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3Delight Laboratory Thread: tips, questions, experimentsMustakettu85 said:mjc1016 said:
And this was a case where the GeoEditor didn't help. It just flips their current direction. I had to use Blender and repeated 'recalculate' runs to get them all in same direction, and even after that I had one door that was backwards from everything else. that's from Turbosquid...which even makes it more surprising that it was such messed up normals.I never encountered anything that bad in Poser/DS content. Random flipped normals in a few spots, in freebies mostly, that's that. Wasn't Poser very sensitive to wrong normals very early on?
Yeah, I think it was.
This was a Turbosquid model that was originally a Max or LWO one that was run through TS's autoconverter, by the guy that uploaded it. My guess is it was just a bad conversion. It really did look like it was 'half' there...like one fender was perfect, but the one on the other side was translucent, black or some of both. To get GeoEditor to work I probably would have had to do a poly by poly flip...and at almost 400K I was NOT about to do that. But it's all fixed now and in DS native...
I like it because it has a pretty nice interior...no engine, though, so if I wanted I could make it so the doors open. I have a lot of other cars to convert/set up...I just hope there aren't many more that are that troublesome (I know that most of the Sketchup ones will be troublesome).
Can anybody develop an applik to 3D-Coat?Thank you all.
Fenric, I didn't say that I want the plug-in for free! Luxus for Carrara doesn't come free. Thea plug-in for MAX, SU, Rhino cost the money too. You have to pay for VRay plug-in as well. The only exceptions are plug-ins for Blender. It is clear to me that my respect for your time and effort should be justified with some cash for you. That's it.I always convert spline messy meshes into vertex ones for cleaning and re-topology. So there is no problem with that to me. I don't use morphs in my still-live and arch-viz projects but I see there are many that use it. From my experience there is no a perfect plug-in. It seems to be there a limit at some point. For instance in Thea plug-in for Skecthup there is a feature that converts all scene to Thea format for final work in Thea Studio if one cannot meet the goal in Sketchup using the plug-in only. There are no perfect solutions in this world so we have to accept same kind of compromise with our expectations. For me that is not a problem. The ability to sculpt further in 3D-Coat my shape from Carrara and get it back UVed and painted with PBR materials back to Carrara assembly room ready to render would be a great step forward in my Carrara work-flow. Unfortunately I'm not sure it could be done to such extend. Maybe some surface editing only like Mari or SubstanceDesigner but go for all!
Philemo, there is a special section in 3D-Coat forum addressed to the peoples interested in making plug-ins:
http://3d-coat.com/forum/index.php?showtopic=5596
I think you should start there. All request concerning cooperation you should address at [email protected]Cbird, thank you for supporting the idea!
Marek
3DConnexion plug-in for DAZ Studio?I too had problems using my space navigator with DAZ, even though it worked great with Sketchup. The real solution for me was to set the "Dominant" feature in the 3dconnexion softtware (advanced settings | navigation | dominant should be checked). Once the dominant feature was activated my space navigator behaved much better as it seems to limit inputs to a single action rather than multiple actions at once. Hopefully this will help others too!
Carrara for game modeling - worth the investment?My background ZBrush and Sketchup and game modding... IMO for modeling game props (both organic and hard surface) as well as low poly game characters, Carrara is more than sufficient. Quad/tri/subD will help game asset pipeline.
User interface can also be more robust and made more customizable. Other than that it's a pretty solid and versatile modeling app.
I was surprised to find that I could work directly on a vertex object that is still in FBX/ Collada/ OBJ format in the Assembly room. Can be a plus for frequent import export users.
Carrara's UV mapping/ unwrap is good enough for blocky models, but certainly needs updating for organic models.
Displacement/ normal map baking could be an issue. So will probably need a mapping companion tool. That said, Carrara's ability to 3Dpaint diffuse, opacity and specular map will definitely come in handy for game textures.
Daz content for games, size wise, Genesis is almost 20K, can be reduced to 6K but its selling point, TriAx weighted skeleton, cannot be used outside of Daz Studio or Carrara. Daz3D store sells other toon resolution characters. Carrara skeleton/weight is apparently quite flexible/ portable to popular apps/ game engines.
Daz content's bigger issue is texture map numbers and size. But DS comes with Texture Atlas, free, a gem of a tool and a must-have for game devs.
Import Sketchup Model to Daz - Missing texturesWeiner said:What do you mean by duplicate faces?Often times, Sketchup models export with what amounts to two copies of the mesh...layered one on top of the other. Sometimes it's not the entire mesh...mainly in areas where 'parts' are joined or intersect (no culling of hidden faces on most exports). Or because of the way the item is made, it is like a 'geoshell' is already applied...or even intentionally done so a 'double sided' object can have a different view/texture on each side (although not all that many are that detailed).
I've converted a fair number of SU models and I never assume that the textures will work and I'm prepared from the start to have to at least manually install, if not totally rework them, in DS. I've never been disappointed, yet.
Import Sketchup Model to Daz - Missing texturesfor a sketchup model export that is actually a good result, most are much worse.
you can delete the duplicate faces in sketchup as it has front and back ones DAZ will render both sides of a single face and the extra mesh in the same space causes funny effects. Try to reapply the textures manually under surfaces is the only real solutionImport Sketchup Model to Daz - Missing texturesI used a sketchup model and imported it to daz: http://i.imgur.com/W6TE713.png
But here's what I got: http://i.imgur.com/sam2PAZ.png
Surprisingly, there's some textures underneath it. The rest are just white.
