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

Using Blender to import file into Daz

shg0816_13461e8196shg0816_13461e8196 Posts: 348
October 2022 in Blender Discussion

I am not sure where this really belongs, so thought I would start here, since I have Blender.

There is a product over on Turbosquid, that I would really like to get, but it's spendy (not the main point), but I have some (rather a lot) questions on Blender for this item

1. What is the best format to import something into Blender? FBX seems to work really well, what about other formats?
2. Can I delete certain parts from the imported file and save to a new file? For example, let's say there is a plant I don't want in the scene, can I delete it (without deleting the whole file), and save as new?
3. Manipulating doors. In Daz and Poser, some doors can open/close, is there a way to make this possible using Blender, and still be able to export into Daz
4. If all the above is possible, is there a way to export it into Daz where it's a figure, where I can hide, add/remove stuff?

As I stated before there is a product I really would like to get, but if I can't do much with Blender to get it to work the way I want, then I can't see getting it

Comments

  • Richard HaseltineRichard Haseltine Posts: 107,953
    October 2022

    1. what formats are offred? Many have .blend, which would obviosuly be ideal.

    2. Almost certainly, though obviosuly how the result looked (whether, for example, it left a hole) would epend on the model.

    3. Make sure that they are separate bts of mesh (ideally separate objects, which would become groups in Daz Studio) and that there is somethign to show if they move (e.g. the bevelling of the doorframe)

    4. OBJ and then convert to a figure is probably best, then if the parts are groups you can assign each to a bone (which can be hidden/shown) and things like doors can have their centre point set at the hinge. Joint Editor will do most of that, the Node Weightmap brush tool has a right-click option to weigth bones by their groups (right-click>Weight Editing>Fill by Bone Selection groups) which for hard objects is all you need.

    One point for daz Studio - make sure the model is UV mapped..

  • shg0816_13461e8196shg0816_13461e8196 Posts: 348
    October 2022

    Richard Haseltine said:

    1. what formats are offred? Many have .blend, which would obviosuly be ideal.

    2. Almost certainly, though obviosuly how the result looked (whether, for example, it left a hole) would epend on the model.

    3. Make sure that they are separate bts of mesh (ideally separate objects, which would become groups in Daz Studio) and that there is somethign to show if they move (e.g. the bevelling of the doorframe)

    4. OBJ and then convert to a figure is probably best, then if the parts are groups you can assign each to a bone (which can be hidden/shown) and things like doors can have their centre point set at the hinge. Joint Editor will do most of that, the Node Weightmap brush tool has a right-click option to weigth bones by their groups (right-click>Weight Editing>Fill by Bone Selection groups) which for hard objects is all you need.

    One point for daz Studio - make sure the model is UV mapped..

     Thank you!  I think I'll try with some less expensive models and see what the results are

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