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How do I ensure the size of something that is exported?
Hi Sanbie here...when I made clothes for V4 I used to import at 1.000 and export at 0.001 it always worked and was the right size for V4...I tried it out on LaFemme and it worked..
Face Mojo Gen 8 female to blender Mesh exploding in render.Don't know of face mojo but, if it helps, with diffeomorphic you can import facecap and livelink animations.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Morphs/Import FACS
Is there a way to unwelded edges/vertices in daz3d?function said:
crosswind said:
James said:
I don't see any option to cut in geometry editor, though
T steps of 'cut'...
Hi @crosswind , could you please give a tutorial on how to 'weld' those 2 parts as shown in you pictures? Is the weld function 'merge fitted figures geometry' in the Geometry Editor?
I tried to copy this by using a sphere, but I always got an error : This action requires a selected TriAx figure in the scene, with geometry and one or more followers. Already saved 2 pieces to obj then imported back, and converted props to figure (by choosing TriAx Weight Mapping and Inherit Skeleton of Parent).
By the way, can this method to weld any kind props, ie. a box and a cone?
And for paper cutting, seems like you even didn't convert it to figure? How to cut it as you did?
Pls refer to the screenshots as attached for 'Merge Fitted...' operation. Actually a simple way is to export them as an obj file and import it back, then they'll be 'welded' with right surfaces as well. Such a way can be used for any combination of any primitives you place in the scene. As for 'cutting a privmitive plane', since there's no 'separate geometry' funtion in DS, I just used 2 same planes and deleted the unused geometry on each of them...then 'weld' them together.
GENERAL FREEBIE REQUESTS part 3Beachlegs,
When you import a dae file you will need to change the type of file you are looking for when file explorer opens up. Location of file type is in the lower right hand corner of the window. I think DAZ defaults to wavefront just click the arrow and other formats will be available to select. If that does not correct your problem I have attached the obj file with the identified changes made. The obj is all combined it is no longer three individual pieces. I used DAZ Studio to create the obj so select DAZ Studio as the identified format that way the spear with come in at the correct place for a default GM8. Original artist applied unrestricted use so I am making this file with the same license.
You can find the file here: https://www.4shared.com/file/D_g_9qEjge/Septum_Spike.html (Can't seem to upload files any more)
importing images to create 3d modelsi was able to create the human model i need for my project. but i need to be able to put him in specific outfits. i have front and back views of the outfits already created. how do i import my images into daz to create 3d clothing to put on my model?
Daz studio does not import the obj formatHi,
For the first time, I encountered the problem of importing into dazstudio. I don't understand why, but the import lines of obj format disappeared as well as those of poser.
Someone can tell why this happened?SketchUp Importer - Early Progress ReportPlease note... this is just an observation or opinion of a longtime SketchUp user and neither an endorsement for or against it.
I imagine some people probably still have copies of the older versions both free and pro... (I've got both), and there are numerous workarounds to opening up newer version SKP models outside of SketchUp...That said, from what I've seen over the years, fewer people here care about using SketchUp to make models, as opposed to taking the models available on 3D Warehouse and using them in DAZ Studio... I've tried helping people fix messy SKP models they've posted about many times over the years and the moment they realize that there's actually work involved and not some magic "Fix-it" button, they usually disappear... So I dunno what that means...
Unless I'm mistaken, the only real way to find out if a model is a mess or not is to either convert it/import it and see (in which case it is what it is) or to open it in SketchUp and if it's important enough or simple enough, try to fix it... but as I've said, nobody really cares to do that... and in all fairness, I've had to fix clients' messy models and it usually sucks... (In a couple of cases I just redid the model instead of fixing it, it was actually less work)... so even when you know what you are doing, it's a slog... technically you could fix imported SKP models in Blender, but that actually sucks even more.
I'm not trying to discourage you or anything, but I'm pretty sure most people here just want to convert 3D Warehouse models and most 3D Warehouse models are kinda messed up... That being the case, it might be frustrating for someone to find most models they convert as having lots of flaws or problems... even a great model with a lot of flipped normals could be a disappointment.
