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Daz 3D Forums > Search
  • Valley of the Cliffs Village -World and Village Builder (Magix 101) - SOLVED

    Thanks for your detailed reply.  Unfortunately, the first step doesn't work for this product.

    • First, add the missing parts to the Product. Go to the Products view in Content Library, and navigate to the Valley of the Cliffs product to get the exact name. Copy it and paste it somewhere you can get to later (just a sticky note or notepad). Go to the Content Library folder with the assets to add to the product. Multi-select (or add the whole folder) and right-click -> Create Product from...

    I tried that multiple times yesterday, and again just now, and the missing parts (sundials or missing scene x11) don't appear in the Product.  However, the strange thing is if I right- click on the sundial icons or the missing scene x11 icon in their mapped folders and select Show Asset in Product, the Content Library jumps to the Product but the missing items are not there!!

    I discovered two things earlier this evening:

    • The 12 sundial DUF files for three Magix 101 products (Valley of the Cliffs Village -World and Village Builder, Elf Village and World Builder, and Everglades Tavern and World Set) are identical, respectively.  For example, the file MGX Sundial Midday.duf is the same for all three products and internally, all of the sundial files have an asset id that points to the location of the file in the Everglades Tavern sundials folder.
       
    • In Valley of the Cliffs Village, if the full scene is loaded, double clicking the sundial icons in the mapped folder in the Content Library work – the sun’s position and lighting change as designed.  The same is true for the missing scene x11 Cliff-Nature; it loads the vegetation of the product, so it’s really a scene subset.

    So, I can get all parts of the Valley of the Cliffs Village to work.  For the sun position/lighting, either I have to use the sundial icons in the mapped folder in the Content Library or the corresponding icon in the other two products – either from their mapped folders for sundial lights or from their Smart Content.

    I'll play more with the metadata aspect of this product but it's of lesser interest to me now that I know how to get the product to function fully.

    By

    jjoyner jjoyner July 2022 in The Commons
  • Valley of the Cliffs Village -World and Village Builder (Magix 101) - SOLVED

    The metadata is created and supplied by DAZ, so if it is not there now, it won't be until they correct it. Adding/changing metadata is a bit tedious, but it can be done. There might be some drag-and-drop shortcuts with the Smart Content pane, but I do not trust it, because I do not know exactly what it produces.

    (If you know what you are doing, just edit the metadata file and add the missing bits. It can be a bit cryptic unless you understand all the required fields and syntax, but is quick.)

    First, add the missing parts to the Product. Go to the Products view in Content Library, and navigate to the Valley of the Cliffs product to get the exact name. Copy it and paste it somewhere you can get to later (just a sticky note or notepad). Go to the Content Library folder with the assets to add to the product. Multi-select (or add the whole folder) and right-click -> Create Product from...

    Enter the exact Product name (or it will create a new Product). You will be prompted to add to the existing Product. Accept. Repeat for any missing assets.

    Go back to the Product view, Valley of the Cliffs. Edit the metadata. There are two tabs, Product and Assets. You don't need to change anything on the Product tab. Go to the Assets tab. Ensure "Sync Product and Local Database" is checked. Go through each listed asset to see which need more data, which need correcting, etc. You need to set the Content Type. Select one or more assets from the top window, then under Categories, select all files, right-click and "Add Default Categories to Selected File(s)". Here it is a bit of a judgement call for which default category you want to use, but pick something that makes sense to you. You can also copy from another asset if it already has the necessary data.

    Do the same for Compatibilities. Instead of adding Compatibility Bases from the list of all available, find an asset that already has the proper base and right-click "Copy Selected Compatibilities to Listed Files". The other tabs are not required in this case, IIRC. Compatibility Base would be required for any asset with an object in the scene (props, figures) but none of the missing assets are of that type. The "x11 Cliff-Houses" is a set and all of the props are already defined.

    Before you accept, you will want to Export the metadata file so that you can make the changes permanent. (It would be in UserData, but you would have to re-import ALL UserData, unless you export only this one Product, but why not correct it once and for all, instead of patching it). If Auto-Export is checked, it will create a new, updated metadata file in the same location as the original when you accept the changes, otherwise Click the Export button. (Making one with a new name will go to the first library in your library set). Beware, though, any Custom Categories included here will get saved in the metadata file as Vendor Data, and mark your Custom Category branch as Read-Only. PITA to undo.

    So as to not lose your new metadata file, copy it somewhere safe, and replace the one in the package, so that if you need to re-install, your changes will be installed, too. You can re-install now, or re-import metadata for that product (faster from DIM rather than the Content DB Maintenance menu). Refresh the Product view, and your new metadata should magically appear (okay, it could be done earlier, but the reveal is always more satisfying when it is all done). Smart Content should now show what you expect to see, if you got everything.

    Have fun...

