-
Legacy UVs for Genesis 8 [Commercial]
I just tried to use the Legacy UV for G2M and it doesn't transfer all the ear morphs when I ran the Preparet G8M script. In fact, it took them off the character. What's going on? I sort of thought a geoshell inherited all the morphs of the original character. Is there a way to fix this?
Blender and/or DAZ Studio?juvesatriani said:
tapanojum said:
juvesatriani said:
marble said:
Over the past week I have been immersed in Blender tutorials (... again! ... this is something I do at least once a year, every year). At the end of these marathon sessions, I usually end up convinced that 3D scene creation without the convenient library of pre-made objects, poses, textures and accessories that are part-and-parcel of the DAZ-o-sphere is practically beyond my capabilities.
Blender seems to have all one could wish for as a swiss army knife for creating scenes as I do in DAZ Studio but the learning curve is so very daunting. It is not that any particular part of the toolset is unreasonably difficult but the sheer scope is overwhelming. For example, in order to understand how a human figure gets her skin texture, I need to understand UV maps and how to create them and materials and how to set them up which means learning how to manipulate those little spaghetti-connected boxes called nodes (hours and hours of tutorials just to get started on those). Then there are things such as morphs which, in Blender terms, translate to Shape Keys. But it is not just a matter of a dial to make a glute tight when bent as that usually requires something called a JCM which is something that the DAZ products come with ready-made. They also come rigged while Blender has not one but several methods of rigging a figure and each has its own learning curve.
My introduction to the world of 3D was via a PC game called The Sims. I played it and soon became interested in how I might modify some of the elements in the game. I found that there was a whole community dedicated to doing just that and that they used esoteric software such as 3D Studio Max and Blender. But I found that I could download ready-made props and clothing, etc., to use in the game - all created by geeks with skills I could never hope to emulate. Pretty soon, the fad of The Sims wore off but I had also discovered there were other avenues for making scenes with virtual human characters, namely the quite expensive Poser and the free DAZ Studio. I tried both but soon abandoned the paid one in favour of the free DAZ software. It just seemed to suit me better. Little did I know that I would still be dressing up my virtual humans and placing them in scenes 15 years later.
Unfortunately, my creative impulses push me towards doing things that I can't easily do in DAZ Studio. I find the animation timeline doesn't work as I want it to or there is little scope for making my own morphs or that rendering more than a few frames is likely to use up a large slice of the time I have left on this earth. Blender looks like a solution to many of these shortcomings but it seems that learning the necessary skills will take up even more of that ever-decreasing time span and I am not even sure I have the capability to develop those skills.
So one solution that seems to hold a lot of promise for people like me is the bridge approach (specifically the official version or the Diffeomorphic alternative). So I looked at the DAZ version and quickly decided that as it does not support some essentials such as geografts, it is a non-starter. Diffeomorphic, on the other hand, is more versatile but has quite a learning curve in itself. I've exported quite a few test scenes but once they are in place in the Blender viewport I have discovered that what I really need now is some in-depth knowledge of Blender in order to make the cloth or hair work or to light, pose or animate the figures. The texture probably needs tweaking, especially if I want to use Eevee. So I am almost back to where I started with Blender - there is no escaping going through that learning curve.
Or I could just find another hobby.
I feel you .. Thats why I`m suggesting DAZ releasing most Flagship in Native Blender Format . With Proper RIG for animation and corrective morph instead focus in Bridges
Your problem similiar with mine , which having too much love with DAZ products so we never see another options . Actually There are tons of cool model out there . I would not abandon DAZ but if I want to play with Blender I`ll seek other options
If you have time or money to spend , try download or buy ready to use for animation figure for native blender . Try google Rocket girl rig for blender . its free and having nice rig setup . Try play with it .. making simple animation or maybe doing extreme material make over !! and you`ll know why releasing DAZ figure in Blender native format is the obvious answer for us
Rigs are not transferable between software and it would be absolutely insane for Daz to create separate rigs for each character in every software they have a bridge to. They've already taken a step in the right direction by going PBR with 8.1, meaning textures will translate properly outside of Daz. Diffeo converts chars to Rigify just fine and I imagine that eventually the Daz to Blender bridge will as well.
