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Daz 3D Forums > Search
  • Genesis 9 we are back in the game Carrara users

    WendyLuvsCatz said:

    mmm wonder why mine fail to import, shall try my other computer Win10, was my Win 7

    same thing i/0 error

    maybe upload your eye duf (it's just a character preset so OK)

    Here you go, was for the female morph applied to one - also shaders need some work to get to operate okay.

     

    By

    Bunyip02 Bunyip02 October 2022 in Carrara Discussion
  • Genesis 9 we are back in the game Carrara users

    If only Carrara could be provided with updated FBX import/export  - maybe that would fix things. Seems to be the default transfer method these days.

     

    By

    0oseven 0oseven October 2022 in Carrara Discussion
  • Importing Metadata

    Is it possible to speed up this import?

                                  Thanks for the tips and advice

    By

    petersortyl_7dd8fdc308 petersortyl_7dd8fdc308 October 2022 in Technical Help (nuts n bolts)
  • The Mac FAQ

    Totte said:

    OK, so just to recap the current  state of your vs. my system, to see if I forgot something:
    - [Your system] The content is now on a remote drive (size and type unknown to me)
    - [My system] The content is on a remote 4TB SSD drive
    - [Your system] CMS has been "reset" and metadata reimported.
    - [My system] CMS has been "reset" and metadata reimported.
    What file system are you using on the external drive?
    I use AFPS (no encryption and no case sensitive <--- Very important)
     

    Thats right Totte, I mentioned that I just realized my Sandisk SSD was formatted MAC OS extended (case sensitive).  I would never have imaged that path references or file names in DS would (or could) ever be different than the names in the library files. Makes no sense to me why that would be, but it is in fact the "case"! I'll post here if reformatting does in fact clear everything up, or not. Thanks again for your time, very much appreciated...

    By

    jays222 jays222 October 2022 in Technical Help (nuts n bolts)
  • Importing OBJ. Files.........???

    If the OBJ and MTL have the same name and are in the same folder, then DS will load the MTL at the same time as the OBJ.

    Textures not loading is down to the pathways inside the MTL, and how you are Importing the OBJ into DS.

    Using "File >> Import" means that DS has no idea where to start looking, so the pathways in the MTL need to be the full pathway including drive letter of the textures location.

    You can also load OBJ from within the Content Library tab in DS, using the "Other Import Format" directory. From here DS takes the location of the MTL as it's starting point, so yet again the pathways need to point to the right location but you wont need the drive letter this time.

    By

    Bejaymac Bejaymac October 2022 in The Commons
  • Is there a photoshop that doesn’t require a subscription?

    TraceSL said:

    I use elements 11, for PS Brushes about the only thing I need from PS.  

    I can easily import Photoshop brushes (,abr) into Affinity Photo.

    By

    marble marble October 2022 in The Commons
  • The Mac FAQ

    OK, so just to recap the current  state of your vs. my system, to see if I forgot something:
    - [Your system] The content is now on a remote drive (size and type unknown to me)
    - [My system] The content is on a remote 4TB SSD drive
    - [Your system] CMS has been "reset" and metadata reimported.
    - [My system] CMS has been "reset" and metadata reimported.
    What file system are you using on the external drive?
    I use AFPS (no encryption and no case sensitive <--- Very important)
     

    By

    Totte Totte October 2022 in Technical Help (nuts n bolts)
  • The Mac FAQ

    Totte said:

    Did you "remove" the old content library from DS knowledge before you reimported meta data, just dropping it from the list of known content directories?
     

    HI Totte, yes, before re-importing metadata I removed the path from content manager, and also renamed the local library (making sure DAZ was not open while renaming the directory).

    By

    jays222 jays222 October 2022 in Technical Help (nuts n bolts)
  • Importing OBJ. Files.........???

    The OBJ and MTL should generally be kept together... I can't think of any reason to separate them, so yeah keep them together.

    OBJ import to DAZ generally works for me, but you have to make sure the MTL file is properly referencing the materials/textures... Usually that's not a problem since I'm either exporting from Blender or 3D Coat... but if the references are broken or the MTL is somewhere else, stuff will go wrong.

    And as mentioned previously above, you'll always have to reconfigure the textures for DAZ/IRay 

    By

    McGyver McGyver October 2022 in The Commons
  • [Solved]Where can I learn to solve about unexpected stretch of fibermesh hair from ZBrush?

    Thanks ;) And good luck with that weighting extra work.

    I just though of something else : send your mesh to ZBrush using GoZ if you want to. But send it back to Daz through .obj because GoZ doesn't sent Face Groups info (polygroups).

    Create a polygroup in Zbrush for all the very first polygon(s) of each hair strand and define them all as 1 or more polygroups (as many polygroups as you have bones influencing the mesh). Then export your hair from ZBrush as .obj. Import that in Daz and you'll get Face Groups automatically created rom the polygroup information.

