Can’t pose figure in blender
Ethanreid123
Posts: 25
Hello! I've got a bit of an issue.
I imported a character into blender using the Daz to Blender bridge, and everything showed up just fine. The only issue I'm having is that I can't figure out how to move the armature in ik!
I was able to get the legs to bend by opening up the object data properties panel, turning ik solver to iTaSC, and unchecking the "inherit rotation" of the foot in bone properties. But I cannot for the life of me get the arms to bend, at all.
The figure, when initially loaded in and not messed with at all, is entirely FK, and I don't see any menu to change that like I saw in a tutorial for DTB.
So how do I animate this character of mine for game animation?
Post edited by Richard Haseltine on
Comments
Moved to Blender Discussion, since Blender is the main concern.
Have you checked out diffeomorphic yet? It is very well documented. https://diffeomorphic.blogspot.com/p/daz-importer-version-16.html
Is the daz importer addon the only way to get these models into an animateable state? I could definitely use it, but I really like the Daz to Blender bridge, would suck to have to just use an entirely different add-on just cause of some stubborn arms. Surely there's some button I'm overlooking? I seen something like this show up once on one of my figures in blender, but selecting the options only turns them blue, it doesn't do anything to actually turn limbs IK. It only shows up in pose mode too.
Is the daz importer addon the only way to get these models into an animateable state? I could definitely use it, but I really like the Daz to Blender bridge, would suck to have to just use an entirely different add-on just cause of some stubborn arms. Surely there's some button I'm overlooking? I seen something like this show up once on one of my figures in blender, but selecting the options only turns them blue, it doesn't do anything to actually turn limbs IK. It only shows up in pose mode too.
You can convert to rigify, must be in pose mode. At least it works in the unofficial version by @butaixianran.
https://github.com/butaixianran/DazToBlender
The main limits of the bridge are doesn't convert materials and doesn't support geografts. While diffeo does, among many other things, but these extra features don't export to game engines only work in blender.
I really appreciate all the help! Turns out that rigify addon in blender was disabled. I re-enabled it, but still have some issues.
Clicking rigify gives me this error, and causes some weird thing to happen (see attachments). At least it does something, though I dont know what specifically it's doing. I tried installing the bridge you linked, but I cant seem to get it into my addons at all. Maybe it isn't compatible with Blender's newest version?
The daz side is a script. You can run it from the scripts folder it is the same and way easier than customizing menus. The blender side is a script too and you just need to place it in the addons folder for it to be loaded. Then need to enable the addon as usual.
But you can't keep both, either the daz bridge or the Butai version.
Rigging Tool doesn't work in my version. Never use them, never will.
It is no use if we just want to use Blender as a Daz Converter for other 3D tools. So won't fix that part.
In your case, you need to use
https://diffeomorphic.blogspot.com/p/daz-importer-version-16.html
It has powerful rigging tools, just read the document.
On a quick test the conversion to rigify seems to work fine here. Didn't check all the features though.
I've never been able to pose again in Blender, no matter which method I've tried. Not sure it is due to switching from macOS to Linux in my case or not. Oddly enough though, I can move some items on vehicles that I move over using Diffeo, though often the movement of parts does not always match what is in Studio. The walking characters in my SciFi scenes come from Mixamo.
I like using both Diffeo and bridge but my problem is the bridge rig doesn't convert to rigify and Diffeo doesn't import the full facial bones, eyes move great but mouth doesnt open or chin doesn't move. there is no way that I found to separate the facial rig from the body rig so I can use Faceit. it looks like Collada, Auto Rig pro and then Faceit to use ARKit
As for diffeomorphic be sure to get the latest version, it should import the full facial bones. The FACS rig is also supported, as well as facial mocap.
https://diffeomorphic.blogspot.com/2021/01/facs.html
https://diffeomorphic.blogspot.com/2021/02/facecap-test.html
Thanxs Padone, nice to be able to work the face rig but now I will play around with some mocap to learn how to control the rig