[Released] Blender to Daz Studio Plugin released!!! Official support thread [Commercial]

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  • crosswindcrosswind Posts: 9,537

    dragotx said:

    How do we set up characters for G9 when they are transferred in with this utility?  I haven't been able to get them rigged at all yet

    Transfer a G9 character from Blender to DS ? G9 is already in DS ~~ what do you want to be exactly ? 

  • dragotxdragotx Posts: 1,147

    crosswind said:

    dragotx said:

    How do we set up characters for G9 when they are transferred in with this utility?  I haven't been able to get them rigged at all yet

    Transfer a G9 character from Blender to DS ? G9 is already in DS ~~ what do you want to be exactly ? 

    I'm looking to convert characters that are made in blender over to G9 in Studio, not ones that started in Studio.

  • crosswindcrosswind Posts: 9,537

    dragotx said:

    crosswind said:

    dragotx said:

    How do we set up characters for G9 when they are transferred in with this utility?  I haven't been able to get them rigged at all yet

    Transfer a G9 character from Blender to DS ? G9 is already in DS ~~ what do you want to be exactly ? 

    I'm looking to convert characters that are made in blender over to G9 in Studio, not ones that started in Studio.

    If you mean you're making a character morph for G9, i.e you sculpted / shaped a figure base on a G9 mesh in Blender, then you don't need this BTD add-on at all. You just export it to OBJ, import OBJ as a morph to G9 in DS by using Morph Loader Pro.

    If you mean you're making a standalone character in Blender but want to make it as a G9, that'll be another story ~~ You have to wrap this figure with G9's mesh and import it as a morph to G9 in DS.... 

  • ArtiniArtini Posts: 10,284

    Hi, @crosswind

    How did you get "SUB TABS" above Daz Studio tab in Blender?

     

  • dragotxdragotx Posts: 1,147

    crosswind said:

    dragotx said:

    crosswind said:

    dragotx said:

    How do we set up characters for G9 when they are transferred in with this utility?  I haven't been able to get them rigged at all yet

    Transfer a G9 character from Blender to DS ? G9 is already in DS ~~ what do you want to be exactly ? 

    I'm looking to convert characters that are made in blender over to G9 in Studio, not ones that started in Studio.

    If you mean you're making a character morph for G9, i.e you sculpted / shaped a figure base on a G9 mesh in Blender, then you don't need this BTD add-on at all. You just export it to OBJ, import OBJ as a morph to G9 in DS by using Morph Loader Pro.

    If you mean you're making a standalone character in Blender but want to make it as a G9, that'll be another story ~~ You have to wrap this figure with G9's mesh and import it as a morph to G9 in DS.... 

    Hmm, ok, that gives me an idea on what to look for in tutorials, thanks!

  • crosswindcrosswind Posts: 9,537
    edited August 1

    Artini said:

    Hi, @crosswind

    How did you get "SUB TABS" above Daz Studio tab in Blender?

     

     Hi, @Artini

    There's a Blender add-on: N Panel Sub Tabs. You can find it on superhivemarket.com.

    Post edited by crosswind on
  • crosswindcrosswind Posts: 9,537

    dragotx said:

    crosswind said:

    dragotx said:

    crosswind said:

    dragotx said:

    How do we set up characters for G9 when they are transferred in with this utility?  I haven't been able to get them rigged at all yet

    Transfer a G9 character from Blender to DS ? G9 is already in DS ~~ what do you want to be exactly ? 

    I'm looking to convert characters that are made in blender over to G9 in Studio, not ones that started in Studio.

    If you mean you're making a character morph for G9, i.e you sculpted / shaped a figure base on a G9 mesh in Blender, then you don't need this BTD add-on at all. You just export it to OBJ, import OBJ as a morph to G9 in DS by using Morph Loader Pro.

    If you mean you're making a standalone character in Blender but want to make it as a G9, that'll be another story ~~ You have to wrap this figure with G9's mesh and import it as a morph to G9 in DS.... 

    Hmm, ok, that gives me an idea on what to look for in tutorials, thanks!

    You're welcome ! 

  • UncannyValetUncannyValet Posts: 264

    dragotx said:

    crosswind said:

    dragotx said:

    crosswind said:

    dragotx said:

    How do we set up characters for G9 when they are transferred in with this utility?  I haven't been able to get them rigged at all yet

    Transfer a G9 character from Blender to DS ? G9 is already in DS ~~ what do you want to be exactly ? 

    I'm looking to convert characters that are made in blender over to G9 in Studio, not ones that started in Studio.

    If you mean you're making a character morph for G9, i.e you sculpted / shaped a figure base on a G9 mesh in Blender, then you don't need this BTD add-on at all. You just export it to OBJ, import OBJ as a morph to G9 in DS by using Morph Loader Pro.

    If you mean you're making a standalone character in Blender but want to make it as a G9, that'll be another story ~~ You have to wrap this figure with G9's mesh and import it as a morph to G9 in DS.... 

