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High resolution character to UE
Splatterbaby said:
st3ph3nstrang3 said:
I think I have an easier solution for you. What I do for HD morphs is, send over the Daz character at base resolution to Blender using Diffeomorphic. In the import dialogue you can choose to add JCMs, and then with your character in Blender, you can apply any other morphs you want. Now add a subdivision surface modifier to your character mesh. I've found a single subdivision is generally enough to smooth out any hard edges (around the ears for example), and you will get detail from any HD morphs as well. But the problem is you cannot apply modifiers to objects with shapekeys. Thankfully though there is actually an addon that will allow you to do just that. The way it works is, it runs through the list of all your morphs, subdivides each one, then replaces the current shapekey with the subdivided shapekey. This process can take quite awhile depending on how many morphs you have and the power of your CPU. For example, applying the subdivision modifier on a character with all JCMs, a bunch of body morphs and face morphs can take over 5 minutes. However, this saves you from having to manually apply the modifier for each shapekey, which would take even longer. Once the modifier is applied you can simply use the Blender to Unreal plugin (highly recommended) to send your character over.
The end result is a workflow that makes it easy to use HD morphs in Unreal, as well as a Blender file where you can create and maintain all of your morphs.
Hey thank you. This sounds actually really awesome. Then its all housed under blender and I can then still use sculpting etc. Ill give this a go. Im pretty uselss with using JCM,s though not even sure how to but Ill google it and see whhow to use them correctly to export. The problem is if there is a ton of morphs dont I have to add each and every one? Thanks again:)
Don't worry too much about the JCMs. They are totally optional but can help with animations where for example a shoulder/thigh bone is bent at high degrees. These work silently in the background in Daz, so you never interact with them. In Unreal, they work by assigning a post-process animation blueprint to your character. The blueprint is given a range of degrees for a specific bone, for example the thigh, and defines how much to kick in the corrective morph. A leg with no bend will not have any JCM applied. A leg with a high degree of bend will dial up the JCM to maximum.
The Bridge comes with this post-process animation blueprint setup already. When you send a Daz character over using the bridge, the blueprint is automatically assigned. When bringing it in from Blender, it is not automatically assigned, however it will still work just fine as the bones are the same regardless if bringing your character in from Daz or Blender. So all you need to do is open the bridge plugin folder in the content browser, right click the JCM blueprint and retarget to your character. Then open the character mesh and assign the blueprint in asset details. Again, totally optional, you do not need to do this.
As for whether or not you have to add every morph, that depends. Diffeomorphic gives you the option to automatically select from a list of various morphs. Generally when importing a character using Diffeomorphic I will check off the box to automatically add JCMs. From that point, I add all other morphs using the import .dbz morph option in Diffeomorphic. This means I create a scene file in Daz with the shape I would like, and export the .dbz file as well. This may seem manual and like it takes a long time, but the alternative is searching through a list of morphs in Diffeomorphic that give little indication as to what they do. Creating each morph I would like manually helps me keep track of all of my morphs easier. For example, if I want a morph to make the character curvy, rather than importing 10 different morphs with names like "Character Waist Circumference" and trying to dial them all in, I simply create a single "Curvy" morph in Daz and add it as a shapekey in Blender.
Hope that made sense. Happy to answer any other questions you may have.
High resolution character to UEst3ph3nstrang3 said:
I think I have an easier solution for you. What I do for HD morphs is, send over the Daz character at base resolution to Blender using Diffeomorphic. In the import dialogue you can choose to add JCMs, and then with your character in Blender, you can apply any other morphs you want. Now add a subdivision surface modifier to your character mesh. I've found a single subdivision is generally enough to smooth out any hard edges (around the ears for example), and you will get detail from any HD morphs as well. But the problem is you cannot apply modifiers to objects with shapekeys. Thankfully though there is actually an addon that will allow you to do just that. The way it works is, it runs through the list of all your morphs, subdivides each one, then replaces the current shapekey with the subdivided shapekey. This process can take quite awhile depending on how many morphs you have and the power of your CPU. For example, applying the subdivision modifier on a character with all JCMs, a bunch of body morphs and face morphs can take over 5 minutes. However, this saves you from having to manually apply the modifier for each shapekey, which would take even longer. Once the modifier is applied you can simply use the Blender to Unreal plugin (highly recommended) to send your character over.
