DazStudio To GLB exporter Testers Wanted
So i'm creating a DazStudio dsa script that exports from daz to glb formate nothing extra is needed for it to work just the single script and DazStudio which I currently have it running in Daz4.2X and Daz6.0 I have no other versions on my end to test. and what this can do so far is pretty huge in itself, why I need a couple testers I have stuff mainly for G8 and don't use 8.1, 9 or any of the others and i'm curiuse how it will work for other users
I included a list of everything it's currently capable of but the main thing that made me want want to build this is that Daz does not really support exporting merged anatomy with full moph support and this does it really well check out the list below for all the features
This exporter can:
* **Export DAZ models to GLB/glTF**
* `.glb` single file
* **Export character geometry**
* body mesh
* clothing
* hair
* eyelashes
* accessories
* fitted items
* **Export props and environments**
* rooms
* furniture
* scene props
* static environment meshes
* grouped/null-parented scene objects
* **Export rigging**
* bones
* skeleton hierarchy
* skin weights
* inverse bind matrices
* skinned meshes
* **Export morph targets**
* figure morphs
* clothing morphs
* attachment morphs
* anatomy/geograft morphs
* **Export animation**
* BVH skeletal animation
* root/hip translation
* DAZ morph animation
* environment mesh animation as morph-cache targets
* **Handle geografts/anatomy**
* export grafts separately
* merge grafts/anatomy into the body
* remove hidden/overlapping body faces
* smooth seams
* harmonize skin-like materials
* **Handle clothing/body cleanup**
* remove body polygons under clothing
* reduce poke-through
* repair or rebuild fitted clothing weights
* **Export materials**
* DAZ/Iray-to-glTF PBR conversion
* base color
* roughness
* metallic
* normal maps
* emissive maps
* opacity/cutout materials
* glass/wet/eye material handling
* **Export and process textures**
* embed textures in GLB
* resize textures
* bake opacity maps into PNG alpha
* include or skip character/environment textures separately
* **Exclude specific content**
* exact-name exclusion for nodes, meshes, objects, shapes, geometry, materials, and surfaces
* wildcard exclusions when wanted
* **Generate helper lists**
* mesh/node/surface name list
* morph target list
* bone hierarchy tree
* **Save presets**
* full exporter settings
* morph lists
* exclusion lists
* anatomy merge lists
* environment animation lists

Comments
Yes I can check that if you like. Will post here what I find.
Ok, RedDragoon provided me the script and I'll report my tests here. First one didn't go well, the script doesn't run. Is there any pre-requisite to run the script, or a specific installation procedure ?
my steps:
[INFO] :: Failed to load script: C:/Users/Alessandro/Documents/DAZ 3D/Studio/My Library/Scripts/GLB Exporter 90.1/StudioBridge_GLB_Exporter_v90-Test_build_1.dse
Thanks for the information are you still using DAZ Studio 4.23 by chance since I created it on a newer version I might need to install an older version of Dazsudio
Yes I use 4.23 because 4.24 is not as stable, little rushed out. The SDK is the same though there's no reason why a script shouldn't work. My specs are always in the signature.
update. Got the fixed version going to check.
default G8F test
Ok, here is my first test. I tried to import a default G8F in blender via the glTF importer. The result is less than I expected, that is, in my opinion the daz bridge is far better. However I'll be constructive and make suggestions, so perhaps you can improve the exporter. At this point it's not clear to me how much it's the exporter fault or the importer fault, as I never used glTF and the blender importer may very well have its own limitations. However, if this is intended to be used in blender, we have to deal with it.
1. armature. The imported armature is unuseful for animation. The pivot points are all in global axes, so there's no way to rotate them along the local bone axis. I tried the various options in the blender importer but none of them worked fine. I suspect this is the same limitation of old fbx formats which only had pivots and not bones. Here a proper bone conversion is needed, if glTF doesn't support bones then it can't be used to export armatures.
Also, a minor note is that the imported figure needs to be scaled down to 0.01 to fit the deafult blender unit that's 1 meter.
2. materials. The material conversion is quite rude, it only exports the diffuse and specular textures, everything else is ignored. As for the specular factors, they seem off to me or I don't understand the setup. A proper conversion would be as follows, if we want to use the principled coat.
p.s. Other than diffuse and specualr, you should at least also export the bump map, as it does a great difference.
Let us know what you think.
Thanks for the information it helps out allot that gives me some goals to target a third perspective was definitely needed
update. about glTF
I never used glTF before so I expected too much. I did some research and I see it is a very limited format intended for realtime preview on web browsers. It is even more limited than fbx. In general I don't think this format is suitable to export daz models to blender, unless we want a very "shrinked" version fit to game engines and web browsers.
For example glTF can't even handle quads or subdivision it's all tris, that's too bad for any decent conversion.
https://docs.blender.org/manual/en/latest/addons/import_export/scene_gltf2.html
I wanted this a year ago but now to be perfectly honest
I cannot stand GLB
and convert anything in that format to something else
cool you are doing this though and wish you success