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Daz 3D Forums > 3rd Party Software > Blender Discussion

Daz to Blender skeleton

rames44rames44 Posts: 336
July 2020 in Blender Discussion

So, does the new Daz to Blender bridge keep the same G8 skeleton and just add controls to it?  Or does it completely re-skeleton the figure?

Comments

  • Emo SludgeEmo Sludge Posts: 79
    July 2020

    It creates a new rig that's more friendly for conversion to rigify as far as I can tell. Otherwise it wouldn't have IK on import.

  • j cadej cade Posts: 2,310
    July 2020
    rames44 said:

    So, does the new Daz to Blender bridge keep the same G8 skeleton and just add controls to it?  Or does it completely re-skeleton the figure?

    Same rig with extras (ik controls plus wigets to make the controls look intelligible). but all the weighmapping  and bones matche which is why jcms work. (idk if the jcms work once you convert to rigify, They do in the diffeomorphic plugin)

  • rames44rames44 Posts: 336
    July 2020

    I get that the overall rigging is different.  My real question is whether the bones are the same.  I'm wondering whether you could use the "blenderized" skeleton to do animations, export the BVH and then import it back into Daz Studio.  If the core bones are the same (complete with "twist bones"), then that should be possible.  If, on the other hand, they've replaced the core skeleton with something more like Rigify's (without twist bones), then this would be more problematic.

    (Yes, I know, I could experiment and find this out - I'm on travel right now and away from my machines.)

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