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

Sagan: A DAZ Studio to Blender Alembic Exporter

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Comments

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,216
    July 2023

    Wow, you cracked it. And thank you very much for sharing the fruits of your labor... Open Source for the win, once again.

    BTW, more and more, I find myself resorting to just parsing the DSON for this sort of stuff... the DSON is self-documenting in a certain sense and I find it easier to figure things out that way. I remember reading something about geografts and weld vertices, etc. so I think it's all in the DSON, as I suppose it would have to be.

    Thanks again.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,216
    July 2023

    David Vodhanel said:

    Ok, I managed to remove the geometry that a geograft hides from my alembic export.  What I was missing is those indexes aren't the faces for the DzFigure you're getting the list from.  You want to get the list from the DzFigure for the geograft and apply it to the primary figure that's getting the geometry hidden.  It looks like this:
     

               // Get Geograft hidden faces
                DzFigure* Figure = qobject_cast<DzFigure*>(FigureNode);
                std::vector<int> hiddenFaces;
                for (int GraftFigureIndex = 0; GraftFigureIndex < Figure->getNumGraftFigures(); GraftFigureIndex++)
                {
                    DzFigure* GraftFigure = Figure->getGraftFigure(GraftFigureIndex);
                    int GeograftHiddenFaceCount = GraftFigure->getNumFollowTargetHiddenFaces();
                    
                    for (int hiddenFace = 0; hiddenFace < GeograftHiddenFaceCount; hiddenFace++)
                    {
                        hiddenFaces.push_back(GraftFigure->getFollowTargetHiddenFacesPtr()[hiddenFace]);
                    }
                }

    David, are these functions in the header files but not in the documentation? I suppose I should not be surprised, but I'm curious as to how you found out about them?

  • wolf359wolf359 Posts: 3,929
    July 2023 edited July 2023

     

    @TheMysteryIsThePoint
    I Just used Sagan yesterday to test out some Genesis 9 animations for Daz Studio now that I have gotten around to creating a

    retargeting profile for the figure.

    Post edited by wolf359 on July 2023
  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,216
    July 2023

    Nice, Wolf. I'm a little surprised to see you having anything at all to do with G9s, though :)

  • wolf359wolf359 Posts: 3,929
    July 2023 edited July 2023

    TheMysteryIsThePoint said:

    Nice, Wolf. I'm a little surprised to see you having anything at all to do with G9s, though :)

     


    @TheMysteryIsThePoint
    Once you manually grok out and save a retargeting profile in RL3DX, Genesis 9 will be dancing drunk at your wedding like any other biped figure.surprise


     

     

    Post edited by wolf359 on July 2023
  • apilligonlaapilligonla Posts: 0
    August 2023

    I am unable to find segan alembic exporter in the edit tab where can i find it please help 

  • bigtyler2010bigtyler2010 Posts: 0
    August 2023

    apilligonla said:

    I am unable to find segan alembic exporter in the edit tab where can i find it please help 

    I am having the same issue as well on the 3.4.0.0 version if anyone finds a solution.

  • thoithoi Posts: 10
    August 2023

    bigtyler2010 said:

    apilligonla said:

    I am unable to find segan alembic exporter in the edit tab where can i find it please help 

    I am having the same issue as well on the 3.4.0.0 version if anyone finds a solution.

     

     

    Same, cannot find it under "Edit" 

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,216
    August 2023

    Notifications appear to be broken again, so apologies for not seeing these posts sooner.

    Sagan doesn't show up in the Edit Menu automatically (My fault). You have to Window | Workspace | Customize and find Sagan under either Edit or Miscellaneous on the left side, and drag it to a location on the right side, say the Menus tab, Main Menu Bar, File.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,216
    August 2023

    wolf359 said:

    TheMysteryIsThePoint said:

    Nice, Wolf. I'm a little surprised to see you having anything at all to do with G9s, though :)

     


    @TheMysteryIsThePoint
    Once you manually grok out and save a retargeting profile in RL3DX, Genesis 9 will be dancing drunk at your wedding like any other biped figure.surprise


     

    Even though you clearly said "Dancing drunk at my wedding", I was not prepared for that :)

  • David VodhanelDavid Vodhanel Posts: 297
    September 2023

    TheMysteryIsThePoint said:

    David Vodhanel said:

    Ok, I managed to remove the geometry that a geograft hides from my alembic export.  What I was missing is those indexes aren't the faces for the DzFigure you're getting the list from.  You want to get the list from the DzFigure for the geograft and apply it to the primary figure that's getting the geometry hidden.  It looks like this:
     

