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Clothing Converter Heels
crosswind said:
Converting high heels shoes is a bit cumbersome from G8 - G9 or vice versa. It's easy for the vendors to do so but not for us since we don't have the original project files...
But actually all heels could be 100% perfectly converted across generations as long as we know the tricks + knowing one modeling / sculpting software. Key steps as below:
0) Well use Clone to align 2 figures, try to make them have the same feet poses AMAP. Save G9's feet pose as a High Heels Pose Preset ( very important! );
1) Load high heels to G8, auto-fit high heels to G9 with G8's Clone
2) Export G8's high heels to obj file. Import it to G9's high heels with Morph Loader Pro to make a 'Base Fix' morph dial (import options: Reverse deformations + Delta only)
3) Reset G9's pose, apply G9's High Heels Pose Preset
4) Export G9 figure + G9's high heels to obj file. In Blender or Zbrush... tweak the high heels' shape by sculpting. Import back to Ds to update 'Base Fix' morph on the heels
5) Check all cbs (corrective morphs) in hidden properties of high heels by rotating G9's feet. Fix them if there's distortion, as well as bs (base shape) of the characters you use. Fix them as needed.I ever converted some. Here's an example.
Thank you, I'll give this a try.
Plasticity: Size reference problemAre you exporting/ importing in the right orientation?
What is the orientation in Plasticity?
Anyway you can change it by changing the import orientation in DS, or reexport from Plasticity with the relevant axis mirrored.
Clothing Converter HeelsConverting high heels shoes is a bit cumbersome from G8 - G9 or vice versa. It's easy for the vendors to do so but not for us since we don't have the original project files...
But actually all heels could be 100% perfectly converted across generations as long as we know the tricks + knowing one modeling / sculpting software. Key steps as below:
0) Well use Clone to align 2 figures, try to make them have the same feet poses AMAP. Save G9's feet pose as a High Heels Pose Preset ( very important! );
1) Load high heels to G8, auto-fit high heels to G9 with G8's Clone
2) Export G8's high heels to obj file. Import it to G9's high heels with Morph Loader Pro to make a 'Base Fix' morph dial (import options: Reverse deformations + Delta only)
3) Reset G9's pose, zero Clone, apply G9's High Heels Pose Preset
4) Export G9 figure + G9's high heels to obj file. In Blender or Zbrush... tweak the high heels' shape by sculpting. Import back to Ds to update 'Base Fix' morph on the heels
5) Check all cbs (corrective morphs) in hidden properties of high heels by rotating G9's feet. Fix them if there's distortion, as well as bs (base shape) of the characters you use. Fix them as needed.I ever converted some. Here's an example.
Daz export, Unity import, cloth collision and peek through?Two parts to this...
I've managed to figure out just about every hurdle I've come across with getting Daz chars working with Unity. The only thing still vexxing me - like 'very close to rage quitting gamedev' vexxing me.. it's now 10pm, been working on this nearly 15 hours and no closer to figuring anything out - is skin peeking through clothing during Unity animation.
I've tried Magica Cloth 1 and 2 to try to brute force cloth simulation / collisions. I've tried Unity's built in cloth simulation.. worked even less.
What is the right way to do this? Any and all suggestions are appreciated!
Part 2..
The only thing that seems to / should work is scaling my clothing a few percent larger than the character body. If there's an attribute slider? (not sure the correct term.. being able to adjust a specific property of a item) it works fine. But only if there's a coded attribute. When I go to export, any manual scaling via the scaling sliders doesn't happen. For example: I'll 150% scale something - obviously way too big, but I should see SOMETHING from this - but during the export process everything gets scaled right back down to 100%, then blown back up to 150% at the end. I've noticed it happens for a lot of things.. T / A poses getting reset especially. Why does Daz do this? In the past I've had to Bake Joint Rotations for exports to work properly, but then I'm screwed if I want to go back and work on the character in Daz.
Help?
Plasticity: Size reference problemJames said:
Well, mmm 1% somehow is not correct for plasticity. It comes shorter than 179.95cm.
But I can just scale it to 179.95cm in plasticity.If you are going from DS to Plasticity and back to DS try to avoid any scaling as that will potentially be baked into your mesh when you go back (assuming you use matching import/export settings in bot applications). Does Plasticity have an option to set world scale or the like? That will tell you what its base unit it and you can immediately get the scaling to use from that.
3rd party HDRI in dazI must be missing something here, when I do the things you all have said to do, I still cannot get the HDRI to load into the scene, nor can I get any way to import one. I can make HDRI files in Bryce 7.1 Pro, which I think should be able to be used in DAZ Studio, but they won't import, and neither will any others I grab from online 3rd party sources. I have the one HDRI called FMEE GreenHills which loads from the Smart Content pane, no trouble. It has the 3Delight version and the Iray version. My PC cannot handle Iray, so I use the 3delight version. I know that HDRI's do work for 3Delight, as this one does. Is there a way to import them into the content library?
