[Diffeomorphic] Massive deformations caused by poses and animations when using the MHX rig
I was testing some poses with some of my characters and I realized that when I convert the rig into MHX and then I try to import a pose the character gets extremely distorted, here are some examples first with the base daz rig where there are no distortions when I use one of my poses


and here is how this same pose looks if I use MHX

the same happens with animations. If I import an action and the animation moves the character beyond its static position it completly breaks, here is one example again doing a comparison of the same animation using both the base daz rig and the MHX rig


is there any solution to this problem? Or am I out of luck and will have to just the basic Daz rig and forget about using any of the fancy rigs like MHX or rigify?

Comments
Can you upload the pose preset we can give a look.
its some pose presets I buyed, the ones I used for the examples are the following ones
https://www.renderosity.com/freestuff/items/97024/crp-fitness-poses-for-g8f-g9f
https://www.daz3d.com/runway-low-heels-animations-for-genesis-8-and-81-female
but any pose or animation that makes the character drop to the ground or move around breaks the rig the same way, like sitting down or walking around. This only happens if I try to export a pose or animation from Daz if I make an animation from scratch on blender there is no issues its only with exported animations
here are some examples from other pose sets that I own to show that the issue is not those specific pose sets
https://www.daz3d.com/z-royal-handmaiden-poses-and-expressions-for-khemsit-8
but the moment I use the basic daz rig it gets fixed
That doesn't happen here, I tried the basic pose set for G8F on Victoria 8.1 and everything works fine.
my steps:
If this happens to you with any pose set then it could depend on the specific figure you use, or the import or MHX options. But we have to narrow it down to find the culprit. Please reply to these questions.
One thing that comes into mind is MHX and rigify are not compatible with body morphs, so if the pose is using body morphs it doesn't work and may produce artifacts similar to those you're experiencing. But this would depend both on the specific pose and wrong import options as the body morphs are not included in the import presets.
https://github.com/Diffeomorphic/import_daz/wiki/Setup_Morphs_Import_Body_Morphs
One thing you can do with body morphs is to bake them before exporting the pose preset in daz studio.
edit > figure > bake to transforms
p.s. Also state your blender and addon versions if you're not up to date. In any case before reporting bugs you have to update to the dev version. I mean if this is eventually a bug to report to Thomas.
https://github.com/Diffeomorphic/import_daz
p.s. Also diffeomorphic is not actually tested with DS6, though we didn't receive any bug report yet specific to DS6. If this happens to you on DS6 then try DS4 and let us know.
alright after doing some experimentation I managed to isolate the source of the problem and is that when I created the MHX rig I selected spine IK which seems to be the source of all the problems because once I deselected it it worked without any issue, atleast thats good to know