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Daz 3D Forums > Search
  • Creating morph for the figure and geo-graft together

    I'm still not so clear about what you've done... But in general, if you import modified obj as a morph that already exists, you have to use Delta. Reverse Deformations applies for the case that some other morphs have been already dialed on the figure. If it's not the case, there'll be no difference by setting Yes or No...

    For 'projection' issue, if I understand correctly, the morph you make on the figure normally should be triggered on the geograft by Auto Follow... as the attached screenshots...

    By

    crosswind crosswind March 2023 in Daz Studio Discussion
  • Daz to Unreal Master Class Tutorials

    I'm a n00b who's barely broken the seal on UE5.  My background is traditional animation software, Poser, and a bit of DS.  I hope to end up with a workflow where I can keyframe DAZ figures.  I've given up on expecting DAZ to ever solidify these tools in Studio, so I'm stepping into the waters of UE holding the hand of the masterclass series, and I'm floundering at chapter 1.

    Video 1_1 seems to skip over the first steps.  UE appears already downloaded and installed, as does the bridge and a fair collection of assets.  Youtube and the forums helped me get the software working and my first G8 figure across the bridge, just not very well.  Now the masterclass video starts by touring the useful bits in the user interface.  So far so good.  I still have questions, like "...add and import, I do use these quite often" ...for what?  I shall keep watching in hope.

    Then it demonstrates how to open a layer, a lighted stage that looks like the shrink chamber from Fantastic Voyage with some flyaround cameras.  Well, no such layer appears when I search the Open Layer folder tree.  In fact, my tree looks nothing like the one in the video; no layer assets of any kind appear in any of my folders.  Is that layer a freebie I have to find in the marketplace and purchase and download and install before I'm on the right masterclass page?  I'm not going to learn much by following along if this keeps happening.

    It might be UE that messed me up a little.  It offered an update to 5.1.1, which I received.  Now when I request a new project, the only option is the blank one with the checkerboard floor slab and cloudy sky.  All the first person, third person, automobile, virtual set choices are vanished.  I had to reinstall the bridge as well.  Maybe a basic content package got wiped out, too.  If that's the case, how many "open this and do that" exercises in the masterclass require default assets I may not have?  Am I stalled until Epic restores what seems to be an incomplete downloadable?  Or have I just missed something obvious?  Thanks for reading.

    [edit=1] I still have my last install of 5.0.3, which does have project templates for games and VR and architecture etc., but it can't find any installed layers to open either.  Did my 5.1.1 update destroy a single shared library of basic content?  Bad news for me.  I'll look for a downgrade path... a desperate move, I admit.  Assistance appreciated.[/edit]

    [edit=2] I sit corrected.  5.0.3 has found and loaded a sparse handful of files.  StarterMap and Advanced_Lighting look interesting, but they identify as maps and not levels.  I don't know the difference, and am still unable to follow that step in the masterclass.  I shall press on, but still eager to hear someone tell me what's going on.  Thank you. [/edit]

    [edit=3] Looking back at the product description, I guess the fault is mine for assuming that a "getting started" chapter would be included when none was promised.  Still, the bundle seems to contain tons of information I do want, so I'm determined to falter my way through and hope I catch on.  So here's a customer request.  I think some kind of map would be useful, with links to products and resources used in the demonstrations, to basic tutorials for UE beginners, downloadable exercise sample files, stuff like that.

    But I still think my 5.1.1 install isn't acting right.  Help solving that is appreciated.  Thanks. [/edit]

    Hallelujah!
    Disciple

    By

    Disciple Disciple March 2023 in Unreal Discussion
  • Geografts won't weld

    Padone said:

    Just to explain it. In daz studio subd zero and base resolution are not the same thing. That is, subd zero will smooth the vertices, while base resolution doesn't.

    When working with morphs and geografts be sure to be at base resolution and do not change the vertex order for import/export. That means you can't delete or add vertices but only move them. Most obj exporters/importers provide a option to don't change the vertex order.

    Yes, thank you for the explanation. I'm not sure I fully understand the second part thoug. We can add vertices to geografts that's their whole point. Maybe you mean we can't delete and replace the edge vertices? I added some vertices in the middle and it eventually worked. 

    To me it's all a bit strange that it needs to rely on any of those things. I'm sure I just don't know some good reasons for it. But as a dev it's hard for me to imagine a reason to need any compatibility between meshes and I would just weld by proximity.

