Alembic? Should I?

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  • hfilbhfilb Posts: 64

    FBX filesizes are amazingly small for subd4 characters compared to obj (~10 times smaller) but I don't know if a figure can be exported with it's pose intact (and no skeleton set up). Trying to import into Blender just distorts the figure :/

  • wolf359 said:
    I am using the  Native Maxon Spline based dynamic hair system to grow hair on the scalp vertcies of an MDD driven Character that was exported over without any Daz hair, so there is no converting of  hair involved.

    Of course the Maxon hair system can create curly styles
    if so desired

    Wow, that's the best curly model I think I've ever seen... it really captures the way it really looks. I've not been able to recreate the tighter curls at the ends.

  • Artini said:
    Thanks, could you please try on the fbx included in this zip file.

    In Blender, it did not import the textures correctly, but the zones were OK and re-applying them worked, sort of... the nodes were set up but the image file name was not right, and even afterwards, they seemed to be inverted.

    When I exported to Daz, the colors were correct, but there was that 90 degree rotation about the X axis, and something else weird: the scale was itself set  to 100%, but each of the individual X, Y, and Z scales were at 100000%. All of these issues were trivial to fix and Bugs looks great in Daz, but it didn't install much confidence.

    If it didn't work with the stock importer/exporter, then it looks like Better FBX will work for you.

     

  • Artini said:
    Thanks, could you please try on the fbx included in this zip file.

    In Blender, it did not import the textures correctly, but the zones were OK and re-applying them worked, sort of... the nodes were set up but the image file name was not right, and even afterwards, they seemed to be inverted.

    When I exported to Daz, the colors were correct, but there was that 90 degree rotation about the X axis, and something else weird: the scale was itself set  to 100%, but each of the individual X, Y, and Z scales were at 100000%. All of these issues were trivial to fix and Bugs looks great in Daz, but it didn't install much confidence.

    If it didn't work with the stock importer/exporter, then it looks like Better FBX will work for you.

     

    Forgot to mention that the color "inversion" that I saw in Blender was not present in Daz, without me having to fix it. Ir was as if Blender misinterpreted the image's palette, or something.

  • IvyIvy Posts: 7,165

    I'm loving watching all this animations demos . nice work guys keep em comingsmiley

  • Looks like it works... I'm interested to see if it could import an armature. Looks like Daz FBX import has come a long way.

    cartoon_bunny.png
    3840 x 2160 - 620K
  • pdr0pdr0 Posts: 204

    hfilben said:

    FBX filesizes are amazingly small for subd4 characters compared to obj (~10 times smaller) but I don't know if a figure can be exported with it's pose intact (and no skeleton set up). Trying to import into Blender just distorts the figure :/

    Probably because it wasn't exported at subd4  . If you could import the FBX you would see this . You can try re-importing the FBX into DS, but often it can't even import the FBX it just exported (no joke)

  • ArtiniArtini Posts: 10,782

    Looks like it works... I'm interested to see if it could import an armature. Looks like Daz FBX import has come a long way.

    Thanks for testing.

    I will try to rig it using Mixamo and pick up some animations from them.

     

  • smaker1smaker1 Posts: 281

    Yes Alembic does HD morphs, I have used it to render animated stuff with them in Octane standalone 

    I may be wrong but Alembic export the mesh with base subd level, higher subd level is not exported (unlike obj export) even if activated in DS4. At least with my tests ! What is your abc export options?

    Another question: did you find an efficient way in octane standalone to reassign materials ?

    Thanks 

  • pdr0pdr0 Posts: 204
    smaker1 said:

    I may be wrong but Alembic export the mesh with base subd level, higher subd level is not exported (unlike obj export) even if activated in DS4. At least with my tests ! What is your abc export options?

    Uncheckmark Preserve SubDivision Surfaces

     

    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/plugins/alembic/start

    Preserve SubDivision Surfaces – If you would like the mesh to look exactly like it does in DAZ Studio, leave this option unchecked. This will ensure that the mesh exports exactly as you see it. If you would like your target application to handle the SubDivision Surfaces, then you will want to make sure this option is checked. The mesh will then be exported as a SubD cage, thus allowing your 3D modeling/animation application to make the calculations for SubDivision surfaces. (This also results in smaller file sizes.)

     

  • smaker1smaker1 Posts: 281

    Thanks Pdr0

    I must try abc exports again!

  • pdr0 said:

    Preserve SubDivision Surfaces – If you would like the mesh to look exactly like it does in DAZ Studio, leave this option unchecked. This will ensure that the mesh exports exactly as you see it. If you would like your target application to handle the SubDivision Surfaces, then you will want to make sure this option is checked. The mesh will then be exported as a SubD cage, thus allowing your 3D modeling/animation application to make the calculations for SubDivision surfaces. (This also results in smaller file sizes.)

    That's the part that is simply not true. There is no SubD cage. It's just the base rez mesh.

  • hfilbhfilb Posts: 64
    edited September 2019
    pdr0 said:
    Probably because it wasn't exported at subd4  . If you could import the FBX you would see this . You can try re-importing the FBX into DS, but often it can't even import the FBX it just exported (no joke)

    I can see in Blender that the FBX has 4million faces and can zoom in on the details. The pose being distorted is the major issue. See attached pic. Note that the FBX itself is 160 MB but Blender isn't the best at handling all that data efficiently. 

    Post edited by hfilb on
  • pdr0pdr0 Posts: 204
    hfilben said:

    I can see in Blender that the FBX has 4million faces and can zoom in on the details. The pose being distorted is the major issue. See attached pic. Note that the FBX itself is 160 MB but Blender isn't the best at handling all that data efficiently. 

     

     

    I see what you're doing -

    You're probably using the subd "lock" to export the FBX as subdivided mesh. Default export should be subd 0.

    But you'd also need reapply the skin weightmaps to have it look approximately "normal" .

    The other problem is JCM's/JCJ's/MCM's and any smoothing will not be applied , so it won't look as good as the OBJ or alembic

    See this post for more details ; you have to adapt it to blender and reapply the weightmaps
    https://www.daz3d.com/forums/discussion/229156/animated-rigged-subd-export

  • hfilben said:
    pdr0 said:
    Probably because it wasn't exported at subd4  . If you could import the FBX you would see this . You can try re-importing the FBX into DS, but often it can't even import the FBX it just exported (no joke)

    I can see in Blender that the FBX has 4million faces and can zoom in on the details. The pose being distorted is the major issue. See attached pic. Note that the FBX itself is 160 MB but Blender isn't the best at handling all that data efficiently. 

    Hi hfilben, maybe you should try the Better FBX importer as well? The stock importer failed miserably, completely janking up the armature, but Better FBX worked perfectly (if you don't mind losing the JCMs, I know, that's a big "if").

  • smaker1smaker1 Posts: 281
    pdr0 said:

    Preserve SubDivision Surfaces – If you would like the mesh to look exactly like it does in DAZ Studio, leave this option unchecked. This will ensure that the mesh exports exactly as you see it. If you would like your target application to handle the SubDivision Surfaces, then you will want to make sure this option is checked. The mesh will then be exported as a SubD cage, thus allowing your 3D modeling/animation application to make the calculations for SubDivision surfaces. (This also results in smaller file sizes.)

    That's the part that is simply not true. There is no SubD cage. It's just the base rez mesh.

    That was what I was thinking!! I must found some times to try some tests

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