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  • Importing VDB flames

    Hello. Is there a way to import VDB flames into Daz Studio? Thanks.

    By

    hooprydo hooprydo April 2022 in Daz Studio Discussion
  • Geometry "disappearing"

    I'm creating a few jewelry pieces for the G8F. I've exported the G8F figure (Collada), imported it on Blender, created and positioned the pieces (one by one) on Blender around the G8f geometry. Then, I exported  the object I created as Collada, opened Daz, imported the Collada and reexported as an OBJ file (I know I could export as an OBJ from Blender, but there are so many problems like scaling, positioning, etc, that this is simply easier to do). Finally, with the OBJ of the new object saved, I open a new scene, load a G8F, import the OBJ (it lands perfectly positioned), use the "bake joint rotations" on the G8F, use the Transfer Utility, and finally save my new object as a Support Asset (figure/prop asset).

    I've already created a bracelet, a ring and two earrings, with one LEFT and one RIGHT version for each. Everything worked fine, and after saving them as "support assets" I could open a new scene, load a G8F and double click each of the DUF files to load them. They landed perfectly, had their textures applied, followed the G8F movements, and I was a very happy person.

    But now, after testing everything (all was working), when I loaded one of the earrings (the left one for one of the two models I created) it was loaded as a "brick" (see the attached image please). I've opened the Geometry Editor, and there was NOTHING there (no geometry, surfaces, nothing)... After trying to load it again a few times, I deleted the DUF and repeated the process, exporting it again from Blender, doing everything I had done inside Daz and finally recreating the DUF. Once again it worked fine, but soon the OTHER model (that loaded PERFECTLY before) had the same problem out of nowhere (coincidence or not, in the same left ear).

    And, after it happens ONCE with that specific DUF file, it will ALWAYS happen (I'm not able to load that specific object correctly again).

    How can it happen? If Daz loaded the object once and it worked, how can it be loaded without any geometry later, using the SAME FILE? And what can I do to avoid it happening again? Now I'm afraid it can happen to any other object for no reason.

    Thanks in advance for any help!

    By

    alaltacc alaltacc April 2022 in New Users
  • Daz to Maya Update 1.7

    aescalle_654802c013 said:

    Hi,
    I get this issue on the option "Rig or Re-target Skeleton" - DazToMaya 1.8 with Maya 2020 or 2022 versions. When I click on the option, nothing change on the model. No new rig. The model stay in T position. But these new things appears in the Maya's Outliner (Wich doesn't comes as seen on the DAZ videos with the same hierachie):

    • Geometry
    • ExportSetup
    • hip_ctrl_zero

    And I get this error message:
    "// Error: file: C:/Users/MACPRO03/Documents/maya/modules/DazToMaya/scripts/DAZTools.mel line 1694: Could not add constraint or connections."

    The Basic Genesis 8 model stay in the T pose. I have tried to reinstall several time the DazToMaya plugin. Doesn't want to work even with the github files...
    Is someone to help or get same issue ? Thank you in advance for a help ;-)

    The complete log error is:

    1- For the import sequence:

    import maya.cmds as cmds

    import DazToMaya

    if int(cmds.about(v=True)) > 2020:

    import importlib

    importlib.reload(DazToMaya)

    else:

    reload(DazToMaya)

    DazToMaya.run()

    # pymel.core : Updating pymel with pre-loaded plugins: mayaHIK, invertShape, curveWarp, substanceworkflow, hairPhysicalShader, ATFPlugin, ikSpringSolver, retargeterNodes, RokokoMotionLibrary, sweep, AutodeskPacketFile, lookdevKit, Type, Boss, bifrostGraph, meshReorder, modelingToolkit, MayaMuscle, matrixNodes, bifmeshio, deformerEvaluator, shaderFXPlugin, objExport, bifrostshellnode, ufeSupport, GPUBuiltInDeformer, mayaVnnPlugin, substancemaya, svgFileTranslator, GamePipeline, tiffFloatReader, MASH, poseInterpolator, bifrostvisplugin, cacheEvaluator, mtoh, ik2Bsolver, xgenToolkit, AbcExport, gameFbxExporter, OpenEXRLoader, Unfold3D, mayaCharacterization, mtoa, rotateHelper, AbcImport, autoLoader, sceneAssembly, gpuCache, Substance, mayaUsdPlugin, OneClick, renderSetup, ArubaTessellator, substancelink, quatNodes, fbxmaya #

    Daz to Maya, run() method

    win32

    d2m start

    file -f -new;

    // Result: untitled //

    file -f -new;

    // Result: untitled //

    Importing Daz...

