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

Diffeomorphic DAZ Importer version 1.6.0 released

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Comments

  • ThomasLarssonThomasLarsson Posts: 97
    November 2021

    Re Auto armature morphing: Even if we need a special button to render an animation correctly, nothing prevents us from using Blender's normal animation tool; in fact, that is what people will use unless they are explicitly aware of the issue. When I render an animation, I usually look at the animation in the viewport and render a few test frames. The test renders look good because they are stills. Then I turn on the render and go to bed, and the next morning it turns out that the armature did not update. If it weren't possible to auto update armature, I would have noticed the problem already in the viewport.

    I'm planning to rearrange the code a little. The reason why the update code was placed in a separate directory was to use it even if the addon is disabled. But since it doesn't seem possible to render such animation correctly without having the addon enabled, this reason is obsolete.

  • Krys KryngleKrys Kryngle Posts: 311
    November 2021

    Has anyone else had an issue with losing driven shape keys after converting to rigify or mhx?  I might be missing something, as I often do, but when I import a character, load all standard morphs, click 'make all bones poseable', then convert to either rigify or mhx, the shape keys are no longer driven.  When I raise the arm for example, the ejcmshldrUp_90_L should be activated.  It works with the standard base rig and only stops after I convert.  If I skip 'import body morphs', then it seems everything works and I no longer have the issue.

    Using blender 2.93.5 and the latest Diffeo release.

  • surodysurody Posts: 261
    November 2021 edited November 2021

    Krys Kryngle said:

    Has anyone else had an issue with losing driven shape keys after converting to rigify or mhx?  I might be missing something, as I often do, but when I import a character, load all standard morphs, click 'make all bones poseable', then convert to either rigify or mhx, the shape keys are no longer driven.  When I raise the arm for example, the ejcmshldrUp_90_L should be activated.  It works with the standard base rig and only stops after I convert.  If I skip 'import body morphs', then it seems everything works and I no longer have the issue.

    Using blender 2.93.5 and the latest Diffeo release.


     

    The body morphs seem to lock bone rotation and translation. Not sure if that's intended or a bug.

    Post edited by surody on November 2021
  • PadonePadone Posts: 3,995
    November 2021 edited November 2021

    If I remember correctly, there is some incompatibility with the body morphs and the mhx rigify rigs. So that's a known issue. But diffeo evolves so fast that I may be wrong so better to wait for the official reply by Thomas.

    edit. A complete support for daz animations and morphs is provided by the "simple ik" rig that's the daz rig with some ik chains for better posing. So the idea is to use mhx rigify for original animation in blender, though they also support most daz animations. Then use the "simple ik" rig to playback daz animations or export blender animations to daz.

    Post edited by Padone on November 2021
  • ThomasLarssonThomasLarsson Posts: 97
    November 2021 edited November 2021

    Neither mhx nor rigify are compatible with body morphs because the bone structure is different. The exception are "MHX compatible" morphs that only affect peripheral bones, i.e. face bones, fingers, toes, and pects, because those bones are the same (more or less) as in the daz rigs. The biggest difference are the arms and legs, which are split into bend and twist bones in the morph files, but are controlled by a single bone in the armatures. The bend and twist bones are still there deforming the mesh, but their rotations can not be changed because they are constrained by other bones. There are also more subtle differences, e.g. the spine is connected at least in rigifiy.

    IIRC body morphs are eliminated when the rig is converted for this reason. But that JCMs lose their drivers sounds like a bug. I will look into that over the weekend.

     

    Post edited by ThomasLarsson on November 2021
  • Hurdy3DHurdy3D Posts: 1,073
    November 2021 edited November 2021

    Maybe you want to upvote this feature request and praise it in the comments: https://blender.community/c/rightclickselect/K8k8/

    edit: you may create an account, to make the upvote. this is the offical platform to make blender feature requests

    Post edited by Hurdy3D on November 2021
  • Krys KryngleKrys Kryngle Posts: 311
    November 2021

    @ThomasLarsson - Good to know, thanks for the info.  Personally I think I'll just skip importing the body morphs.  I'm thinking Blender's new pose library will be more than enough to make up for anything lost by not importing them. 

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,216
    November 2021

    ThomasLarsson said:

    But that JCMs lose their drivers sounds like a bug. I will look into that over the weekend.

    @ThomasLarsson Hi Thomas, something that has always wondered about is how the JCMs can work correctly if the MHX and rigify armatures are different from the G8 armature. Could you give a brief explanation of how it is possible?

