Genesis 8 for Maya

July 25, 2018 16 comments

Genesis 3 version available in my Gumroad store:

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.

16 Responses to “Genesis 8 for Maya”

  1. Leon Reis says:

    Hello Friend , i need to know if your plugin will work at MAYA LT . Other thing that i think i understood ,but i desire a confimation about . Well if i understood well , your pluging will use the same movement fix that Daz studio uses when you rotate for example the legs ,making the Avatar to apper anathomic correctly. Is this right? I am a Brazilian Game Dev , and is far away from possible to get the Full Maya. I will be only able to try 1 month of Maya LT , becouse Blender makes the Morths looks very wrong , and i heard about that Maya export without problems.So if your tool without problems i would love to buy it for Maya LT . Hugs and nice too.

    • LayLo says:

      Hi Leon,

      Sorry for the delayed response, the CPU on my computer went out and I’ve been busy fixing it.

      Unfortunately, my plug-in does not work with Maya LT. Maya LT doesn’t support Python scripting which is necessary for my plug-in.

      Yes my plug-in is designed to set up Daz Characters inside Maya with their corrective bend and flexion morphs set up automatically, which makes the characters deform better at the joints where weight mapping alone doesn’t provide good enough results.

      Hope that answers your questions! Thanks!

  2. Francis Jones says:

    Hello Laylo, could you please get back with me at your soonest convenience, I am having issues with your plugin.
    Female figures come in fine , make figures not so much

  3. Florian M says:

    I bought this script and it works quite well. However I was unable to resize the imported character in Maya. What is the recommended way to change the size of the characters?

    • LayLo says:

      Hi! The easiest way is to set the scale to the desired percentage in Daz Studio and lock the slider before running the export script.

      Another way you can do it in Maya is to delete the control rig, uncheck “inherit transforms” on all the meshes you exported out, then scale the group up all at once. After that you can use the HumanIK controls to create a new control rig, it doesn’t need to redefined or anything.

      I hope that helps!

  4. Manuel says:

    Hello Laylo, I have one quick question before buying your plugin: does it support the HD Details of a figure or is it just exporting the low-resolution base mesh?

    Thank you for your answer and best regards!

    • LayLo says:

      Unfortunately, it only exports the Base Resolution mesh. Exporting a rigged HD mesh seems to be a challenge that I am not yet aware of anyone being able to solve. To my knowledge the best solution is to export the base res mesh and then export a HD obj of the same character and use seUVBlendShape to create a HD blend shape. It’s not perfect, but I have heard it works quite well. I have not yet tried the technique myself and therefore can’t provide you with any details of personal experience.

      Hope that helps!

  5. Nick says:

    Hi, LayLo, I bought plugin, there was problem when i was using it. As you know, Geograft(Vagina, Nipple etc) morphs cannot move to maya. then, I decided to make blendshapes manually, however polycounts its almost 300K in maya. even its base resolution. source mesh are 19,502(base resolution).there was error about vertex counts. How do I fix it?

    • LayLo says:

      The Daz Original genitalia (both male and female) get welded on to the figure when FBX importing it into Maya. I’m not sure if 3rd party geo-grafts do or not. I know for sure some don’t. If you hide the extra genitalia mesh and still see the geo-graft then you know it was welded on. If that’s the case you would probably have to dial in each morph of the genitalia inside Daz Studio and then FBX export it and the figure out one at a time for each morph (make sure to first delete or hide the eyelashes and set the resolution to base for both the figure, and the genitalia if necessary). Then use the mesh in each of those files to create blend shapes for the entire figure with the welded on genitalia, not just the genitalia by itself.

      • Nick says:

        Thank you for advice. btw, when I use Genesis 8 to maya, its polycounts are too many.
        10 times more polycounts than manually exporting fbx files from daz3d. I couldn’t make blendshapes. Why do these things happen?

        • LayLo says:

          My plug-in doesn’t change the number of vertices in the mesh. What it does is turn on smooth mesh preview. I’m guessing the number of vertices being reported is how many it would have if it was converted to smooth mesh preview. I also just double checked and I can add blend shapes to a character exported and then imported using my Daz Studio script and Maya plug-in no problem.

          My guess is you’re either not removing the eyelashes from the scene, and/or not setting the mesh resolution to base before exporting the mesh from Daz Studio.

  6. Hamdi says:

    I would ask if its possible to get trial version.
    or if you have any video demo about this script shows how the controls works in maya and how far I can go with them.


    • LayLo says:

      I am sorry, I don’t know of a good way to offer a trial version.
      You can probably google animating with Maya’s HumanIK rig and probably find some videos of what it would be like to animate in Maya using my plug-in, it sets up HumanIK for animation.
      I hope that helps,

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