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Daz 3D Forums > 3rd Party Software > Blender Discussion

Diffeomorphic DAZ-to-Blender

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Comments

  • tapanojumtapanojum Posts: 73
    January 2021

    hookflash said:

    tapanojum said:

    Macislav said:

    Today there has been an update to Genesis 8.1

    Does diffeomorphic still work with Daz Studio?

     

    Looks like UV maps are different from 8 to 8.1 so I don't think that will work. Everything else seems to be either just higher quality maps or a gimick (FACS) which I dont think will have an impact.

     

    Edit: I take that back. FACS seem to be some sort of corrective which would be a nice addition for Diffeomorphic to incorporate like JCMs. It's the face controller that is a bit of a glorified parameter gimick
     

    FACS is not a gimmick. It is an industry-standard way of defining realistic facial movement, and it'll be a game-changer for Daz/Blender animators. Another big change with 8.1 is the PBR skin shader. In theory, I think this *should* make it easier to replicate a Genesis 8.1 character's skin in Blender, but we'll see.

    FACS of course is not a gimmick, I was referring to the implementation of it here. Then I realized that the FACS based morphs themselves are great and it's the face controller that's just a glorified parameter slider, which is the gimmick. You saw all this in the edit before you responded though.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,218
    January 2021 edited January 2021

    hookflash said:

    tapanojum said:

    Macislav said:

    Today there has been an update to Genesis 8.1

    Does diffeomorphic still work with Daz Studio?

     

    Looks like UV maps are different from 8 to 8.1 so I don't think that will work. Everything else seems to be either just higher quality maps or a gimick (FACS) which I dont think will have an impact.

     

    Edit: I take that back. FACS seem to be some sort of corrective which would be a nice addition for Diffeomorphic to incorporate like JCMs. It's the face controller that is a bit of a glorified parameter gimick
     

    FACS is not a gimmick. It is an industry-standard way of defining realistic facial movement, and it'll be a game-changer for Daz/Blender animators.

    +1

    FACS is the only reason why I care about 8.1 at all. It means that it will be compatible with many face capture systems and probably even have a lower limit on the quality. It is an extremely Big Deal(tm) for animators.

    Post edited by TheMysteryIsThePoint on January 2021
  • brainmuffinbrainmuffin Posts: 1,267
    January 2021

    I'm having issues updating the Plug-in in Blender. I did a pull from git, created a new zip file, removed the old one, and install in Blender. The message in Blender says it has been installed, but the add-on is not listed nor is the tab under N.

  • SDevSDev Posts: 158
    January 2021

    TheMysteryIsThePoint said:

    hookflash said:

    tapanojum said:

    Macislav said:

    Today there has been an update to Genesis 8.1

    Does diffeomorphic still work with Daz Studio?

     

    Looks like UV maps are different from 8 to 8.1 so I don't think that will work. Everything else seems to be either just higher quality maps or a gimick (FACS) which I dont think will have an impact.

     

    Edit: I take that back. FACS seem to be some sort of corrective which would be a nice addition for Diffeomorphic to incorporate like JCMs. It's the face controller that is a bit of a glorified parameter gimick
     

    FACS is not a gimmick. It is an industry-standard way of defining realistic facial movement, and it'll be a game-changer for Daz/Blender animators.

    +1

    FACS is the only reason why I care about 8.1 at all. It means that it will be compatible with many face capture systems and probably even have a lower limit on the quality. It is an extremely Big Deal(tm) for animators.

    As always, Thomas is speeding things up :)

    https://diffeomorphic.blogspot.com/2021/01/facs.html

  • Singular3DSingular3D Posts: 605
    January 2021

    I didn't care much about 8.1 until I read the last posts here. Looks interesting and Thomas is really doing an amazing job.

  • SDevSDev Posts: 158
    January 2021

    Singular3D said:

    I didn't care much about 8.1 until I read the last posts here. Looks interesting and Thomas is really doing an amazing job.

    Sing, du hast Post auf einer ungezähmten anderen Seite :)

  • jeff_someonejeff_someone Posts: 254
    January 2021

    SDev said:

    TheMysteryIsThePoint said:

    hookflash said:

    tapanojum said:

    Macislav said:

    Today there has been an update to Genesis 8.1

    Does diffeomorphic still work with Daz Studio?

