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  • Is there a solution to fix the stifness of woman private area in this pose?

    I misunderstood.

    That image should be fine. The requirement is that it is textureless.

    If DS supported soft body physics, then it could be solved easily, but one can only hope that it some day might come.

     It is correction to a rather specific poseI, so I think it will be hard to find a morph to correct that. There are a number of morph products, and there might be one.

    If it is essential to get it corrected, I think your best option is to create the morph yourself. It isn't that complicated to create morphs, but if you do not already know how to use a modeller, it might be a challenge.

    By

    felis felis December 2022 in Daz Studio Discussion
  • Carrara Challenge #65 - Turning Points - Stills, Comics, and Animations Accepted

    Diomede said:

    WIP: My Project #2 - Books and Magazines

    Free Carrara Magazine Model Attached in Zip File

    A book or magazine spine is a turning point.  Learning to read and write is a turning point.  Reading a particularly meaningful book or magazine can be a turning point.  Stories in books and magazines have turning points.

    I have modeled a Carrara magazine as the centerpice of my second project, and to share with folks for their enoyment.  It can be posed and animated.  It has a few morphs to change its apect ratio and you can easily create your own.  I will post more detail in my 'No One Asked Me' thread.  Images created with this Carrara book and magazine prop are free to people for any use, commercial or personal.  Adjust it any way you like.  Just don't sell the mesh/figure as your own.  

    Key Features:

    (1) Apply Your Own Cover and Page Images - Following an old tip by TimA / TangoAlpha, I have UVMapped the cover and the pages as a square.  That way you can apply any image of any size to the default shader and then morph the book size to fit the aspect ratio.  

    (2) Animate Opening Cover and Turning Pages - The cover and the pages have been rigged so that they can be posed and animated.  The same basic model and skeleton has been used for the cover and for the pages to make it easier to coordinate turning different sections.

    (3) Page Inserts - The magazine comes in three parts.  There is the wrapping, which includes the front cover, spine, and back cover.  The front and back covers of the wrapping can be posed separately and have separate images applied. The wrapping is paper thin.  There is a paper thin insert page which can be posed and have its own image.  Insert more to turn multiple pages.  There is a thick page insert, the back of which can be used for the left hand side of an open book.  The thickness can be adjusted with a morph.

    Bring on the adventures !!!

    By

    Bunyip02 Bunyip02 December 2022 in Carrara Discussion
  • Here’s a suggestion for PAs

    richardandtracy said:

    Wonderland said:

    Buy morphs and dial your own. Why would you use a stock figure for a book cover anyway? ...

    I suspect that, if you're earning a living, or a substantial part of your living, from creating book covers then time & deadlines are critical and speed - so stock characters - will get you to the deadline with an acceptable cover. Generating your own character from stock morph packs takes time. Possibly to the point a deadline is missed. There are a wide variety of users here, all have different needs from the program and content. I suspect each of us is an expert in the way we as individuals use the program, so may focus on what we want a lot. Not everyone will always have the same needs & wants. But, it also happens that unless you ask, there's a chance no-one will think of doing what you want.

    I do book covers and I would never deliver a client a stock character. I'd feel like I was cheating my client. Creating new characters from dial spinning is actually what I like best about DS and would always at least tweak characters even if on a deadline and NEVER use a DAZ core character without extensive alterations when used commercially. 

    By

    Wonderland Wonderland December 2022 in The Commons
  • DAZ achieves new lows in customer support (but appears to have ambitions to go lower still)

    nemesis10 said:

    info_b3470fa520 said:

    Nemesis, I do generate serial numbers. Email me with your problem. [email protected]

    If you have an installation issue, I usually offer tech support via Skype.

    All is fine. I was using you as an example of how PA's deal withy serial numbers. Your product is support is execellent and has the added benefit that you are still alive.

    The poster has a bind because the poster is in one of five states:

    1. the installer doesn't work on his current os so the  serial number won't work and the product doesn't work
    2. Daz3d provides a new serial number and product which will fail since the installer doesn't work and a new serial number won't work
    3. a surgical remedy doesn't work since the surgery doesn't allow the serial number to work
    4. a virtualized version doesn't work since the installer never does the final step to allow the serial number to work
    5. and, finally,  the PA provides a serial number that bypasses the problem but the PA is dead and thus cannot provide a serial number or any support

    There doesn't seem to be a simple solution to the problem

    Daz creates the installers, don't they? Couldn't they create a new installer with the correct serial number? Or if the customer could use the original installer on an older Mac and transfer the files through an external drive? Another possibility, get a Windows emulator for the Mac and open the file.

