• Daz 3D
  • Shop
  • 3D Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Partnerships
    • AI Training data
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
  • Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare
  • Download Studio
ADVANCED SEARCH
  • Menu
  • Daz 3D
ADVANCED SEARCH
Add image
  • Shop
  • 3d Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Partnerships
    • AI Training data
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
  • Community
    • Our Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare

Notifications

You currently have no notifications.

Loading...
    • Categories
    • Recent Discussions
Daz 3D Forums > 3rd Party Software > Blender Discussion

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

«1…24252627282930…49»

Comments

  • ajd_at_072df9a27dajd_at_072df9a27d Posts: 60
    December 2014 edited December 2014

    For Users Blender 2.72(previous versions)

    There is an issue of Blender, Objs exporting files in the grouping of Vertices (Polygroups)

    Solution:
    Fix for Bug exporter Obj for Group Vertex. (PolyGroups)

    https://developer.blender.org/T31839
    https://developer.blender.org/file/data/jcsyqsfld3ujaoejoev7/PHID-FILE-mkaiaqxkxmkcrcocweii/export_obj.polygroups.patch

    Now with this correction, with Blender you can use Decimate to reduce Figures (DAz or Poser)without losing vertex groups or materials, simple and easy.
    Also for dynamic clothes, props, etc.

    Post edited by ajd_at_072df9a27d on December 2014
  • greg017greg017 Posts: 11
    December 2014 edited December 2014

    Don't worry about the "use_ambient_occlusion" I set this up in my base file that I use when importing, that way I can just have a different startup file for each scene style I wish to use.
    I am on an apple and the Auto render stuff doesn't work.
    My work around for this is simple.
    I add it here in case someone else want's a simple way on OSX.
    I created a basic blend file.
    Set all the render options I want.
    Opened the text editor in blender.
    added this code

    filename = "/Users/myusername/Blends/exported_python_file.py"
    exec(compile(open(filename).read(), filename, 'exec'))

    The filename is the absolute path where the obj is written to with the extension 'obj' replaced with 'py'
    then save that blend.
    I just run the export.
    open that blend file
    click [Run Script]
    wait a bit until the script is finished
    Then either tweak the blend or just hit the [Render] button.
    If I want to keep the blend then I simply save it with a different name and keep the startup blend clean.

    Thanks Greg

    Post edited by greg017 on December 2014
  • mCasualmCasual Posts: 4,607
    December 2014 edited December 1969

    ajd_at said:
    Thanks Casual

    But the name change would be too great in the script, in order to have so appName two Blender and do not share the same address(path...blender.exe) in regedit. I guess mcj blendbot 2 and 3 are not compatible.

    in a next version i may make TB2 and TB3 use different registry settings
    you could get this by simply changing the line in TB2 that reads

    var appName = "mcjTeleBlender";

    with

    var appName = "mcjTeleBlender2";

    -----

    you'll have to try but i did make special efforts to maintain backward/forward compatibility

    i think BlendBot 3 may work with TB2

    and BlendBot 2 may work with TB3 ( maybe in that case TB3's "TB2 Legacy Mats" option needs to be turned on )

  • ajd_at_072df9a27dajd_at_072df9a27d Posts: 60
    December 2014 edited December 2014

    Thanks, This excellent.

    BlendBot for TB2 and TB3 - OK

    regards

    Post edited by ajd_at_072df9a27d on December 2014
  • DM3DDM3D Posts: 133
    December 2014 edited December 1969

    Casual,

    I downloaded the latest BlendBot for mcjTeleBlender3 and am having a problem with materials. I am using the latest iteration of Blender. The materials are not being loaded. It appears that the path to the textures/maps may be off.

    It might be helpful to know that I use a "sceneblend" file for lights setup and general configuration that is in a different location than my materials and the exported OBJ file.

    I replaced the new BlendBot files with the old ones and everything works again.

  • mCasualmCasual Posts: 4,607
    December 2014 edited December 2014

    dcmphoto said:
    Casual,

    I downloaded the latest BlendBot for mcjTeleBlender3 and am having a problem with materials. I am using the latest iteration of Blender. The materials are not being loaded. It appears that the path to the textures/maps may be off.

