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3dXchange Rotation Orientation issue

Posted By 3doutlaw 10 Years Ago
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3dXchange Rotation Orientation issue

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3doutlaw
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Posted 10 Years Ago
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OK, so here are the steps I took:
1) Open Daz 4.8.0.59
2) Load V4 (I included base, morphs++, Aiko4 and Elite morphs...not sure if that matters)
3) Export FBX, standard options (see below)
4) Open 3dXchange v6.2.0828.1
5) Open the FBX
6) Convert to non-standard
7) Preset Daz4 Genesis
8) Fingers bent wonky...see below
76% of original size (was 665x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/b8bcb960-1fe3-4481-980e-2a55.jpg76% of original size (was 665x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/f8f30cd7-35e6-4f02-8be4-f4be.jpg


Cricky
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You do know Aiko is not Genesis, right? There is a Genesis version of Aiko, but it is primarily based on Poser.  The model you show is Poser based.

3doutlaw (10/2/2015)
OK, so here are the steps I took:
1) Open Daz 4.8.0.59
2) Load V4 (I included base, morphs++, Aiko4 and Elite morphs...not sure if that matters)
3) Export FBX, standard options (see below)
4) Open 3dXchange v6.2.0828.1
5) Open the FBX
6) Convert to non-standard
7) Preset Daz4 Genesis
8) Fingers bent wonky...see below
76% of original size (was 665x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/b8bcb960-1fe3-4481-980e-2a55.jpg76% of original size (was 665x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/f8f30cd7-35e6-4f02-8be4-f4be.jpg




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3doutlaw
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Yes, Aiko3 is old school, so is V4.  Genesis works fine for me. as does G2F, etc.  I was using the V4 Genesis rig is just a convenience to not map all bones manually.
I would like to know how to get a profile like the one you posted.  I tried all the suggestions and it does not work.  Someone else even mentioned the V4 thing, and I figured that is more common so I would post the steps I am using for that.
Surely, someone has got V4's fingers working in iClone without having to bend them sideways in the t-pose so that they make a fist correctly. (which is the only way I could get A3 to work)


Cricky
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I'm Throwing in the towel.




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3doutlaw
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Can someone with 3dXchange 5 and Daz Studio try the steps above, and tell me if the fingers ends up bending wrong?  
I've now tried DAZStudio 4.6, and I get the same results in 3dXchange 6.  Wondering if it is the new 3dXchange that is the problem?


3doutlaw
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Forget it...I downloaded the iClone5 trial, and it has the same issue.  >:(
I can't believe that for all the time iClone has been out that the hands of Gen4 and Gen3 daz characters have been wonky?  
The only one i've seen work is the link that Cricky sent earlier in this thread, but I have no idea how to reproduce that?  Very aggravating!
I've got so many good Poser type models I would like to use in iClone, but this makes the hands manual tweaks on every animation.


Rampa
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I think it may just be you need to "zero-out" all the bones. Once the figure is in a T-pose, if there is a "zero joints" option in Poser or DAZ, that might do it. There is a "singularize pivots" in 3DX that you could try using before converting the figure to an avatar. I'm guessing that it is a "zero joints" tool, but don't know for sure.
3doutlaw
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3doutlaw
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Thanks Rampa, your post got me thinking of what to look into, and though it was not what fixed it for me, it contributed to the path to success!!!  Woohoo!  :)

Here is what fixed it:
  1. I noticed that when importing Genesis, it did an auto-convert, so I went to find the profile it used for Genesis, and see if there were some settings I could tweak for the Gen4
  2. I found them here:  C:\Program Files (x86)\Reallusion\iClone 3DXchange 6\3DX template\AutoConvertNonStd
  3. I copied "02_Daz4Genesis.3dxProfile" to my custom 3dxProfile area (where it is accessible from the "load" menu)
  4. For kicks, I applied it from there, just to make sure it works as expected (i.e. fingers broken), and it WORKED!!!!  No issues.
I then retried the same FBX and used the drop-down "Daz4 Genesis", and the fingers broke.  Then "Load"ed the one above, and works!
So, I then tried it for Aiko3, and it works fine as well.

It seems to point to an issue with the presets, but I've got a working solution, and am "not" a good persons to troubleshoot the differences.



TalonAnimations
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OK... Since the talk is about orientation, I am having a problem exporting a non-standard character out of 3DXchange 6.21 to FBX for Maya 64 bit.
When I export it with animations, it seems OK till I go to run the animations.  The body mesh aligns along a different axis and the skeleton remains in the same axis as it is imported.  The animation plays accordingly along the two separate axes.

What is the problem?

My Maya FBX version is 2015.


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