genesis 8 for maya plug in

davegvdavegv Posts: 165
edited July 2018 in The Commons

I found this thread start in another area, I though it would be more suited here but I cannot move it...

https://www.daz3d.com/forums/discussion/266961/genesis-8-for-maya-plug-in#latest

Hi I am amazed at the Lack of comments here on the forum about this product? I quess I am the only one that has had trouble getting it to work?

Post edited by davegv on

Comments

  • FSMCDesignsFSMCDesigns Posts: 12,844

    the lack of comments on the forum is due to most here don't have access (cost, not in school) to Maya and don't use it.

    You need to contact customer service and put in a support ticket since DAZ handles all the support for the PAs.

  • LayLo 3DLayLo 3D Posts: 329

    What problems have you been having with my plug-in?

    I only see this one post from you from yesterday and have responded today, that seems pretty reasonable to me.

  • davegvdavegv Posts: 165
    LayLo 3D said:

    What problems have you been having with my plug-in?

    I only see this one post from you from yesterday and have responded today, that seems pretty reasonable to me.

    Thanks for your reply. You answered my questions in a YTube post while viewing your video. Your plugin works as described -  I wish I had some control over the FBX export rules, but, it does what it is supposed to do. I have tried both your plugin and the DaztoMaya plugin and have decided that my Daz to Motionbuilder to Maya or Max is the best workflow for me even if I have to continue doing manual FBX export from Daz, But for a quick method to export FBX and use the Built in Maya Auto-rigger, it is a little bit of a time saver. The Human IK from the Maya rig get's along real well with both Motionbuilder and 3DS Max, and I sure wish Max had a Autorigger like Maya. Thanks for your support and wish you sucess with all your planned endeavours.

  • LayLo 3DLayLo 3D Posts: 329

    Well I'm glad we were able to get if figured out then over there on YouTube smiley

    I am kind of curious what export rules you would like to change?

    I think the biggest thing with my plug-in is the functioning JCMs and "auto-follow." Those take hours to set up manually.

    Even if you prefer going to MotionBuilder builder first, you could proabably bake the animation to a HumanIK control rig in MB and then bring that over to Maya and use it drive the animation for a figure imported with my plug-in. That might be an idea for the best of both worlds. I haven't tested the concept yet, but I think it would work.

    Thanks for the blessing and I wish you wellness, peace and prosperity. Let me know if you have any other comments, questions or concerns.

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