• Daz 3D
  • Shop
  • 3D Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Partnerships
    • AI Training data
    • 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
ADVANCED SEARCH
  • Menu
  • Daz 3D
ADVANCED SEARCH
Add image
  • Shop
  • 3d Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Partnerships
    • AI Training data
    • 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 - does a step by step tutorial exist?

jerbus.franklinjerbus.franklin Posts: 0
May 2023 in Blender Discussion

I am attempting to get a g8f model with geografts into blender - with Diffeomorphic 1.7.0 I am able to use the easy import with merged geografts, all of the textures transfer correctly and all of the geometry appears to be correct, I am just completely lost on the process of making morphs accessible/applying morphs and then finishing a mesh in a way which allows me to modify the morphs after. As it stands, I can see and access baked morphs, but attempting to modify them produces no visible results on my mesh, and importing morphs directly (from golden palace, for example) also results in morphs in the settings which seem to produce no visible results when adjusted. I have both downloaded the Diffeomorphic manual and read it online, and although I definitely appreciate how detailed the descriptions of each of the features are, I am still really missing a more step-by-step idiot guide and am just wondering if anyone knows if such a thing is available. Thanks!

Comments

  • PadonePadone Posts: 4,003
    May 2023 edited May 2023

    You can use daz favorites in easy import.

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Morphs/Import DAZ Favorites

    Post edited by Padone on May 2023
  • Singular3DSingular3D Posts: 605
    May 2023

    Padone said:

    You can use daz favorites in easy import.

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Morphs/Import DAZ Favorites

    Thanks for the link. There is so much information available, but you have to find them in the huge pile wink 

  • PadonePadone Posts: 4,003
    May 2023

    Yes I know, the online tutorials and videos around are quite old now and not up to date. Unfortunately not Thomas nor I have time to make videos, so the docs are the only available reference that you can trust. Hopefully as users learn to use the new features they will make new videos or update the old ones.

  • Singular3DSingular3D Posts: 605
    May 2023
    I try to transform Daz characters and assets to native Blender characters. When I found a decent workflow, I will share it. Not only Diffeomorphic is constantly improving, but Blender as well. To stay up to date is really challenging with limited time resources. Nevertheless I'm really thankful for Thomas' work and all contributors and supporters like you, Padone
  • spaspa Posts: 47
    May 2023

    I'm not new to Diffeo, but trying to bring my first animation over to blender.

    Is there any way to keep the (scene) position and the morphs of for example db-xy and ngv8 when i import to blender?
    I really want to use the daz animation in blender.

     

    What I did:

    - export characters in A pose.
    - import action

    Characters are not in the right spot (they are in 0/0/0) and ngv8 and dbxx are not transferred.

     

     

    TIA

  • PadonePadone Posts: 4,003
    May 2023

    @spa You have to save the pose presets then import them in blender. The geograft will have its own animation since it is a separate figure. Of course you need to import the morphs you used for the animation otherwise it will not work. Actually there's no support for object animation so you can't import the camera, that's a requested feature anyway so Thomas is aware.

    note. You import the geograft animation on the merged rig. Only the geograft bones and morphs will be affected. For geografts you have to set "object transformations affect = none" to don't overwrite the figure location.

    Or you can use Sagan that will export an alembic animation of the whole scene, that's probably easier to transfer from daz studio to blender. While diffeomorphic is more intended to import in blender then animate there, though it can import daz animations.

  • brainmuffinbrainmuffin Posts: 1,267
    May 2023 edited May 2023

    Padone said:

    Yes I know, the online tutorials and videos around are quite old now and not up to date. Unfortunately not Thomas nor I have time to make videos, so the docs are the only available reference that you can trust. Hopefully as users learn to use the new features they will make new videos or update the old ones.

    I would gladly make videos if I understood what to do and got things to work. For my ever growing sci-fi scene, I finally had to import characters and animations from Mixamo.

    Post edited by brainmuffin on May 2023
  • PadonePadone Posts: 4,003
    May 2023

    @brainmuffin What exactly doesn't work ?

  • brainmuffinbrainmuffin Posts: 1,267
    May 2023

    Padone said:

    @brainmuffin What exactly doesn't work ?

    My understanding how to export a figure from Studio into Blender, and then apply some manner of animation, ie- walk, run, etc.
  • PadonePadone Posts: 4,003
    May 2023 edited May 2023

    Both the operations you ask for are very basic and described in the docs. To export you run the daz script. To import you can use easy import with default options or add the features you need as jcms and expressions for example. To import a daz animation there's import action. To animate in blender there's rigify or mhx that you can also choose in easy import.

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Export/Export To Blender

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Import/Easy Import DAZ

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Posing/Import Action

    Post edited by Padone on May 2023
  • brainmuffinbrainmuffin Posts: 1,267
    May 2023

    Padone said:

    Both the operations you ask for are very basic and described in the docs. To export you run the daz script. To import you can use easy import with default options or add the features you need as jcms and expressions for example. To import a daz animation there's import action. To animate in blender there's rigify or mhx that you can also choose in easy import.

