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  • Celebrity Look-a-Likes for 3D figures part 3

    Haruchai said:

    I think they have, at least some of the figures, in FBX format which DAZ can import but I have never got a figure to import as FBX with a rig intact. I'm not sure if that's something to do with how they are rigged or DAZ's implementation of FBX though.

    Back in 2016, I purchased several stand-alone character figures of iconic cartoon caracters from the turbo squid site -- They came in 3ds (native format), fbx, lwo, max8 and obj formats -- I was able to import most of the various formats into DAZ Studio but the rigging was not intact within any of them -- The products were advertised as being DAZ Studio compatible -- I asked the content creator for a format that would work in DAZ Studio and they sent me a duf format -- The duf format version did NOT have its rigging intact, either -- I attempted to learn rigging in DAZ Studio, but found it to be too much of grunt work for my taste -- I still have all of the various models in the various formats, and if anyone who is enthusiatic about rigging in DAZ Studio wants them, I would be happy to provide them with any or all of the models

    By

    Stephen Stephen May 2022 in The Commons
  • Diffeomorphic DAZ Importer version 1.6.0 released

    @astroyelemagicien Here G3F works fine, I can import jcms expressions etc.

    @SadRobot You can compare with the daz rig and see the difference. I mean jcms should work fine with mhx. From your picture I'm not sure I notice anything.

    By

    Padone Padone May 2022 in Blender Discussion
  • Celebrity Look-a-Likes for 3D figures part 3

    I think they have, at least some of the figures, in FBX format which DAZ can import but I have never got a figure to import as FBX with a rig intact. I'm not sure if that's something to do with how they are rigged or DAZ's implementation of FBX though.

    By

    Haruchai Haruchai May 2022 in The Commons
  • Diffeomorphic DAZ Importer version 1.6.0 released

    Hello, I'm trying to import morph.

    I get the No morphs selected error, when i use the Import Standard Morphs button. When i look into each type of morphs none is available. I would think this is because I have not setup correctly my content library but I'm pretty sure I added all of them, and texture / meshes import just fine.


    Edit: Nvm it's just the model I was using : genesis 3, that didn't work. So I assume Genesis 3 model can't get to work morph with this addon? Just to know if it's something on my part or not.

    By

    astroyelemagicien astroyelemagicien May 2022 in Blender Discussion
  • Bones and rigging!

    Ok Richard, so I must to subdivide it with edge loops? Or cut new loop edges? Thanks for the pic Squishy. Only thing is that I dunno, I can't get the gradient red/blue of the weight, it's always all red, like all soft, then, if I move one bone, the other moving as well but rigid. I think there something about rigging/weight that I need to know. May someody write the first important steps from after modelling up to weight? I mean, when import the mesh in Daz for rigging and Geograft. I know how to but some inportant step make me confused. Thanks.

    By

    Dax Avalange Dax Avalange May 2022 in Technical Help (nuts n bolts)
  • My figures move after baking to studio frames

    benniewoodell said:

    Rakete said:

    I've had the same problem in the past and would love to know if there is a workaround for that behaviour. So far I've either kind of corrected that jumping manually after the fact, or just completely avoided aniblocks. In fact my workaround currently is to do as much as possible in blender, and then only import the animation and keep it as studio keyframes.

    Do you use diffeo to bring the keys back into Daz or another method? Right now I'm animating in Maya since I have access through my class and the daz to Maya bridge has a way to export keys back into Daz but once class is over I've gotta figure out another method. 

    I've been using Diffeo yes, it works but is not perfect. In particular that split between Bend and Twist bones in daz can cause headaches, because when you animate in blender and use something like the MHX rig and retargeting, you end up with twist on the bend bones. I've been hacking the Diffeo code so when you export the animation it moves the twist component from the bend bone to the twist bones.

    By

    Rakete Rakete May 2022 in The Commons
  • Should I use Blender for animations?

    IClone 8 and Character Creator 4 are both big steps up from the previous versions. Lots of long overdue features have been added. Downsides are, they are expensive and their tutorials tend to be scattered in terms of which features are covered in them and how.

    it is in need of a comprehensive straight fwd third party master course. 

    it does work very very well for animations. As stated though it does not use corrective morphs or Atleast does not import them. Causing there to be less than realistic deformations in animation. But most users feel the advanced animation tools and lip synching abilities make up for it. Also it can bridge directly into the data agnostic Omniverse for rendering. AND they have been teasing a direct data link into Blender to be able to animate in iClone and have the animations update in a linked copy of blender. They have something similar already for Unreal. 
     

