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DAZ importer for Blender ( version 1.2) By Thomas Larsson
"Why wouldn't DAZ 3D want to make it easier for 3D artist to make
more diverse content and sell it in their store for the pitiance of extra
costs of hosting it on their servers and a bit of minor bookkeeping, both
of which they already are paying for. The biggest added expense would
be more QC"
The plugin ,that is the subject of this thread,has nothing to do with
making it easier to create Daz content and sell it in the store
anyone with a decent polygonal modeling app and skills can become
a DAZ PA."If you say that DAZ is satisfied with what they and that's enough well that is good enough answer for me but it's the sort of thing that one associates with a mom & pop shop and not a modern business seeking to expend their market eg MCS. Both have their places."
Daz is seeking to expand their market in ways that they control such as the Morph 3D store & MCS figures.
"Unity 3D has indeed paid authors of 3rd party hacks that made Unity 3D better for those hacks and integrated it directly into Unity. When one looks at DAZ's business model and Unity's business model they really aren't so different."
Unity has done this After those third party add ons were proven to be a useful addition to ***UNITY***
Just as Daz has licensed third party add-ons as included parts of ***Daz studio**( AniMate lite,mimic, IRay)Unity has not paid any third party hobbiest in advance to create plugin to move unity assets over to Blender as this does not help build unity itself.
"Speaking of industry formats since I am just a hobbyist I already forget the name but there is a somewhat new bit of research that is implemented in SW already of eliminating these 'JCM' bend problems and such. It is newer and better technique than dual-quaterion or what ever it's called, unfortunately I don't remember the name"
Perhaps you refer to "implicit skinning"
There is already funding in place to bring this tech to Blender.Switching Hard Drives - Pros and Cons??Due to extensive hard drive space required to download and utilize anything and everything Daz3D, my local C drive has now been dangerously limited. However, my local D drive does have plenty and far more space available. Is it wise to uninstall Daz3D from the C drive, first, then re-install it to the D drive; OR more importantly is there a way to just redirect or transfer program files from C drive to D drive without having to uninstall anything? The dilemma being, I do have custom characters already made and saved to the C drive. :/
Any recommendations or suggestions will be greatly appreciated. Thank you!
Organizing Morphs into foldersIndividually you can click the gear icon at the right-hand end of the slider, select parameter Settings, and edit the path (you can also edit the path when importing the moprh, though for GoZ I think you have to turn on the advanced options in Edit>Preferences>Bridges). To edit a multiple morphs into the same location, right-click on the parameters pane and set it into Edit mode, then use the standard click/shift-click/ctrl-click methods to select the morphs, right-click on one of them, and use the Set>Property Group command.
Thanks - Once I've created my own group and subgroups and moved them around I assume I nned to re-save them as morph assets for that grouping to hold across characters?
Transfer Utility on Morphed CharacterDarn. Frustrating. I did exactly that, erased everything but the base figure (no clothes or anything else), saved the OBJ, then tried to morph load on the exact same figure with all poses and shapes zeroed. But I got an error that the geometries don't match and it couldn't generate the morph.
Is there some magic setting on the OBJ export or Morph Loader import that makes it work?
Thanks.
Creating clothing and accessoriesI have found a leather texture in a clothing product I already own. That texture is currently on a skirt. Is it possible to export that same leather texutre to use elsewhere...? on something larger like a sofa...? If, by somehow expanding / enlarging this texture I can actually re-apply it, can you list me the work flow steps required using the least expensive available software? Keep in mind the sofa-couch I want to re-texture is already a working model, just with a cloth texture. So I'm looking for the workflow and software requirements to remove, expand, and refit a texture to some other model. Both models involved in the intended transfer are made for the DS environment. and thxs in advance for your time....
