Rigging

 The armatures imported from DAZ Studio are straightforward forward-kinematics rigs, and are not so convenient for manual animation. The DAZ importer allows you to automatically convert the imported rigs to two more animator-friendly rigs: MHX and Rigify.



  • Convert to MHX. Convert the active rig to MHX. The current rig is deleted.
  • Convert to Rigify Convert the active rig to Rigify. The current rig is deleted.
  • Delete Metarig. When converting to Rigify, an intermediate metarig is created. This is deleted at the end of the process unless this option is unchecked.
  • Add IK goals
  • Add Winder
  • Group
  • Add To Group
  • Remove From Group

The MHX rig

The MHX (MakeHuman eXchange) rigs was developed by myself when I was working on the MakeHuman project. Documentation about the MHX rig. Eventually the documentation should be moved here, for an MHX-converted DAZ character behave slightly differently from a MakeHuman one, but for the time being the MakeHuman documentation will have to do.

After pressing Convert To MHX, Ana's rig is replaced by an MHX rig, recognizable by the bones' custom shapes.

Face bones carry over to the new rig, so it is still possible to do facial posing in the Face Units, Expressions and Visemes panels. Expressions can be tweaked with the face bones on the Face layer (armature layer 9). Three new panels appear when an MHX rig is selected: MHX Layers, MHX FKIK Switch, and MHX Properties. They are described in the MHX documentation.

Rigify

DAZ characters can also be rerigged with the popular Rigify add-on by Nathan Vegdahl. Links to documentation about Rigify in general:

Official Rigify documentation
Blenderartist thread

First we must make sure that the Rigify add-on is enabled. It is bundled with Blender and is found in the Rigging category.

Here is the rigified version of Ana. Runtime controls for Rigify are found at the bottom of the "N-panel" to the right of the viewport. Facial bones and rig properties are copied to the Rigify rig, so face units,  expressions and visemes continue to work, including the extra layer of tweak bones. The face bones can be found on armature layer 2 in the rigified armature.

There were some problems with Rigify conversion in version 1.0 of the DAZ Importer, but they have been ironed out in version 1.1.

3 kommentarer:

  1. First off, I'm very impressed by this addon and the number of features. It is definitely going to make my life easier!

    I noticed that the Rigify rig generated by your addon differs slightly from the stock Rigify rig. The chest bone seems to be missing and instead there's an extra bone near the head which appears to do the same thing. Also, the neck bone is much larger and positioned oddly.

    https://imgur.com/flHMD8v

    May I ask the reason for these differences? Is there a way to use the standard Rigify bones? I think I prefer them.

    Thank you!

    SvaraRadera
    Svar
    1. Upon further investigation it looks like the differences I'm seeing in the Rigify rig weren't intentional changes on your part, as I had assumed. Rather, it appears that the differences are probably caused by the additional bones in the generated metarig, compared to the standard metarig. I'm guessing the Rigify script is getting a bit confused by the extra bones, which is resulting in a few oddities in the generated rig. Not a huge deal, as those can be fixed by hand afterwards.

      Radera
    2. The script uses the bones in the imported Daz rig to fit the metarig. Depending on the generation of the Daz character, the match between the two rigs is more or less imperfect.

      Radera