What am I missing? How do I make the rest of the texture appear?Is it possible to convert/import other specific models for use in DAZ?Is it possible...yes.
Is it worth it...maybe.
There are several plugins for SketchUp (both free and paid) that will allow for obj (one of the recognized Studio formats) export. But, often the overall quality of the export is such that it would be quicker to start from scratch and just model it. But for some things the quality is high enough to make it worth the effort (usually this is true for high quality or very unusual items).
"Dark Deco" Archictute City Set - Urban SprawlIf you delete the more modern buildings from urban sprawl you can toss older style ones in, the thing I like about the sprawls is all the buildings are separate.
Use those antfarm ones maybe and others like the Paragon theartre and some of Faverals french ones maybe even if just swapping out streetlights etc, one thing there is no shortage of be it on Turbosqid, Renderosity or even Google Sketchup warehouse is buildings of every style and era, the street base layout being the handy thing to plonk them in.Need help exporting morphs to collada and fbxRan across this thread on a search. Looking for much of the same feature ... to be able to export the particular pose. (I'm importing into SketchUp).
I tried a quick test using the posted screenshots as reference. I listed some but not all of the 'Morph Rules'. Still came across as the original default T-pose. I'll go ahead and list them all in a further test ... but has anyone else had failure/success with this method. What did you do to achieve your results?
Thanks,
EricExport poseeheberling said:It's too bad I can't import a different pose using Collada because all the textures come across perfectly mapped. Have any thoughts on what I may be missing there?
Thanks.Nope...and it's not just going from Studio to Sketchup...it's from Studio to just about anything else. There's no one format that works perfectly. And that doesn't even really say it all...more or less, since there is no common, widely accepted standard that handles both mesh and skeleton data, that is used by most programs (no, Collada isn't quite it), preferably an Open Standard, any exchange between programs means some work redoing things that worked perfectly in the original program.
When I'm going from Studio to something else I basically accept the fact that the item will need, at a minimum, texture work in the receiving program. The best I've seen is the set of scripts by Casual for exporting to Blender for rendering in Cycles...but even they don't do it all (like no rigging).
Export poseI've tried all the presets plus some custom ones as well. So yes, I've tried exports using 'Write Material Library' and "Collect Maps' too. I'm getting closer results now by choosing to invert the XYZ axes. By closer, I mean I'm getting some of the materials now but with a bunch of blocky black areas when I import into SketchUp.
Export poseAddict,
I've tried all the presets that come with Daz Studio 4.7 Pro. I've been able to import various poses into SketchUp 2015 now in obj format but in no case have I been able to get the original textures. (The import is all gray-toned). When I export from Daz it creates an obj file and a folder "Maps" with several jpg files inside.And, as I've indicated in previous posts, when I try and export/import Collada files, Daz always exports the default T pose no matter what preset I use.
Export poseeheberling said:I do not see the option you speak of on DAZ 4.7 Studio Pro. for obj exports. However, I did something (I'm not sure what) that exports the pose now. But I' don't get the textures when importing into SketchUp. The opposite is true when exporting dae files from Daz and importing into SU. I always get the default T pose plus the textures.This is the Carrara Discussion forum, so that may be why you don't see the checkbox that Headwax mentioned.
Export poseI do not see the option you speak of on DAZ 4.7 Studio Pro. for obj exports. However, I did something (I'm not sure what) that exports the pose now. But I' don't get the textures when importing into SketchUp. The opposite is true when exporting dae files from Daz and importing into SU. I always get the default T pose plus the textures.
Export poseHello all,
How do you export a figure after posing it differently than the default T-pose? I've tried obj and Collada (dae) but they revert back the default pose. (I'm importing the files into SketchUp.)Thanks,
EricImporting from Google Sketchup?sorry, was referring to my own sketchup models.
Importing from Google Sketchup?...where have you been able to find ,objs in the Sketchup Warehouse?
Everything I looked at that used to be either .dae or .obj has all apparently been converted to .skp. Even a few of the same ones I downloaded a while back.
Importing from Google Sketchup?I have been wrestling with SketchUp export to DAZ too, but more with textures than geometry. One important thing I did discover, which I don't think has been mentioned yet, when doing an OBJ export from SketchUp Pro or via TIG's Object Exporter plugin, you need to apply your texture to both sides of each surface, I have not had much luck with just applying the texture to one side and leaving the reverse side as default. Hope this helps others!
Primitive Parent Children collision with other objectsHi guys
I'm fairly new to requesting assistance like this, so please don't shoot me just yet. My dilemma is as follow:
Create a sphere primitive. Duplicate or create another sphere. Parent the on to the other. Now, I want both to interact with another primitive or object in a scene as if they were one object when I use the collision option of the targeted object and set the sphere as collision item. How in the name of Zoltan do you get this right?
What I did for now to get around it is to create two spheres in Sketchup a specific distance apart and exported as OBJ, then moved the spheres closer together and exported again as obj. I then imported the first far apart spheres into DAZ and used morph loader to add the second closer together spheres as a morph. I have attached 2 pictures Collision A is where I used 2 sphere primitives within DAZ Studio and Collision B is where I used the Sketchup spheres with morph. Collision B is the desired effect I want, but with native DAZ primitives. I also want to freely move the primitives around, rather than contain them to a specific morph path i.e. open and close.
In finalization, I want to create multiple primitive spheres, parent them to one, select the target object, apply smoothing modifier, select the parent sphere as the collision item and have all its children impact the object . Like hael storm on a cars roof. or something being shot with buckshot. multiple dents and points of impact.
Any help will be much appreciated.






