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Daz 3D Forums > Search
  • Blendshapes missing importing to Unity

    Hello,

    Even though i watched a lot of tutorials about it somehow when i exported to character to Unity, morphs-BlendShapes are missing. And yes on Daz export settings i make sure export morphs is checked but when i imported into Unity, there is no BlendShapes under Skinned Mesh Renderer. Also i make sure in Unity "Import BlendShapes" are checked.  I'm exporting Genesis 8 Characters into Unity, my Daz version is 4.20 Pro and my Unity version is 2021.3.6f1

    By

    toprakrumelli toprakrumelli March 2023 in Technical Help (nuts n bolts)
  • Why is dForce so slow?

    Trouble is things like games are finely honed (well, they try to be) with some specific set of known assets, whereas a general physics system has to spend most of its time detecting and fixing the user's errors.  Things like intersecting geometry, etc.  It's actually a hard problem to solve.  Having said that whatever MD is doing is the right approach.  There's something really satisfying about dragging the cloth around.  Problem with using it for Daz is you don't get patterns fro the clothing, so everything is just generic cloth.  All other features get lost in the import.  It's ok for leggings, t-shirts, cushions, drapery and so on of course, but anything more complex, e.g. a shirt with buttons or a pleated skirt just isn't going to work properly.

    By

    Pickle Renderer Pickle Renderer March 2023 in Daz Studio Discussion
  • Genesis 8 Female HD Expressions

    mariopirlo96 said:

    Thanks for not giving up on me ;)
    After using the Batch converter on eCTRLBereft_HD.dsf the size of the file grew from 4Kb up to 53Kb. First it was just unreadable characters. Now it looks like a valid text/json file. Or DSON whatever this means.

    After clearing the cache, etc. it still has not appeared under pose controls. And these are warnings about it in the log (more complete version below)
    :: Parent for modifier not found: eCTRLBereft_HD
    :: Modifier not prepared: eCTRLBereft_HD!
    :: Modifier not created: eCTRLBereft_HD!

    This line is found in the readable version of eCTRLBereft_HD.dsf
    "parent" : "/data/DAZ%203D/Genesis%208/Female/Genesis8Female.dsf#Genesis8Female"
    C:\Daz 3D\Applications\Data\DAZ 3D\My DAZ 3D Library\data\Daz 3D\Genesis 8\Female\Genesis8Female.dsf
    does exist and is sound and living as a valid and readable DSON file.
    Both files are located in the same base directory:
    C:\Daz 3D\Applications\Data\DAZ 3D\My DAZ 3D Library\
    so it is probably not about an invalid path.
    What do you think?
    -----------------------------------------------------------------------------------------------------------
    Extraction from log:
    2023-03-11 15:19:59.708 [INFO] :: Prepare asset load (merge): /People/Genesis 8 Female/Expressions/Daz 3D/alias_head_eCTRLBereft_HD.dsf
    2023-03-11 15:19:59.708 [INFO] :: Locking viewport redraw...
    2023-03-11 15:19:59.708 [INFO] :: Viewport redraw locked.
    2023-03-11 15:19:59.743 [INFO] :: Native format content directories: 2
    2023-03-11 15:19:59.743 [INFO] :: Poser format content directories: 4
    2023-03-11 15:19:59.744 [INFO] :: Other import format content directories: 0
    2023-03-11 15:19:59.744 [INFO] :: Begin asset load (merge): /People/Genesis 8 Female/Expressions/Daz 3D/alias_head_eCTRLBereft_HD.dsf
    2023-03-11 15:19:59.744 [INFO] :: Determining missing assets...
    2023-03-11 15:19:59.744 [INFO] :: Setting textures...
    2023-03-11 15:19:59.744 [INFO] :: Preparing modifiers...
    2023-03-11 15:19:59.744 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(5962): Parent for modifier not found: eCTRLBereft_HD.
    2023-03-11 15:19:59.744 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(1712): Modifier not prepared: eCTRLBereft_HD!
    2023-03-11 15:19:59.744 [INFO] :: Creating modifiers...
    2023-03-11 15:19:59.744 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(1729): Modifier not created: eCTRLBereft_HD!
    2023-03-11 15:19:59.744 [INFO] :: Finished asset load (merge): 0m 0.1s - /People/Genesis 8 Female/Expressions/Daz 3D/alias_head_eCTRLBereft_HD.dsf

    The line highlighted in red is weird and wrong~ the dsf file should not locate in user-face folder... Can you search and check this folder and delete all these dsf files and retry...