    By

    NorthOf45 NorthOf45 July 2022 in The Commons
  • Valley of the Cliffs Village -World and Village Builder (Magix 101) - SOLVED

    @Northof45,

    Not good news.  Other products in this line by Magix 101 do not suffer the same lack of packaging attention to detail.  I still like the product, though.  Other than logging into the Daz3D server to update metadata (which I think is not there), can one manually add items to the metadata?  The Edit Metadata option does not seem to offer that functionality.

    By

    jjoyner jjoyner July 2022 in The Commons
  • Does the export to cinema 4d and redshift work?

    I make a new file, change render settings to redshift then import into cinema 4d R26 (maybe thats the issue) and click the inport genesis characters. The character comes in my renderer has changed back to standard from redshift and when I click on convert materials with redshift selected in the dropdown menu a bunch of nothing happens. Should I not even bother with redshift with DAZ models? it seems like half of my poses arent even supported by DAZ to cinema 4d bridge anyways.

    By

    chad.demoss chad.demoss July 2022 in Cinema 4D Discussion
  • Need help fixing smart content

    What is the exact error message you are getting? Did you delete or block PostgreSQL from your computer? Daz Studio needs PostgreSQL for Smart Content. You should be able to install it from DIM if it is missing from your computer. See attached screenshot.

    If the PostgreSQL problem is solved, try reimporting metadata from the Content Library pane's context menu. See attached screenshots. Metadat is what populates Smart Content.

     

    By

    barbult barbult July 2022 in New Users
  • Diffeomorphic DAZ Importer version 1.6.0 released

    Padone said:

    @surody Tried a couple hair, here works fine with toulouse but doesn't work with dforce soft curls. Reported.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/1092/hair-sparsity-doesnt-work-for-line-hair

    edit. Thomas did it now it's fixed.

    Yep I tried it and it works, thank you.
    I'm currently confused at the different material import options. SSS node tree seems to be exactly the same as Cycles only (including the DAZ volume node) and when I import the model with "Extended Principled" the hair mesh gets duplicated for some reason.

    By

    surody surody July 2022 in Blender Discussion
  • [Released] Content Wizard [Commercial]

    arstropica said:

    RiverSoftArt said:

    arstropica said:

    Not sure if this has already been addressed in a previous post, but is there a way to completely remove products installed through CW? 

    I've tried copying the zip file to the DIM directory and install/uninstall from there, but the files and metadata are unaffected.

    Thanks

    No, there is not.  You need to uninstall the product (using DS Smart Content) and then delete files (which can be tricky and very manual unfortunately)

    I can see the product in the smart content tab, but there is no uninstall option.  I've even tried installing and then uninstalling the generated zip through DIM, but the product metadata still remains.  I feel there must be a solution to this as it is just a scripting issue with the smart metadata.  BTW Content Wizard is such an awesome product, I don't know what I'd do without it.

    Sorry, I slightly miswrote.  I start in Smart Content so I can find the product to then delete.  From the manual:

    Unfortunately, it does not seem possible to delete a product from Daz Studio’s Smart Content using the scripting interface. If you find you want to delete a product from Smart Content, you need to do it manually. To delete a product: 1. Find the product in Smart Content. 2. Right-Click on the Product and Select “Show Product in Content Library”. After a few moments, Daz Studio will show the product in the Products list of the Content Library. 3. Right-Click on the title of the product and Select “Delete…”. Click Ok when the confirmation dialog appears. The Smart Content for the product has been deleted. Note that this procedure does not delete the content files from Daz Studio.

    (I am so glad you like CW.  I am very proud of it smiley)

    By

    RiverSoft Art RiverSoft Art July 2022 in Daz PA Commercial Products
  • Diffeomorphic Rigimap?

    3dQuill said:

    Ok, so about a year ago I gave up on using Daz3d characters in Blender because I couldn't remap mocap to the rigs in Blender.  I was using Rigimap, well trying to.  The creator was working with me and kept saying that he was able to map FBX animation to the rigify rigs that Diffeomorphic was creating on import.  I wasn't able to get good results.  Did they link up, yes.  Was it an abomination to all things?  Yes!  I still see that character trying to walk in my dreams.  Does anyone have any experience in using Rigimap/Blender plug-in with a Daz imported character for mocap?  Thanks. 

    @3dQuill

    Never heard of Rigimap However

    Diffeo animation imports with rigified characters

     

     

     

     

     

    Diffeo animation retargeting without conversion to rigify

     

     

    Both methods use MIXAMO motions

     

    Be sure to “Make all bones posable” in the diffeo options panel

    By

    wolf359 wolf359 July 2022 in Blender Discussion
  • Valley of the Cliffs Village -World and Village Builder (Magix 101) - SOLVED

    When Smart Content is not quite right, the first suspect should be the metadata, not the installation. In this case the sundials are not included at all, a couple of cameras are deliberately categorized as Lost and Found, none of the props (MGX Objects) have any compatibilities set, and one of the Cliff house sets (x11) is completely omitted.

