Wiki
import_daz / Posing
Posing Panel
- Import Pose: Import a pose from a DAZ pose preset file.
- Import Expression: Import an expression from a DAZ pose preset file.
- Import Pose Library: Import poses from DAZ pose preset files and save as a pose library.
- Import Action: Import poses from DAZ pose preset files and save as an action.
- Import Pose From Scene: Import a pose from a DAZ scene file.
- Clear Pose: Reset all poses and morphs, including bones on hidden layers.
- Clear Morphs: Reset all morphs of all types.
- Disable Drivers: Temporarily disable all drivers to improve performance
- Prune Action: Remove F-curves which only contain trivial transformations (0 or 1) from the active action.
- Impose Locks And Limits: Modify the current pose so all bone lock and limit constraints are respected.
- Bake Pose To FK Rig:
- Save Pose Preset: Save the active pose or action to a pose preset file, which can be opened in DAZ Studio.
- Transfer Eye To Gaze:
- Transfer Gaze To Eye:
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.
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:
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import a daz figure with jcms and morphs
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animate body and face
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export to fbx
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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