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

mcjTeleBlender:Daz Studio scenes/animations w/Blender's Cycles Engine

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Comments

  • mCasualmCasual Posts: 4,607
    August 2015

    when googling for 

    blender progress_report module

    i found this funny quote

    "You can have one of two things: Progress or Progress Reports. "

  • mCasualmCasual Posts: 4,607
    August 2015

    Blender Anisotropic setup forhair ( quick study )

    by hair i mean geometry with transparency map, not "real" particle/strands hair

    i modulate the specularity using a lined image multiplied by a color

    the "wig" was UV Unwrapped with Blender's Cylindrical unwrapper

    anisotropic.jpg
    1920 x 1017 - 653K
  • ttnnttnn Posts: 99
    August 2015 edited August 2015
    mCasual said:

    I’m almost sure i never wrote or called a function called progress_report

    • • •

    you could try with slightly older Blender versions

    Hallelujah!

    All of your .py files activate without complaint in Blender 2.73a
    (January 2015), that I just downloaded,
    except for mcjBlenderBotForCarrara.py,
    which gives the error:

    line 57 if "Cube" in bpy.data.objects
    AttributeError: '_RestrictData' object has no attribute 'objects'
    

    But, ok; Carrara, some other day. I’m gonna test this in Blender, now.
    If I can transfer DAZ content via the current mcj files to Blender 2.73,
    then, of course, I can save and pick up the scene with Blender 2.75.

    Fromage! Eh, cheese!

    Post edited by ttnn on August 2015
  • mCasualmCasual Posts: 4,607
    August 2015 edited August 2015

    near the top of the mcjBlendbotForCarrara script, if you open it using notepad or wordpad or a plain-text editor like that

    ( i opened it in Blender's text panel )

    there's a section that reads

    #get rid of the default cube
    #added dec 20 2014  but you can delete this if you want
    # begin deletable block
    if "Cube" in bpy.data.objects:
        ob = bpy.data.objects["Cube"];
        bpy.context.scene.objects.unlink(ob);
        bpy.data.objects.remove(ob)
    # end deletable block

    this code worked with earlier versions of Blender, to remove the default blender cube from the scene

    you could delete that block of code and see if that helps

     

    My blender doesnt open with a cube anymore, i think because i saved an empty scene as the default blank scene

    i have Blender 2.74

    - opened blender,

    - imported an old obj file which was exported from Daz but would look about the same coming from Carrara or Poser

    - changed Blender's bottom panel to a text editor

    - opened the "text" file C:\Program Files\Blender Foundation\Blender\2.74\scripts\modules\mcjBlendBotForCarrara.PY

    - clicked on Run and bam it worked, and when i did a Window/Toggle Console

    there were no error messages, just warnings from the obj loader (not by me) rejecting the bump map settings

     the scene was the free mcjCastle prop ! i "manually" added a strength 3 sunlight, size 0.02 and an equilateral image as the world environment

    the obj import/export has no mechanism to get the uv tiling, so the roof tiles are 12 ft wide, but other formats like Collada must have it

    ( just 70 samples render)

     

     

    ttnn said:
    mCasual said:

    I’m almost sure i never wrote or called a function called progress_report

    • • •

    you could try with slightly older Blender versions

    Hallelujah!

    All of your .py files activate without complaint in Blender 2.73a
    (January 2015), that I just downloaded,
    except for mcjBlenderBotForCarrara.py,
    which gives the error:

    line 57 if "Cube" in bpy.data.objects
    AttributeError: '_RestrictData' object has no attribute 'objects'
    
     

    But, ok; Carrara, some other day. I’m gonna test this in Blender, now.
    If I can transfer DAZ content via the current mcj files to Blender 2.73,
    then, of course, I can save and pick up the scene with Blender 2.75.

    Fromage! Eh, cheese!

