Native Daz file import for Blender - How does Daz feel about that?

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  • marblemarble Posts: 7,500

    Thanks @wolf359. Just to be clear on this ... you export an object file and an MDD file, right? 

    I dont have any detailed information on a MDD to Blender workflow,but in general you only need to send a matching MDD file for animated elements like figures and cloth sims.

    So a single OBJ file for the figure INCLUDING any clothing, hair, geografts, etc? That would be a kind of reference for the MDD animation data which, I gather, can be different animations for the same OBJ file? 

  • wolf359wolf359 Posts: 3,936


    So a single OBJ file for the figure INCLUDING any clothing, hair, geografts, etc? That would be a kind of reference for the MDD animation data which, I gather, can be different animations for the same OBJ file? 

    Exactly
    MDD bakes everything into single Data file that can replaced with a different  animation/data file as long as you do NOT change the mesh in Daz studio with different hair/clothing that will alter the vertex count.

    The  paraplegic Characte,r in those  Youtube clips I posted ,was  one .obj export from DS  re-animated for over two years with new MDD files before the story called for a costume change requring a new .obj export from DS.

  • marblemarble Posts: 7,500
    wolf359 said:


    So a single OBJ file for the figure INCLUDING any clothing, hair, geografts, etc? That would be a kind of reference for the MDD animation data which, I gather, can be different animations for the same OBJ file? 

    Exactly
    MDD bakes everything into single Data file that can replaced with a different  animation/data file as long as you do NOT change the mesh in Daz studio with different hair/clothing that will alter the vertex count.

    The  paraplegic Characte,r in those  Youtube clips I posted ,was  one .obj export from DS  re-animated for over two years with new MDD files before the story called for a costume change requring a new .obj export from DS.

    Excellent, thank you.

  • ChrisSerketChrisSerket Posts: 202

    I have a serious problem with the diffeomorphic tool that they recommended here, and I don't know where.
    In the official blog of diffeomorphic I have been more than a week and still nobody answers me.
    Well, my problem is about shaders, or textured or materials.
    I left below an image where the character is seen in Daz Studio, and the other screenshots of how it looks in Blender 2.80 in its different ways of displaying the model (the hair, eyes, head and body of the character have a color soft shiny as if it were snow).
    Does someone know how to solve this problem?.
    PD: In everything else it seems that diffeomorphic is perfect.

    xd.png
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  • ChrisSerketChrisSerket Posts: 202
    edited March 2020

    Oops, the post was sent twice, and I can't find a button to remove it.
    Could any moderator remove it please?

    xd.png
    1826 x 642 - 816K
    Post edited by ChrisSerket on
  • nonesuch00nonesuch00 Posts: 18,762

    I have a serious problem with the diffeomorphic tool that they recommended here, and I don't know where.
    In the official blog of diffeomorphic I have been more than a week and still nobody answers me.
    Well, my problem is about shaders, or textured or materials.
    I left below an image where the character is seen in Daz Studio, and the other screenshots of how it looks in Blender 2.80 in its different ways of displaying the model (the hair, eyes, head and body of the character have a color soft shiny as if it were snow).
    Does someone know how to solve this problem?.
    PD: In everything else it seems that diffeomorphic is perfect.

    You have to edit the material settings yourself in Blender to your satisfaction.

  • ChrisSerketChrisSerket Posts: 202

    How can I do it for this case?
    I'm sorry, I'm very rookie in Blender.

  • benniewoodellbenniewoodell Posts: 2,000

    I actually just started putzing around with this the past couple of weeks and have found that if you put up some lights and turn on the eevee preview globe in the top right, the textures do look like they do from Daz, or at least pretty close. If you need to further tweak things, go to the shader tab up top and you can adjust the nodes there. Sometimes, a character's skin is super red, so you just go to the SSS shader and alter the color and it looks great. If you want to throw out what diffeomorphic did and reinsert the textures, you can put the new maps in place of what's there now and just relink the nodes around it (it'll make sense when you see it), or if you want more toon style characters, delete everythin except the PBR and final output, and connect the .jpg of your map to the base color and it'll look great. 

    To get the .jpg of the maps, I don't know any other way than to export it out using Genesis 8 to Maya. That exports all the maps in a folder, so I just drag those .jpgs into the node editor in Blender. I only discovered this because I was going to try Maya, but then got sidetracked in Blender and discovered this method so I'm just keeping the G8 to Maya product as it works perfectly for this use.

  • ChrisSerketChrisSerket Posts: 202

    Okay thank you very much.
    I will try your advice.

  • nonesuch00nonesuch00 Posts: 18,762

    How can I do it for this case?
    I'm sorry, I'm very rookie in Blender.

    There are hours of YouTube Blender tutorials for Blender 2.8+ if your search.

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