The new "blender to Daz plugin"

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  • brainmuffinbrainmuffin Posts: 1,267

    SnowSultan said:

    Any other way? Diffeomorphic might as well be in Latin as far as I'm concerned; it is the absolute proof that every programmer or coder needs a partner who isn't one to translate what they've done into the common tongue.  ;)

    I am a programmer and don't understand it half the time.
  • brainmuffinbrainmuffin Posts: 1,267

    kenmo said:

    Singular3D said:

    Looks interesting, though I would love to see the possibilities in Daz to Blender direction compared to Diffeomorphic, which is already quite good.

    I always hoped that future generations of the Daz figures (e.g. G9) would be more Blender friendly, but good bridges will at least help to use Daz figures in Blender.

    Sorry but I don not understand why there are two addons that appear to do the same thing? What are the pros and cons of both?

    For me Diffeomorphic seemed a little too convoluted to install. Perhaps I am giving up too easily but after doing computer database programming and systems admin work (34 years), when I use a computer, I use it as a hobbyist and want to avoid  head scratching when i can.

    I found it easier to install under Linux, but Windows is a bit of a pain to keep up to date.
  • MatroniusMatronius Posts: 161
    edited August 31

    @MrRogerSmith apologies for the inaccuracy in the readme file. Please find below a full video tutorial on the installation process:

    Matronius' Blender to Daz Studio installation tutorial - YouTube

    Best wishes,

    Matronius

     

    Post edited by Matronius on
  • MatroniusMatronius Posts: 161
    edited August 31

    Blender to Daz Studio 3.8.61 now released on the Daz Shop!!!!!

    Blender to Daz Studio Plugin | Daz 3D

    CURRENTLY ON PROMOTIONAL SALE WITH A 40% DISCOUNT!!!!!

    Release notes:
    1) Merge Textures Width and Height property added.
    2) Scale As Percent option added.
    3) If the file is not saved, the user now gets a prompt to save in any location of choice rather than in the temp file.
    4) Progress bar added during the import.
    5) The plugin now supports larger files.
    6) Hair particle bug on export fixed.

    Enjoy!!!

    Matronius

    Post edited by Matronius on
  • algovincianalgovincian Posts: 2,664

    Has anybody had success getting a figure rigged in Blender using Auto-Rig Pro into DS using the Blender to Daz Studio Plugin?

    - Greg

  • Does this plugin work as a reverse bridge back to DAZ when you first export G8 figure using DAZ Bridge to Blender?

     

  • Matt_CastleMatt_Castle Posts: 3,004
    edited November 24

    Azure Thessian said:

    Does this plugin work as a reverse bridge back to DAZ when you first export G8 figure using DAZ Bridge to Blender?

    As a general thing, I would say "no".

    While yes, you can export a figure to Blender with the bridge, then get the figure back into Daz Studio, you turn it into a stand-alone figure by doing so, losing most of the benefits of the Genesis base.

    When creating a character morph, you will normally instead want to use OBJ exports and the built-in Morph Loader Pro in order to load your edits as a morph.

    Cases where you would want to export G8 back and forth using the bridges are going to be pretty niche and going to involve needing to do edits that change the geometry or skeleton that would prevent it then being able to be a morph on the standard G8 figure.

    Post edited by Matt_Castle on
  • Matt_Castle said:

    Azure Thessian said:

    Does this plugin work as a reverse bridge back to DAZ when you first export G8 figure using DAZ Bridge to Blender?

    As a general thing, I would say "no".

    While yes, you can export a figure to Blender with the bridge, then get the figure back into Daz Studio, you turn it into a stand-alone figure by doing so, losing most of the benefits of the Genesis base.

    When creating a character morph, you will normally instead want to use OBJ exports and the built-in Morph Loader Pro in order to load your edits as a morph.

    Cases where you would want to export G8 back and forth using the bridges are going to be pretty niche and going to involve needing to do edits that change the geometry or skeleton that would prevent it then being able to be a morph on the standard G8 figure.

    Thank you for the answer.

    Shame it doesn't work like that (exporting back all the rigs and stuff which were imported into Blender in the first place). For morphs I prefer my old 2022 ZBrush bridge. I doesn't work with strand-hair, but it simplifies creating morphs enormously.