    By

    Wonderland Wonderland December 2022 in The Commons
  • Is there a solution to fix the stifness of woman private area in this pose?

    I have this pose, the womanhood part looks a bit weird, coz it's stift and basically intersect with the thigh in this pose.

    how to fix it? Is there a morph for this?

    By

    James James December 2022 in Daz Studio Discussion
  • Where to find anatomical elements for older generations of characters?

    "Morphs++" pack for generation 4 figures was renamed "Shapes++" later, but the original name stuck.

    https://www.daz3d.com/victoria-4-2-shapes

    https://www.daz3d.com/michael-4-shapes

    V4 didn't really have "Anatomical elements" as in a separate add-on, only a genital crease morph. It was indeed included in shapes++ pack. 

    By

    Leana Leana December 2022 in Daz Studio Discussion
  • Some of the HD morphs in the Genesis 8 Female Head Morphs package stopped working

    Hello All,

    I had noticed, recently, that my HD morphs that are in the Genesis 8 Female Head morphs package, had stopped working.   I don't know if this issue just started or, more than likely, it stemmed from the problem that I had in August when I had inadvertently deleted an important file as Daz was storing stuff, where it shouldn't have been.  Anyway, I managed to fix most of those issues, but I had noticed that my older characters seemed "younger" than they supposed to be.   (Yes, I did check to see that the SubD was at level 3 or higher).  So I started to play with the forehead wrinkle morph and the crows feet morphs for the face and noticed that they didn't have any effect.   I had uninstalled the Gen 8 Female Head Morph package and reinstalled it, and the problem still persists.  So then I checked the log file and found something interesting:

    Log:

