![]() ![]() You either need to re-apply the morphs in your new deformation pipeline or use the deformed output from the DAZ import (the *_shape node in the FBX folder) as the input to your auto-rig (that, obviously, does not make any sense performance-wise, but maybe you get the idea: You have to transport the point-movement from one setup to the other, else your deformation overrides the point-changes/morphs). Malbrecht Hi, if you use a morph on the DAZ imported version, that deformation will, obviously, not make it into an autorigged new deformation setup (sorry, can't download your file atm). Marc Hello, malbrecht Thanks a lot for your input I think I already have what you are mentioning here: I do have all those blendshapes as inputs when i import the DAZ fbx into houdini The problem is after i do the autorig capture, the connection between the captured mesh and the blendshapes are completely broken When I try going back to the original mesh and tweak setting on the blendshape nodes, nothing happens on the new Autorigged mesh Thank you for your input once again malbrecht However, in my experiments I found a recapture in Houdini, using the original rig (just converted to Houdini's bone system instead of the Joints-system), more convincing (people say that DAZ' weighting is so good, I don't subscribe to that). ![]() BTW, technically speaking you can convert a DAZ rig to Houdini without having to recapture. You could write a script that exposes those dials to your own control UI - or apply surface-controllers so that you can “click-and-morph” on the face directly. Malbrecht Moin, Henry, when you import the FBX from DAZ into Houdini (and choose to “import blend deformers as blend sops”), you get a mesh-deforming node that has “dials” for each morph (aka “blendshape”). ![]() Hello everyone I designed this character in DAZ studio and exported the fbx with all blendshapes for facial expressions such as eyes open, smile etcc its all inside the fbx file that i attached Because of the way DAZ works, it creates separate meshes for the body, clothes and shoes are all separate meshes So, in houdini, I merged all parts using the merge node so that when i use Autorig, it will capture all parts of the meshes as a single (one) mesh object I then used Houdini's built in autorig to capture the weights Now the problem is, i do not know how to load all the blendshapes that must affect the face/body that came from daz3d on top of the captured geometry I have attached all files including the fbx from daz(i removed all internal bones that came from daz so that i could use houdini's bones from Autorig) You can download the file at this link: [ I also attached the starting file where i just have the character without any autorig just in case you may want to work on it from scratch Thank you ![]()
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