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Star Trek Builders Unite 8: THE REBOOT
solarisone said:
FleetAdmiral01 said:
I'd share my own conversions for free, but I don't know how to package up "My Library" Folder directories. No one ever showed me how to do that.
You used to have versions on Google Drive that were ready for import into Daz without modification. But none of the current files on the drive have been fitted to a DAZ figure yet.
True, but those were just the OBJs and textures with out the full preset set up. So they had to be set up manually morph loader pro, transfer utility and so on.
Also it should be worth noting that Renderhub had done a few of the characters from the Star Trek Fleet Command collection that I was too afraid to try. Quark and Rom for example. I saw that they had Shran up briefly. That was another one I hesitated on because the Andorian Antenae has bones. Anyone have a tutorial on how to get an attachment that has bones of it's own onto a Daz figure?
I loss inspirationSorry to hear you're feeling that way, TY3DArt. A.I. hit a lot of artists hard. I know I spent years learning digital painting in Photoshop, but I have no appetite for it anymore.
In terms of inspiration, I write stories and Daz3D is my playground. I put lots of effort into dreaming up my characters and scenes and Daz helps me bring them to life. And the renders in turn help grow my stories, because little visual details that crop up often become plots points or help set mood. I don't mind if no one ever sees them.
I enjoy the technical challenges they bring, like last week I spent a whole day trying to get a realistic, very specific tattoo because I'd already written about it and submitted that scene to my writing group so I didn't feel I could cheat. Fun I couldn't have with a text prompt.
I enjoy using Blender and Marvelous Designer to make props that I can import back into Daz or render out in Blender.
In terms of illustration, AI has prompted my return to traditional painting and ink wash. I don't think a machine can replicate how a painting feels in real life. Daz was originally just a lighting reference tool for me, so it will still have a role to play for this work.
I hope you have stories you want to tell and that you get your inspiration back.
Star Trek Builders Unite 8: THE REBOOTFleetAdmiral01 said:
I'd share my own conversions for free, but I don't know how to package up "My Library" Folder directories. No one ever showed me how to do that.
You used to have versions on Google Drive that were ready for import into Daz without modification. But none of the current files on the drive have been fitted to a DAZ figure yet.
"Could not find file..."Those would be two separate issues.
Make sure that you have added all the base libraries to the new machine that were configured in the old machine and that you have not nested any base libraries. If you cannot figure out what is wrong please post screenshots detailing your base library setups on both machines and double-checking that the entire base libraries have been copied exactly (or shared) on the new machine. This would help anyone here to more acurately help point out where the issue is.
Only once the above is done should you fix the Smart Content issue which just involves reimporting the metadata. However, this step should not be done until you fix the first problem.
So for whom is this tool for?For me generative AI is not just a simple "enter text, get image" solution.
The ability to combine multiple tools like ControlNet, IP-Adapter, upscaling, text2img, img2img, text2vid, img2vid in a customizable node-based workflow is what convinced me of generative AI.
Maybe Daz3D can develop an offline version of Daz AI Studio that can use local GPU and provide the ability to import external modules like LoRa similar to ComfyUI?
In its current form for me the main benefit of Daz AI Studio is to get access to a Stable Diffusion XL checkpoint that was trained by a reliable source.
I would be interested to be able to pay a license fee to use the Daz Studio AI checkpoint and LoRa (characters, clothing) locally in ComfyUI for some projects.
How do I move what I created on Daz A I into the Daz3d Software.Loony said:
When I got the newsletter, I was excited, finally, AI visits our loved daz3d. But in the end it's just a clone of stable diffusion or midjourney. It would be great if it would be part of the software, like improving simulation with clothes or more realism or whatever, but not just a lame image generator. I mean, "flying" around in 3D let you play with your scene, like a kid in their room filled with toys. But entering a prompt and hoping to get a good result is boring. If we could import the image to 3D it would be interesting. Some other companies worked already on text to 3d, allowing you to create .obj files, like a chair or a couch. THAT could be interesting, when you can generate objects in daz3d.
This is a beta, theya re still working towards the tool that was trailed last year.
