-
Daz to Blender - New Bridge Update Ready for Testing
DAZ_sam said:
gerster said:
DAZ_sam said:
- Still needed to be supported for drivers
- ERCKeyTyped links
- No drivers on Bone properties (when a morph is controlling a bone)
Does this mean, that you are working on a solution for shapekeys, controlling bones?
Would this allow us in the future, to bring e.g. a DAZ Character with an e.g. an Adult to Child morph to Blender, and the morph will also adjust the amature in Blender. So we can do e.g. an animate adult to child animation in Blender?
Exactly that's a problem we currently haven't solved yet but, its a goal.
Good to hear that someone is working on this issue.
I was really shocked that Blender doesn't adjust the armature, when using shape keys.Maybe you consider developing the DAZ solution for this issue as a generic Blender plugin, so the hohle Blender community benefit from your solution.
I thinking of an plugin which maybe can connect the amature to some verticies of the model and maybe a bake button which bakes the the amature to the shape keys.
It would be also awesome if you could bring also a generic conforming props to Blender (I'm also surprised that Blender doesn't have conforming props yet).
What be in any case great if you could contribute to Blender that way.dForce Tube DressI've been looking for a dforce tube dress, with a length morph. This kind of thing but shorter, or with optional length (and black). Anybody know of such a product? Another example, this one with a more interesting material.
Star Wars Renders 2013 +Does anyone know where I can find a good Mark Hammil face morph? I really want to do a proper Luke Skywalker without having to use XPS models.
[Released] Ultimate Zero [Commercial]barbult said:
RiverSoftArt said:
barbult said:
RiverSoftArt said:
barbult said:
I've had this for a few months, but I can't find any instructions for it. I saw Drew's video, which was helpful, but did not address my questions and frustrations. I thought this was for zeroing poses and expressions, but it changes shaping morphs, too. It doesn't zero out All shaping, it zeros some and leaves others. Why? What am I doing wrong? I don't understand what the options in the dialog box do and which I should select. How do I use it to zero a figure's POSE without changing the figure's SHAPE? Surely you don't expect me to go through a huge list of things in the dialog box and uncheck all shaping morphs. That would take forever and be incredibly error prone (I've tried and never got it right). Please help me figure this out.
I was unable to figure out a way for the script to detect that a morph alters an expression vs a shape. The script detects all active morphs. Unfortunately, you have to uncheck the shaping morphs (which in practice I haven't found it that bad though I may use characters with less morphs than you do)
Thanks for responding. I like to use randomizers to add subtle variations. It can end up with a lot of morphs. I'm sad that there is no quick way to clear a body pose.
I still don't understand the options in the dialog. What are "properties"? How do I know whether to check them or not? How do I know whether to use the zero or replace? Are there any instructions? The brief help in the dialog itself wasn't enough to make me understand.
Transformations are the BONE rotations only. Properties are in the parameters pane. For example, zeroing out hand bones will NOT zero the hand pose if the Left Hand Fist parameter/property is non-zero.
Now that I know what Properties are, what is the difference between Zero Properties and Replace Properties? Replace them with what?
Zero properties just sets the property (e.g., Fist) to zero and that is it. Replace properties sets the property to zero and then modifies bone rotations to make the bones look like they are still posed by the property. If Zero Transformations is unchecked, using Replace Properties is useful as it allows you to to remove all the properties but keep the pose (e.g., the hand will still be in a fist but not controlled by the property). Have you ever zeroed a pose (or combined poses) and the fingers are bent extremely backwards? This can help.
Daz to Blender - New Bridge Update Ready for Testinggerster said:
DAZ_sam said:
- Still needed to be supported for drivers
- ERCKeyTyped links
- No drivers on Bone properties (when a morph is controlling a bone)
Does this mean, that you are working on a solution for shapekeys, controlling bones?
Would this allow us in the future, to bring e.g. a DAZ Character with an e.g. an Adult to Child morph to Blender, and the morph will also adjust the amature in Blender. So we can do e.g. an animate adult to child animation in Blender?
Exactly that's a problem we currently haven't solved yet but, its a goal.
