Diffeomorphic to Rigify character won't pose
Reality Hack
Posts: 99
I'm using Blender 2.92 and Diffeomorphic 1.6. I can convert a character to Rigify, but then I can't pose it. Whenever I try, it just moves the whole character around. I know there's most likely something rudimentary I'm missing, but I'm new to Blender, and can't figure out what it is. I've watched tutorials, but the vast majority of them are about rigging, and the couple I managed to find about actually posing the character weren't any help. Theirs posed just fine after clicking Rigify.
Here's a video of me using Rigify on a generic Genesis 8 Female, and then attempting to pose her:
https://www.youtube.com/watch?v=dIfjNqVpATw
Thanks in advance for any help.
Comments
Yesterday, I moved V8 to Blender and tried to pose with Rigify. It kept moving the limbs like they were made of mushy clay. Very odd, but further than I've been before.
Rigify gets fk and ik modes. In diffeo after conversion it starts in fk mode while in your video you're using the ik controls. You just have to turn on ik in rigify. An important issue with rigify though is that it relies in a prebended rig for the ik to work fine and the default daz pose is not good, so you have to prebend before conversion. You can do this with the "optimize pose for ik" tool in the "finishing" tab.
Then with easy import you can choose both rigify and the ik pose. The "mushy clay" effect may be due both to missing prebend or to missing jcms. The following options for easy import will give you a good start.
If you want then to import daz poses and animations I'd suggest to use mhx instead, because rigify is not 100% compatible with the daz poses and may give some unexpected results with some poses. Also mhx doesn't need prebending and you must not use prebending to be 100% compatible with the daz poses. Then mhx is currently under development in 1.6 and gets some issues to fix, overall it works quite fine already though and Thomas is working on it.
EDIT. Latest 1.6.0 now starts rigify in ik mode. aka beware Thomas does hear you .
Since walking animations in Studio look like crap, I wanted to make one in Blender after importing the character.
Okay Padone, thank you. I eventually got it, and you're right, mine's switched by default. I still can't rotate anything in the viewport regardless of whether I'm in IK or FK. I have to use the dials. I must be missing something else.
And yeah, that's the tutorial I came across as well. I just didn't get to the part where he switches between the two. When he started out and mine still wasn't working, I stopped watching because I was unable to do anything he was doing.
And thanks for the tip about importing Daz poses for Rigify. I thought I read somewhere that it wasn't possible, so I never tried it.
That's too funny about Thomas hearing us. Thanks again!
I also had problems with Rigify as I described in this thread: https://www.daz3d.com/forums/discussion/comment/6649051/#Comment_6649051
I'm still not sure what I was doing wrong or how to get past that issue. I plan to try out MHX when I feel brave enough for another foray into Blender but in the meantime I am left wondering what can we do with the rigs once we have them set up in Blender. Obviously animation by hand-keyframing will be possible but how about imported animations such as BVH and MIxamo? Do they work with the MHX rig? DO we need to add bones or adjust the armature? Will JCMs work correctly (or at all)?
@marble Yes you can import daz animations with the "import action" tool.
https://diffeomorphic.blogspot.com/p/posing-panel-version-151.html
I was actually asking about animations from elsewhere using BVH or FBX (Mixamo) rather than DAZ Studio animations. The point I'm trying to make is that if I wish to use Blender to make my animations then it is an alternative to DAZ Studio so I am not, in this case, animating in DS and then importing into Blender.
However, it would be handy to be able to incorporate BVH and/or Mixamo animations into the Blender workflow after importing the DAZ character. Perhaps, in the case of Mixamo, it might be better just to get the character into Blender as an OBJ and let Mixamo rig it? All these options have become so confusing.
@marble Sure you can. To retarget bvh animations you can use the bhv retargeter. Or import in mixamo and let it retarget for you.
http://diffeomorphic.blogspot.com/p/bvh-retargeter.html