mcjTeleBlender:Daz Studio scenes/animations w/Blender's Cycles Engine

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Comments

  • Silver DolphinSilver Dolphin Posts: 1,077

    That is great. Thank you

  • mCasualmCasual Posts: 4,148

    https://www.youtube.com/watch?v=9WvIIuQpvU8

    sneak preview mcjTeleBlender 4 for Blender 2.8 - FBX pipeline

    This scene was exported

    from Daz Studio using

    the FBX file format.

    Unfortunately the animation

    transfer is horrible, so ...

    ... i wrote a Daz Script

    which exports the animation

    as a blender python script.

    Then in Blender i imported

    the FBX scene-file.

    Then i applied the blender script

    which fixed the animation.

    This will be part of

    mcjTeleBlender 4 for Blender 2.8

    which used to transfer static

    scenes through the .obj/.mtl format

    The most important feature of

    mcjTeleBlender ( since 2011 )

    is that it builds the node-tree-materials.

    It also re-creates lights and cameras,

    something that the obj/mtl format doesn't

    If all goes well,

    mcjTeleBlender 4 for Blender 2.8

    will be ready before August ends

    Beta Releases: https://sites.google.com/…/mcasu…/mcjteleblender4temprelease

  • mCasualmCasual Posts: 4,148
    edited August 24

    in local news

    the standalone daz script that exports figure animations as blender python scripts is almost ready. It is used to heal/replace the animations transferred through FBX export

    and i will also add an option to mcjTeleBlender4 Beta, so it can produce a blender python script to fix the materials transferred through FBX export

    interesting to note that eevee velvet materals do look velvety

    though this is a blender cycles render

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    Post edited by mCasual on
  • MiloMilo Posts: 499

    Looking awsome!  What your doing is fantastic, thank you!

    I saw the 16th release on the page as the latest?

  • mCasualmCasual Posts: 4,148
    Milo said:

    Looking awsome!  What your doing is fantastic, thank you!

    I saw the 16th release on the page as the latest?

    The daz script was updated on the 18th if your scene has shader materials with normal maps, this update is important the next release should be a few hours from now and include fbx related functions
  • Silver DolphinSilver Dolphin Posts: 1,077
    mCasual said:
    Milo said:

    Looking awsome!  What your doing is fantastic, thank you!

    I saw the 16th release on the page as the latest?

     

    The daz script was updated on the 18th if your scene has shader materials with normal maps, this update is important the next release should be a few hours from now and include fbx related functions

    Thank you this will be a boon to all animators that pull their hair out using daz studio slow renders.

  • mCasualmCasual Posts: 4,148
    edited August 26
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,148
    edited August 26

    transferring animations from daz studio to blender, using FBX and my scripts works quite well but it didn't pass the acid test of animated root-node rotations ... so i'll work on that. also i don't like the cameras and lights created by blender's FBX importer - so eventually my scripts will also export camera animations and lights

    VIDEO -->

    Post edited by mCasual on
  • mCasualmCasual Posts: 4,148

    today or tomorrow we should have a new improved version of the animation export/import system Daz Studio--> Blender. In the meantime, avoid parenting figures to something else, because it messes the clothes. And avoid animating the root node of figures, animate the hip

  • mCasualmCasual Posts: 4,148

    daz studio to blender via fbx, progress

    still a few odds and ends to fix

     

    for example, fbx creates blank normal maps and it sets materials as metallic

     

    that's an old-school Aiko3 figure so i have to see if Genesis 3 and 8 behave correctly with the new changes i made

  • Silver DolphinSilver Dolphin Posts: 1,077
    edited September 1

    It would be nice if everyone would use one standard in 3D but that means someone loses money and nothing can overcome human greed. Thanks for you hard work.

    Post edited by Silver Dolphin on
  • mCasualmCasual Posts: 4,148

    in FBX news, i (re?)discovered that if the root node of a prop or figure (something with a shape) is rotated, the position of said node gets corrupted during its FBX-trip from Daz Studio to Blender .... most likely because the order in which the node is rotated and positioned is not the same in DS vs Blender . Case in point the position of the corner walls ... which i was able to correct by parenting them to a null node ... and doing other stuff ... Maybe the trick will be to parent everything in the scene to a null node ... or have scripts re-locate everything 

  • mCasualmCasual Posts: 4,148

    technical note : the trouble arises when the origin of the node differs from the position of the node

    so for the mcjFrenchWall prop

    when i do

    node = Scene.findNodeByLabel("mcjFrenchPaneledWall")

    print( node.getOrigin() )

    i get ( 0, 0, -65.04 )

    if i do

    node.setOrigin( DzVec3( 0, 0, 0 ) )

    the wall jumps back 65 cm, that's normal

    i reposition the wall

    now it's position is correctly transfered through FBX

     

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  • mCasualmCasual Posts: 4,148

    August 31st 12:34PM

    mcjTeleBlender 4 Beta

    ( FBX pose-animation issues )

    ( FBX material issues )

    and

    mcjExportFigureAnimToBlender

    ( FBX pose-animation issues )

    ==========

    i plan to release many other updates

    notably, one that fixes position ( location ) issues of rotated props

    so come back soon

    https://sites.google.com/site/mcasualsdazscripts9/mcjexportfigureanimtoblender

    https://sites.google.com/site/mcasualsdazscripts9/mcjteleblender4temprelease

  • I don't know enought of underling mechanics of blender of daz studio to help, maybe in script forum.

