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[Released] OBJ Companion [Commercial]
Now I just wish somone would make a script to handle the exporting from Blender to Daz, or at least define the export preset that works for all Daz morph creation.
I've sucessfully made many Daz morphs in Blender.
I never have a problem with the "Geometry did not match". Whenever I do have a problem, it is always that Morph Loader claims to have successfully created the morph, but when I use it the geometry "explodes", sending verticies wildly about (and yes, the import scales do match).
I suspect that there are some export-from-Blender settings that need to be set differently during some of my morph creations, but not others. But I have no idea. All those export settings are just cryptic mysteries to me.
What I'm saying is this problem I'm having is another obstacle to having a lot of morph creation fun. And someone would do well to offer a product, or at least a page of their tutorial/user's manual, to completely put an end this problem.
I want an artist to make a characterRichard Haseltine said:
bhoffman67 said:
I generally prefer to not hijack anyones' thread, but for the sake of example AND I also am looking to hire someone for:
What I need is someone to:
1.) Outfit a G8M with Wizard Apprentice Outfit or dForce Shrouded Assassin Outfit, fit Adrian Hair and Beard (or similar) and Tongue Control HD, and one prop to the model.
2.) Either decimate within DAZ or run it through Blender to accomplish preferably just under 20k polygon count, or 30k if it just looks poorly.
3.) Import into Unity 2019.4.31.
4.) Verify the visemes are connected, the prop has it's animation functioning, and whatever makes the tongue control do it's thing.
5.) Successfully upload to VRChat for Quest.Unfortunately the license does not allow someone to give you the decimated version, or to give you a version of the content converted to another format.
Interesting, but okay. Alternatively, I can buy the aforementioned items from the DAZ store, and allow a remote control of my computer with DAZ 4.20, Blender 3.01, and Unity so they can walk me through the process all the same. that ok?
I want an artist to make a characterbhoffman67 said:
I generally prefer to not hijack anyones' thread, but for the sake of example AND I also am looking to hire someone for:
What I need is someone to:
1.) Outfit a G8M with Wizard Apprentice Outfit or dForce Shrouded Assassin Outfit, fit Adrian Hair and Beard (or similar) and Tongue Control HD, and one prop to the model.
2.) Either decimate within DAZ or run it through Blender to accomplish preferably just under 20k polygon count, or 30k if it just looks poorly.
3.) Import into Unity 2019.4.31.
4.) Verify the visemes are connected, the prop has it's animation functioning, and whatever makes the tongue control do it's thing.
5.) Successfully upload to VRChat for Quest.Unfortunately the license does not allow someone to give you the decimated version, or to give you a version of the content converted to another format.
I want an artist to make a characterI generally prefer to not hijack anyones' thread, but for the sake of example AND I also am looking to hire someone for:
What I need is someone to:
1.) Outfit a G8M with Wizard Apprentice Outfit or dForce Shrouded Assassin Outfit, fit Adrian Hair and Beard (or similar) and Tongue Control HD, and one prop to the model.
2.) Either decimate within DAZ or run it through Blender to accomplish preferably just under 20k polygon count, or 30k if it just looks poorly.
3.) Import into Unity 2019.4.31.
4.) Verify the visemes are connected, the prop has it's animation functioning, and whatever makes the tongue control do it's thing.
5.) Successfully upload to VRChat for Quest.Enchanted Elven Mega BundleIt is possible to edit a Product's metadata in Daz Studio, though the Content Library pane will still show the store values (they are hidden, not deleted, otherwise there would be no way for the system to know not to restore them on getting an update).
[Released] OBJ Companion [Commercial]OZ-84 said:
ManFriday said:
OZ-84 said:
Cool Product! Thanks for that. But there is one little problem i search a solution for ...
When exporting through DAZ GOZ to zbrush and reading the morph back in through the plugin, there seems to be no way to set an import size?! Is this correct?
Would clearly need such an option. Otherwise its only possible to export through plugin and read back in through plugin.
Is there hope for a later "fix" of that "problem"? :-)
Thank you for your support! Can you clarify what you mean by "import size"? If you mean the scale -- I don't have ZBrush so I can't test myself, but in theory the plugin should use the same import settings that you can specify with the "Edit options" button in the top "export" group. So if the scale is off, can you try changing that in those options? Thank you!
Also, keyboard shortcuts are a good idea. I'll add that to the list.
Problem is that DAZ sends out over the goz bridge in 1% scale to Zbrush. At least Zbrush reads it in as 1% of the size it should be.
When u do the Zbrush export now (not using the bridge to send it back to Daz (yeah there are reasons not to use it back), Daz reads it in as 1% of the size it should be. Result is that u shrink the mesh.
But not only with Zbrush this problem is likely to happen. Since scale isnt really defined in OBJ format (i guess it can be but there is no golden standard), this problem might appear with many other tools like Max, Maya and whatever... Kind of sad this makes your plugin useless then.
I find that using the Modo preset works for ZBrush, matcging axes to DS and 1 unit = 1m instead of the Daz Studio 1 unit = 1cm. What you are seeing doesn't mean it is sent across at 1%, it means you are importing it with (I guess) the Daz Studio native preset which uses the wrong value of the OBJ unit for ZBrush.