     

    oh my oh my it's the castle.jpg
    800 x 600 - 144K
    Post edited by mCasual on August 2015
  • ttnnttnn Posts: 99
    August 2015 edited August 2015

    Well, thank you for thinking of Carrara users!

    Personally, I have moved to Blender;
    my ambition now is to compose a large and complex scene
    with a lot of humanoid characters (a futuristic eco-city),
    and I’m modeling everything in Blender, except the human parts: 
    why reinvent the wheel, if I can have the advantage of DAZ
    plus your mcj scripts?
    (I just want to illustrate what I’ve written,
    as opposed to be “recognized” as an artist.)
    
    Rigging and poses I can transfer with Collada export from DS;
    then, copy the materials as cycles nodes via your teleblend,
    as advised here: 
    http://blenderartists.org/forum/showthread.php?359058-daz3d-simple-export-import&p=2889089&viewfull=1#post2889089
    
    Post edited by ttnn on August 2015
  • ttnnttnn Posts: 99
    August 2015
    alt260 said:
    ...I have a good result with G2F...

    Indeed!
    The skin on that G2F face of yours is about as perfect as I can imagine.

    G2F face
  • mCasualmCasual Posts: 4,607
    August 2015 edited August 2015

    i didnt make a lot of work in Blender since installing Windows 10

    i did a few teleblender renders that went well with Blender 2.74

    today i played with hair particles and was crashing a whole lot

    i installed Blender 2.75 and was able to render the hairy torus render that crashed 2.74

    --

    i'll do some teleblender3 vs Blender 2.75 tests this evening

    for a change i wont render Aiko3 in Daz Studio 3 but rather Genesis 2 in Daz Studio 4.8

    ...

    oops actually maybe i was in CPU-Cycles mode after installing Blender 2.75

    i also read somewhere that msvc++2012 package needed to be re-installed on Windows10 ( a blender forum )

    ...

    Yay the hair particles render doesnt crash and in GPU-Cycles mode too , 

     

    anf that's a 2.74 scene rendered in 2.75 a few minutes ago

    Post edited by mCasual on August 2015
  • 3dOutlaw3dOutlaw Posts: 2,481
    August 2015

    Did you make those shorts?

  • mCasualmCasual Posts: 4,607
    August 2015 edited August 2015

    yes 

    but the wrinkles are bump maps 

    theyy are not on my site but using the mcjA3Maillot and opacity map you could to something similar ( also see mcjTailorsChalk about this )

    The ones in my image had a lot of  vertex by vertex morphs added to them and only work for this pose

     

    this is all based on  photos of Melanie Nunes here

    http://www.aussiepete.com/2008/11/2008-sloggi-final-best-bums-are-from.html

     

    3dOutlaw said:

    Did you make those shorts?

    Post edited by mCasual on August 2015
  • mCasualmCasual Posts: 4,607
    August 2015 edited August 2015

    for now if you stick with 2.74 things work .. not too bad

     

    but a moment ago i did this

    copied all the mcj*.py from Blender 2.74/ ... scripts/modules to  from Blender 2.75/ ... scripts/modules

    i was in Daz studio3 as i often am 

    i restore the mcjTeleBlender3 to its default settings

    changed the renderer to Experimental GPU

    changed Blender location to C:\Program Files\Blender Foundation\ Blender\Blender.exe ( though it was probably there by default )

    changed glossy from .05 to .02, roughness from .15 to .3

    selected the TB2 Legacy mats and turned Gloss Mix off ( old school ya know )

    changed the .obj destination folder to c:\tmp ( which is a public folder on my PC)

    turned off the "Use plugin if present" ... but i will re-enable it because it so much faster in DS3

    exported my scene

     

    and ... it was a Magenta-Purple texture festival !!! meaning the Blender OBJ importer changed ( again !!! )

    and it's no longer able to understand the paths to the image files as specified in the scene.mtl file

    i noticed Blender was looking for textures like blablabla.jpg"

    see the quotation mark at the end ?