     

    Looks like UV maps are different from 8 to 8.1 so I don't think that will work. Everything else seems to be either just higher quality maps or a gimick (FACS) which I dont think will have an impact.

     

    Edit: I take that back. FACS seem to be some sort of corrective which would be a nice addition for Diffeomorphic to incorporate like JCMs. It's the face controller that is a bit of a glorified parameter gimick
     

    FACS is not a gimmick. It is an industry-standard way of defining realistic facial movement, and it'll be a game-changer for Daz/Blender animators.

    +1

    FACS is the only reason why I care about 8.1 at all. It means that it will be compatible with many face capture systems and probably even have a lower limit on the quality. It is an extremely Big Deal(tm) for animators.

    As always, Thomas is speeding things up :)

    https://diffeomorphic.blogspot.com/2021/01/facs.html

    Dumb question probably, but how do I download the development version of Diffeo?  I went to the link on Thomas' website for dev version, downloaded it, installed it, but it still appeared at 1.5.1 and no change to the UI (i.e. didnt see the FACS items in Global Settings, etc).  

     

    Thx - Jeff

     

     

  • PadonePadone Posts: 4,001
    January 2021

    @jeff The link points to the repository so it must work. Are you sure you installed it ?

  • jeff_someonejeff_someone Posts: 254
    January 2021

    Padone said:

    @jeff The link points to the repository so it must work. Are you sure you installed it ?

    Ughh, nevermind... my bad... it did work but I just looked in the wrong place for the FACS functionality.  I got it now, thanks for your response.

     

     

  • brainmuffinbrainmuffin Posts: 1,267
    January 2021

    jeff_someone said:

    SDev said:

    TheMysteryIsThePoint said:

    hookflash said:

    tapanojum said:

    Macislav said:

    Today there has been an update to Genesis 8.1

    Does diffeomorphic still work with Daz Studio?

     

    Looks like UV maps are different from 8 to 8.1 so I don't think that will work. Everything else seems to be either just higher quality maps or a gimick (FACS) which I dont think will have an impact.

     

    Edit: I take that back. FACS seem to be some sort of corrective which would be a nice addition for Diffeomorphic to incorporate like JCMs. It's the face controller that is a bit of a glorified parameter gimick
     

    FACS is not a gimmick. It is an industry-standard way of defining realistic facial movement, and it'll be a game-changer for Daz/Blender animators.

    +1

    FACS is the only reason why I care about 8.1 at all. It means that it will be compatible with many face capture systems and probably even have a lower limit on the quality. It is an extremely Big Deal(tm) for animators.

    As always, Thomas is speeding things up :)

    https://diffeomorphic.blogspot.com/2021/01/facs.html

    Dumb question probably, but how do I download the development version of Diffeo?  I went to the link on Thomas' website for dev version, downloaded it, installed it, but it still appeared at 1.5.1 and no change to the UI (i.e. didnt see the FACS items in Global Settings, etc).  

     

    Thx - Jeff

     

     

    I use git on the command line. First pull: git clone https://bitbucket.org/Diffeomorphic/import_daz.git Pull the updates: git pull
  • ryantd42ryantd42 Posts: 0
    February 2021

    Hey all, after abandoning the Bridge plugin which seems to be completely broken in terms of IK now (what a great workflow it was, RIP), I'm trying to get Diffeomorphic to work. any ideas on the below log from Blender? I'm using 2.91 and the dev version of diffeo. Any help would be greatly appreciated!