You missed my point , i dont talk about transfer rigs between apps . But releasing Victoria - AIKO or Michael model with proper rig for animation in Blender . it shouldnt "dead" close with what we`ve already had in DAZ Studio , but for better use for animation
I`ve already test all DAZ bridges including diffeo but since its based on DAZ rigs ( or i should say based on what DAZ studio used for ) it still not really suitable for animation .
Can you create animation with coverted rig ? Yes of course but the truth is Converting to other rig system doesnt mean fix the problem if the structure not right in first place for animation use
If you dont believe, go to blend swap or blender market and find premade character for Blender and you`ll see what kind rig setup for animation.
I do believe DAZ have skill and knowledge to do that and before DAZ studio exist , they support Poser ecosystem which have slighty different method of Joints and Rigs , so why not for Native Blender right now ?
About PBR , in theory they should output similiar result. But in reality its not really . Because every light system in each render engine is different . So they react different . That conclusion based on my fiddling with PBR material in major Render Engine including Corona - Arnold and Lumion in daily work
To be honest, it really sounds like you don't know what you're doing, which is totally ok.
Restore shape after deformation? (DForce)Are you talking about restoring the shape during an animation?
I don't know if that's possible. Daz's animation abilities are... lacking. You may need to save it out as a morph and re-import it, but I'm not sure.
If you're not talking about an animation, and just want to erase the simulation data, then go to the "Simulation" pane and hit the blue button at the top.
Morph Loader Pro problem(Daz4.15) need help with morphsWhen exporting a figure to OBJ to make a morph for it, the figure should be fully zeroed and exported at base resolution.
Likewise, when importing your morph, figure should be zeroed and set to base resolution prior to importing your morph.
Problem default MouthrealismUnless you can show us a screenshot of whatever loads distorted I don't think your problem is with those two morphs.
If I were you, I would enable showing hidden properties and check those -- perhaps you have a 3rd party morph which is setup incorrectly and is responsible for the distortion you are talking about.
Nipple-distorted weirdness after converting a character from Genesis 1 to G3MOkay, some weeks back, I converted a character of mine from Genesis 1 over to Genesis 3, using this tutorial over here, and after some false starts and after going through some hoops, I got a pretty good result, The one on the right is the original Genesis 1 version, the one of the left is the G3M version. (I've used a completely different, G3M skin on the new version, with some stuff tweeked. Ignore the hair, it's the SAME hair, but for some reason it doesn't quite want to contour right onto a G3M head even though the HEAD shape is identical G1 to G3M.)
I'm mostly satisfied with the results... but there IS this one anomoly.... The nipples on the G3M version came out a mite... out of kilter. It's like the outtermost edges of the nipple-area are twisted downward a bit, and the nipples are maybe stretched outward towards the sides slightly, though mainly I'm focusing on fixing the twist. I'm hoping there's a simple way to tweek this back up into level again with some other, existing morph or something. Any advice?
searching to replace a couple M4 leading men (mostly solved :)Ash
Kenji 7 doesn't seem too far off:
https://www.daz3d.com/kenji-7I don't have this character and his texture looks very odd, but his morph looks pretty close to me:
https://www.renderosity.com/rr/mod/bcs/-seamon-for-genesis-8-males/144099/Not the strongest matches, but two anime style male characters I like a lot:
https://www.daz3d.com/sasori-for-kenji-7
https://www.renderosity.com/rr/mod/bcs/yuji-for-genesis-8-male/141414/Converting face morphs between male and femaleOkay, this is one of those things I figure HAS to exist SOMEwhere as a Daz Studio product, but I'm darned if I can find it at the moment.