The end result is a workflow that makes it easy to use HD morphs in Unreal, as well as a Blender file where you can create and maintain all of your morphs.
Hey thank you. This sounds actually really awesome. Then its all housed under blender and I can then still use sculpting etc. Ill give this a go. Im pretty uselss with using JCM,s though not even sure how to but Ill google it and see whhow to use them correctly to export. The problem is if there is a ton of morphs dont I have to add each and every one? Thanks again:)
High resolution character to UEI think I have an easier solution for you. What I do for HD morphs is, send over the Daz character at base resolution to Blender using Diffeomorphic. In the import dialogue you can choose to add JCMs, and then with your character in Blender, you can apply any other morphs you want. Now add a subdivision surface modifier to your character mesh. I've found a single subdivision is generally enough to smooth out any hard edges (around the ears for example), and you will get detail from any HD morphs as well. But the problem is you cannot apply modifiers to objects with shapekeys. Thankfully though there is actually an addon that will allow you to do just that. The way it works is, it runs through the list of all your morphs, subdivides each one, then replaces the current shapekey with the subdivided shapekey. This process can take quite awhile depending on how many morphs you have and the power of your CPU. For example, applying the subdivision modifier on a character with all JCMs, a bunch of body morphs and face morphs can take over 5 minutes. However, this saves you from having to manually apply the modifier for each shapekey, which would take even longer. Once the modifier is applied you can simply use the Blender to Unreal plugin (highly recommended) to send your character over.
The end result is a workflow that makes it easy to use HD morphs in Unreal, as well as a Blender file where you can create and maintain all of your morphs.
Importing OBJs OdditiesJason Galterio said:
Ugh. This is making my brain hurt... It all makes sense to what I have been seeing.
Let me see if this makes sense to anyone.
Essenentially, the OBJs have been importing "inside out." With no obvious reference, and not having made the original models, it was impossible to notice.
The symptom was that the models looked "plain" and "flat." I attributed this to texturing issues that I would have to manually resolve.
When I would apply DS shaders, things would look better, but never "great." This I attributed to low polygon models that needed custom maps.
The import process would come in one of two ways: inside out or inside out and flipped.
"Inside out" is actually over simplfying it as the models were also flipped, making the the inside out state seem normal because the textures were flipped. Kind of like if you have an inside out t-shirt, the design on it would look backwards. Except if you look in a mirror, then everything seems normal?
"Inside out and flipped" is how I noticed the issue because the text in the textures was mirrored. In essence, this was a half way correct import because the models weren't also flipped.
Now that I resolved the import configuration, the Normal and Bump maps are working properly. The models no longer look flat / low polygon.
Does this sound vaguely correct?
I'd say you've got your brain around it perfectly, especially the distinctions between inside out, flipped, and rotated.
Ultra Scenery XT ErrorThats the Log file error I am getting.
2022-04-24 12:57:26.933 [INFO] :: Begin asset load (open): /Environments/Landscapes/UltraSceneryXT/Presets/USX Preset 02 Wildhorse.duf
2022-04-24 12:57:27.336 [INFO] :: *** Scene Cleared ***
2022-04-24 12:57:27.336 [INFO] :: Determining missing assets...
2022-04-24 12:57:27.341 [WARNING] :: Invalid node selection for "preset_properties" type.
2022-04-24 12:57:27.341 [INFO] :: Error loading asset: D:/Daz Central/Daz Assets/Applications/Data/DAZ 3D/My DAZ 3D Library/environments/landscapes/ultrasceneryxt/presets/usx preset 02 wildhorse.duf
2022-04-24 12:57:27.342 [INFO] :: Operation failed
2022-04-24 12:57:27.398 [INFO] :: Unlocking viewport redraw...
2022-04-24 12:57:27.398 [INFO] :: Viewport redraw unlocked.