    so i opened Scene.mtl which was exported from Daz Studio along with Scene.obj

    in  a notepad

    and i deleted all the "

    ( replace " with nothing )

    i relaunched Blender using scene.bat

    and the scene was now renderable with textures 

    ---

    so very soon i will post an update for mcjTeleblender

    which will by default work with Blender 2.75

    possibly will still work with 2.74 like that, but you'll have an option to "fix the mtl file for Blender" ... the olden way

     

     

     

    Post edited by mCasual on August 2015
  • mCasualmCasual Posts: 4,607
    August 2015 edited August 2015

    A bit embarassing but it was in April, months ago ! so i forgot !!

    When using Blender 2.75, remember to turn mcjTeleBlender3.10's 

     "No Quotes in MTL file" option ON

    this option is in the tab named "Misc"

    and when you restore mcjTeleBlender to its default settings, that option is set to OFF

     

     

     

    Post edited by mCasual on August 2015
  • ttnnttnn Posts: 99
    August 2015 edited August 2015
    …When using Blender 2.75…
    Hi, Jaques!
    
    Ok; on Mac OS 10.6.8, using your April TeleBlender3,
    the materials transfer works fine for me, with Blender 2.73.
    No big deal: I receive with Blender 2.73, save, continue with Blender 2.75.
    
    What I transferred was an off-the-shelf G2F with V4 Elite Maya textures,
    re-mapped and applied via a computer-aided but elaborate process
    briefly commented here: http://comments.deviantart.com/1/555058814/3924376044 ;
    on the other hand, I have a morphed and posed G2F (Kerata2a)
    transferred into Blender via Collada export 
    (with animation, even if it’s just two frames,
    so that I get the rigging, the zero pose, and the wanted pose).
    
    Question: Do you know of any Blender .py script that will transfer
    all the materials assigned to one object, to another,
    assuming that both objects have the same topology and vertex order?
    
    Or, maybe I should just do that on the DAZ Studio side,
    and then export Collada?
    
    Post edited by ttnn on August 2015
  • mCasualmCasual Posts: 4,607
    August 2015

    i'll see if there's a way to trick mcjBlendBot to do it 

    ttnn said:
    ...
    Question: Do you know of any Blender .py script that will transfer
    all the materials assigned to one object, to another,
    assuming that both objects have the same topology and vertex order?
    
  • mCasualmCasual Posts: 4,607
    August 2015 edited August 2015

    reminder 


    suddenly i had texture loading problems when using Blender 2.75 

    but 

    it was because i forgot to apply the April 2015 fix 
    which was created specifically for new versions of Blender

    in the "Animation Export" tab of mcjTeleBlender3 (april 2015) there's a 
    there's the "Misc"/"No Quotes in .mtl files" option
    it needs to be turned ON for Blender 2.74 and 2.75

    because 

    the new versions of Blender rejects paths to images enclosed in quotes
    and some if not all older versions required them

     

    reminder 2

    mcjTeleBlender works best with DS Default shaders and less well with any other shader

     

    note

    recent versions of Blender changed the default Glossy Node type from Beckman to GSX which is dull'er

    so i will post a teleblender and/or mcjBlendBot update to address this

    and move the "No Quotes in .mtl files" options to the "Auxiliary Settings" tab

     

    Post edited by mCasual on August 2015
  • mCasualmCasual Posts: 4,607
    August 2015 edited August 2015

    It's probably explained differently on the teleblender for Carrara/Poser page but here's how i did it right now

    -----

    loaded V6 in DS48 added hair and a dress

    transfered to blender 2.75 using mcjTeleBlender3

    only tweaked the dress material

    saved this scene as I:/aoa/mocap/v6WildManeBodycon.blend

    exit

    open Blender

    set the renderer to Cycles/GPU ( possibly a required step )

    changed Blender's bottom panel to Text Editor

    loaded program files\blender foundation\blender\scripts\modules\mcjBlendBot.py

    at the very bottom i wrote

    mcjUseMatLib.switchToLibraryMaterials("I:/aoa/mocap/v6WildManeBodycon.blend");

    bam the materials were transfered

    --

    note that if you have 2 Genesis figures in the same scene, the materials for the second one will have named like SkinThigh.002

    and the material transfer will most likely fail for that figure since the material in 6WildManeBodycon.blend is named SkinThigh

