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

Can’t pose figure in blender

Ethanreid123Ethanreid123 Posts: 25
February 2022 edited February 2022 in Blender Discussion

Hello! I've got a bit of an issue.

I imported a character into blender using the Daz to Blender bridge, and everything showed up just fine. The only issue I'm having is that I can't figure out how to move the armature in ik!

I was able to get the legs to bend by opening up the object data properties panel, turning ik solver to iTaSC, and unchecking the "inherit rotation" of the foot in bone properties. But I cannot for the life of me get the arms to bend, at all.

The figure, when initially loaded in and not messed with at all, is entirely FK, and I don't see any menu to change that like I saw in a tutorial for DTB.

So how do I animate this character of mine for game animation?

Post edited by Richard Haseltine on February 2022

Comments

  • Richard HaseltineRichard Haseltine Posts: 108,001
    February 2022

    Moved to Blender Discussion, since Blender is the main concern.

  • RL_MediaRL_Media Posts: 339
    February 2022 edited February 2022

    Have you checked out diffeomorphic yet? It is very well documented. https://diffeomorphic.blogspot.com/p/daz-importer-version-16.html

    Post edited by RL_Media on February 2022
  • Ethanreid123Ethanreid123 Posts: 25
    February 2022

    RL_Media said:

    Have you checked out diffeomorphic yet? It is very well documented. https://diffeomorphic.blogspot.com/p/daz-importer-version-16.html

    Is the daz importer addon the only way to get these models into an animateable state? I could definitely use it, but I really like the Daz to Blender bridge, would suck to have to just use an entirely different add-on just cause of some stubborn arms. Surely there's some button I'm overlooking? I seen something like this show up once on one of my figures in blender, but selecting the options only turns them blue, it doesn't do anything to actually turn limbs IK. It only shows up in pose mode too.

  • Ethanreid123Ethanreid123 Posts: 25
    February 2022

    RL_Media said:

    Have you checked out diffeomorphic yet? It is very well documented. https://diffeomorphic.blogspot.com/p/daz-importer-version-16.html

    Is the daz importer addon the only way to get these models into an animateable state? I could definitely use it, but I really like the Daz to Blender bridge, would suck to have to just use an entirely different add-on just cause of some stubborn arms. Surely there's some button I'm overlooking? I seen something like this show up once on one of my figures in blender, but selecting the options only turns them blue, it doesn't do anything to actually turn limbs IK. It only shows up in pose mode too.

    Screenshot 2022-02-27 131739.png
    234 x 611 - 45K
  • PadonePadone Posts: 4,006
    February 2022 edited February 2022

    You can convert to rigify, must be in pose mode. At least it works in the unofficial version by @butaixianran.

    https://github.com/butaixianran/DazToBlender

    The main limits of the bridge are doesn't convert materials and doesn't support geografts. While diffeo does, among many other things, but these extra features don't export to game engines only work in blender.

    rigify.jpg
    196 x 202 - 13K
    Post edited by Padone on February 2022
  • Ethanreid123Ethanreid123 Posts: 25
    February 2022

    Padone said:

    You can convert to rigify, must be in pose mode. At least it works in the unofficial version by @butaixianran.

    https://github.com/butaixianran/DazToBlender

    The main limits of the bridge are doesn't convert materials and doesn't support geografts. While diffeo does, among many other things, but these extra features don't export to game engines only work in blender.

    I really appreciate all the help! Turns out that rigify addon in blender was disabled. I re-enabled it, but still have some issues.

    Clicking rigify gives me this error, and causes some weird thing to happen (see attachments). At least it does something, though I dont know what specifically it's doing. I tried installing the bridge you linked, but I cant seem to get it into my addons at all. Maybe it isn't compatible with Blender's newest version?

     

    Screenshot 2022-02-27 131739.png
    743 x 211 - 45K
    screenshot2.png
    818 x 848 - 186K
  • PadonePadone Posts: 4,006
    February 2022 edited February 2022

    The daz side is a script. You can run it from the scripts folder it is the same and way easier than customizing menus. The blender side is a script too and you just need to place it in the addons folder for it to be loaded. Then need to enable the addon as usual.

    But you can't keep both, either the daz bridge or the Butai version.

    bridge.jpg
    401 x 100 - 12K
    Post edited by Padone on February 2022
  • butaixianranbutaixianran Posts: 161
    March 2022 edited March 2022

    Rigging Tool doesn't work in my version. Never use them, never will.

    It is no use if we just want to use Blender as a Daz Converter for other 3D tools. So won't fix that part.

     In your case, you need to use 

    https://diffeomorphic.blogspot.com/p/daz-importer-version-16.html

     

    It has powerful rigging tools, just read the document.

    Post edited by butaixianran on March 2022
  • PadonePadone Posts: 4,006
    March 2022 edited March 2022

    butaixianran said:

    Rigging Tool doesn't work in my version. Never use them, never will.

    On a quick test the conversion to rigify seems to work fine here. Didn't check all the features though.

    rigify.jpg
    225 x 238 - 16K
    Post edited by Padone on March 2022
  • brainmuffinbrainmuffin Posts: 1,267
    March 2022 edited March 2022

    I've never been able to pose again in Blender, no matter which method I've tried. Not sure it is due to switching from macOS to Linux in my case or not. Oddly enough though, I can move some items on vehicles that I move over using Diffeo, though often the movement of parts does not always match what is in Studio. The walking characters in my SciFi scenes come from Mixamo.

    Post edited by brainmuffin on March 2022
  • keendigitalartz_486bee527ckeendigitalartz_486bee527c Posts: 4
    March 2022

    I like using both Diffeo and bridge but my problem is the bridge rig doesn't convert to rigify and Diffeo doesn't import the full facial bones, eyes move great but mouth doesnt open or chin doesn't move. there is no way that I found to separate the facial rig from the body rig so I can use Faceit. it looks like Collada, Auto Rig pro and then Faceit to use ARKit

  • PadonePadone Posts: 4,006
    March 2022

    As for diffeomorphic be sure to get the latest version, it should import the full facial bones. The FACS rig is also supported, as well as facial mocap.

    https://diffeomorphic.blogspot.com/2021/01/facs.html

    https://diffeomorphic.blogspot.com/2021/02/facecap-test.html

  • keendigitalartz_486bee527ckeendigitalartz_486bee527c Posts: 4
    March 2022

    Thanxs Padone, nice to be able to work the face rig but now I will play around with some mocap to learn how to control the rig

     

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