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Exporting an object - with lights?
richardandtracy said:
The obj file format can be very simple (most cases), however it can be very complex - only a few applications allow for all the complexities. See Paul Bourke's explanation of the file format here and the material library options here. (these descriptions are very detailed). The obj import & export implementation with DS tends towards the simpler end of the scale.
Remeber that the DS OBJ importer is part of the PZ3 Importer library (.dll/.dylib), as you can verify by disabling that through Help_About Installed Plug-ins, and is geared towards the features needed for Poser content. The SDK is available (for DS 4) for anyone who wished to write a more general-purpose one
Regardless of the complexity of the implementation, the format does not seem to include ways of defining emission of light from a surface. So.. you simply can't do it that way to/from DS without work at either end. Shame, though.
Regards,
Richard
Exporting an object - with lights?The obj file format can be very simple (most cases), however it can be very complex - only a few applications allow for all the complexities. See Paul Bourke's explanation of the file format here and the material library options here. (these descriptions are very detailed). The obj import & export implementation with DS tends towards the simpler end of the scale.
Regardless of the complexity of the implementation, the format does not seem to include ways of defining emission of light from a surface. So.. you simply can't do it that way to/from DS without work at either end. Shame, though.
Regards,
Richard
Hair with BONES (Boneful hair?) [SOLVED]funkiestface said:
crosswind said:
For instance, to rig a clothing item to Genesis figure, I just import OBJ file, rig it to Genesis with Transfer Utility. Modify Face Groups, create custom bones as needed, do weight mapping and finetuning, create modifiers as well as corrective morphs, etc.
Crosswind you've been a big support in this matter. I return realizing my mistake. I have failed to fill the weighmaps by the selection groups. Thus everytime I ran the transfer utility it would remove the bones because they didn't have any weight assigned to them. Once I did that I was able to successfully complete the process.
Nice !
1968 AM Super Sport Coupe update errorsLink to product https://www.daz3d.com/1968-am-supersport-coupe
I don't have it.
I don't see Daz Studio listed as supported application. It says it has a blend file, so you might get it into blender and export as an fbx file, you then can import in Daz Studio.
Hair with BONES (Boneful hair?) [SOLVED]crosswind said:
For instance, to rig a clothing item to Genesis figure, I just import OBJ file, rig it to Genesis with Transfer Utility. Modify Face Groups, create custom bones as needed, do weight mapping and finetuning, create modifiers as well as corrective morphs, etc.
Crosswind you've been a big support in this matter. I return realizing my mistake. I have failed to fill the weighmaps by the selection groups. Thus everytime I ran the transfer utility it would remove the bones because they didn't have any weight assigned to them. Once I did that I was able to successfully complete the process.
Figure setup tool, can't drag geometry from left pane into right.Richard Haseltine said:
Can you import the OBJ into the scene normally, just as a prop?
Yes. I can try manual setup, but I'd like to use the Figure Setup tool.
Figure setup tool, can't drag geometry from left pane into right.Can you import the OBJ into the scene normally, just as a prop?
The 'Eat Your Food and Like It' Complaint ThreadMultiple complaints! I hate tech. Today I wanted to get back to work on the MacBook Pro whose metadata was messed up months (maybe a year) ago when Customer Service said the only way to get a fix for a product was to "Log In" through Daz Studio. The fix couldn't be pushed through DIM. So I Did. All my work wiped out. And more added because they had been updating the .dsx file names with punctuation, (s), and combining products together. And then I come to the SKUs where the RDNA products were released and I found the .dsa and .jpg files that had been there after I created metadata and made .jpgs were stripped out of Runtime/Support. So far I have found 63 files after I fixed the first. I thought that it was a fluke. Nope, the leading edge of a lot more work for me. At least I just have to assign the labels and link the products to their base items. And pull the .jpgs from my download folder.
That is, if I can keep my mouse from kicking off all my external hard drives. I have no idea what is happening to it.
And somehow, all the clothing I had converted for G8/G8.1/G9 in My Library is gone. I am going to have to completely start over. Actually a larger segment of My Library went missing. I have scenes and such but that is it.