[Released] OBJ Companion [Commercial]ManFriday said:
OZ-84 said:
Cool Product! Thanks for that. But there is one little problem i search a solution for ...
When exporting through DAZ GOZ to zbrush and reading the morph back in through the plugin, there seems to be no way to set an import size?! Is this correct?
Would clearly need such an option. Otherwise its only possible to export through plugin and read back in through plugin.
Is there hope for a later "fix" of that "problem"? :-)
Thank you for your support! Can you clarify what you mean by "import size"? If you mean the scale -- I don't have ZBrush so I can't test myself, but in theory the plugin should use the same import settings that you can specify with the "Edit options" button in the top "export" group. So if the scale is off, can you try changing that in those options? Thank you!
Also, keyboard shortcuts are a good idea. I'll add that to the list.
Problem is that DAZ sends out over the goz bridge in 1% scale to Zbrush. At least Zbrush reads it in as 1% of the size it should be.
When u do the Zbrush export now (not using the bridge to send it back to Daz (yeah there are reasons not to use it back), Daz reads it in as 1% of the size it should be. Result is that u shrink the mesh.
But not only with Zbrush this problem is likely to happen. Since scale isnt really defined in OBJ format (i guess it can be but there is no golden standard), this problem might appear with many other tools like Max, Maya and whatever... Kind of sad this makes your plugin useless then.
Enchanted Elven Mega BundleRichard Haseltine said:
memcneil70 said:
Metadata is created by Daz staff, not the PAs. On a Windows computer you can fix it yourself, but on a Mac, you can't. That drives me nuts. I really wish if they update Daz Studio they would make sure both versions are updated equally. And yes, there have been more errors of categories being outside of 'Default' or the next level down than ever before.
What is the block on Macs? I wasn't aware there was a difference.
So the only way to get metadata fixed if you don't know how, or have a mess on your Mac, is to report it to Customer Service and hope the product is still within the product codes they are updating. The last time I reported something, I was told they weren't updating items older than SKU 50000.
You cannot really fix any Daz [slip] on metadata. User date cannot - per default- override Daz metadata. I have a Win10 and macOS environment available. No way, on both. And Daz have really messed up metadata for quite some of the recent products, e.g. Moyen has some items that are classified as "External" instead of "Default/Anatomy/External" for Moyen or Materials/Iray/** instead of Delault/Materials/Iray/** for Ajax outfit.
There is absolutely no way to fully override the daz default categorizations, independent of the OS. If you are not familiar with PosGres SQL, you are out. The only way is raisng a ticket and let Daz fix the issue. They have [slipped] up. they need to fix it.
Is it possible to achieve such levels of realisticity simply with Daz Genesis 8 figure?But of course Daz can be used for achieving this. If you are willing/skilled to build your own models and textures then import it and render with Daz. Because most of those photorealistic portraits use scratch-built components and often it's an unrigged bust made precisely for this single portrait session.
As far as for using premade assets only? Well... Daz it's not there, but it's quite close.
Geometry did not match, failed to create morph.You cannot change the number of vertices or the vertex order. You can only manipulate the existing vertices, otherwise the morph will not import.
Blender has "Keep Vertex Order" in both the import and export options when importing/exporting OBJ's, ZBrush probably has something similar.
Mac Catalina and later image import script?Is it perhaps somehow possible to import texture images somehow by script. The problem is known that after Mojave it is no longer possible to import texture images since Quicktime is no longer supported as it is only available in 32-bit code. The way I then do it is that I create a tarp in Dazstudio and then paste the image there and then export to OBJ using Mat collect. then drag and drop to Carrara. My idea would be to script there, click the images, save with alpha, etc., and then have a tarp with a texture so you get there faster.
Of course, if I make more, I'll start through Parallels Mojave and do it there. It's slower there.
maybe you have an idea. there is obviously one or the other coder here.
Thanks in advance Klaus[Released] OBJ Companion [Commercial]OZ-84 said:
Cool Product! Thanks for that. But there is one little problem i search a solution for ...
When exporting through DAZ GOZ to zbrush and reading the morph back in through the plugin, there seems to be no way to set an import size?! Is this correct?
Would clearly need such an option. Otherwise its only possible to export through plugin and read back in through plugin.
Is there hope for a later "fix" of that "problem"? :-)
Thank you for your support! Can you clarify what you mean by "import size"? If you mean the scale -- I don't have ZBrush so I can't test myself, but in theory the plugin should use the same import settings that you can specify with the "Edit options" button in the top "export" group. So if the scale is off, can you try changing that in those options? Thank you!
Also, keyboard shortcuts are a good idea. I'll add that to the list.
Recent updates to the Install Manager default filtersjbowler said:
frank0314 said:
What would you like to see added? You can put in feature requests.
Some of these are difficult, if not impossible, to implement with the current regular expression syntax, and some depend on PAs putting stuff in the right place, but:
- By Name/Figures I.e. all packages that contain a character that "is" a particular generation. (Yep, I know, really difficult; when I needed to do it I used an rx that was way more complex than the current DAZ specific one and then selected things out).