     

    ttnn said:
    Question: Do you know of any Blender .py script that will transfer all the materials assigned to one object, to another, assuming that both objects have the same topology and vertex order? Or, maybe I should just do that on the DAZ Studio side, and then export Collada?

    gnaio.jpg
    1600 x 1200 - 376K
    Post edited by mCasual on August 2015
  • ttnnttnn Posts: 99
    September 2015 edited September 2015
    mCasual said:
    • • • open Blender
    set the renderer to Cycles/GPU ( possibly a required step )
    changed Blender’s bottom panel to Text Editor
    loaded ⋯\mcjBlendBot.py

    Interesting!
    What I’ve learned to do is execute the scene.py, and, in Blender 2.73, that does the magic.
    [Higher versions of Blender complain about missing progress, remember?]

    Regarding transfer of all materials assigned from one object to another,
    in Blender, I found that
    (a) I cannot select more than one material at a time, but
    (b) if I select only one, and then ask for a transfer,
        what actually happens is that all the assigned materials get transferred;
    —however! The first one is assigned to every face, and the other faces get none!

    I can do this much more easily from the DAZ Studio side,
    but the Collada transfer takes a lot of cleaning up
    in the Scaling and the Dopesheet
    (30MB worth of keyframes need to be radically reduced).

    P.S. Some people are getting fabulous renders with your system;

    look at e.g. http://parrotdolphin.deviantart.com/art/Blender-Cycles-Test-2-517490444

    Post edited by ttnn on September 2015
  • mCasualmCasual Posts: 4,607
    September 2015 edited September 2015

    Comning up later today

    minor updates

    mcjTeleblender 3.11 and mcjBlendBot 3.12

    the "No Quotes in .mtl files" option which is required by Blender version 2.74 and up, is moved from the "Animation Export" panel to the "Auxiliary settings" panel

    the default state for this checkbox is now ON/checked

    a new option named "Beckman is default Glossy" is added because new versions of Blender changed the default glossy type from Beckman to GSX

    the default state of this option will be ON/Checked

     

    changes in mcjBlendBot will be related to enforcing the "Beckman is default Glossy" option

     

    change1.jpg
    800 x 800 - 238K
    Post edited by mCasual on September 2015
  • mCasualmCasual Posts: 4,607
    September 2015 edited September 2015

    UPDATE - mcjTeleBlender 3.11 / mcjBlendBot 3.12 - UPDATE

    minor updates

     

    1 - the "No Quotes in .mtl files" option which is required by Blender version 2.74 and up,

    was moved from mcjTeleBlender3's "Animation Export" panel to the "Auxiliary settings" panel

     

    2 - the default state for the "No Quotes in .mtl files" option is now ON/checked

     

    3 - a new option named "Beckmann is default Glossy" was added

    because new versions of Blender changed the default glossy type from Beckmann to GSX

    the default state of the "Beckmann is default Glossy" option is ON/Checked

     

    4 - the mcjTelBlender3 dialog displays the version and release date

    ---

    my test renders, that's the default (DS Default shader)  for the Aiko3 i often use, the Specular color was made darker and a bit of ambient-white was added

    and that's Aiko5 as loaded except the lips in the second image - since it's a DS4/Genesis figure it doesnt use the DS Default shader

    ... which is a drawback because mcjTeleBlender has a hard time coping with those 

    I dont have a Genesis3 figure so until i do, it's probably better to set up a DSDefault-shader version of your Gen3 figures when using mcjTeleBlender

