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  1. This is brilliant. The "characterization" process, to use a term from another app I shall not name, is the simplest I've seen, as simple as I always thought it should be :) But I have a few questions:

    1) On the Daz character, I see twist bones, but the rest pose is a T-Pose which implies that the character is a G3, not a G8. Are G8s supported as well?
    2) Toward the beginning of the demo video, you added an offset to the shoulder bones of the Genesis character, raising them up. It looked like the offset was persistent, but is there are way to add corrections that blend in and out, like animation layers?
    3) Can animations be imported from Daz Studio via FBX or BVH, modified, and then exported back to Daz Studio?

    This is a very cool tool and while I admit that finding useful but serendipitous information on Blender Nation is, to me, its primary value, finding something that directly addresses a technical problem being confronted is almost like Christmas. Thanks for this.

  2. Forgot: Most importantly, is it possible to script the characterization process so that the bone mapping process, which should be precisely the same for all Genesis characters of the same generation, can be automated?

  3. Hi DONALD.
    Thanks for the kind words.
    1. Yes, All the imported character need to have the rest pose same as the Mocap rest pose. In this case, Daz T pose needs to be the rest pose as well. I am developing a script for applying rest pose automatic all at once. Currently applying rest pose requires way too much work in object mode armature modifire. With this script it will become a one click solution.

    2. Sure. In between is possible.

    3. Exporting to Daz is only possible via baking just like exporting to other apps and game engines:

    4. Yes, Have plans on preset serialization. Will take some time though.

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