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

Diffeomorphic for maya (?)

bilyatboringbilyatboring Posts: 10
June 29 in Blender Discussion

As a long time diffeo and blender user, I want the expand their usability even further. As great blender is, it still has its flaws when it comes to character animations. I have tried almost every way to optimize the mesh and rigs and that awful cloth simulations in blender, but its not a great experiance. I want to use maya, the dcc created specifically for this purpose. But I also hate using fbx files(looking at you daz bridge). 

So I'm looking for a tiny, tiny fraction of folks facing similar issues. Lets try building something similar for maya. As diffeo is open source, we can use diffeo to mimic its function in maya instead of reinventing the wheel. 

Anyone interested in this ?

Comments

  • ThomasLarssonThomasLarsson Posts: 97
    June 30

    I'm not interested in doing anything myself, but I can tell you a bit about how diffeo is organized. The base class for all assets is defined in asset.py. Derived classes, e.g. node, geometry, figure, bone, material, modifier, file, etc., are defined in files with the name of the asset type.

    An asset has three main methods:

    1. parse. Reads the class definition.
    2. update. Creates an instance of the class and updates entries.
    3. build. Build Blender data from the instance. This code has to be replaced in Maya.

    Unfortunately, classes and their instances are not separated cleanly. For the first year or two I only encountered classes with a single instance, so I didn't need to distinguish them. Now we can have multiple instance of a class, but that addition was done afterwards and is quite kludgy. 

  • PadonePadone Posts: 3,999
    June 30 edited July 1

    As for material conversion you'll have to rewrite it from scratch as diffeomorphic is of course based on cycles and eevee, that's a huge job this alone.

    Post edited by Padone on July 1
  • bilyatboringbilyatboring Posts: 10
    July 1

    Thanks for the heads up guys.
    RIght now the number one priority is getting the figure in to maya. And the material conversion is great but I use my own shaders most of the time, so I won't even gonna bother with that one. 
     

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