-
Diffeomorphic DAZ Importer version 1.6.0 released
Krys Kryngle said:
rugeyohe said:
Can you add clothing in existing genesis figure with this? I mean lets say I have a mesh based genesis but I changed textures or sculpted character mesh changed. I keep my base mesh with diff than I wanted to add clothes without importing character can I do that?
Here are the steps I use to import new clothing to an existing Blender character (previously imported by diffeomorphic).
1) Open up DAZ with the final character save just before it was exported to Blender.
2) Add all clothing outfits to take advantage of DAZ clothing auto-fit.
3) Save and export like you would normally, for example we'll call this file 'new_clothing'.
4) Open up Blender and import your character with the new clothing, calling this file 'new_clothing.blend'. If you converted your rig to rigify or MHX in your original character file, do it here as well. Save and exit Blender.
5) Open up your original character (without clothing).
6) In Blender, go to File -> Append, and append the objects or collection from 'new_clothing.blend'. This will bring in the new clothing already fitted to your original character.
7) Clothing should fit, just 'merge rigs' and 'transfer shapekeys' if you are using diffeomorphic.
If you've sculpted your character and want to fit clothing to the new shape, I think there would be two approaches. You could re-import the new shape back to DAZ using Morph Loader Pro so that DAZ will auto fit the clothing to the new shape and then you can export using the steps above. Another approach would be to save your sculpt to a shapekey and then use the 'transfer shapekey' option in Diffeo. I'm not 100% sure that would work the way we want, but I think it would.
After just watching your tutorial videos (I'm about to re-watch them because there's so much information I can't grasp it all in one go), I have to express my gratitude to you for taking the time to create those tutorials and for adding further tips like this one (above). I watched the first of the videos when you first released them and, though I appreciated your effort, I was put off by the sheer complexity of using Diffeomorphic to transfer all the necessary components of a single character: all the morphs/shapejeys, the JCMs, the rigging, the materials set-up, and merging of geografts, etc. And all the care needed to do things in the right sequence - it was all just too much.
However, now I'm looking at it again and trying to decide whether all that effort will bring benefits such as better animation tools and rendering options (Eevee, for example).
Diffeomorphic DAZ Importer version 1.6.0 releasedKrys Kryngle said:
rugeyohe said:
Can you add clothing in existing genesis figure with this? I mean lets say I have a mesh based genesis but I changed textures or sculpted character mesh changed. I keep my base mesh with diff than I wanted to add clothes without importing character can I do that?
Here are the steps I use to import new clothing to an existing Blender character (previously imported by diffeomorphic).
1) Open up DAZ with the final character save just before it was exported to Blender.
2) Add all clothing outfits to take advantage of DAZ clothing auto-fit.
3) Save and export like you would normally, for example we'll call this file 'new_clothing'.
4) Open up Blender and import your character with the new clothing, calling this file 'new_clothing.blend'. If you converted your rig to rigify or MHX in your original character file, do it here as well. Save and exit Blender.
5) Open up your original character (without clothing).
6) In Blender, go to File -> Append, and append the objects or collection from 'new_clothing.blend'. This will bring in the new clothing already fitted to your original character.
7) Clothing should fit, just 'merge rigs' and 'transfer shapekeys' if you are using diffeomorphic.
If you've sculpted your character and want to fit clothing to the new shape, I think there would be two approaches. You could re-import the new shape back to DAZ using Morph Loader Pro so that DAZ will auto fit the clothing to the new shape and then you can export using the steps above. Another approach would be to save your sculpt to a shapekey and then use the 'transfer shapekey' option in Diffeo. I'm not 100% sure that would work the way we want, but I think it would.