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Export/Export To Blender

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Import/Easy Import DAZ

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Posing/Import Action

    I'll try again to do rigging and applying a Mixamo walking animation on a G9 character.
  • PadonePadone Posts: 4,003
    May 2023

    To apply mixamo animations, or mocap in general, it is better to use the daz rig. You use mhx or rigify for original animation in blender, though they can import daz animations in duf format. Then if needed you can also use a retargeting tool.

    https://github.com/Mwni/blender-animation-retargeting

  • brainmuffinbrainmuffin Posts: 1,267
    May 2023

    Padone said:

    To apply mixamo animations, or mocap in general, it is better to use the daz rig. You use mhx or rigify for original animation in blender, though they can import daz animations in duf format. Then if needed you can also use a retargeting tool.

    https://github.com/Mwni/blender-animation-retargeting

    I'll take a look and try them out. Thanks
  • hardwire666hardwire666 Posts: 74
    May 2023
    In regards to the OP or anyone in a similar situation there are a few fairly long videos on youtube. While they may be out of date they are still very useful. Paired with the documentation things start to make more sense. I have long spurts of inactivity withy projects so I end up relearning things frequently with Diffeo. Using both resources together has been invaluable, out of date or not. One of the worst parts is youtube gets VERY uppity with any kind of nudity making a comprehensive video including geografts a tough cookie. Esp since the most common grafts are for anatomical details. I've thought about making a video before, but honestly with nothing to add over whats us already out there is seems a moot point esp when it will likely just get taken down anyway. There is also a Blender discord server for NSFW artwork that has a lot of info on using diffeo as well. I wont link it here as I'm very certain its against the rules. However I just stumbled across it so Im sure if you search hard enough you'll find it.
  • brainmuffinbrainmuffin Posts: 1,267
    May 2023

    In reference to @hardwire666's post, if I ever get to that level, I'll gladly put videos on my Bitchute and Rumble channels.

  • amjadtbssmamjadtbssm Posts: 0
    May 2024

    Padone said:

    Yes I know, the online tutorials and videos around are quite old now and not up to date. Unfortunately not Thomas nor I have time to make videos, so the docs are the only available reference that you can trust. Hopefully as users learn to use the new features they will make new videos or update the old ones.

    Thanks for doing the amazing work for the Daz3D and Blender community. I have a question before trying out things on myself, does this plugin has the ability to import/generate ARKit shape keys for facial mocap?? I tried to find relative information but didn't got any that could work for me out of the box.

    Thanks.

  • wolf359wolf359 Posts: 3,931
    May 2024 edited May 2024

     I have a question before trying out things on myself, does this plugin has the ability to import/generate ARKit shape keys for facial mocap??

     

    @amjadtbssm

    The Daz genesis models 8-9 already have the ARKIT Facial blendshapes( Morphs) for Facial Mocap

    which can be accomplished  inside Blender with FREE tools and NO  APPLE IPHONE


    Post edited by wolf359 on May 2024
  • PadonePadone Posts: 4,003
    May 2024

    Yes of course, you can import livelink and facecap mocaps on any figure with facs morphs, that's G81 G9. The importer has been splitted into mudules in the latest version so you need to get "import_daz" and "retarget_bhv".

    https://bitbucket.org/Diffeomorphic/workspace/projects/DIF

    steps:

    1. import a figure with FACS (import module)
    2. import a livelink or facecap animation (retarget module)
  • amjadtbssmamjadtbssm Posts: 0
    May 2024

    wolf359 said:

     I have a question before trying out things on myself, does this plugin has the ability to import/generate ARKit shape keys for facial mocap??

     

    @amjadtbssm

    The Daz genesis models 8-9 already have the ARKIT Facial blendshapes( Morphs) for Facial Mocap

    which can be accomplished  inside Blender with FREE tools and NO  APPLE IPHONE


    Looks cool 

  • amjadtbssmamjadtbssm Posts: 0
    May 2024

    Padone said:

    Yes of course, you can import livelink and facecap mocaps on any figure with facs morphs, that's G81 G9. The importer has been splitted into mudules in the latest version so you need to get "import_daz" and "retarget_bhv".

    https://bitbucket.org/Diffeomorphic/workspace/projects/DIF

    steps:

    1. import a figure with FACS (import module)
    2. import a livelink or facecap animation (retarget module)

    Thanks @Padone I'll give it a try 

  • pauldb13pauldb13 Posts: 18
    August 30 edited August 30

    I was referred here from another post on how to export an entire scene to Blender but none of the above actually cover this. How can you export the ENTIRE scene to Blender?

    Post edited by pauldb13 on August 30
  • PadonePadone Posts: 4,003
    August 31

    Exporting the entire scene is the default you don't need to do anything specific. However it is not recommended as the standard blender workflow is to have figures and props in different files, so you usually import figures separately then you build the scene in blender. If the scene includes figures from various genesis generations you also encounter a limit with easy import where you have to decide what features you want imported then do the rest by hand, this is another reason why it is easier to import figures separately.

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.