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Error when importing a Daz G8F into Blender
tayloranderson2047 said:
felis said:
When you are exporting an obj, you are also creating an MTL file (material file) that has simplified version of the materials for your object, with reference to the used image files.
Thanks! But when I import I only import the obj (and I don't need the material)... How should I let Blender "forget" the information of that MTL file and only recognize the obj (the mesh and geometry)?
I think if you just delete the MTL file you will get the behavior I get, i.e. imports the geometry OK but complains about not finding the MTL file in the system console.
You could also uncheck the checkboxes for Write Material Library when exporting from DS: I'm not sure, but I assume that would mean not creating an MTL file.
Can you move simulated dForce hair or clothes to a different frame in the animation time line?Richard Haseltine said:
WendyLuvsCatz said:
a morph or obj export/import only option sadly as Dforce doesn't create keyframes or have a timeline baking option
Vertices don't appear on the timeline so it would be trickey, at best, to allow moving the simulation keys on them in a general manner.
they do if they exist
Optitex simulations frozen definitely bake keyframes and I can save them as aniblocks, sadly Dforce doesn't do this
Can you move simulated dForce hair or clothes to a different frame in the animation time line?WendyLuvsCatz said:
a morph or obj export/import only option sadly as Dforce doesn't create keyframes or have a timeline baking option
Vertices don't appear on the timeline so it would be trickey, at best, to allow moving the simulation keys on them in a general manner.
Inject HD Shape By Xin (Steps Please?)norvum said:
Diffeomorphic can export out an HD mesh but it has none of the morphs.
I attempted to apply the Multires mod in blender and then transfering the shape keys but my lips are fused with the teeth.
Not to mention it seems like there is a way to get HD Morphs with the HD mesh.
https://bitbucket.org/Diffeomorphic/import_daz/issues/438/inject-hd-shape-to-xin-and-thomas
I've tried the above but can't seem to get it to work.
Is there a good way to get HD Mesh with HD morphs in blender and have blender export the HD Mesh with HD morphs for other applications?If import morphs for the baked HD mesh after applying multires modifier, some expressions will not work properly (Attached image below demonstrating the same expression on base mesh and baked HD mesh).
Some expressions use both bone drivers and shape keys. After applying multires modifier the vertex order is changed and Diffeomorphic shape key transfer methods no longer work, but only the bone drivers still work. The result is partially working expressions, for example when smile the lips fused with the teeth.(Also after applying multires modifier the body mesh is no longer able to merge geograft. If want to create a true HD character with HD geograft, use HD Morphs plugin with Diffeomorphic exported base mesh, instead of Diffeomorphic Export HD to Blender).
If you want true high poly HD characters with true HD morphs and merged geograft use the HD Morphs plugin and Mesh Data Transfer plugin, got that method working but very complex though.
The other typical method is to merge geograft with Diffeomorphic in Blender - export the merged mesh as .obj back into Daz - transfer a new armature into the obj to rig it - transfer skin weight to the rigged new character - transfer needed morphs into the new character - export from Daz to Unreal with DazToUnreal plugin - DazToUnreal can bake HD characters and rebuild basic materials into Unreal.
You can find working methods in another thread: https://www.daz3d.com/forums/discussion/541216/merging-geograph-from-daz-character-with-diffeomorphic#latest
Can you move simulated dForce hair or clothes to a different frame in the animation time line?a morph or obj export/import only option sadly as Dforce doesn't create keyframes or have a timeline baking option
OFFICIAL DazToCinema4D Bridge 2022 (SEPTEMBER UPDATE): What's New and How To Use ItEdited, as I finally discovered that the issue wasn't with the Bridge or D|S's export options but an option in the FBX Import preferences being changed.
Is Every Product with a 3D Printing License In Fact Printable?barbult said:
Richard Haseltine said:
I've used this a lot to remind me of products used when I update to the gallery. It is pretty good, but misses some things like pose preset products and some lighting products. Catching morphs and expressions is pretty hit and miss for me, it seems. Maybe the script has been updated since I downloaded it long ago. If Daz says we only need licenses for the products shown by this script, or some other tool they may offer, then that is one way to go to test for compliance.