After just watching your tutorial videos (I'm about to re-watch them because there's so much information I can't grasp it all in one go), I have to express my gratitude to you for taking the time to create those tutorials and for adding further tips like this one (above). I watched the first of the videos when you first released them and, though I appreciated your effort, I was put off by the sheer complexity of using Diffeomorphic to transfer all the necessary components of a single character: all the morphs/shapejeys, the JCMs, the rigging, the materials set-up, and merging of geografts, etc. And all the care needed to do things in the right sequence - it was all just too much.
However, now I'm looking at it again and trying to decide whether all that effort will bring benefits such as better animation tools and rendering options (Eevee, for example).
[Released] Turbo Loader for Genesis 8 and 8.1 [Commercial]It turns out I've got roughly 13,000 morphs for G8F. Yikes!. After paring down the unused characters and other kits, I'm left with about 5,000. Somehow my load time has changed very little. Some, not much.
More importantly though, 2 issues:
1) I too have every single item listed as ***UNKNOWN PRODUCT***. My runtime is perfect. I don't move things around, they are exactly as installed by DIM. All my 3rd party content is carefully handcrafted into Daz-canonical DIM installers with complete and correct metadata. With over 2500 products, not one has Lost and Found content, and very few that are not old Poser items are left without metadata. Anyway, TL does not seem to recognize anything, up to and including the Daz fundamental products. All of G8F and Victoria8 base morphs and JCMs are split up and scattered to the winds in the list, took a good hour to hunt everything down and mark it all for an "Essentials" profile. Without proper product categorization, MetaMixer add-ons (and its base figure morphs) are likewise comingled with other products, so one must be careful to separate the morphs by hand.
2) After the initial run, loading a scene gave me a report of a few missing morphs it needed. I enabled the needed morphs, and reloaded the scene without issue. HOWEVER... on a subsequent run I loaded a scene, had to add morphs for it, and upon closing the scene I went to reload it, and Daz told me FILE DOES NOT EXIST. <head explodes> Indeed, my scene file disappeared from the Scenes folder in the content browser.
After I calmed down and stopped inventing new swear words, I looked in Windows Explorer at my Scenes folder... and there it was... MyScene.duf had been transmogrified to MyScene.tlOff
O_O
I cannot imagine how that is possible if this only rewrites the extension on .dsf files... but do be aware of that and double-check your code. Fortunately, giving back the file's .duf extension saved it, so no harm, no foul.
I'll reserve further judgement until such time as an update (or not) but I'm unfortunately finding limited utility with this.
Diffeomorphic DAZ Importer version 1.6.0 released@speaker-60 So it's "bend control" not "blend control" that's why I didn't find anything.
1. As for the raw and final values your suggestion is not possible because that's not how sliders work in blender. In my opinion in blender you can just ignore the final values that are a daz thing and work with the sliders instead.
2. As for importing morphs on an animated figure I'll do some tests and let you know what I find. I agree the limitations should be clear.
3. As for more controls to edit the slider list that would be a nightmare in my opinion, unless you also have the option to save presets so you do the job just one time. But it seems overwhelming to me the diffeo philosophy is to import as few morphs as possible not to have hundreds of morphs to manage. That's also why products as "bend control" don't fit blender too much.
As a personal advice, you shoud try to fit daz to blender if you want to work fine in blender. Not to fit blender to daz. There are many products in the shop that are useful in daz studio, but they don't make too much sense in blender.
Is there a reason I am unable to select polygons with geometry tool of G8F Shell?Update: Had to import remaining shell into Blender, delete the polugons/faces I don't need and import it back into daz as .obj where I was able to subdivide it and
refine it further with geometry tool, becouse now it's not a shell but a prop. It worked just fine, but still why can't Daz make things easier?
Diffeomorphic DAZ Importer version 1.6.0 releasedhttps://www.daz3d.com/bend-control-for-genesis-8-female-s-46267 Its not spesific to blend control just and example.
So i did not know about the raw and final as expressed in the link you posted its not vary intuative, i have an idea that might help with that.
