-
Daz Studio 5 with Omniverse Connector! Me Excited!
wintoons said:
Hylas said:
Why does this excite you? How do you intend to use Ominiverse?
Genuinely asking as someone who only has a very superficial understanding of what Omniverse is.
Ok, I'll tell you, Omniverse is an advanced rendering collaborating platform which is more robust and powerful to use using the RTX architecture framework.
Simialr to Unreal but with other advanced features. I've been using it to create my animated web series using Nividia advanced Path Tracing which is a hell of a lot faster than iRay.
Even though it is relatively new, there is alot of potential for creators like myself who will use it.
It's going to make things alot easier with my comic book series for collaboration as well as the animated series I'm working on.To be honest, it may not be for everyone. The one downside is that you do need a pretty robust graphics card (say like 3070 - 4090) to get the very best performance if that's what you are after.
but you can get away using an average 30 series or 40 series if it's just small to meduim size projects.
But for me because I do alot of animation and rendering work it's going to be a very nice option with Daz5. (Whenever that does come out)
Plus, not to mention I won't have to import my daz work into CC4/iclone and then to Omniverse, I can just import it directly from Daz to Omniverse.
Hopefully that will be smooth action...[Beta Update] FoliageMaker plugin (1.1 beta available)Thanks, I'll upload it to dropbox and post a link here. Done.
- Here is the link to the DIM installer file for the rose and 4 material presets. (Every time I tray to share something with Dropbox, it seems like they've changed the interface, so if this link doesn't work, let me know and I'll try again.)
- Just download the AM42848812-01_AMFoliageMakerRose.zip from the Dropbox link. Don't extract the files; just drop the zip file into your DIM downloads folder. When you launch DIM, you should see this package in the Ready to Install (Not Ready to Download!) tab. Just install it.
- After Installation, you should find a Product named AM Foliage Maker Rose in your Content Library in the Products section.
- The zip package also installs metadata, but I had to use the reinstall metadata operation in the Content Library under Content DB Maintenance to get that metadata to show up. The metadata defines content type, categories and compatibilities for Smart Content.
- If you don't want to use DIM to install, you can alternatively install it manually, like any other 3rd party freebie.
Clothing from GeoShells?Well, you're painting onto an export of the actual figure. So the only things to "Import" are the texture maps you create.
GeoShells don't have any physical geometry. It's a projected shell of the exact model it's applied to.
So if you want to manipulate the shape, you must do that via the surfaces or the actual actor figure itself.
A huge benefit to be gained is that the GeoShell can accept entirely different UV Mapping than the applied-to figure.
If you're looking for a mesh to manipulate and send back into Daz Studio and apply to your figure, you're talking a clothing item or geograft.
Clothing from GeoShells?FenixPhoenix said:
You export the character and paint the "clothing" onto that. You use displacement for wrinkles. Then you export all of that alongside a cutout opacity mask and set it all up in the geoshell. This is how I did it for Liloo's underwater: https://www.daz3d.com/dforce-nd-liloo-clothing-for-genesis-9
I assume you mean her underwear? The rest of your advice is exactly how I imagined it to be except that I want to manipulate the mesh a little more so that it doesn't, for example, disappear into the cracks and creases of the G8 figure (I don't have any G9 characters). -- [EDIT] Just noticed that you show and example of this as your NDLC shape preset. -- Also, did you need to create a UV map or did you use the original maps from the DAZ figure?
So I guess I would need to import it back and rig it somehow in DAZ Studio? I have a lot of things running through my mind that I've read here and seen in various tutorials but I was hoping for some kind of definitive workflow. I've seen clothing sets on other sites which look like they have just been painted on the body but which are sold as separate clothing items.
Adjusting UV coordinatesRichard Haseltine said:
Assuming you were working on the bare, base resolution mesh (no SubD applied, no Rigid Follow Node buttons included) and that Blender was not allowed to chnage the vertex or polygon order on import or export then you need the load UV Set comand, which is in the Surfaces pane option menu (the lined/hamburger button in the top corner, orr right-click the tab). Once the UV set is loaded you can select it for some or all surfaces using the button in the Editor tab of the Surfaces pane
Thanks very much, Richard.There are no changes to the mesh in Blender or the other things, so I will give it a try.
