The original question is at the end of the message.
The problem left are just before the original question.
This is the tutorial I am trying to folow: http://conceptdigital.org/blog/daz3d-to-blender/
This is how I folow the tutorial for now since I had help with most of my previouse probleme. It didn’t work perfectly but I hope it’s mostly usable.
Daz side :
Export your character in collada format using these settings:
I’m not sure about the “ merge material by diffuse map” but I’m hopping it will help me blender side as I rework almost all my material once in blender.
On the morph panel everything is suposed to be set on bake and thats what you want.
once exported in collada format remove from your scene any object that you don’t want the associate morph. ( In my test that left only G2F)
Export in fbx using these settings:
I’m not sure for the “animation” box but that was checked on the only video tutorial I anderstanded on fbx export so I used it.
I have no clue if the “subD information” is useful either. I have to try without these two I guess.
I tryed 2 or 3 set of rules in the “edit morph export rules” button pannel and non was realy satisfactory. I think I will end up having to use a rule “0 / Anything / Export” and remove manulay everything that dont work in blender as I dont anderstand how it work. In a video tutorial it was stated that if you use Head as a rull everything in the head tree of the pose panel will be added but I ended up with like 10 morph when you have more than that in the visemes sub tree by himself, and non of these 10 were visemes by the way. Even naming every sub entry of the head tree I didnt get part of the morph that where in these sub entry, so I can’t anderstand how to make rules in this panel.
Blender side once both export have been made:
Import the fbx file
Select and delet the skeleton
Rotate the model 90° on X axis [R][9][0]
Rescale the model by 0.01 [S][.][0][1]
Import the collada file
(This part was in the wrong order in the tutorial) Select the two identical model ( In my test G2F ) first the colada version and then with [shift] [RMB] the fbx (you can spot the colada as he dont have any shape key)
Go to wheight paint mode
On the left panel click the transfer wheight button and select the option “All” “Nearest vertex” “All”
Come back in 3d mode and select the fbx model ( he one with the shape key)
In the modifier panel add root node as an object in the armature modifier.
Now if all worked fine in pose mode you can move the bones, and the body is suposed to folow corectly. If so return in 3d mode select the collada model and delet it.
Probleme left in blender: learn to wheigt paint to get the bend of the limbs smoother or learn how to link the proper shape key to bone movement as daz char use both linked to get the bending right.
Some shape key do absolutly nothing, some do it wrong and some are perfect. Not sure why, but I think some are suposed to work together in daz but even so that don’t explain the ones who have no effect.
Probleme left in daz: morph export rules. O_o
Original message:
I’m trying to folow a very lacunary tutorial and I think I finaly have it good until the last line who say:
Add an armature constraint and choose the armature from the Collada import
I did my last rigging in blender like 6 or 7 year ago, so I have no clue what that mean.