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For me, if this works well, it is about MAKING content for Studio....
update 06 released. i think i've squashed all the major bugs now, but still keep looking
this script has made a lot of progress from shared ideas, so let's keep sharing
the next step now would be to work on importing animations. i've got a few ideas, but i'll have to experiment a lot so if anyone's up to it please look into the following and let's discuss the possibility of each path
1. fix the bvh or collada exporter in daz studio
2. find a way to read the native format (.duf)
3. the bvh exporter is able to export one usable frame (the current frame). so maybe we can use this somehow to export each key frame and then merge them into a single bvh file. the bvh can then be imported into blender and retargeted with MakeWalk(from Makehuman)
Because I can ? I find it important to know what you can wait from DS or it's content before beginning to talk about more technical matters. You must know where is your starting point
@khalibloo : So about the script, it seems to do what it should. Did a few basic test. You should make it independent by writing the needed parts to do DSF import alone without the need of Millighost's script
About Collada I just did a test and DS DOES export animation with Collada . Try it. I did an animation with genesis and also with a sphere in case there was a problem with genesis, then exported to Collada. Do the same it should work. There is a screenshot of my settings below. I used the latest DS beta
Once exported you can open the DAE file with a notepad then search for "animation". You should see a lot of them
You also have the information that DS Collada version is 1.41
I even imported the DAE File in Blender and it worked. Don't know how you didn't get it not working. Now if you find a bug you should fill a ticket to DAZ. That is the way to go
I don't know if the script can have any utility for me but I'll do further testing and I'll tell you what I think.
@takeo.kensei
i was just thinking the same thing...i can write my own morph importer. but that has to wait for now
i have the same version of daz collada exporter (1.4.1) but my collada files have no animation tags at all even though our export settings are identical.
i'm currently using Daz Studio 4.6.0.18
but just in case i'm doing something wrong, please detail your steps from the very beginning...
i just cant wrap my head around it. i'm sure i have an animation block on my timeline and it plays when i scroll along the timeline. so why doesn't it export for me? my collada files are identical with or without animations selected
Just make sure you have some keyframes in your DS timeline. I suspect you may be using animate2 blocks, otherwise I don't know what could be the problem
Simplest thing to do is select a frame (not 0) in the timeline, move an object, verify that a keyframe was created then export
oh of course! i just tested with a handmade animation. it does work!
i never knew there was a difference between animation blocks and handmade animations.
so i guess that's it then :D and i was already halfway into writing a daz script to export every key frame as a bvh file
thanks a lot!
and sorry DAZ :)
wow look! i'm no longer a "new member" :-)
If you want to use animate2 blocks you can right click the block->bake to studio keyframes
thanks! i didnt think it'd be that easy to be honest
if only DAZ Studio came with a good manual...it would have saved me a lot of trouble. not to mention, i wouldnt have to depend on other users for tips
i just gave it a try. it says to enable animate2 track when i'm ready, but there's no animate2 track...only a Genesis track
is it because i'm using the lite version?
I agree on documentation although the wiki has more information than last year and DAZ just made a beginner's manual
For animate lite it seems you just have to make sure the track is active to be able to bake the frames. (see below)
The lite version is pretty much limited on what you can do with it. There is a complete doc by the program's editor http://www.gofigure3d.com/site/index.php?option=com_content&view=article&id=92&Itemid=86 but most of the features are for the full version
thanks a lot. i exported an animation successfully :)
and it works in blender (after deleting the root bone)
thanks again! you saved me a lot of work
Now I could test khaiboo new version with gen2 female.
it work almost perfect,with IK FK, about generated rigfy node.
it is very exciting, to pozing genesis,genesis2 by blender rigfy,
with a few step.
if someone apply new rigfy, sometimes genesis mesh may shrink ,
and break when apply to rigfy.
it is rigfy bug, I do not remember which version blender caused this problem or not,
but I have seen it before, so could find way easy.
change setting in preference tab>file>Auto Execution check on Auto run python script.
then save user setting, after that,usually rigfy work as expected.
==============================================
sometimes, I need to twice, "regfy vertex-order", about genesis2(or gensis" ) skin.