2022-04-24 13:01:12.120 [INFO] :: Prepare asset load (open): /Environments/Landscapes/UltraSceneryXT/Presets/USX Preset 06 Chilko.duf
2022-04-24 13:01:12.120 [INFO] :: Locking viewport redraw...
2022-04-24 13:01:12.120 [INFO] :: Viewport redraw locked.
2022-04-24 13:01:12.172 [INFO] :: Native format content directories: 4
2022-04-24 13:01:12.172 [INFO] :: Poser format content directories: 4
2022-04-24 13:01:12.173 [INFO] :: Other import format content directories: 0
2022-04-24 13:01:12.173 [INFO] :: Begin asset load (open): /Environments/Landscapes/UltraSceneryXT/Presets/USX Preset 06 Chilko.duf
2022-04-24 13:01:12.580 [INFO] :: *** Scene Cleared ***
2022-04-24 13:01:12.580 [INFO] :: Determining missing assets...
2022-04-24 13:01:12.586 [WARNING] :: Invalid node selection for "preset_properties" type.
2022-04-24 13:01:12.586 [INFO] :: Error loading asset: D:/Daz Central/Daz Assets/Applications/Data/DAZ 3D/My DAZ 3D Library/environments/landscapes/ultrasceneryxt/presets/usx preset 06 chilko.dufDiffeomorphic DAZ Importer version 1.6.0 released@Singular3D Just to clarify. The purpose of diffeomorphic is to import daz assets, thus daz materials as well. It is certainly possible to get better shaders in blender, but they would not convert daz materials.
Importing OBJs Oddities
It sounds as if you're slowly pickin' the problem apart, but is there some reason you're not posting an image?Those ARE called "Flipped Polys". Much easier to see that than decypher from just a description.
What program are you using to create the OBJs? There are settings that you probably need check (or uncheck) before exporting.
Nor does Daz recognize all settings, or recognizes some defaults differently.
All packages do that.
Here's how Daz handles it's own OBJ creation. It exports OBJ's and can re-import w/o much issue. Not sure if it was that way before; I'm usually only exporting out of Daz.
But there are other factors. When an OBJ gets exported, an .mtl file gets written too. They're just text files that give info for the mappig and map location. But, they can be in a different form that Daz won't recognize. Here's a clip of the .mtl that Daz exports:
newmtl Face
d 1
Kd 1 1 1
map_Kd ./Maps/FWSAPercyFace_1001.jpgnewmtl Lips
d 1
Kd 1 1 1
map_Kd ./Maps/FWSAPercyFace_1001.jpg:
:And an .obj export from from another app:
newmtl Arms
Kd 1 1 1
Ke 0 0 0
Ka 1 1 1
Ks 0 0 0
Ns 0
Tr 0
d 1
Ni 0
Tf 1 1 1
map_Kd DAZ Exports/./Maps/FWSAPercyArms_1004.jpgnewmtl Cornea
Kd 1 1 1
Ke 0 0 0
Ka 1 1 1
Ks 0 0 0
Ns 0
Tr 0.005
d 0.995
Ni 0
Tf 1 1 1:
:And Daz won't recognize that structure for mapping so nothing gets assigned.
Diffeomorphic DAZ-to-BlenderIs there a discord server or a more live active community behind this blender plug-in?
That said I'm trying to see if it's possible to preserve the GF8 skeleton/rig in blender on export/import.
High resolution character to UEThere are no high-resolution characters, there are high-resolution morphs for the standard figures (which work by moving the virtual vertices created by the sub-division process). Does UE support SubD and multi-resolution morphs? it may as they are part of the Pixar OpenSubD system - if so you would need to aply SubD to the imported base in UE, then import the HD morph (probabyl from an unposed OBJ) using whatever route UE has - FBX does not, as far as I know, support this directly.
[Released] Substance Painter Assistant [Commercial]This doesn't have anything to do with the script.
As far as I know, Genesis 2 doesn't use UDIMs. Stacking the UVs on top of each other was the usual method back in the good old days. The UV placement is set in the base geometry. If it doesn't have UDIMs, it will not export UDIMs.You could set up the UVs the way you want them, import them as an additional UV set for Genesis 2 and make sure those UVs are selected in the surfaces before you export. That *should* work (but I haven't tried it and it has been a long time since I last worked with G2).