    By

    illinarv illinarv March 2023 in Daz Studio Discussion
  • easier way to add texture to imported obj asset?

    This a very common issue with most of the user base, using "File > Import" means you are looking outside of the mapped content directories, as a result DS has no idea where anything is. DS will load any matching MTL along with the OBJ, but it has no point of reference when it comes to the textures.

    As a result the pathways in the MTL need to be the full pathway, including the drive letter, of where those textures are located on your system.

    EDIT

    Image one shows a typical setup, some times all the files unpack into one folder, other times you get the OBJ and MTL and a sub folder called "maps" which has all of the textures.
    As you can from the opened MTL on the left, the pathways are just the texture names, like this "File > Import" has no idea where to start looking for those textures.

    If you look at image two, that's my Content Library tab, under "Other Import Formats" I've added a base directory called "Wavefront", that Gazebo folder is the same one that you see in image one. Like this DS will look for the textures from the location of the MTL, and in this case loads them without issue.

    By

    Bejaymac Bejaymac March 2023 in Technical Help (nuts n bolts)
  • Geografts won't weld

    Just to explain it. In daz studio subd zero and base resolution are not the same thing. That is, subd zero will smooth the vertices, while base resolution doesn't.

    When working with morphs and geografts be sure to be at base resolution and do not change the vertex order for import/export. That means you can't delete or add vertices but only move them. Most obj exporters/importers provide a option to don't change the vertex order.

    By

    Padone Padone March 2023 in Daz Studio Discussion
  • easier way to add texture to imported obj asset?

    WendyLuvsCatz said:

    one thing to try is putting the obj and mtl file in the same folder as the textures

    D|S likes quotation marks around texture paths so won't find them without

    this doesn't always work as it won't even look for textures with some mtl files either

    Thanks for your reply, I always do that, but I don't think Daz has the script to auto load texture to different mat maps like blenders or UE4

    Edit: I was able to get better result by 1st load obj asset into blender format and then use Daz to import again, textures now all in tact, but words write on the cloth were missing, so it's still not perfect.   

    By

    windli3356 windli3356 March 2023 in Technical Help (nuts n bolts)
  • Geografts won't weld

    Richard Haseltine said:

    illinarv said:

    Just noticed that when I delete all the poligon around a groups of polygons in daz, the vertices of the remaining polygons move. Exported, edited, imported. The import matches the DAZ model that was exported, but does not match the full intact DAZ model. 

    That means there is SubD active, you have not set the figure to Base resolution.

    Yeah, at first actually I thought that subdiv slider 0 is the base resolution, then I'm convinced that I did it again at actual Base and it didn't work, but now it works.
    Mission accomplished, thank you, everyone. 

     

    By

    illinarv illinarv March 2023 in Daz Studio Discussion
  • Can't get rid of Morph Loader Folder

    This here.  I rig in Poser then import figures to DS.  It didn't import with the Loader folder but it keeps saving with it.  I changed the folder settings, saved figure and when I load it the Loader folder is still there.  I've tried deleting the data - no luck,

     

    By

    info_b492a00165 info_b492a00165 March 2023 in The Commons
  • Geografts won't weld

    illinarv said:

    Just noticed that when I delete all the poligon around a groups of polygons in daz, the vertices of the remaining polygons move. Exported, edited, imported. The import matches the DAZ model that was exported, but does not match the full intact DAZ model. 

    That means there is SubD active, you have not set the figure to Base resolution.

    Also about some issues along the way. For a long time couldn't import. When I import fbx and run transfer utility it disappears. So I have to import obj.

    By

    Richard Haseltine Richard Haseltine March 2023 in Daz Studio Discussion
  • Geografts won't weld

    Okay.... So, the only way I can get the vertices to match is by exporting the entire mesh. I can only do it via bridge otherwise the import back is messed up. 

    The only workflow that can possibly work for me is this, please tell me if something is not right there:

    1. Create a new 8.1 figure. 
    2. Set resolution to base.
    3. Send it to Blender via bridge.
    4. Import it in blender.
    5. Delete all the polygons except those that are mpart of the graft.
    6. Extrude some polygons in the middle to see the effect when sending back.
    7. Make sure to not affect any outer vertices and even polygons in this case.
    8. Export the mesh as obj default parameters except check "Keep vertex order" and "Selection only"
    9. Import it in DAZ with default parameters. 
    10. Create a new 8.1 figure in DAZ. 
    11. Transfer utility with default parameters. Genessis > graft.
    12. Use geometry tool to set attachment faces and autohide faces. 
    13. Exit geo tool just in case..
    14. Unfit and refit the graft.
    15. It works, it replaces the polygons.
    16. But there are SEAMS again.
      This forum engine is ancient, I can't @ people. More quote posts then.

