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GENERAL FREEBIE REQUESTS part 3
Catherine3678ab said:
DoctorJellybean said:
Hopefully there is a ceiling panel light like this one out there
https://gcdn.daz3d.com/p/24359/i/02-i13-bowling-alley-environment-with-poses-daz3d.jpg
Maybe but figured it'd be faster to simply make one. Obj. file is uploaded to Renderosity, pending approval. Concept is one can move and/or resize it as please, export out a new .obj file. Then import it back in and save it as a Figure/Prop file.
Oh, thank you. Looking forward to it being approved.
Visemes to UnityI have a question I am able to export my charactar from daz to unity with visemes. however they are not the same visemes as the oculus ovr lipsyinc? the ovr lipsynic starts with sil exc. the dazs ones are different i can figure out how to change them or rename them or how to get this to work. im assuming there is a way to do it in daz before the import. if anyone can help thanks.
Importing OBJ+MTL+JPGsIf you just wanna use it as a Prop in DS, just follow the above process of obj import and texture maps assignment. If you wanna make this pair of shoes conforming to the figure as a Wearable, suggest you skip it.. I checked them while they were not designed based on any of Genesis figure, so there'll be lots of work to do... and not easy.
GENERAL FREEBIE REQUESTS part 3DoctorJellybean said:
Hopefully there is a ceiling panel light like this one out there
https://gcdn.daz3d.com/p/24359/i/02-i13-bowling-alley-environment-with-poses-daz3d.jpg
Maybe but figured it'd be faster to simply make one. Obj. file is uploaded to Renderosity, pending approval. Concept is one can move and/or resize it as please, export out a new .obj file. Then import it back in and save it as a Figure/Prop file.
Importing OBJ+MTL+JPGsDoes it line up with the base figure in a zeroed state when you import it? If not your first job would be to make each shoe do so, in a modeller or using the DS tools then export that as a new OBJ and reimport so that it lines up be default. You can then use Edit>Figure>Transfer Utility to rig it (Source set to the figure, target to the imported OBJ) - but the heel will almost certainly bend, so you are going to have to do a lot of tidying up with the weight maps and additional morphs. Another option would be to get it placed on the heels, but then pose the feet to fit inside the shoe and just parent the shoe to the nearest joint; that requirs less work, but it won't adjust at all to poses (not entirely bad as shoes like that are fairly rigid) or shape changes.
Mesh Smoothing QuestionIf you fit a clothing item or simply add the smoothing modifier to it in Daz Studio and export it as is you will get the smoothed version of that item even if you don't reapply smoothing if you re-import it or if you use that geometry as a morph for the clothing. Same principle applies to items modified by a Push Modifier or Dformers. Provided you export the item at base geometry (and don't change the vertex order or the polycount on another 3D Modeller) you won't get a geometry mismatch error.
How to fix a bending heels?Yes, there're similar cases in other high heels products as well... you can fix them -:
- with figure's A-pose + Feet pose, export the shoes to Blender with Base resolution, use Grab brush to make the heels straighter
- Import the shoes back as a Base Fix morph (Reverse + Delta Only).
- pJCM will be fine in such a way. If there's still some bend, just fix pJCMs
- Save all modified morph assets.Mesh Smoothing QuestionIs there any sub-node (figure or prop) attached to the top ? The safe way -: select the top first, use the settings as below when export... Then import obj file back to DS, check the count of Vertices and Faces on Node info. pane... to make sure they're as same as the top figure.
Textures for model shows reversed in DAZ3D not other appsi didnt read all the posts in this thread but just change x scale to -100% (or whatever the relevant X,Y,Z scale would be to flip on that axis)
You probably had the daz import settings set to flip the respective x,y, or z axis.
Diffeomorphic DAZ Importer version 1.7.0 released@dmnmf That depends on the figure proportions, if the armature pivots don't change or change a little, then you can import body morphs without ERCs and they will work fine enough. If the pivots change then you need ERCs otherwise you get the distortions as in your picture, because the armature pivots are not located correctly. Then ERCs can't work with IK, you are limited to the daz rig.
@catmaster If you're interested in daz IK look at my signature there's a discussion about it.
6k Render Dimension preset missingI got a new system and had to reload Daz3d and install/import all my content and scenes back in, once i did that i went to render i saw that the reder preset for 6K was not there anymore. Is there a quick way to resolve with out having to re-install. TIA
DAZ to Maya Arnold Rendererhave you hight the convert to arnold texture button in the import model window. I am ashamed to say i missed that button for a while?
the team working on the brigding tool are still working on update gen 9 models. you can find them and the brigde updated project here: https://github.com/daz3d/DazToMaya/issues
Diffeomorphic DAZ Importer version 1.7.0 releasedPadone said:
It is likely that you didn't import the figure in rest pose and that's why the feet don't bend the same. That is, for example, if you import the figure with heels then the shoes pose is baked in the dbz and daz poses will be relative to that. The figure has to be imported in rest pose for the daz poses to work fine.
Another thing is, if you use IK then you have to bake the animation before exporting. You can either use edit > figure > bake to transform, or bake timeline to animate then back to timeline. This is rarely needed since usually daz animations are fk or mocaps thus already baked. Also this baking pass is not specific to daz studio or blender, you do it in any application when you want to export an animation. Or you can export fbx that will bake the animation.
Thanks for the help, the solution of baking animation in Daz solved the issue. The characters imported into Blender were using the standard G8 rest pose.
