-
How to move characters imported through Diffeomorphic
The figures are rigged for animation so locks are in place where you can't use the controls. This is correct as you have to move the armature, not the mesh. Then you need to merge the rigs that's done as default by easy import if you use it.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Import/Easy Import DAZ
The Mac FAQOuch, if that turns out to be the only solution, Daz just become significantly less fun. I tried reinstalling DS and Postgr CMS, which did nothing, then re-imported the metadata. I went back to G3 or even G2 days :(
Diffeomorphic import - texture/material issues?Turner said:
crosswind said:
Which character did you use ? That seems like the Base figure.
This is a default result of a character based export / import via DDI. There should be no issue with 3.41 and 1.7.1 as I've been using these settings from 3.0 / 1.6.
Hi Crosswind - yes, this is the Genesis 9 base with kin hair.
What do you mean by this being a "default" result? (As you see above, restarting my PC - rather than just Blender - allowed me to pick the .json file (maybe a conflict with another addon?), though some materials appeared without doing so, and the hair still doesn't render correctly in Cycles.
Hi, Turner. Sorry, I meant with default Global Settings but setting up the corract Daz Libs path(s) is still the prerequisite, as you've done it correctly.
As for the hair render issue, I'm not sure as I don't have that hair but more likely it seems a geometry or shader issue. You may check and tweak first.
The Mac FAQmemcneil70 said:
I thought they were saved to your Runtime/Support/UserData_#.dsx... when you run Content Database Maintenance/Export User Data? I have two sets of those files, 6 each for each version of Daz Studio that is on my MacBookPro M1.
Am I wrong?
Mary
Does Content Database Maintenance/Re-import Metadata pull from those files? Or do they pull off from online Daz records?
My external content drive has a Runtime/Support/UserData_#.dsx file, but that doesn't appear to be getting referenced. The Mac installation of Daz Studio appear to put two DAZ 3D folder on the disk—one in the User folder and one in the Shared folder. Since I never stored content on my internal drive, the user drive on my backup only has Studio in it, while the Shared folder only has the Instal Manager files.
————EDIT: More troubleshooting and troubles below———
After some more trying to sort this out, I realized I hadn't connected my files to the CMS Cluster Directory. But when I tried to do so, the UserData file was grayed out and unselectable. I picked the folder, but it disappears once I close the panel and reopen it. Restarting leads to an error about not having a valid PostgreSQL CMS connection. How do I fix this so my UserData file is readable? Nothing changed on the drive it resides on, so I'm baffled.
The Mac FAQThat folder should have all the metadata for content installed to that directory and exported user data. Some things, however, are not exported - e.g. groups (New etc.)
Diffeomorphic import - texture/material issues?crosswind said:
Which character did you use ? That seems like the Base figure.
This is a default result of a character based export / import via DDI. There should be no issue with 3.41 and 1.7.1 as I've been using these settings from 3.0 / 1.6.
Hi Crosswind - yes, this is the Genesis 9 base with kin hair.
What do you mean by this being a "default" result? (As you see above, restarting my PC - rather than just Blender - allowed me to pick the .json file (maybe a conflict with another addon?), though some materials appeared without doing so, and the hair still doesn't render correctly in Cycles.
The Mac FAQI thought they were saved to your Runtime/Support/UserData_#.dsx... when you run Content Database Maintenance/Export User Data? I have two sets of those files, 6 each for each version of Daz Studio that is on my MacBookPro M1.
Am I wrong?
Mary
Does Content Database Maintenance/Re-import Metadata pull from those files? Or do they pull off from online Daz records?
Diffeomorphic import - texture/material issues?Which character did you use ? That seems like the Base figure.
This is a default result of a character based export / import via DDI. There should be no issue with 3.41 and 1.7.1 as I've been using these settings from 3.0 / 1.6.
Diffeomorphic DAZ Importer version 1.7.0 releasedYes, removing morphs is a limited feature you can only remove whole categories not single morphs. But you can choose or make new categories on import to better subdivide the morphs for your needs. For example when you're not sure if you want to keep the morph you can assign it to a "temp" category.
As for bugs you can report them at bitbucket for Thomas to check. There you can also make requests for new features or improvemennts, but for morphs it was already requested to remove single morphs and Thomas replied it is not possible for the way they are coded internally.
Daz Studio Pro BETA - version 4.22.0.15! (*UPDATED*)cgidesign said:
barbult said:
People interested in new animation features should look at the Daz BLOG.
Not sure, but it seems to be a plugin to import ready made animation data? Not something to make animation within DS better?
And, will there ever be a DS 5?
Could be - kind of like aniMate and aniBlocks perhaps.
Will there be a DS 5? Probably eventually, when it is ready, but I have no insight.Daz Studio Pro BETA - version 4.22.0.15! (*UPDATED*)barbult said:
People interested in new animation features should look at the Daz BLOG.