I've been using SketchUp for years and I think the biggest problem is basically what I said previously... it lets people make messy models... which really is the fault of the maker... not the program... it also allows one to make clean models if they take a little effort to learn what to do... but because it's super easy to just pick it up and model with it, nobody really bothers... or bothered... I like SketchUp, but I think the Trimble subscription thing and online only free version that can't use plugins will ultimately reduce interest in SU, especially as former SketchUp enthusiasts create Blender plugins and tools that emulate SketchUp for those that have turned away from it.
Eventually more and more people will probably come over to Blender or other free programs like Rocket 3F and SketchUp will only be left with core diehard enthusiasts.
I don't know how that works as a business model, but if they were looking to go the Adobe route they should have realized that there was never a free version of Photoshop and most of what gave PS value wasn't contributed by people who made free plugins as was the case with SketchUp... It was an industry standard taught in schools unlike SU whose popularity was drive by the community of free plugin makers.The free version of SUmay not have caused millions of people to buy SketchUp, but it created interest in it and allowed people to become skilled at it and that created a pool of people who companies who used SketchUp could hire and therefore that encouraged them to keep using it...
The people starting out in that same position are now only faced with the very, very limited and uninteresting free online version and they won't bother to pursue the software... Blender on the other hand is totally free and now becoming more and more friendly to architects and product designers, so people just starting out will adopt it instead of SU and that's where companies will turn for skilled people.
Thats too many words and it's just my lunatic ravings, but it already seems to be going that way.
Sorry for the long (and probably pointless) dissertation on this.
Either way good luck.
SketchUp Importer - Early Progress ReportHello again.
Thanks to all who have responded so far. Please note that I updated my most recent post (restarting this thread) with "Given that SketchUp is no longer free, is there any interest...".
The current state of SketchUp affairs is something that I want there to be no mistake about. When I originally developed the importer being discussed here, SketchUp Make 2017 was available for free. Since then, as has been pointed out, SketchUp is NO LONGER FREE, with pricing (as of the date of this post) as follows:
SketchUp Go is a web-based tool that, as far as I know, does not support Ruby scripting. Therefore, SketchUp Pro would be required to use models from there. SketchUp Make 2017 is also no longer supported (no surprise there), with the following statement (as of the date of this post) taken from the Trimble website:
If you still have SketchUp Make 2017, it should still "work". My plugin is certainly compatible with it, having been originally developed there. Having said that, it is possible that a given model on the 3D warehouse will no longer be available for download in SU2017 format, and therefore will be inaccessible to you if that is the only version of SketchUp you have.
These are some of the things that are driving my decision process, as to whether or not to resume this project. Additionally, if I restart this project, then proper development practices dictate that I must have a valid current subscription to SketchUp so that I can guarantee continued functionality of the plugin as SketchUp itself continues to evolve. This is a non-trivial expense that I have to consider, particularly in terms of whether or not I will recoup that investment, year after year, and then achieve some sort of margin that makes all of this worthwhile. That may sound harsh, but it's something I have to think very hard about.
In terms of the geometry questions that have come up, I'd like to chime in from the standpoint of having already developed a successful version of this importer for the Trainz Railroad Simulator. It's been in use for many years there, and I can confidently state that the geometry is internally structured in terms of triangles, and that triangles are used in my geometry transfer process. I will also say, however, that SketchUp models can sometimes have a large number of materials, and this can also affect performance in the target system (i.e. Daz). If you are using the SketchUp model as a static entity, I would not really expect this to matter; but if you are using it as part of an animation, it might. I say this with only limited knowledge of Daz, so please forgive me (and correct me) if this is not how it works.
My tool consists of a three parts: (1) a Ruby plugin that runs inside SketchUp, and creates an XML file that contains all the information needed to import the model into a given target environment; (2) an image processing utility that runs behind the scenes; and (3) a Daz script that reads the XML file and renders it in Daz.