    2022-12-23 01:11:29.418 Loaded file: PHMForeheadWrinkleHDR.dsf
    2022-12-23 01:11:29.419 WARNING: QFSFileEngine::open: No file name specified
    2022-12-23 01:11:29.419 WARNING: ..\..\..\..\..\src\sdksource\general\dzmorphdeltas.cpp(784): Could not open HD file:
    2022-12-23 01:11:29.421 Loaded Morph Deltas in 0 min 0.0 sec.
    2022-12-23 01:11:29.421 Loaded file: PHMForeheadWrinkleHDL.dsf
    2022-12-23 01:11:29.421 WARNING: QFSFileEngine::open: No file name specified
    2022-12-23 01:11:29.421 WARNING: ..\..\..\..\..\src\sdksource\general\dzmorphdeltas.cpp(784): Could not open HD file:
    2022-12-23 01:11:29.425 Loaded Morph Deltas in 0 min 0.0 sec.
    2022-12-23 01:11:29.426 Loaded file: PHMEyesSize.dsf
    2022-12-23 01:11:29.429 Loaded Morph Deltas in 0 min 0.0 sec.
    2022-12-23 01:11:29.429 Loaded file: PHMEyesPuffyUpper.dsf
    2022-12-23 01:11:29.431 Loaded Morph Deltas in 0 min 0.0 sec.
    2022-12-23 01:11:29.431 Loaded file: PHMEyesPuffyLower.dsf
    2022-12-23 01:11:29.433 Loaded Morph Deltas in 0 min 0.0 sec.
    2022-12-23 01:11:29.433 Loaded file: PHMEyesIrisSize_neg.dsf
    2022-12-23 01:11:29.437 Loaded Morph Deltas in 0 min 0.0 sec.
    2022-12-23 01:11:29.437 Loaded file: PHMEyesHeight.dsf
    2022-12-23 01:11:29.443 Loaded Morph Deltas in 0 min 0.0 sec.
    2022-12-23 01:11:29.443 Loaded file: PHMEyesDepth.dsf
    2022-12-23 01:11:29.446 Loaded Morph Deltas in 0 min 0.0 sec.
    2022-12-23 01:11:29.446 Loaded file: PHMEyesAngledOuter.dsf
    2022-12-23 01:11:29.449 Loaded Morph Deltas in 0 min 0.0 sec.
    2022-12-23 01:11:29.449 Loaded file: PHMEyelidsLowerCreaseHD.dsf
    2022-12-23 01:11:29.450 WARNING: QFSFileEngine::open: No file name specified
    2022-12-23 01:11:29.450 WARNING: ..\..\..\..\..\src\sdksource\general\dzmorphdeltas.cpp(784): Could not open HD file:
    2022-12-23 01:11:29.451 Loaded Morph Deltas in 0 min 0.0 sec.
    2022-12-23 01:11:29.451 Loaded file: PHMEyelidsFoldDown.dsf
    2022-12-23 01:11:29.453 Loaded Morph Deltas in 0 min 0.0 sec.
    2022-12-23 01:11:29.454 Loaded file: PHMEarlobesLength.dsf
    2022-12-23 01:11:29.455 Loaded Morph Deltas in 0 min 0.0 sec.
    2022-12-23 01:11:29.455 Loaded file: PHMCrowsFeetHDR.dsf
    2022-12-23 01:11:29.456 WARNING: QFSFileEngine::open: No file name specified
    2022-12-23 01:11:29.456 WARNING: ..\..\..\..\..\src\sdksource\general\dzmorphdeltas.cpp(784): Could not open HD file:
    2022-12-23 01:11:29.458 Loaded Morph Deltas in 0 min 0.0 sec.
    2022-12-23 01:11:29.458 Loaded file: PHMCrowsFeetHDL.dsf
    2022-12-23 01:11:29.459 WARNING: QFSFileEngine::open: No file name specified
    2022-12-23 01:11:29.459 WARNING: ..\..\..\..\..\src\sdksource\general\dzmorphdeltas.cpp(784): Could not open HD file:
    2022-12-23 01:11:29.461 Loaded Morph Deltas in 0 min 0.0 sec.
    2022-12-23 01:11:29.461 Loaded file: PHMChinWidth.dsf
    2022-12-23 01:11:29.463 Loaded Morph Deltas in 0 min 0.0 sec.
    2022-12-23 01:11:29.463 Loaded file: PHMChinCleftHD.dsf
    2022-12-23 01:11:29.464 WARNING: QFSFileEngine::open: No file name specified
    2022-12-23 01:11:29.464 WARNING: ..\..\..\..\..\src\sdksource\general\dzmorphdeltas.cpp(784): Could not open HD file:
    2022-12-23 01:11:29.466 Loaded Morph Deltas in 0 min 0.0 sec.
    2022-12-23 01:11:29.466 Loaded file: PHMCheeksSlackHD.dsf
    2022-12-23 01:11:29.466 WARNING: QFSFileEngine::open: No file name specified
    2022-12-23 01:11:29.466 WARNING: ..\..\..\..\..\src\sdksource\general\dzmorphdeltas.cpp(784): Could not open HD file:
    2022-12-23 01:11:29.468 Loaded Morph Deltas in 0 min 0.0 sec.
    2022-12-23 01:11:29.468 Loaded file: PHMCheeksSink.dsf
    2022-12-23 01:11:29.469 Loaded Morph Deltas in 0 min 0.0 sec.
    2022-12-23 01:11:29.469 Loaded file: PHMBrowSlackHD.dsf
    2022-12-23 01:11:29.470 WARNING: QFSFileEngine::open: No file name specified
    2022-12-23 01:11:29.470 WARNING: ..\..\..\..\..\src\sdksource\general\dzmorphdeltas.cpp(784): Could not open HD file:

    So, low and behold, the log file told me I wasn't imagining things.  For entries in regards to the aforementioned "Forehead Wrinkle HD" morphs, and the "Crowsfeet HD" morphs, I got a "Could not open HD file" error.   But upon further examination, I could see that ALL of the HD files that I used in this particular character weren't loading up.

    Now this only seems to be a problm with the Genesis 8 Female Head Morph package.  Other HD morphs that came with other characters or packages seem to be working fine.

    Any ideas of how I can go about fixing this?

    Thanks,

    Geo

     

    By

    jukingeo jukingeo December 2022 in The Commons
  • Head games

    Random dial spinning with Nikolai included also used his textures.  One thing I realized we are missing is a shorten nails morph.  I unchecked limits and used the rounded nails morph but if you go to far it makes the nails look funny.

    By

    Daventaki Daventaki December 2022 in The Commons
  • How to save Face Transfer after the fact?

    Hi everyone,

    Didn't know you were meant to click "save face" when using face transfer and have just been saving as subsets and files. The thing is, eventually, those files loose the face transfer shape and get distorted. 

    Is there any way to remedy this and prevent saved files from losing the shape?

