TheOwl wrote:
All you need to do is to export a bvh from DAZ from any character. It can be a 30 second T pose. IpiDMC will just use it as a basis to match its own skeleton to DAZ's skeleton and you can do that by selecting the "import target character" and you will see this skeleton assume the current animation you recorded beside it doing the same movements.
I am using Poser instead of DAZ to export these sample BVHs so I havent tried that with DAZ but I guess it shouldn't be a problem.
UPDATE
It appears to be that DAZ exported skeletons have a problem when exported which the toes and some fingers are stretched out. Deleting the IK didnt help either.
If you have poser, try exporting the bvh samples from there for now. I think IPISoft people are already trying to resolve this matter with DAZ3D.
Thank you so much--not currently using poser--was wondering if you can fix the issue by applying hand and or foot poses...?