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Hair messing up when rotating neck bones on blender
Ook said:
crosswind said:
Ook said:
crosswind said:
I tried this Zoren Hair but have not seen such an issue. I used the latest DDI - 1.7.1.1566 and DazHairConverter 2.1.2
You may first try Easy Import or update to latest DDI ...
Were you using the MHX rig?
I tested zoren hair and for this one keyshaped bone works fine but the head bone doesn't.
Yes, rigged...neck and head bones work all fine. And the rigging on your side seems not that correct... not sure... Have you updated MHX addon recently ?
I have the one that came with diffeo. MHX version is 1.7.0.0067...
Maybe I'm doing the process wrong? Just merge rig > convert hair > then rig to MHX right?
Yea, your process was correct, only my MHX version is 1.7.0.0069... but I found no info. related to such the issue in the Commits log of MHX runtime, not sure... Will you just update and try again?
Diffeomorphic - does a step by step tutorial exist?I am attempting to get a g8f model with geografts into blender - with Diffeomorphic 1.7.0 I am able to use the easy import with merged geografts, all of the textures transfer correctly and all of the geometry appears to be correct, I am just completely lost on the process of making morphs accessible/applying morphs and then finishing a mesh in a way which allows me to modify the morphs after. As it stands, I can see and access baked morphs, but attempting to modify them produces no visible results on my mesh, and importing morphs directly (from golden palace, for example) also results in morphs in the settings which seem to produce no visible results when adjusted. I have both downloaded the Diffeomorphic manual and read it online, and although I definitely appreciate how detailed the descriptions of each of the features are, I am still really missing a more step-by-step idiot guide and am just wondering if anyone knows if such a thing is available. Thanks!
Hair messing up when rotating neck bones on blendercrosswind said:
Ook said:
crosswind said:
I tried this Zoren Hair but have not seen such an issue. I used the latest DDI - 1.7.1.1566 and DazHairConverter 2.1.2
You may first try Easy Import or update to latest DDI ...
Were you using the MHX rig?
I tested zoren hair and for this one keyshaped bone works fine but the head bone doesn't.
Yes, rigged...neck and head bones work all fine. And the rigging on your side seems not that correct... not sure... Have you updated MHX addon recently ?
I have the one that came with diffeo. MHX version is 1.7.0.0067...
Maybe I'm doing the process wrong? Just merge rig > convert hair > then rig to MHX right?
DazToHue 1.0 is out now!This is really great work! I've been trying this out recently, and I've had problems with the 'Additional Animations' option. When the additional animations pass through and are exported from the 'DazToHueExport' node, they don't match, and in some cases, the arms and neck of the daz characters are severely deformed. Although I first noticed this Unreal, I checked the fbx file in Houdini, and the skeleton has the same problems before the Unreal import. I'm using the Genesis 8.1 female base character.
Has anyone else seen this? Is there a best practice for this process?
How do you send G9 strand based hair into Zbrush with GOZ?If an SBH is exported without line tesselation generated, ZBrush even cannot import obj file while blender can but the hair is not sculptable..only editable. At the end of the day, obj cannot be loaded back to Ds.
Hair messing up when rotating neck bones on blenderOok said:
crosswind said:
I tried this Zoren Hair but have not seen such an issue. I used the latest DDI - 1.7.1.1566 and DazHairConverter 2.1.2
You may first try Easy Import or update to latest DDI ...
Were you using the MHX rig?
I tested zoren hair and for this one keyshaped bone works fine but the head bone doesn't.
Yes, rigged...neck and head bones work all fine. And the rigging on your side seems not that correct... not sure... Have you updated MHX addon recently ?
How do you send G9 strand based hair into Zbrush with GOZ?Even if you can export an SBH to obj with Line Tessellation generated, you have no way to import the morph back to the hair... Only a PA has THE 'toolset'..
So just use a couple of D-Formers to 'reshape' it...Is it possible to "Bake to transforms" for all keyfames in animationuseful tip for those who use Carrara
Genesis 3,8,8.1&9 in Carrara using the discontinued Mimic for Carrara and Fenric's BVH exporter will bake the facial bone animations
and Carara BVH exported animations including facials import to DAZ studio for those figures
UV Mapper helpIf you don't want to go through a lot trouble making regular UV maps and just need or want a quick UV map to paint in a 3D painting program like ArmorPaint ($20), Blender's automatic UV unwrapping features are fairly easy to use and there are tons of tutorials out there... plus if you decide you like it, there are a bunch of great plugins (called "Addons" in Blender-world) that will make it even more useful.
The only drawback with most "Auto-unwrapping" programs is they tend to break the map up into lots of tiny bits instead of the more familiar "pelt map" most of us are familiar with... there are a few that do a great job of that automatically, but they are pretty expensive... Rizom UV (Virtual Spaces) is one, but the Perpetual Indy License is $167... there are others, but they are all around $200 - $300...I use 3D Coat a lot, it's auto unwrapping feature is better than Blender if you don't like messing with the unwrapping manually too much... but it's expensive (around $370... I got mine on sale for like $180 a few years back)... 3D Coat is also a modeling/sculpting program and you can do 3D painting in it too.
