Daz-to-Blender Bridge: Skeleton does not match other export options, anyone know why?

I've noticed that when I use Daz-to-Blender bridge to export a SubD0 figure, the mesh vertices are in the same locations as if I export the same figure via FBX or Collada DAE. The curious thing though, is that the skeleton does not agree. I don't mean the bone tails, that is fine, but the actual centers of rotation for the joints are at different coordinates in the Daz-to-Blender imported figure. It's most noticable in the hands and feet, for example the rToe and lToe bones rotation centers are wildly different from the FBX or Collada exported figures (which agree with each other).

What I'm wondering is, does the Daz-to-Blender script do some extra step to adjust the skeleton during export that exporting to FBX or Collada with default settings does not?

I can post a sample image if it's not clear what I'm talking about.

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