    Python: Traceback (most recent call last):
      File "C:\Users\ryant\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\Diffeomorphic-import_daz-88da5b147d40\error.py", line 246, in execute
        self.run(context)
      File "C:\Users\ryant\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\Diffeomorphic-import_daz-88da5b147d40\daz.py", line 47, in run
        getMainAsset(self.filepath, context, self)
      File "C:\Users\ryant\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\Diffeomorphic-import_daz-88da5b147d40\main.py", line 66, in getMainAsset
        main = parseAssetFile(struct, toplevel=True)
      File "C:\Users\ryant\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\Diffeomorphic-import_daz-88da5b147d40\files.py", line 335, in parseAssetFile
        return asset.parse(struct)
      File "C:\Users\ryant\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\Diffeomorphic-import_daz-88da5b147d40\files.py", line 115, in parse
        inst = asset.makeInstance(self.fileref, nstruct)
    AttributeError: 'NoneType' object has no attribute 'makeInstance'

    location: <unknown location>:-1

  • ricardosunspotricardosunspot Posts: 0
    February 2021

    @ryandtd42

    5:40

  • kolobotkolobot Posts: 8
    February 2021 edited February 2021

    Hello everyone. Need help. Using Diffeomorphic last release + Blender 2.91. Trying to import/export some dinoraul assets, but with no success. Models got to blender non rigged but with armature. In other hand it works with DAZ-Blender Bridge, but there I dont like deform (seems bad bone weights for old assets). 

    Dino collections from HH goes with no problem. 

    Any ideas? Maybe somenone faced with such problem?

    Post edited by kolobot on February 2021
  • PadonePadone Posts: 4,001
    February 2021 edited February 2021

    @kolobot It sounds as dinoraul doesn't use weighmaps, but rather old poser 4 envelopes. This also happens if you import Posette or any other old poser content. If that's it, one way to solve this issue is to convert the figure to weight maps in daz studio, before exporting. That's edit > figure > rigging > convert to weight maps. Don't know how this is good though.

     

    Post edited by Padone on February 2021
  • PadonePadone Posts: 4,001
    February 2021

    @ryantd42 That's a runtime error, there's something in your daz scene that diffeo doesn't like. It is a bug. Please report it to diffeo together with a minimum scene to test.

    https://bitbucket.org/Diffeomorphic/import_daz/issues

    weight.jpg
    543 x 91 - 15K
  • kolobotkolobot Posts: 8
    February 2021

    Padone said:

    @kolobot It sounds as dinoraul doesn't use weighmaps, but rather old poser 4 envelopes. This also happens if you import Posette or any other old poser content. If that's it, one way to solve this issue is to convert the figure to weight maps in daz studio, before exporting. That's edit > figure > rigging > convert to weight maps. Don't know how this is good though.

     

    Hell... U r my savior. Thanks a lot for that. Posing works better and smoother now than via bridge in Blender. Perfect

  • FrankTheTankFrankTheTank Posts: 1,481
    February 2021

    are there any good tutorials specifically for getting someone up to speed animating Daz figs in blender? I actually know how to animate in daz studio, but i am absolutely lost in blender. I iinstalled diffeomorphic and imported a G8 figure into blender without any problems, and i see it there in blender with a skeleton. But I'm not sure if I have to do anything more after that to pose it. I try to click on bones and I can't move them. I'm clueless where to go from here.

  • PadonePadone Posts: 4,001
    February 2021 edited February 2021

    @TGSNT If you mean original animation then just go to pose mode for a start. From there you can pose the bones. You also have to convert the daz rig to mhx or rigify to get a workable rig for animation. But with diffeo you can also import any daz animation, so you can animate in daz then import in blender. Or import daz mocap animations.

     

     

    pose.jpg
    165 x 164 - 13K
    Post edited by Padone on February 2021
  • FrankTheTankFrankTheTank Posts: 1,481
    February 2021

     You also have to convert the daz rig to mhx or rigify to get a workable rig for animation.

    i guess this is the part I'm missing. so if I want to animate a Daz figure in blender, with the ultimate goal of exporting that animation back to daz or unreal for rendering, does it make a difference what rig i use? is one better than the other?

  • PadonePadone Posts: 4,001
    February 2021

    @TGSNT To export back in daz you may be lucky with bvh, but I never tried that. As for the rig, mhx works better to import daz poses and animations, that is, it's more compatible with daz figures.

  • brainmuffinbrainmuffin Posts: 1,267
    February 2021

    TGSNT said:

     You also have to convert the daz rig to mhx or rigify to get a workable rig for animation.

    i guess this is the part I'm missing. so if I want to animate a Daz figure in blender, with the ultimate goal of exporting that animation back to daz or unreal for rendering, does it make a difference what rig i use? is one better than the other?

