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

Animation good in Daz, constrained in Blender

jamesramirez6734jamesramirez6734 Posts: 90
December 2022 edited December 2022 in Blender Discussion

I have a mocap animation in Daz which looks great, though the limits and locks are off and the baked joint rotations are not the default for Genesis 8.

When exporting using the Daz to Blender bridge, the animation looks messed up as if Blender has reapplied constraints to the animation.

Is there any reliable way to remove all constraints/limits once in Blender?

Post edited by jamesramirez6734 on December 2022

Comments

  • jamesramirez6734jamesramirez6734 Posts: 90
    December 2022 edited December 2022

    I've tried this script, but it seems something else is messing up the animation. I'm wondering if it's baking the joint rotations which the bridge doesn't like.

     

    import bpy
    for bone in bpy.context.object.pose.bones:
        for con in bone.constraints:
            con.mute = True
    Post edited by jamesramirez6734 on December 2022
  • jamesramirez6734jamesramirez6734 Posts: 90
    December 2022

    It's as if the bone oritentations have been somehow jumbled - the arms moves side to side horizontally in Daz, but vertically in Blender.

  • Krys KryngleKrys Kryngle Posts: 312
    December 2022

    The bones are oriented differently in blender versus Daz.  The D2B bridge should adjust for this, but it might not.  I would guess diffeomorphic adjusts for this difference (I would be more surprised if it didn't).

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,221
    December 2022

    And it's not just the bones' orientation, but their primary axis (twist) as well. In DS, the primary axis is the first axis of the rotation order. In Blender, it is always Y.

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