    By

    illinarv illinarv March 2023 in Daz Studio Discussion
  • Geografts won't weld

    Just noticed that when I delete all the poligon around a groups of polygons in daz, the vertices of the remaining polygons move. Exported, edited, imported. The import matches the DAZ model that was exported, but does not match the full intact DAZ model. 

    Also about some issues along the way. For a long time couldn't import. When I import fbx and run transfer utility it disappears. So I have to import obj.

    By

    illinarv illinarv March 2023 in Daz Studio Discussion
  • Geografts won't weld

    illinarv said:

    Catherine3678ab said:

    Geograft is imported into D/S. Figure is at base resolution. Geograft is made into "clothing" ... then one starts the procedures for making the geograft.

    Now, after you have selected the faces to be hidden when the item is "fit to" the figure - you then have to "unfit" the item, then "refit" to figure and it shouldto refit properly {pointer tool selected, not the geograft tool}.

    n.b. that the loop of the figure's mesh must be in precisely the correct place. If it was moved during the creating of the geograft, the seams cannot match. To save a lot of time, in the modeler {I use Hexagon}, make a few "spare copies" of the figure's mesh so that in the event that a seam line gets moved, you can simply swap in a replacement mesh. {and then redo the uvmaps, etc.}

    I did everything always at base resolution and always unfitted and refitted the graft. I run the transfer utility with default settings.

    Basically the grafting works every time, it gets "inserted" into mesh, gets rigged. But does not get welded and thus subdivided when I increase resolution so there are seams and has normal seams.

    The outer vertices are never moved. HOWEVER. Here is a little idea about what might be going wrong.. I think the vertices are transformed a couple of times during export/import loop due to different space orientations. That can change their position by a tiny floating point math error value. But I doubt I'm the first one exporting and importing with Blender. However I'm very surprized DAZ has no tolerance for movement, seems like it could just weld by distance optionally at least.

     

    Which area of the body are you trying to put a geograft to? I haven't done many geografts for 8.1 but have noticed at times on various models that sometimes there's an area of mesh where the modeller does not "see" the faces as all single and welded to begin with. One I recall was in the region of the belly button/waistline. Solutions for that were to either grab loop mesh from another section OR, start over and get another copy of said figure into the modeller. Seems the "communication" between D/S and modeller can vary even with the very same actions being done. 

    In Blender there is somewhere an option to check or uncheck to keep the vertex order.

    By

    Catherine3678ab Catherine3678ab March 2023 in Daz Studio Discussion
  • Geografts won't weld

    Catherine3678ab said:

    Geograft is imported into D/S. Figure is at base resolution. Geograft is made into "clothing" ... then one starts the procedures for making the geograft.

    Now, after you have selected the faces to be hidden when the item is "fit to" the figure - you then have to "unfit" the item, then "refit" to figure and it shouldto refit properly {pointer tool selected, not the geograft tool}.

    n.b. that the loop of the figure's mesh must be in precisely the correct place. If it was moved during the creating of the geograft, the seams cannot match. To save a lot of time, in the modeler {I use Hexagon}, make a few "spare copies" of the figure's mesh so that in the event that a seam line gets moved, you can simply swap in a replacement mesh. {and then redo the uvmaps, etc.}

    I did everything always at base resolution and always unfitted and refitted the graft. I run the transfer utility with default settings.

    Basically the grafting works every time, it gets "inserted" into mesh, gets rigged. But does not get welded and thus subdivided when I increase resolution so there are seams and has normal seams.

    The outer vertices are never moved. HOWEVER. Here is a little idea about what might be going wrong.. I think the vertices are transformed a couple of times during export/import loop due to different space orientations. That can change their position by a tiny floating point math error value. But I doubt I'm the first one exporting and importing with Blender. However I'm very surprized DAZ has no tolerance for movement, seems like it could just weld by distance optionally at least.

     

    By

    illinarv illinarv March 2023 in Daz Studio Discussion
  • OBJ export/import settings?

    The blender export settings below work fine to import in daz studio a 100% scale with default axes. That means blender does the conversion and daz studio does nothing. The absolute path means you can share textures and move the object around in a project folder, that's what you usually do when working with a asset library.