    By

    crosswind crosswind March 2023 in Daz Studio Discussion
  • Genesis 8 Female HD Expressions

    Thanks for not giving up on me ;)
    After using the Batch converter on eCTRLBereft_HD.dsf the size of the file grew from 4Kb up to 53Kb. First it was just unreadable characters. Now it looks like a valid text/json file. Or DSON whatever this means.

    After clearing the cache, etc. it still has not appeared under pose controls. And these are warnings about it in the log (more complete version below)
    :: Parent for modifier not found: eCTRLBereft_HD
    :: Modifier not prepared: eCTRLBereft_HD!
    :: Modifier not created: eCTRLBereft_HD!

    This line is found in the readable version of eCTRLBereft_HD.dsf
    "parent" : "/data/DAZ%203D/Genesis%208/Female/Genesis8Female.dsf#Genesis8Female"
    C:\Daz 3D\Applications\Data\DAZ 3D\My DAZ 3D Library\data\Daz 3D\Genesis 8\Female\Genesis8Female.dsf
    does exist and is sound and living as a valid and readable DSON file.
    Both files are located in the same base directory:
    C:\Daz 3D\Applications\Data\DAZ 3D\My DAZ 3D Library\
    so it is probably not about an invalid path.
    What do you think?
    -----------------------------------------------------------------------------------------------------------
    Extraction from log:
    2023-03-11 15:19:59.708 [INFO] :: Prepare asset load (merge): /People/Genesis 8 Female/Expressions/Daz 3D/alias_head_eCTRLBereft_HD.dsf
    2023-03-11 15:19:59.708 [INFO] :: Locking viewport redraw...
    2023-03-11 15:19:59.708 [INFO] :: Viewport redraw locked.
    2023-03-11 15:19:59.743 [INFO] :: Native format content directories: 2
    2023-03-11 15:19:59.743 [INFO] :: Poser format content directories: 4
    2023-03-11 15:19:59.744 [INFO] :: Other import format content directories: 0
    2023-03-11 15:19:59.744 [INFO] :: Begin asset load (merge): /People/Genesis 8 Female/Expressions/Daz 3D/alias_head_eCTRLBereft_HD.dsf
    2023-03-11 15:19:59.744 [INFO] :: Determining missing assets...
    2023-03-11 15:19:59.744 [INFO] :: Setting textures...
    2023-03-11 15:19:59.744 [INFO] :: Preparing modifiers...
    2023-03-11 15:19:59.744 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(5962): Parent for modifier not found: eCTRLBereft_HD.
    2023-03-11 15:19:59.744 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(1712): Modifier not prepared: eCTRLBereft_HD!
    2023-03-11 15:19:59.744 [INFO] :: Creating modifiers...
    2023-03-11 15:19:59.744 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(1729): Modifier not created: eCTRLBereft_HD!
    2023-03-11 15:19:59.744 [INFO] :: Finished asset load (merge): 0m 0.1s - /People/Genesis 8 Female/Expressions/Daz 3D/alias_head_eCTRLBereft_HD.dsf

    By

    mariopirlo96 mariopirlo96 March 2023 in Daz Studio Discussion
  • Unreal to Daz

    I got some freebies from the Unreal marketplace, as there are some vendors there where I really like their products. I tried to install the Unreal Engine software, the whole thing took almost a full day. the couple of times I tried to open it, it kept reloading the shaders, which is where the bulk of the time was spent.
    My question is, is there a way to export those products into Blender, or some other software, then import them into DAZ? Or can I bypass using the unreal engine in some way to get to the products? If not, that's fine, I didn't waste any money.

