulge Me reporter

    I will make a repro with genesis 8 and blender, then attach the files. give me an hour or two perhaps.

  35. Indulge Me reporter

    OK, so the attache zip contains:

    \blend      
        genesis 8 anim.blend [animation before baking]
        genesis 8 anim - baked.blend [animation after baking]
    \duf
        genesis 8.duf [original genesis 8]
        genesis 8.dbz [original genesis 8 export dbz]
        genesis 8 anim.duf [animation exported with Save Pose Preset]
        genesis 8 anim applied.duf [animation merged with genesis 8]
    \mp4
        compare blender v daz.mp4
    

    The .mp4 shows blender v daz animation side-by-side. You can see the feet and hands moving around in Daz.

  36. engetudouiti

    OK I may check it. (though I suspect, I can not solve this issue but confirm current status)

    As NSFW mod player I do not care about NSFW things, then you attach ZIP,

    so it is responsible of the user who download it.

    but yes we may better avoid to attach those pic so often, without there is no way to report the issue.. 😇

  37. engetudouiti

    Yes,, it was what I supposed ^^; the problem is to correct it we may hope to use IK in daz, but so it is daz studio, we can not actually correct it easy…

  38. Indulge Me reporter

    normally I would us mCasual’s mcjAutoLimb2015 and mcjKeepOrient to “fix” an issue like this. Unfortunately that would wipe out any more subtle shoulder or feet movement (anticipation, if I were to do such a thing), as it adjusts the chain from foot or hand up to thigh or shoulder.

  39. engetudouiti

    If you have got DAZ animte 2 I remember, there was kind of reasonable Pin IK tool. (it not break interportaion (daz def Pin tool) , actually show good IK interportaion..)

    So at current I seldom use daz (only check some tool , mainly use to export chracter only) those tool, but I suppose in daz forum, there may be good skill user who know how improve animation.

  40. Indulge Me reporter

    I don’t think there is on the Daz forums, no. I’ve been asking about the question of decent IK for five years or more. It’s a complete disaster in Daz. I hoped I could do it baking from Blender but apparently not. So there’s nothing for me to do apart from just leave Daz behind and like you, use it to characterise and export (AniMate is also a disaster, at least from the UI point of view if nothing else - terrible!).

  41. Indulge Me reporter

    I’d appreciate Thomas commenting, if not “fixing” this (I guess it can’t be fixed). Otherwise I should probably vote to close the issue out.

  42. Thomas Larsson repo owner

    I haven’t comment since this thread got too long and I lost track of what is relevant. But here are some thoughts.

    1. The original error does not occur in the dev version. The code on line 1895 is not in the getTrans function, and the new code at line 2096 does check for key errors.
    2. You seem to be using the simple rig, which I don’t use myself and frankly don’t think was a very good thing to introduce. I had forgotten about the Bake Pose To FK tool, but it doesn’t do anything to the original daz rigs, only to mhx and rigify.
    3. There are tools to snap IK and FK bones for the simple rig, but I only think it works at a single frame.

  43. Alessandro Padovani

    @Thomas, the simple ik rig is the only one that can “save pose preset“ without retargeting, because it uses exactly the daz bones. So it is useful to create daz animations using blender. The hands/feet jittering shouldn’t be there, had no time to check yet but I’ll update asap.

  44. engetudouiti

    Indulge Me, though I still can not solve how correct your problem.

    but I could find reason (maybe). I can see many bone translation value in your saved pose duf. And it is reason why I asked you to generate duf.. ^^ so now I could confirm it.

    Basically it should not be included in pose preset for daz studio Genesis . translation are striclty double locked, with min and max value + hidden + locked.

