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

Daz to Blender too big shoulders.

TizzaliciousTizzalicious Posts: 7
December 2021 edited December 2021 in Blender Discussion

Hello

When i import my daz figures into blender they all get this huge shoulders. How can i fix this?

I imported a animation, but even if i just import a figure and rotate the arms up its doing so. I tried to repaint weight layers, but it gets worse. 

Pls anybody with a solution here? or maybe same issue?

EDIT!!

So if i manually pose the character in daz and put her arms up and then export it also behaves the same, if i use a pose its all fine. The aniblock i bought is giving me the same result, no way to fix it?

Daz_01.JPG
661 x 620 - 33K
DtB_01.JPG
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Post edited by Tizzalicious on December 2021

Comments

  • Richard HaseltineRichard Haseltine Posts: 107,945
    December 2021

    Does it not happen with a manual pose doing the same thing? I would expct that it would, as that looks like the consequence of not having a morph (or morphs) linked to the bends as it would be in DS.

  • TizzaliciousTizzalicious Posts: 7
    December 2021

    Its random, im just testing and while exporting manual posed and preset poses it sometimes imports with huge shoulders, sometimes not. I try to export it again and take a closer look at the morphs.

    My main goal is to export the swim ani block to blender. But breast (shoulder) and feets are completely destorted or bad looking. 

  • TizzaliciousTizzalicious Posts: 7
    December 2021 edited December 2021

    Richard Haseltine said:

    Does it not happen with a manual pose doing the same thing? I would expct that it would, as that looks like the consequence of not having a morph (or morphs) linked to the bends as it would be in DS.

    Oh my gooosh thank you it worked!! i just did not pay much attention to the morphs, i thought its a bone deform or bend issue. ;* thank youuuuuu!!!!

    Post edited by Richard Haseltine on December 2021
  • Richard HaseltineRichard Haseltine Posts: 107,945
    December 2021

    The Genesis 3 and 8 figures use a lot of JCMs (Joint Controlled Morphs) to fix the effect of the bends on the mesh. I don't believe FBX supports this kind of linking, though I'm pretty sure the destination application will have a similar ability.

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