If when you have show final values ticked(which maybe should be on by defult) have the 'final' values visualy showed over the top of the actual sliders, instead of to the side. Dont know if there is a better propper way to do this but im simply thinking if you make the raw values(the numbers part of the slider) hidden in some way in a visual sence(like forcing them to layer behind the actual slider element so you cant see them) then move the 'final' values to over the top so they overlay over the now blank space so they appar to be in the same place the raw values would have been. It would visualy simplify how its showcased to the user and appar to be more intuative visualy anyway
So with importing morphs over a pose, 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. So now this model can no longer be used with poses i would have to delete it and reimport. Like what on earth is going on there, i would understand if by importing a morph over a pose brakes that pose but then reloading the pose fixes it but it dosnt all poses are broken new or not. yet if you load all the same morphs at the begining then all the poses the poses work. Like thats not really functional tbh, at the very least you could do with a warning box to popup telling the user if it detects your loading morphs after having loaded a pose. So the user knows whats going on, otherwise your allowing the user to brake stuff and not know why. Any regular user would pass it off as a bug and just be fustrated, i would still hope there would be some way to 'reset' the pose data for after the fact or have a toggle to prevent morphs from doing anything to poses in anyway so if we need to import a morph say we forgot to add in the start up but we aready so far in on the project starting again just isnt fesable importing the morph with the 'leave poses alone' option enabled it would give us some way to do this that isnt just start again. Its not so much a feature as it is a user error correction, by putting in a solution that prevents or circumvents user error in this way. Have it on by defult so a user that dosnt quite know what there doing wouldnt know any diffrent but an advanced user can turn it off if that need ect
Id like to ask about hidden morphs, you have an option to import them and there in [] im not sure what the hidden morphs are are they meant to beused why do they exist ect, I just mean im not familier with them as a general thing. The do get imported anyway into blender shapkey if i have the import hidden off i noticed, is this how i should be are they basicly background morphs meant to be controlled by other sliders and not touched users?
Another question could the morph list have an up/down arrow to be able to reorder morphs, In the case of blend control i would like to move the main controllers up to the top, would be nice to maybe be able to hide morphs from the list, many of the morphs in blend controll are not mean to be manual https://www.daz3d.com/forums/uploads/FileUpload/91/0453c9d8379046e16013a40475a69c.jpg you can see the light blue is the main controllers and then the purple ones are manual controllers the rest are not meant to be used id like to be able to 'hide' them from the custom list so that there just over in the blender shapekey menu if i want to see there values I dont know if there would be some why to detect this but a manual way like a eye button on the top of the morph menu when enabled shows eye icons next to each morph, you can then trun the eye off for the morph then when you turn the eye off on the top of the custom menu the morphs with the eye off are now hidden
In-Depth Tutorial for squeezing the best of 3Delight?dsum55 said:
Sven,
Not sure if this is the right forum but i want to know how do i make eyes with 3delight shaders? i feel i cant find anything about start or creating eyes for 3delight and iray materials. i feel there is a need for anime eyes in daz for NRP renders. do you know what program i use to create eye texture then in turn how do i get them to .duf format. any help will be much appreciated. I am going to post this wuestion around the forum just in case you dont reply t this one.
If anyone knows how to make eye textures please help me lol send any tips.
Regards.
D.Burgess
Well there's only so much you can do in the surface tab (tint the diffuse color, play with glossiness, etc). To create new textures you need an image editor (Photo Shop, GIMP). Suggested workflow: Open your character, head into the surface tab and check the location of the eye textures. Import them into the image editor and modify them or use as templates to make entirely new ones. Save them as .png (lossless) or .jpg (smaller file size) to a folder of choice. Go back into DS and in the surface tab go to diffuse color (3DL) or Base Color (Iray) and browse to your folder to import the new textures. Adjust settings to your liking and save as a materials preset (.duf). In the save options box uncheck everything except the eye surfaces you want to include.
