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Poser >>> DS " Article "
wolf359 said:
Poser's popularity is more for Standalone Fantasy stuff, a quiet large subdivision of intrests. A creator that makes standallone creatures, animals, Monsters etc. will in this case have allot more success using Poser.
There used to be a highly skilled Character creator named “Sanctumart” who made stand alone creatures for Poser.
He left years for the highly lucrative video game content industry.
I have ALL of his old Poser creatures most of which work in Daz studio as well , CR2 based.Yes he made a quiet impressive series of creatures that I also got and still grab out once in a while. The Phenotypes : Drub, Havoc, Scythe, Shrieker and the most popular " The Horde " quiet amazing what he achived with the old triax system , I was sure admiring he's work, and learned allot from these.
Ds can Import these types of rigs with ease as long as they are Triax based with capsules ( Poser Standart ) but as soon as they are single skinned weight mapped or just Weight mapped they will blow and break.
There are only a Hand full of Poser DS creators that can make full standalones, and mostly they can't make allot of releases due the time it needs to rig them in the Poser/ DS application it self. At least the ones who do sure are passionate users and admierable :)
the old Poser/DS standart model rigging cut the mesh on the joints , in theory they are like assembled props, the comon usage of the poser community, they are a little stuck in the old way's , there are also not many new creators either.
Poser >>> DS " Article "So I worked a little more on this new system in DS the past days, removing some slight issues in some cases and learning a little how to use Daz Studio.
This all could give me the opportunity making a statistical ballance between Poser and Daz Studio that gave me quiet a surprising result when it comes to standallone models, fantasy creatures, Monsters etc. Popularity in this section is about 3 to 5 times higher for Poser then for Daz Studio, I am quiet surprised about this result. So Daz Studio seems having a high Popularity when it comes soley for the Genessis Morphs ( Genessis based releases ) and Poser's popularity is more for Standalone Fantasy stuff, a quiet large subdivision of intrests. A creator that makes standallone creatures, animals, Monsters etc. will in this case have allot more success using Poser. This little project made me also realize that the Poser usage is still large but moved more to the Chinese regions and are very silent users.
The Import system for Daz Studio is quiet amazing and could offer some quiet amazing new features, if in future there would be an Increase of Interests for other then just Genessis based models. These surprising conclusions are quiet interesting that one could only realize after bringing in other options. It also answers the question why there is almost none to just little Interest for such a thread ( Article ) that could bring in new types of models into Daz Studio, increasing the range of creator interests that would support new types of models.
I wil continue little by litte with this project and see what the future might bring ( Silently ) hoping also to reach some DS users like I do for Poser.
here are the latest shots of standallone creatures made for DS that sure came out surprising well ....

Camezard and Bedu PosesWith hierarchical poses, all items are included in the file at some point, parented to a node somewhere. (The metadata does not identify the pose files "with Bedu" as hierarchical poses (H.Pose), so it is a bit confusing). Seeing as Bedu is a Genesis 8 Male character, I simply searched for Genesis, and found one parented to "abdomen" under the Camezard node tree. All Genesis 8 Male characters are a Genesis 8 Male, so there is no need to specify the exact character, which would preclude using any other.
Using the Transfer utility to transfer bones from Genesis 8/9 to a propAs Wolf said, you chose a wrong way.. i.e. rigging a figure from very beginning 'cause that'll be a long journey to get the final usable result... Like the standalone figure - Mister Bobble, making it took much more time than making a common character starting from a Genesis Base figure.
In fact, rigging an OBJ with a donor skeleton is not really a big deal, but making corrective morphs is, if you understand how a typical Genesis figure works... So as others said, the correct way is to make / sculpt your character base on a Genesis X Base figure and import OBJ as morphs.
And I have to say even if you use Transfer Utility to rig it, the common workflow won't work in your case. You may refer to my posts in this thread to rig your Prop: https://www.daz3d.com/forums/discussion/comment/8734511/#Comment_8734511
As the very first step after importing you Prop OBJ, align Genesis Base figure to the Prop as much as possible ! before going for the steps in that thread. Then Adjust Rigging to Shape, Posing, etc. will work, however, you still have no corrective morphs. Even if you can transfer morph targets of corrective morphs with Transfer Utility, you'll lose all ERC Links on them, then the workload of fixing them will be huge.
