Is there a way to enable the bone limits included in the base Daz to Blender Bridge rig? This seems like it could really speed up the animation process, but it's currently way too easy to break the rig when moving or rotating without those limits in place.
@seto007 Currently, Rig-GNS doesn't utilize bone limits. I understand having bone limits provides a safeguard against unintentional rig breakage during movements. Rest assured, I'll take this into consideration for future releases. Thanks for sharing your thoughts!
Hi, I am lately trying to use daz in mmy pipeline with Blender and zbrush. I found this export rig video is very helpful. I just wonder how can I adjust daz character proportion manually such as shoulder and hip width? in shape option I can adjust scale but that seems to messed up body shape too much. Any idea how can do that in daz?
I'm glad you found the export rig video helpful! Regarding your question about adjusting Daz character proportions manually, I'm afraid I haven't spent much time exploring that aspect. However, I can suggest some channels or resources that might be helpful in that regard. Please feel free to reach out to me at 22722studios@gmail.com, and I'll be happy to share those with you.
To get the update, please check your inbox for the purchase receipt. The email should contain a link to the content page where you can download the latest version. If you encounter any difficulties, feel free to email me at 22722studios@gmail.com with the purchase email address. I'll be happy to assist and provide you with the updated version. Thank you for your understanding.
Hi, I bought this today and started messing around with it, and I gotta say, it's a very amazing tool I did come across one issue tho, I made an animation that moves the character's hips around in place, and while doing this in blender the feet are planted to the ground as expected, however when I imported it to Daz Studio, the feet are constantly moving around with the hips instead of locking in place like in Blender, and the character looks like they're rotating in mid-air. Do you know how I can fix this? Thanks.
Thank you for reaching out! I'm glad you're enjoying the tool. It seems like the issue you're facing might be because the animation was not baked for Daz before exporting. Use the 'Bake' button in the Animixa panel to bake for Daz after creating your keyframe animation in Blender before exporting. Give it a try and let me know if that resolves the issue. If you have any further questions or encounter any challenges, feel free to reach out to me at 22722studios@gmail.com
Hi your content is really helpful. I have a question I imported daz figure using diffeomorphic and converted the rig to rigify so is there a way for me to convert it into gns rig?
OMG, you did it. I suggested this a few weeks ago and now it is here. Your addon is untouchable now, miles ahead of the competition. Now more Diffy realism with animation…it’s on now LOL…Kudos broooooooo
Hey can you help me with that issue that I posted in another comment I'm getting ready to feature you hopefully in my creating a sitcom in blender series I'm just putting the final touches on the 1st episode now and I really like to be able to tell people that you could add Mixamo animations with one click in Blender and help u make sales
@@22722studios I downloaded a simple walking animation it says walking x bot above the preview window when I import in blender normally it comes in fine when I import using the plug-in it's all distorted an outplace I'm also using blender 3.5
Sorry. The only other possible option is animations from Daz studio. But please let me know what animation you will to like so see compatible with the add-on and I will see if I can get it done. Thanks for your support.
@@22722studios Hey just found your add on and I'm so happy to have done so! I've been trying to get a relatively painless workflow to animate daz characters for animated shorts in UE5. Jumping in this thread to see if you'd consider adding support for Actorcore from Reallusion. They have a HUGE library of really good quality mocap I think it's better than mixamo more options/variety. Would be a great addition thanks for your efforts!
I BUY THE ADDON work perfectly BUT I NEED INCLUDE Newfemale GENITALi@ IN BODY and then dont work. After Merge the Geograft to the body. Also if i Rig first Before Work perfectly But then cant Merge the Female genit@ls to the mesh. i am using diffeomorphic.
I have a question, why after I import the character from daz to blender using Diffeomorphic, the character's clothing bones are separate from the body bones. According to what you did in your video, I get an error in the rig figure, KeyError sometimes is that I can't find WGT-rig_shoulder in the collection, sometimes can't find anything else. Blender Version is 3.1. If you know how to do,please let me know!Thanks😢
SELECT GENESIS RIG THEN USING "A" SELECT OTHER RIGS BOSDY AND THEN IN diffeomorphic. TAB SEACH CORRECTION - MERGE RIGS Normally we want to join all armatures which control both the character and all clothes. The Merge Rigs button merges all selected rigs to the active one. If the imported scene consists of a single character, the main character rig is the active one and the clothes rigs are selected, so we can just press the button. THEN CAN USE Rig GNS
When I import my character as an FBX the hair is always detached and at my character's feet? Any idea what could be causing this? Also with the same character if I import it as a duf file the hair is attached, but when I rig the character, its facial rig is above its head.