  • ThomasLarssonThomasLarsson Posts: 97
    November 2021

    Krys, it was a bug and it is now fixed. But yes, I don't recommend mixing body morphs with mhx, except for the mhx-compatible ones. To be able to quickly make a fist can be useful, though.

     

  • ThomasLarssonThomasLarsson Posts: 97
    November 2021

    @TheMysteryIsThePoint  Yes, strange, isn't it. The bend and twist bones are still there, on layer 31, it is just that they are posed with constraints and not directly. So the local rotation is zero, but the rotation in the driver is not.

    local-rot.png
    614 x 550 - 62K
  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,216
    November 2021

    ThomasLarsson said:

    @TheMysteryIsThePoint  Yes, strange, isn't it. The bend and twist bones are still there, on layer 31, it is just that they are posed with constraints and not directly. So the local rotation is zero, but the rotation in the driver is not.

    Ah, I see. Thanks for pointing that out.

  • Krys KryngleKrys Kryngle Posts: 311
    November 2021

    Thank you Thomas!

  • hookflashhookflash Posts: 169
    November 2021

    ThomasLarsson said:

    @TheMysteryIsThePoint  Yes, strange, isn't it. The bend and twist bones are still there, on layer 31, it is just that they are posed with constraints and not directly. So the local rotation is zero, but the rotation in the driver is not.

    Just to clarify, does this mean that JCMs are driven by the original Daz bones even after conversion to MHX / Rigify? I was wondered how that worked!

  • surodysurody Posts: 261
    November 2021 edited November 2021

    Would it be possible to add a option to import morphs just with the ERC data but not with the actual morph? With that it would be possible to split HD morphs in Blender and still have the ERC data of the original non-hd morph. Current workaround would be importing the same morph twice with and without ERC data and remove the non-hd morph with a negative value of the imported morph without ERC data.

    Post edited by surody on November 2021
  • ThomasLarssonThomasLarsson Posts: 97
    November 2021

    I added a global option that lets you disable the loading of shapekeys, just above the ERC morphs option. Hope that is what you asked for.

    gs-shapekeys.png
    257 x 170 - 16K
  • surodysurody Posts: 261
    November 2021 edited November 2021

    ThomasLarsson said:

    I added a global option that lets you disable the loading of shapekeys, just above the ERC morphs option. Hope that is what you asked for.

     

    Ah perfect, it works! Thank you. :)

    Post edited by surody on November 2021
  • PadonePadone Posts: 3,995
    November 2021

    @surody I'm interested please, may you explain a practical example where this is useful ? I mean how to use it.

  • surodysurody Posts: 261
    November 2021 edited November 2021

    Padone said:

    @surody I'm interested please, may you explain a practical example where this is useful ? I mean how to use it.

     

    There's HD morphs in Daz which are also standard definition morphs at the same time and you can't split them and keep the HD details without being a PA. There's a couple more cases where I could need it but it's very specific.

    Thomas, would it be possible to make morphs load in on the morph tabs as duplicates by giving them follow up numbers like morph xyz.0001, 0002 etc. and at the same time allow the user to remove morphs from the list completely with all attachments?
    Currently when I load in the same morphs it just overwrites the existing one with the same name.
    I'm not 100% sure how the body morphs (I suggest renaming that one to something like "Pose Morphs") work but when I load in pose morph presets it locks bone rotation. I assume if you load in body morphs, animate with them, bake them and remove the body morphs the bone rotation gets unlocked? This would help to further fine tune the animation independendly and add something like wiggle bones.

    Post edited by surody on November 2021
  • PadonePadone Posts: 3,995
    November 2021 edited November 2021

    @surody If I understand correctly what you're looking for is the HD addon by Xin, if so there's no need for Thomas to replicate its features. To unlock the bones you need to "make all bones posable" in the finishing tab, otherwise most bones are driven by the morphs.

    Diffeomorphic #357

    Post edited by Padone on November 2021
  • surodysurody Posts: 261
    November 2021 edited November 2021

    Padone said:

    @surody If I understand correctly what you're looking for is the HD addon by Xin, if so there's no need for Thomas to replicate its features. To unlock the bones you need to "make all bones posable" in the finishing tab, otherwise most bones are driven by the morphs.

    Diffeomorphic #357



     

    I'm using the addon by Xin but I need the drivers for each morph so I can animate with the base mesh and make it transfer over to the HD mesh. (You really don't want to animate with a true HD mesh, it's slow af)
    Sometimes I need the same morph multiple times and I'd need a driver for each one of those duplicates.