The first part of the transfer process, in SketchUp, is governed by a parameters dialog that looks like this:
As you can see, there are options to deal with both sides of a given face. I also have some internal logic that attempts to automatically compensate for reversed faces when they are detected, but there is only so much you can do in this regard. The fact is that the person working with the SketchUp model is responsible for making sure that the model is READY to be transferred to another environment. My tool is not a substitute for laziness.
The produced XML file is read in by a Daz Plugin, with a very simple UI:
This plugin can (usually) auto-locate the XML file, and it uses Daz geometry APIs to re-create the model directly. So we go from this:
to this, with not much effort on your part, at least in terms of the transfer process.
As noted, my decision to proceed with this development effort will be -- in part -- based upon comments received here, both good and bad. I can tell you that there have been flame wars on the Trainz forums about how evil SketchUp is, and that I should be burned at the stake for even having dared to allow models from there into Trainz. I have also been praised by those who have taken the time to 'do it right' and have created iconic models that all seem to enjoy. The last thing I want to do is see a similar flame war erupt here, so part of my decision will also be based on the veracity (or not) of those types of comments.
Thank you for your kind attention. I look forward to reviewing continued comments from everyone.
Regards,
MikeDiffeomorphic - Rifigy or MHX?RIGIFY. Rigify is a professional full featured ik rig for original animation in blender. Unfortunately it is not so good to import daz poses and animations because there are some strong differences with the daz rig.
MHX. MHX is more intended as a compromise for people who wants to animate in blender but retain a good compatibility with daz poses and animations. So you can mix blender original animation and daz. As for blender animation MHX is less featured than rigify.
SIMPLE IK. Then even the MHX rig is not perfect with daz poses, though it's quite good. That's why the simple ik rig is provided that uses exactly the daz rig as base so the match is 100%. This is mainly useful to animate in blender then export to daz with "save pose preset", thus using blender as animation tool for daz studio. The simple ik rig is also better to export to game engines. But it is more limited in features than MHX or rigify.
Released : Wet And Tanned Skins For Genesis 8.1 Bundle (Commercial)Wow after so many years quiet on this project, you're the first one to report an issue, and this is such a weird phenomenon !
First, in theory, there was a rule for ALL genesis 8.1 figures which is that : PA MUST use PBRSkin as their main shader. Now, I am surprised that Daz accepted an IrayUber shader on a Genesis 8.1 figure. Maybe you bought it from another store? (if it is on Daz Store, can you tell me what figure it is?)
Since Daz Studio software updates can put some handmade shaders in danger (and since I cannot check ALL my products as soon as a Daz Studio update is released), I took the time to check that it went fine on Rosa Maria 8.1, and on the 8.1 base female. I realised that my product had an update I was not aware of (I don't know why, maybe metadata because it's the only thing I'm not involved in). So I tried them before the update, and they worked fine for the tan/tan lines/wet looks. It seems to be the same with the updated version of wet and tanned skins for 8.1.
What can happen from time to time is that a version of DS messes up hand made shaders (via shader mixer), and then in the next update or in another build this is fixed. I use none of the "classical" builds (there are other versions as mentioned in the changelog page), but if it comes from that, in my "future" version I have no issue.
It can come from the IrayUber you have at start. When you use the "apply", actually not only a new shader is applied, but also some maps are transferred from PBRSkin properties to WNT81 shader properties, and some properties values might be adjusted. I have the feeling your main issue is that you start from IrayUber, and this is not optimized for that. If your IrayUber was using furthermore "SSS amount" instead of "SSS color" to set up the SSS it might be even more problematic. If I were you I would try to change the volume settings using low translucency weight (0.5), low transmitted measurement distance (0.1), "brown" transmitted color (with NO component -RGB - at 255) low scattering measurement distance (0.015), and that the SSS mode is chromatic with a color NOT being black or white (mid pink?). Said differently make sure all volume properties are similar to what you have in PBRSkin. Make sure also that your translucency color property is mapped. I think, but I don't have a lot of details to be sure of this, that in your initial figure there is one setting in the translucency/transmission/SSS settings which either does not exist or is probably set up "not as usually" and that the applier cannot "translate" properly. Normally the applier can work on Genesis 8.1 user IrayUber, since it is the case of the "base" Genesis 8.1 males and females. And make aslo sure that the "Refraction Weight" is 0 in your initial shader (even if it should not matter in WNT81).
