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Problem in scaling armature in blender export
Be sure to update to 1.7.2 then try easy import.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Import/Easy Import DAZ
Diffeo export at base level with geograft, import as morphAgain, you can't use blender the same as you use daz studio, they are different applications. The same if you use Maya or Max or any other app. The workflow in daz studio is unique to daz studio, you will not find any professional application doing things that way.
The intended workflow with diffeomorophic is to create the figure in daz studio, then bake the figure shape and import the needed custom morphs for animation, that's easily done in one step using "easy import". Use of ERCs aka morphing armatures is possible but not advised because doesn't work with IK.
Can I move the parts of the content folders without breaking it?Richard Haseltine said:
crosswind said:
In product Librarie(s) (non-user Libraries), Copy or Cut will automatically create a djl asset link, however, the linked user-facing file(s) have to be still in the 'original linked folder(s)'. It's the same when creating links for asset manually...
The cut/copy to create links wasn't working for me last time I tried it.
As for vendor categories, they could be overridden or eliminated from metadata if really needed, as quite a lot of vendor categories are wrong, or at least inappropriate...
After we talked about that last time, I further tried in my Product Libraries, they work but they don't work in user's Libraries.
Can I move the parts of the content folders without breaking it?crosswind said:
In product Librarie(s) (non-user Libraries), Copy or Cut will automatically create a djl asset link, however, the linked user-facing file(s) have to be still in the 'original linked folder(s)'. It's the same when creating links for asset manually...
The cut/copy to create links wasn't working for me last time I tried it.
As for vendor categories, they could be overridden or eliminated from metadata if really needed, as quite a lot of vendor categories are wrong, or at least inappropriate...
Can I move the parts of the content folders without breaking it?In product Librarie(s) (non-user Libraries), Copy or Cut will automatically create a djl asset link, however, the linked user-facing file(s) have to be still in the 'original linked folder(s)'. It's the same when creating links for asset manually...
As for vendor categories, they could be overridden or eliminated from metadata if really needed, as quite a lot of vendor categories are wrong, or at least inappropriate...
Can I move the parts of the content folders without breaking it?The files in the folders / sub-folders of People / Environments / Figures / Props, etc. are user-facing files. In general, the user-facing files can be in any folders if you only use Content Library. You won't break the character preset(s).
But if you a Smart Content user, pls be cautious: DO NOT move files in File Browser or some similar applications other than moving by Cut or Copy / Paste in Content Library, otherwise you will mess up the metadata, then you have to correct them.
UVs not matching up (substance painter/daz)Are you importing the object with the right UV?
Or is the object already in Daz Studio and you are only applying textures?
If you are applying textures matching a different UV that is in DS you need to import the new UV and select that in the surfaces tab.
UVs not matching up (substance painter/daz)Richard Haseltine said:
I am not following what you are doing, is this a model you are making and mapping yourself? If you are adding UVs, are they added before you import into DS or are you importing, then working on the emsh to add UVs and not updating the DS version?
3d print model I brought into substance 3d modeler to turn down the intensity of and used it to generate a UV map so I could paint on it.
Painted on substance 3d and exported the files, then tried to plug at least the base color in. it did not work. They didn't fit the object
I'm trying to take htat object and try to do something with it in blender to generate UVs instead but I really don't know how to use blender.
UVs not matching up (substance painter/daz)I am not following what you are doing, is this a model you are making and mapping yourself? If you are adding UVs, are they added before you import into DS or are you importing, then working on the emsh to add UVs and not updating the DS version?
Diffeo export at base level with geograft, import as morphPadone said:
Keep in mind that blender doesn't work as daz studio. In daz studio it is common to mix figures, in blender this makes little sense. We import the baked final shape but then corrective morphs are from the base figure so they are different from daz studio. There's an option in easy import named "baked correctives" that will import all the corrective morphs, this is good to get a single custom figure as Victoria 8 for example, but will be extremely heavy for a mix of figures.
Thanks. Yeah, I've learned this the hard way.
As I can't switch fully to Blender, that means I'm stuck with Daz. Unfortunately.