    Hmm, ok, that gives me an idea on what to look for in tutorials, thanks!

    To get accurate advice on what steps you need to take, you would first need to define what you mean by "characters that are made in blender over to G9 in Studio".

    You cannot load any custom mesh onto G9 via Morph Loader Pro in Daz Studio.  It needs to have the same topology. You cannot load any texture onto G9 mesh; the texture map needs an appropriate UV layout.

    Transferring topology (wrapping the base mesh to a custom figure) and texture transfer between different topologies and UVs are both standard processes in 3D and you can google "wrapping" and "texture transfer". You can do both in Faceform Wrap.  Whether these processes apply in your case is of course is an open question.

  • ArtiniArtini Posts: 10,284

    crosswind said:

    Artini said:

    Hi, @crosswind

    How did you get "SUB TABS" above Daz Studio tab in Blender?

     

     Hi, @Artini

    There's a Blender add-on: N Panel Sub Tabs. You can find it on superhivemarket.com.

    Thanks. It looks useful. 

  • GoggerGogger Posts: 2,483
    edited August 1

    I'm super excited to start using this - probably this weekend - and had a conversation with ChatGPT which summarized it this way.  Also - ChatGPT can only do so much, but claims to be able to do things for me in both DAZ Studio and Blender that have me wishing I was already home from work RIGHT NOW.  HA HA.


    From ChatGPT:

     

    What the Plugin Does

     

    The Blender to DAZ Studio Plugin v 3.5.39 (sold via Daz3D) automates export and conversion of Blender scenes into DAZ Studio with full fidelity:

     

    • Exports FBX with support for armatures, skeletal animation, shape keys (morphs), weight maps, multi-materials, lighting, cameras, HDRIs, and scene settings.

    • Converts Principled BSDF materials in Blender into DAZ Uber‑Iray shaders, including base color, roughness, metalness, emission, normal, alpha maps, etc.

     

    In short: you get your Blender models import-ready in DAZ Studio—including textures, lighting setups, and animation—far more reliable than manual export-import workflows.

     

    Post edited by Gogger on
  • AnEye4ArtAnEye4Art Posts: 846
    I bought this when it first dropped on blendermarket.com. I've used it a few times with limited success. The good thing is it evolves with every update.
  • MatroniusMatronius Posts: 161
    @AnEye4Art thanks for supporting me since the early stages of product development!!! Please feel free to suggest any improvements/any features you would like to see, the product is in constant evolution!!! Best wishes, Matronius
  • MatroniusMatronius Posts: 161
    crosswind said:

    It's great to have a commercial thread of BTD ! I'm posting my first issue which's lasting for a period of time.

    When the plugin of BlendertoDazStudio imports object sent from Blender as a Prop,  the Prop's Scale, X Scale, Y Scale and Z Scale value are set as 1.00 rather than 100.0%... but the default Scales value of Figure / Prop in DS  is with As Percent checked in Parameter Settings ....

    Then each time I have to modify the settings before packing a product. So would you pls modify the default settings for them, i.e. set As Percent as Checked ? Thank you ! 

    We will release a new version soon to incorporate this suggestion
  • MatroniusMatronius Posts: 161

    A major issue is the limit on poly count. Objects requiring a high polycount for displacement will not transfer, nor will grouped items with high poly counts such as ivy. The bridge needs either a setting to increase the poly count limit or just hardcode the increase. Slicing and dicing my objects just to bring them into DAZ is not a solution, it's a headache. For many sceens, I have to move objects in batches. That's fine if I can't use the "All" button, But for it not to work at all due to poly count, thats just broken.

    Happy to look into this if you send me a file that doesn't currently work for a test. My email is [email protected]
  • nonesuch00nonesuch00 Posts: 18,714

    I have bought this without a pressing need for it yet but what I hope is that it develops into is roundtripping Blender models/components (entire scenes I guess cumulatively):

    a) out of Blender into DAZ but in DAZ format, which is kind of "scattered across a psuedo-virtual DAZ filesystem, .i.e. the DAZ Content Library folder" when you look at all the files a DAZ product uses when it's product preset file is opened in DAZ Studio Pro. 

    b) out of DAZ into Blender but in Blender flormat, this is much less useful for me though, but might be useful for people that prefer editing DAZ products in Blender, I know somethings aren't exportable. I know there is a small team of developers and testers that wrangling with export of of DAZ Studip Pro to Blender for years now. It must be extra, extra, messy.

    Thanks to the PA for their effort.

  • MatroniusMatronius Posts: 161

    @crosswind

    @V3Digitimes

    I just uploaded a new version following your precious feedback, which should be released shortly on Daz Shop.

    Version 3.7.44 release notes:
    1) Merge Textures Width and Height property added.
    2) Scale As Percent option added.
    3) If the file is not saved, the user now gets a prompt to save in any location of choice rather than in the temp file.