     

    By

    pretendforreal_707d4f4a31 pretendforreal_707d4f4a31 May 2022 in Blender Discussion
  • Is there a Daz3D to Houdini importer?

    I googled for a while but all threads I've found are pretty outdated or never finished. Daz3D can export FBX, but this way it's like throwing all advantages of Daz out of the window. Ideally, there should be a way to import Daz3D's model/rig/JCMs as Houdini KineFX rig + Blend Shapes SOP, so we can basically have a "Genesis 8 in Houdini".
    Does such a tool exist?

    By

    raincolee raincolee May 2022 in Daz Studio Discussion
  • Carrara Challenge #62 "Clowns and Other Circus Stuff" -

    Philemo_Carrara said:

    I've decided to enter this challenge.

    Whenever I do, I always try something new and take the opportunity to learn something.

    This time, as there is a possibility to submit an animation, my take was to try to build a workflow to import animations from Mixamo. My first tests were disappointing as FBX importer/exporter in Carrara are really out of date. Therefore, I had to use a third party software. It happens I have a nice plugin for Carrara called Daz Studio.

    Great to see you entering.  Yay.  Thanks for the workflow.  I have tried my silly Carrra-rigged models in Mixamo.  They load and I can watch them in Mixamo, but as you point out, I can't get the exported animation to work correctly in Carrara.  Carrara gives an error when trying the default FBX Mixamo export.  I can get the model back using the FBX 6.1 export from Mixamo, but no animation keyframes.  Trying collada DAE Mixamo export did not align the exported skeleton with the mesh, and no keyframes.  

    crying

    I bet I could rig them in Studio and follow your workflow.

    I am looking forward to how you integrate a Mixamo-exported animation.  Definitely something that I had been looking into.

    (1) My Clown Model Dancing in Mixamo.

    (2) Error loading default Mixamo FBX export

    (3) Mesh load Mixamo FBX 6.1 export, but no animation keyframes for skeleton

    (4) Mesh and skeleton do not align using Mixamo Collada DAE export

    By

    Diomede Diomede May 2022 in Carrara Discussion
  • Carrara Challenge #62 "Clowns and Other Circus Stuff" -

    I've decided to enter this challenge.

    Whenever I do, I always try something new and take the opportunity to learn something.

    This time, as there is a possibility to submit an animation, my take was to try to build a workflow to import animations from Mixamo. My first tests were disappointing as FBX importer/exporter in Carrara are really out of date. Therefore, I had to use a third party software. It happens I have a nice plugin for Carrara called Daz Studio.

    It works up to Genesis 2. G7 and G8 have double articulations for thigh and shoulder and Mixamo has trouble with that.

    So, this is how it goes.

    • From the latest version of studio, export your base figure (in my case Genesis) as FBX using the latest version of the exporter.
    • In Mixamo, upload a new character using this export.
    • Apply the animation you want. Tune it the way you want. In Genesis, you can fiddle with the Arm space slider.
    • Export it still using the latest version of FBX.
    • Back in studio, import the resulting FBX and save it as a scene subset.
    • Now, in Carrara, create a new scene and add the scene subset from your content.
    • select the figure
    • In the NLA tab of this figure, click on "create master clip"
    • Drag the resulting clip in the clip tab of the browser
    • You're done with this scene, you may close it.
    • in your project, drag this saved clip to the clip tab of the project
    • drag it from there to the NLA line of your figure in the time line. It's done.

    Carrara expects translation to be on the model or on the hip. Mixamo export translation on the figure. So, if you're looping an animation, you have to use the override master clip option. The offset from previous clip part doesn't work.

     

    By

    Philemo_Carrara Philemo_Carrara May 2022 in Carrara Discussion
  • [Released] Content Wizard [Commercial]

    DoctorJellybean said:

    robertswww said:

    @
    watchdog79 If the product says the product will work it Daz Studio, it may just need some tweaks to the Zip file structure, ot it could just mean that you can import the .obj prop(s). If you want to share a screenshot of what the contents of the unzipped (i.e. extracted) zip folder looks like, that might help. Basically, you want CONTENT at the top-level of the folder, and below that your Data, People, Props, Runtime, Vehicles, etc. You could try to format a copy of the extracted zip file that way, and then re-zip it and import it into CW.

    Also, your screenshot show that the 3rd zip file you added to Content Wizard was the Templates folder. Templates are not for smart content, so never add them.  Remove all 3 of your current zip files using the (-) button. Click Save and exit CW (or at the least write down or grab a screenshot of the exact Product Name, Product ID, etc. that you used). Restart CW and import in the newly re-formatted zip file.

