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Finding rogue morphs?
If you download the originals you cansee the format required - you just need to adjust to show the mutliple sources and note your modifications:
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// Source: http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/metadata/list_products_used/startDiffeomorphic produces two tongues if Lickalicious is attachedHello, hope somebody could help me out or point me in the right direction, I'm using Diffeomorphic and if I import a character with the Lickalicious tongue attached it produces two tongues in Blender, basically I have the Daz model tongue and the Lickalicious one, see attached screenshot. I'm now wondering if it is a limitation in Diffeo, a bug or I am doing something wrong.
Updating Morphs on Existing Character(Solved)
Every time I ask a question in a forum, I figure it out almost immediately.
All you have to do, is to untick the Replace on Import box on the character in your scene. The mesh of your existing character, now has the new morphs, and all components are still attached. I'm curious as to why that's ticked by default. I guess I should have done a little more research, or realized it was going to happen, but it kinda sucks that I lost a couple of hours of work when I imported an updated version of my character. Going forward though, it should make my workflow a lot more efficient.
Mac Catalina and later image import script?@Khoe and others on macOS Catalina and above. I've developed a stand-alone Python programm, called 'TextureMapShaderGenerator'. It will provide you with an alternative way to import image files ( to be used as texture maps in a shader ) into Carrara 8.5 Up to 11 files can be imported in the same time.
The programm can be downloaded at my SourceForge page: https://sourceforge.net/projects/carrara-plug-ins-adventures/
Blender Addon: Daz For Blender Bridge: Everything from DTB 2022 + 14 more featuresUpdate: 2022.10.04
Merged everything from Official DTB 2022. Now, with this one, you'll have both benefit from DTB 2022 and all those new features done by me.
I also changed addon name from DTB to DFB (Daz For Blender), so now it can be used with Official DTB 2022 together.
Again, Key new features:
- It converts Daz Shader to Blender's default Principled Shader . So, you can export Daz model from Blender with all textures correctly. Then, you can use Blender as a Daz Bridge for all 3D tools.
- Changed addon name to "Daz For Blender"(DFB), so you can use it with Official DTB 2022 together.
- Import animation
- Handle tiled material
- It fixed an important bug so you can import pose file correctly.
- Handle High Heel. I believe every Daz user need this.
- Merge eyelashes into body mesh, so you can export morphs from blender to other 3D tools.
- Convert Bump to Normal Map when importing, so you can export your character to game engine.
- Everything official DTB 2022 Blender addon has, is merged into this one.
Disassociating meshes that have been modified via Geometry EditorIf you are using the same object 2 times, it does, to my knowledge, refer to the same dataset.
The easiest solution would be to export it as an obj, and then reimport. Then it will be considered a new item. After reimport you probably have to copy surfaces from the original.
Personally though, I would load the exported object into a modeller, and delete every except the door, and then export-import into Daz Studio, so you will just have the door.
Disassociating meshes that have been modified via Geometry EditorIt's surprising as the dissociation workflow you describe is one I've done countless times without ever facing such an issue. Some workarounds that would help :
- load the bundle once. Select the door (select a polygon then Ctrl+* to select all polygons attached to your current selection), delete everything else (Ctrl+/ to invert the selection). Save the door alone : File > Save As > Scene Subset. Delete it. Load the environment again. Select the door and delete it. Open the scene Subset you just saved to merge it to your current project. And all should work fine.
Maybe rename the door before saving it. The fact that both items have the same Scene Tab name could be the reason why this is happening ? Although I doubt it.
- load the bundle once. Select the door with the Surface Selection Tool (Alt+Shift+M). Copy its surface(s). Delete everything else. Export the door as obj. Delete it. Load the bundle again. Select and delete the door. Import the obj and paste the surface that is still in Windows' Clipboard.
- If you know Blender, 3DS Max, C4D, etc. export the bundle or the door alone as obj. Load it in any third party 3D modeler. And from there export the door as obj. Similar workflow as the precedent one : import it in Daz and copy/paste Surfaces from the original.
P.S : Use this very useful script to help you place the door pivot : MoveOrigin 1.5, or place a Null (Create > New Null) at the door's rotation axis and parent the door to it.
Texture & Shader Alignment IssuesThose lines are happening because the uvmap was not unfolded/flattened resulting in what may be called stretch marks.
In the modeller, make seams along the edges and unfold the uvmaps. Rearrange them as you please inside the one square, giving them different surface names esp. if they are going to be overlapping on the uvmap.
Providing no change was made to the mesh, one can then export out the new .obj file from the modeller, and bring it into D/S via the Edit options for a new uv set. Give it a sensible name. If it 'takes' and you like it, then it's VERY important to first save the new uv set, then save any new mats made with it.
OR, you could import the new .obj into D/S and make a new prop with it. Might be easier this way in the long run.
Rhino to Daz Studio – surfaces and nodesmark_z2487 said:
...., it imports with 3dlight not iray materials, did I miss a setting?DS assigns the material type.
You will have to manually change the material after import.
Character not showing upHow did you install? I used Connect (installed through Daz Studio) and was recently online so my metadata would be current.
How can I use the skin texture exported from Character Creator 4?but I believe that's what it does: To transfer CC4 to Daz3D compatible UV mapping.