Importing OBJs OdditiesThere are a few things to be aware of when importing 3rd party models into DS.
First one is that by default DS has "back face lighting" turned on, this means that unless the textures have writing on them then most have no idea the mesh is "inside out", or that it's been "mirrored".
Second is don't be surprised if none of the import settings in DS load the model "correctly", the export settings from the original program can really mess things up in DS, which always means extra work for us to get the mesh looking right.
As an example I have a truck here, the MAX and Blender presets load the model inside out and mirror the mesh, the headlights are also pointing out the back or the scene when they should be pointing out the front. The other presets load the mesh right side out, but the headlights are pointing out the bottom of the scene. Then there's the scale, in the real world the truck is 6.2 meters in length, yet none of the presets come even close, they are either tiny or huge.
So I'm either looking at rotating the mesh, scaling it (up or down) and translating it, or in the case of the MAX and Blender presets using a -100% on one scale axis to un-mirror the mesh, and then scaling and translating the mesh.
I then have to export it as an OBJ to lock those changes into the mesh (use the DS preset), then clear the scene and import the new OBJ (again using the DS preset), before I can save it as an asset.Easy enough for me as I do this sort of thing all the time, but for most it becomes an unwelcome headache.
Diffeomorphic DAZ Importer version 1.6.0 releasedHi! Well I have a little problem. Sometimes when I try to import hair from daz to blender it doesnt work properly. It happenst on hairs with opiton that has ''show hair prewiev'' something like that. Other haris works fine. So I assume its something that I dont know. How can I import those hairs like strand based hairs. Idk even know what are they particle hairs?
Just tired nowBoojum the brown bunny said:
HI Wendy, Yeay, this is Poser 11, not poser 12. The mouse textures (and mouse whiskers and tail) are not on poser. Just Daz3d.
HI Richard. File saves as Duf. Poser doesn't have Duf as an import. Save as another format, and nothing else (clothes, etc) loads and fits properly. and that takes more hours of debugging and struggling and not getting things done.
Sorry, I think I was getting confused with Dimension3D's importer script, and attemtping to follow the link for that throws a security warning for me.
Where are the .duf/.py/.cr2 files being placed when you create them from DS?
Now my favorite 3d program to work with is Carrara (Shout out, Wendy) but It crashes whenever an unsupported genesis item/file gets loaded out of smart content. Because smart content shows all the unsupported stuff that crashes Carrara. So that just keeps getting worse the more things I have. I havent' done art in over a year now becuase of the hours I have to spend not doing art.
Just tired nowHI Wendy, Yeay, this is Poser 11, not poser 12. The mouse textures (and mouse whiskers and tail) are not on poser. Just Daz3d.
HI Richard. File saves as Duf. Poser doesn't have Duf as an import. Save as another format, and nothing else (clothes, etc) loads and fits properly. and that takes more hours of debugging and struggling and not getting things done.
Now my favorite 3d program to work with is Carrara (Shout out, Wendy) but It crashes whenever an unsupported genesis item/file gets loaded out of smart content. Because smart content shows all the unsupported stuff that crashes Carrara. So that just keeps getting worse the more things I have. I havent' done art in over a year now becuase of the hours I have to spend not doing art.
Iron Scale Armor Bundle incomplete? (SOLVED)Write Idea said:
leemoon_c43b45a114 said:
Try restarting DIM, if that's your installation method. That's what Support had me do after they fixed things on the store side. They also reset my downloads, so that *might* be needed in your case as well, which will likely require a ticket. Don't know if uninstalling the original incomplete installation and then refreshing the downloads will get all the files to show up or not.
Lee
I download all my stuff through Smart Content (I can never rememeber the correct name for it, but it isn't DAZ Install Manager or DAZCentral). The past work around for that was to uninstall the item, Update Metadata, then close DAZ Studio and redownload said product. It would work in the past, but not now.
I can't even download it manually in my product library.
Thanks though, Lee!
Have you tried logging out and back in, or restarting Daz Studio?