    // Logfile: "C:\Users\MACPRO03\Documents\maya\FBX\Logs\2020.1\maya2022imp.log" //

    setAttr -type "string" Genesis8Male.StudioNodeName "Genesis8Male";

    setAttr -type "string" Genesis8Male.StudioNodeLabel "Genesis 8 Male";

    setAttr -type "string" Genesis8Male.StudioPresentationType "Actor/Character";

    setAttr -type "string" Genesis8Male.StudioPresentationAutoFitBase "/Genesis 8/Male";

    setAttr -type "string" Genesis8Male.StudioPresentationPreferredBase "";

    setAttr -type "string" Genesis8Male.ControllerScales "Youth Morph=-0.445;CTRLGunnar=0;CTRLCaspian=0;CTRLHugren=0.0599999;CTRL-RSC-GarethHD=0.036;FBMRealBodiesJules=-0.0324572;Beast HD=0.17;CTRL-FIYousef=0.03;CTRL-E3DYonni=0.021;CTRL-E3DWalker=0.065;CTRL-E3DTamati=-0.014;CTRL-E3DSeb=-0.025;CTRL-E3DLeonard=0.03;CTRL-E3DLeon=0.02;CTRL-E3DKichiro=-0.0499999;CTRL-E3DGui=-0.025;CTRL-E3DGanaatarDemon=0.026;CTRL-E3DGanaatar=-0.026;CTRL-E3DDonovan=0.012;CTRL-E3DBjarke=0.032;Daniel=0.0650001;CTRLVladimir8=0.056;CTRLValentino8=-0.048;CTRLTheBrute8=0.17;CTRLScar8=0.056;CTRLMrWoo8=-0.105;CTRLMichael8=0.04;CTRLLee8=-0.06;CTRLLandon8=0.04;CTRLKjaer8=-0.02;CTRLJonathan8=0.04;CTRLHolt8=0.068;CTRLDiego8=-0.018;CTRLDasan8=-0.02;CTRLDain8=0.044;FBM_CGI_Miklos_Body=0.03;FBM_CGI_HKClaus_Body=0.02;CCRafael=-0.018;CCMagnus=0.1515;CCJack=-0.0172213;CCDragomir=0.0453";

    AutoIK...

    namespace fix finished

    // Error: line 1: No source attribute was specified. //

    // Error: line 1: The source attribute 'm5philliplashes.outColor' cannot be found. //

    // Error: line 1: setAttr: No object matches name: Genesis8Female.drawStyle //

    ------------------------------------

    ------------------------------------

    // Error: line 1: Non-deletable node 'perspShape' cannot be deleted. //

    // Error: line 1: Non-deletable node 'persp' cannot be deleted. //

    // Error: line 1: Non-deletable node 'topShape' cannot be deleted. //

    // Error: line 1: Non-deletable node 'top' cannot be deleted. //

    // Error: line 1: Non-deletable node 'frontShape' cannot be deleted. //

    // Error: line 1: Non-deletable node 'front' cannot be deleted. //

    // Error: line 1: Non-deletable node 'sideShape' cannot be deleted. //

    // Error: line 1: Non-deletable node 'side' cannot be deleted. //

    // Error: line 1: setAttr: No object matches name: Genesis3Male.drawStyle //

    // Error: line 1: setAttr: No object matches name: Genesis3Female.drawStyle //

    // New character 'Character1' was created.

    parentConstraint -mo -weight 1;

    // Result: lBigToe_parentConstraint1 //

    parentConstraint -mo -weight 1;

    // Result: lSmallToe1_parentConstraint1 //

    parentConstraint -mo -weight 1;

