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

Diffeomorphic DAZ Importer version 1.6.0 released

ThomasLarssonThomasLarsson Posts: 97
August 2021 in Blender Discussion

 This release consists of four separate parts:

  • DAZ Importer, a Blender add-on for importing native DAZ Studio files (*.duf, *.dsf) into Blender. It also contains some tools to make the assets more animation friendly. 
  • MHX Runtime System, a Blender add-on for posing the MHX rig.
  • DAZ HD Morphs, a Blender add-on by Xin for importing HD meshes and morphs into Blender.
  • Diffeo HD Exporter, a DAZ Studio plugin by Donald Dade to export HD scenes to Blender.

Download version 1.6.0 from:

https://www.dropbox.com/s/abda1ext7wbst97/import_daz_mhx_rts_v1_6_0.zip

Main documentation page: 

https://diffeomorphic.blogspot.com/p/daz-importer-version-16.html

 

This release is compatible with Blender 2.80 and later. The last version compatible with Blender 2.79 was version 1.5.1.

 

Major new features in this release:

  • New morphing system using intermediate properties which correctly reproduce morphs in DAZ Studio. How to implement this was explained to me by Engetudouiti.
  • New morphing system using simple expressions instead of slow python scripts, as suggested by Xin. This improves performance, in particular on GPUs. It also makes it possible to use expressions on systems where the DAZ Importer is not enabled, e.g. render farms, making the stripped runtime system of previous releases obsolete.
  • Easy Import makes it possible to import a character and make it animation-ready in a single step, as suggested by Alessandro Padovani.
  • Correct FK-IK snapping for the MHX rig, following suggestions by Engetudouiti.
  • Tools for dealing with MHX animations, not just single poses.
  • Improved user interface for the MHX rig.
  • A tool for converting HD morphs to normal or displacement maps (the DAZ HD Morphs add-on by Xin), and tools for importing these maps into Blender and drive them with the morph strength.
  • A tool for fast export of HD meshes from DAZ Studio (Diffeo HD Exporter by Donald Dade).
  • Basic support for simulations.
  • Many bug-fixes and minor improvements.

This release will probably be the final one when it comes to new features. Version 1.0 of the DAZ Importer was released in 2016, but I looked into importing native DAZ files as early as 2011, so the add-on is already ten years old. It has grown into a much more ambitious project than I ever expected, and is quite enough for my own needs. I will continue to fix bugs and adapt the code to new releases of Blender and DAZ Studio, though.

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Comments

  • wolf359wolf359 Posts: 3,929
    August 2021
    Hi Will Donald's alembic exporter still Work with this version for picking up The diffeo textures?
  • Krys KryngleKrys Kryngle Posts: 311
    August 2021

    A colossal thank you for all the work you've put into Diffeomorphic. 

  • SDevSDev Posts: 158
    August 2021 edited August 2021

    Great news Thomas, thank you (and your mates) for your invaluable work and support!

    Post edited by SDev on August 2021
  • brainmuffinbrainmuffin Posts: 1,267
    August 2021

    Holy cow! Y'all doing some serious work.

  • PadonePadone Posts: 4,001
    August 2021

    wolf359 said:

    Hi Will Donald's alembic exporter still Work with this version for picking up The diffeo textures?

    yes

  • wolf359wolf359 Posts: 3,929
    August 2021
    @Padone...Thanks
  • PaintboxPaintbox Posts: 1,633
    August 2021

    A Big Cheer for Thomas and everyone who helped like Padone, to make Diffeomorphic the best importer it can be

  • nicsttnicstt Posts: 11,715
    August 2021

    Would still love to buy you guys a: coffee, beer, wine (whatever).

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,218
    August 2021

    nicstt said:

    Would still love to buy you guys a: coffee, beer, wine (whatever).

    When it's a single tool like Diffeo that enables literally everything I am trying to do, I appreciate your sentiment; After wrapping my head around how much effort they had put into it and how much it does, I myself asked Thomas directly how I could support him.

    I can't speak for Thomas/Padone, but after working on Sagan for a while I realized that what I really want from those that use the tool are bug reports, documentation, a cool icon, feedback, anything. The software is free, but the cost is participation. Code is only the most obvious way to contribute, but not the only.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,218
    August 2021

    brainmuffin said:

    Holy cow! Y'all doing some serious work.