     

    Post edited by surody on November 2021
  • ThomasLarssonThomasLarsson Posts: 97
    November 2021

    Not overwriting existing morphs would be complicated and not something I want to do. It would also cause confusion, since normally you do want to overwrite morphs when you load them again. However, recently there was a problem with morphs with the same name affecting different geografts, and that was resolved by adding a suffix to the morph names. There could be an option to add a user-specified suffix to other morphs as well. Would that help?

    There are some tools for removing morphs in the Advanced Setup > Morphs section, but they don't work perfectly. Removing morphs is quite tricky, since several custom properties must be removed and driver expressions must be modified.

  • surodysurody Posts: 261
    November 2021

    ThomasLarsson said:

    Not overwriting existing morphs would be complicated and not something I want to do. It would also cause confusion, since normally you do want to overwrite morphs when you load them again. However, recently there was a problem with morphs with the same name affecting different geografts, and that was resolved by adding a suffix to the morph names. There could be an option to add a user-specified suffix to other morphs as well. Would that help?

    There are some tools for removing morphs in the Advanced Setup > Morphs section, but they don't work perfectly. Removing morphs is quite tricky, since several custom properties must be removed and driver expressions must be modified.


     

    If I understand correctly I think that would help. I just need to be able to load in the same morphs multiple times driver controlled.

  • ThomasLarssonThomasLarsson Posts: 97
    December 2021

    Morph suffixes have now been implemented. See https://diffeomorphic.blogspot.com/2021/11/morph-suffixes.html.

  • surodysurody Posts: 261
    December 2021 edited December 2021

    ThomasLarsson said:

    Morph suffixes have now been implemented. See https://diffeomorphic.blogspot.com/2021/11/morph-suffixes.html.


     

    It works nicely, thank you.

    Post edited by surody on December 2021
  • surodysurody Posts: 261
    December 2021 edited December 2021

    Thomas, is it possible to add a option to make the entire body not move on the Z-Axis when the original morph has a different size and the morph gets selected by vertex groups?

    For example:
    I load in a official 8.1 body morph, that morph isn't exactly the same height as the base mesh though. In the shape key tab of blender I put a vertex group into this specific shapekey to just morph the lower abdomen for example.
    When I use the shapekey slider and put it to a max value of 1 it works without moving the entire mesh on the Z-Axis but when I use the morph slider in the daz import addon it dials in the morph with vertex group selection but the entire body moves up or down (I guess depending on size difference) too.

    The morph in the daz importer addon seems to first consider the entire morph in terms of priority and afterwards morph based on vertex groups, maybe you can swap the order?

    Post edited by surody on December 2021
  • Singular3DSingular3D Posts: 603
    December 2021

    Just want to add that Thomas is simply amazing. Thanks for doing this great work.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,216
    December 2021

    Singular3D said:

    Just want to add that Thomas is simply amazing. Thanks for doing this great work.

    If it weren't for Thomas and I couldn't get high quality Genesis characters into an animation environment that does them justice but were instead dependent upon my own artistic ability instead of Daz's PAs, I would certainly not be in 3D even as a hobby. So, thank you, Thomas. Padone equally so.

  • Singular3DSingular3D Posts: 603
    December 2021

    TheMysteryIsThePoint said:

    Singular3D said:

    Just want to add that Thomas is simply amazing. Thanks for doing this great work.

    If it weren't for Thomas and I couldn't get high quality Genesis characters into an animation environment that does them justice but were instead dependent upon my own artistic ability instead of Daz's PAs, I would certainly not be in 3D even as a hobby. So, thank you, Thomas. Padone equally so.

    Yes, of course! Let's not forget Padone and also Xin for the HD add-on 

  • es_b199eb1ees_b199eb1e Posts: 17
    January 2022

    Hi there. I managed to copy the scripts into the right folder and created the menue entries as suggested (Export to Blender etc.), but when I select a figure and hit that entry, nothing happens. So no window opens to select a folder for saving the .dbz file etc.

    I'm on an iMac (maybe that's the problem), Big Sur, and the newest DAZStudio. Just wanted to ask if someone else has the same problem and knows a solution, because the Daz To Blender Bridge won't work properly either. Which kinda sucks. :-)

    Wish you all the best new year aver, btw :-)

    cheers

    Erich

  • artxtapartxtap Posts: 174
    January 2022

    can diffeomorphic export the 'model' back to a DUF, and DSF file(s) after the work is done in blender?

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