Thanks for your feedback! RigGNS should work fine regardless of any morphs, including youth morphs or size changes. However, if you're experiencing issues, please feel free to reach out to me directly at 22722studios@gmail.com, and I'll be happy to help.
Hi brother. Your tutorials are very interesting and it helps us to progress in our work. Above all, your Rig Gns addon is very interesting and easy to use since you can easily apply mixamo meshes and others.. the only option missing is to connect it with a face motion capture program such as FaceCap or Live. link face who . If you manage to add this option it will be a huge help for us as Rig GNS is already a big giant step in the industry. When will you add this face motion capture option to us please?
I'm thrilled to hear that you find Rig-GNS helpful, and I appreciate your kind words about the tutorials. Connecting the addon with face motion capture programs like FaceCap is a fantastic suggestion, and it's definitely on my radar. I'm committed to enhancing Rig-GNS, and I'll prioritize adding the face motion capture option in a future update. While I can't provide an exact date, please stay tuned for announcements, and I'll do my best to make it happen as soon as possible. Thanks again for your support.
Hate to see that anyway. Once this is done I commit to promoting the GNS rig to my freelancer friends thank you too, and I will stay glued to your page to be up to date@@22722studios
Hello brother, you are well I hope. We are still waiting for facial motion capture options such as facecap, facemotion3d integrated into Rig GNS to enjoy 😇. We're counting on you
I tried it with a Genesis 8 character that I brought in with diffeomorphic I followed your instructions exactly and it didn't work I made a video showing what I did and hopes you could help me with it drive.google.com/file/d/1DVgo3dHyxHjZrIo1ZGE8eQ6eZqMfEI4o/view?usp=sharing
Sorry I wasn't able to reply sooner. I will advice you download the Mixamo animation without skin. And in blender, ensure to have all objects as children of the main armature using Ctrl P before commencing rigging. Let me know if that helps. Thank you so much for your support. I really appreciate it.
Do you get JCMs (Daz's corrective morphs) with this?
Is there a way to enable the bone limits included in the base Daz to Blender Bridge rig? This seems like it could really speed up the animation process, but it's currently way too easy to break the rig when moving or rotating without those limits in place.
@seto007 Currently, Rig-GNS doesn't utilize bone limits.
I understand having bone limits provides a safeguard against unintentional rig breakage during movements.
Rest assured, I'll take this into consideration for future releases.
Thanks for sharing your thoughts!
when I import an FBX like you do in the tutorial I'm getting the error message that the imported armature is not a genesis armature
This is truly awesome you made tutorial covering all the bases diffeomorphic...daz to blender and FBX!
OK he appears to have updated it for the new mixamo rigs the old mixamo rigs don't seem to work with this
Hi, I am lately trying to use daz in mmy pipeline with Blender and zbrush. I found this export rig video is very helpful. I just wonder how can I adjust daz character proportion manually such as shoulder and hip width? in shape option I can adjust scale but that seems to messed up body shape too much. Any idea how can do that in daz?
I'm glad you found the export rig video helpful! Regarding your question about adjusting Daz character proportions manually, I'm afraid I haven't spent much time exploring that aspect. However, I can suggest some channels or resources that might be helpful in that regard. Please feel free to reach out to me at 22722studios@gmail.com, and I'll be happy to share those with you.
i have bought this, but were can i get an update, there is no update button and if i go to the website, i can not lock in only bye a new version :-(
To get the update, please check your inbox for the purchase receipt. The email should contain a link to the content page where you can download the latest version.
If you encounter any difficulties, feel free to email me at 22722studios@gmail.com with the purchase email address. I'll be happy to assist and provide you with the updated version. Thank you for your understanding.
love how you can open up mixamo from the interface
Hi, I bought this today and started messing around with it, and I gotta say, it's a very amazing tool
I did come across one issue tho, I made an animation that moves the character's hips around in place, and while doing this in blender the feet are planted to the ground as expected,
however when I imported it to Daz Studio, the feet are constantly moving around with the hips instead of locking in place like in Blender, and the character looks like they're rotating in mid-air.
Do you know how I can fix this? Thanks.
Thank you for reaching out!
I'm glad you're enjoying the tool.
It seems like the issue you're facing might be because the animation was not baked for Daz before exporting.
