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

Diffeo - Baking to FK isn't working

DrGonzo62DrGonzo62 Posts: 368
March 24 edited March 24 in Blender Discussion

Hi,
I've already mentioned this in a previous thread, but now I'd like to point this out as a bug or non-functioning feature in Diffeo.

When you click on DAZ Runtime > Posing > MHX/Rigify > Bake Pose To FK Rig, the IK bones are not being baked to the FK rig.
In the example below, the spine was rotated forward and the hands are being held in place by IK as they should (img 1).
After baking that pose to FK, the FK bones should be in the same position as the IK bones, but as you can see in the second image, they're still not following the IK hand bones.

Isn't that what Bake Pose To FK Rig is supposed to do?
You can't export that animation out of Blender, since only the skeletal bone rotations (FK) are relevant.

Bake IK.jpg
717 x 565 - 76K
Bake FK.jpg
768 x 600 - 88K
Baking-FK.jpg
1234 x 488 - 47K
Post edited by DrGonzo62 on March 24

Comments

  • PadonePadone Posts: 3,999
    March 25

    I'm not sure what Thomas intended "bake pose to FK rig" for. Actually to bake IK to FK I rather use "transfer IK > FK" in the MHX panel, animation tab, which works fine. However, if you plan to export the blender animation back to daz, then be aware that daz can't provide all the fancy IK features of MHX, as "tweak bones" or "stretchy limbs" for example, so you have to turn them off.

    Below the settings I'd use for MHX to daz. I'm also suggesting a preset to Thomas which could be useful to others as well.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/2434/

  • DrGonzo62DrGonzo62 Posts: 368
    March 25

    Hi Padone,
    Thanks for looking into this! I really appreciate your help.
    I'll try transfer IK>FK. That sure sounds like it would fit the bill.

    I'm not planning on going back to DAZ, just wanted to point out that this currently wasn't possible with Bake to FK.
    I'm used to frequently bake to the skeletal bones, so no fancy IK features are needed any longer at that point and all constraints can be deleted.
    Otherwise the animation just gets too convoluted, with multiple constraints pulling bones in different directions.

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