     

    Thanks in advance

    By

    PersepolisG PersepolisG December 2022 in Daz Studio Discussion
  • Making Clones of G9 - Tutorial

    faibolx said:

    Catherine3678ab said:

    Nothing wrong with experimenting. Indeed if making shape morphs then one does need to adjust rigging. But not for clones.

    I have checked my autofit clones and yes, the G9 clone for G8F does indeed dial G8F down to G9's height. The autofit clone works and the clones fit as desired.

    When you loaded the G8F mesh to G9 [having the G8F clone dialed in], those should be correct sizes. Then dial out the G8F clone from G9 and export out the G8F clothing mesh [no groups]. This would have the G8F clothing mesh at G9's height.

    Then make the morph with it on G8F [default load, no morphs dialed in] [always reverse deformations]. When the G9 clone shape is dialed in, G8F should get shorter. With all shapes zeroed, save the new autofit clone.

    Then with G8F looking normal, add a G9 outfit and on the autofit dialog select the G9 clone that was made. Takes awhile for the program to adjust the weights but then the article of clothing should be fitting.

    {With the sales I've downloaded a number of characters, the face of one apparently has infected my G8F so now I get to hunt that down}

    eta: Naughty morphs found in the Christmas freebie from AngellsGraphics, Nadine for G8F.

     

    Thanks a lot for your help Catherine, I finally made it to create the G9 clone, I was missing the step of dialing out the G8F Clone of G9 before exporting G8 mesh. I wish you a very happy holidays! 

    You're quite welcome, glad you figured it out :-) 

    And that's a lovely render, thanks for sharing :-)

     

    By

    Catherine3678ab Catherine3678ab December 2022 in Freebies
  • Experimenting with ML Deformer in UE5.1

    Yes, so glad to see someone else experimenting with this.  I'll share what I've found out, although I've taken a break from trying it (now I may have to start again). 

    First question is are you going from DAZ straight to unreal?  If so, how did you get the alembic file exported?

    I'm using Unreal to Blender with diffeomorphic.  I went through the pain of putting all the joint limits in the Maya trainer and generated the 50,000 frame animation.  I imported the skeletal animation into blender and got it to work fine.  If anyone needs it for experimentation I'd be glad to share.  It's just an FBX skeletal animation without the mesh so I don't think I'll be breaking any copyrights or anything.  I can also save someone some time with the presets for Maya if anyone needs it.  No sense typing in all those values if you don't have to.

    I triangulated both meshes, the fbx and alembic, prior to exporting from Blender.  This helped with one issue I was having.  I think blender triangulates the alembic but not the fbx, or vice versa, so adding the traingulate modifier, applying it, and re-associating the shape keys helps.  I have instructions on that if anyone wants.

    I was able to get it working with a character at base resolution. I can't find a copy of my settings in Unreal but I remember bumping up most of the settings.  I would really appreciate a copy of your settings to see what you used.  I'll run another test and upload mine.

    The biggest problem I ran into was bumping up the character resolution to sub 1 which is somewhere around 65,000 verts.  I kept getting the results shown in the attached image.  I tried many different settings but couldn't get anything to work.  It would not let me increase the 'num morph targets per bone' without throwing an error after simulation (ran out of memory or something).  If anyone was able to get this working, please, please, please post your settings in Unreal.  I can't get this part working.  So close...

    By

    Krys Kryngle Krys Kryngle December 2022 in Unreal Discussion
  • [Released] Character Converter from Genesis 2 Female to Genesis 8 Female [Commercial]

    RiverSoftArt said:

    n.jmurov said:

    Did not work for me. I tried it on a custom G2F character and got the left eyeball falling out of the socket and a viciously disfigured left breast that can only be fixed in external software. Tried the 2019 and 2020 methods, deleting and re-creating the RSClone file, merging all the morphs on the original G2 into one prior to the conversion, the result was always the same.

    I wonder if it missed a morph.  When you convert a regular G2F character, it works?  Can I see the Daz log from when you converted your custom G2F character?

    Pretty much all my G2F characters are heavily customized, I've been tinkering with them for years and they have tons of ZBrush morphs. So far I've tried converting 4 of them and only 1 worked. i.e. it did not have obvious deformities. It did not look much like the original, though - I guess it can be adjusted by using the Tolerance parameter?

    I'll try converting more and post the logs shortly. Thanks for supporting your product!

