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 Post subject: Victoria 7 and DAZ 4.9
PostPosted: Wed Jan 27, 2016 5:27 pm 

Joined: Wed Jan 27, 2016 5:20 pm
Posts: 2
Hello.
I am sorry if that was discussed before, but last post regarding Victoria issues was apparently dated 2012..

So here is the thing - DAZ exports and imports animation perfectly fine using basic characters. Ipi Mocap properly assigns bones, properly exports animation etc.

With Victoria and Genesis things seem to be different. There are more bones in skeleton, and Mocap doesn't assign them properly. I did manual assignment, and things look good in Mocap, skeleton moves exactly the same way as Mocap character.

Howver in DAZ it looks bad. It twists whloe body, so it's not perpendicular to ground anymore. Some movements are wrong too, seems like it twists limbs instead if bending them.
I tried to reassign hip to pelvis, and bones from "*bend" to "*twist", but result is the same - bad animation that doesn't make sense. When I import animation made for simpler skeleton from basic character it looks pretty much the same.

Did anyone encounter the same problems?


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 Post subject: Victoria 7
PostPosted: Wed Jan 27, 2016 6:23 pm 

Joined: Wed Jan 27, 2016 5:20 pm
Posts: 2
Does anyone happen to have a motion transfer profile for Victoria 7\Genesis 3 figures? I can't seem to make it work no matter what I assign to what...


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PostPosted: Thu Feb 04, 2016 8:38 am 

Joined: Thu Sep 04, 2014 9:47 am
Posts: 897
Location: Florida USA
...

There may be other programs to do this, but....

This may help anyone trying to attempt different bone naming conventions:

A small program called Replace Genius here: http://www.rlvision.com/genius/about.asp

I am not highly familiar with the Daz bone names, or if Daz skeletons have finger bones, but use the closest iPi export skeleton to Daz when choocing the export skeleton for your BVH file.

Open the BVH file in this program and follow the instructions to rename each bone needed to fit the Daz profile, you only have to do this once, then save the change list to apply to another other exported files easily.

I have used it many times and it works well and quick.

It can be used on any bone naming convention needed that is exported as a BVH file.

Another way is to import the Daz character into any program that will allow it and re-save it as an FBX file, you don't really need the character mesh exported, just the bones, but if you can export the whole character as an FBX, or convert it to FBX with an FBX converter, you can import it into iPi Studio and re-characterize it there, I believe, again I don't deal with Daz characters, but iClone characters are just about the same, although the textures on many meshes don't appear correctly in iPi, but that's really of no concern to get the bones characterized.

This is a similar process if you use Motion Builder, you can re-name the bones and export it as an FBX to import into iPi Studio, I am sure there are tutorials on YouTube for this also.

Hope this helps.

...


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