This process took a lot of trial and error to solve. Very difficult.
To get the DAZ G2 skeleton into iClone7 please see:
DAZ G2 to iClone7 for Animations
Open the DAZ Studio 4.10 duf files individually.
- The material on these are a simple grey so only the eyelash texture will export/embed. The textures are not needed in iClone7 for animation.
Set the => _FittingPose_G2F_Default
*Found in /Presets/Poses/G2 <= Created by User
Make certain to have a nice clean scene in DAZ Studio for every animation import. This will ensure the Timeline has no artifacts in it when importing the BVH file/data.
We will use this same model once we are exporting the animations out of iClone7 to DAZ via BVH as a bridge. This is necessary since there is a bug in 3DXChange that changes the actual bone positions of the upper torso so exporting the DAZ G2 from it with the animations tweaks the models in game engine (or any 3D app).
To solve this DAZ 4.10 fixed an issue with the BVH import and as such we can export the BVH animation data from 3DXChange7 into DAZ then export out the animation from DAZ now that it is perfectly set up to the G2 rig.
*Same process can be applied to G1 based characters (G3 & G8 as well but slightly different because of all the additional bones)
Now open up iClone7 then 3DXChange7. Not sure why but works better this way. 3DXChange does have dependencies on iClone7 so them seem to link up better if iClone7 is already open. Not exactly necessary but ‘seems’ to work better….never had any issues restarting 3DXChange7 doing it this way.
Now drag G2F_iC7.fbx (G2M_iC7.fbx) into 3DXChange7 to fire up the Auto Import process. It will auto detect the G2 models
You will notice here that the shoulders have been moved up and the torso is a little longer. If we export this ‘iClone7 Characterized Model’ it will need to be fixed in a 3D Modelling app….Maya/Blender/3DSMax…etc. Since iClone7 will be just used as an animation tool we can export just the BVH data later which will line up correctly on the correct rig in DAZ.
Now we click the animation in the Motion Library.
This will set the Bind Pose (Default from DAZ). You will notice that the body looks right now. It is still off in the iClone7 T-Pose though but does work with animations.
Now we are ready for the Bridge BVH process.
Open iClone7 and 3DXChange7 and add your model to the scene. In this case we are using the Female Walk Cycle which will need G2F_iC7 model to check the animation in any case.
In the Collect Clip bar left click down and drag a blue bar from one end of the clip to the other. Now right click on the blue bar and click the Add Motion to 3DXCHange option.
In 3DXChange7 we will see our G2 model automatically begin animating. Give the animation a good look to see if any anomalies surface…should be solid at this point but never hurts to check.
Notice the name of animation from iClone7 here in 3DXChange7 and that this motion must be added to the Perform Editor to be exported.
Click the Modify button and only change the name. In this example => f_walk_fwd
Now clear out the Perform Editor and with our new animation name selected click the Add to Perform button.
Now click the Export BVH button on the top bar to get the export script options box.
- File Name => Prefix of save file
Set up as shown and choose where you would like 3DXChange7 to export animations. I use one folder for all exports on the development drive which is backed up weekly…choice is yours.
Now I simply remove the prefix for consistency but could be left.
If you have not done so already in the duf file we want to turn Off Rotation Limits on the G2 Model. I turn them off right away in any case. There are a couple of ways to do this but the method with certainty is this.
- Expand your model and select the hip bone
- Right Click on the hip bone and choose the Expand from Selected option
- Now scroll to the bottom and Shift+Click the last bone to select ALL bones
- Now in the Parameters Tab click the display options for active pane button (shown in pic) and click the Limits Off (Rotation) option
Now in DAZ Studio 4.10 we import the BVH file as shown.
Before importing give the timeline plenty of space to hold the imported animation frames.
@ Show Details»
iClone7 is a 1-Based numbering system and DAZ Studio 4.10 is a 0-Based numbering system.
This Female Walk Cycle has 60 Key Frames
The animation should be right. DAZ Studio 4.10 has yet to implement any IK solution but since iClone7 already handles that in making this animation we can assume the BVH data already has this in the animation data…and we would be correct. If we make modifications from here (not sure why you would do so) we would not have the benefits of IK to help with flooring.
Graphmate and Keymate are both excellent plugins to DAZ Studio so if there are any adjustments we can do them here with these plugins.
Now we will save this as a Pose Preset with Animation Range which will save it as an Animation DUF.
*You will want to set up a set of folders in Presets to hold your Poses and Animations
I cleaned out my Walking folder for this workflow tutorial purpose.
Now make a new fresh scene and open the G2F_Base DUF file again
Now double click on the new Animation Pose Preset we just made to sanity check that it worked.
We prep the scene for FBX export.
Now we export the Animations in FBX 2014 Binary as shown to be used in game engine or other applications. We will test it in both Unity 2018 and UE4.21.
I prefer the K.I.S.S. (Keep It Simple Stupid) approach in
1 FBX = 1 Animation
So this workflow from DAZ actually works really well.