    By

    n.jmurov n.jmurov December 2022 in Daz PA Commercial Products
  • The I Miss the Old Days Complaint Thread

    Well, I'm by no means a kid anymore, but I have written maybe 2 checks total in my life and received exactly 1, and that must have been at least twenty years ago. Since then, I've basically used my debit card for any non-cash money transfer (credit card costs lots of extra to use in everyday life where I live).  Credit card is used for the online stuff. That makes it fairly easy to keep track of everything. Anyways, fascinating insights! I don't mean to hijack the thread though. So, carry on please, everyone ... I'm not really there anymore, see ...

    By

    tsroemi tsroemi December 2022 in The Commons
  • Making Clones of G9 - Tutorial

    Catherine3678ab said:

    Nothing wrong with experimenting. Indeed if making shape morphs then one does need to adjust rigging. But not for clones.

    I have checked my autofit clones and yes, the G9 clone for G8F does indeed dial G8F down to G9's height. The autofit clone works and the clones fit as desired.

    When you loaded the G8F mesh to G9 [having the G8F clone dialed in], those should be correct sizes. Then dial out the G8F clone from G9 and export out the G8F clothing mesh [no groups]. This would have the G8F clothing mesh at G9's height.

    Then make the morph with it on G8F [default load, no morphs dialed in] [always reverse deformations]. When the G9 clone shape is dialed in, G8F should get shorter. With all shapes zeroed, save the new autofit clone.

    Then with G8F looking normal, add a G9 outfit and on the autofit dialog select the G9 clone that was made. Takes awhile for the program to adjust the weights but then the article of clothing should be fitting.

    {With the sales I've downloaded a number of characters, the face of one apparently has infected my G8F so now I get to hunt that down}

    eta: Naughty morphs found in the Christmas freebie from AngellsGraphics, Nadine for G8F.

     

    Thanks a lot for your help Catherine, I finally made it to create the G9 clone, I was missing the step of dialing out the G8F Clone of G9 before exporting G8 mesh. I wish you a very happy holidays! 

    By

    faibolx faibolx December 2022 in Freebies
  • Hylas' corner


    Gallery link

    Another M4 transfer. He takes expressions rather awkwardly but I think he's a cutie none the less.

    By

    Hylas Hylas December 2022 in Art Studio
  • Here’s a suggestion for PAs

    richardandtracy said:

    Wonderland said:

    Buy morphs and dial your own. Why would you use a stock figure for a book cover anyway? ...

    I suspect that, if you're earning a living, or a substantial part of your living, from creating book covers then time & deadlines are critical and speed - so stock characters - will get you to the deadline with an acceptable cover. Generating your own character from stock morph packs takes time. Possibly to the point a deadline is missed. There are a wide variety of users here, all have different needs from the program and content. I suspect each of us is an expert in the way we as individuals use the program, so may focus on what we want a lot. Not everyone will always have the same needs & wants. But, it also happens that unless you ask, there's a chance no-one will think of doing what you want.

    You'd be surprised at how quickly you can spin a custom character with a little bit of random input. I threw the DO Genesis 9 Head Shapes into a randomizer set to max 30% and then quickly got to this guy after very minimal manual tweaking - 

     

    What took the most time was all the dirt/grime/blood and making that dang tartan sash as realistic as I could. The time spent on the actual character was an afterthought at that point, lol. 

    By

    MelissaGT MelissaGT December 2022 in The Commons
  • Here’s a suggestion for PAs
    Wonderland said:

    Buy morphs and dial your own. Why would you use a stock figure for a book cover anyway? ...

    I suspect that, if you're earning a living, or a substantial part of your living, from creating book covers then time & deadlines are critical and speed - so stock characters - will get you to the deadline with an acceptable cover. Generating your own character from stock morph packs takes time. Possibly to the point a deadline is missed. There are a wide variety of users here, all have different needs from the program and content. I suspect each of us is an expert in the way we as individuals use the program, so may focus on what we want a lot. Not everyone will always have the same needs & wants. But, it also happens that unless you ask, there's a chance no-one will think of doing what you want.