               // Get Geograft hidden faces
                DzFigure* Figure = qobject_cast<DzFigure*>(FigureNode);
                std::vector<int> hiddenFaces;
                for (int GraftFigureIndex = 0; GraftFigureIndex < Figure->getNumGraftFigures(); GraftFigureIndex++)
                {
                    DzFigure* GraftFigure = Figure->getGraftFigure(GraftFigureIndex);
                    int GeograftHiddenFaceCount = GraftFigure->getNumFollowTargetHiddenFaces();
                    
                    for (int hiddenFace = 0; hiddenFace < GeograftHiddenFaceCount; hiddenFace++)
                    {
                        hiddenFaces.push_back(GraftFigure->getFollowTargetHiddenFacesPtr()[hiddenFace]);
                    }
                }

    David, are these functions in the header files but not in the documentation? I suppose I should not be surprised, but I'm curious as to how you found out about them?

    Sorry I took so long to respond.  I don't check back here frequently.  If I remember correctly, I found these by looking through the header files, then I had to try them out to see what data they actually gave me.

  • brunocassapulabrunocassapula Posts: 0
    December 2023

    Hello guys, I need your help!

    I did the clean instalation of the Sagan 3.4 version on the newest Daz 4.22. after place the .dll file and then daz recognizes it on the "about installed plugins" menu. However under the menu "edit" nothing shows up. I did something wrong or do I need to tweak some settings inside daz?

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,216
    December 2023

    @brunocassapula

    Sorry, notifications on this site are broken.

    Look at the first post of this topic for the steps to find the plugin.

  • mrpdean_7efbae9610mrpdean_7efbae9610 Posts: 130
    January 2024

    Hi @TheMysteryIsThePoint

    Hope all is well. 

    I'm just wondering if you had any plans to further develop the Sagan plugin?  Specifically if you plan to implement the above code aimed at dealing with geografts/hidden geometry?

    Thanks

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,216
    January 2024

    Hi @mrpdean_7efbae9610

    My attention is more on Hitchens and OpenUSD these days, but I'll put it on the list.

    Or, you could do it... I'd save you some time by pointing you in the right direction.

    In any case, I think David Vodhanel did the research.

  • mrpdean_7efbae9610mrpdean_7efbae9610 Posts: 130
    January 2024

    TheMysteryIsThePoint said:

    Hi @mrpdean_7efbae9610

    My attention is more on Hitchens and OpenUSD these days, but I'll put it on the list.

    Or, you could do it... I'd save you some time by pointing you in the right direction.

    In any case, I think David Vodhanel did the research.

    I know nothing about C++ but it's on my own list of things to look into one of these days :)

    Thanks

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,216
    January 2024

    mrpdean_7efbae9610 said:

    TheMysteryIsThePoint said:

    Hi @mrpdean_7efbae9610

    My attention is more on Hitchens and OpenUSD these days, but I'll put it on the list.

    Or, you could do it... I'd save you some time by pointing you in the right direction.

    In any case, I think David Vodhanel did the research.

    I know nothing about C++ but it's on my own list of things to look into one of these days :)

    Thanks

    Oh, sorry, I thought you were a C++ programmer. No worries, I'll get to it. I think I just need to build a set of faces not to export for each object. Should be easy.

  • lina.toffinilina.toffini Posts: 1
    January 2024 edited January 2024

    Hello @TheMysteryIsThePoint and everyone else,

    I saw this question has been asked before but I haven't been able to find a working solution to it. How do you use the Sagan Alambic on a Macbook? Has anybody managed to recompile it to work on Mac? If not, could you give some instructions for the compiling? 

    I imagine the last source should be sagan-source-3.0.0.tar.gz ?

    I am new to DAZ 3D and totally noob at coding. 

    Thank you

    Post edited by lina.toffini on January 2024
  • zaroniazaronia Posts: 0
    January 2024

    Is it possible to add an option that allows us to export the selected figure/object in the scene?

  • bohemian3bohemian3 Posts: 1,035
    January 2024

    First off - thanks to the developers of this!  This tool has become invaluable to my workflow.  So thank you so much.  I depend on it regularly so wanted to check - has anyone had any issues with the new 4.22 upgrade?  Theoretically doesn't look like anything should be affected but thought I'd check.  Thanks all!