Just tired nowYou can't see the saved mouse as a file, or it doesn't load correctly? File>Import should work in the former case (the basic PoserCF just gives the importer the command to load the .duf file).
[Released] Substance Painter Assistant [Commercial]If you get an error on using the Maps Import and the Daz Log has something like:
2022-04-22 18:39:17.872 WARNING: Script Error: Line 372
2022-04-22 18:39:17.872 WARNING: TypeError: Result of expression 'img.getNumImporters' [undefined] is not a function.
2022-04-22 18:39:17.872 WARNING: Stack Trace:
<anonymous>()@D:/Apps/DAZ 3D/Daz Studio/Content/data/RiverSoft Art/Common/RSSPAFunctions.dse:372Please PM me for the fix. I will release an update but it will probably not be for a couple weeks.
Diffeomorphic DAZ Importer version 1.6.0 releasedPadone said:
@gerster It's just that the principled shader gets limits over iray, so we do what we can for the best result but bsdf is needed for a faithful conversion. The principled version is good enough in most cases though and it provides a fast shader so it's good for animation, but you may have to fix some materials, especially human skins.
https://diffeomorphic.blogspot.com/p/material-settings-version-151.html
What I figured out so far, is that in the import settings the BSDF material method replicated nearly the DAZ/iray look. But it creates a pretty complicated node system.
The Principled version is more what we have normally in Blender, but form some materials (not all) are some addtional Diffeo groups added. The props I tested with this import setting where close to the DAZ reference (like the trees I shown above).
And Simple Principled is like the Principle, but never uses Diffeo node groups. Some props which are imported with this settings where much brigther, but not all. I think only materials are affacted which would get in the Principled" material import the addional node group.
When I start bringing over assets from DAZ to my Blender Asset Library, I would prefer to import these assets only as Simple Principled. I want to have the materials as close as possible to the Blender "default", to avoid issues in future Blender versions, when maybe the Diffeo node groups are vicitim to a breaking change and would need then an update.
However, according to my tests is the Simple Principled method is working for many props more or less perfectly (like buildings), but some others (like the trees) are a little bit to bright. I was able to adapt the brightness with an RGB curve for the base texture a little bit, to make it darker. But if I bring hunderts of assets from DAZ to my Blender Asset Library I don't want to check each texture and adjust them.
As I said, I guess with Simple Principled the texture is only to bright, for those textures where Diffeo would add in the Principled Method the Diffeo node groups.
Just an idea, maybe it would improve the Simple Principled texture import workflow to add automatically the RBG curve in such cases?
And othr nice feature for Diffeo would be, to add assets to the Blender Asset Browser. Not sure if this is possible, but it would be could if Diffeo clould e.g. automatically add the thumbnail imgage which is used in DAZ to the Blender asset library and try to add some tags from DAZ smart content.Just tired nowgives a Carrara hug

Poser 12 doesn't support DSON import because it uses python 3 (one reason I stayed on 11)
maybe try FBX export from DAZ
(I see you said 11 though)
I have been playing a lot with my Genesis 1&2 figures in Carrara and they keep selling older stuff cheap and I keep buying it
Importing OBJs OdditiesUgh. This is making my brain hurt... It all makes sense to what I have been seeing.
Let me see if this makes sense to anyone.
Essenentially, the OBJs have been importing "inside out." With no obvious reference, and not having made the original models, it was impossible to notice.
The symptom was that the models looked "plain" and "flat." I attributed this to texturing issues that I would have to manually resolve.
When I would apply DS shaders, things would look better, but never "great." This I attributed to low polygon models that needed custom maps.
The import process would come in one of two ways: inside out or inside out and flipped.
"Inside out" is actually over simplfying it as the models were also flipped, making the the inside out state seem normal because the textures were flipped. Kind of like if you have an inside out t-shirt, the design on it would look backwards. Except if you look in a mirror, then everything seems normal?
"Inside out and flipped" is how I noticed the issue because the text in the textures was mirrored. In essence, this was a half way correct import because the models weren't also flipped.
Now that I resolved the import configuration, the Normal and Bump maps are working properly. The models no longer look flat / low polygon.
Does this sound vaguely correct?









