Genesis 8 for Maya Manual

June 7, 2018 66 comments

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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.

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:

  • Everything in the folder:
    \DAZ Studio_4.5;4.x Public Build;4.x Private Build\scripts\support\LayLo3D\Genesis8ForMaya
    Goes into:
    C:\Program Files\DAZ 3D\DAZStudio4\scripts\support\LayLo3D\Genesis8ForMaya
  • For Windows, everything in:
    \UserDocs\Autodesk\maya\plug-ins
    Goes into:
    C:\Users\{your username}\Documents\maya\plug-ins
  • 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.
  • For Mac OS, everything in:
    \SharedDocs
    is the same as what’s in the UserDocs, there’s just a little bit of a folder structure difference with Mac OS
    \Users\Shared\Autodesk\maya\{version}\plug-ins
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.
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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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Maya 2019

Maya 2019 currently seems to have a bug 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.

66 Responses to “Genesis 8 for Maya Manual”

  1. aeon says:

    I get the following when trying to load your plugin in maya:
    // Error: file: C:/Program Files/Autodesk/Maya2018/scripts/others/pluginWin.mel line 290: ImportError: file D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya.py line 13: No module named G8ForMaya_Menu //
    // Warning: file: C:/Program Files/Autodesk/Maya2018/scripts/others/pluginWin.mel line 290: Failed to call script initialize function //
    // Error: file: C:/Program Files/Autodesk/Maya2018/scripts/others/pluginWin.mel line 290: (Genesis8ForMaya) //

    • LayLo says:

      Can you double check and make sure you have the Maya plug-in files in their proper locations?

      It looks like in your case you should have the following files in this folder D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya like:
      “D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya/g8_for_maya.png”
      “D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya/G8ForMaya.pyc”
      “D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya/G8ForMaya_Aiko8.pyc”
      “D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya/G8ForMaya_Alexandra8.pyc”
      “D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya/G8ForMaya_BaseJCMs.pyc”
      “D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya/G8ForMaya_Charlotte8.pyc”
      “D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya/G8ForMaya_Darius8.pyc”
      “D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya/G8ForMaya_Edie8.pyc”
      “D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya/G8ForMaya_Edward8.pyc”
      “D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya/G8ForMaya_Floyd8.pyc”
      “D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya/G8ForMaya_Girl8.pyc”
      “D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya/G8ForMaya_Karyssa8.pyc”
      “D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya/G8ForMaya_Lucas8.pyc”
      “D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya/G8ForMaya_Mabel8.pyc”
      “D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya/G8ForMaya_Menu.pyc”
      “D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya/G8ForMaya_Michael8.pyc”
      “D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya/G8ForMaya_Monique8.pyc”
      “D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya/G8ForMaya_Ollie8.pyc”
      “D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya/G8ForMaya_Olympia8.pyc”
      “D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya/G8ForMaya_Owen8.pyc”
      “D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya/G8ForMaya_Penny8.pyc”
      “D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya/G8ForMaya_Sakura8.pyc”
      “D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya/G8ForMaya_Stephanie8.pyc”
      “D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya/G8ForMaya_TeenKaylee8.pyc”
      “D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya/G8ForMaya_Victoria8.pyc”
      “D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya/LL3D_Logo.png”

      And the Genesis8ForMaya.py should be here:
      “D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya.py”

  2. aeon says:

    I solved replacing “~/maya/plug-ins/Genesis8ForMaya” with “D:\Users\Andy\Documents\maya\plug-ins\Genesis8ForMaya” in Genesis8ForMaya.py

    But now I’ve another problem.
    I’ve loaded Genesis 8 Female base
    exported via Scripts -> Genesis 8 for Maya -> Export Genesis 8 base Female
    But when I try to import in maya using G8 for Maya -> Import Genesis 8 Base Male or Female, I get this:
    Unexpected figure or naming convention
    # Traceback (most recent call last):
    # File “D:/Users/LayLo/Documents/maya/plug-ins/Genesis8ForMaya\G8ForMaya.py”, line 1239, in loadGenesis8Figure
    # File “D:/Users/LayLo/Documents/maya/plug-ins/Genesis8ForMaya\G8ForMaya.py”, line 129, in createCharacterGroup
    # ValueError: No object matches name: hip
    # Warning: An error occurred. If you believe this error occurred due to a bug please email the log file located at : C:/Users/Andy/AppData/Roaming/SPB_Data/maya/plug-ins/Genesis8ForMaya/log.txt to Daz tech support. #

  3. aeon says:

    And yes, the files are (and were) all in the paths you indicate

  4. aeon says:

    Apparently last problem was happing because I’ve “updated animation” and no “add and update animation” in maya fbx import options.
    Maybe you can add the correct maya fbx import options in your how to use instructions?

