DAZ3D to Unity (via Bridge) + Mixamo animations: Best workflow for Genesis 8?
Castor
Posts: 8
Hi everyone,
I'm experiencing some issues with Mixamo animations on Genesis 8 characters exported through DAZ to Unity Bridge. While static animations (like idles) work fine, locomotion animations show problems - particularly with foot placement and exaggerated leg spreading (characters walk like ducks).
Has anyone found a reliable workflow to make this combination work properly? Any tips on settings or steps I might be missing?
Thanks in advance!
Comments
This is something I need to fix too.
I haven't tested this but would love it if you gave it a try and let me know if it works?
This is a free download of the mixamo animations into daz.
https://www.daz3d.com/forums/discussion/633506/free-mixamo-animation-for-daz-studio?srsltid=AfmBOoq3xaVAkf4YnYRyYDX4T_zZErsICrG9KDxpSYJjOAXAKLngz3WA
Generally speaking, one way to fix animations, you need to export from the same source - ie model and anims from the same source (daz). They did change the anims a bit above and I suspect that it fixes the anim issues.
When exporting from daz, with anims, make sure you
Step 1. Export model with morphs (no animations)
Step 2. Export same model (different name fbx) with no morphs and animations.
Apply animations to first model, from 2nd export.
It should theoretically work because the anims come from the model your applying them too. ie same weights/bones/bone lengths etc.
If you do try this let me know how it goes ;)
Or you can just try a different anim and see if it works better.
Actually the free ones above are for Gen 9.
You could probably convert the mixamo anims for gen 8 using this.
https://www.youtube.com/watch?v=L1_Cysg6kI4