    You should also replace the default product thumbnail image, with a thumbnail from the actual product, click "Change Product Icon" and browse to a thumbnail on your hard drive for a suitable image.

    The problem here is that there are no DAZ Studio format files in that product. It contains a single .cr2 file and some Poser light and camera files.

    Create a folder e.g. Prod Creation somewhere on your hard drive and create directories inside that folder with the following structure:

    Vehicles/Skycruiser Albatross

    and map the root folder e.g. Prod Creation in Studio. Load the item in Studio. With the item selected, click Save As - Support Asset - Figure/Prop Assets. Select the Skycruiser Albatross folder you have just created, give it a name and enter the details. You can uncheck the Metadata options since Content Wizard will create the metadata. Click Accept.

    Now add the created Data and Vehicles folders to the original zip (which should be properly structered as robertswww said. Now CW should work with the updated zip.

    Sorry, I was sick and I had no energy to deal with this.

    I have the directories structure ready, but I struggle with the step to create a .DUF file. I do not seem to be able to load any .OBJ or .CR2 file manually. Daz Studio allows me to Open or Merge only DAZ format files. Edit: Alright, I managed to create a DUF file from the CR2 file by importing it.

    Could you, please, explain to me what do you mean by "Prod Creation" and how do I "map the root folder e.g. Prod Creation in Studio"? 

    You see, I have only been using Smart Content until now and I have no idea how to use any other, advanced methods of content management. Renderosity store may contain some very nice products, but getting them to work is a nightmare for a clueless hobby artist like me.frown

    By

    watchdog79 watchdog79 May 2022 in Daz PA Commercial Products
  • Blender to Daz rigging problem: SPIKES

    Squishy said:

    imo if you can figure out how to get Blender to export FBX with your polygon selections for selecting parts and posing then you'd probably have better luck.

    Oh no. I just now tried to transfer my car model from Blender to Daz using the FBX format as you suggested, but it won't let me use that format. It seems to only accept OBJ format.

    What I mean here is that the special way of imprting in Daz that one must do to for rigging a model does not accept FBX. It is the import dialog box that is part of the "Figure Setup" process tab/window.

    By

    lukon100 lukon100 May 2022 in Technical Help (nuts n bolts)
  • iClone 8 and CC4 anyone?

    marble said:

    FSMCDesigns said:

    WendyLuvsCatz said:

    FSMCDesigns said:

    marble said:

    Apparently CC4 and iClone 8 have been released.

    Has anyone bought these new versions or had a chance to evaluate them? Anything worth knowing for DAZ Studio users? Such as how easy is the export/import between the two applications? What are the limitations (geografts/geoshells, etc.)? Do they compliment DAZ Studio or are they an alternative?

    They are mainly for game/avatar design and mostly for exporting from DS, so not sure what use most DS users would have for them.  it's funny how reallusion reaps all the benefits of being able to rip off DAZ content, yet Daz/ Daz Studio users get the shaft, LOL

    well you could say that about Blender, Unreal Engine, Unity, 3Dstudio Max, Maya which all have DAZ bridges and to some extent Carrara and Poser 

    the only difference is DAZ never made an iClone bridge

    I do say that about those since most are one way as well, LOL  he did specify how are they for Daz Studio users, so I assume he was wanting to know about the import to DS options which really are non existant.

    Well, that would have been interesting but since it is not available that's the end of discussion for iClone to DAZ Studio.

    Back to the other direction, though, I am interested in what can be done with DAZ Studio characters exported to iClone8 or CC4 (I'm still not sure why there are two applications or how they work together though). As you know there is a VR application called VAM (Virt-A-Mate) which allows for import of Genesis 3 characters into a kind of VR game engine and then applies physics and provides animation capabilities which are way beyond what can be done in DAZ Studio. My Oculus is gathering dust in a corner because I didn't take to the wearing of the headset and couldn't get used to focusing my eyes but the software is impressive for a Patreon funded one-man enterprise.

    So coming back to iClone, I would have thought that similar features (soft-body physics, more advanced and faster animation capabilities) would be available in a non-VR environment, especially with such big company resources. So my question was really to find out whether iClone8/CC4 is worth a look because DAZ does not seem interested in providing such features in DAZ Studio for the foreseeable future. VAM works with G3 figures and the certain geografts that are available. I believe that the new version, which will import G8 figures, is still some way off but that's what you get with a development team of one. DAZ, however, is even slower with much better resources so go figure.

    VAM uses G2 figures with G8 support coming in version 2 and you can use it in desktop mode as well.

