- Add Custom Shapes: Add custom shapes and arrange bones on separate layers
- Add Simple IK: Add a simple IK rig to the active rig.
- Convert To MHX: Convert the active rig to an MHX rig.
- Convert To Rigify: Convert the active rig to Rigify.
- Create MetaRig: Do the first part of Rigify conversion, where a metarig is created from the Daz rig.
- Rigify MetaRig: Do the second part of Rigify conversion, where the previously created metarig is converted to a Rigify rig.
- Add Mannequins:
Create a collection of meshes, which are parented to the armature's
bones and don't have armature modifiers. For faster posing.
Add Custom Shapes
Add Simple IK
This
tool adds IK (Inverse Kinematics) bones to the existing DAZ rig. This
simple IK rig is not as powerful as the more complex MHX and Rigify
rigs, but can be an alternative for simple posing. The Add Simple IK
button is only enabled for armatures to which custom shapes have been
added. An alternative could be to use Auto IK for posing the original FK
(Forward Kinematics) bones.
The snap buttons convert an FK pose to IK or vice versa. Here we snapped the FK bones on the left sides to the IK pose, and the IK bones on the right side to the FK pose. The pose is the same as in the previous picture (almost at least), but the IK influences have been reversed.
Convert to MHX
The MHX rig was originally developed by myself when I was working on the MakeHuman project.The acronym stands for MakeHuman eXchange, although the DAZ version has nothing to do with MakeHuman anymore. The MHX rig has been greatly improved in version 1.6 of the DAZ Importer, thanks to input from Engetudouiti and Alessandro Padovani.
- Tweak Bones: Add tweak bones to fine-tune poses.
- Show Link Bones: Add bones which link IK pole targets to the joint they control (elbow or knee).
- Finger IK: Generate IK controls for fingers (experimental).
- Keep DAZ Rig: Keep existing armature and meshes in a new collection.
- Elbow Parent: Parent of elbow pole target.
- Hand: Parent elbow pole target to IK hand.
- Shoulder: Parent elbow pole target to shoulder.
- Master: Parent elbow pole target to the master bone.
- Knee Parent: Parent of knee pole target.
- Foot: Parent knee pole target to IK foot.
- Hip: Parent knee pole target to hip.
- Master: Parent knee pole target to the master bone.
- Rename Face Bones: Rename face bones from l/r prefix to .L/.R suffix.
When an MHX rig is selected, the MHX RTS tab contains controls that are useful for posing it. See the Documentation for the MHX Runtime System for more details.
Convert to Rigify
DAZ characters can also be rerigged with the popular Rigify add-on by Nathan Vegdahl and others. Links to documentation about Rigify in general:Official Rigify documentation
Blenderartist thread
First we must make sure that the Rigify add-on is enabled. It is bundled with Blender and is found in the Rigging category.
- Auto Align Hand/Foot: Auto align hand and foot (Rigify parameter).
- Delete MetaRig: Delete intermediate rig after Rigify.
- IK Fix: Add limits to IK bones, to prevent poor bending.
- Finger IK: Generate IK controls for fingers.
- Custom Layers: Display layers for face and custom bones. Not for Rigify legacy.
- Keep DAZ Rig: Keep existing armature and meshes in a new collection.
- Rename Left-Right Bones: Rename bones from l/r prefix to .L/.R suffix.
Add Mannequins
DAZ
characters often have quite a large polygon count, which may affect
viewport speed. This is especially true if you try to animate scenes
with several characters or you use an old computer. Replacing meshes
with low-poly versions helps to some extent, but the viewport can still
be painfully slow. It appears that the main obstacle is deforming meshes
with an armature modifier and vertex groups.
This is where
mannequins come in. A mannequin is a collection of meshes that don't
have armature modifiers, but instead are parented directly to bones.
Tests indicate that posing with mannequins is much faster than with
normal characters. If the meshes and the mannequin belong to different
collections, the meshes can be excluded from the scene during posing,
which vastly improves viewport performance.
The suggested workflow is thus:
- Exclude the meshes from the scene.
- Animate your scene with mannequins.
- Include the meshes and exclude the mannequin.
- Fine-tune the poses with the proper meshes in place.
- Render.
- Head Type. How to split up the head into chunks. This is most relevant for Genesis 3 and Genesis 8 rigs, where the head has a face rig with many bones.
- Solid. Keep the entire head as one mesh.
- Jaw. Split the head into a head and a jaw mesh. Thus is usually the default.
- Full. Split the head fully. This is usually a bad idea for characters with a face rig.
- Add To Collection. Add the new meshes to a collection (group in Blender 2.7x).
- Collection. Name of the collection/group.