Lets say you have a momma Genesis 8 character, and a dad Genesis 8 character, and you want to create a son Genesis 8 character and a daughter Genesis 8 character for your web-comic. You NEED the son and the daughter to have a familiy resemblance with the mom and the dad, such that when you plop them all together in the same room, anyone who looks at them will say, "Yes, I see some of momma in the girl and so of daddy in the girl" and "Yes, I see some of the momma in the boy and some of the daddy in the boy."
To put it another way, I NEED to be able to dial, say, 50% of the dad face-morph into the son, and dial 50% of the dad face-morph onto the daughter. I also need to be able to dial, say, 50% of the mom face morph into the daughter and 50% of the mom face morph into the son. To do that, there needs to be an easy-peasy, click-two-buttons-and-you're-done way to gender-convert the doner male face-morph onto the female base-model, and vice version, so that I can then dial them onto the desired other-gendered characters.
I could have sworn I remembered there being a product that did something like that, maybe for Genesis 3 if not for Genesis 8, but I can't flipping find it in Daz3D shop search at the moment.
Blender and/or DAZ Studio?tapanojum said:
juvesatriani said:
marble said:
Over the past week I have been immersed in Blender tutorials (... again! ... this is something I do at least once a year, every year). At the end of these marathon sessions, I usually end up convinced that 3D scene creation without the convenient library of pre-made objects, poses, textures and accessories that are part-and-parcel of the DAZ-o-sphere is practically beyond my capabilities.
Blender seems to have all one could wish for as a swiss army knife for creating scenes as I do in DAZ Studio but the learning curve is so very daunting. It is not that any particular part of the toolset is unreasonably difficult but the sheer scope is overwhelming. For example, in order to understand how a human figure gets her skin texture, I need to understand UV maps and how to create them and materials and how to set them up which means learning how to manipulate those little spaghetti-connected boxes called nodes (hours and hours of tutorials just to get started on those). Then there are things such as morphs which, in Blender terms, translate to Shape Keys. But it is not just a matter of a dial to make a glute tight when bent as that usually requires something called a JCM which is something that the DAZ products come with ready-made. They also come rigged while Blender has not one but several methods of rigging a figure and each has its own learning curve.
My introduction to the world of 3D was via a PC game called The Sims. I played it and soon became interested in how I might modify some of the elements in the game. I found that there was a whole community dedicated to doing just that and that they used esoteric software such as 3D Studio Max and Blender. But I found that I could download ready-made props and clothing, etc., to use in the game - all created by geeks with skills I could never hope to emulate. Pretty soon, the fad of The Sims wore off but I had also discovered there were other avenues for making scenes with virtual human characters, namely the quite expensive Poser and the free DAZ Studio. I tried both but soon abandoned the paid one in favour of the free DAZ software. It just seemed to suit me better. Little did I know that I would still be dressing up my virtual humans and placing them in scenes 15 years later.
Unfortunately, my creative impulses push me towards doing things that I can't easily do in DAZ Studio. I find the animation timeline doesn't work as I want it to or there is little scope for making my own morphs or that rendering more than a few frames is likely to use up a large slice of the time I have left on this earth. Blender looks like a solution to many of these shortcomings but it seems that learning the necessary skills will take up even more of that ever-decreasing time span and I am not even sure I have the capability to develop those skills.
So one solution that seems to hold a lot of promise for people like me is the bridge approach (specifically the official version or the Diffeomorphic alternative). So I looked at the DAZ version and quickly decided that as it does not support some essentials such as geografts, it is a non-starter. Diffeomorphic, on the other hand, is more versatile but has quite a learning curve in itself. I've exported quite a few test scenes but once they are in place in the Blender viewport I have discovered that what I really need now is some in-depth knowledge of Blender in order to make the cloth or hair work or to light, pose or animate the figures. The texture probably needs tweaking, especially if I want to use Eevee. So I am almost back to where I started with Blender - there is no escaping going through that learning curve.
