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babesoul  
#1 Posted : Sunday, April 26, 2020 5:07:47 PM(UTC)
babesoul

Rank: Newbie

Joined: 4/26/2020(UTC)
Posts: 1

I have successfully installed and loaded Dicktator_G8M_v2 on my default Genesis 8 Male figure in Daz Studio 4.12 Pro. I am attempting to export the model with Dicktator_G8M_v2 modification via .fbx in order to load the mesh in Unity. The model does import correctly, but when I attempt to move the model skeleton, the Dicktator_G8M_v2 deforms incorrectly. This error occurs when I rotate the Genesis8Male>hip, Genesis8Male>hip>pelvis, and the Genesis8Male>hip>lThighBend or Genesis8Male>hip>rThighBend joints.


Coincidentally, there are 2 different copies of the Dicktator_G8M_v2 mesh attached to the G8M mesh, which I don't understand. If I deactivate the Dicktator_Genitalia_G8M object under the Genesis8Male, another Dicktator mesh still appears in the scene attached to the Genesis8Male, somehow within the base mesh. It's this second copy of the Dicktator ​​​​​​​mesh that deforms incorrectly when the base mesh is transformed. 


Can anyone explain why there are 2 Dicktator meshes imported, and how I can disable the one that is merged with the Genesis8Male base mesh and has the corrupted weighting? Much appreciated!


I've also been entirely unsuccessful in exporting any Dicktator morphs with the .FBX export. Even when I add the morph names in the Morph Export Rules, there are no morphs that appear in the final .FBX export. Using Daz Studio 4.12 Pro and Unity 2018.4.17f1.


 

Edited by user Sunday, April 26, 2020 5:46:57 PM(UTC)  | Reason: Not specified

babesoul attached the following image(s):
Dicktator_weight_error.jpg
Meipe  
#2 Posted : Saturday, May 2, 2020 2:59:39 PM(UTC)
Meipe

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An artist had the same bug with the FBX exporter, I suggested a solution, and he just reported that it works.

So, the trick is to add a "fake bone" at the end of the shaft.

Tool Settings->Joint Editor
With shaft 7 bone selected, right-click on the scene->Create->Create child bone

Cheers
RobinsonUK  
#3 Posted : Wednesday, June 3, 2020 2:25:02 PM(UTC)
RobinsonUK

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Originally Posted by: Meipe Go to Quoted Post
An artist had the same bug with the FBX exporter, I suggested a solution, and he just reported that it works.

So, the trick is to add a "fake bone" at the end of the shaft.

Tool Settings->Joint Editor
With shaft 7 bone selected, right-click on the scene->Create->Create child bone

Cheers


 


I just independently discovered this "trick" (I was manually weight painting shaft 7 previously).  I came here to tell everyone.  A slight cautionary note, if you've added a dot in Puppeteer previously and after adding the new joint you try to save the .duf file, Daz will crash.  The "fix" is to remove any puppeteer dots first before trying to save the file.


thanks 1 user thanked RobinsonUK for this useful post.
Meipe on 6/5/2020(UTC)
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