    Basically what you are seeing is the difference between a game engine like Unity and just a regular 3D app that has specific features coded into it's programing, like DS.  All IClone is, is a full featured, real time animation app. Think of it this way, CC4 is similar to the DS app, where you can use premade figures and morph them, clothe them, pose them, even render them. Think of iClone as a non scripted version of VAM or Unity with good animation tools. The features are there, real time lighting, physics, etc, but to have your figure do anything other than what you animate, you need a game engine to program it all together..

    Honestly, if you are just looking for another app that has features you think should be in DS, then any game engine or high end modeling app like Maya would have that, BUT you will loose lots of the DS only tech that makes hair, clothing, etc work so well with Daz figures in DS. What really needs to happen is DAZ needs to make it easier and feasable to import more features and formats, that will increase their user base more than having bridges and such..

    By

    FSMCDesigns FSMCDesigns May 2022 in The Commons
  • Soul Sucker Commission

    Richard Haseltine said:

    The import settings in Morph Loader must balance the export settings - it sounds as if it was exported using the Daz Studio settings and imported using the Poser settings.

    The exported OBJ isnt the issue.  I can do everything fine with the exported OBJ.... with the exception of posing it in any way, or using any of the native morphs.
    -MJ

    By

    MJ007 MJ007 May 2022 in The Commons
  • Soul Sucker Commission

    The import settings in Morph Loader must balance the export settings - it sounds as if it was exported using the Daz Studio settings and imported using the Poser settings.

    By

    Richard Haseltine Richard Haseltine May 2022 in The Commons
  • iClone 8 and CC4 anyone?

    “it's funny how reallusion reaps all the benefits of being able to rip off DAZ content, yet Daz/ Daz Studio users get the shaft, LOL”

     

    Odd…Not sure how giving iclone users an incentive to go over to the Daz store and $$buy$$ DAZ content is “ripping off” Daz.indecision

     


    “I am interested in what can be done with DAZ Studio characters exported to iClone8 or CC4”


    The genesis characters are never actually “imported” but their shapes an textures are copied onto a native Iclone Avatar for full compatibility with all of Iclone’s features..the clothing and hair are transformed into native Iclone format as well.

     


    So my question was really to find out whether iClone8/CC4 is worth a look because DAZ does not seem interested in providing such features in DAZ Studio for the foreseeable future.

     

     

    If you do not already own Iclone 7 and CC3 you are facing a $900 USD buy-in to enter the Reallusion eco system with IC8 & CC4.

    Even us version7&CC3 owners have to pay an upgrade price of $600 USD.

    which is why I am sticking with my iclone 7/CC3 and the free blender pipeline
    tool which supports importing& coverting to rigify and RETARGETING both Iclone/actor core  body & face motion as well as Mixamo
     (see the link to my youtube tutorial playlist )

    Don’t get me wrong Iclone 8 is a LONG OVERDUE upgrade (in features) for those Iclone users who wish to remain exclusively within the reallusion ecosystem,
    however for us Blender or UE5 users, it offers nothing we dont already have
    and even less so in the area of rendering and VFX 

     

     


    What really needs to happen is DAZ needs to make it easier and feasable to import more features and formats, that will increase their user base more than having bridges and such..

     

     

    No…the ability to EXPORT Daz content to other programs via ‘Bridges and such” is the core of the  Daz business model as a 3D figure and content provider.

    I personally see no reason for Daz to enable the import of external figures INTO Daz studio as Daz studio is purpose built to support the genesis figure platform..
    Not a general 3DCC like blender where I can import figures from multiple Character eco-systems
    ( Daz studio,Iclone, even poser) via “bridges and such”.

    By

    wolf359 wolf359 May 2022 in The Commons
  • iClone 8 and CC4 anyone?

    FSMCDesigns said:

    WendyLuvsCatz said:

    FSMCDesigns said:

    marble said:

    Apparently CC4 and iClone 8 have been released.

    Has anyone bought these new versions or had a chance to evaluate them? Anything worth knowing for DAZ Studio users? Such as how easy is the export/import between the two applications? What are the limitations (geografts/geoshells, etc.)? Do they compliment DAZ Studio or are they an alternative?

    They are mainly for game/avatar design and mostly for exporting from DS, so not sure what use most DS users would have for them.  it's funny how reallusion reaps all the benefits of being able to rip off DAZ content, yet Daz/ Daz Studio users get the shaft, LOL

    well you could say that about Blender, Unreal Engine, Unity, 3Dstudio Max, Maya which all have DAZ bridges and to some extent Carrara and Poser 

    the only difference is DAZ never made an iClone bridge

    I do say that about those since most are one way as well, LOL  he did specify how are they for Daz Studio users, so I assume he was wanting to know about the import to DS options which really are non existant.

