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Daz 3D Forums > 3rd Party Software > Cinema 4D Discussion

Daz to Cinema 4D Update 1.1

Richard HaseltineRichard Haseltine Posts: 104,487
January 2021 in Cinema 4D Discussion

This week Daz released an update to the Daz to Cinema 4D Update update. Here are the items in the update. Enjoy!

  • Now Supports Cinema 4D Version R23
  • Fix export issue when for face morphs with changes to Daz Studio in 4.14
  • Genesis 8.1 Facs Morph Support. Please note that characters must be selected to export the morphs.
  • Now Supports 8.1 Characters
«12»

Comments

  • AuroratrekAuroratrek Posts: 228
    January 2021

    Are there plans for the C4D Bridge to be able to export animations, like the Blender Bridge does now?

  • scobb3_60a649a03ascobb3_60a649a03a Posts: 32
    February 2021

    Morphs are back!  That is great.. but auto-IK is not working now and the plugin is still not showing up in R23.  (OSX 10.13.6)

  • RezcaRezca Posts: 3,393
    February 2021

    Good to see it naturally works in R23 now without manual workarounds;  but now Morphs won't import :(

    I've tried six different figures, not a single Morph is carried over and no Pose Morph tag is created.

  • dazzyddazzyd Posts: 10
    February 2021

    Trying to install the bridge to R23 and it asks me for the path? Where should i install it, in the C4D R23 folder there is no plugin folder. Can anyone help me out?

  • DAZ_samDAZ_sam Posts: 170
    February 2021

    Rezca said:

    Good to see it naturally works in R23 now without manual workarounds;  but now Morphs won't import :(

    I've tried six different figures, not a single Morph is carried over and no Pose Morph tag is created.

    With the new fix. You need to make sure the figure is selected before you run the script or the morphs will not attach. 

  • DAZ_samDAZ_sam Posts: 170
    February 2021

    thisiscraves said:

    Trying to install the bridge to R23 and it asks me for the path? Where should i install it, in the C4D R23 folder there is no plugin folder. Can anyone help me out?


    You should only need to choose the base path like you see above. If that doesn't work please let me know :) 

  • ZaidenknopZaidenknop Posts: 0
    February 2021

    Materials don't seem to be exporting, I've tried with just the base Genesis 8.1 model and materials with some morphs. Morphs carry over perfectly fine but no materials show up for me.

  • DAZ_samDAZ_sam Posts: 170
    February 2021

    Zaidenknop said:

    Materials don't seem to be exporting, I've tried with just the base Genesis 8.1 model and materials with some morphs. Morphs carry over perfectly fine but no materials show up for me.

    What version of Cinema 4D Are you using? And can you check if the Python Console has any errors? (Shift + F10) 

  • mxomxo Posts: 32
    February 2021 edited February 2021

    Hi I tried using your rig, its good and the process is very nice. However the joints seem to be flipping - which makes some things like applying CJMs with a script much harder.
    Please note how lShin.P (Y Axis) is flipping. Does not seem to happen with rShin.P


    Looks like your forums destroy animation in GIF files.
    Please see this link instead:

    https://imgur.com/a/fZWk5fR

    Thank you.

     

     

    daz3d-rig-joint-pop.gif
    818 x 426 - 449K
    Post edited by mxo on February 2021
  • KI3KI3 Posts: 38
    February 2021

    I can't seem to get the plugin to show up in Cinema 4D,

    It spits out the following log when checking python:

    Convert to Redshift
    Traceback (most recent call last):
      File "C:\Program Files\Maxon Cinema 4D R23\plugins\DazToC4D\DazToC4D.pyp", line 603, in <module>
    next = __next__                 #To Support Python 2.0
    NameError:name '__next__' is not defined
    >>> 

     

    Any suggestions would be very helpful, thanks!

  • autodolorautodolor Posts: 70
    February 2021

    For me, both installed on c4d r19, 20 and 23, I don't get it in the plugins / extensions section. I have installed the folder manually, after the installation failure by DIM, and nothing: The pyp does not recognize me, as if I had put a poultice ... Nothing. (Thank goodness I have the previous version and the r23 version (Modified by me ..) What could this be?