    // Result: lSmallToe2_parentConstraint1 //

    parentConstraint -mo -weight 1;

    // Result: lSmallToe3_parentConstraint1 //

    parentConstraint -mo -weight 1;

    // Result: lSmallToe4_parentConstraint1 //

    parentConstraint -mo -weight 1;

    // Result: rBigToe_parentConstraint1 //

    parentConstraint -mo -weight 1;

    // Result: rSmallToe1_parentConstraint1 //

    parentConstraint -mo -weight 1;

    // Result: rSmallToe2_parentConstraint1 //

    parentConstraint -mo -weight 1;

    // Result: rSmallToe3_parentConstraint1 //

    parentConstraint -mo -weight 1;

    // Result: rSmallToe4_parentConstraint1 //

    // New Rig: Character1_ControlRig was created.

    // Error: line 1: setAttr: No object matches name: Scalp.cosinePower //

    // Error: line 1: setAttr: No object matches name: SummerLash_1006.alphaGain //

    DazToMaya Complete!

    2- For the Retarget Skeleton sequence :

    ---- Running DAZ Rigger v1.02 ----
    // Warning: file: C:/Users/MACPRO03/Documents/maya/modules/DazToMaya/scripts/DAZTools.mel line 491: New name contains invalid characters. Illegal characters were converted to "_". // 
    ---- Geometries grouped ----
    // Error: file: C:/Users/MACPRO03/Documents/maya/modules/DazToMaya/scripts/DAZTools.mel line 1694: Connection not made: 'hip_scaleConstraint1.constraintScaleX' -> 'hip.scaleX'.  Destination attribute must be writable. // 
    // Error: file: C:/Users/MACPRO03/Documents/maya/modules/DazToMaya/scripts/DAZTools.mel line 1694: Could not add constraint or connections. // 

     

    If it's the same problem I had, go to where it says control rig in the top right hand side and change it to none. Then retarget the skeleton and it should work. Now here's the thing, I have yet to get it to work with a character with clothes or hair, so I just send them over with absolutely nothing, get the rig set up and animate that and send the keys back into Daz to apply to the character and render in Daz. If you happen to figure out how to get the skeleton to work with the character having clothes, please post it here as I'd love to know how to do it. I'm sure it's doable but I don't know Maya well enough to know what's what. 

    By

    benniewoodell benniewoodell April 2022 in Maya Discussion
  • Diffeomorphic DAZ Importer version 1.6.0 released

    Padone said:

    @speaker-60

    In daz studio the morphs can also be used to pose figures. That is, a morph is not only a "geometry shape", but it can also be a "bone pose", or a combination of them. For example all the G8 expressions are bone poses. As for keyframing it's the same in daz studio and any other package you need to use keyframes in animation.

    Please describe the exact steps to get the issue since I don't seem to be able to reproduce it. Again I need the exact steps. Keep it as simple as possible if you can avoid to use "bend control". Unless "bend control" is the only one that doesn't work. Also post some pictures so I can see what you get.

    Or you can post directly to the tracker so we keep everything in one place.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/938/importing-morphs-on-a-posed-figure

    EDIT. UPDATE.

    Did various tests and everything works fine here. I guess what you were struggling with is the keyframe and morphs concept. That is, when you import a new pose you have to set keyframes and keep the previous morphs. The default values let this to the user for better control, but this doesn't help inexperienced users so may be it should come with better defaults.

    steps:

    1. Import G8F and merge rigs
    2. import jcms and flexions
    3. import "bend control" as custom morphs
    4. import the "strength setter pose" and keyframe it
    5. set the bend controls as you wish and keyframe them
    6. import again the "bend control" morphs (this is stupid but just for testing), the keyframed pose and morphs will keep their settings
    7. import another pose, be sure to have clear morphs = off to keep your previous morphs and auto keying = on to keyframe the new pose, or keyframe it by hand for better control

    Please let me know if this works for you. Or provide the exact steps if you still get the issue because I can't reproduce it.