    1/ Face Groups will help you a lot to select hair(s) when weighting vertices.

    2/ Face Groups will help to create Surface Groups in order to set different dForce Surface properties so that hair simulates without falling.

     

    Polygroups that become face groups are very, very useful when working on custom made assets. Same goes in Blender with Vertex groups that will also be converted into Face Groups.

    By

    hansolocambo hansolocambo October 2022 in Technical Help (nuts n bolts)
  • Importing OBJ. Files.........???

    Is there any foolproof technique for importing OBJ. files into DAZ Studio with the textures applied? I can import OBJ. geomertry every single time without a hitch, but importing OBJ. with textures applied is always hhit or miss. From what I understand, as long as the OBJ. file references the .MTL file exactly as it is named it should import the textures that are in the same folder.

    I have found that the name of the .MTL file can't have any spaces, dashes or underscores.

    I'm not sure what the protocal is for for the first few lines of either the .OBJ or .MTL files, for example, placing # at beginning of line or spaces between lines or whatever the syntax rules are.

    Does the OBJ anf MTL files have to be in the same folder as the textures?

    Thanks,

    By

    kwannie kwannie October 2022 in The Commons
  • I am having postgreSQL cms error again

    I were posted a discussion about it but i were moved to new pc and it was working fine but i moved to new city with my old pc for educational porpuses and now i installed daz3d again and i am getting the same error which says "A valid PostgreSQL CMS connection could not be established". And i cant login or reimport the metadata of the files that i already downloaded. I really could use some help here.

    Btw when i try to install postgre sql after i deleted it from DIM windows gives an error message which is added in attachments. It is in Turkish language but here is translated exact words:

    app name: windows driver model

    error: Another version of this product is already installed. Cannot continue installation of this version.

    Use "add and remove programs" in control panel to configure or uninstall an existing version of this product

    but i cannot see any postgre sql file there

    By

    alphkunai001 alphkunai001 October 2022 in Daz Studio Discussion
  • Genesis 9 we are back in the game Carrara users

    mmm wonder why mine fail to import, shall try my other computer Win10, was my Win 7

    same thing i/0 error

    maybe upload your eye duf (it's just a character preset so OK)

    By

    WendyLuvsCatz WendyLuvsCatz October 2022 in Carrara Discussion
  • Cast iron garden bench project - completed!

    EDIT: it's now live at https://www.deviantart.com/perlk/art/Free-Art-nouveau-style-garden-bench-DS-OBJ-934228397 and Renderosity coming soon!

     

    I'm creating my own thread so I can stop hijacking richardandtracy's thread! 

    Here's my progress so far. The stupidly high polygon count is definitely going to be the death of this thing. I've done a fair job I think of trying to capture the original spirit of the thing (https://www.daz3d.com/forums/uploads/FileUpload/41/866b2b3256eb001dbbf9905312f716.jpg) but it's so detailed it might crash anything that tries to run it without a ridiculous graphics card. So now I am trying to figure out how to reduce the polygon count without losing the detail. This has definitely been quite a learning opportunity for me. And while I'm not going to be getting a job building models any time soon, I am pretty proud of it.

    Last DS import looks interesting:

    I have a feeling Blender would be a heck of a lot more stable to be modeling this in...if only it had usable controls.

    Chugging along on save....been 3 minutes so far, graphics card running 100%...not looking too promising. :-(

    By

    perlk perlk October 2022 in Freebies
  • The Mac FAQ

    Thank you Totte and wsterdan for your ideas. I did try everything you mentioned, and same result. No smart content works at all, no thumbs etc. But when browsing in content library it is in fact connecting to the ext drive, and loads some content, almost always with files it can't find (/data/, /textures/ etc). it seems random. So i happened to notice a few times that the missing files, although they exist on my ext drive, the file names are out of case (RTPfile.jpg might be Rtpfile.jpg for example). I then checked my sandisk SSD and realized it is in fact formatted to MAC OS extended (case sensitive). So, now I'm thinking that might the root of all (or most) of the issues I'm encountering. Does that make sense? It seem unlikely daz purchased products would be not case correct in their names and paths, but stranger things have happened. Could case sensitive errors cause the smart content to totally not work?

    It's either this, or I have to think it's errors in the database that are not correcting themselves (I did reset the database, and re-imported metadata)... Will investigate further. (errrg)

    By

    jays222 jays222 October 2022 in Technical Help (nuts n bolts)
  • Getting MDL code for a material

    Those MDL files are part of the picture, but a DzBrickMaterial is, I think, more than that. For example, if you import the PBRSkin material into the shader mixer, you can see it is composed of many bricks, only some of which are Custom MDL bricks which reference the pbr_skin.mdl file. So, my assumption is that there is a compilation process that transforms the entire brick network into some MDL code which is given to Iray. There are some hints of such a thing in the SDK, such as DzBrickSet::getFullShaderPath(), DzBrickSetCompilerMgr, DzShaderCompilerProcess, but I don't quite see how it all fits together.

