Genesis 8 for Maya Manual

June 7, 2018 115 comments

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Installation

Installing Genesis 8 for Maya and/or Genesis 3 for Maya
Genesis 3 for Maya is installed much the same way as Genesis 8 for Maya. When using these instructions to install Genesis 3 for Maya just substitute everywhere the directions say “Genesis 8 for Maya” with Genesis 3 for Maya.”

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

If you don’t see Genesis 8 for Maya in Daz Install Manager’s “Ready to Download” list, try enabling the “Public Build” Download Filter by clicking the “Download Filters” button and putting a check in the box next to “Public Build.”

To install manually download the ZIP file from your ‘Product Library’ in the ‘My Account’ section of the daz3d.com website. Then extract the files to the following locations:

1. Extract Daz Studio Scripts

  • Windows and Mac:
    • Extract all files from:
      For Genesis 3 for Maya substitute the “Genesis8ForMaya” folder with “Genesis3ForMaya”
      \DAZ Studio_4.5;4.x Public Build;4.x Private Build\scripts\support\LayLo3D\Genesis8ForMaya
      To:
      C:\Program Files\DAZ 3D\DAZStudio4\scripts\support\LayLo3D\Genesis8ForMaya
    • Everything in this folder:
      \AppData\DAZ 3D\Studio4\RunOnce
      You should be able to double click and they will open Daz Studio (if it’s not open) and set up the scripts inside the script menu so they can be ran from Daz Studio. You can also drag them from the folder onto the Daz Studio window and it should execute them as well.

2. Extract Maya Plug-in Files

If Maya is running make sure to close it before proceeding

  • Windows Only:
    • Extract all files from:
      \UserDocs\Autodesk\maya\plug-ins
      To:
      C:\Users\your username\Documents\maya\plug-ins
      *Create the folder if it doesn’t exist
  • Mac Only
    • Extract all files from:
      \SharedDocs\Autodesk\maya\plug-ins
      *These are the same files that are in UserDocs, there’s just a little bit of a folder structure difference with Mac OS

      To:
      \users\Shared\Autodesk\maya\plug-ins

3. 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.
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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. For best results don’t dial in the ‘Naval’ morph, it will be exported out by default and it’s better to dial it in inside Maya. If you want to use any of the other naval morphs favorite them, so they will be exported out and apply them in Maya as well.

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.

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The Naval Morph

I decided to make my Daz Studio export scripts export the naval morph out by default. Daz Studio has JCMs that only apply when the naval is dialed in. My plug-in is able to mimic this functionality by always exporting it.

For best results don’t dial the naval morph in before export. If you want to dial it in wait until you get to Maya. If your character is wearing clothing that covers the naval it is best not to dial it in, otherwise the clothing can be pulled into it.

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How to Use Geo-Grafts and Attachments with Genesis 8 for Maya

Note: As of version 2.00 these steps should now be done automatically.
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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.

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Update Notes – 1.10

Added Set Driven Keys for the eyelid joints surrounding the eyeballs.

Prior to this change when rotating the eyeballs they would commonly poke through the eyelids. The new functionality also more closely mimics that of Daz Studio. There is also a limitation with Daz Studio’s FBX export that it does not export out the negative affect of morphs and pose controls. Therefore, the “Eyes Side-Side” and “Eyes Up-Down” would only move the eyes and eyelids in one direction. I feel this is a good solution to the problem. If this change negatively affects using your mocap systems, the connections to the eyelid joints can be broken to remove the effects of the “Set Driven Keys.”

“Smooth Mesh Preview” with “Preview Division Levels” set to 2 and “Use Preview Level for Rendering” will now be turned on automatically inside Maya for both the figure mesh and eyelashes (if they were exported).

With most render engines this change should make the mesh less faceted and look better when rendered.

Genesis 8 will now be exported out of Daz Studio at the “Base Resolution” level.

I recently learned that even though FBX export always exports the mesh with the same number of polygons of that of the base resolution mesh, if the resolution level isn’t set to base before export the mesh is smoothed a little bit and doesn’t look good when subdivided inside Maya. This should also make it easier if you decide to create any extra blend shapes for your figure.

Added an option to select an alternate HumanIK definition that is compatible with MotionBuilder when importing the figure into Maya.

The original HumanIK definition isn’t compatible with MotionBuilder 2018 and would need to be re-defined if you sent the scene to MotionBuilder. The difference between the two definitions is that the arm and leg roll joints get defined as “roll” joints for the MotionBuilder HumanIK definition and required slightly different arm rotations. With the original definition they get defined as “roll leaf” joints.

I don’t know all the implications of using one definition over the other. If you use motion capture I would suggest trying both and see what one produces better results. Please let me and everyone else know in the comments below. Please note when sending a scene to MotionBuilder (MB) that it doesn’t support “Set Driven Keys” and the JCM functionality of Genesis 8 for Maya will be lost. Also, after sending the scene to MB some blend shapes get turned on inside of MB and the mesh may appear distorted. Either turn off the influence of the blendshapes inside MB or delete the blend shapes from the scene in Maya before sending it to MB.

Added full support for Mabel 8 and Teen Kaylee 8.

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Update Notes – 2.1

Favorited morphs and pose controls for clothing and hair will now be exported.

Moved the menu – it will now be a sub-menu of “LayLo3D Tools” to accommodate future plug-ins.

Fixed a bug where morphs in Daz Studio whose names started with numbers wouldn’t import into Maya properly.

Fixed a bug where Maya 2019 version would get flagged incorrectly causing the HumanIK definition to default to the MotionBuilder definition.

Added a new feature where the last used HumanIK definition will automatically be selected next time Maya starts.

Updated all Daz Studio export scripts – they should now be better about not exporting unnecessary JCMs.

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Maya 2019

This Shape Editor bug has been fixed in Maya 2019.1
  • Maya 2019 – When importing FBX files where the Shape Editor is not populated with the blend shapes. Morphs exported from Daz Studio should still be usable via the Channel Box and/or Attribute editor.

115 Responses to “Genesis 8 for Maya Manual”

  1. RayG says:

    Update on my prior question. I think this is resolved; specifically the Favorites that get transferred have to be under the Parameters tab and not the Pose tab in DS. Counterintuitively, they have the same name and behavior, but are considered separate.

    • LayLo says:

      Sorry I’m too late to help, but glad you got it figured out. I actually didn’t know it wouldn’t find the morphs in the Shapes tab. That is interesting. I’ve always used the Parameters tab. I’m glad that besides that issue you’ve been enjoying the plug-in! Thanks for the support!

  2. RayG says:

    Regarding expression exports – I’ve favorited the full list of Head expression components (PHMs and eCTRLs) but aren’t seeing those show up in any groups in the Shape Editor in Maya. When I look at the blendshape contents of the exported intermediary FBX from DAZ in another application, I see other favorites and pJCMs, but no eCTRL or PHM. Are there special settings or preconditions needed for me to manually export FBX (instead of using your dse script) from DAZ Studio so that the eCTRL and PHMs get properly added as animatable Maya blendshapes? I understand this may be somewhat complicated by “pure blendshape” facial animation versus G3/G8 use of facial bone rigging.
    Other than this, your toolset is pretty darn awesome. Thanks for any suggestions you can offer on this!

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