Use the 'Bake' button in the Animixa panel to bake for Daz after creating your keyframe animation in Blender before exporting.
Give it a try and let me know if that resolves the issue.
If you have any further questions or encounter any challenges, feel free to reach out to me at 22722studios@gmail.com
@@22722studios Thanks for the quick response! I thought of a few things to try, I'll send you an email on the status later today😊
the buttom convert dtb do gns is not showing up for me :((((((((((
What version of the addon are you using?
Hi your content is really helpful. I have a question I imported daz figure using diffeomorphic and converted the rig to rigify so is there a way for me to convert it into gns rig?
You can only convert the diffeomorphic armature to GNS and then use the Rigging Buttons to rig the figure with Rigify.
@@22722studios okay, thanks for reply.
OMG, you did it. I suggested this a few weeks ago and now it is here. Your addon is untouchable now, miles ahead of the competition.
Now more Diffy realism with animation…it’s on now LOL…Kudos broooooooo
Really glad to see happy users. Thanks for your support.
@@22722studios you’re welcome 😉
where can I find premade animation like the one you imported
The animations are from mixamo.com. There's a "Get Mixamo" button on the addon that directs you to the website.
@@22722studios so cool u added that!
Currently using the Daz to Blender Export/Import. Now that I have the model into Blender, how can I move him? He seems to be locked and static.
I KEEP GETTING AN ERROR MESSAGE WHEN INSTALLING
Sorry about that. Please forward the error message to me at 22722studios@gmail.com. Let me know what blender version you are using. Thank you.
Hey can you help me with that issue that I posted in another comment I'm getting ready to feature you hopefully in my creating a sitcom in blender series I'm just putting the final touches on the 1st episode now and I really like to be able to tell people that you could add Mixamo animations with one click in Blender and help u make sales
So when i convert the Rig the Rig GNS pluging dissapears from the tabs. My chartacter has a MHX rig but yeah the plugin crashes after that
WHN IMPORT THE THE MIXAMO RIG ITS ALL MESSED UP FOR SOME REASON
Please ensure the mixamo preview character is set as Xbot before downloading the animation. Thanks.
@@22722studios I downloaded a simple walking animation it says walking x bot above the preview window when I import in blender normally it comes in fine when I import using the plug-in it's all distorted an outplace I'm also using blender 3.5
I bought it, but is it possible to bind animated rig not from mixamo?
Sorry. The only other possible option is animations from Daz studio. But please let me know what animation you will to like so see compatible with the add-on and I will see if I can get it done.
Thanks for your support.
@@22722studios Hey just found your add on and I'm so happy to have done so! I've been trying to get a relatively painless workflow to animate daz characters for animated shorts in UE5. Jumping in this thread to see if you'd consider adding support for Actorcore from Reallusion. They have a HUGE library of really good quality mocap I think it's better than mixamo more options/variety. Would be a great addition thanks for your efforts!
@@thestellarelite I surely will look into it. Thank you for your support.
Does it work with Gen 9 Figures ??
Yes it does
@@22722studios i tried and when i get to the last step it crashes
I BUY THE ADDON work perfectly BUT I NEED INCLUDE Newfemale GENITALi@ IN BODY and then dont work. After Merge the Geograft to the body. Also if i Rig first Before Work perfectly But then cant Merge the Female genit@ls to the mesh. i am using diffeomorphic.
I'd like to know this too!
I have a question, why after I import the character from daz to blender using Diffeomorphic, the character's clothing bones are separate from the body bones. According to what you did in your video, I get an error in the rig figure, KeyError sometimes is that I can't find WGT-rig_shoulder in the collection, sometimes can't find anything else. Blender Version is 3.1. If you know how to do,please let me know!Thanks😢
SELECT GENESIS RIG THEN USING "A" SELECT OTHER RIGS BOSDY AND THEN IN diffeomorphic. TAB SEACH CORRECTION - MERGE RIGS Normally we want to join all armatures which control both the character and all clothes. The Merge Rigs button merges all selected rigs to the active one. If the imported scene consists of a single character, the main character rig is the active one and the clothes rigs are selected, so we can just press the button. THEN CAN USE Rig GNS
When I import my character as an FBX the hair is always detached and at my character's feet? Any idea what could be causing this? Also with the same character if I import it as a duf file the hair is attached, but when I rig the character, its facial rig is above its head.
Excellent! How do I get it?