    As default, Most of daz genesis bones translation are set not change value from zero.

    so we have only option, Limit rotation on and off for daz bones limit. but to make daz bone translation, we change min and max manually too. (though I do not know if there is option, which change all bone translation min and max + unlimit)

    . of course there are some bones. which user can free translate with limit. (eg facial bones, or Pectoral etc, which not effect base pose)

    Then I suppose when you pose as def rig IK >>> retarget or convert to def rig FK,, if those bone translation values need to keep pose, it only work in blender, but not work in daz studio.

    I do not see all steps what you choice, but it should be one reason.

  45. engetudouiti

    Most clear one is ,,

     {
                    "url" : "name://@selection/pelvis:?translation/y/value",
                    "keys" : [[0.0,1.3433e-05],[0.033333,1.3437e-05],[0.066667,1.3463e-05],[0.1,1.3536e-05],[0.13333,1.3677e-05],[0.16667,1.3909e-05],[0.2,1.4252e-05],[0.23333,-0.2668],[0.26667,-0.85381],[0.3,-1.4408],[0.33333,-1.7076],[0.36667,-1.4408],[0.4,-0.8538],[0.43333,-0.2668],[0.46667,-0.2668]]
                },
                {
                    "url" : "name://@selection/pelvis:?translation/z/value",
                    "keys" : [[0.0,3.0615e-06],[0.033333,6.0423e-06],[0.066667,6.0463e-06],[0.1,6.0576e-06],[0.13333,6.0816e-06],[0.16667,5.3815e-06],[0.2,1.3631e-06],[0.23333,0.46248],[0.26667,1.4799],[0.3,2.4974],[0.33333,2.9599],[0.36667,2.4974],[0.4,1.4799],[0.43333,0.46249],[0.46667,0.46249]]
                },
    

    I see pelvis move y and z hard.

    but when I import preset for G8, with import option (un-limit etc) pelvis still not translate.

  46. engetudouiti

    Then if you hope to use those locked bone translation (location) in daz, you need to change setting untill import pose preset. or import pose can not set keys for Those. (you may see option when import pose to limit off, but it not work for these hidden and locked translate value .

    Then if you remove lock and remove limit about translate first, >> import pose preset, (which include translate) Daz can generate keys and curves as same as blender. Though I do not know current daz tools datail, so if there is function which can show all Translate , remove Lock and limit, use it and import pose duf.

    as default import way, never work for bone translate I suppose. (daz do not expect it (so hide these) I think)

  47. Indulge Me reporter

    Oh yea! I was thinking yesterday perhaps Daz doesn’t allow bone translation, and that perhaps I’d done it when posing in blender. But I forgot I could just unlock everything first.

    So I selected all children and went to Edit → Figure → Lock → Unlock Selected Node(s) Pose and Unlock Selected Node(s) Shape. Also turn all limits off… Then I applied the animation and it’s very stable. Hands and feet move only slightly. They also move slightly in Blender.

    I think you’ve solved it!

  48. engetudouiti

    Haha, I now thinking why I stop it before maybe I see same issue, then not hope to use bone translation.for daz scene rig.

    . at same time ideally, I hope if we can retarget or convert and bake to FK, without use any main bone translate in blender. But I afraid,, if I hope to see perfect same animation, after all some bones must need to include bone translation (to get same pose as IK ) when bake. (and as you see, yes there remain some slight move when retarget in blender… it is difficult point when we convert IK include anim to FK anim.

  49. Thomas Larsson repo owner

    Locks and limits can also be toggled on and off at the bottom of the Posing panel. Didn’t know that Blender already had a built-in tool for that.

  50. Alessandro Padovani

    I can confirm that for the IK animation to work fine we have to unlock the figure both in blender and daz studio. This is probably due to the way IK is translated to FK, and I feel it’s unavoidable to lose the limits if we want to keep the ik targets.

    To unlock the figure in blender we have to uncheck the rotation limits before save pose preset. This is important otherwise save pose preset will keep the limits and mess up the ik animation.

