Export_Save_Pose_Preset - Diffeomorphic/import_daz GitHub Wiki

Save Pose Preset

The purpose of the DAZ Importer is to import duf/dsf files from DAZ Studio into Blender. Exporting Blender data back into DAZ Studio is quite complicated and beyond the scope of this plugin. However, pose preset files are quite simple and to depend on other files.

save pose preset.png

The Save Pose Preset tool saves the current pose or action as a pose preset file, which can be opened in DAZ Studio or loaded to another character in Blender.

pose-preset.png

A file selector opens where we specify the file name. To make the file visible in DAZ Studio, choose a subdirectory of one of the DAZ root directories. Options:

  • DAZ Directory: Save the file where it can be found by DAZ Studio.
  • Directory: Directory relative to root path.
  • Compress File: GZIP the output file.
  • Preset Type:
    • Pose: Pose preset.
    • Morph: Morph preset.
    • Hierarchical: Hierarchical pose preset.
    • Pose And Morph: Combined pose and morph preset.
  • Use Object: Include object in the pose preset.
  • Include Locked Channels: Include locked channels in the pose preset.
  • Use Scale: Include bone scale transforms in the pose preset.
  • Use Face Bones: Include facial bones in the pose preset.
  • Use Morphs: Include morphs in the pose preset.
  • Save Unused Morphs: Include morphs that are constantly zero.
  • Export Final Morph Values:
  • Use Action: Save an action instead of a single pose.
    • Start: First frame to save.
    • End: Last frame to save
    • FPS: Frames per second.

We can now open the saved file in DAZ Studio. Load a compatible figure and navigate to the saved file in the Content Library tab.

preset in ds.png

LOADING IK ANIMATIONS IN DAZ STUDIO. note by Alessandro Padovani.

Pose presets exported from blender work fine for single FK poses, but things get more complex when we want to export a IK animation done with rigify or mhx or simple ik. In this case we need to export locked channels and unlock/unlimit the figure in daz studio. This is necessary because the IK animation may exceed the FK limits. It is also common for daz poses to unlock limits anyway.

Please note that the requirement to unlock the figure to import ik animations is not limited to blender. For example we need to do the same to import miku miku dance animations in daz studio. So unlocking the figure is required to import ik animations in general.

In blender be sure that locked channels are exported.

locked.jpg

In daz studio select the figure then select children then edit > figure > lock > unlock selected nodes. When you load the pose daz studio will ask to turn limits off.

unlock.jpg

As for daz to blender. If we use body morphs then some small difference is expected because daz TCBs are approximated with smoothstep(). Morphing armatures aka ERCs are also approximated some small difference is expected. One workaround is to bake in daz with “edit > figure > bake to trasforms“.

As for blender to daz. When daz studio removes limits it only unlocks rotations, not locations. This means we can’t use any ik stretch feature as “spine ik“ or “stretchy limbs“, because daz can’t move the bones same as blender does. So we have to disable any ik stretch feature when we generate MHX.