    It might be helpful to know that I use a "sceneblend" file for lights setup and general configuration that is in a different location than my materials and the exported OBJ file.

    I replaced the new BlendBot files with the old ones and everything works again.

    in the new BlendBot i turned the "search for images " option of the obj loader Off
    because searching for images was taking too much time

    but you could turn it back on by opening mcjBlendBot in a text editor like notepad or wordpad
    and finding the 2 lines of code that mention "use_image_search"
    then change their setting from False to True ( note that it's True with a capital T )


     if bMdd:
      io_scene_obj.import_obj.load(bpy.ops,bpy.context,objFile,global_matrix=gm,use_split_objects= False,use_split_groups= False,use_image_search=False)
     else:
      io_scene_obj.import_obj.load(bpy.ops,bpy.context,objFile,global_matrix=gm,use_image_search=False)
    

    becomes

     if bMdd:
      io_scene_obj.import_obj.load(bpy.ops,bpy.context,objFile,global_matrix=gm,use_split_objects= False,use_split_groups= False,use_image_search=True)
     else:
      io_scene_obj.import_obj.load(bpy.ops,bpy.context,objFile,global_matrix=gm,use_image_search=True)
    

    Next time i modify mcjTeleBlender, i'll add the image search option

    Post edited by mCasual on December 2014
  • HellKoreaHellKorea Posts: 17
    December 2014 edited December 1969

    hello.. casual...

    when using Tb3.. uberEnvironment2 exported a point light...
    so it will be not export like arealight blocker..

    thanks.

  • DM3DDM3D Posts: 133
    December 2014 edited December 1969

    Casual said:
    dcmphoto said:
    Casual,

    I downloaded the latest BlendBot for mcjTeleBlender3 and am having a problem with materials. I am using the latest iteration of Blender. The materials are not being loaded. It appears that the path to the textures/maps may be off.

    It might be helpful to know that I use a "sceneblend" file for lights setup and general configuration that is in a different location than my materials and the exported OBJ file.

    I replaced the new BlendBot files with the old ones and everything works again.

    in the new BlendBot i turned the "search for images " option of the obj loader Off
    because searching for images was taking too much time

    but you could turn it back on by opening mcjBlendBot in a text editor like notepad or wordpad
    and finding the 2 lines of code that mention "use_image_search"
    then change their setting from False to True ( note that it's True with a capital T )


     if bMdd:
      io_scene_obj.import_obj.load(bpy.ops,bpy.context,objFile,global_matrix=gm,use_split_objects= False,use_split_groups= False,use_image_search=False)
     else:
      io_scene_obj.import_obj.load(bpy.ops,bpy.context,objFile,global_matrix=gm,use_image_search=False)
    

    becomes

     if bMdd:
      io_scene_obj.import_obj.load(bpy.ops,bpy.context,objFile,global_matrix=gm,use_split_objects= False,use_split_groups= False,use_image_search=True)
     else:
      io_scene_obj.import_obj.load(bpy.ops,bpy.context,objFile,global_matrix=gm,use_image_search=True)
    

    Next time i modify mcjTeleBlender, i'll add the image search option

    THANK YOU!

  • justin28justin28 Posts: 7
    January 2015 edited January 2015

    Hi Casual,

    I'm having problems importing animations.

    To begin, I tried to export a full animation with textures.
    Only frame 1 seems to be imported into Blender, I created another scene quickly with no materials and one simple animation.
    Blender again only reads frame 1-- the import does not show any animation in Blender.

    Also, I'm on a PC and Blender is not automatically launched, though I have its location set in the exporter settings.
    I have to manually open the scene via the python script.
    Using Daz Studio Pro 4.7, Blender 2.72b.

    The DAZ exporter is apparently working; I can load each frame's OBJ manually, and they appear to be the correct frames.
    Blender seems to be not loading the consecutive frames, and is not automatically launching.

    Any suggestions ?

