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What happened to Mimic Live, the lip syncing software/plug in?
I was going to use the program for an animated project, export then import into Blender. As I'm trying out the plug in in Daz, the mouths weren't moving. Went to try and fix it and saw the program was gone from the store. Has their been any new alternatives besides for the face motion one? The face motion one is good but sadly, I don't have an Iphone.
Is there something else I can do to fix the metadata?Recently, I got a new computer, so I installed DIM, DS, plugins and the required features to make it work. However, instead of downloading all my content over again, I transferred it all from the old computer to the new computer (I hope I got it all), and pointed DIM and DS to the new content folders. DIM recognizes all my content, and shows everything that was installed before (even things that I knew weren't like DS and plugins that I removed from DIM to install them). All the content directories are the same as before except the drive letter changed from E on the old PC to D on the new PC. After resetting the DS database, and re-importing all the metadata, I'm still getting errors in the log saying it can't find files that are related to the metadata. I've even uninstalled and reinstalled some of the products it's listing in the log, and it still can't find all the files even though I can go to the directory and see them there. There's a lot it has found, just not all of it. Is there something else I can do to fix the metadata? The log file is attached.
There's another odd thing I've noticed in DIM since the transfer as well. When I've uninstalled some content to reinstall it, I get a notice that there's no uninstaller, and it asks me if I want to continue. Yet, many others have uninstalled without any such warning. Wouldn't all of the uninstallers for each product be in the same directory?
.Your help is appreciated.
CARRARA CHALLENGE #63: There be Dragons..... WIPDiomede said:
Steve K said:
Diomede said:
I picked up the new Paris city center and am thinking of ways to give it a go.
Is that the "Paris City Center" model by Matej Vodnik? How did you import it to Carrara? Collada?
Thanks for the comments on Paris dragons, everyone. Steve K, the Paris tower loads directly from the content folder without having to convert to another format.
Okay, thanks. I've never had luck loading a .DUF file into Carrara, and quit trying long ago. Has something changed? Or are some .DUF files Carrara compatible while others are not?
Fangtastic not showing anything but "reset" optionsI don't own it, but the online readme says:
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You can find new icons for loading this product in the following DAZ Studio Folders:
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“People:Genesis 3 Female:Shapes:FangTastic”
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You can find new icons for this product in the following DAZ Studio Categories:
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“Poses:By Region:Partial Body:Head”
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“Poses:Other:Reset”
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“Shaping:Remove:Partial Head”
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Try looking in the Content Library in "People:Genesis 3 Female:Shapes:FangTastic" folder. Smart Content and Content Library product views rely on metadata. Maybe the metadata is bad.
Backing up DS customisationRichard Haseltine said:
The Content Cluster is the database, not metadata (metadata is read from the database on export and imported to the database on import). The /Runtime/Support folder has the product metadata and the exported userdata. The Userdata_Daz3d_Product name files do seem to be the modified vesions, I wasn't aware that it did that.
This is a not-very-new behaviour that I had missed/misunderstood - http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log_4_9_2_70#4_9_2_53 . Holding down ctrl/cmd while selecting the export option gives more control.
OFFICIAL DazToBlender Bridge 2022 (SEPTEMBER UPDATE): What's New and How To Use ItTorkuda said:
danielbui78 said:
Torkuda said:
Anyone else having trouble with the system not finding the FBX to import for blender?
Try installing the latest plugin on the blender side. It fixes many import bugs and when it does not fix them, it will give more details and debugging feedback about what is going wrong: https://github.com/daz3d/DazToBlender/releases
Be sure to install the Blender plugin. Then check the Blender system console output. I'll try to make a new video with the new features/debugging feedback in a few days.
It did something... no fbx issue. Now blender just locks up indefinitely if I try to import a genesis figure.
Most likely, Blender is not locked up, but is just stuck because you have unintentionally switched the Blender console to "Selection Mode" and it is waiting for you to finish your selection before it continues processing python code. Press "ESCAPE" key while the Blender console is the active window to turn off "Selection Mode". This is a feature of Windows that is turned on by default in the latest versions. Please refer to this video clip to prevent unintionally activating this mode in the future: https://youtu.be/coy8ZZOn7K8?t=287
I'll go ahead and ask- Sagan's Alembic and Diffeo's blender exporter seems miles ahead of DAZ to blender right now. I mean, seems like your company adapts new programs all the time, so maybe work with them? I'm personally working with both and they're fast and effective so far, Sagan is just a little grumpy about having too many models at once, but one or two work just fine. Together they seem to press posing and animating in DAZ (which is by far superior) and rendering in Blender (same shot that takes fifteen minutes to render 500 samples in Studio takes four minutes to render 1000 in blender cycles, blender also having a much better denoiser making the result that much more usable). Giving those guys support might help make a better product in the long run.
