Differences in rigging between Genesis 1 and Genesis 3 & 8

I am wondering if anybody can shed some light on how to apply a bvh to Genesis 3 and Genesis 8 and get the same smooth movement as to when it is applied to Genesis 1. So I realize there are rigging diferenence so I cannot apply a bvh that was intened for G1 and expect it to work on G3 or G8, but if I create a bvh in 3DXchange specifivaly for G3 or G8 I still get all manner of feet sliding when the bvh is applied to G3 or G8 inside of DAZ Studio. Obviously the extra set of bones in the upper arms and upper thighs in G3/8 are causing the issues when I take the same iMotion and apply to either G1 or G3/8. Is there any work around to get the bvh to come out with simular results. is there a motion transfer script that would ignore the bone difference and transfer from G1 to G8? Would it be possible to ignore certain bones in G3/8 when importing a bvh file?

Comments

  • WendyLuvsCatzWendyLuvsCatz Posts: 41,038

    I would love to know too.

    I do know Motionbuilder works for some reason but cannot afford it to find out why, maybe there is a trial.

    That uses an FBX import and saving the pose AFAIK and we all know the mess we get trying that! devil

    so the hint might be in what sort of FBX DAZ can import intact.

  • kwanniekwannie Posts: 870

    Yeah, Wendy Motion Builder is out of my league too. What is weird is that most of the time when the bvh is applied to G3/8 the arms are not effected so obvious but the legs give the effect of one of thse spinning plated being ballance on top of a stick just wobble wobble wobble.

    The link below is a discussion in the forums about retargettig DAZ Characters to UE using a script called DazUERig. I wonder if there is a way to to retarget from the G1/G2 rig to the G3/G8

    https://www.daz3d.com/forums/discussion/comment/6510791/#Comment_6510791

     I have the conversion script  from SR something that did a really good job but I don,t think it helped the sliding and wobble issue when applide to G3/8

  • WendyLuvsCatzWendyLuvsCatz Posts: 41,038

    I tried an FBX export from 3DX6 in Poser11 and that was a mess too, not as big a mess, mostly the arms but it couldn't save a useable cr2 either, most FBX work well in Poser but apparently not G8F, again I think it's those twist bones.

    Maybe we can delete the twist bones before importing a BVH?

  • kwanniekwannie Posts: 870

    Genesis 2 might be the catalyst for having the bvh apply correctly and having a figure that looks somewhat realistic. I just wish there were better mophs available for the G2 joints and bends particulary knees and elbows. Without the twist bones I assume deformations could be corrected with morphs.

  • PerttiAPerttiA Posts: 10,024

    Did a couple of BVH imports a few weeks ago and at first it was a disaster, the character just became a mess, but I think I saved it as a pose preset and applied to another character, ignoring all the scaling and transformation on all the bones and it ended up pretty good, just not quite what I was looking for...

    Overall it took quite a lot of time, so didn't continue looking for better ones

  • kwanniekwannie Posts: 870

    The big issue that I have is that I convert MMD motions into bvh by using 3DXchange. I use a script called PMX2FBX to create anf FBX from the MMD motion, then import the FBX into 3DXchange. I can then create an iMotion (iclone format) from the FBX. The iclone motion can then be applied to any Set Up character inside 3DXchange, and then export FBX, or BVH to use in another platform such as Blender or DAZ or what accepts BVH or FBX. However when setting up G3 or G8 the twist bones cannot be included correctly so inside of DAZ the extra bones cause slight wobbles in the motion. Is there a solution out ther somewhere!!!!!

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