Reallusion's aim is not to loose customers to their main competitor Daz3D. They have tools to import and convert Daz textures, reorganizing UV islands so that they fit the unwrapping of their own human meshes. Importing from Daz can potentially bring them customers.
But they don't provide a way to convert CC UVs into Daz UVs, and export their textures to another app. That would be a weird marketing idea. All I see about SkinGen (that I don't know so I could be wrong) is : texture import capability. Nowhere do they speak about converting and exporting to Daz. Only FROM Daz.
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When two meshes have a totally different topology, and when at least one of them has been unwrapped (has UVs) the only way to "transfer" per vertex or per pixel color info is : baking.
In your case, it would mean shaping the Genesis' Base wireframe into the Character Creator's Base shape (using wrap tools or manual vertex snapping tools). When Genesis is shaped as a CC, you can then bake pixel/vertex color info onto the Genesis UVs.
BUT a texture is NOT a sculpt. From a sculpt, you get height and normal maps. Which are the bases for the whole texturing workflow. CC being low-poly Real-Time orientated 3D, all you'll get is the albedo (diffuse color). All those nice details in CC that are displacement or normal map will NOT be "transfered" during a baking process.
In other words it's feasible, the same way most of the Genesis morphs of Game Characters are made on Renderhub. But to get a character in Genesis that look as good as the original in CC, it would mean a lot of extra work in Substance Painter.
Morality : without an official tool from Reallusion to export and convert UVs it'd be a lot of work (Shaping Genesis into a CC shape, then Baking the diffuse color) for a not really interesting result. Character Creator's skin details (height, world/object normals, etc.) come from a bake of their own human sculpts. If they don't want to share that data by coding a specific app for that, then it's a lost cause.
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N.B : Maybe tools such as R3DS Wrap4 do better than just transfering the diffuse after a wrap's done. Can't tell as I didn't use that app yet (although I bought it recently). But according to what I read in their forums, no matter how dedicated to wrapping and baking their app is, those details even there seem to come only from an HD sculpt.
Imported model - texture shaded draw style view always shows all model surfaces as blackApparently, import format MATTERS! The anomalies appeared when model imported using 3DS setting. Also orientation was incorrect. When Lightwave setting was used, orientation and textures appeared as expected. With both settings, all user options appeared the same. But the handling of the model was quite different, one from another. Quite curious.
Take away: if you don't know the source software for the model, try different import settings. You just may get one that works right out of the box, whereas another... not so much with the working.
Saving a DAZ Studio PUSH MODIFIER?You don't import the OBJ as an obnject, you import it as a morph - Edit>Figure>Moprh loader pro (with the xport just the figure, no add-ons, and at base resolution - also, make sure that the preset used in the OBJ exporter matches the preset used in Morph Loader).
Finding rogue morphs?Since your scripts derive from http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/metadata/list_products_used/start you do need to abide by the terms of the CC license. Downloading the script will get you the necessary comments in the opening, and then you need to note the changes you have made and provide a link from your posts here.
Saving a DAZ Studio PUSH MODIFIER?Richard Haseltine said:
Fauvist said:
Richard Haseltine said:
You'd have to export as OBJ and imort as morph. I am surprised there is no option to spawn, as there is with dForms.
Sorry, I don't understand. You mean export the entire Genesis figure that I altered as an OBJ? And import the entire figure as a morph?
Yes
Okay, I went through hell altering the face, and I exported it as an obj, and then imported it as an obj - now how do I turn that imported obj into a morph?
Exporting clothing from Blender to Daz causes seems in mesh after Transfer UtilityIn import dialog you can set how the axes were set in the original file, you probably need to invert one of them.
Wonderland!!!stonefield99 said:
Great set as always...
Having trouble getting this over to Unreal 5 using the bridge. Other Stonemason sets work well.
Anyone have success getting this to bridge over to Unreal? I see some blender images, so I'm asking.
AND... nevermind! LOL
Yes, I tried importing as a "static mesh" instead of my usual habit of exporting as "environment" and it' worked as expected now.
Replacing the water and steam elements now and going to have a look. Going to go back to the Stonemason sets I've tried to import before and see if imorting as Static Mesh instead of Envronments will show similar results.Is it possible to bake face Bone rig animation to shape key animation with diffeo?Thanks
I will have to try that tomorrow, do we still import mimic etc. via the “import action” button.
I seem to remember it being “greyed out”after I unbound and detached/deleted the Daz rig
at any rate this is a very exciting time for Blender animators!!
particularly those of us who have invested in ARP.
Sagan: A DAZ Studio to Blender Alembic ExporterCan you tell me how to import my alympic into the blender with hair I haven't been able to get the hair I got the scalp but no hair I was using dforce hairSagan: A DAZ Studio to Blender Alembic ExporterTheMysteryIsThePoint said:
Dzzzman said:
I installed the plugin but I still don't understand how to export as an alembic,, i dont feel like anything changed in my menus
That's my fault. You'll find it buried under Windows|Workspace|Customize, and then under Miscellaneous in the hierarchy on the left. You can then move it to where ever you want in the hierarchy on the right, say under "Export" in Main Menu Bar|File on the Menus tab.
I am just tired of hunting GUI issues that have nothing to do with actual Alembic exporting.
Can you tell me how to import my alympic into the blender with hair I haven't been able to get the hair I got the scalp but no hair I was using dforce hair