- Make "by source" actually work :-) Content Wizard can create new stores, then store::false returns, well, false ;-) tag::all::CloudAvailable might work if inverted.
- By Category; i.e. packages which contain things like wardrobe. The reason is that it may be important when uninstalling packages not to remove things that are used elsewhere. To be useful this requires:
- Upgrade the UI to make the filters ammenable to combinatorial logic: AND and OR. So that they can be added to the current filter.
- Fix the bug I have previously reported with regard to immediate update. E.G. type this into the filter pane:
file::rx::^/.+/[Rr][Uu][Nn][Tt][Ii][Mm][Ee]/
I.e. I don't mean copy'n'paste it; I mean try to type it character-by-character. Ridiculous. (BTW the filter detects sku::27727, and possibly others that I don't possess, I call it "Bad Install", I find it very useful.)
1. Compatibility (Base) is not available as external metadata - the .dsx file that sits alongside the zip, which is what DIM handles. File paths are not available as external metadata. The Install Manager filters provided use information that is available externally at a given stage. Different types of metadata are avaialble for different contexts.
2. By Source filters work exactly as described in http://docs.daz3d.com/doku.php/public/software/install_manager/referenceguide/interface/filter_field/advanced_filtering#store - Install Manager is a tool that can connect to the Daz store, no other, though it can handle correctly formatted and packaged zips from other sources. It does support other source prefixes being used (http://docs.daz3d.com/doku.php/public/software/install_manager/referenceguide/tech_articles/package_naming/start), which can be filtered using the sku:: (http://docs.daz3d.com/doku.php/public/software/install_manager/referenceguide/interface/filter_field/advanced_filtering#sku) scope selector with a range that represents that prefix.
3. Categories are not available as external (to a given package) metadata - none of the Install Manager filters interrogate the contents of any file contained within a package. The file:: scope selector (http://docs.daz3d.com/doku.php/public/software/install_manager/referenceguide/interface/filter_field/advanced_filtering#file) is the closest to one that does and it is discretely described as being time intensive without interrogating the contents of files.
4. Logical AND is supported - http://docs.daz3d.com/doku.php/public/software/install_manager/referenceguide/interface/filter_field/advanced_filtering#logical_and since 1.1.0.37 (http://docs.daz3d.com/doku.php/public/software/install_manager/change_log_1_1_0_41#1_1_0_37)
5.There is a case-insensitive syntax modifier (http://docs.daz3d.com/doku.php/public/software/install_manager/referenceguide/interface/filter_field/advanced_filtering#case_insensitive). Using the method that requires least processing will yield better response, the fact that the alternative gives worse reposne is not a bug but simply reflects their difference.
Why would Daz Studio suddenly rearrange my tool bar?To record the current state Window>Workspace>Save Layout (or use the Export button in Window>Workspace>Customise to save it in sections).
If you were essentially using one of the defaults then Window>Workspace>Select Layout will let you reload it, or use the Import options in Window>Workspace>Customise.
Better Blender to UE5 bridge for Daz contentChecked DazToUnreal update there are exciting new features: "New geograft material support, preliminary support for geograft morphs".
https://github.com/daz3d/DazToUnreal/releases
Diffeomorphic recently added features to import Blender animations to Daz.
Would try the new workflow Blender -> Daz -> UE5 and test if the geografts work as expected.Mature Content?PixelSploiting said:
How about providing filtering by the artist inside the Daz studio? That info is in metadata, but one can't search for one specific PA in the smart content.
If you find a product/file by the artist in question in Smart Content and look at the Info tab at the bottom of the pane (may be collapsed) then clicking on the artist name will apply a filter for the artist. You can then save the filter for future use from the icon to the left of the filter text box.
diffeomorphic g8.1 HD textures wrongYes, I see that if you use easy import then the geografts and softbody are only done on the base figure, not on the HD figure. I don't know if this is a limitation or a bug, I'll report to Thomas.
Anyway if you use the standard import you can then add the geografts and softbody to the HD figure.
https://bitbucket.org/Diffeomorphic/import_daz/issues/1167/
edit. Thomas fixed it you can get the last commit.
Texture Import questionI am brand new with using Substance Painter to paint on DAZ Characters. I followed a tutorial for painting war paint on a G8M. I exported the textures just fine but I have a problem:
My war paint is black, but when I bring the texture into DAZ, they turn red in IRay. I looked at the Base Color thumbnail and it shows the black strokes. I can change the Translucency from red to black and the strokes return to black, but this also changes the underlying skin color.
What am I doing wrong?
Mature Content?How about providing filtering by the artist inside the Daz studio? That info is in metadata, but one can't search for one specific PA in the smart content.
[Released] OBJ Companion [Commercial]Cool Product! Thanks for that. But there is one little problem i search a solution for ...
When exporting through DAZ GOZ to zbrush and reading the morph back in through the plugin, there seems to be no way to set an import size?! Is this correct?
Would clearly need such an option. Otherwise its only possible to export through plugin and read back in through plugin.
Is there hope for a later "fix" of that "problem"? :-)





