• Daz 3D
  • Shop
  • 3D Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
  • Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare
  • Download Studio
  • Menu
  • Daz 3D
  • Shop
  • 3d Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
  • Community
    • Our Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare

Notifications

You currently have no notifications.

Loading...
    • Categories
    • Recent Discussions
Daz 3D Forums > 3rd Party Software > Blender Discussion

Diffeomorphic DAZ Importer version 1.6.0 released

«1…19202122232425»

Comments

  • Krys KryngleKrys Kryngle Posts: 308
    March 2023

    Add corrective smooth modifier.  Might help a little.  Otherwise, sculpt a new shape key.

  • PadonePadone Posts: 3,873
    March 2023 edited March 2023

    @rugeyohe It depends. If you want to use jcms then you need "preserve volume" then jcms will fix it. If you don't want to use jcms then you can prebend the figure and use a corrective smooth. There's also a recent update by Thomas to allow importing daz poses on prebended figures.

    https://diffeomorphic.blogspot.com/2023/01/

    Post edited by Padone on March 2023
  • rugeyoherugeyohe Posts: 49
    March 2023

    Yeah using @Krys Kryngle method works a bit. I mean using smooth corrective modifeier.

    @Padone Also I don't understand what u mean with using jcms? I mean how to use it? I just select import jcms in import settings but should I do something extra? Because knees and elbows looks fine when I import jcms. Do I need to do something extra? I also used smooth corrective with jcms imported figure. Like I said it looks okay. But if there is more advance and good way rather than smooth corrective I can give a try. I also pose my figures and animate them by self so I don't import poses from daz. But I would like to import some poses if its possible with mhx rig. Because I have tried that but didn't worked. But when I save figure in daz with pose and import it it works. It just doesn't work in blender daz diffoe menu if you have mhx rig. So idk.

  • PadonePadone Posts: 3,873
    March 2023 edited March 2023

    @rugeyohe Yes you also have to import the figure custom morphs, that will import the custom jcms as well. Otherwise you only import the standard jcms for the base figure, that may work fine enough but the deformations will not be the same as daz. Otherwise you can use a corrective smooth if you don't care to have the exact same deformations as daz.

    Post edited by Padone on March 2023
  • hookflashhookflash Posts: 169
    March 2023

    Padone said:

    @rugeyohe It depends. If you want to use jcms then you need "preserve volume" then jcms will fix it. If you don't want to use jcms then you can prebend the figure and use a corrective smooth. There's also a recent update by Thomas to allow importing daz poses on prebended figures.

    https://diffeomorphic.blogspot.com/2023/01/

    Any chance you could elaborate on this pre-bending technique? I am intrigued, as I'm finding JCMs (especially custom JCMs) to be a bit of a headache to work with in Blender. 

  • PadonePadone Posts: 3,873
    March 2023

    What is you don't understand in the blog post ? Eventually I'd add information there to be available to anyone.

  • hookflashhookflash Posts: 169
    March 2023

    Padone said:

    What is you don't understand in the blog post ? Eventually I'd add information there to be available to anyone.

    It is just a bit unclear to me *why* pre-bending the character before export (vs just exporting in the default t-pose / a-pose) is preferable when using the corrective smooth modifier. 

  • PadonePadone Posts: 3,873
    March 2023

    Because corrective smooth will try to preserve volumes from the rest pose. With prebending you bake the daz deformations, otherwise you don't.

  • rugeyoherugeyohe Posts: 49
    March 2023

    If I use mhx rig I cant import poses? What Im missing.

  • PadonePadone Posts: 3,873
    March 2023 edited March 2023

    Yes you can, just use import pose as usual, it works for simple-rig mhx rigify.

    Post edited by Padone on March 2023
  • rugeyoherugeyohe Posts: 49
    March 2023 edited March 2023

    @Padaone I just tried that and It can import poses. But after Importing pose bones changes and I cant move them anymore. For example hand doesn't move but I can rotate it. I tried with different poses so I assume bone change something for all poses. I tried to untick location locks rotation locks location limits rotation limits in settings for pose import but it didn't changed anything. So I guess there is no way to keep bones as usable for hand manual control when you import pose? If there is any way to keep bones same and import pose I would like to learn it. Because importing poses without ability to change it not useful for me. Aalso it destroys bones so idk what to do.

    BTW looks like it only brokes hand and foot bones. Or should I say hand and foot IK? Because neck and torso works fine.

    Edit: No every ik broken.. So if I import poses IK system goes wrong? I hope there is a way to fix that :(

    Post edited by rugeyohe on March 2023
  • PadonePadone Posts: 3,873
    March 2023 edited March 2023

    You have to make all bones posable, before converting to mhx or rigify, it is not possible to do it afterwards.

    As for ik when you import a daz pose the rig goes to fk mode because daz poses are fk. You can then use snap ik/fk as is usual in ik/fk rigs.

    Post edited by Padone on March 2023
  • rugeyoherugeyohe Posts: 49
    March 2023 edited March 2023

    @Padone 

    I gues that's what you talking about? So should I snap left right IK FK Fk Ik? Is that all?

    edit: I have tried snap left and right. So I guess I should snap it after every pose import? Thats the workflow? I mean only snapping left and right hand than left and right leg. Than my armature goes normal I guess? Because it seems okay.

    sna.png
    410 x 923 - 88K
    Post edited by rugeyohe on March 2023
  • PadonePadone Posts: 3,873
    March 2023 edited March 2023

    Yes.