I hope I got you right! If you simply meant editing surface settings in DS, that's a different story...I can probably help with that although not at all into NPR myself;)
Where to get modern cars, trucksCharlie Judge said:
There are a lot of free modern vehicles on this site: http://www.dmi-3d.net/ Mostly they are in lightwave (lwo) format; so, you will have to convert them to obj to import into DAZ.
thanks...i remember that site and was trying to find it, but couldn't. Now I can

Diffeomorphic DAZ Importer version 1.6.0 releasedrugeyohe said:
Can you add clothing in existing genesis figure with this? I mean lets say I have a mesh based genesis but I changed textures or sculpted character mesh changed. I keep my base mesh with diff than I wanted to add clothes without importing character can I do that?
Here are the steps I use to import new clothing to an existing Blender character (previously imported by diffeomorphic).
1) Open up DAZ with the final character save just before it was exported to Blender.
2) Add all clothing outfits to take advantage of DAZ clothing auto-fit.
3) Save and export like you would normally, for example we'll call this file 'new_clothing'.
4) Open up Blender and import your character with the new clothing, calling this file 'new_clothing.blend'. If you converted your rig to rigify or MHX in your original character file, do it here as well. Save and exit Blender.
5) Open up your original character (without clothing).
6) In Blender, go to File -> Append, and append the objects or collection from 'new_clothing.blend'. This will bring in the new clothing already fitted to your original character.
7) Clothing should fit, just 'merge rigs' and 'transfer shapekeys' if you are using diffeomorphic.
If you've sculpted your character and want to fit clothing to the new shape, I think there would be two approaches. You could re-import the new shape back to DAZ using Morph Loader Pro so that DAZ will auto fit the clothing to the new shape and then you can export using the steps above. Another approach would be to save your sculpt to a shapekey and then use the 'transfer shapekey' option in Diffeo. I'm not 100% sure that would work the way we want, but I think it would.
Diffeomorphic DAZ Importer version 1.6.0 released@speaker-60
You may think that "blend control" is obvious to find and everyone knows, but I can't find it in the shop so please give a link to the asset commercial page so I can eventually test it both in diffeo and in the daz bridge to better undestand the difference. Is "blend control" the only asset that doesn't work or there are others ?
As for the LCalf slider, in blender sliders can't drive other sliders as daz studio does. So in diffeo it is implemented the "raw and final" concept and it is normal that LCalf may display a different value than daz studio, depending on the pose, but this doesn't mean that the morph doesn't work.
https://diffeomorphic.blogspot.com/2021/05/on-raw-and-final-slider-values.html
As for loading morphs on a posed figure, in daz studio morphs are used for posing and there's a dependency graph among them. In diffeo not all morphs are loaded for the figure, but only what the user wants to use. This allows to optimize the figure for animation, and to avoid what I friendly call the "daz studio morphs hell". But you have to load the morphs first, then pose and animate. To allow morphs to be added to a posed or animated figure can be a feature request but it may not be easy to implement.
Please let us know if after these explanations there's any request you have.
edit. The intended workflow for diffeo is to bake all the shape morphs in the dbz, as fbm or actor morphs for example. Then only import those needed for animation, as jcms for example. This allows for a good animation workflow in blender.
edit. There'a also support for ERC morphs to allow for shape-shifting figures but this comes around some blender limits. So you may avoid them unless absolutely necessary for your project.
https://diffeomorphic.blogspot.com/2021/11/morphing-armatures-and-rendering.html
https://bitbucket.org/Diffeomorphic/import_daz/issues/936/blender-support-for-morphed-armatures
Greenzkin InfiltrationWhile working through some metadata complications, I came across a rather odd situation. I noticed a new CompatibilityBase for Genesis 8 Male, "Greenzkin Orc", which is doubly surprising since I do not own, nor have I ever installed, such a creature. There is a product by that name, but not in my library.
Note: The functionality of Genesis 8 Male does not appear to be affected by this little gremlin, so if you are skittish about messing around with your Content, or don't care, you can ignore it.