How do I move what I created on Daz A I into the Daz3d Software.When I got the newsletter, I was excited, finally, AI visits our loved daz3d. But in the end it's just a clone of stable diffusion or midjourney. It would be great if it would be part of the software, like improving simulation with clothes or more realism or whatever, but not just a lame image generator. I mean, "flying" around in 3D let you play with your scene, like a kid in their room filled with toys. But entering a prompt and hoping to get a good result is boring. If we could import the image to 3D it would be interesting. Some other companies worked already on text to 3d, allowing you to create .obj files, like a chair or a couch. THAT could be interesting, when you can generate objects in daz3d.Tutorial on how to make clothing with moving parts?I have an accessory in my library, a necklace with a pendant. The necklace is a conforming figure, but the pendant is a prop attached via a "follow node." I want to convert the whole thing into a single conforming figure while retaining the ability to pose (swing) the pendant around the pivot point at the clasp that attaches to the necklace. As this sounds a bit different to standard clothing, I figure I might have a hard time finding a tutorial on how to do this. I figure there are two somewhat unique challenges here: 1) combining the figure and prop geometry into a single figure and 2) rigging the resulting figure. If anyone has a tutorial or guide in the ballpark, I'd love to see it. If you want to give me a quick bullet-list of what I need to do, that would be great, too (I've never created any figures or rigged much of anything, but I'm pretty familiar with DS, and I won't be too intimidated by high-level instructions.
(P.S., I assume I might need to use something like Blender to import two separate objs and combine them - that's no problem, but I don't know my way around Blender yet)
How to keep daz3d cloth surface name when exporting to marvelous designer?That's not what I want to do. Because the geometry is changed, I create a rip version of the cloth. Thus can't import it as a morph.
I need the name of the surface stay the same so I can copy paste the material settings from the original.By using blender and that script, I can manipulate the rip verison, and still can copy paste the material.
How to keep daz3d cloth surface name when exporting to marvelous designer?Yea, I remember this tutorial which is a good one.
So, if you want to make some fold / crease on the clothing by real-time sim and grabbing, pls go ahead with doing it in MD. Then you just need to import the morph back to DS to either update Base geometry or create morph properties on the clothing. Actually you don't need surface definition or names...
Diffeomorphic DAZ Importer version 1.7.0 releasedI noticed that in 1.7.4 the pose library does not have the option to import previews of poses. Has this been removed?
How to keep daz3d cloth surface name when exporting to marvelous designer?No way AFAIK... because there'll be only a single fabric definition after you import obj to MD. Even if you trace patterns, their names are totally different from the surface names in DS.
How to keep daz3d cloth surface name when exporting to marvelous designer?How to keep daz3d cloth surface name when exporting to marvelous designer?
Cos when import it back, it's just gone and I can't keep the material.
Diffeomorphic DAZ Importer version 1.7.0 releasedAfter creating a zip, this is what Blender gives as an error when trying to enable:
Loading DAZ Importer v 1.7.4
Traceback (most recent call last):
File "/home/brainmuffin/Programs/BlenderProgs/blender-4.0.2-linux-x64/4.0/scripts/modules/addon_utils.py", line 364, in enable
mod = importlib.import_module(module_name)
File "/home/brainmuffin/Programs/BlenderProgs/blender-4.0.2-linux-x64/4.0/python/lib/python3.10/importlib/__init__.py", line 126, in import_module
return _bootstrap._gcd_import(name[level:], package, level)
File "<frozen importlib._bootstrap>", line 1050, in _gcd_import
File "<frozen importlib._bootstrap>", line 1027, in _find_and_load
File "<frozen importlib._bootstrap>", line 1006, in _find_and_load_unlocked
File "<frozen importlib._bootstrap>", line 688, in _load_unlocked
File "<frozen importlib._bootstrap_external>", line 883, in exec_module
File "<frozen importlib._bootstrap>", line 241, in _call_with_frames_removed
File "/home/brainmuffin/.config/blender/4.0/scripts/addons/import_daz/__init__.py", line 113, in <module>
importModules()
File "/home/brainmuffin/.config/blender/4.0/scripts/addons/import_daz/__init__.py", line 110, in importModules