    Post edited by justin28 on January 2015
  • mCasualmCasual Posts: 4,607
    January 2015 edited January 2015

    teleblender doesn't really export animated scenes

    when you click mcjTeleblender 's "Export animation" button

    mcjTeleblender exports one obj file per animation frame ( and one .mtl file )

    it also creates 1 python file and 1 .bat file

    so for example, you would get myscene.bat, myscene.py myscene1.obj....... myscene99.obj and myscene1.mtl ... myscene99.mtl

    when all goes well, you launch the rendering process by Running myscene.bat file

    myscene.bat is supposed to launch Blender ( a non-visible Blender )
    and command that blender to load the first .obj frame-scene
    and render it to an image file,
    the location and name of which you specified in mcjTeleBlender

    then it repeats this process for all the frame/scene/obj

    then you use a video editor to convert the images into a video

    ---

    maybe this spring summer i'll post a script and/or application to transfer ( not-too-complex) animated daz scenes to Blender

    ---

    also down the road i think there are ways, using the FBX or Collada format, to export animated/animatable figures
    and one could use the services offered by mcjTeleBlender to take care of the materials setup

    ---

    i'll do a test animation render right now to see if i broke the animation render system it in the last update

    so far it seems to still work fine !

    yes it worked i rendered a 50-frames animation ( 25 shown below as an animated gif )

    namaya.gif
    300 x 300 - 581K
    namanama.jpg
    1920 x 1080 - 527K
    Post edited by mCasual on January 2015
  • justin28justin28 Posts: 7
    January 2015 edited December 1969

    Thank you for clearing this up so quickly !

  • wolf359wolf359 Posts: 3,929
    January 2015 edited January 2015

    Hi Casual, First of all thanks for this script.

    I just recently "sidegraded" from OSX to Windows 7
    and upgraded from DS 2.3 to 4.7 pro
    and of course installed the latest blender.


    I can now render my Daz/Poser content in an unbiased engine that looks better
    than MY Vray for C4D, engine............... many thanks!!!.

    One question on animation.

    Since Blender has an add-on that import MDD (point Cache Data)
    and DAZ Animate2 can Export animated figure point cache Data

    I decided to use your script and try to apply some animated point cache Data from DS AniMate2.
    to the Teleblend figure in blender.

    Well it loads the point cache Data but horribly Distorts the Figure as soon as I scrub the timeline in blender.

    I imagine this is an import Scale issue???

    I know a user ,over on the C4D forums, who is rendering animations of the genesis figure
    imported obj file in C4D, using the Exported MDD Data from Animate2 so theoretically this should
    work in blender.

    Any Suggestions??

    Post edited by wolf359 on January 2015
  • mCasualmCasual Posts: 4,607
    January 2015 edited January 2015

    wolf359 said:

    .......

    Blender ... MDD (point Cache Data)

    AniMate2.


    Blender's OBJ importer has an option to "preserve the vertex order
    and it's crucial that this option is ON
    the MDD file itself is a long series of vertex displacements
    so if the mdd says "move vertex 1234 by 1 inch"
    then the blender-imported obj vertex number 1234
    must be the same vertex 1234 that Animate was seeing when it created the MDD file

    last time i looked into that , mcjTeleBlender cant really be used to do that vertex-order-preserving import
    ( because ... i think ... mcjTeleBlender/Blendbot welds some vertices when it applies smoothing )

    not too long ago i wrote a PC-Win utility to convert a series of OBJs into an mdd
    but i didn't complete it enough to distribute
    When i get to this, i also will make mcjTeleblender more friendly for the MDDs

    in the meantime, you could use mcjTeleBlender to export your scene

    , this at least creates the Blender-cycles materials

    then, export the .obj (unless Animate does it for you?) in a manner that does not modify the vertex order

    ( avoid welds and removal of unused vertices )

    then in Blender's cycles-ready scene, "manually" import that .obj, and remember to set the "preserve vertex order" option ON

    that object wont have the nice cycles-materials

    but you can apply the materials from the rest of the scene to it !