Thanks for your suggestion. We have always been reviewing and incorporating ideas, and even source-code when possible, from other opensource projects, including Diffeomorphic and other forks of DazToBlender Bridge. That is how opensource projects work. However, if you are suggesting that opensource projects should be abandoned in favor of supporting similar projects that are perceived to be "miles ahead", then I respectfully disagree with you. In my opinion, more choices and alternative projects are almost always better than fewer -- this is what drives progress and innovation.
Diffeomorphic DAZ Importer version 1.6.0 releasedjulian said:
Hi guys,
I have another quick question. I noticed that in pretty much all cases when I imported models the teeth were always shaped strange in Blender and I could narrow it down that it has something to do with the subdivison settings. I tried out and used the Build HD Mesh option in Diffeo - and with that the teeth look fine an identical to DAZ Studio! It seems something is not working correclty in the normal mesh import. So I guess I will use the HD Mesh option from now on.
I wanted to ask, are there any disadvantages in using the HD Mesh compared to the normal import? I saw the subdivision count is the same between the normal option with Subdiv modifier and the HD option with the Multires modifier (when they have the same settings ofc) - is this the whole difference or is there anything else that is different between the two option? I saw the textures are the same on both methods. Just wanted to be sure I can use the HD option and don't get any problems.
Like Padone said, you would've to load the characters with HD. Daz automatically has mouth realism HD morphs activated, if you turn them off and export base it looks "ok". You could bake HD details of the teeth as normals. It's not 100% the same quality as true HD mesh but it works.
Diffeomorphic DAZ Importer version 1.6.0 releasedIf the teeth use HD morphs as is common for most figures then you have to export HD. Or disable the HD morph on the teeth before exporting.
As for HD figures usually they are more resource intensive, depending on the subd level they use. Also some HD meshes may not come in right because blender gets limits with the multires modifier, in this case yo uget a warning on import that the HD mesh can't be unsubdivided aka multires.
Diffeomorphic DAZ Importer version 1.6.0 releasedHi guys,
I have another quick question. I noticed that in pretty much all cases when I imported models the teeth were always shaped strange in Blender and I could narrow it down that it has something to do with the subdivison settings. I tried out and used the Build HD Mesh option in Diffeo - and with that the teeth look fine an identical to DAZ Studio! It seems something is not working correclty in the normal mesh import. So I guess I will use the HD Mesh option from now on.
I wanted to ask, are there any disadvantages in using the HD Mesh compared to the normal import? I saw the subdivision count is the same between the normal option with Subdiv modifier and the HD option with the Multires modifier (when they have the same settings ofc) - is this the whole difference or is there anything else that is different between the two option? I saw the textures are the same on both methods. Just wanted to be sure I can use the HD option and don't get any problems.
CARRARA CHALLENGE #63: There be Dragons..... WIPWendyLuvsCatz said:
I am having no luck with Mimic, I am certain I have made it talk but cannot find a working configuration file
even notepad edits have no effect
morphs are on head so should
changing Head 2 to Head 1 fails too
the Poser Dson cr2 has no object tree or mesh in Mimic pro, I may need to recreate my own
DSON has stopped working in Poser11 again so I need to find out why
Traceback (most recent call last):
File "I:\My DAZ 3D Library\Runtime\libraries\Character\DAZ Genesis\Characters\CitizenX\!CitizenX.py", line 1, in <module>
import dson.dzdsonimporter
ImportError: No module named dson.dzdsonimporterget the same for all cr2 just tried that as worked last time
Sounds like a PITA Wendy, hope you get it sorted !!!
CARRARA CHALLENGE #63: There be Dragons..... WIPI am having no luck with Mimic, I am certain I have made it talk but cannot find a working configuration file
even notepad edits have no effect
morphs are on head so should
changing Head 2 to Head 1 fails too
the Poser Dson cr2 has no object tree or mesh in Mimic pro, I may need to recreate my own
DSON has stopped working in Poser11 again so I need to find out why
Traceback (most recent call last):
File "I:\My DAZ 3D Library\Runtime\libraries\Character\DAZ Genesis\Characters\CitizenX\!CitizenX.py", line 1, in <module>
import dson.dzdsonimporter
ImportError: No module named dson.dzdsonimporterget the same for all cr2 just tried that as worked last time
CARRARA CHALLENGE #63: There be Dragons..... WIPSteve K said:
Diomede said:
I picked up the new Paris city center and am thinking of ways to give it a go.
Is that the "Paris City Center" model by Matej Vodnik? How did you import it to Carrara? Collada?