FBX file to DazIt depends on what you are trying to do with the FBX file
for example Mixamo FBX files are very useful for animation retergeting to genesis 1 thru 9
after import into Daz studio.
Daz Studio Pro BETA - version 4.22.0.15! (*UPDATED*)Richard Haseltine said:
HamEinar said:
Major brainfart here as I updated GoZ - but since I'm running 4.21.1.48 it no longer works... Anyone have access to GoZ for beta 4.21.1.48 installer?! I do not want to install and run the latest beta!
Only Daz may give you the file. You could use the General reelase for GoZ purposes, or just export OBJ/import into ZBrush/Export from ZBrush/Import to DS.
How do I get in touch with "Daz" to get this - as I am paying $35 a month for ZBrush.
RTX4090:an illegal memory access was encounteredIn the same scene, after gpu render failed. The iray preview failed as well, heres the log for the preview:
2023-10-26 11:32:37.008 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating geometry.
2023-10-26 11:32:37.008 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating motion transforms.
2023-10-26 11:32:37.008 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Importing scene graph.
2023-10-26 11:32:37.158 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(369): Iray [WARNING] - TRIT:GEOMETRY :: 1.0 TRIT geo warn : Object DS_shape_219c_7141: the parametric approximation level is set to 4. The original value of 5 would produce too much geometry in a single mesh.
2023-10-26 11:32:39.154 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(369): Iray [WARNING] - TRIT:GEOMETRY :: 1.0 TRIT geo warn : Object DS_shape_252b_8948: the parametric approximation level is set to 2. The original value of 3 would produce too much geometry in a single mesh.
2023-10-26 11:32:41.334 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(369): Iray [WARNING] - TRIT:GEOMETRY :: 1.0 TRIT geo warn : Object DS_shape_25b2_9080: the parametric approximation level is set to 3. The original value of 4 would produce too much geometry in a single mesh.
2023-10-26 11:32:43.488 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Auto instancing compression ratio 1.00 (Full instancing compression ratio 1.00)
2023-10-26 11:32:43.488 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Importing geometry for motion time 0
2023-10-26 11:32:44.566 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Geometry import (1 triangle object with 38 M triangles, 0 fiber objects with 0 fibers (0 segments), 1 triangle instance yielding 38 M triangles, 0 fiber instances yielding 0 segments) took 1.078 s
2023-10-26 11:32:44.566 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating section objects.
2023-10-26 11:32:44.566 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating materials.
2023-10-26 11:32:44.826 Iray [INFO] - MATCNV:RENDER :: 1.0 MATCNV rend info : found 782 textures, 0 lambdas (0 unique)
2023-10-26 11:32:44.841 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Emitter geometry import (11 light sources with 99271 triangles, 1 instance) took 0.003 s
2023-10-26 11:32:44.841 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating volumes.
2023-10-26 11:32:44.841 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating environment.
2023-10-26 11:32:45.672 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating lens.
2023-10-26 11:32:45.672 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating lights.
2023-10-26 11:32:45.673 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating object flags.
2023-10-26 11:32:45.673 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating backplate.
2023-10-26 11:32:45.673 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating caustic portals.
2023-10-26 11:32:45.673 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating decals.
2023-10-26 11:32:45.676 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using iray core convergence estimate.
2023-10-26 11:32:45.676 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Allocating 1-layer frame buffer
2023-10-26 11:32:45.678 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Using interactive scheduling, caustic sampler disabled
2023-10-26 11:32:45.678 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Initializing local rendering.
2023-10-26 11:32:45.678 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(369): Iray [ERROR] - IRAY:RENDER :: 1.0 IRAY rend error: No device specified or usable
2023-10-26 11:32:45.679 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Rendering with 0 device(s):
2023-10-26 11:32:45.679 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Rendering...
2023-10-26 11:32:45.679 [WARNING] :: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(369): Iray [ERROR] - IRAY:RENDER :: 1.0 IRAY rend error: No worker to render with: aborting render
2023-10-26 11:32:45.679 [ERROR] Iray :: Internal rendering error.FBX file to DazNope. I have tried importing FBX files many times and have never had an FBX file import correctly with bones. Your best bet is .OBJ and then rerig in DS.
FBX file to DazI have been told, but cannot test, that Motion Builder FBX files will import correctly. Unfortunately FBX is not a terribly standardised standard.
Daz Studio Pro BETA - version 4.22.0.15! (*UPDATED*)HamEinar said:
Major brainfart here as I updated GoZ - but since I'm running 4.21.1.48 it no longer works... Anyone have access to GoZ for beta 4.21.1.48 installer?! I do not want to install and run the latest beta!
Only Daz may give you the file. You could use the General reelase for GoZ purposes, or just export OBJ/import into ZBrush/Export from ZBrush/Import to DS.
DAZ to Unity - blendshapes missing@aweswan thats what i already tried and it works fine with any morph available. but i didnt set it up with in salsa - gues it would work since the blendshapes are visible and usable in Unity.