  5. TaTuJo says:

    This plugin exports just joints and skeleton to Maya. What exports settings one should use to exp/import whole character?

    • LayLo says:

      Sorry for the delayed response, the CPU on my computer went out and I’ve been distracted working on getting it going again.

      It should export the mesh and clothing as well as the rig automatically. You’re only getting the skeleton in Maya? And you’re making sure to use my export script to export inside Daz Studio, found under the “Script” menu?

      Let me know if you’re still having this issue and I can investigate further.

  6. Shane says:

    Is this the best place to post for support? If so, I am trying to export a genesis 8 male with a third party genital attachment. For some reason any parameters on the attachment that I favorite are not saved upon export. The favorited parameters also are not saving when I save and reload the scene. Any ideas how I get the favorites to work on the attachment so it will transfer over with the blend shapes? Thanks in advance!

    • LayLo says:

      Hi Shane,

      This is a good place for support.

      Unfortunately, one of the limitations of Daz Studio’s FBX export is that it doesn’t export morphs or pose controls for geo-grafts. 🙁

      You can manually export morphs for geo-graphs and set them up in Maya, but unfortunately I don’t know of a reliable way to automate this process.

      Sorry I don’t have a good solution. 🙁
      -LayLo

  7. Luke Parker says:

    Is there any way we could get keyed poses in Daz to translate as blendshapes as well? There are so many items in the store for quickly iterating beautiful poses that can be extremely difficult/tedious to emulate back in maya.

    • LayLo says:

      At the present time there isn’t that I know of. I do have a pose reader for Maya on my to do list, but I’m not sure when I’ll have a chance to get around to it. Sorry 🙁

  8. James Linehan says:

    Sure would like to use the pose presets in Daz3d in Maya. of course you only get the T pose. There is a way of exporting animation and then napping the pose is back onto the character but this is not convenient. If there was a way to automate this process

    thanks

    • LayLo says:

      I do have a pose reader for Maya on my to do list, but I’m not sure when I’ll have a chance to get around to it. Sorry that I don’t have any ideas in the meantime 🙁

  9. Ian Ross says:

    Could you let me know what I’m doing wrong?

    No matter whether i export the base female gen 8 or victoria 8, no blendshapes show up in maya at all.
    For the standard JCMs and blendshapes do I need to favorite them all? Not sure where to go about finding everything I would need.

  10. Ian Ross says:

    I pretty much got everything working and i’m loving the plugin right now.
    I noticed that the FK forearm roll/twist is not connected to the hand twist so I had to make the connection myself in Maya. Is it possible add this for the legs and the arms to your maya script?

    • LayLo says:

      Awesome! I’m glad you got it working and are happy with it!

      I’m actually not sure of the connection you’re referring to. I could probably add the step you’re talking about to the script. How do you set up that connection?

  11. Dmitry says:

    Hello! does your plugin works with maya 2016 or is it only for 2018? I’m considering buy it for G3

    • LayLo says:

      It does work with Maya 2016, except Maya 2016 doesn’t have a shape editor and has a different HumanIK set up, but it still works, I’ve accounted for those things.

  12. Yoshi Kubodera says:

    Hi,
    Pose controls which I checked in Daz don’t seem to work in Maya.
    Bones don’t follow the mesh. The mesh distorts in all directions.
    Bones are binded properly since I can move them without problems in Maya.

    Do you have any ideas what is wrong?
    Thanks
    Yoshi

    • LayLo says:

      Which pose controls aren’t working in Maya?
      Are you using the Daz Studio export scripts included with the plug-in to create your exported FBX file?
      What version of Maya are you using?
      What do you mean the bones aren’t following the mesh? When using extra morphs in Maya the bones don’t follow the mesh the same way they do in Daz Studio, but I haven’t had it create any distortions.