    To unlock the figure in daz studio we need to select all the children then edit > figure > lock > unlock pose. This is to be done before loading the animation. Then daz studio will ask to remove the limits when we load the animation and we reply yes, but for some reason this is not enough we also have to unlock otherwise the ik animation will not work fine.

    @Thomas you may want to add these notes to the docs since they’re important steps to get the ik animation right in daz studio for “save pose preset” to work. Credits go to @Engetudouiti for pointing this out.

    But there’s also a bug in the simple ik rig. If we look at the G8F figure we see that the feet are not exactly at zero floor, but they are a little above the floor. In the simple ik rig it happens that when we move the hip bone the feet don’t keep the ik target and move down to zero floor. This doesn’t happen in the mhx rig so I believe it’s a bug in the simple ik setup. The feet should keep the ik target as mhx does. @Thomas let us know what you think.

    steps:

    1. import G8F, merge rigs, make all bones posable
    2. convert to simple ik and move the hip bone
    3. convert to mhx and move the hip bone

  51. Alessandro Padovani

    update.

    One possible way to fix the feet glitch, is to add a copy location of the ik target, but this way the feet/hands will stretch. That is, this also adds a ik stretch option to the rig, that the user may turn on/off with a control on the influence to add to the simple ik panel. Personally I always use ik stretch to animate, because even in mhx/rigify this is the only way to be sure the ik targets will stay in place.

    edit. note. important.

    Nope, it seems the ik stretch doesn’t export to daz studio, even if we unlock the figure. So this is not a good fix.

  52. engetudouiti

    I do not have any interesting about credits thing, 😩

    Of course Thomas up-date something or guide in blog , it is welcom as user. (I simply read again, to know all current tool about def rig or to work easy for MHX IK rig >> FK rig. )

    I Just said what I already test from start point about daz rig and blender IK FK basic, and why it cause issue . (then I suppose we can not solve it as true meaning. at least for daz rig.. without we perfectly connect all parent bone and child bone , for main pose bones. >>> it means, we make different rig from daz.

    Actually I think it is one main reason why daz can not offer compatible IK <> FK rig. daz do not make their base product FK rig to work for IK well if we use same bone locaiton... (they do not connect bones.. their main intention was to arrange bones for better weight map when posing. along with figure mesh.

    if they are connected ,, the bone rest pose local axis already changed. if genesis 10 will come as compatible IK FK rig, I suppose they will connect it.

  53. engetudouiti

    Ah I have one request, about this issue. So I suppose we need to remain some bone translation value in pose preset ,, so for such case, offer script (but not blender for daz studio), which can un limit those bone translation setting temporally, with return function which return as default.

    Or parameter setting preset (daz offered already), which can describe those porps setting I remember. so user can easy import (or test) saved preset, with keep translation bone values. (but untill import preset, we need to set the parameter setting so (by script or duf preset) .

    Basically daz do not recommend to un-lock hidden props and change value., so I hope there should be return function, or return preset. which can return current scene rig props setting as same as before = set limit for bone transform only about bones which daz defined so..

    I may test make parameter setting first… (though do not know I will attach it or not.. I just hope to confirm parameter setting preset can include those limit setting or not) I recently seldom play with daz studio. so need to check what changed..)

  54. Indulge Me reporter

    Another discovery related to this. I applied IK spline to genital in Blender. Same thing, very simple animation, baked and exported to .duf. Imported to Daz applied to main figure after unlocks. Then applied same file again to genital graft, deleting any keys on the Daz timeline under the genital graft for things like Hip, etc. It seemed to work OK, or maybe it’s just not that easy to tell how precise it is. Daz FPS just playing back is terrible for some unfathomable reason.

    NSFW example spline IK in Blender

    NSFW example spline IK imported into Daz

    Just the issue with feet here.

  55. Alessandro Padovani

    Duplicate of #1144. This is resolved, apart the issue with the simple ik feet that’s explained in #1144 and apparently can’t be fixed for now. Will leave #1144 open for further updates if any improvement comes out.

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