But if you can accept those ugly shapes around the joints after posing it, that may be all right ~~ Like the example I attached, I rigged a standalone Mervin Prop with TU, you can see there's no corrective morphs working on it... while even Bobble has nearly 50 corrective morphs...
Request for Train InteriorsThere's a 56. I'm a murder/mystery and coding nerd, not a train buff, but these two things look suspiciously close to me. I have probably committed heresy from your viewpoint but we're professional fudgers. 'It's almost that thing' is good enough 95% of the time.
The Daz store has some great train interiors that can't be rendered externally because they look like a throat lozenge, rather than a train. What we're trying to do is create the *illusion* of that amazing interior from the platform and then shift into the fully detailed interior for the main scenes and there's only one PA that has come close to doing this in the past. Dogz.
Timblewee's stuff on Sketchfab is superb from the exterior (check the Phong angles after import and you'll probably have to triangulate the mesh which isn't ideal depending on the model) but a bit useless internally. Dogz interiors are, frankly, unbeatable as far as I'm concerned. I could almost smell the interior of the Commuter Carriage model when I first rendered it! The obvious step is to combine the two but it's not a drag-and-drop operation.
So many movies use trains to set up scenes and scenarios that I'm surprised there hasn't been a Daz model which covers this. You want a great interior? No problem! You want to be able to view it from the platform or in an environment? Mumble....
Step up Dogz... our credit card awaits.
Using the Transfer utility to transfer bones from Genesis 8/9 to a propIs your figure derived from the existing G8 or G9 mesh without changing the poly count? If so, import as a morph rather than trying to re-rig it.
If your figure is a complete standalone creation and vaguely resembles a base character then you can use the Transfer Utility (Edit -> Object -> Transfer Utility) to copy the skeleton from a G8 or G9 base present in the scene but you will probably encounter severe distortion when you come to bend the joints, even after you've adjusted the rigging to try to fit the mesh (Joint Editor Mode -> Right Click -> Edit -> Adjust Rigging to Shape). The corrections for this can be quite complex.
You will also have issues with no rig for the eyes/mouth in this scenario and will have to manually create them if needed. Generally, it's far, far, far easier to derive your new character from an existing base and create a morph with the added bonus that the morph *is* distributable, either free or commercially.
A bit more info is needed I think and a screen grab of your masterpiece wouldn't go amiss either if it wouldn't violate the forum rules.
Buy Something That Doesn't Work in Carrara? Post your Questions and Workarounds here. (please)What I do when things don't work in Carrara is load in DS then set the item to low and export as obj
then import it still in DS and usually try one of two things
1. Transfer rigging from original item
or
2. Transfer rigging fro g8 to item
then export them as you do and see if it works in Carrara.
Using the Transfer utility to transfer bones from Genesis 8/9 to a propTransfer Utility works on the mesh as imported, any transforms applied within the scene will be ignored. It sounds as if you at least need to adjust your OBJ import settings, or export adn reimport using the same preset in the options dialogue for both operations (which wil bake in the scene transformations).
Spine IK optionIn the blogspot for Diffeomorphic, it shows that there's an option to create a Spine IK controller, but no matter which version of Blender I use to import a model, those options are not showing up. By default, I still use 3.0, but I even tried it in 3.6, and it still wasn't there. Pretty sure I have the most recent version of the add-on installed as well. So I found a guide from Royal Skies on YouTube that details how to create one using a new bone between Spine 2 and Spine 3 (on an MHX rig, it's Spine-1 and Chest). The issue I'm running into is that the Chest and bones above that are changing position between Pose and Edit modes, essentially squishing the upper torso, and I'm not sure if it has to do with the driver the guide shows, or perhaps the constraints order that already exist for those bones. I asked on the YouTube video about this, but since the video is 4 years old by now, I doubt I'll ever get an answer. So I've come here to ask (perhaps the amazing Padone) how I would go about mimicking the process of how Diffeomorphic would create that. Basically, just manually do what the program would have if I had the option available. I'm sure it's probably something simple. Any help?
