Global_Rigging - Diffeomorphic/import_daz GitHub Wiki
Rigging

- Armature: Create armatures for imported figures. Can be disabled if you only want meshes to be imported.
- Quaternions: Use quaternions for ball-and-socket joints (shoulders and hips).
- Connect Close: Connect bones to their parent if the head is close to the parent's tail.
- Location Locks: Add location locks to bones as in DAZ Studio.
- Location Limits: Add location locks to bones as in DAZ Studio. Only for the DAZ Studio orientation method.
- Rotation Locks: Add rotation locks to bones as in DAZ Studio.
- Rotation Limits: Add rotation limits to bones as in DAZ Studio. Only for the DAZ Studio orientation method.
- Bones Inherit Scale: Bones inherit scale from their parents (Blender default). Disable to mimic behaviour in DAZ Studio.
- Display Rotation Limits: Display rotation limits as IK limits.
For more info, see the blog posts on DAZ Studio bones and Rotation locks and limits.
ABOUT SETTINGS FOR IK ANIMATION. by Alessandro.
The quaternions option is mandatory for ik animation, we can’t animate free joints with euler. It makes no sense to use a ik rig without quaternions it will never work in animation. That is, euler is only good for the daz rig if we animate with fk without a ik rig. Same with limits we have to turn limits off to animate with ik, otherwise snapping doesn’t work. Limits are only good to animate the daz rig with fk without a ik rig.
Please note that in the MHX panel you get limits controls as well. The difference is that the limits in the global settings will or will not import the daz limits at all, while the limits in the MHX panel will switch them on and off.