Right arm of figure - pivot points exported improperly
psychoclast
Posts: 9
So I exported a figure from Daz to Unity using a standard FBX export (I can't use the DTU Bridge because apparently it breaks unity 2020.3- tried and just got a ton of FBX errors which prevented my project from building). The standard FBX export worked pretty well, except for the character's right arm which as you can see is weirdly distorted. Upon closer inspection it appears the pivot points on the right are are all way off so when the animation plays the arm distorts as you see below. Anyone seen this before, and is there any way to double check the pivot points coming out of Daz3D?
Thanks,
derp.png
1920 x 1030 - 332K
Comments
Looked further into this - the pivot points are not imported properly, they only get shifted during the animation, and only for the right arm below the shoulder joint. I did some reading and made sure to uncheck "Resample Curves" in Unity, but no dice.
Have just checked Nikolina - https://www.daz3d.com/nikolina-for-genesis-8-female
in Unity 2020.3.22f1 using transfer via official Daz to Unity bridge and cannot see a problem.
Yeah, the issue seems to be in the animation, not the figure. When the animation starts, all the pivot points on the right arm bones are shifted.
Once again: Nikolina 8. Short video exploring different movements of right arm and the others.
Could not see any problem, so far. Unity 2020.3.22f1
Sorry. Now, I got it. You have the problem with your animation.
Just use the humanoid rig in Unity on Genesis 8 characters and you can use any humanoid animations
from Unity asset store, either free or the paid ones.
Yeah, I can do that, but this animation I exported from Daz3D- it's custom. So I need to use the generic rig.