bones need preserve volume/dual quaternion to work

Issue #763 resolved
fume knight created an issue

hello

i imported gen8 female with nothing else from daz ,added jcm morphs only to the body and did a simple animation ,rotating the thigh bone 90 degree on the x axis

then i exported the animation to fbx and imported to blender to check

imported on the left ,original on the right

as you can see in the picture ,the bone animation works fine but the morph animation broke

the problem is with baking the jcm morphs when exporting the fbx , i tried even baking the jcm morph before exporting using a script to no avail

tried on blender 2.935 and 2.9 using 1.6 and 1.61 ,here are my export sitting ,tried every other combination btw

attached fbx file

thanks and have a good day

Comments (12)

  1. Xin

    This is not a problem related to this addon. You are most likely forgetting to select the mesh and then the armature before exporting (with selected only enabled in the export options). In Blender, Shape Keys and their respective drivers belong to the mesh, not the armature. So if you don’t export the armature and mesh together, it won’t work.

    That aside, is there any reason why you are exporting to .fbx only to re-import it again?

    If you are trying to export a rig to game engines for example, then the process requires a lot of intermediate steps. See: https://www.youtube.com/watch?v=2GQwAM5Wodk&list=PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3

  2. fume knight reporter

    did you check what i mentioned ? it shouldn’t take more than two minutes

    or you can do another test ,export an fbx from daz and import it to blender ,and using the addon ,import the same figure without jcm ,then rotate the thigh bone 90 degree forward ,and notice the difference

    and i might be a n00b but i’m not a complete scrub either

    i really appreciate the addon ,but if the jcm animation cannot be exported ,please tell me so

  3. Alessandro Padovani

    I am not a fbx or game expert at all. But I did a simple test with G8F and it seems, to my surprise, that jcms are exported correctly to fbx. Once you import it back you have to turn on “preserve volume“ in the fbx armature modifier to get the original deformations, since fbx imports without “preserve volume“.

    You may want to change the title into something more meaningful, for others to find if they need it, as “jcms don’t work with fbx“.

  4. fume knight reporter

    so the whole issue is dual quaternion or preserve volume in blender

    in daz they use it and you need to tick it in blender for anything to pose right

    unfortunately not all game engine support it if any ,at least not unity

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