Not sure, but it seems to be a plugin to import ready made animation data? Not something to make animation within DS better?
And, will there ever be a DS 5?
Regarding the Update Metadata commandIt should ignore any user data (changes you have made as you) but ti will replace any vendor data (changes to the product) to whatever is on the servers currently. If you have made changes to the product metadata they should have been exported to a .dsx (or can be exported deliberately), which you could back up as a way to revert by reimporting if needed.
The Mac FAQI'm having to rebuild my Mac after a repair. I backup with remote software and will have my full-drive back up in a few days, but downloaded what I thought were all the CMS files for DS so I could start rendering again (my content files are on a removable drive, so I have those without the backup). Unfortunately, when I installed Daz and connected the content drive, all my Smart content info was gone. The files are there, but the metadata is lost.
Is there a guide as to where all the CMS files reside so I can recover my CMS metadata? I'm fluent enough with MacOS to get to hidden files, Library, etc., so I just need to know what files are used and where they're stored.
Regarding the Update Metadata commandHi folks,
Over the years, there have been many products I've found to have bad metadata preventing them from properly showing up in Smart Content. I can't tell you the number of times I've bought a product and then forgetten it was available to me months later because it was simply not showing up where it should. There's also been many instances where I've recategorized assets to better fit my workflow.
With so many products in my library though, it seems prudent to use the "Update Metadata" command at least occasionally but...will that just overwrite the corrections I've made with the bad metadata originally in the package (assuming they weren't fixed by now)? Will it erase all the custom recategorization I've done?
Diffeomorphic import - texture/material issues?Which version of Blender do you use? Which version of Diffeomorphic? Did you adjust the path for Daz in the Blender Diffeo Settings? Did you use Easy Import?
In the shading tab of Blender, you can see, if the textures are assigned correctly.
This is probably just a minor issue andmaybe caused by some missing settings.
Diffeomorphic import - texture/material issues?First, thanks for the awesome plugin.
Just started using it, and on import I seem to be missing some textures/materials/channels, or perhaps something isn't set up correctly?
In this image, the bangs (kin hair) card (I assume) is throwing a solid shadow, and the skin material is missing. I assume the kin hair itself is causing the shadow issue.
Also, can we adjust the eyes to be less bloodshot & "glassy"? (I think the eyes may have to do with some subsurface setting, but not sure.)
Any suggestions?
Daz Studio Pro BETA - version 4.22.0.15! (*UPDATED*)DoctorJellybean said:
prixat said:
Every Warning in the log has a reference to someone's Development folder. Is anyone else getting the same?
2023-10-21 07:02:35.057 [WARNING] :: C:\DAZDevel\Hudson\HUDSON_HOME\workspace\NB_DS_Dev_cmake\src\sdksource\cloud\dzcloudtasknotifier.cpp(184): Failed to download output file "C:/DAZ/connect\data\cloud\1_14226\people/genesis/characters/james for m5/00 morphs.duf.part"It sounds like a content issue, submit a bug.
The path queried is pointing back to the relevant section of the source code, so not much use to us but potentially infroamtive for the devs if a bug eport is required. The failure to download the .part file (which isa temp file that later gets decrypted to make the actual content file) would be a problem with the content, or possibly metadata.
How to transform T-pose to A-pose that the same in DazI am using bridge and import Daz model to Maya, find the model is in T-pose, my character's outfits made in A-pose, so I'm confuse about transforming T-pose to A-pose. If I delete the skeleton, the model will return to A-Pose, but this is not what I expect: D
Finally, I am reluctant to bind pose manually...I believe there is a easy way..
Daz Studio Pro 4.22(.0.x) - Highlights4.21.1.104 (October 20, 2023)
- Menus / Actions
- The File > New (Scene) action now presents a New Scene dialog when triggered - see New Scene Workflow & In-App Notifications for more detail
- The File > Open Recent submenu has been transformed into an asset view that displays thumbnails/tips and provides the ability to load multiple assets at the same time - see New Scene Workflow & In-App Notifications for more detail
- Updated default menus - recommend clicking the Window > Workspace > Update and Merge Menus action
- Asset Saving
- Extended the "Thumbnail Saving" preference - see Thumbnail Saving for more detail
- Asset Views
- Use of the "Categorize…" action in context menus now attempts to restore category and asset selection
- Added an "Add to Favorites" action to context menus
- Supports multi-selection
- Appears when one or more of the selected assets is not assigned to the
/Default/Favorites(or sub) category - Provides convenient/quick access to assigning an asset to the
/Default/Favoritescategory- See New Scene Workflow & In-App Notifications : Favorites Page for the significance of this category
- Added a "Remove from Favorites" action to asset view context menus
- Supports multi-selection
- Appears when one or more of the selected assets is assigned to the
/Default/Favorites(or sub) category - Provides convenient/quick access to deleting assignment of an asset to the
/Default/Favoritescategory (and any sub-category)- See New Scene Workflow & In-App Notifications : Favorites Page for the significance of this category
- Fixed various issues with the "Info Page" and "Tags Page" in the "Information Panel" commonly found adjacent to asset views
- Account Login / Daz Connect
- Added an "Update Metadata" option to the login frame/dialog
- If checked, the application will retrieve metadata from the store via Daz Connect - i.e., the previously existing behavior
- If unchecked, the application will not retrieve metadata from the store via Daz Connect
- If metadata is not (has not been) retrieved from the store via Daz Connect, none of the functionality that relies on metadata being retrieved in this manner (e.g., being presented products that are not installed but are in the user's account, being presented a list of products that contain missing files as opposed to a list of missing files when loading assets, or seeing the Daz Connect indicator to know if there are product updates, etc) will be available. This also means that none of the conflicts that can arise as a result of mixing installation methods, or corruption issues, occur either.