Diffeo - problem with thigh bending bulgeJust pose in DAZ, save and import via easy import into blender, opposed to importing apose into daz and then loading the pose via load pose or laod pose from scene.
Aligning an .obj import in Daz3dThere are options for scale and axes in the import dialogue, you need to make sure those match the way the OBJ was produced from the model in the application used (which wil vary, if you are using third-party files from a mixture of sources). That wouldn't explain anfgles other than ninety degrees, however, nor would it explain an item's not being on the ground.
Aligning an .obj import in Daz3dHi, whenever I import an .obj item into Daz3d, not only the alignment with the ground is completely messed up, usually in some random, wierd angle, but the rotation in the different axis behaves wierdly as well, and pretty much randomly. I guess this is due to the fact that I need to rig the .obj, or define the x/y/z axis? How could I do that please? Thanks!
What is the best alternative for creating animation cycles to be imported into DAZ?Yes, animation capability in DS is not as strong as other pro. software but it still depends on the animation you're gonna make. For instance, as for interpolation you mentioned, besides TCB, don't forget there's a Linear type in DS. And you also can edit "curve" in DS though it's not very user friendly and easy to use...
Well, since you have more demand in these functionalities, I would recommend you go for using Blender + Diffeomorphic Daz Importer, which can well export \ import Daz assets into Blender. You make animation with Blender then send the action back to DS (or directly render in Blender.)
LIVE! In the store NOW!! LowPi - the Low Poly Figure, and Crowd Creator Scriptsbarbult said:
luci45 said:
barbult said:
luci45 said:
barbult said:
@luci45 I autofit the SG Ball Cap and SG Knitted Cap without using either template and saved the Asset. They worked fine on posed LowPi. That was a great idea of yours to use Genesis items. They were low enough resolution that I didn't feel a need to decimate. It makes the process faster that way.
They look great. I recently autofitted and saved, then put baseball hat on head as attachment and it follows the figure, including resizing. Did you change them to objs?
No, for those two hats, I didn't decimate, so I didn't export to OBJ and use Transfer Utility to rerig. I just saved the autofitted hat as a new wardrobe asset for LowPi.
What do you mean by putting it on the head as an attachment? Do you mean in the wearkit as an attachment like the bangs?Edited for spelling. How can I misspell "didn't" wrong twice two different ways?
The weird (original) problem I have is that any hats I autofit, including lopoly genesis, don't move with the figure.
Also I didn't know you had to export and rerig after decimating. (I don't read all the instructions and then forget what I've read anyway>)
This is how I do it: After decimating, select Create LOD on the Decimate pane. Then in the Parameters pane, under Mesh Resolution, select that LOD. Then export ot OBJ and select remove unused vertices. Import the OBJ and rig to LowPi with the Transfer Utility. I don't use a template when rigging hair or caps. The imported OBj will not import all the settings of the original surface materials. You may choose to copy the material surfaces from the original item and paste them to the surfaces of the newly rigged LowPi item. Then save it as a new asset.
(I use the V3D Scene Optimizer to reduce the resolution of the texture files before saving the final asset, if they are above 1K)
Thanks, barbult. That makes sense.
Diffeomorphic - does a step by step tutorial exist?Padone said:
Yes of course, you can import livelink and facecap mocaps on any figure with facs morphs, that's G81 G9. The importer has been splitted into mudules in the latest version so you need to get "import_daz" and "retarget_bhv".
https://bitbucket.org/Diffeomorphic/workspace/projects/DIF
steps:
- import a figure with FACS (import module)
- import a livelink or facecap animation (retarget module)
Thanks @Padone I'll give it a try
Diffeomorphic - does a step by step tutorial exist?wolf359 said:
I have a question before trying out things on myself, does this plugin has the ability to import/generate ARKit shape keys for facial mocap??