    By

    shg0816_13461e8196 shg0816_13461e8196 March 2023 in Unreal Discussion
  • Import MEL script error

    So I have installed everything and even installed the PyMEL but after all that when I try to import a character i get this error code 

    # Error: RuntimeError: file C:\Users\os\Documents\maya\modules\DazToMaya\scripts\d2m.py line 2403: Error occurred during execution of MEL script
    line 1: line 1: Cannot find procedure "FBXImportMode".

     

    By

    Maliketh Maliketh March 2023 in Maya Discussion
  • Importing Invisible Asset

    it does fix that but ok

    Blender is good for changing fbx format into obj, the autodesk fbx converter is also good for this if you need to batch process many fbx into obj.  (The fbx importer in Daz notoriusly sucks, so always convert to obj first before trying to import)

    is it actually invisible or you just didnt zoom in/out enough? Rescale was one of the steps i said.

    Also what was file size of the obj export from blender? is it around 60mb like it's supposed to be? or did you not export all geometry

    By

    lilweep lilweep March 2023 in Technical Help (nuts n bolts)
  • Hitchens: A DAZ Studio to Blender Live Link

    @Donald Because connecting bones in edit mode doesn't add any offset, the rest pose is always perceived as "zero" and the pivots don't change by moving the tails. You can try yourself go to edit mode and change the bone tails however you want then import a pose.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/1418/twist-bones-and-snap-ik-fixes-for-the

    @Pickle Yes you have to get the dev version it's a recent update. Thomas also added a root bone that exports perfectly to daz so it's easier to position the whole figure.

    By

    Padone Padone March 2023 in Blender Discussion
  • Importing Invisible Asset

    lilweep said:

    I didnt read your whole post sorry but basically: 1. Import your .obj file. (Obj format always works) 2. On import dialog box popup, uncheck the box for read material file (.mat files often screw up shader settings) 3. Rescale to size if needed 4. Drag/drop your texture maps into the relevant slots on Surfaces tab. (Sorry for formatting. On phone and Tenter/return doesnt seem to register)

    Thanks lilweeb.  Unfortunately unchecking the read material file doesn't fix the invisibility problem from the Blender import.

    I'm avoiding the problem by directly importing the fbx into Daz.  It's not ideal because it scatters all of the assets pieces around the scene so it's going to take a while to piece everything back together, but it's doable.

    By

    MrRogerSmith MrRogerSmith March 2023 in Technical Help (nuts n bolts)
  • Importing Invisible Asset

    I didnt read your whole post sorry but basically:

    1. Import your .obj file. (Obj format always works)

    2. On import dialog box popup, uncheck the box for read material file (.mat files often screw up shader settings)

    3. Rescale to size if needed

    4. Drag/drop your texture maps into the relevant slots on Surfaces tab.

    By

    lilweep lilweep March 2023 in Technical Help (nuts n bolts)
  • Genesis 8 eye lashes do not follow face morph (updated/solved)

    AbnormalPixels said:

    I finally got this to work. If you complete steps 1-10 it works but for some reason Daz Studio does not update/refresh what you have done and gives you the impression there is an issue. The revised steps:

    1. Load Genesis 8 model
    2. delete everything in scene including eye lashes. (will not import into 3ds Max correctly if you keep the eyelashes. I even tried settting the Genesis 8 and the eyelashes each to base resolution and the model is a mess).
    3. set Genesis 8 to base resolution.
    4. export to .obj file
    5. import into modeling program (3ds max).
    6. make modifications while keeping vertex order.
    7. export model to daz (.obj)
    8. open DAZ in empty scene, load genesis 8 model
    9. using either of the morph loaders in DAZ apply morph
    10. using new morph slider in parameters, verify morph works.

    11. go to the "parameter settings" (i usually right click on the sprocket of the morph slider) and set the model to "auto follow". you can also go into the parameters of the model and set it there.

    12. "save" the scene

    13. "open"/reload the scene and daz updates the eyelashes to follow genesis 8.

    this process works for any morph. if the morph is severe where I need to move the bones, then I will add the"adjust rigging to shape". if I like the morph and want to tie it all together a little better, i add the ERC freeze step. I usually only do this when the model is "finished" and I want to change it from a morph to a dialable parameter.