Adjusting UV coordinatesAssuming you were working on the bare, base resolution mesh (no SubD applied, no Rigid Follow Node buttons included) and that Blender was not allowed to chnage the vertex or polygon order on import or export then you need the load UV Set comand, which is in the Surfaces pane option menu (the lined/hamburger button in the top corner, orr right-click the tab). Once the UV set is loaded you can select it for some or all surfaces using the button in the Editor tab of the Surfaces pane
Retargeting not working correctlyI use the UE5.2 retargeter to make retargeted animations and then import them into 4.27.
UE5.3 retargeter seems to have even better results and it also includes new features like skeletal mesh editor etc. Good to use as an alternative 3d software and as a great video maker, I'll need to test it more for its performance and stability before moving the project to 5.3. My project had been downgraded to UE4 because of performance issues with previous UE5 versionsUse external stuff in Daz StudioRichard Haseltine said:
If you import the item and select it, then go to the editor tab of the Surfaces pane and expand the entry for model you will probably see three surface gorups listed. One of the groups will be named "Metal", you want to put the dogcollar_metal_diffuse on the Base colour (if using Iray, in 3delight you will have a Diffuse property), the Specular map probably goes to something like Glossy Roughness or Glossy Reflectivity, and the normal map goes to the Normal property.
Excellent, it works fine thanks a lot
Daz studio scripting for beginnersA difference between Open Source and Closed Source that I would not have dreamed about just a year ago:
"Write a DAZScript function to return the vertices of the primary selection."
Unfortunately, my training data only goes up until January 2022, and the DAZScript API is not well-covered in that information. Therefore, I can't provide an exact DAZScript function for your requirement. However, if you're familiar with programming languages like Python, you might find it straightforward to explore DAZ Studio's SDK documentation to figure out how to access the vertices of the primary selection."Write a Blender Python function to return the vertices of the active object."
Certainly, Donald. Given your experience in software engineering and your interest in 3D animation using Blender, writing Python scripts for Blender should be right up your alley.In Blender, you can use its Python API to access and manipulate scene elements, including the active object and its vertices. Here's a Python function that will return the vertices of the active object in Blender:
python
import bpy def get_active_object_vertices(): active_obj = bpy.context.active_object if active_obj is None: return "No active object selected." if active_obj.type != 'MESH': return "The active object is not a mesh." # Ensure the object is in object mode so that we can access its data bpy.ops.object.mode_set(mode='OBJECT') vertices = [] for vertex in active_obj.data.vertices: vertices.append(vertex.co) return vertices # Example usage: vertices = get_active_object_vertices() if isinstance(vertices, list): print("Vertices of the active object are:", vertices) else: print(vertices)This function checks if there's an active object and if it's a mesh. If both conditions are met, it will go through the object's vertices and append them to a list, which it then returns.
Feel free to modify the function as you see fit or integrate it into a larger script or add-on to enhance your Blender workflow. Given your aspirations in 3D animation, mastering the Blender Python API could be invaluable.
Just one more reason to prefer Open Source in all things.
Is AniMate2 an orphan product or what?Here are some (old but) really helpful videos from GoFigure:
...or watch them individually
New Features of aniMate 2 Playlist
...or watch them individually
Use external stuff in Daz StudioIf you import the item and select it, then go to the editor tab of the Surfaces pane and expand the entry for model you will probably see three surface gorups listed. One of the groups will be named "Metal", you want to put the dogcollar_metal_diffuse on the Base colour (if using Iray, in 3delight you will have a Diffuse property), the Specular map probably goes to something like Glossy Roughness or Glossy Reflectivity, and the normal map goes to the Normal property.
Use external stuff in Daz StudioMost of time it is .obj files, is there a specific process to import its ?