Or I could just find another hobby.
I feel you .. Thats why I`m suggesting DAZ releasing most Flagship in Native Blender Format . With Proper RIG for animation and corrective morph instead focus in Bridges
Your problem similiar with mine , which having too much love with DAZ products so we never see another options . Actually There are tons of cool model out there . I would not abandon DAZ but if I want to play with Blender I`ll seek other options
If you have time or money to spend , try download or buy ready to use for animation figure for native blender . Try google Rocket girl rig for blender . its free and having nice rig setup . Try play with it .. making simple animation or maybe doing extreme material make over !! and you`ll know why releasing DAZ figure in Blender native format is the obvious answer for us
Rigs are not transferable between software and it would be absolutely insane for Daz to create separate rigs for each character in every software they have a bridge to. They've already taken a step in the right direction by going PBR with 8.1, meaning textures will translate properly outside of Daz. Diffeo converts chars to Rigify just fine and I imagine that eventually the Daz to Blender bridge will as well.
You missed my point , i dont talk about transfer rigs between apps . But releasing Victoria - AIKO or Michael model with proper rig for animation in Blender . it shouldnt "dead" close with what we`ve already had in DAZ Studio , but for better use for animation
I`ve already test all DAZ bridges including diffeo but since its based on DAZ rigs ( or i should say based on what DAZ studio used for ) it still not really suitable for animation .
Can you create animation with coverted rig ? Yes of course but the truth is Converting to other rig system doesnt mean fix the problem if the structure not right in first place for animation use
If you dont believe, go to blend swap or blender market and find premade character for Blender and you`ll see what kind rig setup for animation.
I do believe DAZ have skill and knowledge to do that and before DAZ studio exist , they support Poser ecosystem which have slighty different method of Joints and Rigs , so why not for Native Blender right now ?
About PBR , in theory they should output similiar result. But in reality its not really . Because every light system in each render engine is different . So they react different . That conclusion based on my fiddling with PBR material in major Render Engine including Corona - Arnold and Lumion in daily work
Daz to Cinema 4D Bridge - Meet the TeamI'm testing out some workflows for an upcoming project, I posted some issues in a couple of other topics, but then found out about this thread.
Currently working on a 2013 Mac Pro, Daz 4.15 and whatever version of a C4D bridge is updated by DIM as of today.
I haven't tested a huge range of figures, but have already noticed that when exporting 8.1, only 8.1 expression morphs come into the C4D file. And with G8, the 8 expressions come in. A lot of the expressions have their names truncated, so in C4D it's really hard to work out what is what.
I saw some messages back you mentioned a checkbox for only exported selected morphs? Or something along those lines? Nothing like that shows up for me, but it would be a great help to choose between "all morphs" and "used morps" ie, any morph above a slider value of 0 and ignore the rest.Also, on G8 with some expressions applied in Daz, the model is importing into C4D without the expression. This is odd.
What I really want to be able to do, is take advantage of the 8.1 details (eyes, mouth, etc) but still import the G8 expressions that can be used in Daz. Is this possible - am I just doing something wrong? Or is this by current design.
Thanks
JGBlender and/or DAZ Studio?juvesatriani said:
marble said:
Over the past week I have been immersed in Blender tutorials (... again! ... this is something I do at least once a year, every year). At the end of these marathon sessions, I usually end up convinced that 3D scene creation without the convenient library of pre-made objects, poses, textures and accessories that are part-and-parcel of the DAZ-o-sphere is practically beyond my capabilities.