Thanks for the comments on Paris dragons, everyone. Steve K, the Paris tower loads directly from the content folder without having to convert to another format. Yes, the load time was very long. Also, in trying to open the shader room, I inadvertently entered the modeling room with the model selected. Took forever, but I was able to load the tower in the vertex modeler. I didn't do anything there, but good to know it can be opened.
The product is by Polish. https://www.daz3d.com/paris-city-center
Backing up DS customisationRichard Haseltine said:
Other than product creation, which should save automatically, metadata requires a deliberate export option.
The export you are doing is, I think, separate and contain only your changes (categorisations, for example) - but the one in the Content DB Maintenance dialogue does go to Runtime/Support/ in the first content directory listed in Content Directory Manager (Edit>Preferences>Content tab) and as far as I know so do changes made in the Edit Metadata dialogue.
My head hurts from this. I'm going to let it go for now and return to it at another time. Thanks
Backing up DS customisationOther than product creation, which should save automatically, metadata requires a deliberate export option.
The export you are doing is, I think, separate and contain only your changes (categorisations, for example) - but the one in the Content DB Maintenance dialogue does go to Runtime/Support/ in the first content directory listed in Content Directory Manager (Edit>Preferences>Content tab) and as far as I know so do changes made in the Edit Metadata dialogue.
Backing up DS customisationRichard,
- The Content Cluster is the database, …
OK. Weekly, I backup my AppData/Roaming/DAZ 3D folder which contains the cms folder in which the ContentCluster folder is located.
- … not metadata (metadata is read from the database on export and imported to the database on import).
Does metadata export/import have to be done manually (and if so, where does one start the process?) or is it done automatically upon opening and closing Daz Studio (and if so, where is it stored?)?
- The /Runtime/Support folder has the product metadata and the exported userdata. The Userdata_Daz3d_Product name files do seem to be the modified vesions, I wasn't aware that it did that.
My Daz Studio Runtime/Support folder has product metadata files but it does not contain any exported user data files.
For example, my Daz Studio Runtime/Support folder contains the three expected files for Victoria 8 (see first image) whereas my exported user data contains one file for Victoria 8 (see second image).
The dsx files from the Daz Studio Runtime/Support folder contain different information than the much smaller dsx file from the exported user data. Many of the exported user data dsx files contain almost no information whereas the corresponding file in the Daz Studio Runtime/Support folder contains all of the expected information. Some of the larger exported user data dsx files contain more information but it’s different than what is in the corresponding dsx file in the Daz Studio Runtime/Support folder. An exported user data dsx file is always smaller in size than its corresponding dsx file in the Daz Studio Runtime/Support folder. Attached are the dsx files for Victoria 8 which was installed via DIM.
Should I export UserData periodically and copy the files to the Daz Studio Runtime/Support folder?
Backing up DS customisationThe Content Cluster is the database, not metadata (metadata is read from the database on export and imported to the database on import). The /Runtime/Support folder has the product metadata and the exported userdata. The Userdata_Daz3d_Product name files do seem to be the modified vesions, I wasn't aware that it did that.
Backing up DS customisationAlthough backing up the database should catch everything it is also prudent to run the Export userdata command - Contet Library option menu (the lined/hamburger button, or right-click the tab)>Content DB Maintenance. It gets written to the first Daz Studio Format content directory.
Richard,
- What do you mean by “… the first Daz Studio Format content directory.”? I executed the Content Database Maintenance – Export User Data command and I believe the data were saved to the ContentCluster folder in my AppData/Roaming/DAZ 3D/cam folder; see the first image below.
- I also executed the Export Product Metadata command with Product selected in the Content Library tab. I was asked for a folder location and then slightly more than 3,000 files named UserData_DAZ_3D_product identifier.dsx or UserData_LOCAL_USER_product identifier.dsx were saved there to a Runtime/Support folder; see the second image below. Are these files for products for which I have modified (DIM installed) or created (manually installed) product metadata? How would I use these files in the future if the need arose? There are no similarly named files in my Runtime/Support folder.
Thanks.
Appropriate FBX does not exist!hello, i am probably the 100 person with this issue, but im trying to import from daz to blender and i get this info, Appropriate FBX does not exist!
was working for a bit then bam nothing anymore, any idea or workaround about this?
thanks
Trying to move individual characters already saved in a scene to another scenesI do this all the time. Make the character first and save it as a seperate scene. From "NEW" build the scene your and save that alone. Reload the character, dress as desired and use the merge scenes function to import the character into the selected scene. This way the same character is easily redressed for any scene you desire.
CARRARA CHALLENGE #63: There be Dragons..... WIPDiomede said:
I picked up the new Paris city center and am thinking of ways to give it a go.
Is that the "Paris City Center" model by Matej Vodnik? How did you import it to Carrara? Collada?