Use external stuff in Daz StudioWhat format are they in? Daz Studio can import OBJ files, and FBX (but rigging rarely survives).
DAZ To Unreal - Characters importing into Unreal 5.1 rotated 90 degrees offhttps://github.com/daz3d/DazToUnreal/releases
I tried the recent updated bridge and found it has been improved and able to import geograft with the character, the doubled geograft mesh has been fixed, the official G8 genitals can be imported with correct materials, golden palace materials and geoshells were imported but not merged and some of the material slots need to be parented to the base skin material. Geograft morphs are still not supported and Diffeomorphic1.7 with Blender is needed for them. Hair materials were not fixed but I use converted groom hair mostly so that doesn't matter. The high heel poses were able to be imported correctly. Tested DazToUnreal 2023 v1.2 with UE4.27, animation importing not tested yet as I'm still using the Blender workflow to modify the animations
The recent version of DazToUnreal has become useful to import most NPCs directly into Unreal without the need for 3rd party apps, would be much better if it also imports the geograft morphs
Animation import is still broken, but the fix twist bones option for G8 is great
Custom FBX importers are still needed to get the Daz animations correctlyCreating clothes - the basics pleaseHow can I create my own clothes for genesis 9 male and female characters. Just in case if i don't want to use zbrush.
Can anyone guide me with it? I want to create clothing from scratch that fits Genesis 9 figures, doez Daz has any utility to create clothing of any style or I have to export somewhere and create clothes and import it back?
I am new to Daz and learning to create everything models, clothes, home interior, city, environment etc. from scratch one by one... so kindly guide me if there are any function to create clothes of my own style for both male and female, it would be very helpful for me. I found a tutorial video on creating own genesis 9 character on youtube..but I dont find anything much on clothes, creating environment, surronding scenes, interior desiging etc.
Genesis 2 Female MissingOK, try reimporting metadata (Content Library option menu>Content DB Maintenance and check Reimport Metadata, then select the Genesis 2 Starter Essentials product). Sometimes having the two packages for a single product does seem to cause confusion.
Looking For: A Button to PushWell, you can use it or not.
If, import in Daz at 10000%
Created morphs for daz studio not working. - Resolved!Thanks to everyone trying to help out.
After uninstalling and reinstalling - studio and Hex (3X), the Hex bridge finally started working again.
I did try and impoort the model as .obj, and there was a difference in scale. In sending a model to Hex via the bridge, exporting as /obj and importing into Studio - I had to use a 1000% scale to match the same size.
Using unit = 1 cm on export and import. Not sure exactly what that means, but obj/morphs imported via morph loader pro still do not work.
(I may still be doing something wrong on that one)But I have always used to bridge in the past so with that working I can continue my projects.
Thanks again.
Appreciate the help.Rigged Blender file to DAZDavid R said:
I've looked through tutorials and up and down the forum and I haven't seen this question addressed. Is it possible to import a rigged Blender file into DAZ?
Thanks
Well, yes and no.
You can export a Collada file or maybe try an FBX from Blender but the result will usually be a bit of a disaster inside DAZ Studio.
The closest ways you can get to importing a rigged figure into DAZ to my knowledge either involve finding the DSF Exporter Script made by milighost (I'm not very confident about finding the script download link at this point) but the bones orientation would be messed up in DAZ Studio or getting ahold of a Poser Pro version, importing your rigged figure into it and saving it as a CR2 which could be imported into DAZ Studio
Strand-Based Hair on a Custom Objectspeedy1sonicboy said:
After getting to make the UVs and attempting to paint over them, this message pops up.
Show your Setup tab.
Also, exactly what are you doing when you say the above quoted text? By the sounds of it, you are trying to import a set of texture maps to use instead of painting directly in the SBH Editor interface?
I get that error when trying to import textures occasionally, e.g., for the Mouth Cavity surface of Genesis 9. Why? I dont know. Maybe because it is interior surface or has a space in surface name. Is it really that important when you can just paint in the interface instead of importing textures anyway?