    --

    mcjTeleBlender3's release page is still

    https://sites.google.com/site/mcasualsdazscripts4/mcjteleblender3

     

    if you cant download the attachments, it's because you didnt read the warning telling you to click on the dang little down arrow

    but but but here's direct links to the zip files

    mcjTeleBlender3.11

    mcjBlendBot 3.12

     

    the bump map strength of .025 should brobably be reduced to 0,01

    tb2matintb312.png
    1920 x 1080 - 1M
    A5TheDrifter.jpg
    1920 x 1080 - 953K
    A5TheDrifter2.jpg
    1920 x 1080 - 656K
    Post edited by mCasual on September 2015
  • ttnnttnn Posts: 99
    September 2015 edited September 2015
    mCasual said:
    …I don’t have a Genesis3 figure…

    Heads up!

    The G3 figure uses a uv-mapping system that Blender does not understand!

    That’s one of three reasons why I’m gonna stick to G2F for a while.

    • #2: I like to pose and texture in DAZ Studio, as a starting point,
      then transfer to Blender, with rigging (via Collada),
      but G3 has too many bones in the face:
      looks awful in the Blender 3D view!
       
    • #3: I spent a lot of money on V4 morphs and textures,
      and some more to take that over to G2F,
      three days before G3F was announced!
      Enough.
      For this year.

    Anyway: THANK you, Jacques, and CONGRATULATIONS!!

    Post edited by ttnn on September 2015
  • ttnnttnn Posts: 99
    September 2015 edited September 2015

    Question for Jacques: What is the current status of your DAZShaders.blend?

    Has it become superfluous? cool

    Post edited by ttnn on September 2015
  • mCasualmCasual Posts: 4,607
    September 2015

    not sure what you mean but i'd like to update the shader pack https://sites.google.com/site/mcasualsdazscripts2/mcjtbmatspack1

    because when using teleblender3 mode or the "glossy mix" node, they dont look quite as advertized

     

    ttnn said:

    Question for Jacques: What is the current status of your DAZShaders.blend?

    Has it become superfluous? cool

     

  • DM3DDM3D Posts: 133
    September 2015

    Hello MCJ!

    Thanks for doing the mcjTeleBlender and Blendbot update.  I'm trying to export an arhitectural scene to Blender - the scifi Robot Lab, but continue to get the same materials error message that I recieved when trying to teleblend Genesis3.  This is the error message.  Is there anything you can suggest?   I really don't prefer the option of modifying all of the textures.  I suppose if I were to do that, I could just as easily export the project to blender as simple OBJ's and rebuild the textures from scrach in Blender and I have no idea which materials are causing the error. 

    As always, you are a great asset to the DAZ/Blender community.

    Stack Trace: ()@Z:/DAZ 3D/Studio/My Library/Scripts/mcasual/mcjTeleBlender3.dsa:2210

    Error executing script on line: 2210

    Script executed in 8 secs 829 msecs.

    Dale

     

     

     

     

     

  • mCasualmCasual Posts: 4,607
    September 2015

    at line 2210 mcjTeleBlender asked to the material " do you have a Normal map?

    and the material ( in Daz Studio 4 ) answered , "yeah sure i got one, here take it"

    then mcjTeleBlender asked the Normal Map, "so, buddy, what's the filename for the image you use as a normal map?"

    and whatever thematerial gave us, it was not a Normal map, and it freaked out when asked that bizarre question

    ---

    the thing is i'm more often than not using Daz Studio 3 and dont encounter that issue

     

    i'll try to replicate the problem ... i was about to go in DS4 anyway ( sure they all say that )

     

    DM3D said:

    Hello MCJ!

    Thanks for doing the mcjTeleBlender and Blendbot update.  I'm trying to export an arhitectural scene to Blender - the scifi Robot Lab, but continue to get the same materials error message that I recieved when trying to teleblend Genesis3.  This is the error message.  Is there anything you can suggest?   I really don't prefer the option of modifying all of the textures.  I suppose if I were to do that, I could just as easily export the project to blender as simple OBJ's and rebuild the textures from scrach in Blender and I have no idea which materials are causing the error. 

