PDA

View Full Version : Daz Studio 4.9 fbx import to Lightwave 2018, Broken?



prometheus
01-07-2018, 03:11 PM
Hi there!

I recently tried out exporting out Daz Studio 4.9 fbx, in Lightwave 2015, the daz genesis figures came in just right, now the deformation is completly screwed up, not sure what has changed here in the fbx or bones?
tried fbx 2012 binary, which is the one that I always used, tried 2014..but itīs the same wonky import.

A workaround could be to load it in to the old 2015, then save it out as lws, then load that in to 2018, that seems to work..but it would be preferable if the import became correct in 2018

prometheus
01-07-2018, 03:55 PM
Found the solution, in the object properties, it adds one extra bone modifier, uncheck it or remove it, and your daz studio genesis figures should work.

See images....

http://forums.newtek.com/attachment.php?attachmentid=139272&d=1515365726

139272

UnCommonGrafx
01-08-2018, 04:04 AM
Brilliant find!
Seems it does this on several program's fbx exported files.

Big help! Thanks,
Robert

joseburgos
01-08-2018, 07:53 PM
Awesome find, Thank you :)

Markc
02-03-2018, 02:52 PM
This still only works with Genesis 2 characters doesn’t it?
Gen 3 just won’t import nicely.

prometheus
02-04-2018, 09:36 AM
This still only works with Genesis 2 characters doesn’t it?
Gen 3 just won’t import nicely.

I just tested a Daz 4.9 pro export to Lightwave 2018 of the basic Genesis 3 Male in default position and just as it is, export to 2012 ascii fbx, import bake rotations with lightwave joints, imports perfectly fine, no weird deformation.

Markc
02-05-2018, 11:58 AM
Stills are fine, but animation comes in all messed up.
I can only get gen2 characters to work with walk cycles etc.

This is probably why Ryan Roye's mocap utility also only works on gen2.

prometheus
02-05-2018, 01:33 PM
Stills are fine, but animation comes in all messed up.
I can only get gen2 characters to work with walk cycles etc.

This is probably why Ryan Roye's mocap utility also only works on gen2.

well..animate blocks do not work with genesis 3 I think, so where did you get your walk cycle, some mocap library, I think the issue lies within what kind of mocap you may have, a simple pose animation here on my side works just fine, so should any manual pose within a timeline do as well.

So ..what walk cycle did you use, create?

Markc
02-05-2018, 01:44 PM
Ah....so you did manual animation in Daz to get gen3 to work in LW!
I used a gen3 walk cycle from the Daz store on the gen3 which doesn’t work in LW.
I also have the same walk cycle for gen2, which works seamlessly in LW, with aniblocks from Daz also.

prometheus
02-05-2018, 03:34 PM
Ah....so you did manual animation in Daz to get gen3 to work in LW!
I used a gen3 walk cycle from the Daz store on the gen3 which doesn’t work in LW.
I also have the same walk cycle for gen2, which works seamlessly in LW, with aniblocks from Daz also.

yup..and I donīt have thewalk cycles from the daz store.

Oldcode
04-24-2018, 10:49 AM
Anybody have this problem importing FBX from Poser? The geometry, animation data, both seem to work okay, but the textures are all messed up, and the bones are rotated towards the back of the character. I’ve been fiddling with the settings to export the FBX in Poser 11 Pro, but so far no luck.

Shot in the dark.

141406

Markc
04-24-2018, 11:47 AM
Check out this thread, post #8 :)

http://forums.newtek.com/showthread.php?156817-DAZ-3D-export-strange-clothes!