Distorted character when using Daz->Maya->Mobu->Daz pipeline

Hello, I hope someone would have a solution to my distored character result.

I am trying to render in Daz an animation I created in Maya.

The workflow I am currently using is:

1. Create a character in Daz and send in to Maya with 'Daz 2 Maya' script.

2. Animate in Maya, bake joints with 'Segment Scale Compensate' unchecked and send to Motion Builder

3. In Motion Builder, select the the branches and save selection

4. In Daz, I import the selection from step 3.

The result I am getting is: A distorted character with my animation. 

I was wondering if someone knows how to get my original character back? I have a suspicion that the distortion is caused when baking the joints in Maya, however without baking the joints I cant get the animation out of Maya.

Note: The reason I am adding the Motion Builder step is because if I export the animation from Maya directly to Daz as an FBX it does not work.

I am using: Daz 4.12, Maya 2017 Motion building 2017. (although I tried using 2019 and I'm getting the same results)

I added photos to show every step in the way.

Thank you!

 

Comments

  • Please switch the display to Smooth Shaded or the equivalent if you need to show a nude figure.

    This works imported into Maya, it fails only when you take it over to Motion Builder? And it's a morphed figure, or does it affect the base too? The daz 2 Maya script, as I understand it, creates some linbked blendshapes in maya to match the JCMs and so on in DS - my suspicion, not having any great knowledge and no experience with these tools, is that those are being lost going over to Motion Builder.

  • Hi Richard, thank you for your answer.

    The figure is not a morph, it is the base genesis 8 figure. So it affect the base. I also removed all blendshapes created in Maya just in case.

    When I export it from Maya and import it into Motion Builder, it works just fine in Motion Builder. The problem arises when exporting it from Motion Builder and importing it into Daz. 

    I have noticed two things that might help solve it:

    1. In maya, some joints have different scale and transform values, and are not all zeroed out. (but the character in Maya looks correct)

    2. When deleting the history of the charachter's mesh in Maya, it looks correct both in Motion Builder, and in Daz. However, if I delete the history on the character's mesh, I lose all my animation, because the characters is now disconnected from the rig.

     

    Is there a way to delete the history of the figure in maya while preserving its animation and its connection to the joints and rig?

     

    Thank you,

    Tomer

  • Ah, importing rigged figures into Daz Studio tends not to work.

  • Hi Tomer

    If you import that character from Motionbuilder, and save the "animation" from the character as a .duf file (use a properties preset), you can then use that animation on the native daz character.  I have a video of my pipeline here  https://vimeo.com/227139373  I use this for mocap all the time, including facial mocap with blendshapes (but you have to manually edit the .duf file, as daz adds a prefix to morphs)

    Hope this helps

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