  • DAZ_samDAZ_sam Posts: 170
    February 2021

    mxo said:

    Hi I tried using your rig, its good and the process is very nice. However the joints seem to be flipping - which makes some things like applying CJMs with a script much harder.
    Please note how lShin.P (Y Axis) is flipping. Does not seem to happen with rShin.P


    Looks like your forums destroy animation in GIF files.
    Please see this link instead:

    https://imgur.com/a/fZWk5fR

    Thank you.

     

     

    Thanks for sharing this. I will take a look when I get a chance. 

  • DAZ_samDAZ_sam Posts: 170
    February 2021

    KI3 said:

    I can't seem to get the plugin to show up in Cinema 4D,

    It spits out the following log when checking python:

    Convert to Redshift
    Traceback (most recent call last):
      File "C:\Program Files\Maxon Cinema 4D R23\plugins\DazToC4D\DazToC4D.pyp", line 603, in <module>
    next = __next__                 #To Support Python 2.0
    NameError:name '__next__' is not defined
    >>> 

     

    Any suggestions would be very helpful, thanks!

     

    We are working on a fix right now. Sorry for the inconvenience this must be causing. 

     

  • DAZ_samDAZ_sam Posts: 170
    February 2021

    autodolor said:

    For me, both installed on c4d r19, 20 and 23, I don't get it in the plugins / extensions section. I have installed the folder manually, after the installation failure by DIM, and nothing: The pyp does not recognize me, as if I had put a poultice ... Nothing. (Thank goodness I have the previous version and the r23 version (Modified by me ..) What could this be?

    Take a look now. I made some edits and there should be an update now for the bridge. 

  • RezcaRezca Posts: 3,393
    February 2021

    DAZ_sam said:

    Rezca said:

    Good to see it naturally works in R23 now without manual workarounds;  but now Morphs won't import :(

    I've tried six different figures, not a single Morph is carried over and no Pose Morph tag is created.

    With the new fix. You need to make sure the figure is selected before you run the script or the morphs will not attach. 

    That's good to know!

    Is there any plan to improve how the rigs are imported?  Right now any character that's imported has every joint aligned exactly the same - Y up, etc.  Which is a "Very Bad Thing" for about 90% of the models I've imported.  They're almost unusable in the state that the Bridge imports them in and I have to go in to the rigging tab to manually re-align leg and arm joints and then Re-Weight others.  As an example,   The Morphing Python, Constrictor, and Digi-I's T-Rex all import with the jaw weights assigned horribly (So it tugs half of the head and the eyes with it)

    Maybe this sort of import is fine for T-posed human characters but its a massive pain for pretty much everything else.

  • DAZ_samDAZ_sam Posts: 170
    February 2021

    Rezca said:

    DAZ_sam said:

    Rezca said:

    Good to see it naturally works in R23 now without manual workarounds;  but now Morphs won't import :(

    I've tried six different figures, not a single Morph is carried over and no Pose Morph tag is created.

    With the new fix. You need to make sure the figure is selected before you run the script or the morphs will not attach. 

    That's good to know!

    Is there any plan to improve how the rigs are imported?  Right now any character that's imported has every joint aligned exactly the same - Y up, etc.  Which is a "Very Bad Thing" for about 90% of the models I've imported.  They're almost unusable in the state that the Bridge imports them in and I have to go in to the rigging tab to manually re-align leg and arm joints and then Re-Weight others.  As an example,   The Morphing Python, Constrictor, and Digi-I's T-Rex all import with the jaw weights assigned horribly (So it tugs half of the head and the eyes with it)

    Maybe this sort of import is fine for T-posed human characters but its a massive pain for pretty much everything else.

    Definitely is a goal of ours. There is a lot that needs to be done with this plugin. We are a very small team so, please be patient with us :)  Our develop branch is accessible to every one so, if you want the most up to date versions I recommend following here: https://github.com/daz3d/DazToC4D/tree/develop
    We are also open to people in the community helping us out. We are developing for all the bridges and also open to looking at code created by the community to get out features faster. 