I do not know why it happen, but usually after generate rigfy
At first, I "regfy vertex-order" for genesis skin.
then regfy vertex-order, about other clothings,
then make paretnt to rigfy node by Ctrl+P
but only genesis mesh sems not no move at all.
then regfy vertex-order again, for gensis skin mesh, it work well.
then ,, this is my future request,, now genesis have rigfy mesh by your script!
it work witout problem, then,, as you know,,,,
daz genesis2 has more bone,, about jaw and tongue etc,
At least eye and jaw bone must need when pozing expression easy in blender ^^;
I do not say about real lip-sync, but even open and close mouse,with blink,
it can make expression as if the actor make conversation.
or mix imported expression morph , with face rig movement,
it make good expression in blender too.
of course, I may try to add rigs to rigfy by my self , it is good excercise of rigfy
for me. but if you can auto generate these rigs by your script
I really hope so ^^;
Anyway I hope you continue to making perfect rig sets for genesis and gen2 in blender.
so please feel easy and keep your pase,,to improve this valuable script ,
I believe it must be standard blender rigfy script for daz genesis ^^
then this is not about your rigfy scirpt,
but you can use bvh exproted animation from daz timeline as same as collada.
without new rigfy. I believe bvh is more usable when import animation.
Now I render , 2800 frame music dance bvh animation ,
which exported from daz timeline .
then parent genesis2 mesh(imported collada) to the bvh node
(I decide to render 100 frame/ per day ,,^^;)
if you feel problem about imported bvh from timeline, ask me please.
I can tell all steps how to apply imported bvh for genesis mesh which imported as collada.
@kitakoredaz, thanks for the comprehensive analysis.
i'll try to find out what's causing the problem with "Rigify Vertex Groups".
making a face rig is something i've wanted to do from the very beginning, but there are a few obstacles to consider:
A good face rig will have to rely on morphs. i don't know which morphs the user has bought, so i cannot include any of my morphs in the script. it would be illegal, i believe.
however, if genesis came with morphs out of the box, maybe i could use them. but i'll have to confirm which morphs come with genesis
if it turns out that no expression morphs come with genesis out of the box, i'll have to make my own morphs...which is quite an undertaking
as for the jaw, tongue and eyes, i'll see what i can do.
i'll try the bvh too. i'll let you know if i have any problems.
thanks! :)
i'm unable to reproduce the problem you mentioned with "Rigify Vertex Groups". Please try again with the new update07.
update07 also attempts to parent your genesis or genesis2 figure automatically, saving you even more steps
Ah,, to excuse my reply, I never mean you need to offer facial morph with rig^^;
as for me, I understand your way to install morph from daz studio.
but I think we may need not store so many morph for genesis when play with blender.
because,, as you know clear, even though we install morphs, all ERC should be removed.
that means, some facial morph usually set ERC and work with rig movements in daz studio.
or character morph may need to adjust rigs to correct postion. without it,
the rigfy rigs may not fit well the morphed shape.
of course morph install system is useful, but I did by import and make morph sotred scene file
which store 10 to 15 morphs, so that when I find your topic, I understand clear what you tried,
then I say about rigs only.
eg, eye close moprh must need I believe,but many ds user already bought them
(and if original character head you use, or mix many head morph,
you often need to modify by yourself, usually make MCM for eye close.
that means you can not offer one morph shape for your rig system even though you make yourself.
it depend on each user ^^
but if your new rigfy generate eye rigs and jaw as same as genesis2 and genesis (hide parameter, but it move)
I can use these rigs.
then I say really thank you because your script, I really get motivation to learn add on rigfy.
and sorry,, if I missuderstanding other guys talking, I simply hope to topic
which use gensis in blender about many way, as same as make contents in blender for daz studio.
ok :)
ok, i just finished testing...i'll start coding for the eye, jaw and tongue rig tomorrow.
After few test here is what I can say.
