Import your Daz character, working through all the necessary steps to complete “Rigify” and finish the import.
Once you finalize the import:
-You’ll need to makes sure axis is viewable from the settings panel in Blender.
-The original Daz skeleton should have the proper bone roll before “Rigify”, with “Z” pointing towards the palm.
-The issue is that after rigifying the character the “Rigify” rig now has curupted finger roll directions.
-View the finger bones and notice the the “Z” axis is pointing away from the palm on multiple digits.
-Solve this by clicking on the Rigify rig and going to edit mode. The underlying bones will be visible now.
-Adjust bone roll with all finger rolls pointing in the same direction. (Three separate roll adjustments per finger) “Z” needs to be facing palm. (If finger was to curl, Z would hit the palm).
****(Tip)-- hide “Tweek” controllers. If those are changed along with finger bones it will mess up the rotation of the fingers.
-Adjust for every finger and both hands. Pop into pose mode and you’re are done. Rotation with “X” will cause the finger to curl properly now if using “Local” rotation setting.
-Make sure rotation is set to “Local” (Top of Viewport) default will be set to “Global”.
This isn’t a must, but Global causes the curl of the finger to happen with another axis, I believe it’s “”Z” with Global.
I always animate in local rotation space.
Hope this helps!