Genesis 8 for Maya

July 25, 2018 65 comments

Genesis 3 version available in my Gumroad store:
https://gumroad.com/laylo3d

Genesis 8 for Maya is a script and plug-in combination for Daz Studio and Autodesk Maya that exports a Genesis 8 Core Male or Female figure from Daz Studio. Then using the Maya plug-in, imports the figure into a new scene, configures all joint control morphs (JCMs), including both joint corrective morphs and flexion morphs, while setting up HumanIK controls.

On top of that you can specify any additional morphs, expressions and/or pose controls you would like to be exported out with the figure by simply favoriting them in Daz Studio, the included custom export script will take care of the rest.

But, that’s not all!

The separate eyelashes shape gets configured to follow all expression and face morphs automatically. Any clothing and/or hair exported with the figure will follow all the figure’s morphs and JCMs as well.

It also provides some renaming options allowing you to rename the character and its associated nodes easily and congruently. This includes the transform and shape nodes, HumanIK controls, shading groups and shader names.

All currently released Genesis 8 male and female Daz Original Core figures are supported.

What’s Included and Features

  • Daz Studio Script:
    • Exports selected figure
    • Exports figures clothing and hair
    • Exports only figure specific Joint Corrective Morphs
    • Exports flexion morphs
    • Exports favorited morphs
    • Exports favorited expressions
    • Exports favorited pose controls
  • Autodesk Maya Plug-in:
    • Configures Joint Corrective Morphs
    • Configures Flexion Morphs
    • Organizes morphs in the Shape Editor
    • Creates HumanIK Controls
    • Renames figure and all associated nodes congruently
    • Sets the Eyelashes to auto-follow the main figures morphs
    • Sets any clothing and hair to auto-follow the main figures morphs
    • Compatible with Daz to Maya’s shader conversion feature
  • Product Compatibility:
    • Mac or Windows
    • Maya 2016+
    • Daz Studio 4.10+

Known limitations

  • Genitalia geo-grafts don’t get exported from Daz Studio with JCMs.
    This seems to be because of the way Daz Studio’s export FBX is set up for Geo-Grafts. I’m currently in communication with Daz to find out if there’s a workaround.
  • Pose controls and morphs that have negative values only export the positive influence of the morph. For left-right pose controls the morph can be duplicated and reversed in the shape editor.

65 Responses to “Genesis 8 for Maya”

  1. Robinson says:

    Hi again LayLo,

    Sorry to bother you again but do you have a tutorial somewhere about how to bake transforms into feet, i.e. for shoe/heel pose? It always exports from Daz with zero for the foot pose and the shoes get mangled in the process.

    I’m sure I’ve seen a tutorial about this somewhere but can’t for the life of me remember where…

    Thank you.

    • Robinson says:

      I’m guessing the idea will be to import a pose or anim with the bone rotations and then fit the shoes later, rather than importing the character already posed and wearing the shoes.

    • LayLo says:

      Hi,

      Sorry for the delayed response I’ve been dealing with some computer issues.

      For HumanIK the figure has to be in a T-Pose which is why the pose gets reset.

      Do you have my Pose Library? It’s the easiest way, because you can ERC bake the pose controls to joint rotations, then save the pose, and then load that pose in Maya using my Pose Library. I haven’t gotten a chance to make a video on it specifically, but I show how towards the beginning of this video.

      If you don’ have my Pose Library then I would export the character with the shoes and manually set the rotations for the feet and toes copying the values form Daz Studio.

  2. Robinson says:

    Hi LayLo,

    I just bought Genesis 3 to Maya. When I drag the install scripts into Daz (4.12) nothing happens. Checking the log it says the script completed successfully, but there’s nothing in the scripts menu. Is this an issue with that version of Daz?

    Thank you.

    • LayLo says:

      Hi!

      Thanks for your support!

      Sometimes those run once scripts are a little finicky. The export scripts have to be installed before the run once scripts are ran. Please double check they are installed in the proper location. Also, sometimes just running them a second time gets them to work properly for whatever reason.

      Let me know how it goes.

      • Robinson says:

        I’ll try it again and double-check the install locations. The importer works fine anyway for Maya, except the eyes are white; something I’ve encountered with almost all methods of export->import of Daz models!

        • Robinson says:

          I copied the files into the correct daz folder in program files but it still doesn’t stay in the scripts menu. i.e. it’s there after I’ve run the script but after closing and re-opening Daz it’s gone. However I discovered this is entirely down to the “layout” feature of Daz, i.e. when you open it it applies a saved layout (if you’ve done that). Saving the layout after installing fixes the problem. It’s now there when I reopen it.

          With respect to the eyes, this was an easy fix in Maya (I’m still learning Maya!). I changed the cornea and eye moisture transparency to 1.

          Thanks again LayLo.

          • LayLo says:

            Awesome, I’m glad you were able to get it figured out! This is the first time I have heard about the layout problem. Thanks for letting us know how you fixed it!

            I get asked about the eyes a lot. I need to make a video about it. But yes, the shaders need to get configured for Maya. I’ve been working on a plug-in for it, but it’s not finished yet. Here’s a video I made demonstrating how it works if you’re curious : https://youtu.be/PDRH1Q7CU8Y

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