    I was thinking about actually really Sub-D the figure. DAZ Sub-D in Parameters tab doesn't actually increase number of polys/verts to morph with MeshGraber.

  • Matt_CastleMatt_Castle Posts: 3,004
    edited November 24

    Azure Thessian said:

    Shame it doesn't work like that (exporting back all the rigs and stuff which were imported into Blender in the first place). 

    Oh, it does do that, but you would still be getting a stand-alone copy of the original figure, because the process loses all the meta-data and library links which allows DS to recognise it as a Genesis 8 figure.

    As such, you're not really re-importing a "Genesis 8 figure" and it's not a full two-way bridging solution where you can shoot things back and forth seamlessly between DS and Blender.

    For this reason, doing that kind of thing where you use a bridge to get from from DS to Blender and then this tool to get back to DS again is something I usually only do if I'm working on something that either already is standalone, I expect to become standalone by the time I'm done, or I am okay with being standalone.

    For an example, I might use it to convert a car model to have the driving seat on the right (I'm British, many of the car models are back-to-front as far as I'm concerned, and just mirroring them with scaling does things like mirrored text and the pedals in the wrong order, even if the rigging doesn't entirely flip out). It's not any real issue for me to have the flipped version of the car as a distinct model from the original; I'm not losing features of the car in the same way as a standalone Genesis duplicate that can't access the library would.

    It's all a bit hard to convey some of these concepts. You can send models to Blender, and you can bring them back, but I guess it's more of a zig-zag than a loop - you don't end up back quite where you started. For some purposes, that's okay. For others, it might not be what you're looking for.

    It might help if you explained a specific example of what you had in mind so I can answer whether the caveats are a concern.

    Post edited by Matt_Castle on
  • ArtiniArtini Posts: 10,298

    Great usage tips, @Matt_Castle , thanks for sharing them.

     

  • crosswindcrosswind Posts: 9,543

    Azure Thessian said:

    Matt_Castle said:

    Azure Thessian said:

    Does this plugin work as a reverse bridge back to DAZ when you first export G8 figure using DAZ Bridge to Blender?

    As a general thing, I would say "no".

    While yes, you can export a figure to Blender with the bridge, then get the figure back into Daz Studio, you turn it into a stand-alone figure by doing so, losing most of the benefits of the Genesis base.

    When creating a character morph, you will normally instead want to use OBJ exports and the built-in Morph Loader Pro in order to load your edits as a morph.

    Cases where you would want to export G8 back and forth using the bridges are going to be pretty niche and going to involve needing to do edits that change the geometry or skeleton that would prevent it then being able to be a morph on the standard G8 figure.

    Thank you for the answer.

    Shame it doesn't work like that (exporting back all the rigs and stuff which were imported into Blender in the first place). For morphs I prefer my old 2022 ZBrush bridge. I doesn't work with strand-hair, but it simplifies creating morphs enormously.

    I was thinking about actually really Sub-D the figure. DAZ Sub-D in Parameters tab doesn't actually increase number of polys/verts to morph with MeshGraber.

    Yes, Mesh Grabber only works on Base mesh. Even if you export the figure with High Resolution and sculpt in Blender, you're not able to bring the HD morph back to DS without Multi-Resolution plugin for Morph Loader Pro which is only available for PAs.

  • tkdroberttkdrobert Posts: 3,606
    edited November 29

    As someone who doesn't use Blender much.  I'm confused how to use this.  I see the Daz to Blender plugin in Blender but not Blender to Daz.

    P.S. OK Nevermind, I figured that part out.

    Post edited by tkdrobert on
  • tkdroberttkdrobert Posts: 3,606

    I'm stuck.  I'm attempting to export a model to Daz.  Daz is stick on Importing.  It's been at 0% for sometime now.  It's a complicated model, but I don't know if I should let it go or quit.

  • ArtiniArtini Posts: 10,298

    tkdrobert said:

    I'm stuck.  I'm attempting to export a model to Daz.  Daz is stick on Importing.  It's been at 0% for sometime now.  It's a complicated model, but I don't know if I should let it go or quit.

    I usually shutdown the computer when converting extends for more than 40 minutes.

    Please test conversion on simpler scenes to test the speed of your computer with this plugin.

     

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