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

G9 MHX - weird toe twists with feet in high heels pose

DrGonzo62DrGonzo62 Posts: 385
December 2025 in Blender Discussion

Hi,
When I Easy Import a G9 figure with the feet in high heels position and convert it to MHX, I'm getting strange twists of the toe.fk.R (or L) bones once I hit "Snap FK all".
I don't have that issue with G8 and the feet in high heels position.

Anyone else having this issue?

Thanks!

A: Default G9 DAZ setup
B: Imported with Diffeo
C: FK controllers after import
D: After "Set FK All"
E: After "Snap FK All"

Comments

  • PadonePadone Posts: 4,055
    December 2025 edited December 2025

    I can't reproduce the issue here, tried with a heel pose by 30 degrees on foot and toes. Unless it happens only with a specific heel pose. Eventually you can upload the heel pose for us to test.

    my steps:

    1. in daz studio load G9 and make a heel pose by 30 degrees on foot and toes
    2. import in blender and convert to mhx
    3. set fk all
    4. snap fk all

    update. Oops .. I see you posted settings for the heel pose in the first picture, tried with your settings but again works fine here, unless there's specific steps. Be sure to update both diffeomorphic and the MHX runtime.

    https://diffeomorphic.blogspot.com/2025/12/diffeomorphic-add-ons-version-500.html

    heel.jpg
    433 x 202 - 12K
    Post edited by Padone on December 2025
  • DrGonzo62DrGonzo62 Posts: 385
    December 2025 edited December 2025

    Thanks for checking, Padone!

    I just tried it on a different machine using only the Heeled shoe pose control and I'm getting the same result after I click "Snap FK All".
    I'm still on 4.5.1, so I'll update one of my systems to Blender 5 and see if that is indeed the issue.
    I've also added the DAZ scene I used for the import in case things go wrong for me in DAZ already.

    As always - thanks for your feedback!
    There are so many moving parts in all of this that an outside perspective is invaluable.

    Heel-Pose-G9-1.jpg
    592 x 229 - 26K
    Heel-Pose-G9-A.jpg
    591 x 421 - 22K
    duf
    duf
    DAZ Heel Pose G9 SC 01.duf
    1M
    Post edited by DrGonzo62 on December 2025
  • PadonePadone Posts: 4,055
    December 2025 edited December 2025

    Tried your test pose on blender 4.5.5 and 5.0, with the latest diffeomorphic version I linked above, it works fine here, no idea what may be wrong on your side. Tried with and without jcms. Again unless there's specific steps to follow to trigger the issue.

    What are your global settings and import options ?

    Post edited by Padone on December 2025
  • DrGonzo62DrGonzo62 Posts: 385
    December 2025

    Thanks to your feedback I was able to track the issue down to my current Blender 4.5 preferences.
    A clean 5.0 install without importing preferences does not have this issue anymore.

    Thanks to you I knew where to look and getting it fixed.
    Not sure how my preferences keep getting messed up. Not too long ago I had to start over because I couldn't get the hand-dialups to import properly.
    Could be another addon causing issues I suppose.

  • DrGonzo62DrGonzo62 Posts: 385
    December 2025

    I'm assuming that you usually leave Tweak Bones off when converting to MHX?
    Because that is what was causing the issue for me. If I leave it unchecked, it's fine.
    That was a rough one...  ;^)

    Heels Fixed.jpg
    866 x 487 - 68K
  • PadonePadone Posts: 4,055
    December 2025 edited December 2025

    From your picture I can tell you're using a old version of the addon, again please update as there's many recent fixes for mhx and rigify, you need to update both the addon and the mhx runtime. Tried here with tweak bones and works fine.

    p.s. Also it is no more necessary to keep the daz rig as mhx alone works fine to export back to daz, while rigify is more limited to import daz poses but works fine for export. In both cases the figure needs to be unlocked in daz studio to be able to import the IK features.

    https://diffeomorphic.blogspot.com/2025/12/diffeomorphic-add-ons-version-500.html

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Rigging

    Post edited by Padone on December 2025
  • DrGonzo62DrGonzo62 Posts: 385
    December 2025 edited December 2025

    I had installed the latest Blender and Diffeo and was getting the same twist error with the toes.
    And I need the DAZ rig to apply DAZ poses onto my characters AFAIK. I don't go back to DAZ thank god.
    Oh well, I just leave that unchecked from now on.

    Heels B5 A.jpg
    872 x 640 - 87K
    Heels B5 B.jpg
    904 x 607 - 89K
    Heels B5 C.jpg
    886 x 632 - 98K
    Heels B5 D.jpg
    921 x 618 - 92K
    Post edited by DrGonzo62 on December 2025
  • PadonePadone Posts: 4,055
    December 2025

    You have 4.5.0.2698, the latest is 5.0.0.2734 from the link I provided above, twice. The daz poses are always loaded directly on mhx, wether you keep the daz rig or not. To keep the daz rig was only necessary to save daz presets, before 5.0, as explained in the wiki I linked above.

  • DrGonzo62DrGonzo62 Posts: 385
    December 2025 edited December 2025

    Oh, I didn't know that the DAZ rig isn't needed to import poses. Great - thanks!

    Yeah, I don't know how Diffeo 4.5 snuck in there again. However, I'm still getting that toe twist with Diffeo 5
    That's fine though. I'll just leave it off.

    Picture on the right is G8 with Tweak Bones checked and "Snap FK All".
    No FK toe twist is happening with G8.

    Heels B5 New A.jpg
    852 x 571 - 98K
    Heels B5 New B.jpg
    882 x 538 - 73K
    Heels B5 G8.jpg
    940 x 613 - 85K
    Post edited by DrGonzo62 on December 2025
  • PadonePadone Posts: 4,055
    December 2025 edited December 2025

    Ok I was finally able to trigger the issue, it's a combination of jcms and tweak bones with the G9 twist bones. As a workaround if you uncheck "keep G9 twist bones" then you can use the tweak bones. As the tooltip explains, "keep G9 twist bones" is only necessary to export back to daz, so if you work in blender you don't need it, while you may like the tweak bones to deform the mesh.

    Now reported to Thomas.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/2600/

    Post edited by Padone on December 2025
  • DrGonzo62DrGonzo62 Posts: 385
    December 2025

    Great news - thanks Padone!
    I'll leave "keep G9 twist bones" unchecked then.
    Lots of moving parts in all of this...

  • PadonePadone Posts: 4,055
    December 2025

    Yes Thomas usually provides lots and lots of options. The good side is the user can customize a lot. The bad side is it may be confusing at first to understand what options to use, and it may be more difficult to make all the options work fine together at the code side.

  • DrGonzo62DrGonzo62 Posts: 385
    December 2025

    Thomas is doing a great job with it.
    The functionality of this addon has to take into account changes made to DAZ & Blender and compensate for those.
    All the while adding new functionality that isn't in either of those programs to begin with.
    Not an easy task.

  • PadonePadone Posts: 4,055
    December 2025

    update. This is fixed in the last commit.

    https://bitbucket.org/Diffeomorphic/import_daz/downloads/

  • DrGonzo62DrGonzo62 Posts: 385
    December 2025

    Great!
    Thanks for bringing it up to Thomas, Padone.

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