- You should give the "rig' a unique name based on the mesh being Rigified or else you get an error when you try to Rigify a second mesh
- The Rigify process could be done in once process without having to select the mesh for "Rigify vertex groups". You could add a third button to do that. Keep the two previous so that it is still possible to make some change to the vertex group before final Rigify
- Some cleanup would be good. Add an option so that the generated metarig and every unneeded object could be deleted automatically
- More cleanup. It would be good to have all Widget parented
For the facial animation I tried the Face bone tool. You could try to integrate that into your script
when apply rigfy for two more meshes, cause erroer,
it need to be up-dated ,,
Then,, if Takeo tried to rigfy one by one for each meshes?(genesis, clothing1 clothing2,, etc individually)
or tried to rigfy two actors? (just for my interesting)
I do not hope wtg rigs geometry are under hieralcy of genesis skin mesh.
if it is simply for gather them one to keep clean , I may choose under- root rigfy rig.
It seems,, too many request,,
but,, If I can reverse rigfy changed vertex group and weight,, by one button,
to original (imported as collada) vertex group and weight, seems very useful!!!!
(not hope to re-weight and changed by blender auto weight ^^; I do not believe it much,,
I hope to keep original mesh group and weight which imported as collada ,as far as it can,,)
if it will work so,
I may need not keep , two Actor mesh with different vertex group and color.
@takeo.kensei
this is the first time i'm hearing about the face bone tool. i'm gonna give it a try...
AH! so that's why i can't rigify 2 meshes in the same .blend file... thanks for pointing that out. it has puzzled me for a while
rather than delete the junk, i think i should just move them to the last layer
yeah, parenting the widgets to an empty is definitely a good idea
i already started working on making the rigify process a single button...it'll probably be available in the next update
thanks!
@kitakoredaz
the vertex weights are preserved. only their names change
some however, need to be mixed (for example, chest + lPectoral). so when mixing, copies are made. in the end, you still have all your vertex group weights intact.
as for reverting weights to their original collada values, just re-import the collada file and copy the weights.
ah,, so you said, change vertex name only?
( for my purpose I may need to keep vertex group name too,
which controlled by same name nodes of collada rigs or bvh rigs, so that, imported animation work ^^;
or need to re-name them I think,,)
but it is as you said, I just need to keep them as other scene file , so that do not mind,
please forget it OK.
anyway, One push button (generate rigfy, change vertex group,
and change parent to new rigs) is actually useful.
but it seems different about genesis and clothings,,
I think,,zip 8 ver work like that,, there need two process,
Button 1 = generate rigfy, and re-parent (for genesis)
Button 2 = change vertex group ,and re-parent (for clothings and genesis)
so that, about genesis, I need to click B1 and B2.
then about clothings, I need to click B2 only.
if gatherd them as One process,, each clothings mesh may generate rigfy too ^^;
If it can do, I think,,
Button1 (for Actor mesh) = generate rigfy, change vertex group, and re-parent
button 2 (for clothings)= change vertex group, and re-parent
But,, I can just test only ^^; so that if you can gather as one, and work without problem,
I hope so.
I do not know, if you have checked or use already,MCJ blender ?
https://sites.google.com/site/mcasualsdazscripts3/mcjteleblender2
it obj base ds scene importer for blender, (mainly cycles)
then it transfer and auto-generated cycles node from ds shader value,
I use these cycles node and modify them , for improted collada mesh materials.
I wonder,,, if your script co-work somehow,, with, his script,,
just for your animation,, he offered daz user many many script,
when you have time, I hope you check his web and tools,,
ok, i implemented most of the changes. there's even a basic face rig now (90% completed)
the WGTs are now parented to an empty automatically...
the new one-click rigify however, is causing the ui to be messy and inconsistent with the "items" tab
a screenshot is attached
i think it looked less complicated before. and more user friendly. so i'm gonna revert to the old two-click rigify before i release the update
as for the face bone tool, i'll just leave it out. it's likely to cause problems in the near future. some parts of it are already outdated, it seems. however, if the user has the addon, he/she can use it at their own risk
i'll look into the mcjTeleblender as soon as i finish up. come to think of it, i never even considered cycles :D
update 09 has just been released. i had to drop some things though
like the option to delete the collada armature and metarig. i want the ui to be as clean as possible, so only the necessary stuff will be contained in the ui. they can be deleted with a few mouse clicks anyway.
and i wouldn't encourage anyone to delete their metarig. if at a later time, the user wishes to make adjustments, they can always fall back on the metarig, edit it and re-generate another rigify rig from it.