    Additional suggestions always welcome.

    Best wishes,

    Matronius

  • MatroniusMatronius Posts: 161

    @nonesuch00

    The product is in constant development. Please feel free to release feedback once you have tested the product. The more specific it is, the better. Demo videos of current manual workflows are also very useful to introduce new features.

    Best wishes,

    Matronius

  • crosswindcrosswind Posts: 9,537

    Matronius said:

    @crosswind

    @V3Digitimes

    I just uploaded a new version following your precious feedback, which should be released shortly on Daz Shop.

    Version 3.7.44 release notes:
    1) Merge Textures Width and Height property added.
    2) Scale As Percent option added.
    3) If the file is not saved, the user now gets a prompt to save in any location of choice rather than in the temp file.

    Additional suggestions always welcome.

    Best wishes,

    Matronius

    Ah, I got the updated version from my superhivemarket account. I'm testing it and just see the new option and my issue has been fixed !

    Thank you very much again ! laugh

  • MatroniusMatronius Posts: 161
    You are most welcome @crosswind If by any chance you have any models that you are currently unable to export due to excessive polycount, like other users have said, please send me the file to [email protected] so I can test it and hopefully release a patch. Best wishes, Matronius
  • nonesuch00nonesuch00 Posts: 18,714
    edited August 3

    Matronius said:

    @nonesuch00

    The product is in constant development. Please feel free to release feedback once you have tested the product. The more specific it is, the better. Demo videos of current manual workflows are also very useful to introduce new features.

    Best wishes,

    Matronius

    OK, thank you.

    e.g. Priority if it's not too difficult: You export from Blender as FBX format to DAZ Studio Pro, I would like, in addition, an export from Blender as DAZ Studio Format, i.e. DAZ Content Library with

    a) a present in the correct folder to open the selected Blender not DAZ character

    b) the runtime has the character's  textures used in the shader materiels

    c) presets for applying the shader material d) a preset to apply the pose the character is in

    e) the geometries (are mostly obj format with some DAZ3D proprietary DJSON files that stitch it together. For more exacting specifications you can look at the DAZ 3D DAZ Originals Genesis 9 Base Character and the DAZ 3D DJSON format specifications.

    Post edited by nonesuch00 on
  • AnEye4ArtAnEye4Art Posts: 846
    edited August 2
    The new update is available for download on superhivemarket.com.
    Post edited by AnEye4Art on
  • crosswindcrosswind Posts: 9,537

    Matronius said:

    You are most welcome @crosswind If by any chance you have any models that you are currently unable to export due to excessive polycount, like other users have said, please send me the file to [email protected] so I can test it and hopefully release a patch. Best wishes, Matronius

    All right, I'll take a look if I can reproduce similar case. Cheers!  

  • bamboojibambooji Posts: 41

    Saves a lot of time.  Great product! 

  • ImagoImago Posts: 5,650

    There's some kind of limit when importing rigged models? I tried a couple and most of them gives me a completely black and deformed figure, with all the bones concentrated on the lower part of the mesh.

    Only one worked perfectly.

  • MatroniusMatronius Posts: 161
    Hi @Imago, often this is due to non-standard models directly extracted from videogames and with an insane number of redundant bones. But since I do not know the particular files you are trying to export, please email me at [email protected] and I will run some tests. Best wishes, Matronius
  • crosswindcrosswind Posts: 9,537

    Matronius said:

    Hi @Imago, often this is due to non-standard models directly extracted from videogames and with an insane number of redundant bones. But since I do not know the particular files you are trying to export, please email me at [email protected] and I will run some tests. Best wishes, Matronius

     @Matronius I'm not 100% sure if the plugin calls DS FBX Importer when importing models from Blender. If it does, whether the result is good or bad may much rely on DS versions because FBX Importer in older DS version, e.g. DS 4.1x have lots of issues ~~

    FBX Importer in latest DS versions has been working well on my side ~~

  • MatroniusMatronius Posts: 161

    Thanks @crosswind! @Imago, could you please update your Daz Studio version and let me know if the issue persists?

  • ImagoImago Posts: 5,650

    No, it isn't a model ripped from a game but an original char, as I can see.

    I just updated the plugin, the behaviour is the same.

    I'll send you a PM with the link to the model.

  • MatroniusMatronius Posts: 161
    Hi @Imago. I checked this DeviantArt original model. Unfortunately, the rig is a good example of complex/not optimized/third party plugin-dependent file. So, sadly I am unable to support this rig. Sorry, Matronius
  • ImagoImago Posts: 5,650

    Matronius said:

    Hi @Imago. I checked this DeviantArt original model. Unfortunately, the rig is a good example of complex/not optimized/third party plugin-dependent file. So, sadly I am unable to support this rig. Sorry, Matronius

    Ah, I see. Thanks for checking it!

     

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