Repeat steps 5 - 7 for each pose you want exported ![]() Pose your character or select a pose from the library Make sure you're at the first frame and add a keyframe Go to the Timeline sub-tab (as opposed to AniMate or AniMate Lite) If you do pose it, you can always get it back to the default pose by zeroing the figure's pose. If you want to export a figure from DAZ Studio to Blender with one or more poses, all you have to do now, is this:ĭesign your figure and clothings/accessories in DS as normal, but leave in the default position. You can get the latest beta at: and the latest Blender at I figure not everybody keeps checking this, but a few of you might be interested, so I thought I'd share my discovery. I don't know if it was a fix on the DAZ Studio side or the Blender side, but it's welcome either way. Lo and behold, with the latest DAZ Studio Beta (combined with the latest Blender trunk, 2.65), it appears that whatever the problem was has been rectified. I've been hoping for this to be fixed for a while, so I periodically try to export animations from DAZ using different file formats and import them into Blender. In the past, my Collada exports that included animations wouldn't open, or would open without the pose/animation data. That left you with having to use the very buggy BVH exporter in DAZ Studio and then mapping the two armatures with bone contraints, which was time consuming and a pain and not worth the time - easier just to recreate the pose in Blender. obj format doesn't support armatures at all and, for some reason, and none of the other export options can be imported by Blender except Collada. Blender doesn't support the FBX format for licensing reasons and none of the third party FBX importers are ready for prime time, the. ![]() The biggest gap in the DAZ Studio to Blender workflow for some time has been that it's very hard to bring poses and animations over.
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