exporting genesis characters

d.mcintyred.mcintyre Posts: 0
edited December 1969 in Technical Help (nuts n bolts)

Hi, love this program, love the business model. Congratulations to the whole community.

I made a character and exported it using fbx and imported it into Maya 2013 where I have an existing scene. All worked well with the textures and the rigging carried over. Perfect.

Then I made a variation of my character, again in Daz, saved it with a new name and imported it into the same scene in Maya, where I now expected to have two characters. But no, Maya replaced the first imported character with the new one.

Tried again and again but same thing over and over.

Anyone know why this might happen? I realize this is more of a Maya issue that a Daz3d one so I'll be asking similar a question on their boards but I thought I'd find out if this has happened to anyone else and if by chance someone knew what was going on and had a solution.

If I hear anything from Maya I'll post back here so we have a record for future users.

Thanks

Comments

  • Paula SandersPaula Sanders Posts: 321
    edited December 1969

    Try changing the name of the character. If I have an obj from daz in vue and I go back to daz and change it and do not change the name, it will ask me if I want to modify the one in vue.

  • d.mcintyred.mcintyre Posts: 0
    edited December 1969

    Thanks for the input. I think you're close. I had given them different names however when I checked Maya I found that on import Maya renamed them both 'Genesis'

    I haven't had a chance to double check but I suspect this is the problem.

    thanks again

  • ethan-2252200ethan-2252200 Posts: 4
    edited December 1969

    I am having the exact same issue did you figure out how to solve this? I've tried referencing the characters into maya and this works, but it causes another problem because I need to be able to parent the character to a vehicle.

  • d.mcintyred.mcintyre Posts: 0
    edited December 1969

    I didn't solve it and haven't been back to maya since, but as I mentioned I did find that Maya was naming both imports as Genesis, so my thinking was to import one, rename in in Maya then import the second. I also toyed with the idea of putting both characters in the same fbx export from Daz. But like I say I haven't had a chance to experiment yet.

    Lets keep posting as we move forward so that if one of us sovles it we all do.

    thanks

  • dre4merdre4mer Posts: 1
    edited December 1969

    Just completed that and that works great! Import the FBX, Rename the Root bone, save as a .ma file. Then do this with however many characters you want to be in the same scene. Then import all your .ma Characters in to the Maya scene.

  • d.mcintyred.mcintyre Posts: 0
    edited December 1969

    Thanks dre4mer, you solved the problem for me and future generations or until MAYA 2014 has new issues HAHA!

    best dmcintyre

  • ethan-2252200ethan-2252200 Posts: 4
    edited December 1969

    The new problem i'm having is there doesn't appear to be any way to scale the characters in Maya without their rigs getting messed up.

  • d.mcintyred.mcintyre Posts: 0
    edited December 1969

    Hey, I'm working in Maya right now with two DAZ figures, I had to rename every part on the first import to be able to import the second but having done that, they are both working fine.

    However I agree that scaling is a issue as the body becomes separated from the skeleton, verything still works and the skeleton doesn't render and after a while I got used to it and sometime found it helpful as it gave me easy access to the joints. That said it clearly is an issue, I tried ungrouping but to no avail, if I solve it I'll post but right know I'm just working around it.

    Best

  • ethan-2252200ethan-2252200 Posts: 4
    edited April 2013

    Here is what's working for me.

    Select the hip bone and model skins underneath the Genesis root bone. UNparent them. Then delete the now empty Genesis bone. Now rename the hip bone your character name.

    Now select all your blendshapes (if you exported them) and all of your model sections but NOT the character bone. Group these and rename the group your character name as well. Now you should have a group and a root bone for your character. Select both of these in your outliner and file export selection to a new .ma file. These .ma files should allow you to import multiple characters into your scene. As long as you do this sequence with your model you shouldn't have to rename everything.

    Hope that made sense!

    FBX_Char4.jpg
    699 x 183 - 15K
    FBX_Char3.jpg
    711 x 741 - 92K
    FBX_Char2.jpg
    702 x 237 - 29K
    FBX_Char1.jpg
    1407 x 858 - 109K
    Post edited by ethan-2252200 on
  • d.mcintyred.mcintyre Posts: 0
    edited December 1969

    This is great, I'll try this the next time. Do you think this will help with the scaling issues?

    David

  • ethan-2252200ethan-2252200 Posts: 4
    edited December 1969

    Eh, unfortunately not haven't been able to figure that one out.

  • Marmalade BoyMarmalade Boy Posts: 103
    edited December 1969

    Hi there,

    I am not sure if you figured this out yet but I solved this little issue some time ago. The problem is that the joints are grouped with the geometry. That’s what’s giving you the double transformation. You have to drag the joints out of the geometry (do this in the outliner).

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