    As always, you are a great asset to the DAZ/Blender community.

    Stack Trace: ()@Z:/DAZ 3D/Studio/My Library/Scripts/mcasual/mcjTeleBlender3.dsa:2210

    Error executing script on line: 2210

    Script executed in 8 secs 829 msecs.

    Dale

     

     

     

     

     

     

  • mCasualmCasual Posts: 4,607
    September 2015 edited September 2015

    ok i did two tests,

    with the default shader (DS Default) the one that comes when you create a Primitive ) 

    with or without a normal map, everything works fine

    --

    but when i apply one of the iRay shaders ( which is always a bad idea from mcjTeleBlender's point of view )

    then we get the problem with the normal map

    the quickest solution right now this minute would be to select all the materials with that iRay shader and apply to them a useless normal map as shown below ( file attachment 1 )

     

    but, this evening i'll post an mcjTeleBlender3 update that finds other ways to determine if a texture really really has a normal map or not

     

    turns out that iRay shaders with no normal maps, answer "1" when asked, "what's your value?"

    and mcjTeleBlender was expecting the answer "nothing at all"



    so at line 2202 i will add this


    if( typeof( tex ) != 'object' )

    {

    return;

    }

    a primitive plane with an IRay carpaint shader, in BlenderCycles

    but remember it's better to use DSDefault shaders with mcjTeleBlender

    the mcjTeleBlender3 update will be posted in 10 minutes ... or 15

    uselessnormalmap.jpg
    1024 x 1024 - 6K
    theplaneinspane.jpg
    1920 x 1080 - 394K
    Post edited by mCasual on September 2015
  • mCasualmCasual Posts: 4,607
    September 2015 edited September 2015

    post removed by me

     

    you can rent this space

     

    Your Name Here !!!

    Post edited by mCasual on September 2015
  • mCasualmCasual Posts: 4,607
    September 2015 edited September 2015

    UPDATE - mcjTeleBlender v3.12 - UPDATE - mcjTeleBlender v3.12 - UPDATE - mcjTeleBlender v3.12 - UPDATE


    https://sites.google.com/site/mcasualsdazscripts4/mcjteleblender3

     

    only the mcjteleblender3 script needs to be updated,

    not mcjBlendBot the blender python script kit

     

    when using some shaders like iRay mcjTeleBlender would fail due to the way the Normal maps are treated

    but now mcjTeleBlender is more intelligent and can see through them shennanigans!

     

    note that using DSDefault shader on everything in your scene increases your chances of success with mcjTeleBlender

    using any other shader has no benefit

     

    if you use mcjTeleBlender3 in TB2/legacy mode, you may be interested in using the little shader pack right .... here 

    https://sites.google.com/site/mcasualsdazscripts2/mcjtbmatspack1

     


    if you have trouble downloading mcjTeleBlender3 from googlesites or are in a hurry - direct link to the zip file

    https://sites.google.com/site/mcasualsdazscripts4/mcjteleblender3/mcjTeleBlender3.zip?attredirects=0&d=1

    Post edited by mCasual on September 2015
  • ttnnttnn Posts: 99
    September 2015 edited September 2015

    Precious Jacques:

    Your system is working like a charm, now; no need to go through Blender 2.73.
    (Your Sept 1st update, because I don't have the right hardware for iRay.)
    For the next time that you look at your 3K lines of code, I do have the following request:
    accept accented vowels in file names, please!