Blender seems to have all one could wish for as a swiss army knife for creating scenes as I do in DAZ Studio but the learning curve is so very daunting. It is not that any particular part of the toolset is unreasonably difficult but the sheer scope is overwhelming. For example, in order to understand how a human figure gets her skin texture, I need to understand UV maps and how to create them and materials and how to set them up which means learning how to manipulate those little spaghetti-connected boxes called nodes (hours and hours of tutorials just to get started on those). Then there are things such as morphs which, in Blender terms, translate to Shape Keys. But it is not just a matter of a dial to make a glute tight when bent as that usually requires something called a JCM which is something that the DAZ products come with ready-made. They also come rigged while Blender has not one but several methods of rigging a figure and each has its own learning curve.
My introduction to the world of 3D was via a PC game called The Sims. I played it and soon became interested in how I might modify some of the elements in the game. I found that there was a whole community dedicated to doing just that and that they used esoteric software such as 3D Studio Max and Blender. But I found that I could download ready-made props and clothing, etc., to use in the game - all created by geeks with skills I could never hope to emulate. Pretty soon, the fad of The Sims wore off but I had also discovered there were other avenues for making scenes with virtual human characters, namely the quite expensive Poser and the free DAZ Studio. I tried both but soon abandoned the paid one in favour of the free DAZ software. It just seemed to suit me better. Little did I know that I would still be dressing up my virtual humans and placing them in scenes 15 years later.
Unfortunately, my creative impulses push me towards doing things that I can't easily do in DAZ Studio. I find the animation timeline doesn't work as I want it to or there is little scope for making my own morphs or that rendering more than a few frames is likely to use up a large slice of the time I have left on this earth. Blender looks like a solution to many of these shortcomings but it seems that learning the necessary skills will take up even more of that ever-decreasing time span and I am not even sure I have the capability to develop those skills.
So one solution that seems to hold a lot of promise for people like me is the bridge approach (specifically the official version or the Diffeomorphic alternative). So I looked at the DAZ version and quickly decided that as it does not support some essentials such as geografts, it is a non-starter. Diffeomorphic, on the other hand, is more versatile but has quite a learning curve in itself. I've exported quite a few test scenes but once they are in place in the Blender viewport I have discovered that what I really need now is some in-depth knowledge of Blender in order to make the cloth or hair work or to light, pose or animate the figures. The texture probably needs tweaking, especially if I want to use Eevee. So I am almost back to where I started with Blender - there is no escaping going through that learning curve.
Or I could just find another hobby.
I feel you .. Thats why I`m suggesting DAZ releasing most Flagship in Native Blender Format . With Proper RIG for animation and corrective morph instead focus in Bridges
Your problem similiar with mine , which having too much love with DAZ products so we never see another options . Actually There are tons of cool model out there . I would not abandon DAZ but if I want to play with Blender I`ll seek other options
If you have time or money to spend , try download or buy ready to use for animation figure for native blender . Try google Rocket girl rig for blender . its free and having nice rig setup . Try play with it .. making simple animation or maybe doing extreme material make over !! and you`ll know why releasing DAZ figure in Blender native format is the obvious answer for us
Rigs are not transferable between software and it would be absolutely insane for Daz to create separate rigs for each character in every software they have a bridge to. They've already taken a step in the right direction by going PBR with 8.1, meaning textures will translate properly outside of Daz. Diffeo converts chars to Rigify just fine and I imagine that eventually the Daz to Blender bridge will as well.
Bluejaunte appreciationcertaintree38 said:
wiz said:
barbult said:
y3kman said:
bluejaunte said:
Unfortunate update, this
- Genital morph matching the texture for quick results without having to use geografts
will be or maybe already has been removed since it's apparently not allowed. Slipped through QA.
I still have the BJ Genitals hip morph in my installation. Wait, that morph name doesn't sound kid-friendly.
BJ also has a very sexual meaning, so "BJ Genitals" sounds like a real red flag for Daz.
If you know where the phrase "blue jaunte" originally came from, then "blue jaunte genitals" is an entirely different sort of "red flag".
"Pop goes the weasel".
The only thing about blue jauntes that I could find was a book called The Stars my Destination. Teleporting through space?