    Yeah, I haven't been able to get an animation to port over to Blender yet either. Too many parts I don't know.
  • PadonePadone Posts: 4,001
    February 2021 edited February 2021

    ANIMATION FROM DAZ TO BLENDER

    In daz studio we apply an animation and bake to keyframes, since diffeo can't import aniblocks. Then save the animation for diffeo to load, file > save as > pose preset.

    Once in blender we can import the animation with the import action tool, in the posing panel.

    That's it, now enjoy your daz animation in blender.

    1-bake.jpg
    654 x 145 - 24K
    2-action.jpg
    333 x 169 - 19K
    3-animation.jpg
    460 x 318 - 36K
    Post edited by Padone on February 2021
  • brainmuffinbrainmuffin Posts: 1,267
    February 2021 edited February 2021

    I tried this today. Didn't work. No error when I import the action, but no animation either. Also, in Studio, I can render a frame while the animation is in AniMate blocks, but once I bake to the timeline, every frame comes out as a silhouette.

    Well, no errors in the application, but this on the command line:

    * Walk Test 01 - Preset.duf 1
    Could not auto-detect character in duf/dsf file
    File "/home/brainmuffin/Documents/Blender/DAZ Scenes/Blender/Animation/Walk Test 01 - Preset.duf" loaded in 1.122 seconds

     

    Post edited by brainmuffin on February 2021
  • PadonePadone Posts: 4,001
    March 2021 edited March 2021

    @brainmuffin It looks like there's something wrong in the animation you exported. Does the exported animation work in daz studio ? That is, if you load it in daz studio on a base figure. Also, did you move the animation file after you saved it ? That's not the standard daz library folder for animations. I know daz studio saves references in the files, so moving them after saving may not be so good.

    Also, please use the 1.5.1 stable version, that's actually the latest to work fine, until Thomas starts the new 1.6.

     

    p.s. You may also upload your animation so I can try it. Below it's mine, if you open the duf you can see the daz path, but I also tried to move and it seems to work fine here.

    duf
    duf
    g8f-dance.duf
    94K
    Post edited by Padone on March 2021
  • zaklepka2005zaklepka2005 Posts: 0
    March 2021

    Please tell me how to make it so that when transferring the animation, it is applied not only to the avatar, but also to the hair and eyelashes. When moving, they remain in place.

  • PadonePadone Posts: 4,001
    March 2021 edited March 2021

    @zaklepka2005 I guess you need to merge armatures before importing the animation.

    merge-rigs.jpg
    195 x 79 - 5K
    Post edited by Padone on March 2021
  • IntycertIntycert Posts: 2
    April 2021 edited April 2021

    everything works okay for me, except the teeth dont have the correct shape as the subdivision makes the teeth have large gaps inbetween them. I have the latest download of the plugin and the same still applies. 

    Anyone have an idea what's wrong?

     

     

    Post edited by Intycert on April 2021
  • Reality HackReality Hack Posts: 111
    April 2021 edited April 2021

    From what I understand, Blender applies subdivision differently. Diffeomorphic apparently just fixed this in the latest build, but I'm still having the same issue. I'm also using DS 4.15 and Blender 2.92.0 while they're using DS 4.12.0.86 and Blender 2.82a, but I seriously doubt that's the issue.

    If you use "Export HD to Blender" it adds a Multires modifier, and apparently that fixes it. But when I did it, I got an error that said it couldn't bring in the weight maps, and it screwed up the textures.

    And it's not just the teeth. It's the entire model. I had the lips parted in the center just a bit in one pose, but when I import it into Blender, it looks like their mouth is open.

    Post edited by Chohole on April 2021
  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,218
    April 2021

    It looks like diffeo is exporting the subdivided model instead of the subd cage. I thought this had already been fixed...

  • IntycertIntycert Posts: 2
    April 2021

    i'm also using the newest blender and daz studio. I tried importing HD mesh and that seemed to fix it as the teeth were normal. Although when I merged rigs the clothes and the hair disappeared. So another problem, but it's possible there is something I'm missing. 

    as for the subdiv teeth, i've followed the blog carefully and tried a lot of things... but it's probably just a case of trial and error. 

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