    Your scene.mtl gets it right, but your scene.py translates MayamBä to MayamBa?,
    so I have to edit the text and change that.
    No big deal, but my textures (V4 Elite re-mapped to G2F)
    are in a subdirectory of .../MayamBä/

    Oh, and, not that it spoils the render (think capital Z in the Blender 3D View),
    but if I launch Blender from Terminal (so I can see Blender's messages),
    I get several ignored warnings, such as

    Progressb'/Volumes/Data/Tools/3D4D/Blender/AddOnSoftware/DS+BlenderCycles/mcjTeleBlender/scene.obj':b'Km 0.00016' (ignored)

    Post edited by ttnn on September 2015
  • DM3DDM3D Posts: 133
    September 2015

    Jacques,

    THANK YOU, THANK YOU, THANK YOU!  I cannot believe how responsive you are to this community AND how effective a problem solver that you are.  I really appreciate you tackling this issue for me.  So many of my scenes do involve IRAY shaders now and the great benefit of mcjTeleblender has always been being able to export a rather complex scene to Blender and make it work with just some minimal tweaking as oppossed to a major materails rebuild. 

    Can you PM me with a current email address so I can send a gift card in DAZ? 

     

     

  • DM3DDM3D Posts: 133
    September 2015

    Hi Jacques,

    I just had a chance to use the new version 12 of mcjTeleBlender on that scifi scene which I've been trying to export to blender.   The script launches Blender but no objects are imported while Blender is open.  The script creates the scene.obj and scene.mat files along with the scene.bat and scene.py files.  When I do a direct Blender import of the OBJ file all of the objects are imported and look in good order.  The material names are imported as well but there are no nodes built for the materials.  The material nodes are blank. 

    This is what is reported in the command window during the scene.bat script execution.  I have truncated (deleted) multiple duplicate/repetitive lines so that I could past the content here.  Any thoughts?

    ______________________________________

    Z:\DAZ 3D\temp>"C:/Users/DM3D/Desktop/blender-2.75a-windows64/blender.exe" -P "Z:/DAZ 3D/temp/scene.py"
    Read new prefs: C:\Users\DM3D\AppData\Roaming\Blender Foundation\Blender\2.75\config\userpref.blend
    AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead
    found bundled python: C:\Users\DM3D\Desktop\blender-2.75a-windows64\2.75\python

    importing obj 'Z:/DAZ 3D/temp/scene.obj'
            parsing obj file...
    3.0930 sec
            loading materials and images...
            b'Z:/DAZ 3D/temp/scene.obj':b'Km 0' (ignored)
            b'Z:/DAZ 3D/temp/scene.obj':b'Km 0' (ignored)
            b'Z:/DAZ 3D/temp/scene.obj':b'Km 0' (ignored)
            b'Z:/DAZ 3D/temp/scene.obj':b'Km 0' (ignored)
      
    NOTE - Truncated multiple duplicate lines   

            b'Z:/DAZ 3D/temp/scene.obj':b'Km 0' (ignored)
            b'Z:/DAZ 3D/temp/scene.obj':b'Km 0' (ignored)
            b'Z:/DAZ 3D/temp/scene.obj':b'Km 0' (ignored)
            b'Z:/DAZ 3D/temp/scene.obj':b'Km 0' (ignored)
    0.2828 sec
            building geometry...
            verts:138457 faces:132651 materials: 273 smoothgroups:0 ...
    finished importing: b'Z:/DAZ 3D/temp/scene.obj' in 5.7838 sec.
    Traceback (most recent call last):
      File "<string>", line 1, in <module>
      File "<string>", line 58, in <module>
    NameError: name 'NaN' is not defined
    read blend: C:\Users\DM3D\AppData\Local\Temp\quit.blend
    ^CTerminate batch job (Y/N)? y

     

  • ttnnttnn Posts: 99
    September 2015 edited September 2015
    DM3D said:
    …The script creates the scene.obj and scene.mat files
    along with the scene.bat and scene.py files…
    …
    Any thoughts?

    What I do is, open Blender; then, in a Text Editor window,
    bring in the scene.py file and Run that. That’s it!

    As for the Km ignored, yes, I get that too.
    What effect does it have? frown Dunno!

    Post edited by ttnn on September 2015
«1…29303132333435…49»
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