    In my opinion it is a little clunky that we have to snap every single ik chain, a "global snap" would be better. But this is also the way rigify works so mhx goes with that convention. Also because snapping was intended to snap ik/fk original animation in blender, not to import fk poses as we do with daz poses.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/1475/global-ik-fk-snapping

    Post edited by Padone on March 2023
  • DigiDotzDigiDotz Posts: 515
    March 2023

    Hello.

    Just installed Diffeomorphic and find it excellent so far! I think I will be rendering a lot more in Blender now laugh

    But a question about saving an animated pose preset in blender.

    Blender -After Easy import of a Genesis 8,  I "Add  Simple IK" in diffeomorphic, create an animation and then want to export/save the animated pose to use in Daz.

    I click bake pose to FK rig and save pose preset, but then after loading the pose in Daz, the Arms and Legs aren't animated.  Back in Blender the tool tip info says "IK arms and Legs have to be baked separately"

    How should that be done?  Am I even on the right track? lol  Any help most appreciated

  • DigiDotzDigiDotz Posts: 515
    March 2023

    Oh, a tip from the video about MMD motion to Daz Studio worked. In Blender>Nonlinear Animation, bake action, with visual Keying checked before saving as Pose preset.

    This is great!

  • rugeyoherugeyohe Posts: 49
    March 2023

    I agree everything you said. I did worked one day with auto snap thing and its very time consuming. Global snap would so helpful and time saving. I hope it would be considered. Ty @Padaone

  • PadonePadone Posts: 3,873
    March 2023

    @DigiDotz Yes there's no custom baking for the simple rig because the blender tool works fine already, so you just bake with the blender tool as you discovered yourself. Just to confirm this is the right way.

    For mhx there's custom baking tools in the mhx panel. Same for rigify.

  • DigiDotzDigiDotz Posts: 515
    March 2023 edited March 2023

    Ok, thanks for confirming  yes  nice one

    fabulous example imported to daz here hehe

    Post edited by DigiDotz on March 2023
  • surodysurody Posts: 261
    April 2023

    Maneki here, I lost randomly access on Bitbucket on April 1st and it says "We can't let you see this page". I can't write new threads or comments.
    I don't seem to be alone with this issue, I asked another person and they lost access too.

  • PadonePadone Posts: 3,873
    April 2023 edited April 2023

    Yes that is a bitbucket issue confirmed by Thomas testing with a new account, unfortunately can't do anything about that. Hope it is resolved soon.

    p.s. Meanwhile you can post bugs here.

    Post edited by Padone on April 2023
  • surodysurody Posts: 261
    April 2023

    Arm bones seem to be only scalable in length but not generally in size currently.

    bones.png
    1851 x 943 - 426K
  • surodysurody Posts: 261
    April 2023

    Update on the arm scaling: 

    It works with inherit scale but I'm not a fan of that option because I want to have the ability to scale bones separately from each other.

  • PadonePadone Posts: 3,873
    April 2023 edited April 2023

    Works fine here, I just imported G8F and scaled a bone on the X axis, I can scale independently on any axis, inherit scale is off.

    May it be you have scale constraints or locks on your figure ?

    bone-scale.jpg
    612 x 401 - 54K
    Post edited by Padone on April 2023
  • surodysurody Posts: 261
    April 2023

    @Padone Yes it works on G8/G8.1 but it doesn't on G9 which I tested it on.

  • PadonePadone Posts: 3,873
    April 2023 edited April 2023

    That is because the G9 deform bones are the twist bones so you have to select them to affect the mesh. The forearm is imported as deform with a zero weightmap. Now reported.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/1482/

    Post edited by Padone on April 2023
  • surodysurody Posts: 261
    April 2023

    Oh they are turned off by standard now because of the ERC bug I reported recently. That confused me a bit.

  • Singular3DSingular3D Posts: 569
    April 2023 edited April 2023

    Just a short question: Will there be a version 1.7.0 officially released, or do we need to work with the developer versions in future?

    I love Diffeomorphic, which is a great tool for my complex workflow to create photorealistic native characters in Blender based on imported Daz figures and assets. I started refining my workflow and wondered, how Diffeomorphic will progress.

    My actual workflow plans include baking HD details to Displacement maps and create a morph and pose library in Blender based on Daz assets. The textures will be refined and the shaders enhanced. I try to build a Blender library for these assets. Unfortunately I'm slowly progressing as I have a limited time budget at the moment. I'm also focused on stills and no animations, so repairing poke-throughs and other mesh changes can be made easily in Edit mode. Still need a new PC, as my current one is more than 5 years old.

    Post edited by Singular3D on April 2023
  • ThomasLarssonThomasLarsson Posts: 96
    April 2023

    Singular, I hope to release 1.7.0 within a few months. Basically all parts the code needs to become stable and I should finish up the docs, but maybe the more esotheric parts of the documentation could come later. Unfortunately, I have been over-optimistic about the time schedule in the past, so I don't have a good track record.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,104
    April 2023

    Thomas, I, and I am sure many, many others are very grateful for everything you do. I hope Diffeo as a project always stays fun for you and is never a source of stress as if you must get something done by a certain time.

«1…19202122232425»
Sign In or Register to comment.
Adding to Cart…

Daz 3D is part of Tafi

Connect

DAZ Productions, Inc.
7533 S Center View Ct #4664
West Jordan, UT 84084

HELP

Contact Us

Tutorials

Help Center

Sell Your 3D Content

Affiliate Program

Documentation Center

Open Source

Consent Preferences

JOIN DAZ

Memberships

Blog

About Us

Press

Careers

Bridges

Community

In the Studio

Gallery

Forum

DAZ STORE

Shop

Freebies

Published Artists

Licensing Agreement | Terms of Service | Privacy Policy | EULA

© 2025 Daz Productions Inc. All Rights Reserved.