Sorry, I uually remember to sepcify that it will catch only things that leave a unique enitiy of some kind in the scene - most presets just change property values, so if those are not part of the same product (e.g. an expression slider set by a preset) there will be nothing by which the script can identify them
Edit: It is important to know that the script writes to the Daz Studio log. There is no direct output to your screen. You have to open the log and scroll to the end to find your results.
Instead of double-clicking the file, open it in the ScriptIDE pane and the output will appear in the notification area at the bottom of the pane. I do have a modified version that puts the results in a dialogue box somewhere but not sure what state it was left in.
Error when importing a Daz G8F into Blenderfelis said:
When you are exporting an obj, you are also creating an MTL file (material file) that has simplified version of the materials for your object, with reference to the used image files.
Thanks! But when I import I only import the obj (and I don't need the material)... How should I let Blender "forget" the information of that MTL file and only recognize the obj (the mesh and geometry)?
Diffeomorphic DAZ Importer version 1.6.0 released@Cinnatwist As for d-forms they're not supported, you may convert them to morphs as suggested in another discussion. As for "custom scaling" it depends what you mean. The dbz method will bake the viewport shape, also blender doesn't support bone scaling on the rest pose. So you may want to save your "custom scaling" as a pose then import the pose in blender. Or you may try ERC morphs if you need to animate.
https://diffeomorphic.blogspot.com/2021/09/morphing-armatures.html
Diffeomorphic Daz Import Problems in BlenderThe rig can be transferred in Daz between two identical models. When exporting with Diffeomorphic make sure to merge rigs and make bones poseable.
D-former can be used to create custom morphs and exported to Blender with Diffeomorphic Import Custom Morphs, found a tutorial about how to save D-former morphs:
Link to Diffeomorphic documentation as a zip file:
https://www.dropbox.com/s/yllqktxscidw7ha/Diffeomorphic documentation.zipMerge Rigs: Merge all rigs to the main character rig.
Make All Bones Poseable: Add an extra layer of driven bones to make them poseable.Diffeomorphic Daz Import Problems in BlenderExporting from Daz in HD to Blender is giving me some troubles. My model is in two "pieces" or parts, as in one standard and one _HD. The HD version does not have any armatures to merge with, so I cannot use it at all. The normal version on the other hand, does have all the required armatures and is able to merge properly to parent clothing and hair and ect.
Second issue is with custom D-forms I made in Daz. They are noted on the model itself, but are not visible, and I can't seem to do anything with them in Blender. Thus they are basically useless. How can I bring back the D-forms so I can see them?
I can't seem to find why or how to fix these via Google, so I am hoping someone here can help enlighten me.Possible to initiate import from unreal, from the intermediate folder?I don't think Daz to Unreal can initiate from Unreal intermediate folder, the dzunrealbridge.dll collects resources from Daz scenes and send the data to the receiving Daz to Unreal plugin, there are .dtu files along with the .fbx files in the DazToUnreal cache folder, and the Unreal FBX importer can't read .dtu files either.
If it needs 3D software to edit content before importing into Unreal, then DazToUnreal and its convenient auto process can't be used. "Fix Bone Rotations on Import" and "Zero Root Rotation on Import" can be done in Blender with Autorig Pro for exporting to Unreal.
Is Every Product with a 3D Printing License In Fact Printable?Richard Haseltine said:
I've used this a lot to remind me of products used when I update to the gallery. It is pretty good, but misses some things like pose preset products and some lighting products. Catching morphs and expressions is pretty hit and miss for me, it seems. Maybe the script has been updated since I downloaded it long ago. If Daz says we only need licenses for the products shown by this script, or some other tool they may offer, then that is one way to go to test for compliance.
Edit: It is important to know that the script writes to the Daz Studio log. There is no direct output to your screen. You have to open the log and scroll to the end to find your results.