    By

    richardandtracy richardandtracy December 2022 in The Commons
  • Daz Studio Pro 4.22(.0.x) - Highlights

    4.21.1.26 (December 22, 2022)

    • NVIDIA Iray
      • Integrated Iray 2022.1.1 (363600.1657); see this thread for more detail
        • REQUIRES:
          • NVIDIA Driver 526.67 (R525) on Windows
          • NVIDIA Driver 526.98 (R525) on Windows in order to retain OpenCL/dForce compatibility
          • See NVIDIA Driver Downloads
            • NVIDIA recommends installing Studio Drivers (SD)
          • SSSE3 enabled CPU is a minimum requirement on macOS/x86
      • Added native support for all Ada Lovelace and Hopper generation GPUs
      • Added native "ghostlight" support (Iray Photoreal)
        • See this thread for more detail
      • ...
    • Menus
      • Updated default menus - recommend clicking the Window > Workspace > Update and Merge Menus action
      • Menu items for submenus that do not have a 'leaf' action in the hierarchy (and are therefore considered 'empty') are no longer presented in a given menu
        • 'Empty' submenu actions are not removed/deleted, they are made non-visible
        • Editing/Configuration of menus has not changed - 'empty' menus are visible for editing purposes
    • "Zero" Actions vs "Restore" Actions
      • Actions that "Zero" properties now prompt to confirm intent
        • "Zero" is literal - properties are assigned a value of 0 (or respective equivalent), which can have unintended consequences
        • "Restore" is implicit - properties are assigned their respective "default" (memorized) values, which may not be 0 (or equivalent)
        • Prompting can be silenced/overriden via script API; see the Change Log and the Action Trigger sample for more detail
    • Morph Projection
      • Fixed an occasional crash in situations where projections were scheduled upon fitting and the target was changed/cleared before projection could complete
    • Transfer Utility
      • Fixed a crash when projecting from a figure to a simple object (prop) using a projection template, particularly if the object was the primary selection when Transfer Utility was invoked
    • ...
    • Scripting API
      • Made additions in various areas; see the Change Log for more detail
    • Fixed bugs and/or made improvements in various areas; see the Change Log for details

    By

    rbtwhiz rbtwhiz December 2022 in Daz Studio Discussion
  • what do I need for G8F head adjustment morphs?

    This package has morphs to make the head thinner:

    https://www.daz3d.com/genesis-8-female-head-morph-resource-kit-2

    This has a morph to make the face shorter:

    https://www.daz3d.com/the-look-face-morph-resource-for-genesis-81-females

    This has morphs for both face length and width:

    https://www.daz3d.com/200-plus-head-and-face-morphs-for-genesis-8-female-s

    By

    nabob21 nabob21 December 2022 in The Commons
  • Project motion/transforms of one bone to another (fix root motion)

    Let me first try to describe the problem (maybe there is better way how to solve this). Also be warned I am DAZ Studio newbie!

    I have collection of animations I need to transfer into Unreal Engine but I need the root motion feature. However, DAZ character (Genesis 8.1) does not have a root bone directly and the whole animation is done from the hip bone down to its children. When I export the character and the animation to the FBX file and import it into Unreal Engine, in place of the root bone, it says Genesis 8.1 so if I remember the object in DAZ studio and repeat the steps I have root bone in Unreal Engine which, however is staying in-place during the whole animation so I cannot use root motion feature in UE to actually move the character in the world together with animation.

    I was able to fix this in Blender by from DAZ Studio and importing into Blender using the latest DAZ to Blender plugin. In Blender I did following:

    1. Created a placeholder bone where I copied the hip bone transforms.
    2. Then I deleted transforms - rotations from hip bone.
    3. I used Blender bone constraints to mimic XY translations and Z (in blender up/down axis) rotation (IN WORLD COORDINATES) on the root bone while all rotations i projected back to the hip bone.

    By projecting - not copying stuff, animation played as expected with root bone as a parent to the hip bone.

    I am trying to achieve the same in DAZ Studio as I feel that exporting to Blender, fixing it there and then to UE is too much work to achieve this and I am wondering if I can do the same directly in DAZ for animation I have.

    My initial though was to replicate the steps I succeeded with in Blender (with the placeholder) but I do not know how. I want to project the whole animation transforms to the placeholder bone and then project translation to the Genesis 8.1 object with Y (up/down axis) rotations so that the whole character is moving and rotating with the animation. At the same time I want to project hip bone rotations ONLY back from the placeholder bone so that the hip bone is playing as before.

    I am very new to DAZ Studio and I am totally lost with trying to achieve this goal. Maybe more important question is, if there is any other way I can achieve the root motion in DAZ Studio for importing it to Unreal Engine?

    I would be thankful for any kind of help or pointing me to the right direction.

    By

    ezgaldir ezgaldir December 2022 in Daz Studio Discussion
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