Daz rigging system in blender
Shdwknight117
Posts: 1
Hi all
I am not new to blender but I am new to working with rigging. I am also new to working with daz studio. Literally started using it on Friday.
So I have been following tutorials on how to rig in blender and I have the general knowledge of how to use rigify and such but when I imported my daz model to blender I noticed something which to me makes it more realistic compared to the rigging done by rigify.
So in short, rigify can have all sorts of bends on the mesh including having your elbow bend the wrong way which in reality would break your arm. I know 3d work isn't real but I like how daz studio has the rigging set up. It has limitations that actually make sense when you look at the joints eg elbow can only bend one way, arm/shoulder joint can bend up and down and swing back and forth to certain positions only etc.
What I want to ask is how do I apply this same technique in blender on models not made in daz?
I feel it would make my life a bit easier when I try to do animations. I mean I could be wrong, like I say I am new to rigging so maybe the way daz rigs is actually not as good as rigify
Comments
Limits are good for FK but not for IK, even in daz studio most poses turn limits off so they're not so useful as you may think. But you can apply limit rotation constraints in blender as you wish. As for rigify it uses prebending to tip the IK to the right direction, that's what most IK rigs do.
Diffeomorphic has options to import the daz limits. Get the dev version.
https://diffeomorphic.blogspot.com/p/daz-importer-version-16.html