    Well, that would have been interesting but since it is not available that's the end of discussion for iClone to DAZ Studio.

    Back to the other direction, though, I am interested in what can be done with DAZ Studio characters exported to iClone8 or CC4 (I'm still not sure why there are two applications or how they work together though). As you know there is a VR application called VAM (Virt-A-Mate) which allows for import of Genesis 3 characters into a kind of VR game engine and then applies physics and provides animation capabilities which are way beyond what can be done in DAZ Studio. My Oculus is gathering dust in a corner because I didn't take to the wearing of the headset and couldn't get used to focusing my eyes but the software is impressive for a Patreon funded one-man enterprise.

    So coming back to iClone, I would have thought that similar features (soft-body physics, more advanced and faster animation capabilities) would be available in a non-VR environment, especially with such big company resources. So my question was really to find out whether iClone8/CC4 is worth a look because DAZ does not seem interested in providing such features in DAZ Studio for the foreseeable future. VAM works with G3 figures and the certain geografts that are available. I believe that the new version, which will import G8 figures, is still some way off but that's what you get with a development team of one. DAZ, however, is even slower with much better resources so go figure.

    By

    marble marble May 2022 in The Commons
  • Soul Sucker Commission

    Richard Haseltine said:

    Gator said:

    I've been helping out MJ007 with this.  He's having an issue importing the morphs, I believe it is due to that he is using Studio 2.3.  I'm guessing that the process to import a morph is slightly different than with 4.x, but I have never used Studio 2.x so I don't know.  If he imports the OBJ, then adds morphs to the OBJ it works fine on the OBJ.  With Studio 2.3 and the morph loader, there is no "Reverse Deformations" option.

    1. Load the pre-edit OBJ, the one that was exported for modification, as a new morph and set it to -100%
    2. Load the modified OBJ as a moprh and set is to 100%
    3. Export that as an OBJ and close without saving (you don't want the temporary morphs)
    4. Load the exported morph and you will have only the changes made, as with reverse deformations.

     

    Ok, question... The Pre-Editted OBJ at 100% is TINY in comparision to the editted OBJ.   I use the Poser preset of 1 unit = 8ft.  This is something that was raised in the beginning.  
    When i go to step2 to load the modified OBj, using the same preset, its set to 24384%.  Doing this generates the message: "One or more of the files loaded had no effect".

    What do I do?
    -MJ

    By

    MJ007 MJ007 May 2022 in The Commons
  • iClone 8 and CC4 anyone?

    WendyLuvsCatz said:

    FSMCDesigns said:

    marble said:

    Apparently CC4 and iClone 8 have been released.

    Has anyone bought these new versions or had a chance to evaluate them? Anything worth knowing for DAZ Studio users? Such as how easy is the export/import between the two applications? What are the limitations (geografts/geoshells, etc.)? Do they compliment DAZ Studio or are they an alternative?

    They are mainly for game/avatar design and mostly for exporting from DS, so not sure what use most DS users would have for them.  it's funny how reallusion reaps all the benefits of being able to rip off DAZ content, yet Daz/ Daz Studio users get the shaft, LOL

    well you could say that about Blender, Unreal Engine, Unity, 3Dstudio Max, Maya which all have DAZ bridges and to some extent Carrara and Poser 

    the only difference is DAZ never made an iClone bridge

    I do say that about those since most are one way as well, LOL  he did specify how are they for Daz Studio users, so I assume he was wanting to know about the import to DS options which really are non existant.

    By

    FSMCDesigns FSMCDesigns May 2022 in The Commons
  • iClone 8 and CC4 anyone?

    FSMCDesigns said:

    marble said:

    Apparently CC4 and iClone 8 have been released.

    Has anyone bought these new versions or had a chance to evaluate them? Anything worth knowing for DAZ Studio users? Such as how easy is the export/import between the two applications? What are the limitations (geografts/geoshells, etc.)? Do they compliment DAZ Studio or are they an alternative?

    They are mainly for game/avatar design and mostly for exporting from DS, so not sure what use most DS users would have for them.  it's funny how reallusion reaps all the benefits of being able to rip off DAZ content, yet Daz/ Daz Studio users get the shaft, LOL

    well you could say that about Blender, Unreal Engine, Unity, 3Dstudio Max, Maya which all have DAZ bridges and to some extent Carrara and Poser 

    the only difference is DAZ never made an iClone bridge

    By

    WendyLuvsCatz WendyLuvsCatz May 2022 in The Commons
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