Genesis 8 for Maya Manual

June 7, 2018 Leave a comment

Expand Arrow

Installation

1. Install Genesis 8 for Maya

Install Genesis 8 for Maya’s files using Daz Install Manager or by manually extracting them into their proper locations.

2. Load plug-in inside Maya

Inside Maya go to Windows > Setting/Preferences > Plug-in Manager.


Look for ‘Genesis8ForMaya.py’ and check the ‘Loaded’ box next to it. If you would like it to load every time you start Maya, check the ‘Auto load’ box as well.
Expand Arrow

How to use Genesis 8 for Maya

Setting up your character for export inside Daz Studio

Load your desired Genesis 8 character into a new scene and dial in its shape to whatever you’re going for. You can also add clothing and hair to your character if you want.

If you would like any additional morphs, expressions and/or pose controls to be exported with your character, set them as favorites and they will exported automatically.

Exporting your character from Daz Studio

With the character selected go to: Scripts > Genesis 8 for Maya > and select the Daz Original Core figure your character is based on.

The script will export your figure properly as a .FBX to whatever location you choose.

Importing your character to Maya

With the plug-in loaded… (refer to installation instructions)

Go to the Genesis 8 for Maya menu. From the menu select the Genesis 8 core figure your character is based on. The import dialog will come up, look for the .FBX file you created using the Genesis 8 for Maya Daz Studio export script.

Specifying a Character Name

After the import is complete you will have the option to specify a name for your character. Just type in the name you desire.

Shading Network Renaming Options

The check boxes in the Shading Network section allow you to toggle whether you would like the shading groups and/or shaders renamed.

The Rename Shading Groups checkbox will rename the shading groups from something vague to the figures name, or specified name if one is given, appended with the name of the shader. For example, instead of shading groups with names like “Genesis8MaleShapeSG1,” “Genesis8MaleShapeSG2,” etc. they will be named to the format of “Genesis8Male_TorsoSG,” “Genesis8Male_FaceSG,” etc. This makes managing shaders in the Hypershade a lot easier.

The Rename Shaders checkbox will add the figures name to the beginning of the shader name. For example, “Torso,” will be renamed to “FiguresName_Torso.” When you have clothing items and hair in the scene in addition to the figure it helps keep the shaders for different items grouped together and makes it easier to know what the shader you’re working on is for.

After you make your decision on the renaming options and click “Yes” or “No” I recommend saving the scene in a native Maya format for future use.

Expand Arrow

How to use DazToMaya’s Shader Conversion Tool with Genesis 8 for Maya

To use DazToMaya’s shader conversion tools in conjunction with Genesis 8 for Maya follow all the above steps, except when the dialog box pops up after import uncheck both the “Rename Shading Groups” and “Rename Shaders” check boxes before clicking “Yes” or “No.” Don’t worry you can still use these renaming features later and specify a name for your character.

After clicking “Yes” or “No” go to the DazToMaya menu and select “Import,” when it’s dialog box comes up just use the shader conversion feature, don’t click any of the import options.

When the shader conversion is finished you can close the DazToMaya UI and that’s it.

If you would like to auto-rename the shaders and shading groups you can do so by going to the “Genesis 8 for Maya” menu and clicking the appropriate menu items.