  • mrpdean_7efbae9610mrpdean_7efbae9610 Posts: 130
    January 2024

    bohemian3 said:

    First off - thanks to the developers of this!  This tool has become invaluable to my workflow.  So thank you so much.  I depend on it regularly so wanted to check - has anyone had any issues with the new 4.22 upgrade?  Theoretically doesn't look like anything should be affected but thought I'd check.  Thanks all!

    I've used it a few times on the latest public build of 4.22 and haven't run into any problems.

    I would also like to echo your sentiments. This plugin is now crucial to my own workflow.. I mean it literally wouldn't work without it, so thank you very much @TheMysteryIsThePoint!

    I've tried a few times to compile it on windows and while I'm not new to programming, I am new to C++ and I always seem to get stuck in dependency managment hell each time I try.  I'll keep trying though.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,216
    January 2024

    mrpdean_7efbae9610 said:

    bohemian3 said:

    First off - thanks to the developers of this!  This tool has become invaluable to my workflow.  So thank you so much.  I depend on it regularly so wanted to check - has anyone had any issues with the new 4.22 upgrade?  Theoretically doesn't look like anything should be affected but thought I'd check.  Thanks all!

    I've used it a few times on the latest public build of 4.22 and haven't run into any problems.

    I would also like to echo your sentiments. This plugin is now crucial to my own workflow.. I mean it literally wouldn't work without it, so thank you very much @TheMysteryIsThePoint!

    I've tried a few times to compile it on windows and while I'm not new to programming, I am new to C++ and I always seem to get stuck in dependency managment hell each time I try.  I'll keep trying though.

    @mrpdean_7efbae9610 I just realized that on my new renderbox, which is also my dv box, I don't have any of the prereqs installed either :) But I'm starting to do this tonight. Would you be able to shoot me a test scene file? My concern is the issue we ran into before with the unused vertices, do you remember? When I removed any vertices that were not a part of any face (probably because it was hidden), the vertex count didn't match. But when I remove that optimization, there were many unconnected vertices in the export.

    I'm not sure how to handle this case, and to be honest, if your project were less awesome, I would not be bothering to do this, so can you give me a specific scene or asset (that I'll just buy) and we can get it to work?

    Donald

     

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,216
    January 2024

    lina.toffini said:

    Hello @TheMysteryIsThePoint and everyone else,

    I saw this question has been asked before but I haven't been able to find a working solution to it. How do you use the Sagan Alambic on a Macbook? Has anybody managed to recompile it to work on Mac? If not, could you give some instructions for the compiling? 

    I imagine the last source should be sagan-source-3.0.0.tar.gz ?

    I am new to DAZ 3D and totally noob at coding. 

    Thank you

    Hi.

    There is no mac build, mostly because I don't have any experience developing for the Mac, and I actually gave my mac mini to my wife. But come on, there's got to be at least ONE mac programmer around here... :) For someone who actually knows what they are doing, I think it'd be slightly harder than trivial to get it to build. Most of the tools Sagan uses are header-only, and those that aren't I just got the pre-compiled binaries from the Blender Project.

    The ironic thing is that building on mac should be much more like Linux than building on Windows, which I struggled with... god I hate Windows.

    If you can find someone, I'd certainly work with them to get it to build.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,216
    January 2024

    zaronia said:

    Is it possible to add an option that allows us to export the selected figure/object in the scene?

    Added to the list.

  • mrpdean_7efbae9610mrpdean_7efbae9610 Posts: 130
    January 2024

    TheMysteryIsThePoint said:

    mrpdean_7efbae9610 said:

    bohemian3 said:

    First off - thanks to the developers of this!  This tool has become invaluable to my workflow.  So thank you so much.  I depend on it regularly so wanted to check - has anyone had any issues with the new 4.22 upgrade?  Theoretically doesn't look like anything should be affected but thought I'd check.  Thanks all!

    I've used it a few times on the latest public build of 4.22 and haven't run into any problems.

    I would also like to echo your sentiments. This plugin is now crucial to my own workflow.. I mean it literally wouldn't work without it, so thank you very much @TheMysteryIsThePoint!

    I've tried a few times to compile it on windows and while I'm not new to programming, I am new to C++ and I always seem to get stuck in dependency managment hell each time I try.  I'll keep trying though.