Eventually if you want to solve this with me, what you can do you can try on another 8.1 figure which would basically use the PBRSkin shader; If it is not transparent, it very probably comes from your IrayUber setting, if it is, it very probably comes from your Daz Studio version.
As far as I remember, Nothing in the WNT shader implied opacity, so there is not reason why the figure should become transparent, except if it comes from volume phenomena. So the first question is : does it work properply with other Genesis 8.1 figure (using PBRSkin, or even on Genesis 8.1 base female, which works for me tonight)?
OK, fine, I guess I'll make some DAZ stuff after all.On the subject of Daz content for Space:1999, I know there's Moonbase Alpha set build parts out there, but the only ones I've found have been OBJ format that have to be imported into Daz to use them, and the size the various parts import at are all over the place, so I gave up on trying to use that one. Has anyone made a set of Moonbase Alpha walls and furnitures like this that is already in Daz or Poser scene/prop format, ready to just load into a scene? I notice that this site over here has detailed diagrams and pictures of what all the wall modules, computer panals, and stuff look like, and what they were meant to be used for.
How to delete Saved files?Where are you looking? The Wearables category appears to eb vendor data, from the metadata supplied with the product, and as such it will not hide in the Content Library 9since that is used for managing categroies) but it should hide in Smart Content and in the various Presets tabs in settings panes.
How to delete Saved files?function said:
crosswind said:
So you unchecked 'Wearables' in the above screenshot and clicked Accept, they were still there ?
Uncheck Wardrobe? I didn't try that but just tried it, they still there and still in the Wardrobe, very stubborn, nothing can be changed.
(Edit: if you mean uncheck wearable in the Saved Files and Accept, yes that's what I did before, no use)
Not all files in the Save Files folder like this, just some products after the re-import metadate, I'm using 4.21.0.5 Pro.
So stubborn... Pls try this: RMB click menu... as screenshot 1; or RMB click menu... as screenshot 2 - 3 (Remove Reference for all Categories !)
Hopefully it'll work, but I really experienced some very very stubborn ones long time ago, finally I had to directly delete them from the cms database...Canvas Alpha BugI tried to open the EXR and from another rendering in Blender and also in another third party EXR viewer called Veneta. Both displayed the same error, that Photoshop also showed me. I'm getting the feeling, it is not the import plugin, that's causing the issue, but DAZ Studio. What's suprising about it is, that I only have this issue, when I try large renderings.
How to delete Saved files?crosswind said:
So you unchecked 'Wearables' in the above screenshot and clicked Accept, they were still there ?
Uncheck Wardrobe? I didn't try that but just tried it, they still there and still in the Wardrobe, very stubborn, nothing can be changed.
(Edit: if you mean uncheck wearable in the Saved Files and Accept, yes that's what I did before, no use)
Not all files in the Save Files folder like this, just some products after the re-import metadate, I'm using 4.21.0.5 Pro.
Alvin Bemar's Gescon: Very close but not usable :(Dolce Saito said:
yes, slip is a problem, I tried rigid method before, also has a little bit slip problem. But the cutout map will not slip, so how about put a bloody cylinder ( '>' cutted) inside the limb?geograft I never used, but yesterday I saw a thread talked about this, here: https://zonegfx.com/forums/topic/any-good-tutorials-for-geografts/
they also talked about Mesh grabber, I thought this is an idea, maybe you can try to modify the limb by Mesh grabber, then save as a custom morph.
I tried cutout before. Unfortunately, it causes light to enter into the figure, so that is a no go. Mesh-grabber is not animatable, so that limitation eliminates the option.
Yes, you are right, cutout doesn't work, light enter problem.
I made a quick test, the Geograft method works, see attachments.
I cutted a small piece of leg surface, bridge to Blender, Boolean it, save as .obj, import the obj to DAZ, use Transfer Utility to add bones on it, then Geometry Editor to assign the graft as the toturial, finally Fit it to the figure, done, no slip anymore.
