Although there is "something" called "Human_ IK" in Autodesk environments, but in Daz, for example, a "Dog 8" has nothing to do with a "Horse 2". No skeleton structure, no names of bones, apart from what belongs to "head" or "tail"...
The structure of animals is typical of the "author": Well, I call this part of the leg "leg 456"..., and what a fucking people...
That's not smart.
I almost always use MotionBulider for skeleton-based animations, where to retarget, you need to characterize the biped/quadruped.
Maya works with "wrappers", like Blender.. Not so Daz.
Adapting "mocap" in "c3d" , "trc" , "asf", etc... formats is not easy at all: Not even a typical Bvh...!!
If you pay attention, in Daz animals, there are only "poses", which can be put in the ass...
I have followed the steps in https://help.autodesk.com/view/MOBPRO/2017/ENU/?guid=GUID-66E8AAFC-54D7-4ADD-9304-58BC3F77C0BF, but a total failure...
Or should I "avoid" errors, as they say in https://forums.autodesk.com/t5/motionbuilder-forum/how-to-characterize-a-quadruped/td-p/8183777?
Nothing works correctly, not even adding "extra-bones"...
It seems to me an untapped field of work, far from the "bidding" of Autodesk / Blender.
Neither 3dx-change nor I-clone, nor noses in vinegar ..
Any ideas? 😀