    So, yeah, exactly as provided.

    By

    NorthOf45 NorthOf45 July 2022 in The Commons
  • Store custom morph in custom content directory ?

    I like to import a morph with Morph Loader Pro.

    The files should go into a test content directory I made with Content Directory Manager.

    E.g.:

    I have:

    DAZ\Content   for normal use

    DAZ\Test   for only the morph

    How do I tell DS to put the morph files into DAZ\Test but not DAZ\Content ?

    By

    cgidesign cgidesign July 2022 in Technical Help (nuts n bolts)
  • [Released] Content Wizard [Commercial]

    RiverSoftArt said:

    arstropica said:

    Not sure if this has already been addressed in a previous post, but is there a way to completely remove products installed through CW? 

    I've tried copying the zip file to the DIM directory and install/uninstall from there, but the files and metadata are unaffected.

    Thanks

    No, there is not.  You need to uninstall the product (using DS Smart Content) and then delete files (which can be tricky and very manual unfortunately)

    I can see the product in the smart content tab, but there is no uninstall option.  I've even tried installing and then uninstalling the generated zip through DIM, but the product metadata still remains.  I feel there must be a solution to this as it is just a scripting issue with the smart metadata.  BTW Content Wizard is such an awesome product, I don't know what I'd do without it.

    By

    arstropica arstropica July 2022 in Daz PA Commercial Products
  • Face Mojo [Commercial]

    I HAVE GOT IT everybody that USES DIFFEOMORPHIC and uses face cap read this!!!!!!!!!   ... FACECAP data can be easily imported into blender in like one click... And then added to a DAZ studio character

     

    This works on Genesis 8 so I know but first you import the Daz character INTO  Blender with these settings https://drive.google.com/file/d/1cczu1sNxYvAcLsvrwDo-M7Ok1y3DtdMA/view?usp=sharing and then you go down to the import FACECAP BUTTON that's on the diffeomorphic blender plugin at the bottom near morphs that you imported ....under FACS units... and click it and use these settings https://drive.google.com/file/d/1csmVsDz9NyPt9FhIzKhqDAyps_KY-CN9/view?usp=sharing but when you record your FACECAP animation ON YOUR IPHONE you gotta output the text file those options are in the settings of the face cap app on iPhone... So essentially to play with face mojo and blender in this case we have to skip FACE MOJO entirely and go directly through Diffeomorphic otherwise Face Mojo is an awesome aDDON

    By

    mjoe67886 mjoe67886 July 2022 in The Commons
  • Diffeomorphic Rigimap?

    Ok, so about a year ago I gave up on using Daz3d characters in Blender because I couldn't remap mocap to the rigs in Blender.  I was using Rigimap, well trying to.  The creator was working with me and kept saying that he was able to map FBX animation to the rigify rigs that Diffeomorphic was creating on import.  I wasn't able to get good results.  Did they link up, yes.  Was it an abomination to all things?  Yes!  I still see that character trying to walk in my dreams.  Does anyone have any experience in using Rigimap/Blender plug-in with a Daz imported character for mocap?  Thanks. 

    By

    3dQuill 3dQuill July 2022 in Blender Discussion
  • Stop IK Chains from loading on a figure (Inverse Kinematics)

    We have some short memories aroung here.

    Can't remember which version of DS we got IK with, something tells me 4.12 but don't quote me on that, any how a lot of Poser content was hard crashing that version, the Plushies being the main offender.

    The problem is that there is one hell of a lot of Poser content with god awful IK, you'll have to check with Rob, but I believe the solution was to set the Poser import plugin to completely ignore all Poser IK data.

    If it's still the same then no amount of editing/removing Poser IK from the CR2 will change things in DS.

    The problem is that DS itself is forcing IK into every figure as it's being loaded into the scene, and I haven't found any way to stop it doing that.

    By

    Bejaymac Bejaymac July 2022 in Daz Studio Discussion
  • Import issue – Genesis 8 Figure export to C4D: pupils show as white

    Hi there,

    I'm exporting a G8 figure to OBJ and then bringing it into Cinema4D. It looks like everything imports properly – except for the pupils, which appear as white. I can see that all the character's textures have been imported into C4D's texture manager, including the Pupil/Irises/Sclera material – but on the figure itself, it's appearing as white. 

    Any help greatly appreciated!

    By

    Vizer Vizer July 2022 in Cinema 4D Discussion
  • Importing Daz animation into Blender

    jamesramirez6734 said:

    I foolishly thought this would be the easy part...

    Using diffeomorphic I'm importing a Daz character into Blender which works great, but the animation frames don't come with the import itself.