  13. Genesis 8 female comes in correctly , but the Genesis 8 male will not, and throws the following error
    // New character ‘Character1’ was created.
    setCharacterObject(“Genesis8Female_Group”, “Character1”, 0, 0);
    // Error: file: C:/Program Files/Autodesk/Maya2018/scripts/others/hikDefinitionUtils.mel line 43: No object matches name: Genesis8Female_Group //
    // Error: file: C:/Program Files/Autodesk/Maya2018/scripts/others/hikDefinitionUtils.mel line 43: Object ‘Genesis8Female_Group’ not found. //
    # Traceback (most recent call last):
    # File “D:/Users/LayLo/Documents/maya/plug-ins/Genesis8ForMaya\G8ForMaya.py”, line 1667, in loadGenesis8Figure
    # File “D:/Users/LayLo/Documents/maya/plug-ins/Genesis8ForMaya\G8ForMaya.py”, line 1259, in defineIK
    # # RuntimeError: Error occurred during execution of MEL script
    file: C:/Program Files/Autodesk/Maya2018/scripts/others/hikDefinitionUtils.mel line 43: Object ‘Genesis8Female_Group’ not found.
    // Warning: An error occurred. If you believe this error occurred due to a bug please email the log file located at : C:/Users/Frank/Documents/maya/plug-ins/Genesis8ForMaya/log.txt to Daz tech support. //

  14. Hello, I purchased the Genesis 8 for maya , and I have double checked the installation procedures, it appears to be correct..
    However when I try to bring in a male genesis 8 figure it throws a error, No dialog box opens, and though the fbx comes in , thats it , no HIK , nothing..

    Then if I do a female it works fine..
    Please help

  15. Alex says:

    Hi!
    Great tool!

    I can´t seem to figure out the shader conversion tool.

    There is no such item as import.

    Please let me know how to run this application.

    /Alex

    • LayLo says:

      Hi!

      Thank you. Sorry for the delayed response, I’ve still been tying up loose ends with a couple busy construction projects.

      I’m sorry to inform you the neither Genesis 3 for Maya nor Genesis 8 for Maya include any kind of shader conversion tools. What I mention in the video is that if you have DazToMaya you can still use its shader conversion tool in conjunction with my plug-in.

      I have actually been working on a fairly advanced shader tool. It has its own user interface and does a lot of work of setting up shaders for you. There will still probably be some manual tweaking involved to get things just right for peoples personal preference, but the goal is at least to get things most of the way there.

  16. Brandon says:

    This is a great tool. It seems to be helpful but after using if for 3 days, I’m not sure what went wrong with the rigging from using the Genesis 8 to Maya, but in may, the converted mesh transformations have the mesh lying down on the X-axis while the Skeletal rig is centered at the origin in an erect (normal (position). I wish there was a way to send screenshots. Please let me know if I can, or if you have come to know of an issue like this.

    Brandon.

    • LayLo says:

      I have not ever heard of this issue. I’m not sure what made the mesh lie on the X-axis. Are you saying that’s the way it gets imported in now when using my plug-in?

  17. Tomasz says:

    Many blenshape in gen8 has a range from -100 to 100. Normlanie exports only 0 to 100. And you have to do it manually. Does your plugin export blendshape from -100 to 100.

    • LayLo says:

      For the selected character it will export blend shapes for the morphs you favorite. To use a blend shape at a negative value inside Maya you have to manually put it in. This works for most morphs, but some pose controls don’t work as expected. I hope that answers your question.

      • Tomasz says:

        I understand that you mean setting the slider parameters in May to range – 1 to 1. It doesn’t work. The only option is to set bledshape in Daz export to obj and give as blenshape in Maya.

        It looks like a gene 8 which has a lot of such blushapow is not very convenient when it comes to working in other programs. Doing this manually with each character is time-consuming.

        It is not possible for the plugin to do it automatically?

        • LayLo says:

          You can set a negative value for blend shapes inside Maya. I know this doesn’t always work for pose controls, but for most morphs it should work. What happens when you try it?

  18. steven says:

    Hi, i bought g3 for maya and everything work fine except the “morph controlled joint”. Such as “eye squint”, in daz the eyelids and eyebrow are moved by bones, but when favourited and exporting to fbx, it automatically got convert into morphs. This create problems when u set the blendshape value out of 0-1 range(the eyelids distorted uglily).