Tested it. There is less to do to cleanup the Outliner. So good job.
About rigging, there is other options : as there is a CMU Mocap Browser which could be used to import motions I did a test rig with the CMU rig and imported modtion datas. Once done you have a big mocap database ready to use. There are things to considere before even rigging
@kitakoredaz : I just happened to try to rig a second Genesis when I spotted the Problem with the Rig name
I am not sure I'd rig the cloth unless they are very tight to the body. In Blender you can use dynamic clothing too. It may be another option which can lead to better results than DS system for some cloth particularly dress
i havent tried mocap yet, but this looks good. i bet it can even be retargeted to rigify using makewalk or something
Hi,, yours,, I am now so exciting,, ^^;
I think,khalibloo scirpt seems almost completed,, yeah,, it is great work. congratutation and thank you!
I am so so exciting that,, I can not or hope not to work anymore,, ,,,,, (though,,, I opened real shop already,,) ^^;
blender can do almost everything before I hoped,, now,, .
thank you takeo,, (and sorry-----,,, if I said something wrong,, without understand what you said clear @@;)
I usually not add rig for clothing , just apply mesh (of course Once imported as collada with genesis,
so that they have weight for rig) to Actor rig. so I have interesitng if you choose another way.
sometimes I need to add ghost bones ,for hair or dress,,,
about these case,, I make one more rig set for clothing which add ghost bones, then make link to Actor node.
it work. but need to make link for genesis rigs about all rig one by one, (or I do not know other way,,
if I can make script,, I must write it ^^;)
or I add ghost bone for Actor rig, it is only for the clothing,,(genesis do not have the vertex group of the ghost rig)
add clothing mesh wtih new vertex group and weight named the ghost rig. then apply clothing to Actor amature.
today I test both patern ,, it work fine ^^v
As you said,, my next challenge is apply dynamic clothing with amature in animation,,
when I apply dynamic clothing for daz product, with animation,,(parent or link to amature)
it is really really difficult and I have not gotten good effect what I hope.
(and simulation time,, seems over my limit I can wait,,)
thank you too for your feedback. i wouldn't have gotten this far without you guys. thanks to you all!
i wrote a tutorial on renderosity in an attempt to spread the word even further. i'll put up a link when it gets approved. i'd appreciate any efforts to make this script popular. there are a lot of people out there who have no idea what they are missing :)
i myself will probably never use the script's DAZ functionality, since i don't really have any use for Genesis characters...so it falls to you guys to report any bugs and to suggest new features.
Ideally, I'd like something like this to mature into a bridge like the GoZ bridge for Z-brush...
i'd like that too. but i think it'll be easier for DAZ developers to just make an exporter that exports straight to .blend formats. or follow the example set by makehuman (with their mhx format) and make a blender-specific interchange format.
my most immediate wish however for this script is for it to get accepted into blender's official addon repository. or at the very least, become popular with DAZ users everywhere.
thinking back, it started as a simple collection of tools for my personal use...i never even imagined it would be useful to anyone else. but here we are
@kitakoredaz : No problem. You can't read my mind and I can't read yours. Hope you'll get somewhere with the addon and your eventual project as you seem happy
@khalibloo : You could go on with targeting the rig to the CMU Mocap DB.
I'll do some further tests with more than just a genesis in the scene to find out where there could be improvement
the renderosity tutorial has finally been approved http://www.renderosity.com/mod/tutorial/index.php?tutorial_id=2743
hopefully, more people will be able to find the script. Since there's no urgently needed improvement yet (every suggested feature so far can be handled with other popular well-maintained, well-documented scripts), i'll take a break from coding and return to what i do best...art!
thanks again for your time, patience and valuable feedback.
Ah, Update10 is out. it has a better face rig and more non-Genesis-specific features.
Update 12 released.
Now imports morphs properly. No longer depends on the dsf-tools addon
You first have to export the objs using a daz script I've written (provided at the khalibloo addon page on the Blender Artists forums)
Then the "Import morphs" button handles the importing into blender. All the objs are imported as shape keys of the selected blender object.