DAZ Connect - Don't Want it!marble said:
Alright now - it has gone ... I had to reset the database and re-import the metadata.
I did that long time ago but it should work. I will db check

Hope you don't lose any metadata.
DAZ Connect - Don't Want it!Alright now - it has gone ... I had to reset the database and re-import the metadata.
Can MS Access be used to catalog contentNo worry guys, technically MS Access can do the job though I'm not so sure how OP would catalog the product assets / contents.
A couple of years ago I happened to develop a simple application to catalog the products from 3rd-parties ( mainly from Rendo site ), just for searching / filtering and reminding me of using them. So MS Access was built as a backend database (I just set 4 tables there) as Access is pretty light and easy to use.
Then after I learnt and knew how to access and well use Daz cms database with SQL and my another Delphi app. to manipulate metadata there, I gave up that Access-based application.
So if OP wanna use Access only, that'll be fine. You need to create tables/queries and forms within Access as needed... Still, that'll depend how you manage the contents you have... But I don't know either about any tutorials on youtube. OP may search the key words there.
Another Option: If you have all metadata in cms for the assets you own, I strongly recommend using Navicat for postgreSQL. You can directly manage and 'catalog' what you have in cms by buiding Queries in Visual way, and export the results to lots of formats (MS Excel, Access, HTML, XML, JSON, etc.). The software is cheap but fairly strong.
G8.1 Clothing morphs autofitted [or not] to G8F...etimes my old brain just slows to a crawl and needs a bit of a push.
Haha, pls don't say that, me too...sometimes. Well, I just finished the testing. There should no problem if you ->
1) Load the garment into the scene, do not fit it to the figure but just cancel the Auto-Fit dialogue box !
2) Change Preferred Base in Scene ID and fit it to the figure. Import your fixing morph and save it as a Morph Asset. No need to save figure asset.
3) Reload the garment no matter using auto-fit or changing ID first then fit, your morphs will be always right there.So, auto-fit was the culprit... bringing you just a #geometry with 'no name'.

I was doing [1] and [2] but had problems with [3]. Perhaps I did something out of sequence but I will save a link to this thread because I will need to do this again at some point.
No worry and take it easy. I tested with General Release and Public Build, they both work. Perhaps you may try Ctrl + N to do it in a fresh new scene or F2 to clear DSON cache first.
G8.1 Clothing morphs autofitted [or not] to G8Fcrosswind said:
marble said:
crosswind said:
marble said:
Anyhow, I did as suggested and just saved the garment with the G8F Scene ID and my morphs and now I can see them when I reload that saved garment. I sure don't understand all the reasons for following the required steps but we finally got there so thank you all for the help.
By the way, I did not do any rigging transfer (I assumed that G8.1 is rigged mostly the same as G8) but I did have trouble deciding which of the Scene ID options was the correct one (see attached). I opted for the one highlighted in green.
Great ! Saving a figure asset always works. Then it will have a geometry dsf file for being as the 'Parent' when you save any morph asset later on....
And the green one is correct.
Many thanks again. Sometimes my old brain just slows to a crawl and needs a bit of a push.
Haha, pls don't say that, me too...sometimes. Well, I just finished the testing. There should no problem if you ->
1) Load the garment into the scene, do not fit it to the figure but just cancel the Auto-Fit dialogue box !
2) Change Preferred Base in Scene ID and fit it to the figure. Import your fixing morph and save it as a Morph Asset. No need to save figure asset.
3) Reload the garment no matter using auto-fit or changing ID first then fit, your morphs will be always right there.So, auto-fit was the culprit... bringing you just a #geometry with 'no name'.

I was doing [1] and [2] but had problems with [3]. Perhaps I did something out of sequence but I will save a link to this thread because I will need to do this again at some point.
