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

Diffeomorphic - How to export animation?

«12»

Comments

  • crosswindcrosswind Posts: 9,548
    February 2024 edited February 2024

    James said:

    @crosswind
    The FK IK snapping problem.
    https://prnt.sc/ugqmsas0V7bB

    This is a problem for me, when I want to work with IK and FK.

    Strech is 0
    Limit is unthick.

     

    The last problem I mentioned was still all in Blender environment.
    About the feet and arms that can't stay put, I try to recreate it again.

    Ah, I saw the moving which I also encountered the similar issue. Pls try ticking Pole Targets when rigging to MHX, which can enable perfect FK/IK snapping.

    https://mega.nz/file/iPQASQIA#iT8FTENyNl8gDNalwkJ9riuLA8VT8YSLwd_IgyaeIp4

    Post edited by crosswind on February 2024
  • PadonePadone Posts: 4,002
    February 2024

    @James I can't reproduce the issue with snapping, it works fine here. You may need to update since I recall this issue was solved a while ago. The actual MHX version is 1.7.4.0111.

  • crosswindcrosswind Posts: 9,548
    February 2024

    The snapping issue can be easily reproduced with default MHX rig with no Pole Targets activated...

  • PadonePadone Posts: 4,002
    February 2024

    Nope, tried without poles and works fine here.

    my steps:

    1. import G8F and convert to MHX
    2. pose the hand with the IK control and keyframe
    3. snap FK to IK then IK to FK multiple times, nothing moves
  • crosswindcrosswind Posts: 9,548
    February 2024 edited February 2024

    Padone said:

    Nope, tried without poles and works fine here.

    my steps:

    1. import G8F and convert to MHX
    2. pose the hand with the IK control and keyframe
    3. snap FK to IK then IK to FK multiple times, nothing moves

    Thanks, that was my key finding as well... but pls try with G9 in Blender 4.0+ if possible.

    Here's a quick video - https://mega.nz/file/KaAQFAgA#7f8COWa3s74S2ZlOCTl2qXGoMeY9dZF2KEmfV4mdrWQ

    Actually even with G8F/M, there's very subtle change when toggling Snapping or FK/IK, easy to overlook...

    Post edited by crosswind on February 2024
  • JamesJames Posts: 1,145
    February 2024 edited February 2024

    @Padone

    Here's an example how I recproduce it from the rig > convert > posing > snapping problem
    blob:https://giphy.com/e5693e30-8451-44c7-9693-9b0a6aab7059

    (Please copy paste the urls including the blob word to see the gif)

    I use g9, MHX, no limit, no poles

    It seems up to certain point the bones will stop moving after awhile of snapping back and forth.
    It could be Padone can't reproduce the problem because there's certain situation, where the snapping wont show any problem.
     

    Post edited by James on February 2024
  • PadonePadone Posts: 4,002
    February 2024 edited February 2024

    Nope, G9 works fine here, blender 4.0.2 mhx 1.7.4.0111, or please describe the exact steps to reproduce the issue as simple as possible.

    my steps:

    1. import G9, then convert to MHX without poles
    2. pose the hand with the IK control and keyframe
    3. snap FK to IK then IK to FK multiple times, works fine nothing moves

     

    update. It seems it's disabling limits with the MHX panel, while disabling in the global settings works fine. Reported to Thomas.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/1927/snapping-issues-with-mhx

    Post edited by Padone on February 2024
  • JamesJames Posts: 1,145
    February 2024 edited February 2024

    @Padone
    I'm using blender 4.0.2
    MHX 1.7.4 (is it different from 1.7.4.0111?)
    The add on says the version is 1.7.4.
    I downloaded it from the repossitory.
    Which I think that should be the most updated commit.

