Problem with exporting animations (DAZ to Blender, FBX) when using morphs that scale down the figure

When using morphs that scale down the character (example TG4) i encounter problems with the bones/joints not actually scaling too in order to fit the character (i think that's the problem) such as it results in the deformation of the entire character, mostly the hands and fingers (pic 1 frame 30)This makes the figure unable to export directly through the plugin aswell as the fbx and alembic to not work. I tested the same kind of animation with a normal scaled g8 figure and the result is ok (pic 2 frame 30). I also tried exporting the animation with TG4 morphs checked and i get the same results.

Here's a gyazo so you can better understand!

https://gyazo.com/fa284723ec4913050535859e78953f05

Thanks in advance!

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568 x 303 - 135K
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1269 x 621 - 433K

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,960
    edited October 2023

    Edit>Figure>Rigging>Adjust Rigging To Shape may help, if the scaling is done by a morph. If it does you want to link the chnages to the morph, rather than leave them in place as direct chnages 9as those would then remian if you removed the morph, giving exactly the same kind of issue with the base shape).

    Post edited by Richard Haseltine on
  • cezardumitrascucezardumitrascu Posts: 3
    edited October 2023

    Hey Richard, thanks for ur answer. Sadly that doesn't seem to fix the problem. 

    I forgot to mention that the figure's animation looks ok and correct in daz. The problems are encountered when importing in blender.

    Post edited by cezardumitrascu on
  • EDIT: Solved it by sliding down tg4's youth pose which was distorting the character into an unnatural position to which the joints wouldn't move. Animation runs ok with that slider to 0.

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