If you don't like Blender at all, Ultimate Unwrap ($50 - $60) is pretty good, but you need to learn how to use it to unwrap manually and there aren't a lot of tutorials and it expects you to already understand UV mapping somewhat... but it has a lot of features and if you get the pro version which is around $60, it comes with a huge import/export file conversion capability list... not that you'll need most of the formats, but it generally is pretty good with Theo one that count.
Lastly... the guy who created Ultimate Unwrap (Brad Bolthouse)... (that'd make a cool superhero name), used to have a simple UV unwrapping program call "LithUnwrap" for free on ShareCG... it was the predecessor to Ultimate Unwrap, but it disappeared from SCG a few years ago and I recently came across it again on GitHub... I haven't tried this version out and it's been years since I dabbled with the on that was on SCG... but here the GitHub link...
https://github.com/timdetering/HomeworldSDL/tree/master/tools/editors/texture/LithUnwrap
If I recall correctly, it was about the same more or less as the free version of UVmapper.
Then there is Roadkill which was a good (Free) simple mapper that was easy to use and learn, but that disappeared about 6 or 7 years ago when the site that was hosting it closed down.
Custom G2F keeps crashing DazLiphisbus said:
crosswind said:
I also use that plugin but haven't encountered any issue like this... Which morph splitter plugin did you use in VAM ? 1) After blending the converted morphs, export your custome G2F to obj and import back as a single dial, then see if that'll be okay or not... 2) If the issue still persists, try to use some VAM default characters to convert, see if you'll still have such an issue...
PS: attach your Ds log if possible...
Not sure what you mean but I didn't use any plugins, I just transferred the full characters or "looks" that the people offered in there. I'II see if I can do the first one. Weird, I posted my crash log in the OP but it's gone, here you go if that's what you mean?
Not this log ~ Daz Studio menu, Help - Troubleshooting - View Log File...
Okay, you did not split Head and Body morph in VAM, but suggest you do so. On the page of Vam to Daz 2, the author gave the guidlines...
Custom G2F keeps crashing Dazcrosswind said:
I also use that plugin but haven't encountered any issue like this... Which morph splitter plugin did you use in VAM ? 1) After blending the converted morphs, export your custome G2F to obj and import back as a single dial, then see if that'll be okay or not... 2) If the issue still persists, try to use some VAM default characters to convert, see if you'll still have such an issue...
PS: attach your Ds log if possible...
Not sure what you mean but I didn't use any plugins, I just transferred the full characters or "looks" that the people offered in there. I'II see if I can do the first one. Weird, I posted my crash log in the OP but it's gone, here you go if that's what you mean?
Custom G2F keeps crashing DazI also use that plugin but haven't encountered any issue like this... Which morph splitter plugin did you use in VAM ? 1) After blending the converted morphs, export your custome G2F to obj and import back as a single dial, then see if that'll be okay or not... 2) If the issue still persists, try to use some VAM default characters to convert, see if you'll still have such an issue...
PS: attach your Ds log if possible...
Hair messing up when rotating neck bones on blendercrosswind said:
I tried this Zoren Hair but have not seen such an issue. I used the latest DDI - 1.7.1.1566 and DazHairConverter 2.1.2
You may first try Easy Import or update to latest DDI ...
Were you using the MHX rig?
I tested zoren hair and for this one keyshaped bone works fine but the head bone doesn't.
Missing Morphs for purchased characterPerttiA said:
melissaberg said:
PerttiA said:
So, you used DIM to install all your content?
Do you log in to Daz Studio?
If you do not log in to DS, that eliminates one can of worms.Attached you can find instructions for manual installation, which will give you better understanding on where the stuff should be.
I will try this. In case it is different from how I did it. I just looked at the file nesting system and looked for the same in my content location. That didn't work either... I have been logging in to Daz in both the DIM and in Studio. So I should not do this?
Also, I get the can't find warning when I try to load the character preset that is included in the downloaded files, if I simply hit OK it loads David 5 without the Gunner Morphs, tho it has the Gunner Materials. I have also tried loading David first, and then the Gunner Shape file, it acts like it's loading something, but nothing actually changes, and I don't get the file complaint. So everthing appears to be in their correct locations, and all my Head and Body morphs from Evolution are showing up in Shaping, so I definitely have everything. I will see what happens when I follow the instructions for manual and don't log in to DIM or Studio :)
Thanks again for all the help, I learn a little more each time.
Logging in to DIM is fine, but when you log in to DS, you are allowing Daz Connect inside DS to 'update' metadata and complain about files not having been installed (with Connect).
If the user doesn't know what Daz Connect inside DS does, it is better to never log in to Daz Studio and set the start up options for DS as in the attached sample.
