DAZ Studio Genesis3 Rig import for Blender
Request For Comments
DAZ Studio 4.9
First and foremost;
Importing and generating the rig, as I’ve implemented it, is not a one click process. I will try my best to give usable instructions below. There are several steps that need to be taken before the rig can be generated, without error. Yet the rig generated is well on it’s way to being a competant, mid-level, rig for animation.
What it does… and why…
The exporters in DAZ Studio work differently. The .fbx exporter properly exports a scaled mesh with shapekeys, but it messes up the armature vertex weights and the armature isn’t really coherent. The .dae exporter gets the vertex weights correct and the armature is easier to fixup. So, two exports are done from DS, an .fbx and a .dae. Those are both imported into Blender. The vertex weights are transfered from the .dae to the .fbx. The .fbx meshes are reparented to the .dae armature. Bones are renamed so Blender mirrors the .L and .R bones properly. Unused bones are deleted. Then the actual rig is generated using the .dae armature.
- The rig is a pivot slide, IK/FK switching rig with properties and layer controls in the N-Panel(coming soon).
- The rig imports and sets drivers on the Genesis3 corrective shapekeys(morphs).
- The script (probably) does not work with geografts. Geografts are mesh geometry add-ons that swap portions of the base mesh for another mesh. The reason it doesn’t work is differences in the .dae and .fbx exporters in DS. As far as I’ve found, the .fbx exporter combines the meshes, where as the .dae exporter exports the portions of the mesh as seperate meshes. This trips up the process of transfering the vertex weights.
- The character rig generated is not lightweight. The base mesh, and all clothing items have many corrective shapekeys and realtime animation feedback is very difficult on lower end computers(such as mine). This is not a failure of the script. It is just a reality of the comlexity of the Genesis3 model. I hope to add a switch to toggle off the corrective shapekey drivers. For best speed use Solid viewport mode, and don’t have any subdivision surface modifiers active.
- The script doesn’t yet properly rig high heel shoes. I’ve got to study this.
- The script does not yet rig the neck and head. This is on the TODO shortlist.
Export the .fbx mesh from DS.
These settings work for me.
Need to set 4 morph export rules. Match ‘CTRLMD’, ‘pJCM’ and ‘head.eCTRL’ for Export and ‘Anything’ for Bake. CTRLMD and pJCM are the corrective shapes, head.eCTRL is the face pose morphs and ‘Anything’ is everything else.
Export the .dae mesh from DS.
Uncheck ‘Collect Maps’. The .dae mesh is only used for the vertex weights, so it doesn’t make sense to waste disk space on unused textures.
Open the Gen3_BoneShapes.blend and save as YourFileName.blend. As an alternative you can append the bone shapes into another file. Import them all at once, and uncheck the ‘Select’ and ‘Current Layer’ options.
Import the .fbx file.
Uncheck all options in the panel on the left. If you want to use the cycles renderer turn it on before you import the .fbx.
Import the .dae file.
Use the defaults.
Open a text window. Load the Gen3_Rig.py file. And click the ‘Run Script’ button. That will put a ‘Gen3 Rig’ pane in the ‘Tools’ tab of the tools panel.
Generate the rig.