DAZ Quickie: Blender, Bones and a big BANG

I turn the title around and start from the back.
BIG BANG: the sound I made when I finally found the solution to my problem and slapped my forehead. For old hands, the following is just bollocks ... but maybe it will help some of you to find the solution faster and not have to hit yourselves (because it hurts: forehead and hand).
BONES: honestly - for a long time I thought I was totally bonkers. Everyone was talking about adding bones to an object imported from Blender in DAZ ... and I just couldn't do it, couldn't do it, couldn't do it right. Where all the other users and screenshots had groups to assign bones to, I had nothing, nada, niente ...
SCREECHING, BITING THE KEYBOARD, THROWING THE PC OUT OF THE WINDOW, STEALING OLD LADIES' WALKERS, GO BERSERK!
BLENDER: Surprisingly, this time the fault lies not with DAZ, but with Blender. I had an older Blender version the whole time, which did not export vertex groups. With another (newer) version it was a piece of cake: created vertex groups, checked them when exporting ... and finally I had my groups in DAZ
Summary
If you want to rig an object from Blender in DAZ with a custom bone system, just make sure that your Blender version exports vertex groups ... and also no longer offers that damned "Keep Vertex Order" as an option.
Two more tips:
* There will always be a surplus vertex group that you have not created. You can delete it as soon as you start building the bone hierarchy.
* You can use several Blender versions at the same time. Do not install Blender via an installer, but download the .zip file, unzip it in a new folder and copy the .exe file to your desktop.
Have fun (or not): when rigging and weight mapping in DAZ, at least I have the feeling of sitting in front of something that was programmed on an Atari
BIG BANG: the sound I made when I finally found the solution to my problem and slapped my forehead. For old hands, the following is just bollocks ... but maybe it will help some of you to find the solution faster and not have to hit yourselves (because it hurts: forehead and hand).
BONES: honestly - for a long time I thought I was totally bonkers. Everyone was talking about adding bones to an object imported from Blender in DAZ ... and I just couldn't do it, couldn't do it, couldn't do it right. Where all the other users and screenshots had groups to assign bones to, I had nothing, nada, niente ...
SCREECHING, BITING THE KEYBOARD, THROWING THE PC OUT OF THE WINDOW, STEALING OLD LADIES' WALKERS, GO BERSERK!
BLENDER: Surprisingly, this time the fault lies not with DAZ, but with Blender. I had an older Blender version the whole time, which did not export vertex groups. With another (newer) version it was a piece of cake: created vertex groups, checked them when exporting ... and finally I had my groups in DAZ

Summary
If you want to rig an object from Blender in DAZ with a custom bone system, just make sure that your Blender version exports vertex groups ... and also no longer offers that damned "Keep Vertex Order" as an option.
Two more tips:
* There will always be a surplus vertex group that you have not created. You can delete it as soon as you start building the bone hierarchy.
* You can use several Blender versions at the same time. Do not install Blender via an installer, but download the .zip file, unzip it in a new folder and copy the .exe file to your desktop.
Have fun (or not): when rigging and weight mapping in DAZ, at least I have the feeling of sitting in front of something that was programmed on an Atari

! REPORT
Yesterday, in the heat of the moment, I forgot two pieces of information:
* After you have created and exported your object with Vertex Groups, you can follow the DAZ manual for aligning bones and weight mapping:
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/adding_bones_for_rigging/start
and
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_mapping_a_figure/start
* And what is all this good for?
In addition to the more "exotic" things for which I need the bones, they can also be used for clothing, for example. Imagine a DAZ cosplay costume of Mantis (Guardians of the Galaxy). Moving the antennae on her head with morphs would be pointless (as it would look silly). But with a few extra bones it should work wonderfully.
Have fun
* After you have created and exported your object with Vertex Groups, you can follow the DAZ manual for aligning bones and weight mapping:
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/adding_bones_for_rigging/start
and
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_mapping_a_figure/start
* And what is all this good for?
In addition to the more "exotic" things for which I need the bones, they can also be used for clothing, for example. Imagine a DAZ cosplay costume of Mantis (Guardians of the Galaxy). Moving the antennae on her head with morphs would be pointless (as it would look silly). But with a few extra bones it should work wonderfully.
Have fun

REPLY
! REPORT