Ok, thanks. I am also running on a mac, but essentially the same process for manual installation is what I already did. The main difference is unzipping the file, and just navigating to the correct folder itself, and then dropping the files where they belong. I have all the content on an external drive and I work with my models in blender after creating/posing them, so I am familiar with the file system for connecting materials, etc. Incidentally, the main character I had created a while ago, and thought was using Gunner is only using David, so crisis averted. But it would have been nice to use Gunner for a new character as it has a slightly different look. It might be time to make a newer purchase ;) I appreciate all the help.
Missing Morphs for purchased charactermelissaberg said:
PerttiA said:
So, you used DIM to install all your content?
Do you log in to Daz Studio?
If you do not log in to DS, that eliminates one can of worms.Attached you can find instructions for manual installation, which will give you better understanding on where the stuff should be.
I will try this. In case it is different from how I did it. I just looked at the file nesting system and looked for the same in my content location. That didn't work either... I have been logging in to Daz in both the DIM and in Studio. So I should not do this?
Also, I get the can't find warning when I try to load the character preset that is included in the downloaded files, if I simply hit OK it loads David 5 without the Gunner Morphs, tho it has the Gunner Materials. I have also tried loading David first, and then the Gunner Shape file, it acts like it's loading something, but nothing actually changes, and I don't get the file complaint. So everthing appears to be in their correct locations, and all my Head and Body morphs from Evolution are showing up in Shaping, so I definitely have everything. I will see what happens when I follow the instructions for manual and don't log in to DIM or Studio :)
Thanks again for all the help, I learn a little more each time.
Logging in to DIM is fine, but when you log in to DS, you are allowing Daz Connect inside DS to 'update' metadata and complain about files not having been installed (with Connect).
If the user doesn't know what Daz Connect inside DS does, it is better to never log in to Daz Studio and set the start up options for DS as in the attached sample.
Hair messing up when rotating neck bones on blenderI tried this Zoren Hair but have not seen such an issue. I used the latest DDI - 1.7.1.1566 and DazHairConverter 2.1.2
You may first try Easy Import or update to latest DDI ...
.OBJ UDIMs not detectedho...
The tiles are accessible in Substance, if I import the obj in Blender it's still fine, tiles are visible again but where can I access the tiles in DAZ UI then? Surface only shows one whole material without any tile reference.
The "Animators Assemble!" thread for Daz animation WIPs, clips, and tipswsterdan said:
Sven Dullah said:
wsterdan said:
The second part of my lip sync test:
-- Walt Sterdan
Great stuff, Walt!
I've a OT question for. you, since you are on a Mac:
So quicktime player has a limit of 1 min. when opening and saving image series? It does not seem related to file size, am I right?
Can you import image sequenses straight into something like daVinciResolve or Final Cut, without limits? Need to improve my workflow, thanks:)
Thanks!
I wasn't aware of a one-minute limit on Quicktime image import, as all my clips are shorter (I think the longest is about 48 seconds). I occasionally did have an issue where Quicktime couldn't load the full sequence and kept stopping at the same place, but by either restarting Quicktime and sometimes closing all other apps it then imported the full sequence. I know you have a lot more memory than I do, but you could try that just to check.
daVinci Resolve (https://jayaretv.com/tips/import-image-sequence-in-davinci-resolve/) and Final Cut Pro can both import sequances of images. I've never used either, but there are lots of tutorials that show how.
Resolve is great. It's what I use to stitch together render sequences, it's got very powerful postprocessing and especially color tools, and can even work with 3D models (though I haven't quite figured out how to do that without crashing the program).
The "Animators Assemble!" thread for Daz animation WIPs, clips, and tipswsterdan said:
Sven Dullah said:
wsterdan said:
The second part of my lip sync test:
-- Walt Sterdan
Great stuff, Walt!
I've a OT question for. you, since you are on a Mac:
So quicktime player has a limit of 1 min. when opening and saving image series? It does not seem related to file size, am I right?
Can you import image sequenses straight into something like daVinciResolve or Final Cut, without limits? Need to improve my workflow, thanks:)
Thanks!
I wasn't aware of a one-minute limit on Quicktime image import, as all my clips are shorter (I think the longest is about 48 seconds). I occasionally did have an issue where Quicktime couldn't load the full sequence and kept stopping at the same place, but by either restarting Quicktime and sometimes closing all other apps it then imported the full sequence. I know you have a lot more memory than I do, but you could try that just to check.
daVinci Resolve (https://jayaretv.com/tips/import-image-sequence-in-davinci-resolve/) and Final Cut Pro can both import sequances of images. I've never used either, but there are lots of tutorials that show how.
A neat little free app for working with videos is Adapter (https://macroplant.com/adapter), which will also import image sequances. I use it a lot when I want to take larger files and squish them down for messaging and such.
Let me know what you wind up using.-- Walt Sterdan
Looking into it, tks!
Porting Planets and Nebulas to BlenderUpdated to 1.7 and the import is better. I might like it better.