    By

    toby.allsopp toby.allsopp October 2022 in Daz SDK Developer Discussion
  • How to permanently remove content from data base so it won't show up in Smart Content

    The metadata and database entries will be restored, it won't redownload installed files if you delete them (but nor will it know they are not still there - if you want to remove Connect-installed content you must do it within Daz Studio via the right-click menu on the product)

    By

    Richard Haseltine Richard Haseltine October 2022 in Technical Help (nuts n bolts)
  • UltraScatterPro Feature Request

    This might be a feature request or just need someone to point out what I am missing...

    In UltraScatterPro, you can reuse a previous scatter set up with the Import Settings function. But if you use this, you still need to go to each panel and change the seed values. If you don't, it just copies the previous scatter exactly.

    It would be nice if there was a "Randomize Seeds" check box alongside the Import Settings option.

    By

    Jason Galterio Jason Galterio October 2022 in Product Suggestions
  • Modify Daz character rig for Unreal skeleton

    Krys Kryngle said:

    Have you tried Eufy yet?  I did some initial tests today and it seems to work.  I just need to figure out how to re-copy shape keys now.  Diffeo does a great job importing them, I just lose them in the conversion process and the bones are all renamed to match UE4.

    Before converting the G8.1 character with Uefy, the morphs need to be converted to shapekeys with Diffeomorphic: Advanced Setup -> Morphs -> Convert Morphs To Shapekeys, because the deforming skeleton will be swapped to the new Unreal skeleton, the morphs can't be controlled from Diffeomorphic.

    Don't follow some instructions from the videos to delete the shape keys then transfer them back. Use Diffeomorphic Setup -> Apply Rest Pose to apply the mannequin pose to the character and keep the shapekeys. Also don't use the Uefy "Extract Mesh", instead delete the mesh's armature deform modifier then parent to the new Rigify rig, this way the shapekeys are preserved and don't need the extra process to transfer them back.

    ----------------------------------------------------------------------------------------------

    Summary of the workflow using Diffeomorphic, Rigify, Uefy2:

    Create UE Mannequin:
    Create original Unreal mannequin rig as reference skeleton:
    In Object mode: Shift-A -> Armature -> Uefy Script -> Reference Skeleton -> UE4 Mannequin Proxy (A-Pose)

    Import Character:
    Import G8.1 character with Diffeomorphic
    Refresh List to pick the armatures of the character and the reference Mannequin.
    Unrig Armature so that the deform bones are not constrained for Uefy script to pose them
    Merge bone weights and reduce bones
    Translate the character bone names to match mannequin bone names
    Automatically roll the matched bones to mimic bone orientations of mannequin reference
    Adjust some bones position to better match the mannequin
    Use Uefy to automatically pose the character to match the Unreal reference skeleton

    Create Metarig:
    Generate metarig using Uefy G8.1 preset for the character
    Use Uefy to automatically pose metarig to match the Unreal reference skeleton
    Check and tweak the metarig bone joints to precisely match character's converted deform bones

    Create Controlling Rig:
    Generate controlling rig from the metarig using Rigify for the character
    Detach the character meshes from its own armature and parent them to the new Rigify rig
    Hide the character's own armature as it's done with the purpose, new deform skeleton will be generated from Rigify rig

    Build Skeleton:
    Build new mannequin skeleton from the Rigify rig.
    During the build skeleton process it automatically swaps the Rigify rig's hidden deform rig to the new mannequin skeleton.

    Make Animations:
    New animations for the converted skeleton are based on Blender orientation.
    Export the new character into Unreal with this Blender orientated skeleton.
    This character is used to receive animations made from Blender.

    Export Converted Character:
    Roll the new skeleton to match Unreal axis orientation (After this step it's not compatible with Rigify and can't be animated)
    Export the character again into Unreal with Unreal orientated skeleton.
    This character can use Unreal animation packs without retargeting.

    Export Animations:
    Export Blender animations and choose the Blender orientated skeleton to receive new animations.
    Retarget animations to the other character which has the Unreal orientated skeleton.

    By

    catmaster catmaster October 2022 in Blender Discussion
  • is there a way to save smiles with a pose?

    You can also use puppeteer pane, create a dot in that, then save out the puppeteer preset by using "save as" > "puppeteer preset". be careful with it though since this will restore the entire figure with ALL morphs used. a workaround is to lock the figure morphs you want the pose to apply to, or to go into preview mode in the pupeteer pane, then click your dot, this should keep the figure morphs  intact and only pose the figure.

    Been using puppeteer while doing collaboration work with other artists most of the time since you can just save a ton of poses that way without having to browse for them in a filesystem jungle, and instead just import them to the new figure and you got a list of dots you can go through quickly for various poses.

    By

    hzr hzr October 2022 in Daz Studio Discussion
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