Genesis 3 for Maya – Now Available!

September 2, 2018 2 comments

Well it’s official, Genesis 3 for Maya is now available! Actually it’s been available for about a week now. Apparently I’m late to my own party… What can I say, I have a lot of stuff going…

Genesis 3 for Maya

Currently only available in my Gumroad store: https://gumroad.com/l/g3_for_maya/intro10off

Genesis 3 for Maya has all the same great features as Genesis 8 for Maya and fully supports all the Daz Original Core characters.

The features include:

  • Configures Joint Controlled Morphs (JCMs) for all Daz 3D Original Core characters, both male and females (JCMs clean up ugly joint deformations beyond what is capable with just weight maps).
  • Only exports the JCMs that the character uses, not all the JCMs.
  • Organizes the Shape Editor, so you don’t have to dig through all the JCMs to find your morphs, expression, and pose controls.
  • Export morphs, pose controls, and expressions out with your character by simply setting them as favorites In Daz Studio before running the export script.
  • Works with geo-grafts including anatomical elements (minimal manual setup required, I have a video in the manual showing how).
  • Sets up the figure with HumanIK in Maya.
  • Has HumanIK definitions for both MotionBuilder and “roll leaf” joint definitions available in Maya 2016 Extension 1+.
  • Provides renaming options to keep a clean scene and make it easier to set up shaders for Maya.
  • Compatible with Maya 2016+

See what other people have to say about the time saving and animation improving results this product has to offer in the comments of the Genesis 8 for Maya intro video (this Genesis 3 version has all the same great features).

For more information see the Genesis 8 for Maya Manual (Genesis 3 for Maya works the same way except with Genesis 3 instead of Genesis 8).

2 Responses to “Genesis 3 for Maya – Now Available!”

  1. Phyxir says:

    Hi. I have been messing around with your product. It looks very promising. I have two issues to overcome at the moment.
    1. Saving as a Favorite as an adjustment parameter or posing parameter on hair (for example) does not import into Maya as they do on a core actor?
    2. Clothing skinning has a different result with your script compared to DaztoMaya. For example, a DaztoMaya export will bring in static clothing if it is armor. In Gen# to Maya, it comes in as dynamic as the skin is.

    I am new to your product and I look forward to exploring it more.

    • LayLo says:

      Hi!
      1. You are correct. This hadn’t crossed my mind. I will look into seeing if I can figure out a way to also export favorited morphs on clothing and hair. I’m not sure if it will be possible, I think you can only change the morph rules for the figure itself, not the other items. I will check.
      2. I’m not sure what you’re meaning, static vs dynamic. Do you mean how the clothing has the corrective morphs? Or, are you saying that pieces of armor that don’t have joints in Daz Studio, that are only parented to a certain body piece are getting rigged in Maya?

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