    @mrpdean_7efbae9610 I just realized that on my new renderbox, which is also my dv box, I don't have any of the prereqs installed either :) But I'm starting to do this tonight. Would you be able to shoot me a test scene file? My concern is the issue we ran into before with the unused vertices, do you remember? When I removed any vertices that were not a part of any face (probably because it was hidden), the vertex count didn't match. But when I remove that optimization, there were many unconnected vertices in the export.

    I'm not sure how to handle this case, and to be honest, if your project were less awesome, I would not be bothering to do this, so can you give me a specific scene or asset (that I'll just buy) and we can get it to work?

    Donald

     

    Hi Donald,

    Thank you very much but honestly, if it's going to be too much of a pain please don't bother on my account.  I have a suitable workaround for it in Houdini but it requires some user intervention and I am just trying to automate as much as possible. But, it's easy enough for users I think.

    However, if you would still like to solve it, the issue occurs when any geograft is applied to the character as, due to the way they work, a geograph must hide at least one polygon. Male/female anatomical elements for example, but any geograft you happen to have in your content library will probably do it. 

    I just tested with this geograft which is currently on sale for $5:10:  https://www.daz3d.com/fpe-tentacle-arms-add-on-for-genesis-8-males

    From memory, the issue with earlier versions of Sagan was that the vertex orders didn't match but the counts did. Whereas in later version the vertex orders do match but the counts don't, at least until you delete any isolated/unattached vertices resulting from geografts. Speaking purely for my own workflow, I can now automatically correct for any differences in vertex orders, but correcting for the isolated/unattached vertices requires some user intervention.  So I guess, if i had to go with one over the other I'd pick the older method where the counts matched but the orders didn't nessecarily match.

    But like I say, it's certainly not a showstopper for my project so please don't worry about it. I was mainly just curious if you were still working on Sagan but I know you have other, very cool sounding projects on the go as well.

    Thanks

    Peter

  • mrpdean_7efbae9610mrpdean_7efbae9610 Posts: 130
    January 2024

    The ironic thing is that building on mac should be much more like Linux than building on Windows, which I struggled with... god I hate Windows.

    I've still trying to get the DazToMaya bridge to compile on Windows.  I reckon I could pick up enough c++ as I'm good with other languages, but god damn, the dependancy management side of things in Visual Studio C++ is so much more complicated than other languages/tools I've used.

  • wolf359wolf359 Posts: 3,929
    January 2024

    The ironic thing is that building on mac should be much more like Linux than building on Windows, which I struggled with... god I hate Windows.


    Slightly off topic but someone gave me an old HP all in one, running windows 8
    bring my total number of computers up to five (4 windows PC’s and an intel Imac)
    anyway I decided to tryout linux ,for the first time, on this old ,underpowered ,HP all in one.
    Really loving the experience!! laughyes
     

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,216
    January 2024

    mrpdean_7efbae9610 said:

    The ironic thing is that building on mac should be much more like Linux than building on Windows, which I struggled with... god I hate Windows.

    I've still trying to get the DazToMaya bridge to compile on Windows.  I reckon I could pick up enough c++ as I'm good with other languages, but god damn, the dependancy management side of things in Visual Studio C++ is so much more complicated than other languages/tools I've used.

    Yeah, that's kind of been Microsoft's strategy since back in the MFC days: push a poorly thought out framework into the industry and then make tools to try to hide the mess from the developer, but in the process making everything opaque and impossible to observe and understand. That's literally the opposite of open source.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,216
    January 2024

    mrpdean_7efbae9610 said:

    The ironic thing is that building on mac should be much more like Linux than building on Windows, which I struggled with... god I hate Windows.

    I've still trying to get the DazToMaya bridge to compile on Windows.  I reckon I could pick up enough c++ as I'm good with other languages, but god damn, the dependancy management side of things in Visual Studio C++ is so much more complicated than other languages/tools I've used.

    Yeah, that's kind of been Microsoft's strategy since back in the MFC days: push a poorly thought out framework into the industry and then make tools to try to hide the mess from the developer, but in the process making everything opaque and impossible to observe and understand. That's literally the opposite of open source.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,216
    January 2024

    wolf359 said:

    The ironic thing is that building on mac should be much more like Linux than building on Windows, which I struggled with... god I hate Windows.


    Slightly off topic but someone gave me an old HP all in one, running windows 8
    bring my total number of computers up to five (4 windows PC’s and an intel Imac)
    anyway I decided to tryout linux ,for the first time, on this old ,underpowered ,HP all in one.
    Really loving the experience!! laughyes

    That's awesome. Now I know who to ask to help test Hitchens, which runs on Linux :)

     

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