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Daz 3D Forums > 3rd Party Software > Maya Discussion

Dex (DSON Exchange) plugin for Maya

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Comments

  • RobinsonRobinson Posts: 695
    December 2019

    Is this still in development? 

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 1,644
    December 2019
    I assume it's been abandoned. With people chomping at the bit like they are for this, it would be as easy at it would be beneficial to give an update every now and then. But... nothing, for how many months?
  • Richard HaseltineRichard Haseltine Posts: 69,765
    December 2019
    TheMysteryIsThePoint said:
    I assume it's been abandoned. With people chomping at the bit like they are for this, it would be as easy at it would be beneficial to give an update every now and then. But... nothing, for how many months?

    As far as I am aware that is not the case, it's certainly not a wise thing to assume (other than the fact that you have the potential for a pleasant surprise).

  • geaguirre80geaguirre80 Posts: 3
    January 2020
    DAZ_Rawb said:
    ragamuffin57 said:

    Any news on time frame of when this plugin might be released ??

    Some harder to kill bugs are currently being exterminated, but it is getting close.

    Any update about this plugin? dev log? roadmap? anything?

  • DAZ_RawbDAZ_Rawb Posts: 767
    January 2020

    I do have an update on the status of this plugin:

     

    We have taken development in-house, the third party who originally started this had an excellent personal opportunity and wouldn't be able to dedicate the necessary time to complete the plugin so we now have our internal development staff working on it. Switching between development staff takes some time for them to get familiar with the code but they are making good progress on it now.

    Additionally we have consulted with local artists that use Maya daily and have found some places where it is not operating in a way that is expected, so we are changing the way some of the internal node structures are built by the plugin to better work with typical Maya workflows.

    I'm not sure when it will be released, but I can say that it isn't going to be released in the next month or two. After the initial release we do have further plans on how to enhance the plugin to bring more capabilities in so that more content can be fully supported.

     

    Thank you for you excitement and for being so patient about the release of this plugin.

  • nicsttnicstt Posts: 11,081
    January 2020

    Damn, I would pay good cash for something similar for Blender (yes I know  what is already available).

  • wolf359wolf359 Posts: 3,168
    January 2020 edited February 2020
    nicstt said:

    Damn, I would pay good cash for something similar for Blender (yes I know  what is already available).

    I will be using Blender 2.81 For my animation renders going forward. No third party plug-ins for me just straight FBX export from Daz Studio .
    Post edited by wolf359 on February 2020
  • Room101StudiosRoom101Studios Posts: 20
    February 2020

    If you need more Maya Support for testing, let me know. I've been working in it for nearly 20 years. Back when it was Alias|Wavefront.;)

  • hookflashhookflash Posts: 150
    February 2020
    wolf359 said:
    nicstt said:

    Damn, I would pay good cash for something similar for Blender (yes I know  what is already available).

     

    I will be using Blender 2.81 For my animation renders going forward. No third party plug-ins for me just straight FBX export from Daz Studio .

    Can I ask what software you'll be using for animation? I recall that you used to use iClone, so I'm guessing that, if that's what you're still using, you're exporting via FBX?

  • wolf359wolf359 Posts: 3,168
    February 2020 edited February 2020
    Iclone retargeted to Daz ...exported as FBX from DS to Blender 2.8x... Rendered in near real-time with EEVEE.
    Post edited by wolf359 on February 2020
  • mostlyhumanmostlyhuman Posts: 36
    July 2020
    DAZ_Rawb said:

    I do have an update on the status of this plugin:

     

    We have taken development in-house, the third party who originally started this had an excellent personal opportunity and wouldn't be able to dedicate the necessary time to complete the plugin so we now have our internal development staff working on it. Switching between development staff takes some time for them to get familiar with the code but they are making good progress on it now.

    Additionally we have consulted with local artists that use Maya daily and have found some places where it is not operating in a way that is expected, so we are changing the way some of the internal node structures are built by the plugin to better work with typical Maya workflows.

    I'm not sure when it will be released, but I can say that it isn't going to be released in the next month or two. After the initial release we do have further plans on how to enhance the plugin to bring more capabilities in so that more content can be fully supported.