A further investigation found this wayward definition in several unrelated product metadata files, each from different vendors. I know that vendors do not supply the metadata, but they are from about the same release date, so I wonder if the same computer was used to produce the metadata, and a Greenzkin Orc was lurking in the scene and has infiltrated the database.
I removed the offending data from all the affected files, but the definition persisted, since there was nothing to actually remove (the source geometry does not exist). The usual tricks like uninstalling and deleting the products from the database, correcting the metadata files, re-installing the products, and reinstalling the Starter Essentials did not clear it.
What finally did work was to change the erroneous declaration to refer to some imaginary Compatibility Base (something that does not actually exist), then delete that base. No correction to the Products will clear this up, so a more invasive procedure is required.
Here is my fix:Find the affected metadata files by searching for "greenzkin" in all .dsx files in the Runtime\Support folder. (Notepad++ - Find in Files works great, or a Windows Command prompt from the Runtime\Support folder with "FINDSTR /i greenzkin *.dsx")
If you have the Greenzkin Orc product, you can probably leave it out of consideration, unless that is where it started. Patient 0, as it were.
Change this line in any one metadata file that has it. You can do it directly in the Runtime\Support folder. (There might be more than one occurrence in the metadata file, so just delete the others)
<ObjectCompatibility VALUE="/data/DAZ%203D/Greenzkin%20Orc/Greenzkin%20Orc/Genesis8Male.dsf#Genesis8Male" REF="/Genesis 8/Male"/>to (I use Greenzkin Dummy in case you actually do have Greenzkin Orc):
<ObjectCompatibility VALUE="/data/DAZ%203D/Greenzkin%20Orc/Greenzkin%20Orc/Genesis8Male.dsf#Genesis8Male" REF="/Greenzkin Dummy"/>Save and re-import the metadata for that product. This should clear the association with Genesis 8/Male and create a new Compatibility Base called "Greenzkin Dummy". Load something into a scene if you don't have anything yet, doesn't matter what, and select it. Right click the Scene tab -> Edit -> Scene Identification. Open the Compatibility Base selector (...) and look for "Greenzkin Dummy". Right-click on it and select Delete Compatibility Base. Cancel out so as to not change the base of the item in the scene. Done.
Now, if you never, ever expect to re-install any of the affected products, you can stop here. However, to prevent it from recurring, you need to remove those lines from all metadata files that have it, and insert them into the product archive to replace the original. You can re-import the metadata for each one after they have been corrected. Back up your originals in case you are afraid of making a mistake.
Affected Products in my library (there are surely more out there):
73769_Sten HD for Genesis 8 Male (2020-10-16)
74111_Louie for Genesis 8 Male (2020-10-21)
74165_Headless Horseman HD for Genesis 8 Male (2020-10-22)
78701_Skalde HD for Genesis 8 Male (2021-01-14)
80527_Pharaoh At War Characters and Outfit for Genesis 8 Male (2021-02-20)DAZ 4.20 (And Older Versions) - Camera accidentally orbits after exiting IRAY Window RenderHi guys,
This just happened and I've seen it before. I'll have a scene setup and when I do a window render test the camera will for some reason orbit to a different view after exiting the window. Even though I did not specifically try to do this. Undo does not record this orbit change and the only option is to go and look for that camera in an older version of the file and import it back in. I have gotten into the habit of duplicating a camera that I like in the scene. However even then I am still caught offguard sometimes.
What's the deal with this and how can this be prevented? Also it would be nice to be able to select which objects you'd like to merge from a file. 3dsmax has this feature when you merge or import files. With DAZ you either have to merge all the objects or open up the target file and delete contents that you don't want to merge. Then re-open your file and merge. Some of my scenes are pretty big and it can take 10-20 minutes just to open a scene and I have quite a powerful computer with 128 GB RAM, NVME drives and RTX 3090.
