If such a someone should exist, please do contact me through PM or my website. If there's anyone who is interested (and does have the time to do so) in cooperating with me on this, I would love to get in touch and bounce ideas back and fore, test, experiment, improve. I would love to get some real-world feedback on this now. I do think that most of this setup should work fine on non-DAZ FBX as well. Some of the features will only work on “suitable” figures since I couldn't avoid having some hardcoded anchor names, but I made most features switchable on the HDA. DAZ STUDIO TRANSFER RIGGING UPDATESmall update (about huge updates): I am back at almost 1000 lines of Python code now … with lots of featuritys (German-ish pun on “way too many features”): Two stupid bugs fixed, naming “beautified”, capture pipeline is created automatically, eye-rigs are added (I don't like the DAZ way of morphing eye directions), last-bone-plus-one patch (to include bones at the ends of chains where the original FBX rig only has a joint that captures the final geometry), animation-rig on low-resolution geometry (switchable to hires-geo for rendering), bone-visibility-switch for rendering, automatically fix for the UDIM-mess DAZ exports on combined geometry (overlaid UV patches that break the morphing) and lots more. So maybe someone finds it as funny a project as I do … Marc Albrecht I realized that this might be more suited for a DAZ forum, but, after all, it is done in Houdini. Shader nodes for Redshift or Mantra are created, switching between them is possible using a simple renaming script. Morphs are being recreated in high resolution, so facial animation using morphs can be used right away (no need for adding a face rig). It recreates the rig in Houdini, adding arms- and legs-IK for easier animation. The system also converts the material paths, fixes the FBX import issue in Houdini (currently, bug filed) to get all the texture paths. Meaning: You get both the rig and the high resolution geometry over. DAZ STUDIO TRANSFER RIGGING PLUSThe HDA, as it stands, accepts a DAZ exported FBX, which includes (currently limited to G8 figures) a rig plus a high-res OBJ for the subdivision detail (that does not get exported into FBX from DAZ). I have used this project as a sandbox for learning more about rigging in Houdini (and a bit about creating HDAs). Moin, a friend suggested I should post this here since it might raise some interest.
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