Daz3d to maya back to daz3d
I have been researching this for far too long. Over a year of videos, Forums, trouble shooting, and exploring. I just want to be able to bring Gen 8 into maya, add an animation to it, then bring it back into daz3d.
I have tried the gen to gen 3 to gen 8 route.
I have tried the FBX export using motion builder route
I have tried putting the animation through maya into into blender, exporting out as a bvh then putting it back into daz
The one that came the closes was the last one. Being able to put a daz character into maya, add a animation to it, then exporting it out as a fbx. Upload it to blender then export out as a bvh then put into daz. The problem is the bones
During this process gen 8 has too many bones in their arms and legs. It messes up the mesh in with the animation file. A small adjustment of deleting the extra bones in maya would leave the character incompatible when put back into daz3d.
If you deleted the bones in daz then trasfered over to maya, the missing bones are for the rotation of the arms. So the bending of the arms and legs work but there is no rotation. My question is.
Is there a way to add roation to the joints of the arms in daz3d?
Is there a way to merge the two joints into one? To have both the bend and the twist?
Can I add a twist node to them?
Is there a simpler solution i am missing???

Comments
Hi
There is an Autodesk Motionbuilder user here named Bryan steagle
who imports his motion back to Daz studio IIRC.
Perhaps you can search google for some of his posts about the subject.
What you are describing is not terribly difficult with software that can retarget Data from Genesis 8 to a more standardized rig and export the BVH from that standardized rig out to BVH that Daz studio canuse. We do this quite easily with Iclone Pro pipeline
You do realize that any Maya human IK Foot& hand Contact solving
will be baked to FK in a BVH file and there will be "Slippage "in Daz studio as DS has no true human IK system for hard Pinning of feet & hands.
lastly, as a means to circumvent the extra bones issue entirely in Maya/MOBU, you should consider creating your animation in Maya with the original Genesis 1 figure from Daz.
Once back in Daz Studio ,on genesis 1, it can be easily be retargeted to Genesis 3/8 with no external plugins needed
as described by us animators in this thread:
https://www.daz3d.com/forums/discussion/comment/3675321/