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

Diffeomorphic - Problem when converting IK to FK

xlpasstestxlpasstest Posts: 48
June 2023 edited June 2023 in Blender Discussion

 

I made a small animation with blender and when I finished the animation, there was a problem after "Snap IK ", just like the picture.

I tried in "Bake Action", but still the same.

(My pose comes from Daz and I using Simple Rig)

IK

 

 

FK

 

 

Post edited by xlpasstest on June 2023

Comments

  • PadonePadone Posts: 4,001
    June 2023 edited June 2023

    With simple ik you have to use the blender tool: object > animation > bake action. There's no need to snap before baking, snap is to mix fk and ik animation.

    Also be sure to get the dev version 1.7.1 since there are recent fixes on simple ik.

    Post edited by Padone on June 2023
  • xlpasstestxlpasstest Posts: 48
    June 2023 edited June 2023

    Padone said:

    With simple ik you have to use the blender tool: object > animation > bake action. There's no need to snap before baking, snap is to mix fk and ik animation.

    Also be sure to get the dev version 1.7.1 since there are recent fixes on simple ik.

    Thanks for your reply, I have three questions:

    1. Do I need to reimport G8 characters after updating 1.7.1?
    2. If 1 is yes, then I have to completely redo my animation?
    3. Do I need to use "Snap FK All" for each frame after bake action?

    P.S. Photo is how I bake animation:

    Post edited by xlpasstest on June 2023
  • PadonePadone Posts: 4,001
    June 2023

    1. For the simple rig once it's generated it stays as it is, so no you don't need to reimport.

    3. No, you need to clear constraints as usual, unless you do a partial baking for some reason.

  • xlpasstestxlpasstest Posts: 48
    June 2023

    Padone said:

    1. For the simple rig once it's generated it stays as it is, so no you don't need to reimport.

    3. No, you need to clear constraints as usual, unless you do a partial baking for some reason.

    Thank you for your reply.

    Also I have a question that is not related to the topic.
    I noticed that in version 1.7.1 MHX and Rigify added a new option called "Keep DAZ Rig". 

    I read this post:https://bitbucket.org/Diffeomorphic/import_daz/issues/1528/ (actually, I don't understand it at all).

    Sorry, I'm a newbie to blender, I tried it myself, I really don't understand what it does, should I use it to make animations or import poses to it(I tried it causes an error.)?

  • PadonePadone Posts: 4,001
    June 2023

    The idea is to keep the original daz rig and drive it with mhx or rigify. This option allows to get the same precision of simple ik when saving pose presets back to daz studio. It is a new feature so not deeply tested if you find bugs you can report them at bitbucket.

    https://bitbucket.org/Diffeomorphic/import_daz/issues

  • xlpasstestxlpasstest Posts: 48
    June 2023

    Padone said:

    The idea is to keep the original daz rig and drive it with mhx or rigify. This option allows to get the same precision of simple ik when saving pose presets back to daz studio. It is a new feature so not deeply tested if you find bugs you can report them at bitbucket.

    https://bitbucket.org/Diffeomorphic/import_daz/issues

    Oh, thank you, I understand now.

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