How to Mirror pose of hand in Daz3d - daz3d

Is there a way to mirror a hand pose in Daz3D (right hand to left hand)?
I have tried Symmetry but it's not working.
I am using Victoria4 and the Skeleton bundle...
thanks

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Copy camera viewpoint using open3d gui

Open3d's easy draw_geometries utility makes it possible to copy & paste camera parameters to restore a certain view point after it has been changed. It seems like this functionality would also be available when using the SceneWidget and its Open3DScene high level scene. However I have not figured out a way to mimic this behavior.
Copying and pasting a viewpoint from draw_geometries onto notepad reveals this information:
boundingbox_max, boundingbox_min, field_of_view, front, lookat, up, zoom
In order for it to have the same effect using the SceneWidget I would have to somehow obtain this information from the scene's camera, create a copy, and then load it later when it is needed. Nevertheless, I cannot access the above properties explicitly through the camera object, nor have I found a way to set them (assuming I already have them).
The next "obvious" solution would be the camera class's copy_from method, which sounds great, except I am unable to instantiate the Camera class in order to use it.
How can I achieve this save & restore viewpoint effect?
Thanks in advance

How to make a third person character control walk based on where user is gazing through google cardboard in unity 3D

I am making a VR model of my university campus using unity3D.
I have created a model of my university and now my task is to make the third person character move in the direction where user will be gazing.
EX: if I look straight I should keep seeing which ever comes in the way .
If I look at left the 3rd person character should be able to turn left.
that means depending upon my head movement it should walk.
PL NOTE : I will be using Google cardboard VR Gear
How can I achieve it? I know I have to make a script in C# / javascript but I am not so familiar with it.
Please suggest !!!
Add your character as child of camera so it can rotate according to head movement. Then add your movement script to camera object and write code to move in forward direction. you can use controller or trigger to move it.

Original skeleton position (Fbx import)

I was thinking that you need a deformer to read the clusters etc to be able to get the original (usually T pose) position of the skeleton.
Also FBX supports poses etc but never had a file that implemented it.
But my surprise was that importing an fbx file into 3dsmax without any mesh inside if I uncheck "animation" I get the T pose.
Any idea about it?
Thank you in adavnce
FbxCluster has GetTransformMatrix and GetTransformLinkMatrix. The former returns the original transform of the bone (that should be used to initialize the skinning), and the latter the corresponding orientation of the skinned node. Additionally, the skin node can also have "geometric rotation". I don't think there's anything more than that.

How to bake(convert) bones as FK from IK in Blender

How can I convert from IK(Inverse Kinematics) to FK (Forward Kinematics) in Blender?
I am trying to export a model which has skeletal animations, to THREE.js. However, It does not support IK. therefore, I need to convert all bones into FK.
Does anyone know any solutions?
Thanks! Happy Holidays!
I found, Bake Action can be bake all frames as IKs. But I suppose, there are better solution...
If you'd like to bake all frames, see the following link.
http://blenderartists.org/forum/showthread.php?308277-bake-ik-to-fk
From the pose menu select Animation -> Bake action with "Clear
constraints" and "visual keying" checked. You should get baked Actions
that you can see in the graph editor for each bone. This won't
transfer from one rig to another, but I assume you can work on copies.
One of the issues with using Bake Action is that it generates a bunch of keyframes in between your original keyframes.
I wrote an open source Blender Addon that generates an FK rig from your IK rig, without creating any additional keyframes.
Hope it helps! - https://github.com/chinedufn/blender-iks-to-fks

Create or simulate actual mirror using ThreeJS

Since its not a real ray tracing environment, is it still possible to somehow create a mirror using ThreeJS? I'm trying to create a type of 'infinite reflection' environment, where mirrors reflect mirrors.
Yes, using WebGLRenderer. See the three.js example http://threejs.org/examples/webgl_mirror.html.
You can create the infinite reflection effect if you edit the example, and move the mirrors so they reflect each other.
three.js r.63

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