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

Subdiv levels support.

mvolekmvolek Posts: 0
August 2021 in Maya Discussion

It appears that only subdiv0 is supported atm - when exporting subdiv1 or 2, skin weight map is messed up, is it planned for the future ?

Comments

  • autodolorautodolor Posts: 70
    August 2021 edited August 2021

    The fbx format does NOT support subdivisions. For that create the .obj. Better use an alembic, like the Sagan plugin.

     

     

    Post edited by autodolor on August 2021
  • mostlyhumanmostlyhuman Posts: 93
    September 2021

    why is there an option in the plugin to export at Subdiv 1 or 2 if it is not working? Seems like an odd decision to even leave the options there if the functionality is not yet ready for release but it definitely isnt working as was mentioned, the weight maps will be wrong on import.  Guess there might be a way to copy weights maps from a subD0 rig to a subD1 or 2 rig in Maya using one of the projection options.

  • mostlyhumanmostlyhuman Posts: 93
    September 2021 edited September 2021

    Okay so a workaround for this is as follows, this workflow assumes that both versions of the character from steps 1 and 2 are completely identical in shape (i.e. have the same morphs or no morphs applied):

    1) Export from Daz Studio using the Daz to Maya plugin at SubD1 or 2, load that into a new Maya scene using the Daz to Maya plugin import and save the scene.

    2) Export another version from Daz Studio using the Daz to Maya plugin at SubD0, load that into a new Maya scene using the Daz to Maya plugin import and save the scene.

    3) In Maya Load the saved SubD1 or 2 scene and then Import the other Maya scene with the SubD0 character so that they are now both in the same scene.

    4) Disable the control rig for each character by going into HumanIK panel then choosing the each character in the Character dropdown then under that for Source choose None

    5) Select both base character meshes (subD0 and the SubD1 or 2) and in the rigging tab goto Skin, then Goto Bind Pose

    6) Select the subD1 or 2 character mesh and goto Rigging->Skin->Unbind Skin  (it's odd but the copy skin weights will not work on this rig unless you unbind and rebind it first)

    7) Select the subD1 or 2 character mesh and goto Rigging->Skin->Bind Skin

    8) Select the subD0 character mesh first then CTL+Click select the subD1 or 2 character mesh second.

    9) Goto Rigging->Skin->Copy Skin Weights  then select the square option box to the right

    10) in the Copy Skin Weights options choose "Closest point on surface" and then for Influence Assocation 1 choose: One to One

    11) Press Copy or Apply

    The weights are now copied and should be working correctly. You can now delete the SubD0 character and its control rig if present.  You can restore the control rig on the SubD1 or 2 character by selecting it in the Human IK character drop down and then under source choose "Control Rig".  You can also choose the SubD1 or 2 main character mesh and goto Edit->Delete By Type->Non Deformer History, this will clean up any nodes that were just created and simplify the rig.

    Post edited by mostlyhuman on September 2021
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