Separate dForce timelines?WendyLuvsCatz said:
crosswind said:
WendyLuvsCatz said:
a script of sequenced obj imported morphs that zero each one prior to the adjacent frame would be very useful
there is one by Casual I have never gotten to workas for export Sagan does obj series so you can skip the Blender step
I do it painfully using puppeteer dots in edit mode advancing one frame at a time matching poses, I have a 30 frame on the spot walk cycle for the Morphing fantasy dress I did this for with dforce2morph,
dresses not showing feet one can actually record puppetering if skirt only dforced
As far as I experiment and confirmed with RiverSoftArt, the latest version of dforce2morph can only work if the figure is at the position of X,Y,Z - 0,0,0, and everything will be reset 1st... So I always have to export / import obj files. Can it work all well on a timeline ?
no, it's destructive, I painfully reloaded a saved scene 30 times to create 30 morphs
at least now I have 30 sequenced morphs on the MFD I can make a circle of dots of and puppetteer if I hide the legs
OK, got it! Thanks!
G8.1 Clothing morphs autofitted [or not] to G8Fmarble said:
crosswind said:
marble said:
Anyhow, I did as suggested and just saved the garment with the G8F Scene ID and my morphs and now I can see them when I reload that saved garment. I sure don't understand all the reasons for following the required steps but we finally got there so thank you all for the help.
By the way, I did not do any rigging transfer (I assumed that G8.1 is rigged mostly the same as G8) but I did have trouble deciding which of the Scene ID options was the correct one (see attached). I opted for the one highlighted in green.
Great ! Saving a figure asset always works. Then it will have a geometry dsf file for being as the 'Parent' when you save any morph asset later on....
And the green one is correct.
Many thanks again. Sometimes my old brain just slows to a crawl and needs a bit of a push.
Haha, pls don't say that, me too...sometimes. Well, I just finished the testing. There should no problem if you ->
1) Load the garment into the scene, do not fit it to the figure but just cancel the Auto-Fit dialogue box !
2) Change Preferred Base in Scene ID and fit it to the figure. Import your fixing morph and save it as a Morph Asset. No need to save figure asset.
3) Reload the garment no matter using auto-fit or changing ID first then fit, your morphs will be always right there.So, auto-fit was the culprit... bringing you just a #geometry with 'no name'.
Separate dForce timelines?crosswind said:
WendyLuvsCatz said:
a script of sequenced obj imported morphs that zero each one prior to the adjacent frame would be very useful
there is one by Casual I have never gotten to workas for export Sagan does obj series so you can skip the Blender step
I do it painfully using puppeteer dots in edit mode advancing one frame at a time matching poses, I have a 30 frame on the spot walk cycle for the Morphing fantasy dress I did this for with dforce2morph,
dresses not showing feet one can actually record puppetering if skirt only dforced
As far as I experiment and confirmed with RiverSoftArt, the latest version of dforce2morph can only work if the figure is at the position of X,Y,Z - 0,0,0, and everything will be reset 1st... So I always have to export / import obj files. Can it work all well on a timeline ?
no, it's destructive, I painfully reloaded a saved scene 30 times to create 30 morphs
at least now I have 30 sequenced morphs on the MFD I can make a circle of dots of and puppetteer if I hide the legs
Separate dForce timelines?WendyLuvsCatz said:
a script of sequenced obj imported morphs that zero each one prior to the adjacent frame would be very useful
there is one by Casual I have never gotten to workas for export Sagan does obj series so you can skip the Blender step
I do it painfully using puppeteer dots in edit mode advancing one frame at a time matching poses, I have a 30 frame on the spot walk cycle for the Morphing fantasy dress I did this for with dforce2morph,
dresses not showing feet one can actually record puppetering if skirt only dforced
As far as I experiment and confirmed with RiverSoftArt, the latest version of dforce2morph can only work if the figure is at the position of X,Y,Z - 0,0,0, and everything will be reset 1st... So I always have to export / import obj files. Can it work all well on a timeline ?
"Animation was detected, joint orientation has not been fixed"Hi there,
Is there a way to import an animated Genesis 8 figure (with mocap from DAZ "Animations" panel) to C4D 2023.2.0? Daz bridge gives me this message "Animation was detected, joint orientation has not been fixed", and doesn't import any animations. I tried to import an animated .fbx instead, but it also doesn't import any animations. Any idea how to solve this or if this is even possible in the first place?
Thanks :)






