[Diffeomorphic] Workflow?
evilded777
Posts: 2,545
I know I can do this better. Right now, every scene is completely built in Studio and then moved to Blender. That means any hair has to be done each time, any material tweaks have to be done each time... and etc.
I feel like there is an intended workflow where I can move my character to blender and do all that stuff, then reuse that character by importing just poses and perhaps clothing. I know this is all well documented, but putting the pieces together as a beginner is daunting. Am I right or wrong in my assumption that I should be able to build my character in Blender and then pull in the sets, poses and clothes as needed? If I'm right, can someone point me in the right direction as to what steps I should be taking here? And if I'm wrong, just holler that I'm wrong.
Thanks!

Comments
In my workflow I just save the base figure in blender with just jcms and facs. Then every charcter I create in daz I save as dbz file. Import the dbz morph in morph panel, make sure to switch the ERC method to translation custon (this makes sure the rig scales with the mesh) in global setttings.
For clothes I just import them using File>Import>Daz(1st option) and locate them in my daz library and the set the mesh fitting to Unmorphed shared or unique. Then parent the cloth rig to genesis figure and then merge the two rigs in the corrections tab(I use the option tie rig instead). After that selecting the cloth and genesis mesh, transfer the jcms and custom morphs to cloth mesh. If there are any clothing morphs you can import them using import custom morphs.
The only drawback with ERC is that it's not compatible with IK rigs, so that way you work with the daz rig.
My workflow is simply to prepare the characters and scenes I need in daz studio, then export to blender each one separately, in rest pose for the characters. If there's multiple outfits I need for a character then I export multiple versions of the character, one for each outfit.
As for the modifications I make in blender, I can copy those from a base character to the others, if needed. If it's scuplting then I can transfer the shapekey, if it's materials then I can copy the material palette.
https://github.com/Diffeomorphic/import_daz/wiki/Material_Tools_Edit_Material_Make_Palette
The typical workflow in blender is to keep one file for each character, or environment, then link them in the current scene, as needed. In a short story I typically have a few environments and a few characters, eventually with multiple outfits for the main characters, so this is manageable well enough.
Personally I also use a small library in daz studio with only the assets I need for the current project. When I switch the project I switch the library. This avoids all the notorious problems that daz studio has with large libraries.
I don't bother with an IK rig, the fk rig is so much snappier in blender. And years of using powerpose has made quite comfortable with fk rigs. The only tool i miss when posing is Riversoft's look at camera.
First select the cloth mesh and then control select the genesis mesh, then in the morphs tab select Transfer shapekeys option. Pick the option body or custom in the body parts tab.