pose is different between daz and 3ds max when imported - bake before export?

Attached a few images to illustrate the difference in pose between daz and 3ds max. Tried collada as well as fbx.

I feel like the best solution would be to bake the pose before exporting so what-you-see-is-what-you-get type deal. Is that possible? 

Otherwise, any help on making a pose retain close to 100% accuracy would be much appreciated.

Comments

  • SixDsSixDs Posts: 2,384

    Which way are you going? DAZ Studio exported to 3DS, or 3DS exported to DAZ Studio? Those appear to be DAZ figures. Were the poses done in DAZ Studio?

  • Daz to 3ds. The pose on the left is a straight stock daz pose and the pose on the right I made myself.

  • Richard HaseltineRichard Haseltine Posts: 108,202

    Please post images without textures.

    How were the psoes made? You menation baking in your first post which suggests they may be using Pose Controls rather than direct transforms.

  • SixDsSixDs Posts: 2,384

    Well, others may offer you more useful advice, but my experience with the supposedly universal export formats such as collada and fbx has been rather hit-and-miss. Something often gets lost in translation. It may very well be that the DAZ model gets transferred correctly, but 3DS is having difficulty adapting its native rigging and weight mapping to the DAZ rigging and weight mapping. The issue might very well be the same if you were going the other way. I suspect that if you tried to modify or correct those poses in 3DS after import, you might get some really strange results. But I could be wrong. If all you want is a static, posed model in 3DS, then perhaps exporting the figure in its posed position to a Wavefront object from DAZ Studio first might be a solution. Getting the materials to export properly might be an issue, though.

    Someone else might happen by that could offer further insight.

  • Richard - I assume you want to see without textures so you can see the geo? I've attached one with wireframe added and focused on the part that is the most different i.e. the model's arm on our left side, its right.

    SixDs - ah, awesome! that totally worked. So what I did was, export using wavefront and then also imported the dae/collada file as well. I take the texture from the now broken posed collada import and just apply it to the wavefront import, which has a pretty much perfect pose.

    I think that should pretty much solve it guys :)

    Capture-face-down-wire1.JPG
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  • Richard HaseltineRichard Haseltine Posts: 108,202

    Richard - I assume you want to see without textures so you can see the geo?

    No, though that might be another reason. We don't allow bare skin showing the nipples or groin (even if there's no actual detail) where it isn't absolutely vital to show the issue, which it wasn't here. A clay image was all I was thinking of.

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