Daz to Blender - New Bridge Update Ready for TestingDAZ_sam said:
- Still needed to be supported for drivers
- ERCKeyTyped links
- No drivers on Bone properties (when a morph is controlling a bone)
Does this mean, that you are working on a solution for shapekeys, controlling bones?
Would this allow us in the future, to bring e.g. a DAZ Character with an e.g. an Adult to Child morph to Blender, and the morph will also adjust the amature in Blender. So we can do e.g. an animate adult to child animation in Blender?
Character Creator 3 to DAZ-- has anyone had success?wolf359 said:
Make a custom morph for Genesis,in a modeling program,
that resembles the Reallusion CC3 character.
or try "dialing in" a resemblance with your existing installed Genesis morphsor ,if you have CC3 pipeline, use the Diffeo or D2B plugin to send your Daz scene to Blender
and use the free CC3 pipeline Addon tool to bring that CC3 CHaracter to Blender which will set up the skin shaders automaticly
then render the scene/animation in blender Cycles or EEVEEbeyond that forget it!!
CC3 is a Different Character Eco system with Different geometries and UV's
pick one Character system or the other or one can mix the two via a third party app or game engine for rendering.
Thank you for telling me about the CC3 to Blender Add-on! Fantastic.
And yes, this is basically what I suspected. I'll bring both elements into Blender and work in there. I've been enjoying the speed of Octane Rendering in Daz so I'll probably try Octane in Blender and hope everything looks good. Thank you for your advice!
Paypal issue - Disappointed in DAZ3DMinh said:
myotherworld said:
so i waited and got an email from paypal saying payment has been reversed
mmmmmm
Have you received the money back to your card/bank account? I haven't and now I don't know who to contact, Daz, Paypal or my bank.
****
Most likely Paypal. It depends on the status of the transaction. Anything other than completed will be on Paypal's end. If it's completed, then Daz.
And yes, I've already been refunded, but I use Paypal funds. You might have a balance in Paypal you need to transfer to your bank.
How to remove artifacts made by MRL Warrior Hair & hair caps in general?If the hair has a morph to adjust the forehead, use that. If it does not, you can use the Mesh Grabber product to adjust the mesh yourself from within Daz Studio.
Sometimes changing the Render Settings Instancing Optimization from Auto, Memory, or Speed to another value will help.
If you have moved your character far from the world origin 0,0,0, that can also cause the problem; move it back.
This is a common problem.There are many forum threads about these hair cap artifacts. Those threads may have additional suggestions. A Google search may help you find those threads if my suggestions don't help.
[Released] Ultimate Zero [Commercial]RiverSoftArt said:
barbult said:
RiverSoftArt said:
barbult said:
I've had this for a few months, but I can't find any instructions for it. I saw Drew's video, which was helpful, but did not address my questions and frustrations. I thought this was for zeroing poses and expressions, but it changes shaping morphs, too. It doesn't zero out All shaping, it zeros some and leaves others. Why? What am I doing wrong? I don't understand what the options in the dialog box do and which I should select. How do I use it to zero a figure's POSE without changing the figure's SHAPE? Surely you don't expect me to go through a huge list of things in the dialog box and uncheck all shaping morphs. That would take forever and be incredibly error prone (I've tried and never got it right). Please help me figure this out.
I was unable to figure out a way for the script to detect that a morph alters an expression vs a shape. The script detects all active morphs. Unfortunately, you have to uncheck the shaping morphs (which in practice I haven't found it that bad though I may use characters with less morphs than you do)
Thanks for responding. I like to use randomizers to add subtle variations. It can end up with a lot of morphs. I'm sad that there is no quick way to clear a body pose.
I still don't understand the options in the dialog. What are "properties"? How do I know whether to check them or not? How do I know whether to use the zero or replace? Are there any instructions? The brief help in the dialog itself wasn't enough to make me understand.
Transformations are the BONE rotations only. Properties are in the parameters pane. For example, zeroing out hand bones will NOT zero the hand pose if the Left Hand Fist parameter/property is non-zero.
Now that I know what Properties are, what is the difference between Zero Properties and Replace Properties? Replace them with what?