@ARealiti I read something similar and there was the suggestion to export it in poser. but that only adds another software which i maybe wont work with and makes things more complicated.
I finally got emoti guy in Unity working:
there is a blender file "made" by this guy: https://www.youtube.com/watch?v=fuGi_knr70k&t=17s. in the comments is a link to download emoti guy for blender with a ton of other stuff and most importantly, all the morphs or "Shape Keys" as they are called in blender. from here i just had to get rig of anything i dont need, export it as fbx and import into unity.
Oneclick does not work on here! but with the available tutorials for SALA its easily doable.
Diffeomorphic DAZ Importer version 1.7.0 releasedYour two pictures appear to have different lights, the new view trasform in 4.0 should only affect overexposed areas where filmic tends to saturate with color while agx tends to desaturate with white that's more realistic.
As for 4.0 Thomas worked hard on it and now the addon should be compatible already. There's some advantages in 4.0 importing with principled since we now have colored reflections that wasn't possible before. But for best materials it is required to import as bsdf.
Importing Unreal Engine animations into Daz StudioHey guys,
is there any tutorial how to [Import Unreal Engine animations into Daz Studio] do this? Is this even possible?
Plasticity: Size reference problemhttps://prnt.sc/tTZdsidWGwri
I want to use genesis figure as reference size in Plasticity, but when imported it's very gigantisch. Although the thing I want to create is already in meter.Does anyone know how to import the figure correctly to plasticity?
obj is importing to the wrong locationVicS said:
mirror in blender always has gone fine I mean and imported fine
Piecing together info provided in the thread, I assume what happened is that you had originally translated and rotated your character away from the world center. Then you have lined up a shoe with this figure, then provided that shoe to someone else, who mirrored it in external software. When they mirrored it, they would have done so around the center axis, and since your character is not at center, it will not line up with character's center axis.
So issue is nothing to do with import or mirroring in external software, issue is to do with original translation of figure away from world center.
There might be an easier solution, but one workaround could be:
- import right shoe (the correctly positioned one)
- parent the shoe to figure
- bring figure back to 0,0,0 and remove any rotations on figure. The right shoe should still be lined up correctly to the figure and the figure is now at world origin.
- export updated right shoe (to bake the new position)
- reimport the updated right shoe
- mirror shoe by scaling x-axis -100% to get left shoe
- export updated left shoe
- Optionally, can recalc normals in Blender for the left shoe, since it will most likely have flipped normals after doing the x-scale
- import both updated right and left shoes
Underwater Light Refraction Effect (3Delight)I do have PD Howler 12, which can do that type of image editing. I will look into it and see how well it works. One the patches are near white, and the lines are black or dark grey, plugging the image into the Opacity channel should give me what I want. I will try it with the tilable Plasma image that is in on of the shaders I have. The hope is that it won't look so tiled. I'l use duplicates of the plane I create to tile the image differently on each, and stack them to see how it works. Then I'll render the initial setup to create my texture image, and open that rendered image in PD Howler to make the adjustments. Once that is done, I will import the image into the opacity channel in Surfaces/Edit on one plane. Put my light above and angled down at the plane, bring my camera underneath that and render the scene, It might just give me something good enough to use.
Thanks, Richard.
Richard Haseltine said:
You could use your existing imaeg as the gobo - take it into an image editor and adjust levels, or if need be curves, to make most of it near white and the actual caustic lines near black (so the lins let the light through and the areas between don't).
Lock Up'sBeen using Hex for years.
Occassionally I get a lockup where Hex will not allow me to manipulate teh figure beyond zooming responding to any other manipulation with a frustrating "windows Failure Bell".examp:
Figure "a" = 2163 surfaces
Figure "b" = 23844 surfaces
(Note: These capacities are not hard pressed. They vary substantially widely between different models)When I have fig "a" open and "import" fig "b" I get fig "c" imediately as a result.
When I press the button, I get 1 or 2 more manipulations and Hex freezes up with no error messages that I can see ( fig "d").Tus far (after years of this crap), the only option I have to continue on is to
1) "force close" Hex,
2) reopen it again,
3) load one of the two figures in,
4) break it into two or more new figures and save seperately then
5) export those pieces as multiple obj's to be reassembled in Daz.Anybody been through this and found a solution?
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Adapter RAM (2,147,483,648) bytesobj is importing to the wrong locationFirst go edit>preferences (F2 on windows), Interface tab, about half way down you'll see "BackFace Lighting" turn it off.
Second set the viewport to smooth shaded
If the mesh shows as black then it was "mirrored" either on import into DS, or on export from another program, and is now inside out.
To fix select the mesh and use one of the scale sliders (probably X) and set it to -100%, this will "un-mirror" the mesh.
Now you have export the mesh as OBJ to lock in the changes, use the DS export preset.
Delete the bad mesh and load in the one you just created.