    -------------
    that's an mdd animation in Blender

    nayosmall.gif
    374 x 218 - 942K
    Post edited by mCasual on January 2015
  • ajd_at_072df9a27dajd_at_072df9a27d Posts: 60
    January 2015 edited January 2015

    For import mdd in Blender change code in mcjBlendBot

    
    if bMdd:
      io_scene_obj.import_obj.load(bpy.ops,bpy.context,objFile,global_matrix=gm,use_split_objects= False,use_split_groups= False,use_image_search=False)
     else:
      io_scene_obj.import_obj.load(bpy.ops,bpy.context,objFile,global_matrix=gm,use_image_search=False) 
    

    
    if bMdd:
      io_scene_obj.import_obj.load(bpy.ops,bpy.context,objFile,global_matrix=gm,use_split_objects= False,use_split_groups= False,use_image_search=False)
     else:
      io_scene_obj.import_obj.load(bpy.ops,bpy.context,objFile,global_matrix=gm,use_split_objects= False,use_split_groups= False,use_image_search=False) 
    

    1.- export sequence objs TeleBlender animation.
    2.- Convert Sequence objs with utility
    3.- export with Teleblender current frame
    4.- Add modifier blender Mesh Cache for object created

    http://www.sharecg.com/v/79127/gallery/10/Software-and-Tools/Utility-For-Convert-Sequence-Objs-To-Mdd-V1.0

    work fine with mdd animate DAZ
    _____________

    with 6 Keyframe (Frame master) you can do animations.
    otherwise unmodified code mcjBlendBot for KeyFrames

    Frame 1
    Export with Teleblender current frame.
    Save scene Blender myanimation.blend

    Frame 15
    Export with Teleblender current frame.
    Export obj in blender with option keep order vertex or export mdd (only frame)
    ....
    Frame 30
    Export with Teleblender current frame.
    Export obj in blender with option keep order vertex or export mdd (only frame)

    For myanimation.blend add Modifiers . for example 2 modifier

    Timeline Blender
    Frame 0 all Modifiers influence Zero(add keyframe i)
    Frame 15 modifier1 change influence to 1
    Frame 30 modifier2 change influence to 1

    Note: All object same order vertex. Not work with mdd of animate DaZ.


    Is great mdd for animations in blender,

    Post edited by ajd_at_072df9a27d on January 2015
  • wolf359wolf359 Posts: 3,929
    January 2015 edited December 1969

    OK thanks guys
    not a show "stopper"
    I was just curious.
    I have other options for flickerless GI rendering of Daz content
    in my seat of Maxon Cinema4Dover on my Mac

    But I do love cycles with HDRI for stills

  • johann.hesters_2e9dd0ece9johann.hesters_2e9dd0ece9 Posts: 342
    January 2015 edited December 1969

    I would like to ask if mcjTeleblender also exports the bones.
    In Blender, I do not see them. I hope that this is not only due to my Blender-newbiness.

  • mCasualmCasual Posts: 4,607
    January 2015 edited January 2015

    johann.hesters said:
    I would like to ask if mcjTeleblender also exports the bones.
    In Blender, I do not see them. I hope that this is not only due to my Blender-newbiness.

    unfortunately teleblender only exports static meshes

    so you can not pose them in Blender

    i didnt look into this a lot, but there's a possibility to export fully rigged figures from daz studio to blender
    by using the FBX or the Collada format
    you would not get the benefit of teleblender's materials

    except if you
    1 - exported the scene using teleblender ( which would created the nice cycles-compatible materials
    2 - imported the rigged figure ( using the fbx or collada format ( the figures would probably not have usable materials )
    3 - copied one by one the materials from the teleblender figure to the fbx-collada figure
    4 - deleted the teleblender figure


    for animations, teleblender exports 1 static mesh per animation frame, then you use a "batch" file to render each scene/frame

    there's also a way to export animated meshes (no rig though ) using the MDD format, this was discussed in the preceding forum thread page

    Post edited by mCasual on January 2015
  • johann.hesters_2e9dd0ece9johann.hesters_2e9dd0ece9 Posts: 342
    January 2015 edited December 1969

    Thank you for your reply.

