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

Diffeomorphic DAZ Importer version 1.6.0 released

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Comments

  • PadonePadone Posts: 3,999
    December 2022 edited December 2022

    Conversion to mhx and rigify is for the genesis figures, it's not supported for custom figures.

    Post edited by Padone on December 2022
  • wolf359wolf359 Posts: 3,929
    December 2022

    Of course  it can be done manually 

  • 3WC3WC Posts: 1,133
    December 2022

    Gotcha, that's the info I was looking for. Maybe manual rigifying is the way I will go.

  • PadonePadone Posts: 3,999
    December 2022

    If you go for manual rigify then you may want to keep the original daz rig for deformation, and drive it with your rigify control rig, this way you can keep the figure jcms. Otherwise you will lose the jcms and need to take care of that yourself.

  • generalgameplayinggeneralgameplaying Posts: 518
    December 2022

    "Tested with" section states something like Blender 2.8 and 3.0.

    What to expect from Blender 3.2 and 3.4 at present? Should i avoid those?

     

    (With 3.4 i don't see the daz plugin/armature in the add-ons section of Blender.)

  • PadonePadone Posts: 3,999
    December 2022

    1.6.2 works fine here with blender 3.4.1, be sure to clean install

    https://diffeomorphic.blogspot.com/2022/11/safely-installing-new-version.html

  • Matteroyal1Matteroyal1 Posts: 3
    December 2022 edited December 2022

    .Figured out how to save the pose and import it into Daz, by using the option in the Blender add-on for Daz importer section.

     

    EDIT: I noticed that the ankle, wrist is not able to be bent nicely in Blender, but when its imported into Daz, it looks smoother and much better, I wonder how do we fix this in Blender, with the Genesis 9? Could it be the HD morph thing? As thats what I think might be the issue, that we don't have HD morph in the Blender importer addon?

    Post edited by Matteroyal1 on December 2022
  • PadonePadone Posts: 3,999
    December 2022

    No you don't get the HD morphs, only the HD shape. It is possible to make the HD morphs work via the Xin HD plugin but it requires a lot of manual work. In most cases the standard jcms work fine enough though, but it depends on the figure. To export to blender it is easier to avoid G9 and HD figures if possible, or be happy with the HD shape and standard jcms.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/814/blender-addon-to-generate-rigged-hd-meshes

  • Matteroyal1Matteroyal1 Posts: 3
    December 2022

    @Padone Thanks for the fast reply. Is there a youtube tutorial on how to use Xin HD Plugin? As I don't know how to use it and what to add into those boxes. And yes I wanting to use G9, so it will probably make it worse. A shame we really cannot use G9 outside of the Daz Studio

  • 3WC3WC Posts: 1,133
    December 2022

    Padone said:

    If you go for manual rigify then you may want to keep the original daz rig for deformation, and drive it with your rigify control rig, this way you can keep the figure jcms. Otherwise you will lose the jcms and need to take care of that yourself.

    I assume this means bringing it into Blender with the Daz rigging, adding the morphs, then rigifying? I did try that, and got errors when trying to add any morphs. Perhaps I am missing a step.

  • superegophobiasuperegophobia Posts: 1
    December 2022

    How would I add morphs to a non-Genesis/humanoid character in Blender? For instance the "Daz Dog 8" character purchased from the Daz store. After importing via Diffeomorphic on human characters I can click on Morphs/Import Units or Import Expressions and expressions are added. But for Dog 8 I get an "ERROR Can not add morphs to this mesh" I did see a Scan Database but how do you add the Dog 8 character to that (i.e. where is that information stored in Daz and what steps do you take to add it to Diffeomorphic?)

  • PadonePadone Posts: 3,999
    December 2022

    @Matteroyal1 The instructions are in test0.7z, there's no video that I know of. You really want to go the hard way here, again consider to avoid G9 and HD morphs, also because they are not friendly to animations your figure will be heavy this way so it will only fit for posing, not for animation.

    @3WC No that means you can retarget your manual rigify rig to the daz rig with bone constraints or any retargeting tool.

    @superegophobia The standard morphs are for the genesis figures, for other figures you can import custom morphs.

  • 3WC3WC Posts: 1,133
    December 2022

    Padone said:

    @3WC No that means you can retarget your manual rigify rig to the daz rig with bone constraints or any retargeting tool.

    Ok, I will look into this. (Googles furiously) Though, as I said, I am a beginner with this aspect of 3d, so if anyone can nudge me toward some useful info or instructions....