    I know it is the daz fbx exporter that did this on daz end, but would you script it for maya to move the joints with set driven key?

  19. Chris says:

    Hi. I cannot get the script to work properly in Maya. I’ve tried a basic Genesis 8 female with no changes, just completely generic. Used the export script for Genesis 8 and seems to work fine. I import in Maya (2018.5) using the script. It runs through the aliasAttr Genisis…etc.. part fine. But it fails to create a HumanIk rig. There are no controllers or grouping. Just bones and Geometry. The geometry is skinned to the bones and most (not all) of the blend shapes seem to work, but no controllers or HumanIK. The last thing I get in the script editor is:

    setAttr -type “string” Genesis8Female.StudioNodeName “Genesis8Female”;
    setAttr -type “string” Genesis8Female.StudioNodeLabel “Genesis 8 Female”;
    setAttr -type “string” Genesis8Female.StudioPresentationType “Actor/Character”;
    setAttr -type “string” Genesis8Female.StudioPresentationAutoFitBase “/Genesis 8/Female”;
    setAttr -type “string” Genesis8Female.StudioPresentationPreferredBase “”;

    It never gets past there, and the Genesis 8 for Maya GUI just says “Importing please wait…”. It’s not actively doing anything else. I can move around in the scene and close the GUI as if the script is finished.

    • LayLo says:

      Hi,
      Hmmm… I haven’t heard of this before. I just recently released an update (version 2.0) could you please try it and see if you still run into a problem? If so, the easiest way for me to trouble shoot the problem is if you can email me, laylo3d@gmail.com, the log.txt it creates when the plug-in is ran. The text file is typically located at C:\Users\\Documents\maya\plug-ins\Genesis8ForMaya. Let me know if you need more help finding the log file.

  20. mms says:

    Hi. I was wondering if you can answer my issue that might have a simple solution but is highly important:
    When I export clothing close to the body, namely pants, how do I prevent the skin from popping out of them? It’s a common FBX issue with DAz and Maya, but I’ve yet found a solution without bogging down the RAM with deformers/simulators.

    Do you also export as little clothing as possible? I’ve noticed that if I bring in too much into Maya, some of the things I favored disappear. And will there be an option in the future in Maya allowing us the decision what shouldn’t influence what. For example: the eyebrows/accessories, tend to have blendshapes with pants, which do nothing but reduce my favorites count, etc.

    • LayLo says:

      Are you using my Genesis 8 for Maya plug-in? What typically causes the problem is in Maya it doesn’t have all the JCM (joint corrective morphs) for the outfit, nor auto-smoothing. My plug-in will usually help, but not always. The only way I know around this is to import extra blend shapes for the pants from Daz Studio and set up Set Driven Keys in Maya to drive the blend shape with the joint. You could also create your own blend shapes by duplicating the mesh and making your tweaks then creating a blend shape out of it. I’m not sure if blend shapes are faster than what ever other deformers you may have tried. I’m not sure your experience level with Maya, that may sound like gibberish. Let me know if that makes sense or not, I may be able to help more. I typically use simulated clothes in Maya. :/

      It sounds like you’re using my plug-in, sometimes some of the favorite morphs have trouble being found and if that’s the case won’t be exported. You can let me know a few that aren’t getting exported and I can do some digging. With clothing and hair it doesn’t find any of the favorite morphs beyond what the figure’s favorites unfortunately. You can delete some of those unnecessary blend shapes via the Shape Editor, but I don’t know how to screen them with code to figure out if they’re necessary or not.

      • mms says:

        Thank you!
        I see now. Simulated clothes tend to slow things down on my end. Hopefully it’ll change with a computer upgrade. I’ll check out the blendshape approach. It’s usually inbetween the legs that mess up for male characters when they run or kick in Maya.

        Still. Beyond a shadow of a doubt: You have a very awesome plugin through and through! And really do appreciate your hard work my friend. 🙂

  21. BrandonK. says:

    I am trying to use this addon to pipeline Daz models into Maya for modification, then into UE4 (I have the licenses). I am fairly new and I am currently trying to learn Maya. When I import the character, I see the full DAZ rig in the Maya outliner, but several of the bones don’t seem to appear in the view port when selected in the outliner. However, I see a hierarchy of “Ctrls” that seem to replace the original skeleton. The top Ctrls seem to be “Effectors” to pose the character, but there seem to be “Joints” below these that seem to be what the character uses instead of the original DAZ Skeleton.