    Can you tell me why mcjTeleblender does not support bones?

    As a newbie I would say "Can you not just export the armature as well?" :-)
    But I guess there are a lot of problems with it that I just do not see.

  • mCasualmCasual Posts: 4,607
    January 2015 edited December 1969

    johann.hesters said:
    Thank you for your reply.

    Can you tell me why mcjTeleblender does not support bones?

    As a newbie I would say "Can you not just export the armature as well?" :-)
    But I guess there are a lot of problems with it that I just do not see.

    my main concern was to render DS scenes using Blender-cycles

    someday i'll probably put the time needed to transfer the poser-type of rig into a blender-type of rig
    there's not just joints and bones involved, there's bend and twist spheres of influence
    and there's morphs

    but maybe my job will be simplified if i can find existing solutions ( like FBX/Collada export/import )

  • johann.hesters_2e9dd0ece9johann.hesters_2e9dd0ece9 Posts: 342
    January 2015 edited December 1969

    Is there anything I can do to make you do it?
    I am currently using Mixamo for rigging, and it is really expensive and does not include facial bones.

    Some people on forums said that DAZ models rig poorly, but I haven't been able to test that yet.
    But my layman opinion would be that if models rig fine in DAZ, they would rig fine in other softwares, too.

  • mCasualmCasual Posts: 4,607
    January 2015 edited December 1969

    johann.hesters said:
    Is there anything I can do to make you do it?
    I am currently using Mixamo for rigging, and it is really expensive and does not include facial bones.

    Some people on forums said that DAZ models rig poorly, but I haven't been able to test that yet.
    But my layman opinion would be that if models rig fine in DAZ, they would rig fine in other softwares, too.

    if you look over here
    https://maddieman.wordpress.com/2012/04/23/exporting-daz-studio-4-figures-to-blender/
    and here
    http://www.readbag.com/art-tech-it-html-tutorial-export-daz3d-to-blender-2-5

    they show how to use the DAE/Collada format to get a rigged victoria 4 into Blender
    i think i did try this method and it worked
    note that Daz Studio's newer figures - the Genesis figures use a different rigging system
    and will possibly not go well

    also, most facial poses depend on morphs, not bones
    and i dont know if collada will let you transfer those

    ---

    to get the surfaces/materials/textures you will have to "manually" rebuild them in blender
    or copy them from a static version of the figure exported using mcjTeleBlender

  • jpb06tjpb06t Posts: 272
    January 2015 edited December 1969

    Slight problem: when you go the Collade way you get the materials set up for Blender Internal, not for Cycles. Even the OBJ import/export is solidly stuck into the pre-Cycles era.

  • mCasualmCasual Posts: 4,607
    January 2015 edited December 1969

    latego said:
    Slight problem: when you go the Collade way you get the materials set up for Blender Internal, not for Cycles. Even the OBJ import/export is solidly stuck into the pre-Cycles era.

    in the meantime one could

    1 export the figure in collada format
    2 export the static scene, including the figure mesh, using mcjTeleblender
    3 in blender's cycles-ready scene, import the collada figure
    4 copy the materials from the teleblender-imported-figure-mesh, to the collada-imported figure

    this spring when i have time i'll probably add to teleblender what is needed to make all of this a 1 click operation

  • IsazformsIsazforms Posts: 210
    February 2015 edited December 1969

    Maybe a stupid question, The scripts sends lights too? I try but only cameras and objs are sent to blender. And I have materials issues. The materials doesnt show correctly.