    Maybe I will start with RTM. :\

  • PadonePadone Posts: 3,999
    December 2022

    This one is quite good

    https://github.com/Mwni/blender-animation-retargeting

  • Matteroyal1Matteroyal1 Posts: 3
    December 2022 edited December 2022

    @Padone I am getting confused. It seems like a HD morph is only for the face? And not for ankles and wrists? I made a comparison picture between Blender and Daz, same pose, same figure G9. I added a link with an image that is, a comparison picture, to see what I am pointing at.

    https://ibb.co/9h7B8vD

    Post edited by Matteroyal1 on December 2022
  • PadonePadone Posts: 3,999
    December 2022

    You need to import the jcms, check jcms in easy import.

  • rugeyoherugeyohe Posts: 49
    January 2023 edited January 2023

    @Padone Alpha problem still exist. I have tried many things to fix it but not find out. I tried to render with more samples.. Made my transparent light bounce 1024 but nothing helps. There must be something I am missing or you all got this pixel lines? How to fix it?

    Sorry cant upload images anymore idk why so I used third part upload.

    https://www.hizliresim.com/fxunw1e

    I don't think it is because of textures..Becase most hairs looks like that. In evee I don't have that problem so I assume it is something with ray tracing cycle? Also I have tried without denoise option and it looks fine. But is there way to use it with denoise?

    Post edited by rugeyohe on January 2023
  • PadonePadone Posts: 3,999
    January 2023

    @rugeyohe That could be a difference with the color space used for alpha mapping. Blender uses non-color for alpha textures but daz studio may use a differnt color space in your example. You can try to switch the texture color space or use a gamma node. Of course also be sure to have enough quality by setting cycles to full global illumination.

  • rugeyoherugeyohe Posts: 49
    January 2023 edited January 2023

    This happens in evee. Idk what causing this but when I disable subsurf modifer it dissepears. So it is something with subsurf modifer but couldn't figure out what? Any idea?

    Edit: haven't tried cycle. it is evee.

    zzzz3.png
    1652 x 697 - 1M
    Post edited by rugeyohe on January 2023
  • PadonePadone Posts: 3,999
    January 2023

    Looks like multiple geometry layers, that may clash if the layers are too close. Don't use geonodes for shells.

  • rugeyoherugeyohe Posts: 49
    January 2023

    @Padone there is no multipl layers. Also I dont use geonodes.

  • PadonePadone Posts: 3,999
    January 2023

    Try rendering with the cpu, if the issue goes away then you may need to update your drivers.

  • oneechan12245oneechan12245 Posts: 0
    January 2023

    Is it impossible to import a pose in a blender model(.blend), not a Genesis model? Appears as a T pose.

  • PadonePadone Posts: 3,999
    January 2023 edited January 2023

    The diffeo tools are to be used with genesis figures. For other models you may try via a retargeting tool.

    Post edited by Padone on January 2023
  • 3dQuill3dQuill Posts: 35
    January 2023
    I see the import has an update on GitHub that adds bones onto the hair meshes. How can I download this? It doesn't have the usual download option.
  • rugeyoherugeyohe Posts: 49
    March 2023

    @Padone Latest version on the blog I want to install that but it doesn't say which versions of blender it supports(Or I couldn't see it). What is the latest blender version it supports? As you probably know blender changed mix node so it can cause some problems I should know which new version can addon support.

  • PadonePadone Posts: 3,999
    March 2023 edited March 2023

    @rugeyohe The development version supports the new mix nodes, as well as the old ones. Works with blender 2.93 and 3.3 and 3.4.

    Post edited by Padone on March 2023
  • yakimo3685yakimo3685 Posts: 0
    March 2023

    Padone said:

    @Matteroyal1 The instructions are in test0.7z, there's no video that I know of. You really want to go the hard way here, again consider to avoid G9 and HD morphs, also because they are not friendly to animations your figure will be heavy this way so it will only fit for posing, not for animation.

    Hey, I'm new to DAZ and diffeo's addon but I'm looking into it so, with that in mind, I have a question: why not using a low res proxy? it's a pretty standard workflow in animation, and that way you get the best of both worlds, high quality renders and a fluid viewport.

    Or maybe there's a compromise with the addon where you can deactivate all morphs only in viewport? otherwise it can be done in BLender itself I guess.

  • PadonePadone Posts: 3,999
    March 2023

    @yakimo3685 Yes you can also create a proxy for the rig, it's called "Add Mannequins" in the rigging panel.

    https://diffeomorphic.blogspot.com/p/rigging-section-version-16.html

  • rugeyoherugeyohe Posts: 49
    March 2023

    @Padone I wanted to ask do you have any suggestion for preserve volume option in armature modifier? Because glutes lose shape and gets too big with preserve volume but if you don't use it than you lose all volume so any suggestion or settings for that?

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