Daz2Maya bridge - Bind pose is different from humanIK rig, unable to create new blendshapes
javoralex
Posts: 3
Hello, in attached picture you can see that when I unbind mesh from the skeleton, it "jumps" off (back to the original bind position in Daz).
So it seems that in the conversion process, Daz is forcing the mesh unto the humanIK skeleton and storing this as an offset value somewhere. I can't figure out where this is however, and the problem is that it prevents any new blendshapes from being applied as this hidden offset value gets applied to new blendshapes.
Anybody have a clue where that might be, or maybe there is something I can do to the mesh before sending from daz to prepare it properly for maya?
Annotation 2020-08-30 140848.jpg
1197 x 696 - 97K
Comments
https://youtu.be/uZaaZScRlPA
Hi I made this short video to show a problem I have encoutnered when testing out Daz2Maya bridge workflow. In short, there is an offset between Daz bind pose and humanIK and this botches blendshape creation.
I just make this in case dev's are unaware, but if anybody knows a way to solve this issue (maybe some node holding the offset value in maya?) that would be appreciated too. Obviously there is ways to recreate the blendshapes but nothing that isn't very labor intensive, at least as far as I can tell.
Merged threads
Solution:
In Maya, disable Skin Cluster envelope when creating blendshapes (this is where the offset is)