Where to get modern cars, trucksThere are a lot of free modern vehicles on this site: http://www.dmi-3d.net/ Mostly they are in lightwave (lwo) format; so, you will have to convert them to obj to import into DAZ.
Diffeomorphic DAZ Importer version 1.6.0 releasedPadone said:
@speaker-60 No you can't. Specifically diffeo has its own drivers for jcms so transferring a bridge figure is not possible. I have to say that I'm not up to date with the bridge but I was helping the daz team with jcms some time ago and I'm curious.
Can you provide a detailed example please ? May be we can workout diffeo to be better if it doesn't work for some reason.
For a spesific example, the product 'blend control' has two slider/morphs that turn on other sliders, the other sliders are then linked to bones and blend like any other corrective shapekey
Here in the first image i have the blend controller and hip blend controler set to 1 this then activates all other morphs to work when needed according to a pose, if you look at the LCalf Smoother, this morph is at 1 in blenders shapekey ui due to the pose but in the custom morph ui its at 0 so the ones in the custom ui isnt updating or something. I can also move the sliderer for these when i shouldnt as in LCalf Smoother in blenders shapekey ui i cant control it as its driven where as the LCalf Smoother in the custom morph ui i can so there seems to be an odd disconect there. In reality LCalf Smoother and many of the morphs shouldnt appar in the custom ui as there not meant to be controlable. If Diffeo could detect that and exclude it from the morph list somehow.
There are also a bunch of other shapekeys named 'smoother ect' these dont appar in the custom ui these are driven in blenders shapekey ui, these are hidden wich i know theres an option to import hidden into the custom ui. am i supposed to do this or not there obviously imported into the model should they be used are they being used ect. this im not sure
I also find if i have a model in a pose and import morphs it resets morphs to 0, is this supposed to happen? if its meant to can it put the sliders back afterwards. If i have alot of sliders defining how a character looks and i import a pose i loose all that defining look. I dont want this and the bridge dosnt have this particular issue - Edit i did jsut find the button to stop it clearing morphs
If i import morphs after i have imported poses it will brake the poses, images of a before and after the hips have been reset or something. Dosnt matter if i have the armiture in the reset pose when importing morphs it brakes anyway. That pose in the picture is the test pose in the blend controll asset, but its brake any pose iv tried. I dont know if this is an issue with the morphs im loading but this issue dosnt happen with bridge with the same assets sooo i dont know
The only issue i have with Bridge is it has next to no rigging options and for me doing the rigify i get a broken hand ik i dont know how to fix, wich happens on any and every character model. this dosnt happen with diffeo with the same models so im torn between two addons each issues the other dose not. Hence the meging idea to use them both for each of there working functions, import with bridge with all the morphs and get diffeo to do the rigify
ISO: City Highwaymemcneil70 said:
Didn't see your request due to Cloud Flare issues. I have the load set info for you. I started to make surface tab screen shots, then thought I should ask if you want the 3DL or the Iray version first. Because each element is about 4 screen shots each.
This is what I have done for the highway surfaces are also attached so you can look it over and see if it will work for you.
Mary
This is actually good enough. Its only one .DUF file so once converted, it will be just one .OBJ file to import most of the scene into, if not all of it. Ill just have to figure the maps out manually which is NOT a fun task, but managable with time. My system would be using the 3DL version.
Many thanks!
-MJDiffeomorphic DAZ Importer version 1.6.0 releasedrugeyohe said:
Can you add clothing in existing genesis figure with this? I mean lets say I have a mesh based genesis but I changed textures or sculpted character mesh changed. I keep my base mesh with diff than I wanted to add clothes without importing character can I do that?
Good question. I was wondering the same thing. My idea was that I might import my character, make all the necessary adjustments in Blender and save him/her as an Asset to the Blender Asset Library. Perhaps import items of clothing and do the same? I don't know how that works. I guess I'm trying to recreate the DAZ Studio experience in Blender by having a content library of characters, poses, clothing and props. I'm just not sure whether that is possible nor whether it is possible to simulate cloth as we do with dForce (pose character and click simulate).