     

    Thank you for you excitement and for being so patient about the release of this plugin.

     

    Any updates on the progress so far?

  • wolf359wolf359 Posts: 3,168
    July 2020
    Patience Padawa.
  • mostlyhumanmostlyhuman Posts: 36
    July 2020

    I am an experienced Maya user and software developer and am willing to do any testing if needed.

  • DAZ_RawbDAZ_Rawb Posts: 767
    July 2020

    Progress is continuing, we have put a lot of time in to getting a lot of the small issues ironed out but there are many more things to go. We do have dedicated engineering resources working on it as we speak but I can't give you an exact date of when it's going live.

     

    There's lots of other interesting things in the works though, so keep an eye on what announcements are coming out.

     

     

  • mostlyhumanmostlyhuman Posts: 36
    July 2020

    Awesome, thanks for the update!

  • Saxa -- SDSaxa -- SD Posts: 458
    July 2020

    Thanks for updates DAZ_Rawb.  smiley

  • joseftjoseft Posts: 282
    July 2020
    DAZ_Rawb said:

    Progress is continuing, we have put a lot of time in to getting a lot of the small issues ironed out but there are many more things to go. We do have dedicated engineering resources working on it as we speak but I can't give you an exact date of when it's going live.

     

    There's lots of other interesting things in the works though, so keep an eye on what announcements are coming out.

     

     

    Good to hear its still being worked on

    also, i like a good hint about potential juicy announcements that may or may not be coming soon cheeky

  • mhartman.art_53c60a8640mhartman.art_53c60a8640 Posts: 21
    October 2020 edited October 2020

    As a Maya pro and enthusiast I couldn't show more support for this product enough. Autodesk's character generator is a joke without a punchline, amatuer hour.

    Maya is an exceptional tool in terms of all-purpose and character animation and I do prefer Arnold over iRay but in terms of character driven automation/creation it's really difficult to "beat" apps like CC and Daz, maybe Poser.

    Fuse CC is dated and limited. With exception of the incrediable photoscaned/animated 4D characters from Anima, their other standard characters are showing their age, and the animations/translations on some of them look pretty bad imo. We have the current tech to expect more. To have this level of Daz character development inside of Maya itself is really, really attractive.

    I'm a bit shocked it hasn't already been a P0 for Daz as they seem hellbent on game pipelines. Daz Studio isn't the best when it comes to scene development. It's a bit sluggish imo. I would much prefer to work within Maya with the feature set of those Genesis characters, clothing,etc.  

    I gurantee this plugin gets way more pros exposed to the DAZ pipline. If Daz were smart they'd throw resources at you to get this thing shipped. It doesn't get more industry-standard than Maya and Max. I'm not being bias, I'll use anything to get the job done, anything, but it's just the reality of the market. 

    My only suggestion is to somehow make the multiple character workflow more straight forward. I hate working with character sets and namespaces when working with mocap and multiple characters in the scene that have the same joint nameing convention. Such a pain. If there's anything you can do inside of Maya to automate/simplify this like it works in Daz Studio that would just be icing on the cake. 

    Let me know if there's anything I can do to assist. 

    Cheers

    Edit: Smack my mother it looks like Daz has done the sensible thig here. Awesome news. If you need anymore paid testng let me know. I work in Maya and by day I'm a UX/UI designer working with all the big name households. Cheers. 

     

    Post edited by mhartman.art_53c60a8640 on October 2020
  • peterpeterpeterpeter Posts: 17
    March 8

    @DAZ_Rawb Any updates on this? It's been more than a year since your team took charge of the plugin.

  • Razzle-Dazzle3DRazzle-Dazzle3D Posts: 20
    March 11

    peterpeter said:

    @DAZ_Rawb Any updates on this? It's been more than a year since your team took charge of the plugin.

    I can confirm that this project is still on-going. Be sure to keep an eye on the following discussion category, as we do post here pertaining to information on new updates:

    https://www.daz3d.com/forums/categories/maya-discussion

     

    Additionally, for more information on this bridge project and how to become involved, you should check out this discussion thread as well:

    https://www.daz3d.com/forums/discussion/469361/daz-to-maya-bridge-meet-the-team#latest

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