Is Every Product with a 3D Printing License In Fact Printable?Possible to initiate import from unreal, from the intermediate folder?I do a lot of customizations in Maya and want to bring these into Unreal through the bridge plugin to take advantage of the automatic "Fix Bone Rotations on Import" and "Zero Root Rotation on Import" features of the bridge plugin. Is this possible or can the import only be initiated from Daz Studio? Im hoping I can just drop my FBX file in the intermediate folder and have the bridge plugin import it into Unreal somehow. Thanks for any help!
Few simple adjustments to make smart content users life much betterRichard Haseltine said:
Well, you can - just right-click on the file(s)>Categorise..., uncheck the categories you don't want, if necessary right-click to add new categories, and check the ones you do want - Content Library will still show the old categories but Smart Content won't.
I tried this method, didn't work, even after removed the file from all categories, they still show up after I refresh
And on top of that 1. It's the parent file icon that took space in places they don't belong, that's what takes up most of my time 2. If we can only do this on single file level, it's way too time consuming, imaging we have to go in each and every figure just to remove eyebrows, or each shoes product to remove unneeded heel pose.
Give users more editing power to metadata would solve this problem too, but don't you think it's easier just to add one major "eyebrows" or "wearable pose" to organize them to where they belong?
Help find options to weld vertexes occupying same coordinatesHave you checked the OBJ export/import parameters?
RedactedIf the bicycle is this: https://www.daz3d.com/road-bicycle (SKU 38), it is a Poser product released more than 20 years ago, way before any 'smart' content or metadata existed in their current form
RedactedI'm back on my daz computer now. I see that I own SKU 30728 Bundle Bast for Genesis 3 Female. I have installed it with DIM. Upon installation, I get many warnings from ..\..\..\..\..\src\sdksource\cloud\dzcloudtasknotifier.cpp(178) about thumbnail problems (indeed, the metadata file has no product thumbnail image included) and errors in metadata because no corresponding file. The same warnings occur if I reimport the metadata for the product. However, the product does show up for me in Smart Content Files and Smart Content Products. As you saw in the metadata dsx file, there are no categories, types, or compatibilities defined, so everything shows up in Lost and Found. The product is useable, although inconvenient, because of the missing metadata. In cases like this, I have given up [ pause for the GATEWAY TIMEOUT INTERRUPTION
] on waiting for Daz to create proper metadata. I do it myself.So, I can't answer the details of why you get these errors exactly, but I can tell you that you are not alone. The difference is that you say the assets don't show up in Smart Content, but they do for me. Maybe you mean they don't show up as compatible with G3F or hair materials don't show up for the selected hair. That is also true for me, because of the incomplete metadata.
Edit: I see that to make the Bundle Bast for Genesis 3 Female usable, the rest of the bundle also has to be installed to get the data files installed. But that has nothing to do with metadata. This is just a product dependency thing.
Help find options to weld vertexes occupying same coordinatesGreetings.
Situation - have obj with unwelded parts (reasons vary). Intended result will be multi-planar. I don't remember the offical name. Classic example is a pocket on a shirt. The shirt base is a plane. The pocket is sewn onto the base shirt. Therefore, the edges where the pocket is sewn are interior to a flat plane of the shirt yet form another edge of a perpendicular plane where the pocket joins. Was hoping that Daz Studio would have a weld option in the import dialogue, or in the menu for edit : geometry. Don't see a weld option. The pockets fall off in DForce for example, and pull apart in smoothing without DForce. My next check was sending the object through the bridge to Hexagon. I found some weld options in the vertex modeling menu of Hexagon but so far I have to go vertex pair by vertex pair. Tedious and I suspect unnecessary. But I haven't found a setting to automatically weld vertexes at same coordinates or a menu to set 'weld by distance tolerance.' I suspect in each case that the possibility might be there but that I am ignorant.
Any help would be appreciated. Preference for welding either within Daz Studio or through bridge to Hexagon.