How to do it“Supports exporting animation from blender back to Daz studio”
First animate the figure manually and bake the animation or bind a mixamo animation to the figure. Then go to File>Export> and select Daz(bvh) option
@@22722studios Hello,Failed to use bvh in DAZ
@@dongsun3735SAME FOR ME I work better when USE POSER FOT THAT.
I am not able to see convert dtb to GNS when I load G8 figure in blender
The figure needs to be imported with DTB to see the convert button. Please forward a screenshot of the scene to me @ 22722studios@gmail.com
@@22722studios how to convert daz model g8 to dtb please tell me so
@@22722studios i am using deffomorophic
Please reply i am using deffomorophic still not able to see the dtb to gns converter option
@@uvrse Have you checked in the outliner to make sure the main genesis armature is the active selection and not some other armature?
It would be awesome if you could gett it rigged tto work with Rokoko information.
I would love to work on that. But I believe I will have to get the rokoko products, which might take some time given the cost.
hi ! can you animate stuff by yourself, by keying the bones on the timeline ?
Yes. This is now possible with the latest update. Made a video on how to here th-cam.com/video/i1elO7Zi2OU/w-d-xo.html
if you use youth morph or anything else that changes the size it doesnt work
Thanks for your feedback!
RigGNS should work fine regardless of any morphs, including youth morphs or size changes.
However, if you're experiencing issues, please feel free to reach out to me directly at 22722studios@gmail.com, and I'll be happy to help.
Hi brother. Your tutorials are very interesting and it helps us to progress in our work. Above all, your Rig Gns addon is very interesting and easy to use since you can easily apply mixamo meshes and others.. the only option missing is to connect it with a face motion capture program such as FaceCap or Live. link face who . If you manage to add this option it will be a huge help for us as Rig GNS is already a big giant step in the industry. When will you add this face motion capture option to us please?
I'm thrilled to hear that you find Rig-GNS helpful, and I appreciate your kind words about the tutorials.
Connecting the addon with face motion capture programs like FaceCap is a fantastic suggestion, and it's definitely on my radar.
I'm committed to enhancing Rig-GNS, and I'll prioritize adding the face motion capture option in a future update. While I can't provide an exact date, please stay tuned for announcements, and I'll do my best to make it happen as soon as possible.
Thanks again for your support.
Hate to see that anyway. Once this is done I commit to promoting the GNS rig to my freelancer friends
thank you too, and I will stay glued to your page to be up to date@@22722studios
Hello brother, you are well I hope. We are still waiting for facial motion capture options such as facecap, facemotion3d integrated into Rig GNS to enjoy 😇. We're counting on you
is anyone get the same problem that there's some "spike" in your gen 8 cloth after you render it in blender? but it doesnt appear in viewport?
and also the cloth is ripped on some part after you get mixamo animation
wow, this is cool
Thanks.
I did it but it didn't export the morphs I used in the animation. Any tips?
Yes i got so many error
Sorry about that. Share a screenshot of the errors to my email 22722studios@gmail.com
cek your email , I already send it
Please make sure you are using the recent update (Rig-GNS 3.5.3). Older versions may have bugs. Thanks.
@@22722studios what's going on, if someone use your product but bugs, it can be happen in the news version too, just in any scenario
i hope is working now with blender 2.83
Yes, it does. Already sent it to your email address.
awesome!!!!
isn't it!😆
Can you demonstrate how to import DAZ?
Sorry. I am not sure I understand what you mean by import Daz. I already have several videos on importing Genesis Figures in blender.
Can you demonstrate Blender DAZ(bvh)how to import DAZ?Used in DAZ
I tried it with a Genesis 8 character that I brought in with diffeomorphic I followed your instructions exactly and it didn't work I made a video showing what I did and hopes you could help me with it drive.google.com/file/d/1DVgo3dHyxHjZrIo1ZGE8eQ6eZqMfEI4o/view?usp=sharing
can I send you my project file so you can see if it's something I'm doing wrong or you need to update?
Sorry I wasn't able to reply sooner. I will advice you download the Mixamo animation without skin. And in blender, ensure to have all objects as children of the main armature using Ctrl P before commencing rigging. Let me know if that helps. Thank you so much for your support. I really appreciate it.
@@22722studios OK will try it and post back
OK everything was parented and it still didn't work I made another video drive.google.com/file/d/1Gmqz9lEfJk4hZL7pGR-CyK1IiR315qIs/view?usp=sharing
Kindly forward the project file to my email address. Also include the FBX Mixamo animation that was used.
How to do it“Supports exporting animation from blender back to Daz studio”