[Released] Ultimate Zero [Commercial]barbult said:
RiverSoftArt said:
barbult said:
I've had this for a few months, but I can't find any instructions for it. I saw Drew's video, which was helpful, but did not address my questions and frustrations. I thought this was for zeroing poses and expressions, but it changes shaping morphs, too. It doesn't zero out All shaping, it zeros some and leaves others. Why? What am I doing wrong? I don't understand what the options in the dialog box do and which I should select. How do I use it to zero a figure's POSE without changing the figure's SHAPE? Surely you don't expect me to go through a huge list of things in the dialog box and uncheck all shaping morphs. That would take forever and be incredibly error prone (I've tried and never got it right). Please help me figure this out.
I was unable to figure out a way for the script to detect that a morph alters an expression vs a shape. The script detects all active morphs. Unfortunately, you have to uncheck the shaping morphs (which in practice I haven't found it that bad though I may use characters with less morphs than you do)
Thanks for responding. I like to use randomizers to add subtle variations. It can end up with a lot of morphs. I'm sad that there is no quick way to clear a body pose.
I still don't understand the options in the dialog. What are "properties"? How do I know whether to check them or not? How do I know whether to use the zero or replace? Are there any instructions? The brief help in the dialog itself wasn't enough to make me understand.
Transformations are the BONE rotations only. Properties are in the parameters pane. For example, zeroing out hand bones will NOT zero the hand pose if the Left Hand Fist parameter/property is non-zero.
[Released] Ultimate Zero [Commercial]RiverSoftArt said:
barbult said:
I've had this for a few months, but I can't find any instructions for it. I saw Drew's video, which was helpful, but did not address my questions and frustrations. I thought this was for zeroing poses and expressions, but it changes shaping morphs, too. It doesn't zero out All shaping, it zeros some and leaves others. Why? What am I doing wrong? I don't understand what the options in the dialog box do and which I should select. How do I use it to zero a figure's POSE without changing the figure's SHAPE? Surely you don't expect me to go through a huge list of things in the dialog box and uncheck all shaping morphs. That would take forever and be incredibly error prone (I've tried and never got it right). Please help me figure this out.
I was unable to figure out a way for the script to detect that a morph alters an expression vs a shape. The script detects all active morphs. Unfortunately, you have to uncheck the shaping morphs (which in practice I haven't found it that bad though I may use characters with less morphs than you do)
Thanks for responding. I like to use randomizers to add subtle variations. It can end up with a lot of morphs. I'm sad that there is no quick way to clear a body pose.
I still don't understand the options in the dialog. What are "properties"? How do I know whether to check them or not? How do I know whether to use the zero or replace? Are there any instructions? The brief help in the dialog itself wasn't enough to make me understand.
Daz to Blender - New Bridge Update Ready for TestingHey Everyone! @DAZ_vish and myself have been working hard on a bunch of new features and fixes for the bridge. We are currently looking for some input and hoping people are willing to let us know if they find any issues. This will have a lot of great changes for morphs with more to come. We still have some work to and will be looking into bugs for the next week so, please let us know! :)
A more detailed Changelog in progress here is the changes.
- New Morph Selection Dialog ( Presets, and More) (Similiar to Unreal and Unity Export)
- Can now choose how to scale mesh (Real size (cm) , x10, x100 (meters)
- Morphs will import in with drivers set up currently (Eyelashes and other meshes will be controlled by one shape key)
- Still needed to be supported for drivers
- ERCKeyTyped links
- No drivers on Bone properties (when a morph is controlling a bone) - Same Materials will now combine instead of creating duplicates.
- Fixed Skeletons on imported Props.
- Fixed locations on Environments
- Can now import in a pose from a duf file.