Probably not, but it depends. Often the textures on clothing will not be a basic fabric pattern set to tile but will be shaped, perhaps stretched, and probably have added detail such as stitching to fit on the skirt. That doesn't mean you can't try - use the Surface Selection tool to click on the skirt, File>Save as>Shader preset, then use the Surface Selection tool to click on the sofa and apply the preset (by double-clicking on it in a content pane or by using File>Merge).
Transfer Utility on Morphed CharacterThe solution that worked for another user was to hide everything but the base figure, export as OBJ, Edit>Figure>Moprh Loader Pro, select and load the exported OBJ - that gives a one-slider morph for your compound shape. Now when using the Transfer Utility select that new morphs as Source Shape. Don't save the nwe morph, it's just a tool to use when rigging.
Creating clothing and accessoriesI have found a leather texture in a clothing product I already own. That texture is currently on a skirt. Is it possible to export that same leather texutre to use elsewhere...? on something larger like a sofa...? If, by somehow expanding / enlarging this texture I can actually re-apply it, can you list me the work flow steps required using the least expensive available software? Keep in mind the sofa-couch I want to re-texture is already a working model, just with a cloth texture. So I'm looking for the workflow and software requirements to remove, expand, and refit a texture to some other model. Both models involved in the intended transfer are made for the DS environment. and thxs in advance for your time....
A quick way to save smoothing/collision results as a morph.Sorry, I don't know how to do it, other than the export obj/import as morph method, which you've already considered but rejected as too cumbersome. You could submit a help request and as Customer Service for suggestions.
Looking for Canine head morphs for g2 and g3 figureshttps://www.daz3d.com/hfs-fantasy-shapes-for-genesis-3-bundle
There's a dog morph in there Lyrra :).
Laurie
Get frustrated every time I attempt to use Daz StudioI learned some basic Unity a bit ago.. I found it and Daz share a lot of simiilar interface designs. I found it very easy to transfer my Daz knowledge to Unity, so perhaps the reverse is true.
Transfer Utility on Morphed CharacterThanks. I tried Current, but the same problem...the clothing exploded.
The problem with selecting the morph I used is that it's a bunch of morphs I dialed manually, not just one.
I even tried zeroing the clothing shape after fitting it to the character, but that didn't work. Neither did "Clear Generated Morphs".
Any other ideas? Thanks much.
Transfer Utility on Morphed CharacterIn Transfer Utility set the Source Shape to the morph you used (or Current, but people have reproted an issue with that). Then in the options check reverse Source Shape from Target.
Transfer Utility on Morphed CharacterWell now I've got my final clothing, all rigged via the Transfer Utility, sitting on my morphed character, and it looks fine. It's just not fitted to the character. HOWEVER, as soon as I fit the clothing to the character, the clothing inherits the character morphs and explodes. I guess it adds the character morphs to the existing morphed shape.
So I guess the question is...is there some way to Fit clothing to a character without having it inherit the character's morphs? That would fix my immediate problem
Thanks.
Transfer Utility on Morphed CharacterOkay, I successfully exported a MORPHED G3 character out of DAZ Studio as OBJ, brought it into Blender, made a clothing object and did a nice cloth sim on it, then exported as an OBJ. Keep in mind I built the clothing over a morphed character, not the base character.
Now I brought it into Studio and it fit perfectly on the morphed character. I then did the Transfer Utility to automatically rig the clothing (selected to fit to character as a post operation), but the result was a mess. It looked like the clothing had double morphs applied or something.
So I then tried to first zero the character shape, apply Transfer Utility, and then restore the character shape, but again the clothing was grossly distorted.
I'm guessing that the Transfer Utility doesn't like that I'm applying clothing that's already morphed. But the problem is that I need to do a cloth sim over the final morphed character, otherwise it doesn't look right.
Anyone have an idea what I'm doing wrong? Maybe I need to make two cloth-sim'ed clothing objects...one over the base character, then one over the morphed character, and then do a Transfer Utility with the base clothing and load the morphed clothing as a morph target? Or is there an easier way?
Thanks.
