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

Mis-sized bones from Daz -> Diffeomorphic -> Blender

keirankingkeiranking Posts: 0
May 1 in Blender Discussion

I am a beginner. When I try to move a 3rd-party Genesis 9 figure in T-pose from Daz to Blender via Diffeomorphic, the arm and hand bones end up the wrong size and position in Blender, and seem to match the size and position of a 'standard' Genesis 9 figure. I've tried fiddling with Daz and Diffeomorphic settings, but I'm at a loss how to correct this after a couple days of searching and trying. Any help or guidance would be appreciated.

Comments

  • PadonePadone Posts: 3,995
    May 1

    If you're using the morphed option for figures, and/or ERC morphs, then this is as intended. Only the dbz option will bake the bones from daz. However, that is only a visual nuisance and the figures will work fine, as what matters it the bone pivot that's correctly preserved.

  • keirankingkeiranking Posts: 0
    May 1

    Thank you, Padone. I've tried importing using as many different configurations as I can (including Mesh Fitting both Morphed and DBZ File), but the problem persists. I've attached a picture showing the mis-aligned/mis-sized bones, and how the bone distorts the hand when rotated.

    Hand distortion.png
    510 x 479 - 203K
  • PadonePadone Posts: 3,995
    May 2

    That is not possible if you use dbz. It happens if you apply a ERC morph without fitting the armature. You have to enable "ERC as armature" in the global settings, then use "morph armature" in the morphs panel. Or provide exact steps to reproduce the issue.

    https://diffeomorphic.blogspot.com/2021/09/morphing-armatures.html

  • keirankingkeiranking Posts: 0
    May 4

    Thank you, Padone. Documenting the solution in case other beginners run into the same issue. On investigation, the problem was neither Blender nor Diffeomorphic. In Daz, the mesh was morphed without any adjustment of the rigging. I saw where others used Adjust Rigging to Shape in similar situations, but in this case it had no effect.

    I recreated the character from scratch, changing the sliders for the morph manually rather than by applying the preset 'character'. The wrists and hands adjusted as expected. Moving the figure from Daz to Blender via Diffeomorphic was then trivial.

    Root cause: Maybe a bug in Daz or in the preset, maybe beginner user error.

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