    Hay thankyou for your help so yer its basicly me not knowing things :P

    Knowing those options defonatly help, maybe they shpuld be on by default , I did just post in bitbucket and i also made a suggestion about morph ordering but not the same one i made here as i recently found a wonderful addon for a new shapekey menu with folder grouping built in 

    image

    https://github.com/MichaelGlenMontague/shape_keys_plus

    This replaces and hides blenders origonal menu, iv asked if he could allow 'custom properties' to be able to be added to this menu as we could use those for sliders that contol multiple morphs(the ones that appear in diffo and not blenders shapekey menu)

    Also i just discovered this http://blenderartists.org/forum/archive/index.php/t-247429.html About shapekeys driving bones its an arhived post i managed to find and the 3rd to last poster 

    Pesho says how to do it, Would this be of use to replicate daz's Bone morphs as shapekey sliders?

    EDIT.

    Okay so the settings you suggested didnt not fix the bend control spesific issue, i can import any other morphs(so far) over now keyframed poses

    I have norrowed down the spesific morps responsable for the issue

    pCTRLKneesUp.dsf - pCTRLKneesUpLeft.dsf - pCTRLKneesUpRight.dsf - pCTRLLegsOut.dsf - pCTRLLegsOutLeft.dsf - pCTRLLegsOutRight.dsf

    Any one of these messes with the pose, Guessing these are bone morphs?

    By

    speaker-60 speaker-60 April 2022 in Blender Discussion
  • Question on Creating a Smooth Foot (No Toes) or Amputee Morph

    Spacious said:

    Maybe import two copies of the base mesh into Blender and anly sculpt on one of them.  Use a combination of the Elastic Deform and Smooth Brushes to sculpt until it's the same shape as the original mesh.

    As long as you don't check the Dynotopo Box you should have no problems.

    I once tried to use the Smooth brush and other sculpt tools to make stockings or socks from the feet and toes Base Mesh, but due to the very complicated geometry of the nails all I was able to sculpt was a nice sharp claws morph! Better try the Geograft option or use existing stockings with a skin texture.

     

     

    By

    rosseliani rosseliani April 2022 in New Users
  • Missing Textures

    Hi, I'm new to daz3d and running into some issues that have gotten me a bit bummed out. I bought some packs to start with, and I'm having some problems. When I try to import Victoria 8, I get a message that files or textures are missing. However, when I go to the runtime folder, the textures and files that do not load are there. The program simply does not see them. Am I doing something wrong? It happens to me with other models, such as a bedroom, the textures in the runtime folder always give me an error.

    By

    marcosag1996 marcosag1996 April 2022 in New Users
  • Where to get modern cars, trucks

    daveso said:

    Chezjuan said:

    Have you gotten either of the city buses from the Daz store?

    https://www.daz3d.com/city-bus

    https://www.daz3d.com/articulated-city-bus

    thanks..don't have those..and I did search at Rendo and nothing came up for me. Also Share CG, and a general google search, but nothing what I was really looking for. 
    Is it possible to convert 3ds or lwo files into obj in Blender?  

    I don't think anyone answered this... you can. You'll need to download a plugin for 3ds and another for lwo (they're free). Once you have those, you can import those kinds of files into Blender. You can then export as an OBJ so that it can go into DAZ.

    By

    Blando Calrissian Blando Calrissian April 2022 in The Commons
  • Fitting bracelets, rings and earrings

    Thank you @Kainjy ! He didn't explain in the video that the imported file had to be in the exact position when imported, but I figured it out and it worked! Thanks a lot! What Daz unfortunately lack in documentation is compensated by its community!

    I'll write a small tutorial (text with screenshots) so I don't forget the steps I did. I'll write down everything, from exporting the model to import into Blender (my case), fitting the wearable there, exporting the wearable back, and then continuing from the point the video starts. I would like to share it here. Is there a place to do this other than the forums?

    And about the sliders to adapt to other models, can you point me in the direction of some learning material about how to do that?