Sort of. "Jaunting" is teleporting in that story. You have to know the exact spatial relationship between your current location and where you want to be. Teleporting without knowing this is a "blue jaunte", and it's fatal. There's a loud "Pop!" and I vaguely remember something about the person who tried being reduced to a "mist" of disintigrating particles. So, if someone were somehow to "blue jaunt genitals", well, like I said "Pop! Goes the weasel".
There was a lot of good stuff on the implications of teleportation in the story: prisons are entered through elaborate mazes so the prisoners can't ever know exactly where they are, and therefore, can't teleport out. Every now and then someone tries, so the prisoners are occasionally awakened by that "pop!" Mansions and secure buildings have entry mazes so intruders can't jaunt in.
Bluejaunte appreciationbluejaunte said:
Unfortunate update, this
- Genital morph matching the texture for quick results without having to use geografts
will be or maybe already has been removed since it's apparently not allowed. Slipped through QA.
Lame. Maybe a freebie?
Blender and/or DAZ Studio?juvesatriani said:
marble said:
Over the past week I have been immersed in Blender tutorials (... again! ... this is something I do at least once a year, every year). At the end of these marathon sessions, I usually end up convinced that 3D scene creation without the convenient library of pre-made objects, poses, textures and accessories that are part-and-parcel of the DAZ-o-sphere is practically beyond my capabilities.
Blender seems to have all one could wish for as a swiss army knife for creating scenes as I do in DAZ Studio but the learning curve is so very daunting. It is not that any particular part of the toolset is unreasonably difficult but the sheer scope is overwhelming. For example, in order to understand how a human figure gets her skin texture, I need to understand UV maps and how to create them and materials and how to set them up which means learning how to manipulate those little spaghetti-connected boxes called nodes (hours and hours of tutorials just to get started on those). Then there are things such as morphs which, in Blender terms, translate to Shape Keys. But it is not just a matter of a dial to make a glute tight when bent as that usually requires something called a JCM which is something that the DAZ products come with ready-made. They also come rigged while Blender has not one but several methods of rigging a figure and each has its own learning curve.
My introduction to the world of 3D was via a PC game called The Sims. I played it and soon became interested in how I might modify some of the elements in the game. I found that there was a whole community dedicated to doing just that and that they used esoteric software such as 3D Studio Max and Blender. But I found that I could download ready-made props and clothing, etc., to use in the game - all created by geeks with skills I could never hope to emulate. Pretty soon, the fad of The Sims wore off but I had also discovered there were other avenues for making scenes with virtual human characters, namely the quite expensive Poser and the free DAZ Studio. I tried both but soon abandoned the paid one in favour of the free DAZ software. It just seemed to suit me better. Little did I know that I would still be dressing up my virtual humans and placing them in scenes 15 years later.
Unfortunately, my creative impulses push me towards doing things that I can't easily do in DAZ Studio. I find the animation timeline doesn't work as I want it to or there is little scope for making my own morphs or that rendering more than a few frames is likely to use up a large slice of the time I have left on this earth. Blender looks like a solution to many of these shortcomings but it seems that learning the necessary skills will take up even more of that ever-decreasing time span and I am not even sure I have the capability to develop those skills.
So one solution that seems to hold a lot of promise for people like me is the bridge approach (specifically the official version or the Diffeomorphic alternative). So I looked at the DAZ version and quickly decided that as it does not support some essentials such as geografts, it is a non-starter. Diffeomorphic, on the other hand, is more versatile but has quite a learning curve in itself. I've exported quite a few test scenes but once they are in place in the Blender viewport I have discovered that what I really need now is some in-depth knowledge of Blender in order to make the cloth or hair work or to light, pose or animate the figures. The texture probably needs tweaking, especially if I want to use Eevee. So I am almost back to where I started with Blender - there is no escaping going through that learning curve.
Or I could just find another hobby.