    No kidding. I've seen the complexity and attention to detail in his code and I stand in awe of what Thomas has accomplished, and that he persevered and just figured everything out. I tried to do the same thing and quickly said "Man, F this..." at around the third Grand Daz Mystery I encountered. I don't think enough people give him due credit for what a monumental task Diffeo was and continues to be; there are wierd special cases all over the code that show how Thomas had to discover, grok, and code around some inconsistency in Daz Studio.

  • Singular3DSingular3D Posts: 605
    August 2021

    Dear Thomas,

    Thanks a lot for your great work. Highly appreciated!

  • Hurdy3DHurdy3D Posts: 1,073
    September 2021

    ThomasLarsson said:

    Major new features in this release:

    • New morphing system using intermediate properties which correctly reproduce morphs in DAZ Studio. How to implement this was explained to me by Engetudouiti.
    • New morphing system using simple expressions instead of slow python scripts, as suggested by Xin. This improves performance, in particular on GPUs. It also makes it possible to use expressions on systems where the DAZ Importer is not enabled, e.g. render farms, making the stripped runtime system of previous releases obsolete.

    Hey Thomas,

    thank you for all the work.

    Does this new morphing allow us to import multiple morphs on a character, which also adjust the rig/bones? (e.g. a height morph, which can be adjusted in Blender)?

  • PadonePadone Posts: 4,001
    September 2021 edited September 2021

    gerster said:

    Does this new morphing allow us to import multiple morphs on a character, which also adjust the rig/bones?

    Nope, morphing armatures are not supported in blender. This is a blender limitation, it's not from diffeo. That means that most "actor morphs" can't be imported. As well as "pose controls" changing the rest pose. Luckily the latter case is rare. So the intended workflow is to bake the actor morphs into dbz then import the pose morphs.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/685/

    Post edited by Padone on September 2021
  • wolf359wolf359 Posts: 3,929
    September 2021
    How does one bake actor morphs into the DBZ?
  • marblemarble Posts: 7,500
    September 2021 edited September 2021

    Could I ask if geografts and geometry shells are exported and poseable (using their own morphs) as they would be in DAZ Studio? 

    Post edited by marble on September 2021
  • PadonePadone Posts: 4,001
    September 2021 edited September 2021

    @wolf359 By exporting to dbz, the geometry in the viewport will be baked, this includes any morph applied.

    @marble Yep, but you have to import the custom morphs yourself in a second step, aka any geograft morph.

    steps:

    1. import the figure
    2. merge rigs
    3. import the standard morphs
    4. import the custom morphs for geografts
    5. transfer the standard morphs to geografts
    6. merge geografts

    If you use easy import then transfer standard morphs and merge geografts are done for you. Then you can add the custom morphs later to the merged meshes.

    https://diffeomorphic.blogspot.com/2021/07/adding-morphs-after-lashes-and.html

    https://diffeomorphic.blogspot.com/2021/03/easy-import.html

    Post edited by Padone on September 2021
  • marblemarble Posts: 7,500
    September 2021 edited September 2021

    Padone said:

    @wolf359 By exporting to dbz, the geometry in the viewport will be baked, this includes any morph applied.

    @marble Yep, but you have to import the custom morphs yourself in a second step, aka any geograft morph.

    steps:

    1. import the figure
    2. merge rigs
    3. import the standard morphs
    4. import the custom morphs for geografts
    5. transfer the standard morphs to geografts
    6. merge geografts

    If you use easy import then merge geografts and transfer standard morphs are done for you. Then you can add the custom morphs later to the merged meshes.

    https://diffeomorphic.blogspot.com/2021/07/adding-morphs-after-lashes-and.html

    https://diffeomorphic.blogspot.com/2021/03/easy-import.html

    Thanks again @Padone - I shall bookmark this for future reference. What's in store for 1.7? ;)

    Post edited by marble on September 2021
  • SadRobotSadRobot Posts: 116
    September 2021

    One other thing is that, if you want to convert to MHX or Rigify, you've got to do that after loading your morphs. The rig conversion will make any morphs imported after conversion break things. I've learned this the hard way and thought the plug-in was broken, only to discover my mistake upon closer reading of the manual.

  • florian.schurzflorian.schurz Posts: 8
    September 2021

    Is it now also possible to import animations from DAZ into Blender?

    I animated a character in DAZ and would love import The animated Character in Blender.

     

    Thank you so much for the work!

