Diffeomorphic Plugin & Help from Daz

An interesting quote from Mr. Larsson's site:

The .duf file contains information about the character shape in the form of morphs, but I have not fully understood how this is implemented, and in particular not how clothes are fitted to morphed characters. Instead of trying to reproduce the final vertex and bone locations inside Blender, these basic data are exported by a custom script to a .json file, which is then used in Blender to recreate the final meshes.

A direct question to the Daz staff here: If Mr Larsson, or anyone else, requested it, I wonder if Daz would work with him so that he can figure it out, much like I understand that they are working with the author of the Dex plugin? This plugin is INCREDIBLY useful to many of your users.

Comments

  • PadonePadone Posts: 4,039

    what Thomas is telling there is that instead of recoding the daz fit tool in python he just takes the final shape from the scene .. even if daz would help with the fit tool specifications I guess it wouldn't be practical anyway

  • AllenArtAllenArt Posts: 7,175

    An interesting quote from Mr. Larsson's site:

    The .duf file contains information about the character shape in the form of morphs, but I have not fully understood how this is implemented, and in particular not how clothes are fitted to morphed characters. Instead of trying to reproduce the final vertex and bone locations inside Blender, these basic data are exported by a custom script to a .json file, which is then used in Blender to recreate the final meshes.

    A direct question to the Daz staff here: If Mr Larsson, or anyone else, requested it, I wonder if Daz would work with him so that he can figure it out, much like I understand that they are working with the author of the Dex plugin? This plugin is INCREDIBLY useful to many of your users.

    If they can sell it maybe. I doubt it otherwise.

    Laurie

  • An interesting quote from Mr. Larsson's site:

    The .duf file contains information about the character shape in the form of morphs, but I have not fully understood how this is implemented, and in particular not how clothes are fitted to morphed characters. Instead of trying to reproduce the final vertex and bone locations inside Blender, these basic data are exported by a custom script to a .json file, which is then used in Blender to recreate the final meshes.

    A direct question to the Daz staff here: If Mr Larsson, or anyone else, requested it, I wonder if Daz would work with him so that he can figure it out, much like I understand that they are working with the author of the Dex plugin? This plugin is INCREDIBLY useful to many of your users.

    You might be better off putting in a feature request if you want Daz staff to take notice.

    Actually, I think Mr Larsson has made a smart design decision.  He is just worrying about the final vertex and bone positions instead of trying to process every morph that's been applied to items in a scene to reach that position, of which there could be hundreds.

    If they can sell it maybe. I doubt it otherwise.

    Indeed.  Daz Studio exists only to sell items from the store, which is not a criticism.  New features are added that will increase sales.

  • wolf359wolf359 Posts: 3,936

    Also consider that Daz does NOT have control over blenders development cycle and the FOSS nature of  blender makes developing commercial plugins "challenging"when you have your own IP involved that you wish to remain YOUR IP.

    Additionally  once you start selling a plugin,in the Daz store,you become responsible for tech support.

     Consider that number of custom forks and daily builds Daz would have to content with  in dealing with various customer issues that may be related to some  untested Addon etc etc.

  • ArtiniArtini Posts: 10,389
    edited August 2019

    I really miss the .DUF file specification.

    I could imagine, that it is complex, but knowing its specifications would open another world for the applications.

    However I understand, that Daz would like to protect their IP rights.

     

     

    Post edited by Artini on
  • Artini said:

    I really miss the .DUF file specification.

    I could imagine, that it is complex, but knowing its specifications would open another world for the applications.

    However I understand, that Daz would like to protect their IP rights.

    What do you mean? http://docs.daz3d.com/doku.php/public/dson_spec/start

  • ArtiniArtini Posts: 10,389
    Artini said:

    I really miss the .DUF file specification.

    I could imagine, that it is complex, but knowing its specifications would open another world for the applications.

    However I understand, that Daz would like to protect their IP rights.

    What do you mean? http://docs.daz3d.com/doku.php/public/dson_spec/start

    Thanks a lot for the link. I did not know, that the format specifications are available.

    Off to read the documentation.

     

  • wolf359wolf359 Posts: 3,936
    edited August 2019

    I really miss the .DUF file specification.I could imagine, that it is complex, but knowing its specifications would open another world for the applications.
    However I understand, that Daz would like to protect their IP rights.


    For the record, I was not implying that the .DUF format was as issue for blender plugins as it is part of Daz 's official  DSON specification for supporting the genesis figure framework in other Modern programs.


    However my understanding is that when you create a blender addon that installs into blender it too becomes open source under blenders GPL.

    This may not be the most desirable situation for many commercial companies
    who prefer to maintain their own EULA  for their IP,such as Daz.

    The people here constantly calling for an offical Daz studio bridge to blender need to understand this,
    and should be prepared to have such Blender support handled by third parties such as Larson, using Daz's  very liberal ,MostlyFREE  general Export options (FBX.obj ,MDD,Alembic) as well as the DSON spec if they have the programming skills.

    Post edited by wolf359 on
  • wolf359 said:
    However my understanding is that when you create a blender addon that installs into blender it too becomes open source under blenders GPL.
     

     - That's a little simplistic.

    https://blenderartists.org/t/commercial-gpl-blender-addons-and-the-copyleft/657864

    Plenty of plugins make money on the Blender Market, they haven't been hovered up by any virus-like actions of the GPL.

    The point of the GPL is to protect code in the GPL, you use it, in some cases link to it, borrow it, or otherwise make use of it. Really the only way it can infect your product is if you try to 'steal it'

    There are ways for software under differing licences to interact (e.g the Nvidia GPU drivers on Linux) - granted they are often sub-optimal (e.g the Nvidia GPU drivers on Linux).

  • Always best to go to the horse's mouth on such issues - https://www.blender.org/about/license/

    I'm just another barrack room lawyer, but my reading of this is that if you create a Blender add-on that uses the Python API ('import bpy') then your add-on must be licensed under the GPL or a compatible licence, whether you give it away for free or sell it.  Pretty much what wolf359 says.  (Unless you can find a way not to use the Blender Python API.)  So, source code must be available, and you can't charge for it.  A quick look on Blender Market shows use of some other licences for paid add-ons, but none is closed source.

    Whether Daz3D would be happy with that, or with trying to keep an add-on compatible with a constantly changing API, I don't know.

  • wolf359wolf359 Posts: 3,936

    Whether Daz3D would be happy with that, or with trying to keep an add-on compatible with a constantly changing API, I don't know.

    Only Daz can answer that question  of course

    However  I  personally  do not expect to see any official Daz bridge to blender
    and would certainly understand why Daz would not do so.

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