The bake animation option worked and then the animations exported to Blender were playing exactly the same.
It seems the artist who made these animations were able to use ik in Daz, their quality looks much better than other Daz animations available.Diffeomorphic DAZ Importer version 1.7.0 releasedPadone said:
The intended workflow is to bake the figure, not to import body morphs. However you can import body morphs using ERCs. But I don't recommend that since it makes the figure complex, in blender it is better to work with simple rigs, especially for animation.
Yes, i think i read about and tried ERCs as well, to no avail unfortunately.
What you mean by baking is that i should import already morphed characters into blender and not morph them inside of blender with custom morphs? That would work but it would be quite limiting as you can not change or mix the figure anymore. The weird thing is that so far, except for the eve morph, importing genesis, mixing custom morphs and then posing has worked pefectly well.Diffeomorphic DAZ Importer version 1.7.0 releasedIt is likely that you didn't import the figure in rest pose and that's why the feet don't bend the same. That is, for example, if you import the figure with heels then the shoes pose is baked in the dbz and daz poses will be relative to that. The figure has to be imported in rest pose for the daz poses to work fine.
Another thing is, if you use IK then you have to bake the animation before exporting. You can either use edit > figure > bake to transform, or bake timeline to animate then back to timeline. This is rarely needed since usually daz animations are fk or mocaps thus already baked. Also this baking pass is not specific to daz studio or blender, you do it in any application when you want to export an animation. Or you can export fbx that will bake the animation.
The intended workflow is to bake the figure, not to import body morphs. However you can import body morphs using ERCs. But I don't recommend that since it makes the figure complex, in blender it is better to work with simple rigs, especially for animation.
https://diffeomorphic.blogspot.com/2021/09/morphing-armatures.html
Diffeomorphic DAZ Importer version 1.7.0 releasedPadone said:
If you believe there's a bug you can open a issue at bitbucket, providing exact steps. In general custom figures also have custom jcms that you can load in easy import as "baked correctives". Then if the pose uses body morphs you have to import them too.
I am confused on how to go about this. What i want to do is this:
import G8.1F
import custom body morphs
set body morph to 1
import pose
Importing baked correctives at any time doesn't seem to change anything. I assume it's because it's importing baked correctives for g8.1f?
This is the problem btw:
https://imgur.com/2KdBsOFDiffeomorphic DAZ Importer version 1.7.0 releasedI tried the keep Daz rig options when importing the character, then import the duf pose asset files as new actions to the G8 characters, maybe the animations in the duf format are not baked and need to add ik or something else like the morph properties.
Tested using the MHX rig when importing the character, and the issue was the same as using the Daz rig, the joint rotations of the legs are not exactly the same as the action played in Daz studio. Attached the character import and pose asset import settings, the poses are both from the same frame of the animation.
The animation quality is good and it seems the leg movements that are sliding on the floor have the ik enabled, when imported to Blender the legs move differently and not as perfect like the original playing in Daz studio.Diffeomorphic DAZ Importer version 1.7.0 releasedThanks for the 1.7 update it works great for my game, I'll credit the Diffeomorphic plugin in the game menu after it's released, we couldn't make these games without the great plugin.
There are some problems importing duf pose assets as actions, the imported actions are not playing the same as inside the Daz studio, the rotations below pelvis bone are not correct, I've turned off the limits in Daz and turned off the drivers in Diffeomorphic when importing the pose assets as actions.
There is a working method to correctly import Daz animations into Blender using FBX export in Daz and the Better FBX Importer plugin for Blender.Daz Studio 5 preview release is delayed and that's good news....yeah put me on the list of those content to stay with Daz as the primary software..
I don't bother with animation so that iis one major concern I don't need to deal with. Most of why I am in this is for creating high quality single frame illustrations as well as for graphic novel development.
As to using other software I have Blender (2.92 which is the last to support W7) and got into it mainly for what was originally its core purpose, modelling. It is more stable than Hexagon (even the 64 bit version) and doesn't cost an a couple bodily appendages/organs like other the other pro modelling software. The fact they adopted a pointer based UI was also a big help in finally getting me onboard. For 2D and texture work I primarily use GIMP (which I've worked with even longer than I have with Daz) and PSP (both also support PS brushes).
Therefore I have little interest in importing Daz assets into to other software other than a modelling ssoftware for kitbashing purposes and then sending the items back to Daz.
The one programme I wish Daz would have offered a bridge to was Carrara which is superior for working with and creating large scale environments. Sadly it appears to have been abandoned since its last major update several years ago. Grantes, as with bridges to other software, it would also need to allow import of features such as geografts, custom/HD skins (including those created with tools like Skin Builder/Anegenesis),HD morphs, overlays, and the such. Even though Carrara uses a biased render engine that is CPU driven the results can be near photo realistic. .
I guess that may be the reason why Daz is looking at Omniverse in ver 5.x, but if, as reported, rendering in it is very demanding on GPU resources that doesn't sound like a very good option unless it is integrated in a way that streamlines the process.
Of course if tools like the aforementioned Skin Builder along with GenX, XTransfer and such for older generations are not updated to the new SDK, then all bets are off and I'll stick with whatever the final version of 4.x is.
Daz Studio 5 preview release is delayed and that's good news.I have successfully used the Daz to C4D bridge to import characters with functioning geografts, although it is admittedly mercurial as to whether it works or not.