     

     

     

    I've tried this but it does not work for me on a base figure morph - the lashes and tears are not following at all. 

    By

    tmtmtm_f56c8d4bda tmtmtm_f56c8d4bda March 2023 in Technical Help (nuts n bolts)
  • Hitchens: A DAZ Studio to Blender Live Link

    Pickle Renderer said:

    Padone said:

    If this may help.

    Thomas improved the simple IK rig in diffeomorphic, to bake and save pose presets to daz studio. Now feet sliding is gone it transfers back perfectly. The issue was the unconnected bones in the daz rig, that gave problems with IK targets. But we found that connecting them is perfectly compatible with daz poses and the IK issues are gone.

    That's not my experience with it at all.  I always connect bones.  My animations don't import back to Daz correctly still.  So frustrated did I become that I just gave up trying and started learning the full suite in Blender, e.g. I do rendering there too.  It's a pity because Daz looks way better than Blender, presumably due to subtle differences between the shaders (I don't have the patience to debug shader spaghetti unfortunately).   Don't get me wrong, still looks good in Blender.  Daz characters just look better with iRay.

    Unless there's been a recent update of course (last few weeks)...

    It's subjective, but what exactly did you expect with materials that are native to IRay? Cycles and EEVEE are both absolutely capable of IRay level realism. Just look around at what people who know what they are doing with it (not syaing you don't) have achieved.

    By

    TheMysteryIsThePoint TheMysteryIsThePoint March 2023 in Blender Discussion
  • Hitchens: A DAZ Studio to Blender Live Link

    Padone said:

    If this may help.

    Thomas improved the simple IK rig in diffeomorphic, to bake and save pose presets to daz studio. Now feet sliding is gone it transfers back perfectly. The issue was the unconnected bones in the daz rig, that gave problems with IK targets. But we found that connecting them is perfectly compatible with daz poses and the IK issues are gone.

    That's not my experience with it at all.  I always connect bones.  My animations don't import back to Daz correctly still.  So frustrated did I become that I just gave up trying and started learning the full suite in Blender, e.g. I do rendering there too.  It's a pity because Daz looks way better than Blender, presumably due to subtle differences between the shaders (I don't have the patience to debug shader spaghetti unfortunately).   Don't get me wrong, still looks good in Blender.  Daz characters just look better with iRay.

    Unless there's been a recent update of course (last few weeks)...

     

     

    By

    Pickle Renderer Pickle Renderer March 2023 in Blender Discussion
  • Replaced my 2gb GPU with 8gb GPU and nothing renders

    Here's the complete log file from my attempt to just render a primitive sphere:

    2023-03-10 16:25:16.460 Rendering image
    2023-03-10 16:25:16.514 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating geometry.
    2023-03-10 16:25:16.514 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Importing scene graph.
    2023-03-10 16:25:16.514 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Auto instancing compression ratio 0.99 (Full instancing compression ratio 0.99)
    2023-03-10 16:25:16.514 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Importing geometry for motion time 0
    2023-03-10 16:25:16.515 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Geometry import (1 object with 530 triangles, 1 instance yielding 530 triangles) took 0.000s
    2023-03-10 16:25:16.515 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating materials.
    2023-03-10 16:25:16.515 Iray [INFO] - MATCNV:RENDER ::   1.0   MATCNV rend info : found 0 textures, 0 lambdas (0 unique)
    2023-03-10 16:25:16.516 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Emitter geometry import (1 light source with 2 triangles, 1 instance) took 0.000s
    2023-03-10 16:25:16.516 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating environment.
    2023-03-10 16:25:16.518 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating backplate.
    2023-03-10 16:25:16.520 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating lens.
    2023-03-10 16:25:16.520 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating lights.
    2023-03-10 16:25:16.520 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating object flags.
    2023-03-10 16:25:16.520 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating caustic portals.
    2023-03-10 16:25:16.520 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Updating decals.
    2023-03-10 16:25:16.520 WARNING: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(305): Iray [WARNING] - IRAY:RENDER ::   1.0   IRAY   rend warn : The 'iray_optix_prime' scene option is no longer supported.
    2023-03-10 16:25:16.523 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Allocating 1-layer frame buffer
    2023-03-10 16:25:16.525 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : Using batch scheduling, caustic sampler disabled
    2023-03-10 16:25:16.526 WARNING: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(305): Iray [ERROR] - IRAY:RENDER ::   1.0   IRAY   rend error: Cannot render: found no usable devices.
    2023-03-10 16:25:16.526 Iray Render error: Invalid parameters (NULL pointer).