  • mCasualmCasual Posts: 4,607
    February 2015 edited February 2015

    corona_del_sol said:
    Maybe a stupid question, The scripts sends lights too? I try but only cameras and objs are sent to blender. And I have materials issues. The materials doesnt show correctly.

    normally it sends the lights if the "Export Lights" option is turned on in mcjTeleBlender's Auxiliary tab

    i dont know if that's what you do, but importing the .obj files created by mcjTeleBlender
    using Blender's Import menus will definitely not include lights and the materials will not be
    adjusted for Cycles rendering

    the lights and materials are normally usable when you use mcjTeleBlender's "Export/Open Current Frame" button

    the standard Daz Studio lights are usually exported without issues
    but some non-standard lights may not get exported or be exported as point lights

    normally the "lights extras" option should be ON
    ( when this is Off, the lights are all exported as point lights ... if i remember well )

    ----

    i almost always use mcjTeleBlender for Cycles rendering
    if the render mode is not "Cycles" there's probably many things that dont work ... maybe including lights

    auxops.jpg
    1280 x 720 - 178K
    Post edited by mCasual on February 2015
  • bill.isaacs_288dab056dbill.isaacs_288dab056d Posts: 5
    February 2015 edited December 1969

    I'm stuck installing....
    Daz Studio 4.7 does not, that I've seen, contain a "Content" folder. Where then am I supposed to extract the mcjTeleblender files?

  • mCasualmCasual Posts: 4,607
    February 2015 edited December 1969

    bill.isaacs said:
    I'm stuck installing....
    Daz Studio 4.7 does not, that I've seen, contain a "Content" folder. Where then am I supposed to extract the mcjTeleblender files?

    on windows7 typical Daz Studio folders look like

    C:\Users\Public\Documents\My DAZ 3D Library

    C:\Users\YOURNAMEHERE\Documents\DAZ 3D\Studio\My Library

    C:\Users\YOURNAMEHERE\Documents\DAZ 3D\Studio4\My Library

    a typical Daz content folder contains folders like : Data, People, Runtime, Scripts

  • X3DX3D Posts: 30
    February 2015 edited December 1969

    Hello Casual.. Fantastic script.. just tried version 3 but all textures are pink? so going back to version 2 unless you can enlighten me? Thanks Graeme

  • mCasualmCasual Posts: 4,607
    February 2015 edited February 2015

    DecadentUK said:
    Hello Casual.. Fantastic script.. just tried version 3 but all textures are pink? so going back to version 2 unless you can enlighten me? Thanks Graeme

    maybe there's a pink tint on a surface channel like specular or ambient ... in Daz Studio's surfaces tab

    if you dont get the pink effect in version 2 and you get it in version 3 .... for now i cant think of a reason

    for example: sometimes the textures applied to a surface in Daz Studio is texture.png, but the Daz Studio exporter will "tell" Blender that the texture file is texture.jpg ! so blender wont find the texture and the surface in blender will look magenta ( as a way to show that the texture image was not found )

    for cases like that, you can turn ON the mcjTeleBlender option "collect maps" option, this will force the Daz Studio exporter to create texture.jpg version and place it in a folder named Maps, and Blender will find it

    but normally that problem will exist in version 2 and version 3

    Post edited by mCasual on February 2015
  • X3DX3D Posts: 30
    February 2015 edited December 1969

    Thanks for the quick reply Casual.. I shall experiment further, I did notice that after deleting version 2 and replacing with version 3 in both Daz Studio & Blender that the save paths for Blender.exe + blend/obj/image files were still present, from previous version, are these paths saved somewhere? If so I may need to delete them?

    Maps were collected so its slightly confusing..

    Version 2 does everything perfectly though. Thankyou again for this great script.

«1…24252627282930…49»
Sign In or Register to comment.
Adding to Cart…

Daz 3D is part of Tafi

Connect

DAZ Productions, Inc.
7533 S Center View Ct #4664
West Jordan, UT 84084

HELP

Contact Us

Tutorials

Help Center

Sell Your 3D Content

Affiliate Program

Documentation Center

Open Source

Consent Preferences

JOIN DAZ

Memberships

Blog

About Us

Press

Careers

Bridges

Community

In the Studio

Gallery

Forum

DAZ STORE

Shop

Freebies

Published Artists

Licensing Agreement | Terms of Service | Privacy Policy | EULA

© 2025 Daz Productions Inc. All Rights Reserved.