Export animation with MHX rig back to DAZ
when i try to export my animation that is made in blender back to daz, it just doesnt work, i use the MHX rig.
i dont know if it’s a bug, or if it’s not possible to export an MHX animation.
Comments (9)
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repo owner -
repo owner Even if you transfer the animation to FK, the poses might still be slightly off. This is because some bones are oriented differently, e.g. in the spine.
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Though I do not serous test about import MHX animation to daz,
but if it is main issue, I think maybe add on can offer option, which deform bone keep daz stcuture as child of each snap IK FK bone (our MHX pose bone), then retarget or use those deform bone visual rotation value as save pose rotation value, it may show same deform in daz.
but it means, when we pose by MHX rig, it may not show reasnable rotation along with pose bone axis. But if add on will offer such option, it may be easy some problem when we export animation.
(but make MHX animation is more difficult I suppose though)
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That means, I suppose current MHX generate twk bone (the purpose is twk shape after make pose with pose bones,)
then all twk bones are simply child bone of pose bone. so if twk bone (deform bone) keep same strucutre (edit bone orientation) as daz def rig, the visual pose value (rotation) should be same as daz def rig. (and deform)
at current, all deform bone (twk bone) should be same (along with) as FK pose bone for rest pose. (of course it is usuall, to pose figure along with pose bone local rotation axis)
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At least about spain pose, even though I edit spine twk bones (real deform bone) as same as def rig edit bone orientation (move bone tail) may not cause serious issue.
Though It may effect jcm I suppose. IK FK snap not effect, how we lcoate twk bones.
but if user check carefully (eg side side spain FK bone along with the local axis,) notice deform not follow the pose. (because real twk bone not rotate so)
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repo owner The problem is that most deform bones don’t have any local rotations of their own. The control bones have local rotations, but the deform bone rotations come from constraints and drivers. Translating that to daz rotations would require completely new code.
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Yes so I said visual transform which I means use the twk bone visual transform to retarget default rig.
even though I manually set copy location as constrain without use other retarget too, ,it may work better than default MHX FK I suppose then bake animation.
But as I said , I think it make MHX pose more difficult. and of course it only work
Retarget and bake Blender pose to DAZ rig pose. after all, import DAZ pose for MHX pose , the problem remain.
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reporter Works pretty well with the IK-FK transfer thank you so much, and no worries take your time to fill the docs.
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reporter - changed status to resolved
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The Preset Pose tool saves an animation for the FK bones in daz format. However, the IK bones do not correspond to daz bones, so if you have animated the IK bones nothing will show up in DS. You need to transfer the animation to the FK bones first. This is done with the Transfer IK => FK tool in the MHX runtime system.
Unfortunately, the docs for the MHX RTS is still in the making. Some day they should appear at http://diffeomorphic.blogspot.com/p/mhx-runtime-system.html.