- Will setup settings correctly when Opacity Map is Present. (Eeevee)
- Will setup settings correctly when using Transmission (Eevee) - Screen Space refraction
- Basic Support for materials (Irayuber, AoA_Subsurface, omUberSurface, DAZ Studio Default)
You can find the prerelease here:
https://github.com/daz3d/DazToBlender/releases/tag/2.3.0-beta
Updates:
2.3.0.1 Beta
Error Found when directories are being created for Export.
https://github.com/daz3d/DazToBlender/releases/tag/2.3.0.1-beta
2.3.0.3 Beta- Fixed Skeleton being incorrect for Characters with different sizes than Default Genesis Figures.
- Fix import failing if Genesis Figure has deleted faces
- Fixed Ik controllers not working
- Fixed Limits on morphs
- Fixed Pose not importing if you aren't in Pose mode.
- Fixed Morphs being added more than once at export
- Added Scale of character from Daz
- Added Checkbox to skip Morphs
- Added Button to get Morphs being controlled by your choices
- Added UI to control all the Morphs you exported
- Tweaked Morph Drivers
https://github.com/daz3d/DazToBlender/releases/tag/2.3.0.3-beta
2.3.0.4 Beta- Basic Support for ERCKeyed Drivers (for example the knees and elbows morphs will now be driven automatically)
- This is a linear comparison so it will not drive the same as Daz Studio Currently.
- Add Controls in the Ui for Clothing and Hair too.
- Fix a bug where sometimes Normal Map Strength will be a Color.
- Fixed some Directory issues that appeared on Mac OS.
https://github.com/daz3d/DazToBlender/releases/tag/2.3.0.4-beta
2.3.0.5 Beta
- Fixed Small Syntax error stopping the plugin from being enabled.
https://github.com/daz3d/DazToBlender/releases/tag/2.3.0.5-beta2.3.0.6 Beta
- Fix Rotation on Hip Custom Shape.
- Add a list of helpful links to redirect within the UI
- Pop up the first time with the location of your exports when running the plugin.
- Get Limits for Morphs Directly from Daz Studio
- Add a basic search bar to choose your morphs.
- Fix error when adding pose to bone of rotation order "ZYX"
- Fix incorrect setup for drivers on the "XYZ" Bones (Daz Order)
- Fix Error of Erc Keyed Drivers not working on Bones with Negative Rotation.
https://github.com/daz3d/DazToBlender/releases/tag/2.3.0.6-beta
Please post issues here or directly on the GitHub
Thanks![Released] Ultimate Zero [Commercial]barbult said:
I've had this for a few months, but I can't find any instructions for it. I saw Drew's video, which was helpful, but did not address my questions and frustrations. I thought this was for zeroing poses and expressions, but it changes shaping morphs, too. It doesn't zero out All shaping, it zeros some and leaves others. Why? What am I doing wrong? I don't understand what the options in the dialog box do and which I should select. How do I use it to zero a figure's POSE without changing the figure's SHAPE? Surely you don't expect me to go through a huge list of things in the dialog box and uncheck all shaping morphs. That would take forever and be incredibly error prone (I've tried and never got it right). Please help me figure this out.
I was unable to figure out a way for the script to detect that a morph alters an expression vs a shape. The script detects all active morphs. Unfortunately, you have to uncheck the shaping morphs (which in practice I haven't found it that bad though I may use characters with less morphs than you do)
Sell me on Blender animation over Studio'smargrave said:
marble said:
Sure. I accept all you say and I am starting to develop an urge to try my hand at making some props and geografts - the trouble is that anything I can think of to make already exists for a few $$ and much better than I could hope to cobble together. Also, whenever I download freebies from sites like ShareCG or DevArt, I find that they mostly don't work too well, so clearly the DAZ PA system allows the PA access to tools that the amateurs don't have. Still, I have played with the Blender sculpt tools quite a lot when I've been making morphs so learning how to create polygons instead of just moving them around is enticing.
I think that's just a case of "you get what you pay for", really. I've made my own simple props and they work just fine. While it's true PAs get access to HD morph importers and the like, geometry is geometry. If you can bring it in as an obj, then it should be exactly the same as it came out of Blender. As long as it has properly-defined materials and is UV unwrapped, it should be good to go. I don't make my own shaders, though--I do rely on Daz for that, since I haven't learned all that much about Iray material settings.
As for extending scenes beyond doorways - that is something I need to do every day but I tend to use DAZ primitives and IRay shaders a lot for that. Mostly to make hallways and floors/ground.
