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Question by MrMagoo22 · Jan 16, 2015 at 07:25 AM · characterbonemechanimmorphdaz3d

Dynamically modifying the bone structure of a humanoid from DAZ3D

Hey everybody, I've got an issue I've been working through for the last few days and I've reached a hurdle I'm not sure how to overcome and was wondering if anybody had any experience or suggestions. Basically, I'm looking to import in a human figure from DAZ3D including clothing, apply mesh morphers to it through the MegaDaz tool, and make modifications to the figure's bone structure to change things like arm length and other bone-related measuremeants, and then finally adding a few different poses for an idle animation and etc. So far I'm stuck on the bone structure.

I have the standard hip->abdomen->etc bone hierarchy to work with on the Genesis2 male model and I can scale and reposition the bone verts to make mesh modifications very easily, but the changes all revert back to default when mechanim takes over and starts running the idle animation. Is there a good way to have the animations take into account any structural changes made to the model? Do I need to use a plugin or script to apply the offsets I create in the editor to the animation? I'm not sure what I need to try next here.

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