    -What are these Ctrl Joints? I tried searching for the icon and “hikFKJoint” on Google, but there was little ot no data, and nothing that could explain it to a newcommer. I also couldn’t find them in any tutorials that have the same icon in the outliner that use IK or FK. The tutorials seem to have different icons, not the 3 little squares that the addon seems to generate.

    -If I want to add bones to the figure, do I need to add them to the original skeleton then import them into UE4, or do I need to use the “Ctrls” somehow?

    -If I understand correctly, it is the “JCMs” that allow the figure to give the more realistic deformation of the mesh when posing. When I import the model into Maya using this addon, I see the correct deformation appear, will these deformations transfer into UE4 if I export the character out of Maya into UE4 using FBX?

    -Which Skeleton gets exported out of Maya into UE4 when I export it using FBX?

    • LayLo says:

      Hello Brandon,

      Sorry for the delayed response, I was out of town.

      So, the plugin sets up a HumanIK control rig that can be used to pose characters instead of the joints. It can be deleted in the HumanIK panel. The normal rig is still there kind of underneath the HumanIK controls and will not be deleted with the HumanIK controls.

      To add bones you would want to add them to the original skeleton.

      You are correct, the JCMs clean up joint deformations beyond what the painted weights can do alone. I believe you can still use the JCMs in UE4, but I’m not sure how it works exactly, because I have never used it before, sorry.

      I think only the normal Daz skeleton gets exported via FBX.

      Hope that helps.

  22. yoji says:

    Is this tested to be compatible for Maya 2019?

    • LayLo says:

      In my initial testing it does seem to work with 2019, but the thing is the way I currently have it check the version of Maya in my code 2019 gets flagged incorrectly and HumanIK gets set up the old 2016 style. What I would recommend until the next update goes live is to run the script in 2018, save the scene, then open that scene in 2019. Sorry for any inconveniences. If you own the plug-in you can also email me and I can send you the updated file for the 2019 update right away.

  23. yoji says:

    Sorry. I have another question.
    If I wish to export/import the blendshapes for like, the eyelashes and eyelids together, could I? If so, how would I go about that?
    Always was curious what you pressed to get shapes to influence each other like that and turn them blue [I’m guessing that’s how, for example, closing the eyes can have the eyelids influence the eyelashes]. That’s pretty cool.

    • LayLo says:

      I don’t know if you can export/import blend shapes for more than one mesh at a time unless you maybe combined them or something like that.

      I set up “set driven keys” to control the eyelashes and eyelids with the eyeballs. You should be able to find out more info about them if you want to with a quick google search.

  24. Jasper says:

    Hello, LayLo! First, i wanna thank you for your great work!

    I have a problem with bones limits. If short, they ruin the skeleton or don’t work at all. Same annoying results with self fbx export/import and with your plugin.

    I define the skeleton. (using your Maya HIK template)

    1. If i create Control Rig with Bones Rotation limits “On”, my Character and Control Rig are broken, but limits seems (SEEMS, but not 100% sure) to work (when i move HIK effector, it stops and bring me back in certain areas/angles).
    2. If i create Control Rig with Bone Rotation limits “Off”, my Character and Control Rig looks good, but limits not working at all (when i move HIK effector, it goes in all angles/positions).
    If i activate original skeleton Bones Limits after Control Rig creation, they do nothing.
    And if i activate Bones Limits in HIK Control Rig created skeleton, it ruins all yet again.

    I tryed MotionBuilder 2018/2019 for the same task and it seems to work as it should.

    Thank you in advise.

    • LayLo says:

      Hi Jasper!

      When I was developing Genesis 8 for Maya I had similar problems trying to incorporate joint limits, and also had no luck implementing them. From what I’ve heard joint limits kind of goes against the idea of inverse kinetics. I experimented some more and from what I can figure out the best option seems to be adjusting the ‘IK Bend T’, ‘IK Bend R’, and ‘IK Pull’ in the HumanIK pane. If you move one of the effectors in such a way it causes problems and then start playing with those values of the problem joint (make sure to select the joint in the HumanIK panel, which technically selects an effector not the joint, but is what you want) you should see it clean up a little bit. The ‘IK Bend R’ seems to have the most effect in my tests.

      I’m not sure this is an end all solution, but I hope it helps!