    Looking at the diffeomorphic docs I'm using "Import Action" against a saved pose preset in Daz, but this seems to produce corrupted results (bones not moved properly etc)

    Is there a more reliable way to achieve this?

    Diffeo animation imports with rigified characters

     

     

     

     

     

    Diffeo animation retargeting without conversion to rigify

     

     

    Both methods use MIXAMO motions

     

    Be sure to “Make all bones posable” in the diffeo options panel

    By

    wolf359 wolf359 July 2022 in Daz Studio Discussion
  • Deleting part of a model persistently and distributing a scene that uses it

    DS has saved the "cube" asset somewhere. If you import a new cube and save it (although identical) it will be saved to a different location, i.e. not the same asset.

    By

    felis felis July 2022 in Daz Studio Discussion
  • Would a hair basemesh purchased elsewhere be easily usable in Daz Studio?

    Haircap is a thing in DAZ. I've never really seen that used much in other 3D areas. It's not mandatory let's say.

    Your question is vague and doesn't tell use what's your level... what are your 3D skills. Those base hair meshes are not even advertised as being unwrapped. So what's sold here is really step 1 of polygonal hair creation workflow (hair cards)

    To use such hair meshes in DAZ, one would need to know quiet a lot of tools, in at least one of the many all purpose 3D apps such as Blender, 3DS Max, Maya, C4D, etc.

    You'd need to :

    - Reshape the whole mesh to adapt it to the default G8 skull

    - Unwrap all hair threads if necessary and orient hair card's UV islands in the same direction, scaling them to be sure that first and last polygons correspond to root and tip of your hears in the opacity map.

    - Define a few Material IDs to get multiple surfaces in DAZ (useful to apply easily different colors and different Surface properties). At least 1 Material ID for the first polygons of each hair thread (close to the skull) if you plan to use the hair with dForce.

    - Import the mesh once ready in DAZ and use the Transfer Utility to rig it.

    - Import your textures in the Surfaces Tab for each Material ID (= DAZ Surface)

    - Add a dForce Dynamic Surface to the hair mesh in order to define dForce parameters for each Surface.

    - Add a dForce Modifier Weight Node to specify how much of each Surface parameters influences each polygon.

    - etc, etc.

    I mean, it is doable for someone who knows quiet a lot in 3D. But it'd take in my opinion about 5 hours or way more depending on the hair complexity. Even for someone with a well-honed technique, making those hair DAZ compatible would represent a lot of work. So much so that I'd say any 3D artist who knows that much... would probably do his own hair threads rather than trusting those already made ones ;)

    By

    hansolocambo hansolocambo July 2022 in Technical Help (nuts n bolts)
  • Importing Daz animation into Blender

    I foolishly thought this would be the easy part...

    Using diffeomorphic I'm importing a Daz character into Blender which works great, but the animation frames don't come with the import itself.

    Looking at the diffeomorphic docs I'm using "Import Action" against a saved pose preset in Daz, but this seems to produce corrupted results (bones not moved properly etc)

    Is there a more reliable way to achieve this?

    By

    jamesramirez6734 jamesramirez6734 July 2022 in Daz Studio Discussion
  • Convert Genesis 8.1 model morph to 8.0

    G8 & G8.1 are the same model just different UV for the textures.
     

    The following only works for standard morphs. HD morphs are not accessible to the standard end user only publishers. If you are attempting to transfer an HD morph you can "try" my idea at the bottom of this post. I have no idea if it will work. HD morphs are a pain if you are not a publisher.

    METHOD 1:
    If you have Zbrush,

    1 .send your G8.1 model to Zbrush at base resolution.

    2. delete your G8.1 model from the daz scene.

    3. send your G8 model to Zbrush (this will add a a new sub tool) You need to do this because sending a morph from Zbrush to a model in daz that has not its self been imported to Zbrush first will cause wonky results.

    4. Export your G8.1 model from Zbrush as a morph to your G8 back into daz. You will need to select the G8 as the target as we deleted the G8.1 earlier.

    METHOD 2:

    You should also be able to export your G8.1 as an obj from daz but you need to make sure to select the correct dialogue options. Then use the morph loader pro to import the morph into your G8 model.

    METHOD 3 (HD Morph): (No idea if this will work)

    If you are trying to transfer an HD morph, I do not know of any known method. You can try..... I have no idea if this will work. Find your morph file in the data folder. Move it out of the G8.1 folder and into the G8 folder. Doing this might make it accessible to the G8 figure. As G8.1 has access to the G8 resources folders but G8 does not have access to the G8.1 resources folder.

    I don't know how much resources availablilty is dependent on folder structure or imbedded metadata in the file its self. It's possible this will do absolutely nothing.

    By

    ForceX ForceX July 2022 in Daz Studio Discussion
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