I found a solution. But first some background:
1. When setting up custom clothes for a character you make in DAZ, DAZ wants you to start with a standard DAZ G2 model, then apply a morph - that is the shape of your customized character, which you've hopefully saved for this purpose. You do this AFTER you've used the Translate Tool to map your clothing onto the character.
2. However, doing this, DAZ does not automatically adjust the rig for your character. To correct this go: SCENE OPTIONS > EDIT > RIGGING > ADJUST RIGGING TO SHAPE.
3. When you export a customized character set up with this method to 3DX 5 - without adjusting the rigging as I described - 3DX 5 reads the skeleton as DAZ wrote it during export -- in the wrong place.
So I threw out this character setup method and tried something else:
1. In DAZ, I loaded a character preset - a customized character I made, and previously saved. Opening the JOINT EDITOR tool in DAZ, I noticed the rig was placed properly in my mesh.
2. In the Parameters panel, inside DAZ, I LOCKED all of the morph sliders - I locked ALL of them, even the ones I did not adjust to make my character. This is really important - otherwise DAZ will not apply all the morphs to your mesh during export, and when you load it into 3DX you'll get the DAZ G2 base mesh you started with, not your finished character.
3. Then I exported the character from DAZ, following the instructions in the RL tutorial (see above), and now my skeleton is in place.
Good to go
Edited
9 Years Ago by
JC Weatherby