Rigging a Genesis 9 in Blender
Hello,
I am trying to rig a Genesis 9. I tried Rigigy, MHX and Auto-Rig, everything failed. I don't know what i did wrong and/or what I didn't do. I wish someone could point me toward a tutorial or give me a hint I could work on. Here is what I did until now :
1. I create a generic Genesis 9 model. I only give him a face, then export it with diffeomorphic in base resolution and View and Render Subd at 0. I tried to export it both in A pose and T pose, with the same end result.
2. I import it in Blender with only the base Genesis 9 settings.
3. Once in Blender, I merge by distance and do an All Transform te be sure everything is at the same scale.
4.I try to rig, as written above I tried the diffeomorphic rigify and MHX. I tried importing with the Daz bridge and using the blender rigify and also tried with auto-rig pro, nothing worked.
8. I also tried to scale my character by 100 before binding the rig. But it did not work neither.
Every time I end up with a unusable monster who can't even move his legs or arms because some widget are missing or don't work.
Thanks in advance for your wise informations.
Fred

Comments
Diffeomorphic adds metadata for the tools to work, so it only works with figures exported and imported with diffeomorphic, not with figures imported or exported with other tools. Also it may not work if you change the rig structure by hand that seems the case in your description. You have to use the diffeomorphic tools to operate on the rig, thus the metadata is updated.
The easy way is to use easy import. Then you can reference the wiki to use the various tools by hand, including rigging.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Import/Easy Import DAZ
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Rigging
steps:
Thank for taking the time to answer.
I did all 3 steps, could obtain "some" relsults with MHX, but there are still problems with some bones (as the shoulde), but it's the best result I had for a long time.
Rigify is definitly not working with Genesis 9.
Both MHX and Rigify should work fine with G9, a quick test seems fine here but I don't use them on production as I make my own rigs, so I may miss something. Be sure to update the addon if you're using an old version, then if there's a bug you can report it on bitbucket with specific steps to reproduce, or here for me to check.
https://bitbucket.org/Diffeomorphic/import_daz/issues/
Beware you have to update both the addon and the MHX runtime.
https://bitbucket.org/Diffeomorphic/import_daz/downloads/
https://bitbucket.org/Diffeomorphic/mhx_rts/downloads/
p.s. important. Diffeomorphic relies on the standard version of rigify distributed together with blender, if you're using a custom version then it may break. Same if you're using a custom version of blender.
Ok I will do that during the weekend. Again, many thanks for taking the time looking into my problems :-)
Does Rigify work with G8 M&F?
Yes rigify works fine for animation in blender, from G1 to G9. But if you want to load the daz poses and animations then MHX is better, as rigify is not compatible with the daz rig so daz poses are approximated there.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Rigging
I did some tests again today, with MHX and Rigify. So I created a new dummy on DAZ, just gave him a skin, and export it in base resolution and subd (both) at 1.
I uptdated Diffeomorphic and the MHX tools with those provided in the links.
That time I imported my model with Quaternions checked.
I first tested MHX :
After unchecking Stretchy Limbs, my result was almost perfect. Only the pelvis is still moving the legs with it, when I want it to move alone. But everything else seems working all right. I tested the eyes, mouth, tongue, fingers and toes too. No mesh deformations, no impossible poses (but the pelvis moving the legs with it).
Then I tried Rigify :
I couldn't make it work, Tried convert to rigify my model with the Daz rig, then tried to create a metarig and convert it to rigify. It worked but, WGTS.rig is grey, unusable, and metarig is not deleted. Most wigdets don't work, and those who do, deform the mesh. I tried to rigify a MHX rig too, with no result neither, WGTS.rig been there, but staying inactive.
I guess if I could solve my "pelvls issue" in MHX, I would use it in the future. But rigify is really impressive for posing a model fast, so I wouldn't mind using it, if I could.
As for MHX. The pelvis will necessarily move the legs for the feet to stay in place, that's what a IK rig does. Eventually you can control the knees using "pole targets" in the rig options. If you don't want to use IK then you can turn it off in the MHX panel with "Set FK All".
As for Rigify. Works fine here. WGTS is the widgets collection it is grey on purpose because you don't need to access it. For the metarig you have the option to delete it or not when you generate the rig, so it's your choice. Of course you can also delete it afterward by hand. The widgets will work or not depending if you set the rig to IK or FK mode, again in the Rigify panel. May be you need to learn how Rigify works there's plenty of tutorials on youtube.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Rigging
Thank you very much for the link to the video, that was exectly what I needed to see. I understand things much better now. I will continue digging into rigify now.
Also thank you for you nice explanations :-)