Exporting Genesis 8

I have been a long time user of Poser & Daz3d, back when the two of them were best of friends.  Something happend and the two parted ways.  Leaving all of us avid Poser users lost having to learn a new software.  Daz Studio.  I've always had this issue but was too shy to ask the demigods of the forum.  When I want to export a Daz3d Genesis figure out to another renderer, in this case Blender.  It never can be successully brought into Blender or any other renderer.  It ends up looking like some bad Break Dancer whos body was crushed as it got thrown under a bus. Sometimes it does import into the renderer, but without any morphs or the pose that were applied to the figure before hand.  I've used all the 3d formats that are available for export/import,  fbx, obj, dae, and the native duf format.  My purpose is not for multi frame animation but a single frame shot of a 3d scene.  I have utilized the Decimator to reduce the size of the polygon count, I would also check the Export settings option that would "fuse or merge" the skeleton.  Thus the pose and morphs were embedded into that figure.  That worked, cause I didn't need to adjust the position of the figure,  sometimes I did.   But there still is no easy and viable way to export a figure into Blender.  there is a couple of plugs out there that really don't do that, even though they say the plugin can do that.  I'm sure there are hundreds of people out there with the same frustrating ongoing problem.   Maybe someone can show me an alternative way to accomplish this task?  I'd like to get this figure out of Daz Studio and set it up in Blender.  Iray has a bad habit of freezing just as the render is almost finished.  

Windows 10x64
Core i7-8700k
Z390-A Pro Board
NVIDIA GeForce GTX 1018
32GB Ram
Samsung 970 EVO Plus SSD

Jesse 26.png
1593 x 1292 - 3M

Comments

  • Are you wanting it in Blender as a posable figure, or just as a static item for rendering?

  • KharmaKharma Posts: 3,214

    I have a bit of the same issue, I want to export G8 as a manequin to hexagon with only the bare necessities and the correct size for creating my own clothing, if anyone could tell me the correct settings to use.  In the export box do I need to uncheck keep groups , materials? I have several tutorials, but non ever start with how you get G8 to the modelling program in the first place. Thanks for any help  you could provide..

  • Kharma said:

    I have a bit of the same issue, I want to export G8 as a manequin to hexagon with only the bare necessities and the correct size for creating my own clothing, if anyone could tell me the correct settings to use.  In the export box do I need to uncheck keep groups , materials? I have several tutorials, but non ever start with how you get G8 to the modelling program in the first place. Thanks for any help  you could provide..

    Obj would be your best bet. All the morphs are dialed in, but no extra junk, like bones, materials and what not.

  • TheKDTheKD Posts: 2,711

    OBJ, materials shouldn't be needed if you just need the shape, groups could be useful though. I never really liked hexagon, but I assume keeping the groups would give you the ability to hide anything not needed for what you are modelling like you can in blender, zbrush etc.

  • KharmaKharma Posts: 3,214

    Thanks, I did export as OBJ, but I also see in some tutorials and other info that they remove the shading domains and materials inside Hexagon somehow, is that really necesssary to do? I don't want my shape to take up all my memory to avoid crashing.  I have also tried some modelling in Silo and Blender, but thought I would give Hex a try.

  • It would be a "Static" model that I want to bring into blender, the pose, morphs and textures are all done in Daz Studio.  I'd like to take advantage of Blenders render engine and see just how well this could look.  It would be great if the morphs and pose could be baked into the form, and leaving the UV mapping coordinates assigned the figure.  This shouldn't be this hard to accomplish, or so we thought.  This harkens back to the days when Macromedia did not like to talk with Adobe, and Autodesk refused to talk/interact with any of their compeditors.  If its still a hindrance to near impossible to "shake hands" with another 3D application then users eventually drop the software for something that will work.  

  • It would be a "Static" model that I want to bring into blender, the pose, morphs and textures are all done in Daz Studio.  I'd like to take advantage of Blenders render engine and see just how well this could look.  It would be great if the morphs and pose could be baked into the form, and leaving the UV mapping coordinates assigned the figure.  This shouldn't be this hard to accomplish, or so we thought.  This harkens back to the days when Macromedia did not like to talk with Adobe, and Autodesk refused to talk/interact with any of their compeditors.  If its still a hindrance to near impossible to "shake hands" with another 3D application then users eventually drop the software for something that will work.  

    Whatever way you do this, the most signficant issues will be with textures.

    You can transfer to Blender using the OBJ file format, but only very basic textures will be transferred.  The pose and the morphs will be 'baked in' to the figure.  HD morphs are the exception: you can only get the base resolution.

    You mention plugins, by which I guess you mean mcjTeleBlender by mCasual, or the Daz Importer by Thomas Larsson from http://diffeomorphic.blogspot.com/p/daz-importer.html.  Both are free, the only cost to try them is some of your time.