  • PadonePadone Posts: 4,001
    September 2021

    @florian.schurz Yep, also you can now import missing morphs on the fly, that is, while importing the animation. But this doesn't always work fine so it's better to import the needed morphs first.

    https://diffeomorphic.blogspot.com/p/posing-panel-version-16.html

    https://bitbucket.org/Diffeomorphic/import_daz/issues/683/

  • florian.schurzflorian.schurz Posts: 8
    September 2021

    Ok I figured out the animation thing with the oimport action- tool.

    Im very happy that visemes and stuff do work but somehow the eyes don't move (they were moving in my original animation)

  • PadonePadone Posts: 4,001
    September 2021 edited September 2021

    If you use any morph to animate, including facs or body morphs, then the animation file references to that morph and you have to import it to make the animation work. Or you can bake the animation to bone transforms in daz studio before exporting (edit > figure > bake to transforms).

    Also, when you load a pose or animation, you should get a list of the missing morphs in the terminal window. You may have to change the verbosity level in the global settings for that.

    Post edited by Padone on September 2021
  • margravemargrave Posts: 1,822
    September 2021

    So, I tried "Save as Pose Preset" for the first time, and I don't get it. It keeps coming out wrong. I tried with both the Simple IK and the Rigify setup, and it kept going wrong in different ways. The spine bones have no rotation, the shoulders folded in on themselves, etc. I used the buttons to bake the IK to FK and everything, and it didn't work.

    What's the simplest, most reliable procedure to get a figure into Blender and then export a pose back to Daz with reasonable fidelity?

  • PadonePadone Posts: 4,001
    September 2021 edited September 2021

    @margrave It should work. Please report a bug with your specs, a test scene as simple as possible, and the exact steps to replicate the bug. Does it fail with every figure or just one specific figure ?

    Post edited by Padone on September 2021
  • florian.schurzflorian.schurz Posts: 8
    September 2021

    Ok Im still having problems with importing Animations. I imported the missing morphs.

    The face is animated now and it makes the right movements. But the rest of the body doesn't. Funny thing is there keyframes for the bodymovement in the timeline but nothing happens.

    Console doesn't report missing morphes. There are all there.

    I tried really all different options in the import-setup but nothing seems to work. Also the  "bake to transforms" didn't bring any change.

    I would love to make this work, as it's also so much faster than the DaztoBlender Bridge. 

    Also 

  • margravemargrave Posts: 1,822
    September 2021

    Padone said:

    @margrave It should work. Please report a bug with your specs, a test scene as simple as possible, and the exact steps to replicate the bug. Does it fail with every figure or just one specific figure ?

    Sorry, I'm not creating an account I'll never use again just to post a bug report. Also, I don't see how I could post a test scene since it contains Daz mesh data?

    But I did experiment some more. I loaded in the default Genesis 8 Figure, using the Simple DAZ option, and set it to create a Rigify armature. "Merge Materials", "Eliminate Empties", and "Merge Rigs" were already ticked. I also ticked "FACS" and "Merge Lashes". Right now, it appears two bones are not carrying over to Daz when saved as a pose preset. On Rigify's Torso layer, they are "hips" and "chest". Both of these are defaulting to Quaternion while the ones that do carry over ("shoulder", "neck", "torso", etc.) are in YZX Euler. These don't look like IK bones, so there's no option to set it to switch between IK and FK. I did change both to YZX manually, but it still didn't work. The exporter must be reverting them to Quaternion when saving it out?

    I downloaded this build yesterday, from the Dropbox link, so it's up-to-date.

  • PadonePadone Posts: 4,001
    September 2021

    @florian.schurz May be you didn't "make all bones posable" ? The two steps are import all morphs then make all bones posable. The reason is that in blender driven bones can't be posed. Otherwise you need to file a bug report same as @margrave.

    @margrave You can file the bug report here for Thomas to look at. Also the test scene I was referring to is a daz duf file, not a blender file. That's fine to upload and doesn't break any eula.

  • SDevSDev Posts: 158
    September 2021

    margrave said:

    I downloaded this build yesterday, from the Dropbox link, so it's up-to-date.

    Afaik the latest build is only available at his bitbucket repository. 

  • N3p3nth3N3p3nth3 Posts: 135
    September 2021

    Did I see correctly someone had luck compiling Diffeomorphic on Mac OS? I followed a previous thread where the discussion seemed to end the second one person managed to get it to work. Admittedly, the last time I compiled something it was on the "hello world" level and 25 years ago, but if it's viable, I guess I could learn :)

  • PadonePadone Posts: 4,001
    September 2021

    @N3p3nth3 Diffeo is a python script so doesn't need to be compiled. It should work on mac too.

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