      • Jasper says:

        So, i think we can do nothing about Limits/Roll Bones with Maya’s built in HIK system 🙁

        So, In short, Maya’s HIK is Limited/bugged edition of MotionBuilder’s HIK

        Your “solution” doesn’t helpfull at all. I think that the only people that can give a solution to this problem is Autodesk.

        From what i understood:

        1. We can’t use Roll Bones when limits “on” because Roll Bones ruins the Rig in this case.
        1.1 Also roll bones don’t work with HIK – https://forums.autodesk.com/t5/maya-animation-and-rigging/roll-bones-how-humanik-rig-supposed-to-work/td-p/7553930
        2. When limits “on” Effectors are broken, they do absolutely strange shit.
        3. HIK Control Rig doesn’t take into account Skeleton Bone limits (in MB i can turn “on”/”off” DOF on selected bones and MB’s control rig will take it into account)

        And only one solution for now – use MotionBuilder for working HIK.

        P.S. if someone has more information about HIK problems that I have described, correct me.

  25. Simon says:

    Hi, hope you can help.
    I seem to be having the same problem That Chris reported on December 4th. Characters are imported but no control rig is created and I get the following error:
    Genesis 8 for Maya wants your Genesis 8 .fbx file…
    Unexpected figure or naming convention
    # Traceback (most recent call last):
    # File “D:/Users/LayLo/Documents/maya/plug-ins/Genesis8ForMaya\G8ForMaya.py”, line 1822, in loadGenesis8Figure
    # File “D:/Users/LayLo/Documents/maya/plug-ins/Genesis8ForMaya\G8ForMaya.py”, line 160, in createCharacterGroup
    # ValueError: No object matches name: hip
    # Warning: An error occurred. If you believe this error occurred due to a bug please email the log file located at : C:/Users/user/Documents/maya/plug-ins/Genesis8ForMaya/log.txt to Daz tech support.
    After this error Maya will proceed to import the character with bones but not control rig is created.

    • LayLo says:

      Hi Simon,
      Chris was able to solve the problem by deleting his Maya user preferences. We did some trouble shooting via email and that’s what he said solved his problem.
      Let me know if that helps and we can take it from there.

  26. Simon says:

    Thanks for the quick and very helpful reply.
    Deleting the Maya preferences fixed the problem.

  27. Arik Avila says:

    Hi, thanks for the application here, super helpful. Had a few snags and maybe I’m placing files in the wrong place so thought I would ask. When importing a character the process begins and imports everything, then I get a series of errors and the G8 for Maya window stays up saying, ‘Installing Please Wait’ but after an hour nothing changed. Meaning that I am unable to access the preferences for saving the shader names and so forth. My errors are listed below.
    // Error: file: /Applications/Autodesk/maya2018/Maya.app/Contents/scripts/AETemplates/AEfileTemplate.mel line 641: No object matches name: file1.uvTileProxyDirty //
    // Error: file: /Applications/Autodesk/maya2018/Maya.app/Contents/scripts/AETemplates/AEfileTemplate.mel line 641: Error evaluating argument at position 1 in procedure “createGeneratePreviewButton”. //
    select -cl ;
    // Error: file: /Applications/Autodesk/maya2018/Maya.app/Contents/scripts/startup/createPrefWndUI.mel line 2524: Object ‘animEdCadenceLineType’ not found. //

    Additionally, I saved out some pose controls which would move the legs and arms and so forth, but when inside of maya in the Shape Controls, the pose controls only rotate the joints inside the mesh, and do not affect the bones. Maybe something that cannot be helped, but mentioning as well.

    • LayLo says:

      Hello,
      The errors you’re reporting aren’t related to my plug-in. I think the first two have something to do with the Hypershade or Attribute Editor.
      I would try deleting your Maya preferences (make sure to back up everything you need first). I’m not sure why, but that seems to fix it for people when it just hangs indefinitely.
      Pose controls get converted to blend shapes when exporting from Daz Studio and importing into Maya, so you are correct they unfortunately do not affect the bones.

  28. Roger says:

    Hi LayLo
    I had the same issue as Arik and I can confirm that deleting the Maya preferences solves the problem.
    Are you still working on a solution for exporting posed characters from Daz Studio to Maya?
    I don’t know if it’s even doable but it would take things to the next level!
    Marcelo at 3DtoAll says he’s working on something but nothing more.
    If we could export posed characters from Daz Studio, the poses can be saved with Studio Library a free plugin that is awesome.
    https://www.studiolibrary.com
    Thank’s for a great plugin, I will buy the G3 version soon!

