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Question by CrucibleLab · Jan 26, 2016 at 06:14 AM · animationavatarmocapdaz3d

Importing DAZ Studio Character for Animation

Firstly, my setup is as follows:

  • DAZ Studio v 4.9

  • Character being imported: Victoria 7 (exported as both .dae and .fbx)

  • Unity v 5.3.1 Personal

TL;DR - Applying a sample MoCap data (free download from Asset Store) to my Unity-rigged avatar throws an error message as follows:

Imported file 'Idle_Neutral_1' conversion failed: Transform 'hip' for human bone 'Hips' not found

+++++++++++++++++++++++++++++++++++

For what it's worth, I'd also like to mention that this question pertains to this video tutorial found on the Unity, titled 'Setting Up a Humanoid Avatar'. (Relevant section starts at 18:15)

Anyway, I was under the impression that I could import just about any humanoid characters from any of the widely used 3D tools/services such as Maximo, DAZ Studio, Poser instead of creating a character from scratch.

So, I successfully imported a Victoria 7/Genesis 3 based character, rigged it as "Humanoid" and then set the Avatar Definition to 'Create from this Model' without any error. When I click the 'configure' button, I see my avatar is correctly set up as the mapping looks fine (i.e., no red joints) and the muscles & settings test had no issue.

But, when I tried to take a sample animation file (MoCap) I grabbed from the Asset Store and rig it by setting the Avatar Definition to 'Copy from other Avatar' and set my DAZ Studio character's avatar as its source, I ran into an error as stated above.

I can definitely see there are some differences between the bone hierarchy of the sample animations and my avatar. And I suspect that's what's causing the error. But how would I reconcile the differences? I carefully reviewed several text/video tutorials on this topic, but none of them dealt with the specific problem I'm experiencing.

I'd appreciate any pointers and/or tips on how to make this work, if possible.

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Answer by CrucibleLab · Jan 29, 2016 at 06:00 PM

For anyone who might run into a similar problem down the road, I'd like to quickly explain what I did wrong here. To quote my initial post:

But, when I tried to take a sample animation file (MoCap) I grabbed from the Asset Store and rig it by setting the Avatar Definition to 'Copy from other Avatar' and set my DAZ Studio character's avatar as its source, I ran into an error as stated above.

That's where I screwed up. When you set the Avatar Definition to 'Copy from other Avatar', the correct value to assign is Unity's default avatar that comes with the free package -- NOT your custom character's avatar (which is what I did). That's the only change I had to make for my avatar to take full advantage of the Mecanim motion captures.

Hope this helps.

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