daz3d / DazToBlender

Daz to Blender Bridge
https://www.daz3d.com/daz-to-blender-bridge
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Hand pose issue #156

Open lenapepl opened 1 year ago

lenapepl commented 1 year ago

Hi, I'm trying to import to Blender some animation, which requires some hand poses. After importing to Blender, there is some weird glitch in the appearance.

Screenshot 2022-12-18 at 17 16 48 Screenshot 2022-12-18 at 17 18 55 Screenshot 2022-12-18 at 17 15 08 Screenshot 2022-12-18 at 17 15 21

Tried multiple different import settings (with exporting morphs, without exporting morphs, importing custom pose to Blender, etc) and it still looks bad. It seems to have some issues with different scaling because as I slide the exported morphs value, hands seem to distort scale-wise. I'm working in Daz 4.21 and Blender 3.4 on Mac OS Monterey, I also tried exporting to Blender 3.3, but it doesn't change anything. Would be really grateful for help

danielbui78 commented 1 year ago

Sorry for the late response. Some of the exported Daz "Morphs" like "Left Fingers Grasp" that are shown in your screenshots are not actual vertex-delta based morphs (aka blendshapes or shapekeys). For example, "Left Fingers Grasp" is actually a Daz Studio POSE CONTROL. Which means it is a UI Slider that is affecting the pose of the figure and not the vertex-deltas like a traditional blendshape or "morph" would. When you try to export a Pose Control as a morph using the bridge, the final pose at 100% is actually baked into a vertex-delta (aka morph). This kind of Pose-Control-baked-to-Morph will only work in very specific situations where the figure is in the exact position and orientation that it was in when the Pose was baked.

Instead of trying to export the Pose Control as a "Morph", create a keyframe on the Daz Studio timeline and then add the desired Pose Control affect to that keyframe. Then export this as an animation to Blender. Inside Blender, save this frame of animation as a skeleton pose which you can then apply to the figure.