     

  • samjaysamjay Posts: 2
    February 2021

    Rezca said:

    DAZ_sam said:

    Rezca said:

    Good to see it naturally works in R23 now without manual workarounds;  but now Morphs won't import :(

    I've tried six different figures, not a single Morph is carried over and no Pose Morph tag is created.

    With the new fix. You need to make sure the figure is selected before you run the script or the morphs will not attach. 

    That's good to know!

    Is there any plan to improve how the rigs are imported?  Right now any character that's imported has every joint aligned exactly the same - Y up, etc.  Which is a "Very Bad Thing" for about 90% of the models I've imported.  They're almost unusable in the state that the Bridge imports them in and I have to go in to the rigging tab to manually re-align leg and arm joints and then Re-Weight others.  As an example,   The Morphing Python, Constrictor, and Digi-I's T-Rex all import with the jaw weights assigned horribly (So it tugs half of the head and the eyes with it)

    Maybe this sort of import is fine for T-posed human characters but its a massive pain for pretty much everything else.

    It's definitely on our list of fixes. https://github.com/daz3d/DazToC4D/tree/develop that is our develop branch and is accessible by anyone. Right now there's a lot of work needed to the plugin so, please be patient with us :) If you do want the most up-to-date plugin though I recommend following here. 

  • RezcaRezca Posts: 3,393
    February 2021

    DAZ_sam said:

    Rezca said:

    DAZ_sam said:

    Rezca said:

    Good to see it naturally works in R23 now without manual workarounds;  but now Morphs won't import :(

    I've tried six different figures, not a single Morph is carried over and no Pose Morph tag is created.

    With the new fix. You need to make sure the figure is selected before you run the script or the morphs will not attach. 

    That's good to know!

    Is there any plan to improve how the rigs are imported?  Right now any character that's imported has every joint aligned exactly the same - Y up, etc.  Which is a "Very Bad Thing" for about 90% of the models I've imported.  They're almost unusable in the state that the Bridge imports them in and I have to go in to the rigging tab to manually re-align leg and arm joints and then Re-Weight others.  As an example,   The Morphing Python, Constrictor, and Digi-I's T-Rex all import with the jaw weights assigned horribly (So it tugs half of the head and the eyes with it)

    Maybe this sort of import is fine for T-posed human characters but its a massive pain for pretty much everything else.

    Definitely is a goal of ours. There is a lot that needs to be done with this plugin. We are a very small team so, please be patient with us :)  Our develop branch is accessible to every one so, if you want the most up to date versions I recommend following here: https://github.com/daz3d/DazToC4D/tree/develop
    We are also open to people in the community helping us out. We are developing for all the bridges and also open to looking at code created by the community to get out features faster. 

     

    It's a very handy tool to have even in its current state - a slightly broken rig is preferable to having to do the whole thing from scratch every time.  Keep up the good work you guys, and I'll be bookmarking that page!

    Times like this though makes me disappointed I know nothing about coding - the most I'd ever done was tinker in Ruby a bit back when I was still messing with RPG Maker XP and even then I only really had a grasp on the barest of basics D:

  • RezcaRezca Posts: 3,393
    February 2021

    DAZ_sam said:

    Rezca said:

    Good to see it naturally works in R23 now without manual workarounds;  but now Morphs won't import :(

    I've tried six different figures, not a single Morph is carried over and no Pose Morph tag is created.

    With the new fix. You need to make sure the figure is selected before you run the script or the morphs will not attach. 

    Had the Install Manager download the update,  and now the script flat out won't run at all.  It's there in the Scripts menu, but clicking it does nothing.  I have the figure selected and everything too.

    Uninstalled it and reinstalled it to no effect.  Cinema 4D though, it still is importing the last figure I ran the script on (before the last update)  which was the 'Dregon' wyvern from Poser 11.   Updated D|S as well to 4.15 but it didn't seem to matter either.

  • RezcaRezca Posts: 3,393
    February 2021

    Update on the D|S Script not working;   Turns out its only refusing to work on  .DUF  files.   All the old Poser  .CR2  figures the script will function just fine.

  • jeff_someonejeff_someone Posts: 254
    March 2021

    Appreciate the work on DazToC4d, but do you think there will ever be an update to enable the transfer of JCMs to the figure?  Thanks.

