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import_daz / Posing

Posing Panel

posing.png

IMPORTING POSES TO IK RIGS. by Alessandro

Please note that daz poses are FK so when we load a daz pose the rig goes to FK mode, we will be able to use FK controls but not IK controls. To switch to IK or FK we use snap, in this case “snap IK all“ after importing the pose. The addon doesn’t automatically snap because usually we want to import multiple FK poses before going back to IK.

note. To import poses to MHX it is necessary to disable "forearm follows hand" in the rig properties, otherwise the pose is not imported correctly.

snap.jpg

EXPORTING TO GAME ENGINES. by Alessandro

As for games, the blender fbx exporter bakes bones and shapekeys when you export an action, so there’s no need to convert morphs to shapekeys first.

steps:

  1. import a daz figure with jcms and morphs

  2. animate body and face

  3. export to fbx

  4. import back the fbx, you will see that jcms and morphs work fine because bones and shapekeys are baked, there are no drivers

Also you need dual quaternion to support the blender “preserve volume“ feature in the armature modifier, that's necessary to correctly import daz figures. This is an issue with unreal itself, if you can’t get dual quaternion then your only option is to disable preserve volume in blender and/or use extra shapekeys. Or you may also try the prebend workflow that doesn’t need jcms and also works without "preserve volume".

Note that fbx doesn't support dual quaternion too, so the blender fbx exporter bakes without "preserve volume".

https://forums.unrealengine.com/t/dual-quaternion-support/144831

https://diffeomorphic.blogspot.com/2023/01/using-pre-bended-figures-also-works-for.html

Updated