    Here's the step by step How I did it.
    This time I use the leg.
    No need of a keyframe.
    blob:https://giphy.com/e5693e30-8451-44c7-9693-9b0a6aab7059

    (copy paste it, include the "blob")

    https://mega.nz/file/ovNSgDjR#F50aDLJpzrc3dDSFYlaBmi2LcuuK72Gl4gcEsseL2sw

    Post edited by James on February 2024
  • crosswindcrosswind Posts: 9,548
    February 2024

    James said:

    @Padone

    Here's an example how I recproduce it from the rig > convert > posing > snapping problem
    blob:https://giphy.com/e5693e30-8451-44c7-9693-9b0a6aab7059

    (Please copy paste the urls including the blob word to see the gif)

    I use g9, MHX, no limit, no poles

    It seems up to certain point the bones will stop moving after awhile of snapping back and forth.
    It could be Padone can't reproduce the problem because there's certain situation, where the snapping wont show any problem.
     

    I attached the video in above post of reproducing the issue you have in the same way. The issue really exists there. That was why Thomas added Pole Targets to assure perfect snapping I presume.

  • crosswindcrosswind Posts: 9,548
    February 2024

    James said:

    @Padone
    I'm using blender 4.0.2
    MHX 1.7.4 (is it different from 1.7.4.0111?)
    The add on says the version is 1.7.4.
    I downloaded it from the repossitory.
    Which I think that should be the most updated commit.

    Here's the step by step How I did it.
    This time I use the leg.
    No need of a keyframe.
    blob:https://giphy.com/e5693e30-8451-44c7-9693-9b0a6aab7059

    (copy paste it, include the "blob")

    Your latest version numbers are correct. But your link shows no GIF or file...

  • JamesJames Posts: 1,145
    February 2024

    Do you include the blob?
    Don't just click it.
    Need to be copy pasted.
    It's a strange kind of a link, but I dunno, that's how the host provide the link.

  • crosswindcrosswind Posts: 9,548
    February 2024

    James said:

    Do you include the blob?
    Don't just click it.
    Need to be copy pasted.
    It's a strange kind of a link, but I dunno, that's how the host provide the link.

    The address is stated as invalid if including blob. NP~ anyway I experienced the issue on my side. 

  • JamesJames Posts: 1,145
    February 2024 edited February 2024

    @crosswind
    OK, I've updated the link.
    The video is for Padone to see, the steps I took.

    https://mega.nz/file/ovNSgDjR#F50aDLJpzrc3dDSFYlaBmi2LcuuK72Gl4gcEsseL2sw

    Post edited by James on February 2024
  • crosswindcrosswind Posts: 9,548
    February 2024 edited February 2024

    Got it ~ thanks ! And thanks Padone for having reported the issue ! yes

    Post edited by crosswind on February 2024
  • JamesJames Posts: 1,145
    February 2024

    @Padone
    Anw, I tested to disable location and rotaition limits from  global settings, but the FK IK snapping problem still persist.

     

  • JamesJames Posts: 1,145
    February 2024 edited February 2024

    Why sometimes the body  mesh could become totally mesh up when I import a pose?

    The bones pose correctly, but not the body mesh.

    https://prnt.sc/9k4dnfrZa7FP

     

    I loaded a scene where there are 2 figures standing in the center of a room in neutral A pose.
    One figure always bending like that, everytime applied a pose, the other is not.

    Post edited by James on February 2024
  • PadonePadone Posts: 4,002
    February 2024 edited February 2024

    It looks like the mesh is not normalized, easy import does it by default. For example if you enter edit mode and move the mesh away from the armature then you get those "rubber" effects because the pivots are misplaced.

    update. I tried to easy import multiple G8 G9 figures together and it works fine here. However, importing each figure alone is recommended, especially for complex figures.

    bind.jpg
    287 x 261 - 16K
    Post edited by Padone on February 2024
  • JamesJames Posts: 1,145
    February 2024 edited February 2024

    Hemm, I did use easy import.

    Why it still behaves like that?

    Currently I have to easy import one by one, to prevent that. Each character, and then the scene.

    Post edited by James on February 2024
  • crosswindcrosswind Posts: 9,548
    February 2024

    Base figure ? or custom figure ?

  • JamesJames Posts: 1,145
    February 2024

    both custom figure.

  • crosswindcrosswind Posts: 9,548
    February 2024

    Rigging of both custom figures have been adjusted to shape in DS?

  • JamesJames Posts: 1,145
    February 2024

    It's a DAZ store figures.
    I supposed it's adjusted.

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