  • brussaard.ebrussaard.e Posts: 0
    March 2021

    Bridge plugin for C4D is showing in Daz but not in C4D R23..... any solutions to fix this ???

  • KrisclemsonKrisclemson Posts: 0
    March 2021

    I got the character model to transfer over but none of the textures came with it. :(

  • Razzle-Dazzle3DRazzle-Dazzle3D Posts: 32
    March 2021

    Rezca said:

    Update on the D|S Script not working;   Turns out its only refusing to work on  .DUF  files.   All the old Poser  .CR2  figures the script will function just fine.

    Is this something that you are still experiencing issues with? If so, would you please open a support ticket so that I can look into this matter with you further here?:

    Submit a request – Daz 3D Help Center (zendesk.com)

     

    If you have already submitted a ticket regarding this, would you DM me the ticket number so that I can make sure to assign myself to this?

     

  • Razzle-Dazzle3DRazzle-Dazzle3D Posts: 32
    March 2021

    jeff_someone said:

    Appreciate the work on DazToC4d, but do you think there will ever be an update to enable the transfer of JCMs to the figure?  Thanks.

    I can confirm that this is something that we are looking into and have on our roadmap for future bridge updates. Be sure to keep an eye out for release note posts on any additional information regarding this in the future!

  • Razzle-Dazzle3DRazzle-Dazzle3D Posts: 32
    March 2021

    brussaard.e said:

    Bridge plugin for C4D is showing in Daz but not in C4D R23..... any solutions to fix this ???

    I would make sure that the Applications path for your install manager is set to the R23 version of C4D. If this Applications path is set to the correct version of C4D, you may need to enable the plugin within C4D by navigating to:

    Resolution -- Window → Customization → Customize Commands → Search “Daz” → Execute

  • Razzle-Dazzle3DRazzle-Dazzle3D Posts: 32
    March 2021

    Krisclemson said:

    I got the character model to transfer over but none of the textures came with it. :(

    There is a known issue being tracked by the team regarding issues with materials for this bridge. To confirm, which character are you experiencing these issues with; or does this texture issue occur regardless of the figure that you import? 

  • RezcaRezca Posts: 3,393
    March 2021 edited March 2021

    Razzle-Dazzle3D said:

    Rezca said:

    Update on the D|S Script not working;   Turns out its only refusing to work on  .DUF  files.   All the old Poser  .CR2  figures the script will function just fine.

    Is this something that you are still experiencing issues with? If so, would you please open a support ticket so that I can look into this matter with you further here?:

    Submit a request – Daz 3D Help Center (zendesk.com)

     

    If you have already submitted a ticket regarding this, would you DM me the ticket number so that I can make sure to assign myself to this?

     

    I'll go ahead and submit one now.  I might not be able to do much beyond that though since my C4D subscription is inactive for the time being, but I plan on renewing it next month.  I have a perpetual license for R13 Visualize, but the DAZ-C4D Bridge doesn't support 13 soooo.... ^^; 

    That being said,  the problem seemed to be in D|S anyway,  since that's where it all starts - Click the Bridge Script with a DUFF character, nothing happens. Click it with a CR2 Character, and it runs the script.

    Post edited by Rezca on March 2021
  • kromekatkromekat Posts: 25
    March 2021 edited March 2021

    Hi guys,

    I've just  rediscovered a plugin (IKMAX) I saw mentioned a couple of years back, when it was still in development I think. I notice that some of the interface graphics are identical to DaztoC4D Bridge - are these just standard C4D SDK icons that both plugins are utilising, or are these created by the same development team?

    Cheers

    Adam :)

     

    EDIT: Ok, just late to the party - I now see from another forum post that they are from the same developers! - Any chance theres an iClone version coming? :)

    2021-03-27.png
    1419 x 1320 - 669K
    Post edited by kromekat on March 2021
  • ar8machine_bde6bc2274ar8machine_bde6bc2274 Posts: 1
    April 2021

    Please Help, I'm unable to load the meshes from Daz to C4d tried FBX too... I've also reinstalled Daz but same Result

    02.jpg
    2560 x 1404 - 1M
    01.jpg
    2560 x 1404 - 1M
«12»
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