I feel you .. Thats why I`m suggesting DAZ releasing most Flagship in Native Blender Format . With Proper RIG for animation and corrective morph instead focus in Bridges
Your problem similiar with mine , which having too much love with DAZ products so we never see another options . Actually There are tons of cool model out there . I would not abandon DAZ but if I want to play with Blender I`ll seek other options
If you have time or money to spend , try download or buy ready to use for animation figure for native blender . Try google Rocket girl rig for blender . its free and having nice rig setup . Try play with it .. making simple animation or maybe doing extreme material make over !! and you`ll know why releasing DAZ figure in Blender native format is the obvious answer for us
Yes it would be really good to have a universal format so that we could move our creations between editing and rendering software. Blender looks like it will further adopt USD this year but I see no signs of DAZ moving in that direction. Perhaps now that NVidia are also getting into USD with their Omniverse development, DAZ will have to follow suit.
Blender and/or DAZ Studio?marble said:
Over the past week I have been immersed in Blender tutorials (... again! ... this is something I do at least once a year, every year). At the end of these marathon sessions, I usually end up convinced that 3D scene creation without the convenient library of pre-made objects, poses, textures and accessories that are part-and-parcel of the DAZ-o-sphere is practically beyond my capabilities.
Blender seems to have all one could wish for as a swiss army knife for creating scenes as I do in DAZ Studio but the learning curve is so very daunting. It is not that any particular part of the toolset is unreasonably difficult but the sheer scope is overwhelming. For example, in order to understand how a human figure gets her skin texture, I need to understand UV maps and how to create them and materials and how to set them up which means learning how to manipulate those little spaghetti-connected boxes called nodes (hours and hours of tutorials just to get started on those). Then there are things such as morphs which, in Blender terms, translate to Shape Keys. But it is not just a matter of a dial to make a glute tight when bent as that usually requires something called a JCM which is something that the DAZ products come with ready-made. They also come rigged while Blender has not one but several methods of rigging a figure and each has its own learning curve.
My introduction to the world of 3D was via a PC game called The Sims. I played it and soon became interested in how I might modify some of the elements in the game. I found that there was a whole community dedicated to doing just that and that they used esoteric software such as 3D Studio Max and Blender. But I found that I could download ready-made props and clothing, etc., to use in the game - all created by geeks with skills I could never hope to emulate. Pretty soon, the fad of The Sims wore off but I had also discovered there were other avenues for making scenes with virtual human characters, namely the quite expensive Poser and the free DAZ Studio. I tried both but soon abandoned the paid one in favour of the free DAZ software. It just seemed to suit me better. Little did I know that I would still be dressing up my virtual humans and placing them in scenes 15 years later.
Unfortunately, my creative impulses push me towards doing things that I can't easily do in DAZ Studio. I find the animation timeline doesn't work as I want it to or there is little scope for making my own morphs or that rendering more than a few frames is likely to use up a large slice of the time I have left on this earth. Blender looks like a solution to many of these shortcomings but it seems that learning the necessary skills will take up even more of that ever-decreasing time span and I am not even sure I have the capability to develop those skills.
So one solution that seems to hold a lot of promise for people like me is the bridge approach (specifically the official version or the Diffeomorphic alternative). So I looked at the DAZ version and quickly decided that as it does not support some essentials such as geografts, it is a non-starter. Diffeomorphic, on the other hand, is more versatile but has quite a learning curve in itself. I've exported quite a few test scenes but once they are in place in the Blender viewport I have discovered that what I really need now is some in-depth knowledge of Blender in order to make the cloth or hair work or to light, pose or animate the figures. The texture probably needs tweaking, especially if I want to use Eevee. So I am almost back to where I started with Blender - there is no escaping going through that learning curve.
Or I could just find another hobby.