This is my second attempt to use Diffeo to move stuff to Blender - my first was over a year ago and I ended up pretty disillusioned by all the complicated procedures involved while the results were, IMHO, not as good as my IRay renders from DAZ Studio, so why bother? Now I have had a play with animation in DAZ Studio and find that the DAZ timeline is somewhat short of being functional so I'mm looking at Blender again.
RedactedIf it is just the character file (not the whole folder, that's another kettle of fish) what I have done is to install one, copy and rename the main character .duf file with an artist identifier or something distinct. It will be orphaned from the product, so you can go throught he motions of adding it to the Product and copying the metadata from the original to retain Smart Content, if you want.
Then, install the second product (overwriting the first character) and copy the main character .duf and rename it if you want to know which is which, and process it like the first, if you want. Then delete the original (second) character .duf to avoid any further confusion.
You can also edit the archive to rename the files before installing, taking care to change the manifest and metadata files. If you need to re-install at some point, you won't have to wory about it again.
Or, wait until the Product is updated.
Diffeomorphic DAZ Importer version 1.6.0 releasedsurody said:
speaker-60 said:
Is there a way to use both daztoblender bridge and Diffeomorphic, Id like to import with daztoblender bridge and get the rig/model to be recogniced by Diffeomorphic
As i want to use its rig features ect
My reason is i find that corrective morphs that auto blend with bone drivers seem to work better with importing daztoblender bridge
Iv tried several times with Diffeomorphic and they just often dont work, were as they always work when improting with bridge so for the sake of it wroking for me now id like to know how to get Diffeomorphic to recognise the rig and model from bridge for use with the riging features and the morphing features of Diffeomorphic
Basicly what it is about your imported rig and mesh vs the bridge one that grays out options in Diffeomorphic
A lot of characters in Daz have their own corrective morphs, keep that in mind. That's probably why you think that they don't always work because as far as I know the JCMs morph category under morphs just imports the base mesh correctives. You can import the custom ones as custom morphs.
Yer i know i am spesificly loading them as custom morphs, for example blend control has switches to turn all its morps on and off, these never get impored just the individual ones
Imprting with bridge there there and work fine, im experiencing this on and off randomly with Diffeomorphic wich is why id just like to import with bridge and then connect it to Diffeomorphic and be done with it
A best of both situations, im just not sure what it is that Diffeomorphic is set to recognise and if i can force to recognise as bridge import as if it imported it it
Diffeomorphic DAZ Importer version 1.6.0 releasedspeaker-60 said:
Is there a way to use both daztoblender bridge and Diffeomorphic, Id like to import with daztoblender bridge and get the rig/model to be recogniced by Diffeomorphic
As i want to use its rig features ect
My reason is i find that corrective morphs that auto blend with bone drivers seem to work better with importing daztoblender bridge
Iv tried several times with Diffeomorphic and they just often dont work, were as they always work when improting with bridge so for the sake of it wroking for me now id like to know how to get Diffeomorphic to recognise the rig and model from bridge for use with the riging features and the morphing features of Diffeomorphic
Basicly what it is about your imported rig and mesh vs the bridge one that grays out options in Diffeomorphic
A lot of characters in Daz have their own corrective morphs, keep that in mind. That's probably why you think that they don't always work because as far as I know the JCMs morph category under morphs just imports the base mesh correctives. You can import the custom ones as custom morphs.
Export-import Issue Daz-Blender.Seeing your import and export settings would help - it looks as if you don't have belnder's option to preserve vertex order checked in at least oen place, and I think your axis options are not matching somewhere too - in Daz Studio make sure you use the same preset in both exporter and importer, that will ensure any scale or axis adjustments are correctly reversed.