One advantage of Blender is that the bevel tools have a custom profile editor, which means you can take a rectangle and turn it into molding just by dragging a bezier curve.
Yeah, for some reason UV mapping and texturing is really what puts me off making stuff. I can imagine having fun sculpting something or even rigging a model but I've watched tutorials on UV wrapping, etc. and it looks like a PITA. Thank goodness for IRay shaders (pre-made, of course). Another scary bit of the creation process is the need for JCMs. I think that it would take years of experience and a superb knowledge of anatomy to be good at something like that.
Speaking of custom profiles, I don't know whether this falls into that category but one thing that really annoys me about many of the products I buy is that the edges are razor sharp. I mean a brick wall should not have razor sharp edges and the fact that they do is probably the biggest give-away that we are looking at a 3D model. It just spoils the whole scene. I generally have to take my render into an image editor and mess up the edges a bit but I would have thought that displacement maps would sort that out if the artist took the time.
Ultimate PBRSkin Manager (Commercial) ** 2 additional utility scripts available here **Hey, thank you so much for sharing :) Indeed the results between the two skins are pretty close! This can be set even closer maybe, either via the tone settings or via a slight gamma change on either Base color or translucency color map (2.5?). But I am super happy to read that it took you less than two minutes to reach this and that it helped you.
When you transfer a skin like that from Iray Uber to PBR skin you can keep the eyes surface as iray uber (well except the eyesocket which must be converted), this is what is happening even in Daz original figures from what I saw on V81 (if I remember well) and other figures, skin surface are pbrskin, but eyes remain iray uber.
Good job for a shader conversion :)
SOLVED Seeking Non-Stylised Boy G3 or 8 Age 6-10xyer0 said:
Oh, thank you, @Visuimag! That certainly is an adorable little girl. You've already provided a pointer with her smile. I'll make sure to use my tooth morph packages. Otherwise, I don't have any idea of what to ask. But I'll post my efforts here next week with an @ to you so you can get me sorted out.
Yep! Any curiosities at all, I'll be happy to lend a hand! And thank you for the words!
What level sub-d?I understand sub-d, more or less, but how do I know what subd level to use?
I read a while back that you should use the subd level the morph was designed for. But most daz products have little or no documentation. Is there a rule of thumb for this?
Is sub-d 5 wasted effort on a lot of these figures? Or do you need to go that high to get the best results?
SOLVED Seeking Non-Stylised Boy G3 or 8 Age 6-10Oh, thank you, @Visuimag! That certainly is an adorable little girl. You've already provided a pointer with her smile. I'll make sure to use my tooth morph packages. Otherwise, I don't have any idea of what to ask. But I'll post my efforts here next week with an @ to you so you can get me sorted out.
Sell me on Blender animation over Studio'smarble said:
Sure. I accept all you say and I am starting to develop an urge to try my hand at making some props and geografts - the trouble is that anything I can think of to make already exists for a few $$ and much better than I could hope to cobble together. Also, whenever I download freebies from sites like ShareCG or DevArt, I find that they mostly don't work too well, so clearly the DAZ PA system allows the PA access to tools that the amateurs don't have. Still, I have played with the Blender sculpt tools quite a lot when I've been making morphs so learning how to create polygons instead of just moving them around is enticing.
I think that's just a case of "you get what you pay for", really. I've made my own simple props and they work just fine. While it's true PAs get access to HD morph importers and the like, geometry is geometry. If you can bring it in as an obj, then it should be exactly the same as it came out of Blender. As long as it has properly-defined materials and is UV unwrapped, it should be good to go. I don't make my own shaders, though--I do rely on Daz for that, since I haven't learned all that much about Iray material settings.
As for extending scenes beyond doorways - that is something I need to do every day but I tend to use DAZ primitives and IRay shaders a lot for that. Mostly to make hallways and floors/ground.
One advantage of Blender is that the bevel tools have a custom profile editor, which means you can take a rectangle and turn it into molding just by dragging a bezier curve.
- Still needed to be supported for drivers










