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

Does Blender has posing system like daz3d?

JamesJames Posts: 1,178
January 19 in Blender Discussion

In blender there are too many bones when try to pose a charcater. And the IK FK is so complex. Why can't there's something like daz. No visible bones, ik fk no need for toggle. 
Is there?

Comments

  • PadonePadone Posts: 4,047
    January 19 edited January 19

    Again, blender is not daz studio, there's valid reasons if the rig is more complex. However, if you don't need a professional animation rig then you can use the "simple rig" in diffeomorphic that's much easier. Or you can use the default daz rig with the auto-ik feature which is similar to the daz pinning system.

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

    https://docs.blender.org/manual/en/4.0/animation/armatures/posing/tool_settings.html

    To use auto-ik you have to connect the bones first. To use the x-mirror you have to rename the bones first. The reason why this is not done by default, is because with a full rig you don't generally need these features.

    • import the daz figure
    • setup > rigging > chains > connect bone chains
    • setup > rigging > figures > change prefix to suffix
    • select the armature in pose mode
    • tool > pose options > auto-ik

     

    auto-ik.jpg
    371 x 316 - 28K
    Post edited by Padone on January 19
  • JamesJames Posts: 1,178
    January 19

    While moving bones, the length of the chain (the number of affected bones) can be increased or decreased using keyboard hotkeys. Pressing PageUp will increase in chain length by one and PageDown decreases the length by one. The chain length can also be controlled with WheelUp or WheelDown.

    this seems to work once and then doesnt work anymore. Why?
    And how to add poles? 

  • PadonePadone Posts: 4,047
    January 20 edited January 20

    Because that is a one time command, by default auto-ik takes the full ik chain for connected bones, that's what "connect bone chains" is for. Then you can limit the chain as explained in the manual but it's not ususally done or necessary. Poles don't apply to auto-ik, they're for full rigs.

    However, for generic questions about rigging in blender you may find better answers at https://blenderartists.org

    Post edited by Padone on January 20
  • JamesJames Posts: 1,178
    January 20 edited January 20

    Thank you for the info.
    But Without the poles in auto IK, i can't use it.
    Like the legs will bend toward wrong direction like an alien, I can't rotate the arms toward the direction I need. 
    I don't like the other rigging like Rigify and MHX cos too many bones visual and slow.  

    Anw, out of topic, would you consider to add a feature to diffeo to only import meshes and textures.
    The usage is for example: I'm creating a VN. 
    1. I import the environment once to blender. 
    2. I change the pose the characters and simulate the cloth in DAZ3d. Then export them to blender for render (cos cycles can render faster than iray in certain setting)
    Currently I always need to import everything of the characters. It takes time if I had to repeat the same process many many times. 
    I thought if only diffeo can import only the mesh and textures, maybe the process will be faster. I don't need the bones and the morphs and other stuffs for this kind of workflow.

    You might say, why don't just import the pose. That's fast.
    But I have simulated cloths that need to be exported too. Pose doesn't include the mesh shape.
    Diffeo can import the shape change.
    But it will involves many steps. 
    If only I can just use easy import and just chose import texture and mesh, that would be fast. 
     

    Post edited by James on January 20
  • PadonePadone Posts: 4,047
    January 20 edited January 20

    In the global settings there's an option to impport the armature, you can turn it off.

    As for auto-ik, the ik chains without poles tend to bend toward the rest pose. Then auto-ik is more used to pose simple fk chains as tails for example. Again, if you want a simple rig you can choose "simple ik" which provides poles and basic ik chains, without the complexity of rigify/mhx. As noted in the wiki I linked above each rig system has its advantages, depending on the user needs.

    setup > rigging > simple ik

    Post edited by Padone on January 20
  • JamesJames Posts: 1,178
    January 20 edited January 20

    simple ik has an old problem. When switching fk to ik vice vers, the arm moves from its original place. 
    ----
    In global settings if I uncheck "Armature" in rigging section, 
    when importing there's errors
    and the result is broken

    Screenshot_1.png
    1919 x 1020 - 436K
    Post edited by James on January 20
  • JamesJames Posts: 1,178
    January 21

    error

    Screenshot_2.png
    960 x 569 - 104K
  • PadonePadone Posts: 4,047
    January 21 edited January 21

    The armature error is now reported to Thomas, thank you. As for simple ik you have to enable the "pole targets" for a good ik/fk switching.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/2627/

    update. The armature error is fixed in the last commit.

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

    Post edited by Padone on January 21
  • JamesJames Posts: 1,178
    January 21 edited January 21

     As for simple ik you have to enable the "pole targets" for a good ik/fk switching.

    still it has the same problem . each time I click snap all bones to IK, the arms rotates a bit. And the legs too. 

    Post edited by James on January 21
  • PadonePadone Posts: 4,047
    January 21

    That doesn't happen here, are you using the up to date version I linked above ?

  • JamesJames Posts: 1,178
    January 21 edited January 22

    Yes. version 5.10.
    WIN 10
    I use g8f
    Click Add Simple IK
    I went to DaZ Runtime

    Click Snap FK ALL
    Click Snap IK ALL
    repeteadly

    And the arms and legs rotates by itself. 

    Adding poles seem to be the culprit. If I don't use poles, it stays. 

    In simple ik how do people pose the fingers?

    ----
    ver 5.10
    For importing without the armature works now. 
    But I have question.
    How can I import the meshes faster.
    Is there anything I can strip more.
    And how not to import the environmet texture.
    Cos it keeps overiding my world settings on blender. 
    ---

    Why everytime i've finished importing, there's always a warning:
    Easy DAZ import finish with warnings
    See terminal window for details

    Post edited by James on January 22
  • PadonePadone Posts: 4,047
    January 22 edited January 23

    To pose the fingers there's variuos ways, which can also be used together they're not mutually exclusive.

    • multiple selection then rotate with individual origins
    • connect bone chains then use auto-ik
    • use the daz body morphs for the hands and fingers

    As for the import speed, you can use the HD convention to only export HD where needed.

    https://diffeomorphic.blogspot.com/2024/08/single-dbz-export-script-and-hd.html

    You can skip the environment in the global settings, by setting World = never.

    To see what a warning is you can open the console and look at it.

    window > toggle system console

    update. The latest commit is specifically improving the import speed, up to 2.5 faster transferring morphs for rigged figures. Thanks to Thomas and Grant Kim.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/2626/

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

     

    Post edited by Padone on January 23
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