    By

    Zeke42 Zeke42 March 2023 in The Commons
  • is hexagon still relevant for making daz stuff?

    I use sometimes Hexagon for modelling a prop but export as .obj and import in Blender for uv layout. 
    Getting a good uv map in hexagon and (even more) export a map with the mesh as a image file, which can be used in Gimp or Photoshop,is a demanding (or maybe impossible ?) task.

    There was an old programm UV Mapper which equally accepts .obj files and did a good job in creating uv maps. This program exported templates for the drawing programs in the pixel rage you specified in the workflow. Don't know if this is still around.

     

    By

    atoxic atoxic March 2023 in Hexagon Discussion
  • Virtual Reality and DAZ Studio

    Expozures said:

    FSMCDesigns said:

    Expozures said:

    There's one I've been following on Steam for a while...development is super slow on it, almost to the point of being vapourware.  But, developer says that soon(TM) you'll be able to export your scenes back into Daz.

    Right now, it's pretty much just a porn VR game, but he's releasing the importer soon(TM) for Genesis 3, and 8/8.1 shortly after, then claims that he'll have an exporter as well.

    Would be cool to be able to import characters and scenes into a VR world, pose things life-sized, then export back out and render up the image.

    What is the game? Mirage??

    That's the one.  I'm holding my suspicions on it.  Developer seems to be taking a very long time with releasing the importer alone, dragging his heels and coming up with several excuses as to why it's delayed.  Been delayed for a couple of years now with excuse after excuse.  But, I also want to give him the benefit of the doubt since he's only one guy programming.

    There is also the 2.99 steam app called VR model viewer. so far it seems to be a bit buggy on fbx imports but its the only stable thing I was able to make work. 

    By

    tmtmtm_f56c8d4bda tmtmtm_f56c8d4bda March 2023 in The Commons
  • UltraSceneryXT extract a plant

    mark_z2487 said:

    Just an FYI,

    I figured out what the problem was, seems script based products don’t work correctly unless all parts are installed to the same folder, must be using relative rather than full file names

    I uninstalled everything having to do with Ultra Scenery and XT and reinstalled and now it works fine

    That depends on how the script is written - in principle it is possible to do it in a way that will work via Connect, but that is often very difficult to test/develop as it requires having the products already set up with the Daz-generated metadata.

    By

    Richard Haseltine Richard Haseltine March 2023 in Daz Studio Discussion
  • Making custom folders?

    If you move the content using the context menus in the daz Studio Content Library then the metadata will be updated (barring a reset), or you can create links (which will act as if they are the files but are in fact just pointers to the files in their original locations).

    By

    Richard Haseltine Richard Haseltine March 2023 in The Commons
  • Manually adding Item issue

    Do the products have metadata? many freebies and items from other stores will not. Can you find the files in the Content Library under Daz Studio Formats>Your Content Directory name>folders in the package? The daz Studio Formats (and Poser Formats and Other Import Formats) containers just go by what theys ee on disc, they do not depend on metadata directly, so they should be definitive.

    By

    Richard Haseltine Richard Haseltine March 2023 in New Users
  • Export to Reallusion requires FBX, but it's not in the menu

    Your export dialogue doesn't look like this?

    If you don't see it there, go to Help -> About Installed Plugins. There should be an FBX Exporter and FBX Importer plugins in the list. If they're there but unchecked, check them and restart DS. If they're not there at all, I guess try reinstalling DS. FBX import and export has been a standard feature of DS for as long as I've been using it.

    By

    Gordig Gordig March 2023 in Technical Help (nuts n bolts)
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