ConSeannery opened this issue on Jan 31, 2007 ยท 28 posts
ConSeannery posted Wed, 31 January 2007 at 10:29 AM
My workflow might seem a bit strange, but most of it is because I try to avoid things doing from scratch. I am just a beginner in this whole character rigging and animation thing and for now I am making use of presets as much as possible. Another factor is that I am just making an internship in a foreign country and I don't have the time to deal with everything in depth if I want to stay in schedule.
This includes also the boning of Poser. I just deleted a few bones and exported the skeleton as BVH into Maya. In there I readjusted the skeleton to a perfect T-Stance which fitted the T Pose I previously set up for Ioli inside Poser.
Then I imported the character mesh from Poser with BodyStudio 2.6. I was actually hoping that BodyStudio would include the skeleton and skin weight information, but I had to find out it was only the mesh being played back inside Maya. Skeleton and weights information are there, too, but not accessible for the user.
So I had to find another way to get the skin weights into Maya. And the most obvious step was to use Daz Studio with its FBX plugin. I'm still optimistic that I will finally get the Ioli character exported as FBX including all morphs, but I need to do more testing. I read some success stories over at the DAZ board of Maya users getting a good FBX export. However the number of unsuccessful attempts exceeds the successful by far.
You said you would love to see a Daz figure with weighting? Well actually I had one in Motionbuilder, but it was the V3 character with the base skeleton as it is in Poser. The weighting looked quite good. All limb rotations went smooth without strange deformations. But I don't like the generic skeleton, especially because both spine bones are too close to each other. That makes retargeting of our motion capture data less accurate.
I will keep you updated :-)
Btw, do you have experience with MarkDC's Poser FBX Exporter?
Bye