    Thanks again! :-)

    By

    alaltacc alaltacc April 2022 in New Users
  • Diffeomorphic DAZ Importer version 1.6.0 released

    Padone said:

    @marble

    You can use the "easy import" to import the base G8F morphs so you'll have expressions and jcms for good deformations. But the "ogre" shape is baked to dbz as the additional muscles morphs, so you will not have the "ogre" morphs by default. You can however import the muscles and ogre morphs as custom morphs if you really need them for your project.

    https://diffeomorphic.blogspot.com/p/import-into-blender-version-16.html

    As for the animation you can import it in blender if you animate in daz studio and it will work fine. Be sure to import all the morphs you used in the animation. But you can also animate in blender because the custom morphs you import can be animated in blender as well, as you do in daz studio.

    One limit is HD morphs that can only be imported with the HD addon by Xin. Otherwise diffeomorphic uses multires for HD figures, that doesn't support HD morphs. This is a blender limit not a diffeo limit.

    https://diffeomorphic.blogspot.com/p/hd-meshes-version-16.html

     

    Thanks again @Padone for the explanation. You touched on the thing I was trying to get at which is that I don't really want to animate in DAZ Studio if I have better tools in Blender but I want to be able to apply the same morphs to my characters as I animate them in Blender. Of course I am a long way from being ready to do that yet as I know nothing about the Blender animation timeline but I do have a good tutorial to follow when I get a good stretch of free time.

    By

    marble marble April 2022 in Blender Discussion
  • Diffeomorphic DAZ Importer version 1.6.0 released

    @speaker-60

    In daz studio the morphs can also be used to pose figures. That is, a morph is not only a "geometry shape", but it can also be a "bone pose", or a combination of them. For example all the G8 expressions are bone poses. As for keyframing it's the same in daz studio and any other package you need to use keyframes in animation.

    Please describe the exact steps to get the issue since I don't seem to be able to reproduce it. Again I need the exact steps. Keep it as simple as possible if you can avoid to use "bend control". Unless "bend control" is the only one that doesn't work. Also post some pictures so I can see what you get.

    Or you can post directly to the tracker so we keep everything in one place.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/938/importing-morphs-on-a-posed-figure

    EDIT. UPDATE.

    Did various tests and everything works fine here. I guess what you were struggling with is the keyframe and morphs concept. That is, when you import a new pose you have to set keyframes and keep the previous morphs. The default values let this to the user for better control, but this doesn't help inexperienced users so may be it should come with better defaults.

    steps:

    1. Import G8F and merge rigs
    2. import jcms and flexions
    3. import "bend control" as custom morphs
    4. import the "strength setter pose" and keyframe it
    5. set the bend controls as you wish and keyframe them
    6. import again the "bend control" morphs (this is stupid but just for testing), the keyframed pose and morphs will keep their settings
    7. import another pose, be sure to have clear morphs = off to keep your previous morphs and auto keying = on to keyframe the new pose, or keyframe it by hand for better control

    Please let me know if this works for you. Or provide the exact steps if you still get the issue because I can't reproduce it.

    By

    Padone Padone April 2022 in Blender Discussion
  • Diffeomorphic DAZ Importer version 1.6.0 released

    Padone said:

    speaker-60 said:

    atm if i import a model then import say the blend control morphs then i import the 'sitter' pose that comes with blend control then if i import say the blend crontrol morphs again(for test sake but really any morphs) the pose brakes but also any now imported pose is also broken from this point on

    Reported to Thomas.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/938/importing-morphs-on-a-posed-figure

     

    update. @speaker-60 in my tests this seems to happen when you don't keyframe the pose. Did you ? If yes then I can't reproduce the issue. Unless you can provide a specific example possibly not involving "bend control" since we have to setup a test scene for Thomas to work on.

    update. Thomas replies there are no restrictions to load morphs on a animated figure.

    Okay didnt know about the keyframe thing, another not documented thing or not well documented anyway, but how would this effect new poses being loaded after the fact

    So after i loaded the morphs that broke the pose if i import 'any' pose from that point on there all broken(iv tried 20-30 random poses from random packs), Unless keyframing them would fix them too. Just trying to understand the logic of it, like why do poses not need to be keyframed so long as you dont import morphs over them but its okay to import morphs at the start, and it wont brake unkeyframed poses? If the morphs interfear with poses then wouldnt they just brake in any import order? Thats what i dont understand

    Thanks for reporting this though, i didnt actualy know where the proper place was to report issues

    By

    speaker-60 speaker-60 April 2022 in Blender Discussion
  • Turn obj shoes into library asset
    Richard Haseltine said:

    Do the shoes line up with the figure as they imported?

