I knew DAZ had some FBX oddities, and I wondered if a script could work around them. And now I find your script. Thanks. I'll look at this soon. DAZ could use a tool like CCD, for sure.
Does not work. When I import to daz. There are no visible bones. There is an object called armature. I save that as a preset. Then I run the script on Genesis 8 and apply the pose. It just turns the model forward 90. It shows keyframes are there but no animation.
everything works fine except for the final step when I applied the animation, the new figure has deformed and got very long arms and legs, Is there any solution for this case please?
@@sunreiz in case you still have this problem, just go to the first frame and restore figure, the model will restore the default pose and shape but the rest of the animation will stay the same.
Do you have to rig it manually? With the quck rigging tool, I keep getting "Rigging: Bone chain type incorrect - Limb Node: Genesis8Male" when I try to import my animation.
Was working beautifully now with the latest update to Daz the animations are broken the rotation in the limbs are broken and do not bend correctly. And when I run this script the bones and joints deform.
I follow every steps, but when apply Post Present to the figure after running Prepare Figure for Animation script, the figure is been scaled up and deformed. If I don't run the script, the figure is ok but the foot is sliding compared to the original animation where both feet are grounded.
Hey, I found how to solve this problem, just load your animation, it gonna be deformed, then select your genesis figure, open edit menu, figure/restore figure Then your genesis figure gonna go back to zero pose at first frame, but the rest of animation will be ok.
@@esquelg7554 If I may interject, a better way to do this. Import your animation. Copy the interval. Add an additional keyframe. Move the slider one keyframe and then paste the interval. Export it and you can use the 0 Frame as your T-Pose Frame. On Frame 0, reset your figure and you don't lose any animation data. It also allows you to re-scale the animation bones for larger figures. Hope it helps.
@@Methuselas . Gee I was thinking the same, but haven't gotten chance to try this. You are ahead of me! Lol. You're just saved me days of works. Thank!
@@fin9929what about editing mocap animation from iclone 8. I manage to bring it in but this is were I am stuck. Any help? ruclips.net/user/shorts3QH9BeexjJ0?feature=share
@@Serapha6 Thanks, but this isn't what I was looking for. I actually meant how to import animations from Cascadeur to blender, bot to daz. Thanks anyway
Technically any animation that can be retargeted to a Daz skeleton can be used in daz if exported correctly from Cascadeur. I used 3DXchange to export animations to use in daz.
I knew DAZ had some FBX oddities, and I wondered if a script could work around them. And now I find your script. Thanks. I'll look at this soon. DAZ could use a tool like CCD, for sure.
This is fantastic! Thank you. It worked great for me
Does not work. When I import to daz. There are no visible bones. There is an object called armature. I save that as a preset. Then I run the script on Genesis 8 and apply the pose. It just turns the model forward 90. It shows keyframes are there but no animation.
everything works fine except for the final step when I applied the animation, the new figure has deformed and got very long arms and legs, Is there any solution for this case please?
This is the most horrible thing I've seen in daz! I don't know why my figure looks like an alien!
@@sunreiz in case you still have this problem, just go to the first frame and restore figure, the model will restore the default pose and shape but the rest of the animation will stay the same.
@@habibsoufi Thank you!! So glad I saw your comment, this fixed all my issues :)
Ok it works now. It works ONLY if you import a DevGenesis model inside Cascadeur e rig it.
Do you have to rig it manually? With the quck rigging tool, I keep getting "Rigging: Bone chain type incorrect - Limb Node: Genesis8Male" when I try to import my animation.
@@MaddiemanGames You can rig it with quickriggingtool inside Cascadeur. Just made all the procedure and when the model is ready, you can animate it.
@@marklandmark3269 Thanks, after a bit of trial and error I've got it working.
@@MaddiemanGames Good!
It doesn't work for me. When i import the fbx inside Daz, there is an invisible cube.
Imma bout to have some fun.
