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Published: 2022-02-11 13:37:04 +0000 UTC; Views: 1178; Favourites: 5; Downloads: 0
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This is Mixamo's Brooklin Animation, using the Modified G2 rig with the G2->G8 script fix. More details in this tutorial:Transfering Mixamo Animations to Daz Genesis 8.1Seems like transfering Mixamo to DAZ have been a big challenge.... specially the foot sliding. Well... That's because Mixamo won't animate Genesis 8 / 8.1 rig because of the double bones for the Thighs / Arms / forearms. So, the "easy" solution is to use Genesis 2 for Mixamo, and use that animation to create a Pose preset, and then apply it to G8. Well.... that is not correct! as the base pose for G2 is slightly different than G8. And I'm not talking about the pretty obvious Thighs and arms (6º and 45º) but all the other bones. so, let's create a modified G2 having all the bones rotated as G8 by using the joint tool and the Tool Settings pane. First put G8 as close as you can to a TPose, not the default APose. Right click on any bone using the bone rotation tool and bake joint rotations.,Which bones? Well... All of them. for the "Double bones" just use the parent for the orientation. That way we get a G2 with bones rotated as a G8. Once you're done. Then export the G2 as FBX. This is the FBX you'll export to Mixamo.,If everything went well, your modified G2 will look like this: ,Then, just select a pose. For this example, I'll use Brooklin Uprock: ,Download as ASCII FBX with skin. ,Create a new scene in DAZ and place a G8 or 8.1, next import the FBX animation. Select the mixamo.com take from the dialog box. Select your imported figure and save it as a pose preset. Save the whole Animated range. In this case, from frame 0 to frame 146. ,NOTICE that this animation is for a modified G2. Not the G8 yet!Then, apply that pose to your G8.It looks more or less OK.... but we'll have some foot sliding and incorrect arms rotations: ,,,Well.... that's because of the double bone structure in G8. The twist rotation wasn't transferred from G2 to the twist bone! So, let's script it!Open your script IDE and run the following script: function transferY(a,b){ var t8,t2; t8=Scene.findNodeByLabel(a); t2=Scene.findNodeByLabel(b); var valr=t2.getYRotControl().getValue (); t8.getYRotControl ().setValue (valr); }function transferX(a,b){ var t8,t2; t8=Scene.findNodeByLabel(a); t2=Scene.findNodeByLabel(b); var valr=t2.getXRotControl().getValue (); print (valr); t8.getXRotControl ().setValue (valr); }var nframes=Scene.getAnimRange().getDuration ().valueOf()/Scene.getTimeStep().valueOf();for( var fr = 0; fr <= nframes; fr+=1 ){ Scene.setFrame( fr ); transferY("Left Thigh Twist","lThigh"); transferY("Right Thigh Twist","rThigh"); transferX("Right Shoulder Twist","rShldr"); transferX("Left Shoulder Twist","lShldr"); transferX("Left Forearm Twist","lForeArm"); transferX("Right Forearm Twist","rForeArm");} Click on Execute.... and voila! Rotations fixed! ,,,Now you can get delete the imported FBX and save your G8 as a g8 pose preset. Have fun!
Around frame #114 there's an unnatural spine bend. I think I left the double spine bones untouched. I will update the script.