mod = importlib.import_module("." + modname, anchor)
File "/home/brainmuffin/Programs/BlenderProgs/blender-4.0.2-linux-x64/4.0/python/lib/python3.10/importlib/__init__.py", line 126, in import_module
return _bootstrap._gcd_import(name[level:], package, level)
File "<frozen importlib._bootstrap>", line 1050, in _gcd_import
File "<frozen importlib._bootstrap>", line 1027, in _find_and_load
File "<frozen importlib._bootstrap>", line 1006, in _find_and_load_unlocked
File "<frozen importlib._bootstrap>", line 688, in _load_unlocked
File "<frozen importlib._bootstrap_external>", line 883, in exec_module
File "<frozen importlib._bootstrap>", line 241, in _call_with_frames_removed
File "/home/brainmuffin/.config/blender/4.0/scripts/addons/import_daz/daz.py", line 33, in <module>
from .fileutils import SingleFile, JsonFile, JsonExportFile
File "/home/brainmuffin/.config/blender/4.0/scripts/addons/import_daz/fileutils.py", line 161, in <module>
DF = DataFolders()
File "/home/brainmuffin/.config/blender/4.0/scripts/addons/import_daz/fileutils.py", line 119, in __init__
for file in os.listdir(folder):
FileNotFoundError: [Errno 2] No such file or directory: '/home/brainmuffin/.config/blender/4.0/scripts/addons/import_daz/data/restposes'Obj not loading in the right position in Daz Studio (SOLVED)How I handle any .obj that is to become a prop: import it into D/S. Then resize, reposition, etc. the .obj to be where it is to be when loaded: [depending upon which edition of D/S is being used] either hide OR delete from the scene everything but the desired obj file.
Then export out the .obj file using whichever scale one wants, I use the scale for Daz, delete the item from the scene, import back into D/S the .obj file. Texture as desired, select and save the prop to the desired location. Clear the scene. Load the figure, load the new prop ... and hopefully all is well ;-)
Category sorting of DIM assetsinclude metadata to allow products in install manager to be sorted by character or type, not just date or alphabetically.
Obj not loading in the right position in Daz Studio (SOLVED)As for DS / Blender's pipeline and workflow, when exporting figures / objects as OBJ from DS, always keep Scale as 100%. When importing / exporting OBJs to / from Blender, always keep Scale as 1%. Then there'll be no Scale issue no matter you import OBJ into DS or load OBJ with MLP.
Obj not loading in the right position in Daz Studio (SOLVED)You probably need to change the scale value in the dialogue box that opens when you import an obj. I think it's something like 10% by default. It's probably also viable for you to scale the version you've already imported up to whatever size it's s upposed to be, position it on your G8M's forehead as desired, and then parent it to his head.
Obj not loading in the right position in Daz Studio (SOLVED)So I've got this obj which is supposed to be aligned with G8M's forehead (it's like a gem). I've got it coloured, and nicely centered in Blender. However, when I import to Daz, it imports at a smaller scale, on the floor (and nowhere near G8M's forehead).
Ideally, I'd like to make it a wearable prop in Daz Studio. But it's been a really long time since I've done anything like this. So I need a little refresher ^^'
Daz to Blender bridge tutorials are stonewalling meHi, everyone, and Happy Easter :) I'm afraid I have one of those first-day-with-a-computer questions. I'm trying to follow the instructions for setting up the bridge, which I found here. I got as far as time stamp 2:08 in the tutorial video before it became impossible to follow. (I tried this one too.) At first it seems like a simple "Well that's easy. They used to call it "Daz to Blender Bridge" But now it's "Import-Export Daz Importer," but although the process seems to have worked on the Daz end of the bridge, there's no model to open in Blender and no "Daz to Blender bridge" add-on to install. No tab to open. Instead there are "Daz Setup" and "Daz Runtime" tabs. Some of the Bridge functionality seems to be found there but again... no model to import. According to something I read somewhere (I cann't find it now of course), Daz stores the outbound models in a certain directory as shown in the third screenshot. (It shows Blender in the background with File Explorer outlined in white. The path is circled in red, the contants of that location are circled in yellow.) I can navigate to that directory using Windows File Explorer and see files there, but when I navigate to that location from within Blender... no files.
What am I doing wrong, please?