    I regularly use the Daz Importer.  It will transfer a scene with pose and morphs 'baked in', but again can only handle the base resolution.  The textures (materials) are certainly better than you will get with the OBJ file format, but they are not perfect and you will very likely want to adjust them.  It is worth studying the documentation provided  by the author to get the best out of this plugin, which has a number of other useful features.  It will transfer the Daz rig for rigged figures, which you can of course delete if you don't want it, or convert it to a Rigify-style rig including IK.

    There is as yet no one-click option to transfer a figure from Daz Studio to Blender in such a way that it will render exactly in Cycles and/or Eevee looking exactly like it did in Daz Studio with no user intervention.  I'd suggest we will have found the holy grail and the philosopher's stone before that is available (I believe they are both together in the back of a closet somewhere, along with Amelia Earhart and a huge heap of odd socks)

  • AbnerKAbnerK Posts: 718
    edited February 2020

    It would be a "Static" model that I want to bring into blender, the pose, morphs and textures are all done in Daz Studio.  I'd like to take advantage of Blenders render engine and see just how well this could look.  It would be great if the morphs and pose could be baked into the form, and leaving the UV mapping coordinates assigned the figure.  This shouldn't be this hard to accomplish, or so we thought.  This harkens back to the days when Macromedia did not like to talk with Adobe, and Autodesk refused to talk/interact with any of their compeditors.  If its still a hindrance to near impossible to "shake hands" with another 3D application then users eventually drop the software for something that will work.  

    That is some pretty gruesome effect. I admit I've never used Blender to Render a scene but I export Daz G8M all the time to Blender for one reason or another and I've not come across what you're talking about. At first I thought you were going in the direction of the figure being broken up into it's faces. What version of Blender are you using? Are you using the latest version that accepts the Normal maps? 

    I haven't bothered to do anything about materials here it was just a test but you can see there's no problem with him looking runover. :) 

    I've attached my export settings. Import: I uncheck split by object and group and check Keep Vertex Order: Poly Groups. 

    Other than maps being exported with the figure name appended I've never had any problems. 

    Share with us your export and import method. 

     

     

     

    Screen Shot 2020-02-03 at 22.39.50.png
    802 x 648 - 173K
    Screen Shot 2020-02-03 at 22.42.28.png
    926 x 948 - 153K
    Post edited by AbnerK on
  • wolf359wolf359 Posts: 3,931
    Straight FBX export from Daz studio 4.12 to Blender 2.81.....no third party plug-ins.
  • wolf359wolf359 Posts: 3,931
    Settings
    OUT--FROM-DAZ.jpg
    800 x 743 - 358K
  • wolf359wolf359 Posts: 3,931
    ........
    INTO-BLENDER.jpg
    800 x 756 - 213K
  • ChrisSerketChrisSerket Posts: 202

    Friend Wolf359, I try to follow the same configuration as you (both in daz and in blender 2.81), but only with some models it works, with others the error that appears in the image that I just attached appears.
    Do you know any solution for that?

    91272931_892358727878029_5265417978324713472_n.png
    1680 x 1050 - 1016K
  • homo_erectus said:

    I have been a long time user of Poser & Daz3d, back when the two of them were best of friends.  Something happend and the two parted ways.  Leaving all of us avid Poser users lost having to learn a new software.  Daz Studio.  I've always had this issue but was too shy to ask the demigods of the forum.  When I want to export a Daz3d Genesis figure out to another renderer, in this case Blender.  It never can be successully brought into Blender or any other renderer.  It ends up looking like some bad Break Dancer whos body was crushed as it got thrown under a bus. Sometimes it does import into the renderer, but without any morphs or the pose that were applied to the figure before hand.  I've used all the 3d formats that are available for export/import,  fbx, obj, dae, and the native duf format.  My purpose is not for multi frame animation but a single frame shot of a 3d scene.  I have utilized the Decimator to reduce the size of the polygon count, I would also check the Export settings option that would "fuse or merge" the skeleton.  Thus the pose and morphs were embedded into that figure.  That worked, cause I didn't need to adjust the position of the figure,  sometimes I did.   But there still is no easy and viable way to export a figure into Blender.  there is a couple of plugs out there that really don't do that, even though they say the plugin can do that.  I'm sure there are hundreds of people out there with the same frustrating ongoing problem.   Maybe someone can show me an alternative way to accomplish this task?  I'd like to get this figure out of Daz Studio and set it up in Blender.  Iray has a bad habit of freezing just as the render is almost finished.  

    Windows 10x64
    Core i7-8700k
    Z390-A Pro Board
    NVIDIA GeForce GTX 1018
    32GB Ram
    Samsung 970 EVO Plus SSD

    I'm working on solutions who knows a good importer soon.

Sign In or Register to comment.