Celebrity Look-a-Likes for 3D figures Part 2Older Jennifer Connolley tweaks:
First get Andromeda byMRL
OLD JENNIFER CONNOLLEY-
Some of the settings are a little goofy because this was a work in progress from a year ago.
Like why even have a “heavy” body setting if I’m just taking it away again with a high “Thin” setting?
I don’t know.
This makes a FANTASTIC Wonder Woman, by the way.
Morph ++
Full head and Face
Old .364
Face long 1.324
Face full -.376
Nose depth -.600
Nose height 1.416
Nose width -.372
Lower face
Cheeks sink .376
Morphs /Expressions Base
Eyes squint .535
Eyes open-close -.016
Mouth smile simple .124
Makeup
Andromeda 5
Eyes
Andromeda 03
BODY
Fitness .116
Thin .656
Young .228
Voluptuous .492
Heavy .236
ANYBODY WHO TRIES THIS, LET ME KNOW IF IT WORKED!
Celebrity Look-a-Likes for 3D figures Part 2Hi everybody! Here are my Jenniffer Connolley tweaks I sent to a nice fellow who sent me a message, but I forgot to share them with the group.
Did I forget? I backtracked and couldn't find it.
First get MRL Andromeda
All I did was make the face more fleshy, turn the nose up, and provide an expression which helps with shaping. The mouth doesn't need to be open.
After observing young Jennifer, her mouth is often slightly open and she has a blank look which translates to sweet and innocent.
The expression tends to make the mouth a little smaller, and the nose might be a little wider in the tip and nostril area. I hope I got that in.
Tweaks for young Jennifer:
Make sure you have DAZ Morphs ++ and MRL Andromeda morph applied. I'm not sure how urgent that one is, but do it anyway.
I used DAZ Long Story hair, but you might have better idea.
Nose flesh full .580
Face full .580
Nose tip up/down .848
Expression:
Brow up-down .212
Brow outer up-down .560
Brow inner up-down -.482
Eyes squint .440
Mouth open .552
Lips part .660
Lip top up-down .448
I hope this works. I've never done this before.
Old Jennifer is also a must-have, and I'll get to it right away.
MRL Andromeda provides some expressions, but haven't used
ALMOST FORGOT!
Part 2, body tweaks-
Not usually useful if the body is clothed.
Young .228
Voluptuous .492
Heavy .236
DAZ Natural Gravity Morphs for V4 could come in handy.
Preview - First Look at Avalon Hair for Genesis 3 Male (& Female)Okay, back again. The problem I was having was in the rigging; it didn't manifest until I tried to "fit to" Victoria 7. The 7cm displacement was essentially due to a slight head height difference between G3M and G3F present in the rigging. When I tried to transfer the rigging from my original model to the G3F version, it shifted the hair from the modeled position to the G3M head position. Which meant that I had to re-rig from scratch. I'll also have to make adjustments to the morphs created for the G3M version, when I transfer them, next.
Until then, here's the rigged female version:
Need idiot proof toon shader/render tut, esp for four listed...The Noir-line shaders were envisioned as suitable to apply across one's whole scene, or in front of a relatively plain backdrop. Unfortunately, they're rather resource-heavy and thus it becomes prohibitive to use them for complex or detailed renders. There's also a bug in the Specular Color and Refractive Color so that they do not transfer properly from "standard" shaders (DAZ Default Material, UberSurface, Iray Uber, et c...) which I hope to fix this year. If you'd like color-and-style presets more specific than those in the original package, I have several that just haven't made it into the store, and one set I had taken down after a wheezingly bad year. And, of course, there's the updated versions that I haven't released to QA yet...
Josh Crockett Suggestion Page for Monster Characters!A little something just for fun today. Super quickie neomorph.
Where can I purchase this morph? ;)
Tranferring head or face morphs only?A shaping preset would work, if you go through the options menu and first unceck all, then check only the groups with head shaping morphs - as long as you aren't wanting to split the effect of a single existing morph.