I feel you .. Thats why I`m suggesting DAZ releasing most Flagship in Native Blender Format . With Proper RIG for animation and corrective morph instead focus in Bridges
Your problem similiar with mine , which having too much love with DAZ products so we never see another options . Actually There are tons of cool model out there . I would not abandon DAZ but if I want to play with Blender I`ll seek other options
If you have time or money to spend , try download or buy ready to use for animation figure for native blender . Try google Rocket girl rig for blender . its free and having nice rig setup . Try play with it .. making simple animation or maybe doing extreme material make over !! and you`ll know why releasing DAZ figure in Blender native format is the obvious answer for us
Morph Loader Pro problem(Daz4.15) need help with morphsThey are embedded in the scene file I think thanks for the help got it deleted already. Regarding the morph pro I just realized they only work if the object is in the origin position but if you already moved the object somewhere(like pose with coordinates) and applied the morph pro(edit>object>morph loader pro) it wont work properly right? please or someone correct me if im wrong thanks.
Introducing the Daz to Blender Bridge & native Blender File FormatsI wonder if someday several flasghip figures like Victoria - Michael - Aiko - Sakura - Girl - Toon Gen will be available in Blend Native format.
With Low Poly Version - proper rig for animation - corrective joint/bend morph and material which optimized for EEVEE or Cycles .
I`ve been trying all DAZ to Blender Bridge ( including Diffeo) since last year , but the truth is really hit and miss especially if we talk about proper or easy to use Rig setup for animation . Because their focus is duplicating what DAZ already excellent for . Personally I believe if DAZ can easily build proper 3D character than transferring what users already enjoy with DAZ Studio .
When I`ve bought ready to use Blender character , I love it !! Its easy to make animation with it . Why ? Because its already set to work with Blender
If you remember Poser Fusion , all important aspect about animation stuff controlled mostly by poser , but hosted and exported in Big boys 3d software for final render stages , which absolutely right reason to do it since they have better light system and advance script to make better
I know DAZ right now not yet have fully animation pipeline, but again I believe releasing several DAZ flagship figures in Native Blender format easier than make stable and useful Bridges . Beside Blender is actively update and several times they change their code which potentially can make all bridges unusable
Bluejaunte appreciationwiz said:
barbult said:
y3kman said:
bluejaunte said:
Unfortunate update, this
- Genital morph matching the texture for quick results without having to use geografts
will be or maybe already has been removed since it's apparently not allowed. Slipped through QA.
I still have the BJ Genitals hip morph in my installation. Wait, that morph name doesn't sound kid-friendly.
BJ also has a very sexual meaning, so "BJ Genitals" sounds like a real red flag for Daz.
If you know where the phrase "blue jaunte" originally came from, then "blue jaunte genitals" is an entirely different sort of "red flag".
"Pop goes the weasel".
The only thing about blue jauntes that I could find was a book called The Stars my Destination. Teleporting through space?
8.0 character morphs/shapes onto 8.1, how?Leaving the other thread because I feel like I am hijacking it a little - solution I found here though
https://www.daz3d.com/forums/discussion/470226/convert-upgrade-genesis-8-characters-to-8-1
But now a new problem - I can apply G8 morphs including expressions to 8.1 now, in Daz.
But when these export to C4D via the bridge, no 8 face/expression morphs come along. I can see the expression in Daz but it's gone in C4D, and the ony pose morph sliders are from 8.1 expressions.
Is this expected behaviour? How can I get the 8.1 figure into C4D with the 8 morphs/expressions? Or not possible...Bluejaunte appreciationbarbult said:
y3kman said:
bluejaunte said:
Unfortunate update, this
- Genital morph matching the texture for quick results without having to use geografts
will be or maybe already has been removed since it's apparently not allowed. Slipped through QA.
I still have the BJ Genitals hip morph in my installation. Wait, that morph name doesn't sound kid-friendly.
BJ also has a very sexual meaning, so "BJ Genitals" sounds like a real red flag for Daz.
If you know where the phrase "blue jaunte" originally came from, then "blue jaunte genitals" is an entirely different sort of "red flag".
"Pop goes the weasel".