    No they don't as it's just an obj. Their size is slightly larger than feet but I tried to scale them and then use transfer utility, that won't do, also tried to import each shoe separately and parent them to feet and then use transfer utility, that won't do either. Maybe it's something about rigging or something.

    By

    aneciporuk7 aneciporuk7 April 2022 in New Users
  • Diffeomorphic DAZ Importer version 1.6.0 released

    @marble

    You can use the "easy import" to import the base G8F morphs so you'll have expressions and jcms for good deformations. But the "ogre" shape is baked to dbz as the additional muscles morphs, so you will not have the "ogre" morphs by default. You can however import the muscles and ogre morphs as custom morphs if you really need them for your project.

    https://diffeomorphic.blogspot.com/p/import-into-blender-version-16.html

    As for the animation you can import it in blender if you animate in daz studio and it will work fine. Be sure to import all the morphs you used in the animation. But you can also animate in blender because the custom morphs you import can be animated in blender as well, as you do in daz studio.

    One limit is HD morphs that can only be imported with the HD addon by Xin. Otherwise diffeomorphic uses multires for HD figures, that doesn't support HD morphs. This is a blender limit not a diffeo limit.

    https://diffeomorphic.blogspot.com/p/hd-meshes-version-16.html

    By

    Padone Padone April 2022 in Blender Discussion
  • Possible to Export Posed, Simulated Character to Blender?

    I'm completely out of my element when it comes to Blender, but I do a lot of exporting out of Daz via FBX.

    BTW, isn't that what the Bridges are for?

    Perhaps my notes will ring a bell even though I'm using Lightwave as my end app.  There's some extra work, but I get morphs, etc.  Makes ya appreciate some of the mystery & magic Daz is doing frankly.

    To begin with, when I export, I use the zeroed out pose.  I used to export the posed scene but that actually complicates things severely. I even memorize everything, although what that actually does I'm not sure but it works.

    Upon import, I use the default Z-Bones option. Everyone shrieks "But the bones aren't aligned", but the thing is, it doesn't matter for FK posing.

    A huge advantage with that is I can export poses using just the Base Figure Pose option in the FBX Export panel.  I then import using a Load from Scene option of just this "skeleton" into Lightwave in my case, then use a utility to copy & paste the pose.  But, I'm only pasting the Rotations, so I can use ANY pose from ANY Daz figure (Humanoid for Human, etc., even animals of like structure).  I've built up quite library.

    There's really no reason this shouldn't apply to other apps.  The tools and procedure names may be different of course

    By

    Doc Acme Doc Acme April 2022 in Technical Help (nuts n bolts)
  • FLUIDOS II for Daz Studio - update 2.2 [commercial]

    Jovanni said:

    Has anyone been able to import openvdb from blender to daz3d? :D

    If you have vdb files of simulation of liquids, the vdbs are probably level sets, these can be transformed to meshes using remeshing in Fluidos II. But for smoke, fog, explosions, the current version (V2.1) cannot read these vdbs, but the plugin ABAS can do it (see https://youtu.be/FfGlaJyXXVo).

    By

    Alberto Alberto April 2022 in Daz PA Commercial Products
  • Possible to Export Posed, Simulated Character to Blender?

    WendyLuvsCatz said:

    Animate2 mdd exporter works as a Lightwave point cache import on a matching obj export imported with vertex order checked not split but it is very resource hogging on my PC

    so laggy I have not gotten a decent render yet as it freezes every step setting up lighting

    Man, I just used the mdd approach on just some hair alone. I have a beefy system, and blender grinded to a stand still. I am thinking maybe there is a way to decimate the mesh(es)?

    By

    Raitan2008 Raitan2008 April 2022 in Technical Help (nuts n bolts)
  • Diffeomorphic DAZ Importer version 1.6.0 released

    Padone said:

    marble said:

    An example: in DAZ Studio I can load a G8 figure and then dial-in a shape for her, click on clothing from my Content Library, click on a pose from that library, click on a skin texture from another character, apply make-up, etc., etc. My point about understanding the big picture is - how much of that needs to be done in DAZ Studio before exporting using Diffeo and how much can be replicated using assets saved to the Blender library?