    • LayLo says:

      Hi Roger,
      Thanks for the confirmation and for your patronage!
      I have been working on a Daz pose library for Maya off and on. What I got right now loads all the poses in your Daz Studio pose folder and re-creates the library inside of Maya. So far it works with characters that don’t have a HumanIK control rig. It mostly works if they have a HumanIK rig, but there’s one problem joint, so the pose is about 98% correct except for the rotations of one joint. =/

  29. Nawa says:

    Hi,
    I followed all the instruction to install your plug in, this is what I encounter in Maya:
    If I click Auto load tick mark box I get this:
    // Warning: file: C:/Program Files/Autodesk/Maya2018/scripts/others/pluginWin.mel line 290: Failed to call script initialize function //
    And if I click the Loaded tick mark box I get:
    // Error: file: C:/Program Files/Autodesk/Maya2018/scripts/others/pluginWin.mel line 290: (Genesis8ForMaya) //
    Any suggestion

    • LayLo says:

      Hello,
      Hmm… It’s hard for me to pin point exactly what could be going on, because those errors don’t mention anything about what is failing to initialize in my plug-in’s code. Is there any more to the errors? Are you on Mac or Windows? I would suggest to start by double checking that the Maya files are in their proper locations. You could also try deleting your Maya user preferences, make sure to backup anything you need first.

  30. Cheyenne Robinson says:

    Hey LayLo,

    I am having a problem with getting my favorite morphs exported out using Maya 2018. It seems like the problem you referenced in 2019. Should this work in 2018? Thanks for all the products. They are awesome!

  31. Cheyenne Robinson says:

    Two additional items to add.
    1) i am using the Toon Generations for Genesis 8 if that makes a difference.
    2.) I am trying to export the morphs that come with iClone 7.
    I am going to try to just export poses that are default to Daz and not specific to the iClone 7 export process.

    • LayLo says:

      You are very welcome, thank you for your patronage!

      I’m assuming you mean you’re having trouble exporting certain morphs out of Daz Studio? They’re not showing up in the Shape Editor nor the Channel Box? With the Maya 2019 problem, they show up in the channel box, but not the Shape Editor…

      The iClone morphs, I unfortunately don’t have them to try testing on my own. Do you know where they are located at in the Parameters hierarchy? I’m wondering if they’re somewhere my script doesn’t look? Please let me know and we can continue problem solving.

      • Cheyenne Robinson says:

        The file hierarchy is listed like this.
        \My DAZ 3D Library\data\DAZ 3D\Genesis 8\Male\Morphs\Reallusion\Facial Expression Data

        Thanks again for looking into this.

    • Cheyenne Robinson says:

      I see what the problem is. The script does not look for custom morphs or poses. It is not exporting the poses/morphs that are in the Reallusion folder inside the \data\DAZ 3D\Genesis 8\Male\Morphs\DAZ 3D\ folder. Is there a way to get the script to include additional poses? I have tried placing the custom poses inside the \data\DAZ 3D\Genesis 8\Male\Morphs\DAZ 3D\Base Pose Head but that still does not work.

      • LayLo says:

        I’m not sure what you define as a “custom morph?” It finds custom characters and Shape Shift morphs, I would define both of those as custom morphs. Perhaps you could give me an example of another morph and/or pose it’s not finding that isn’t from iClone?

        Thanks for providing the file hierarchy. It would still be helpful if you could also provide where they are located in the “Parameters” hierarchy though please?

        Thanks!

        • Cheyenne Robinson says:

          Sorry for just getting back to you and thanks for looking into this. The hierarchy in DAZ is Parameters > Pose Controls. They are in the root of the Pose Controls section. I’m going to try ad edit the 1 or 2 and place them in the same hierarchy as some of the pose controls that do get exported correctly.

          • LayLo says:

            For sure, no problem.

            So, I figured it out. It was a Maya side problem. Maya aliases can’t start with numbers, so instead of fixing the name I guess Maya would just delete the blend shape.

            I modified my plug-in so now any illegal characters will be stripped from the name of the morph before creating the alias. I will be submitting the update to Daz soon.

            Thanks for bringing the problem to my attention!

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