- Added an "Update Metadata" option to the login frame/dialog
- Render Settings Pane
- An attempt to set the General > Dimensions > Dimension Preset (Global) property to a pre-defined dimension preset other than "Active Viewport", when "Active Viewport" is not the saved value, based on the values of the Aspect Ratio and Pixel Size properties (where defined) is now made when loading from file
- Extended pre-defined dimension presets
- XGA (4:3, 1024 x 768)
- SVGA (4:3, 800 x 600)
- VGA / 480i (4:3, 640 x 480)
- SXGA (5:4, 1280 x 1024)
- Ultra HD [UHD] / 8K (16:9, 7680 x 4320)
- Ultra HD [UHD] / 4K (16:9, 3840 x 2160)
- Quad HD [QHD] / 2K / 1440p (16:9, 2560 x 1440)
- DCI (256:135)
- DCI 4K (256:135, 4096 x 2160)
- DCI 2K (256:135, 2048 x 1080)
- Property Menus
- The menu for properties displayed in various views throughout the interface now omit/exclude actions (by default) that have no, or an undesirable, effect on the properties displayed in the context they are displayed in
- Property Options menus for the various property view contexts can be customized independently - see the Change Log for more detail
- The menu for properties displayed in various views throughout the interface now omit/exclude actions (by default) that have no, or an undesirable, effect on the properties displayed in the context they are displayed in
- Timeline Pane
- Dopesheet
- Added an "Expand Keyed from Item" action to the navigation context menu, Expand submenu
- Expands all levels of the navigation tree, from the context item, in order to reveal property items that have keys
- Added a "Collapse Non-Keyed from Item" action to the navigation context menu, Collapse submenu
- Collapses all levels of the navigation tree, from the context item, unless the property item has keys
- Added an "Expand Keyed from Item" action to the navigation context menu, Expand submenu
- Key Graph
- Fixed drawing order of the playhead/keys - now consistent with the Dopesheet
- Double-clicking a key will now set the time/frame of the playhead to the corresponding time/frame - now consistent with the Dopesheet
- Dopesheet
- Shader Mixer
- Properties Page
- The "Show hidden" option now controls display of hidden, as well as dynamically hidden, properties
- Attributes of properties displayed here are now set as their respective definitions when applied to the scene
- This impacts the effect that the Reset Attributes action in the option menu for a property has
- Properties Page
- ...
- Logging
- Modified message severity of many entries
- Added capture of more events; see the Change Log for more detail
- Scripting API
- Made additions in various areas; see the Change Log for more detail
- Fixed bugs and/or made improvements in various areas; see the Change Log for details
DAZ to Unity - blendshapes missingHi everyone.
Unity 2022.3.5f1 - Blender 3.6 - Daz Studio 4.2.1
Model https://www.daz3d.com/emotiguy
What i am trying to achieve:
in Unity i want to use a 3D character which is lip synced with the Asset "SALSA V2.0". that asset looks for a shape with a skinnedmesh and also blendshapes to apply visemes on. "Salsaconfig.png"
Using the DAZ to Unity bridge i am missing the blendshapes in the 3D import. "Emoti_wo_blendshapes.png"
the configuration for the bridge: "DazBridgeConf.png"
I also tried to export it to .fbx but with the exact same result. Attempting to get the needed information imported into unity i did as suggested here: https://www.daz3d.com/forums/discussion/522456/daz3d-blender-unity-skinned-meshes-and-blendshapes and copied the .blend file of the model into the correspoding Asset folder. once again it looks exactly the same as the other attempts and misses the blendshapes. "Emoti_wo_blendshapes_blend.png"
in blender the model works fine and i am able to apply any changes i want to. thats where it got its nose from :) "EmotiInBlender.png"
the same model was used in the examples of the SALSA asset https://www.youtube.com/watch?v=VLwL0Xbpeqk&t=126s, so there is a feasibilty done already.