    To export materials you have to use the principled node in blender. The conversion is limited to basic attributes as diffuse and specularity.

    Be sure that everything you export is uv mapped because daz studio can't import geometry without a uv map.

    By

    Padone Padone March 2023 in Blender Discussion
  • Products not showing up...

    Sounds like a metadata (specifically, compatibility) issue - which should be reported to Daz if it's a store item (Daz Studio is the application, not the site and store in general).

    By

    Richard Haseltine Richard Haseltine March 2023 in Technical Help (nuts n bolts)
  • OBJ export/import settings?

    Find a combo that works and then use the Save Preset button - you can then use the saem options, correctly inverted, for Import/Export/Morph Loader just by selecting the preset.

    By

    Richard Haseltine Richard Haseltine March 2023 in Blender Discussion
  • Broken tusk from Kurdan Hair promo?

    lou_harper said:

    GhostofMacbeth said:

    It was a special morph. Not released.

    That makes me sad. He's a great looking orc overall. Any chance ever being made available?

    You could probably make your own fairly simply - just take the base resolution, base shape model into a modeller, delete any parts that are totally unneeded (the broken of parts) or unchanged (the other teeth, that tooth below the level of the break) then use the modeller to cut a break line through the remianing polygons, then extrude thee dge inward to give thickness. In DS import the break section as a new item (make sure to use the same preset in and out, and to repserve vertex order and polygon order on import/export in the modeller), use the transfer utility to rig it from the original teeth, and fit it to the teeth. Use the Geometry Editor to select all the polygons on the original tooth thata re to be removed or modified, right-click>Geometry Assignment>Set AutoHide Faces for Attachment (from memory) and seelct the modified tooth figure. With luck when you switch back top a regular posing tool you will havea  broken tooth, just copy the materials across and it should be done.

    By

    Richard Haseltine Richard Haseltine March 2023 in Product Suggestions
  • Can You Export A Pose/Asset From Blender Back Into Daz

    I've been using Daz to model figures for a while now, but only ever posed them in Blender because I find Blender more intuitive. I've used these models as reference for 2D art but now what to use some of the poses for 3D projects. My questions are:

    • Is there a way to export/copy the pose I have from Blender (back) into Daz?
    • Is it more common to animate figures in Daz or Blender?
      • I'm fairly sure its up to preference, but is one more typically preferred over the other? And, if you have a preference, which do you use and why?
    • Is there a way to import assets made in Blender into Daz?
    • Is there a way to make Daz control more like Blender?
      • I've rebound keys in the viewport/workspace for camera functions like panning and rotating, but I'm asking more about manipulating objects and figures in the scene and the camera properties like lens length and camera resolution.
    • And lastly, do you have any (links to) beginner tips I should know?

    Sorry if these questions are rudimentary, my knowledge of Daz and 3D overall is very limited. If it is relevant, I've been using the "Daz to Blender Bridge" to import the figures, not Diffeomorphic. Also, please disregard any of the questions if you have no knowledge or if this is the wrong catergory to ask them in. Any help is greatly appreciated!

    By

    Cozy Cozy March 2023 in Blender Discussion
  • OBJ export/import settings?

    When you import something to Daz Studio for use of transfer rigging, it must default be in the right position, orientation and scale.

    And there is a difference between blender and daz studio.

    Blender has units in meter an DS has it in cm.

    In blender Z is up, in DS Z is depth.

    It doesn't matter if you change the orientation when exporting from blender or when importing to DS, as long as it load correctly in DS.

    I use DS orientation (forward -Z, up Y) and blender scale for my obj files.

    By

    felis felis March 2023 in Blender Discussion
  • OBJ export/import settings?

    This is probably really simple, but I can't seem to find a quick, straightforward answer to my issue. 
    So, I'm trying to import some clothing from a game character into daz, I've already edited them to fit around the figure I need it for - but whenever I export it from blender as an OBJ and then import it into daz, the item is at a different angle/position than where it was in blender (usually laying horizontal, turned 180 degrees and also mirrored). It hasn't been an issue when I needed to simply import item files for a quick prop as I could just move them where I needed, but even with moving the item in its rightful position on the model when operating transfer utility it gets reversed to its original position and it messes with the rigging. So, what are the blender export/daz import settings supposed to look like for it to port in the right place?

    By

    liugiaducale liugiaducale March 2023 in Blender Discussion
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