Rigging: Pre/Post rotation mismatch: RL_BoneRoot
Rigging: Bone chain type incorrect - Limb Node: RL_BoneRoot
Rigging: Non-uniform scale: CC_Base_Hip
Rigging: Non-uniform scale: CC_Base_Pelvis
Rigging: Non-uniform scale: CC_Base_L_Calf
Rigging: Non-uniform scale: CC_Base_L_Foot
Rigging: Non-uniform scale: CC_Base_L_ToeBaseShareBone
Rigging: Non-uniform scale: CC_Base_L_ToeBase
Rigging: Non-uniform scale: CC_Base_L_PinkyToe1
Rigging: Non-uniform scale: CC_Base_L_RingToe1
Rigging: Non-uniform scale: CC_Base_L_MidToe1
Rigging: Non-uniform scale: CC_Base_L_IndexToe1
Rigging: Non-uniform scale: CC_Base_L_BigToe1
Rigging: Non-uniform scale: CC_Base_L_CalfTwist01
Rigging: Non-uniform scale: CC_Base_L_CalfTwist02
Rigging: Non-uniform scale: CC_Base_L_KneeShareBone
Rigging: Non-uniform scale: CC_Base_L_ThighTwist01
Rigging: Non-uniform scale: CC_Base_L_ThighTwist02
Rigging: Non-uniform scale: CC_Base_R_ThighTwist01
Rigging: Non-uniform scale: CC_Base_R_ThighTwist02
Rigging: Non-uniform scale: CC_Base_R_Calf
Rigging: Non-uniform scale: CC_Base_R_Foot
Rigging: Non-uniform scale: CC_Base_R_ToeB
Followed every step the result is a mess
Was working beautifully now with the latest update to Daz the animations are broken the rotation in the limbs are broken and do not bend correctly. And when I run this script the bones and joints deform.
Can we also have a turtiroal viddeo to show how to import DAZ character into the Cascadeur.
i want that too :D
Does not work!
Do the same for the biped too please.
Doesn't work for me.
Why every time I do this my animation is messed up in daz3d
I follow every steps, but when apply Post Present to the figure after running Prepare Figure for Animation script, the figure is been scaled up and deformed. If I don't run the script, the figure is ok but the foot is sliding compared to the original animation where both feet are grounded.
Hey, I found how to solve this problem, just load your animation, it gonna be deformed, then select your genesis figure, open edit menu, figure/restore figure
Then your genesis figure gonna go back to zero pose at first frame, but the rest of animation will be ok.
@@Namtar3D It works!!!!!! Appreciated!!!!!!!
@@Namtar3D thanks as well!
@@esquelg7554 If I may interject, a better way to do this.
Import your animation. Copy the interval. Add an additional keyframe. Move the slider one keyframe and then paste the interval. Export it and you can use the 0 Frame as your T-Pose Frame. On Frame 0, reset your figure and you don't lose any animation data. It also allows you to re-scale the animation bones for larger figures. Hope it helps.
@@Methuselas . Gee I was thinking the same, but haven't gotten chance to try this. You are ahead of me! Lol. You're just saved me days of works. Thank!
Is there some way to import an animation with keyframes from Blender, add autophysics to it in Cascadeur, and then return it to blender?
Yes, there is a video about it on the channel.
@@fin9929 which video?
@@fin9929what about editing mocap animation from iclone 8. I manage to bring it in but this is were I am stuck. Any help?
ruclips.net/user/shorts3QH9BeexjJ0?feature=share
@@HampsterGirl I think it’s this one ruclips.net/video/KLj1LzYjtvs/видео.html or at least it should be
@@Serapha6 Thanks, but this isn't what I was looking for. I actually meant how to import animations from Cascadeur to blender, bot to daz.
Thanks anyway
didn't work for me. The animation from Cascadeur is rotated.
doesnt work with g9 after auto rigging. during export i have an error: AttributeError: 'NoneType' object has no attribute 'root_group'
Why I got this error when importing to DAZ3d:
Rigging: Pre/Post rotation mismatch: SKM_Manny_Simple
Can we import Daz Pose obj to Cascadeur as keyframe so Autoposing can interpolate into animation?
Please make a vmd export feature please please 🥺
and how to set up rig from daz character?
I know it might be impossible but can you make it for ios and Android ?
Please do cas to maya
Cascadeur
Is possible to import an rokoko mocap, make a cleanup (or not) and then export the animation to Daz studio?
i wonder this too
Technically any animation that can be retargeted to a Daz skeleton can be used in daz if exported correctly from Cascadeur. I used 3DXchange to export animations to use in daz.
Works with the blender?