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

Graft weight paint not showing up

jwcjaygainesjwcjaygaines Posts: 70
March 29 in Blender Discussion

This involves using Diffeomorphic. For some reason, whenever I now try to combine the adult male appendage (named after a type of terrible leader), the graft vertex group shows up under the vertex list, but there's no weight paint assigned to it. Which means whenever I move the first bone in the "chain" of them, there's horrific disfigurement at the base. Everything was working fine for months, and then BLAM!, complete chaos. I didn't change/update anything, so I don't understand why it's not working now. I am using Blender 3.0.  

Comments

  • PadonePadone Posts: 3,995
    March 31

    I can't reproduce the issue here. There's some difference in weight mapping but this is because unfortunately dicktator uses triax, though it's a G8 geograft, so it gets converted to general weight for blender.

  • jwcjaygainesjwcjaygaines Posts: 70
    April 8

    @padone, since I'm using Blender 3.0, can you please tell me which versions of the Diffeomorphic package I should be using? I might need to completely wipe them from my system and reinstall.

  • PadonePadone Posts: 3,995
    April 9

    The latest version 4.4.0 is compatible with blender 3.x 4.x, though I'd suggest to use blender 3.6 LTS instead of 3.0, unless you have specific reasons.

    Diffeomorphic / import_daz / Downloads — Bitbucket

  • jwcjaygainesjwcjaygaines Posts: 70
    April 24

    @padone, okay, I've tried everything I can think of, and still no luck. Here's what I initially did, and it was working perfect. I installed two different Diffeomorphic modules simultaneously to get what I needed. I initially installed Version 1.7 for the basic importing (which I think was the version for Blender 3.0). I then installed Version 4.1 for the rigging options when converting the Daz rig to MHX (specifially, the Spine IK option, as it wasn't available in Version 1.7). Like I said, it was working beautifully for months, and now suddenly, no weight paint is being created on the graft vertex group. I tried appending in another model and transferring the weight paint that way (using the single vertex group of Graft), but unless the two models are exactly the same, it's messing up there as well. And that's where the problem (well, one of them anyhow) lies: I'm going through and correcting some of my previous models with better skins and resized "parts", so if the new grafted item isn't the same dimensions, it won't transfer properly. Is there a python script that controls creating the weight paint somewhere in the zip file? Maybe it's somehow missing, but since I don't understand coding, I don't even know if this is a thing or not. I also bought a new laptop and tried it out over there, but I'm still having the same issue. I can provide you a list of specific steps that I'm doing if that helps. Please let me know. Thank you for all your help thus far!

  • PadonePadone Posts: 3,995
    April 25

    Mixing different versions of the importer is not advised, 1.7 is for blender 2.8 2.9, then 4.x is for blender 3.x 4.x. Importing figures from daz is what the importer is for and what I tested and works fine. If you have to modify some figures you edited yourself in blender and transfer attributes among different figures this is not what the importer is for, especially for rigged figures you may have messed up something.

    My adivse is to edit the figures with the daz rig and save a backup, then you add MHX as a last step.

  • jwcjaygainesjwcjaygaines Posts: 70
    April 25 edited April 25

    @padone, So I went back and completely removed the Diffeomorphic versions I was using and installed 4.4, which the site says is the stable version. Both for the importer and MHX. I then copied the scripts and reloaded all the root paths. I went into Daz, created a test character, and imported into Blender. The issue begins at the Finishing -> Merge Geografts. I only check "Fix UV Tiles" under the UDIM Materials, so I can have the seperate Default UVs and Di**tator UVs. Click OK. It merges the geograft to the body, and under Vertex Groups, it creates a new one called Graft (which is actually already selected as it's the last one in the list). Switch to Weight Paint mode to check. No weight paint on that Vertex Group, but others above it, like Legs Crease and Shaft Root, all have it. All of my previous works had it created and painted, so I'm not sure what I'm doing wrong. I can take photos to show you, or record my screen and create a video. I can show you how it used to work versus what it's doing now with an old model and a new one. Other than that, I'm completely out of ideas. Also, I don't create the MHX rig until the very last step: I do the Daz Setup list in order (Morphs, Finishing, Rigging). 
    Edit: I went into Blender 4.3 and tried it, and it works there. All the weight painting was created and whatnot. I guess I have to say goodbye to Blender 3.0, but I really wish I didn't, which I'll ask about in another post on here and explain why.

    Post edited by jwcjaygaines on April 25
  • PadonePadone Posts: 3,995
    April 25

    I checked blender 3.6 and works fine, if 3.0 doesn't work it may depend on some differences in the blender api. If you like the old way for pose libraries then you can use the 1.7 addon with blender 2.93. Otherwise if you update you have of course to do both the addon and blender, that's just the way it is with updates, either staying back or not is up to you.

    In general for production I'd advise to use a blender LTS version, so either 2.93 or 3.3 or 3.6, as intermediate versions as 3.0 may have unfixed bugs.

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