Is there an easy way to import a complete scene (multiple objects) into daz?This is my first attempt to create a scene in Blender and using it in Daz - so please bear with me if I overwatch something basic. I've created a scene in Blender (a room with a sofa and some more interior) as I am more familiar with Blender for things like that. Then I wanted to import this scene as a whole into Daz. I've tried it in three ways: exporting everything from Blender as OBJ, COLLADA (DAE) and FBX and then importing this three different formats into Daz. With OBJ the whole scene becomes one big object, with Collada and FBX every object in the scene keeps being an individual object in Daz after import which - I found out - is what it is. But both remaining ways(FBX ( collada) lead to some other troubles:
- FBX: all items are misplaced heavily. I applied all transforms in Blender before export as FBX but nothing helps: when importing the FBX most of the objects in the scene are not visible because they are placed somewhere in the nirvana of the 3d space.
- the most promising result comes with collada/dae: all objects are seperated objects and they are placed in 3d space like in Blender. But some of the objects are missing there textures totally (I've not figured out what may be the difference between those which are imported with texture and those without) and the ones which still have their texture seems to have the wrong shaders (as I think in my basic knowledge of daz): When I go to "Surface" I see the base color map applied to "Diffuse color" which confuses me as with Daz models I know I have "Base color" as a choice and some other configurations - I don't have them here. I get these configurations and the base color setting when I choose the surface and then go to my content library and apply the "!Iray uber base" shader... which leads me to the theory that it is not an iray shader?! (although in my render settings I have iray set and I've read that then imported object get iray shaders?!)
So my question is: is there a way to "mass-import" objects of a scene into daz and to assure that a) iray compatible shaders are created for all objects and b) that the normal maps, specular maps etc. are applied to the corresponding configurations of the shader?
Brand New Computer Where did my files go?It's a birthday gift. My3yr old computer cannot hand the massive jump in DAZ product sizes, even for older stuff which has expanded I guess with metadata. I read the DAZ requirements, I ordered it, had to be Win 11, as Win 10 was going to be upgraded to the system thingsy, I wanted it without an MS account and certainly not the one drive. But 2 days after I plugged it in, I had one of those upgrades which placed those items on my new computer. I don't need a new cloud, DAZ already has a cloud, I don't want my data held hostage by a subscription. Not in business, don't travel, have external hds. I did not realize, nor is it mentioned, that my Desktop was not local, it was "on the cloud". I had uninstalled the app, but there it was, Desktop on cloud. and since I uninstalled it I couldn't do the "Unlink". All sorts of confusing instructions on the web, as it appears many other users felt the same, I just moved everything I could find to new folders, onto my personal path, and deleted away any thing that said one cloud. My Desktop is mine, I wish to use it, not have my folders I placed on it for my access, are not to be swept off. I am messy. I don't need a gleaming empty desktop. No where was it mentioned that this One Drive thing owns the Desktop. That really chaffes my hide. Win 11 assumes all stuff should be on the cloud. I think it should say so before installation. Had a heck of time tracking down my new renders, when the folder I put on the desktop disappeared. Hoovered up by the onedrive. Since I already had one previous brand new computer die with the onedrive that time sucked up all the downloaded DAZ and other vendor products---out of my content directory!!!, I knew where to look. So be aware, your desktop may not be yours. It's a sham. I made my own Deskop path, and I was able to find my personal postwork renders folder and other important stuff. So it is doable.
Canvas Alpha BugA few more things, I have tried in the meantime...
1. uninstalled the exr-io plugin and open the exr again with default exr importer. Got a prompt for how to handle alphas, either as transparency or as alpha channel. in both cases it look broken, but different to my bug experience.
2. installed exr-io, the bug looks the same as before. No prompts on import for further options. After restoring the prompt for import, several options still resulted the broken alpha.
Military Rank InsigniaThere are 4 objs in the attached zip.
You can import them into Daz Studio. I have modelled them to be around 3 cm tall. Be aware that the objs are in blender scale, so when importing to DS size should be 10000%, or they will end up very tiny.










