Animation in Blender and in DAZ is not the same.

Issue #1932 invalid
Eka Juan created an issue

I want to animate in Blender, save the preset and apply it in DAZ.
But the problem is the animation is always different and can by a lot.

The steps I took:

  1. I have my figure on DAZ. (I’ve tried G9 Base and other G9 figures)
  2. Save the scene as duf
  3. Export the scene as dbz
  4. In blender I used easy import. I don’t tweak any settings.
  5. After imported. Convert the rig. I’ve tried MHX and Simple IK. Both giving the same problem.
  6. When using MHX, I ticked the pole option, and disabled stretchy limbs, the rest is default.
  7. I start to animate in IK, making some keyframes using auto keyframes. Sometimes I snap to FK and IK back and forth, depends on the need.
  8. After I’ve done, I transfer IK to FK. (I’ve tried also to bake all IK bones to FK)
  9. Then I save the pose preset.
  10. Use the preset in DAZ, and the result is bad.

When using Simple IK rig, I can’t work just in IK.
In each keyframe I have to turn Ik to FK, and make a keyframe.
If not, I can get even weirder animation.
Because even I’ve Bake Pose to FK Rig, it’s not translate well.
And especially if I just use Object > Animation > Bake Action.
Even I’ve done both, the pose preset animation, not looking good in DAZ.

I have attached example files.

pose_preset => Simple IK
pose_preset-1.mp4 => MHX

Comments (10)

  1. Eka Juan reporter

    FOR SIMPLE IK RIG
    I figured out something
    Simple IK rig can't use Bake Pose to FK Rig.
    I clicked the button, but nothing happened.
    It works perhaps only for MHX Rig, (which could cause animation movement problem).

    So in Simple IK, there's no easy way to do work with the rig.
    For each IK pose, I have to snap to FK pose to make a keyframe.
    So In the process, I have to go back and forth IK FK for keyframing.
    Then at the end, I have to snap FK all.
    Afterward, do Object > Animation > Bake Action
    to bake the FK bones.

    But the process of snapping IK FK is still a problem in Diffeo, I think worsening on the last update.
    I got this funny result as a consequence of snapping back and forth.
    https://prnt.sc/wEg3SDUYbrPu

    It would be very hard for me to work with Simple IK (using G9)

    MHX Rig,
    In the last update, now the poles don't help keeping the snapping in place anymore.

  2. Alessandro Padovani

    As usual in blender, each custom rig has its own tools for baking. So the MHX baking tools are placed in the MHX panel and only work for MHX. It’s the same for rigify. As for simple IK you can use the blender baking tools directly, be aware that this is a destructive operation so save first.

    Snapping is a different thing, it is used to switch between IK and FK animation. While baking is used to transfer IK to FK.

    As for your animations, pose_preset-1 (mhx) looks like you didn’t remove the limits in daz studio, while pose_preset (simple ik) looks like you didn’t bake all the bones.

  3. Eka Juan reporter

    As for your animations, pose_preset-1 (mhx) looks like you didn’t remove the limits in daz studio,

    All the bones limits are off in DAZ.

    pose_preset (simple ik) looks like you didn’t bake all the bones.

    You’re right.
    I’ve figured that out as mentioned my previous comment.
    But there’s a reason, which is:

    Snapping is a different thing, it is used to switch between IK and FK animation. While baking is used to transfer IK to FK.

    After a few tests.
    It turns out Blender’s baking sometimes not transfering all IK to FK,
    sometimes it does.
    I don’t know what situation triggers it.

    The video pose_preset (Simple IK) was the example result.

  4. Alessandro Padovani

    Well I can’t reproduce your issues and have no more advice for you. May be Thomas will have some ideas when he’s back from vacation.

  5. Alessandro Padovani

    This is resolved at the daz forum, using "keep daz rig", that’s what the option is for if one needs a perfect match.

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