    That's a good question so I'll reply here also for others to know. Basically everything is possible.

    1. To apply a shape you have to use erc morphs. https://diffeomorphic.blogspot.com/2021/11/morphing-armatures-and-rendering.html

    2. To apply a cloth to the current figure is possible as well. http://diffeomorphic.blogspot.com/2021/07/changing-outfits.html

    3. To load poses and animations. https://diffeomorphic.blogspot.com/p/posing-panel-version-16.html

    4. To load materials on the current figure is not documented yet was recently added. https://bitbucket.org/Diffeomorphic/import_daz/issues/857/material-import-issues

    But the real question is, should it be done in blender or in daz studio ? The "blender way" is to use daz studio as a character generator, then import in blender to animate and render. This is clean and easy for blender since you avoid to import most morphs and there's a file for each figure, as done in a common animation project. Otherwise the "daz way" is to use blender as a sort of replacement for daz studio, where you load a basic figure and do in blender everything you did in daz studio before. This makes very heavy scenes to handle in blender with lots of morphs as daz studio does. That's not what diffeomorphic was designed for, though the features were added under user request.

     

    Oh dear ... all that homework! Ah, well, I had to ask didn't I?

    Can I ask for a little further clarification, please? What are the limitations of the "Blender Way"? My mind goes to a character I produce using all the morphs available to me in DAZ Studio so I morph G8F into a muscular ogre and send her to Blender. Does diffeo just see that as a figure shape or are all the morphs adjustable after import into Blender? So when my ogre gets angry, her muscles can bulge and her expression can look vicious? Or is it just a shape with a rig?

    Again, an example of what I'm trying to understand: I make a short animation in DAZ Studio where I have two characters interacting. Perhaps they embrace. At frame zero they are all relaxed. At frame 30 they are more braced, certain muscles are tighter, expressions have changed, etc. ... Blender Way or DAZ Way?

    By

    marble marble April 2022 in Blender Discussion
  • Turn obj shoes into library asset
    I made a pair of shoes in blender and figured out how to import it into Daz saving material, but now I'm stuck on the fact that I have no idea how to turn this obj into a clickable asset. Transfer utility doesn't seem to help, and I suppose there is something else I should do before using it. I would be glad if someone explain me this process.

    By

    aneciporuk7 aneciporuk7 April 2022 in New Users
  • Is there a reason I am unable to select polygons with geometry tool of G8F Shell?
    hansolocambo said:

    If you want to edit the shell's geometry, export it as obj. Import that obj. And use the Transfer Utility to conform this imported "shell" object to Genesis as you'd do with a custom made cloth. 

    Edit > Object > Transfer Utility.

    Now that the "shell" is rigged to the Genesis bones, as if it were a custom made cloth for example, you can apply the original shell's surface or any other surface to it. And edit its geometry to delete unwanted parts, define new surface groups, etc. 

    Thank you, appreciate the advice

    By

    bf2011 bf2011 April 2022 in Technical Help (nuts n bolts)
  • reset coordinate locations

    Hello everyone!

    I am new on the forum and this is the first time I post here. I have been using daz for about 8 years now and the software really helps me everyday in my concept art carrer, I love it !

    I am facing a problem today, I am often using the trasnfert asset utility system to create a sculpt and assigning it to a character or even an animal to have my model rigged on top of the genesis figure.However this time I want to import an object that appears in a 0,0,0, position. Then I want to move this object to new location and then, from this location reset the coordinate so it is reset to 0,0,0 but in the new position, so that after, I can transfert it to my figure the way I used to do.

    Is that possible? I found some similar question on the forum but nobody answer it.

    And of course it would be too easy if it would simply be to reimport it with the new locations. I reimport with the new locations set, i Hvae to do that INSIDE Daz after importing.

    Thanks in advance !

     

     

    By

    tingrynade tingrynade April 2022 in Daz Studio Discussion
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