  • mCasualmCasual Posts: 4,148
    edited September 7
    No new version but but progress report concerning transfer of scenes via FBX progress ... the daz fbx exporter or the blender fbx importer messes the location of rotated props, and i was able to write code that writes scripts that fix this issue Though the hat prop and the hair prop when parented to the Aiko figure were mis-located so there's still work https://www.daz3d.com/forums/uploads/FileUpload/5b/550c426eeede350c918cb524af4de1.jpg
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    Post edited by mCasual on
  • mCasualmCasual Posts: 4,148
    edited September 8

    ( Update soon but not right now )

    daz studio - FBX - Blender ... we'll cross that bridge when that bridge will be safe and there will be a snack-bar near the bridge with $3 hot-dogs, big hot-dogs

    this was an acid-test for rotated props

    now i have to see about Gabrielle's hair-prop and hat-prop positions which have a small offset problem

    oops looks like my latest code fixed the hat and hair offset --- it's relative to prop origins which are not 0,0,0

     

    Post edited by mCasual on
  • RAMWolffRAMWolff Posts: 9,282

    Looking good.  Mmmm, HOT DOGS!  LOL

  • mCasualmCasual Posts: 4,148

    Daz Studio -- FBX -- Blender 2.8 -- NEWS

  • Ooooh hotdogs and bar-b-que. hahaha Thanks for your hard work.

  • mCasualmCasual Posts: 4,148
    edited September 10

    Ooooh hotdogs and bar-b-que. hahaha Thanks for your hard work.

    and to make it a complete balanced and nutritious meal, ice cream

    welcome

    here's the current test scene, before it's long voyage from Daz Studio to Blender

     

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    Post edited by Chohole on
  • mCasualmCasual Posts: 4,148
    edited September 10

    progress - i was able to determine that only rotated, root nodes, with non-zero origins need to have their location coordinates healed - Blender Cycles render of a Daz Studio scene - after materials fix and pose fix

     

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    Post edited by Chohole on
  • mCasualmCasual Posts: 4,148
    edited September 12

    Blender eevee render of a Daz Studio scene

     

    next i'll see if i can let teleblender do the transfer from daz studio with just 1 button, i just have to learn how to make Blender import an FBX file via script

     

    maybe i'll have a teleblenderFBX and a teleBlender new-old-school that uses waveFront .obj

     

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    Post edited by Chohole on
  • Looking good. I have a new chinese motherboard for dual xeons and 128gb of ecc ram in the mail. I will hopefully use this new system to do evee animation from within blender. Thank you for your hard work and your great scripts.

  • mCasualmCasual Posts: 4,148
    edited September 12

    here we have a daz studio scene rendered in blender Eevee

     

    the steps were

    1 - 'manual' FBX export

    2 - 1 button-click = creation of a blender script to fix materials using a daz script

    3 - 1 button-click = creation of a blender script to fix poses and locations using a daz script

    4 - start blender

    5 - import FBX

    6 run mat fix script ( also replicates Daz cameras and lights )

    7 run pose fix script

    8 click Blender render button

    but in the next version of mcjTeleBlenderFBX, it will be

    1 - click button to do steps 1 to 7

    2 - click Blender render button

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    Post edited by Chohole on
  • mCasualmCasual Posts: 4,148
    edited September 12

    some issues i have to resolve before posting a new version of mcjTeleBlender FBX for Daz Studio

    by the way, did you know you can follow all my works at deviant art and my gallery contains no nudity

    my name there is mcasual ( i dont post the link in case you know ...

    https://www.daz3d.com/forums/uploads/FileUpload/fa/7316f6efca52f29356f45aff3d237d.jpg

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    Post edited by Chohole on
  • Went to devian art and commented there

  • mCasualmCasual Posts: 4,148

    toe and finger-tip position Blender-FBX-Fix test when i transfer all the rotations from the figure's root node to the hip,

    i get perfect position the proof is, the big toe stays on the white trajectory and the index tip stays in place

    so today i'll do this mathematically speaking when i fix the animation in blender

  • Looks great. Thank you very much.

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