The Daz genesis models 8-9 already have the ARKIT Facial blendshapes( Morphs) for Facial Mocap
which can be accomplished inside Blender with FREE tools and NO APPLE IPHONE
Looks cool
LIVE! In the store NOW!! LowPi - the Low Poly Figure, and Crowd Creator Scriptsluci45 said:
barbult said:
luci45 said:
barbult said:
@luci45 I autofit the SG Ball Cap and SG Knitted Cap without using either template and saved the Asset. They worked fine on posed LowPi. That was a great idea of yours to use Genesis items. They were low enough resolution that I didn't feel a need to decimate. It makes the process faster that way.
They look great. I recently autofitted and saved, then put baseball hat on head as attachment and it follows the figure, including resizing. Did you change them to objs?
No, for those two hats, I didn't decimate, so I didn't export to OBJ and use Transfer Utility to rerig. I just saved the autofitted hat as a new wardrobe asset for LowPi.
What do you mean by putting it on the head as an attachment? Do you mean in the wearkit as an attachment like the bangs?Edited for spelling. How can I misspell "didn't" wrong twice two different ways?
The weird (original) problem I have is that any hats I autofit, including lopoly genesis, don't move with the figure.
Also I didn't know you had to export and rerig after decimating. (I don't read all the instructions and then forget what I've read anyway>)
This is how I do it: After decimating, select Create LOD on the Decimate pane. Then in the Parameters pane, under Mesh Resolution, select that LOD. Then export ot OBJ and select remove unused vertices. Import the OBJ and rig to LowPi with the Transfer Utility. I don't use a template when rigging hair or caps. The imported OBj will not import all the settings of the original surface materials. You may choose to copy the material surfaces from the original item and paste them to the surfaces of the newly rigged LowPi item. Then save it as a new asset.
(I use the V3D Scene Optimizer to reduce the resolution of the texture files before saving the final asset, if they are above 1K)
Custom ThumbnailsRichard Haseltine said:
crosswind said:
Richard Haseltine said:
crosswind said:
Well, the setting seems correct ~~
So, I had to try importing the DSX file you sent to me. Now I have to confirm with you 'cause I'm still confused: Which one is the issue that you have, screenshot 1 or screenshot 2 ?
Please do bear in mind that the Daz metadata is protected by the same license terms as the rest of the product.
.... but these metadata files of this 3rd-party product were generated by CW and/or CPA tools rather then provided by DAZ via IM package or sth... Then users modified the metadata files... We could not exchange them either ?
I saw no such a related terms before in License Agreements for such a case... maybe I had a bad memory...
If they were provided by Daz then they are governed by the Daz EULA. Likewise for content from other vendors. Metadata produced from scratch, manually or using the tools, would be distributable.
Okay, that sounds good. Thanks !
Custom Thumbnailscrosswind said:
Richard Haseltine said:
crosswind said:
Well, the setting seems correct ~~
So, I had to try importing the DSX file you sent to me. Now I have to confirm with you 'cause I'm still confused: Which one is the issue that you have, screenshot 1 or screenshot 2 ?
Please do bear in mind that the Daz metadata is protected by the same license terms as the rest of the product.
.... but these metadata files of this 3rd-party product were generated by CW and/or CPA tools rather then provided by DAZ via IM package or sth... Then users modified the metadata files... We could not exchange them either ?
I saw no such a related terms before in License Agreements for such a case... maybe I had a bad memory...
If they were provided by Daz then they are governed by the Daz EULA. Likewise for content from other vendors. Metadata produced from scratch, manually or using the tools, would be distributable.
Diffeo - problem with thigh bending bulgedmnmf said:
Hello,
I load a G9 with all the morphs, jcms, flexions etc, apply a pose but i get a different result compared to when i import the baked pose.
Right is baked, note the weird bulge on top of the thighs on the left. Using 4.1. Any ideas?What do you mean by "import the baked pose" ? You dialed pose controls in DS, Bake to Transforms, save a Pose Preset, then import the pose onto the figure with Diffeomorphic in Blender ?