@SilverGirl, I am not positive, but from the weather I heard this morning, I 'think' your area of the country is due to get a deep freeze tonight or tomorrow. Denver is on the SW edge of it and we are looking at temps in the 40s for the first time since early June. It is snowing now above 12,000 feet in the Rockies. That maybe why they are worried about your water pipes.
Mary
After sending from Dax to Unity, how do you unlock the materials?What pipeline are you using: built-in, URP or HDRP?
How did you transferred Daz character and which one to Unity?
Are you using Daz to Unity bridge, Daz to Blender bridge or just FBX?
If you have not tried, maybe you could test transferring via Blender.
Unity natively imports Blender files.
This works under the hood by using the Blender FBX exporter.
To get started, save your . blend file in your project's Assets folder.Some tutorials on YouTube:
How to Import BLENDER FILES into Unity - Step by Step Tutorial
How to Properly Import Models AND Textures into Unity from Blender
Hair with BONES (Boneful hair?) [SOLVED]For instance, to rig a clothing item to Genesis figure, I just import OBJ file, rig it to Genesis with Transfer Utility. Modify Face Groups, create custom bones as needed, do weight mapping and finetuning, create modifiers as well as corrective morphs, etc.
Genesis 3 blendshapes to Unity VisemesYou need a different mappings for visemes in Unity. For example:
**Step 1: Export Genesis 3 Male from Daz Studio**
1. In **Daz Studio**, select your Genesis 3 Male character.
2. Go to **File → Export** and choose **FBX** format.
3. In the FBX export options:
- **Morphs**: Enable *Export Morphs*.
- Add the **viseme-related morphs** (e.g., `PHMmm`, `PHMaa`, `PHMee`, etc.).
- Set **FBX 2014/2016** for best Unity compatibility.
4. Export the file.**Step 2: Import into Unity**
1. Drag the exported FBX into Unity.
2. In the **Inspector**, select the FBX → **Rig** tab → set **Animation Type** to *Humanoid*.
3. In the **Model** tab, check **Import BlendShapes**.
4. Apply changes.**Step 3: Map Daz Morphs to Unity Visemes**
Unity uses **12 visemes** for lip-sync
(e.g., `sil`, `PP`, `FF`, `TH`, `DD`, `kk`, `CH`, `SS`, `nn`, `RR`, `aa`, `E`, `ih`, `oh`, `ou`).Daz Genesis 3 morphs have names like:
- `PHMaa` → `aa`
- `PHMee` → `E`
- `PHMoo` → `oh`
- `PHMpp` → `PP`
- `PHMff` → `FF`You need a **mapping dictionary** like this:
private Dictionary<string, string> dazToUnityVisemeMap = new Dictionary<string, string>()
{
{"PHMaa", "aa"},
{"PHMee", "E"},
{"PHMih", "ih"},
{"PHMoo", "oh"},
{"PHMou", "ou"},
{"PHMpp", "PP"},
{"PHMff", "FF"},
{"PHMth", "TH"},
{"PHMdd", "DD"},
{"PHMkk", "kk"},
{"PHMch", "CH"},
{"PHMss", "SS"},
{"PHMnn", "nn"},
{"PHMrr", "RR"}
};How can I use Daz3 AND Daz 4 studio?Hi all,
I made a big investment in my daz3 environment and want to use the scenes and characters created there. I recently upgraded to Daz4 and I can't access my Daz 3 anymore. I already bought a new pic and spent $100s on Daz 4. Any thoughts on either how I can import my old stuff or minimally run both studios at the same time? Thank you!!
Utility Transfer causes mesh to moveIn your video, it looks like you have the base Genesis 9 model (no morphs dialed in) loaded and the crop top appears to be modeled to fit the base Genesis 9. If that is the case, there is no need to select Current shape or Reverse Source Shape from Target, but selecting those should not have caused the problem of moving mesh shown in the video. I think crosswind's question may be important. When you imported the Maya OBJ into Daz Studio, was it in the proper position on Genesis 9, or did you have to move it into position? To work properly with the Transfer Utility, the imported OBJ must be the correct size and must be in the correct position, without any translation or rotation or scaling in Daz Studio.
Edit to add: If you did more the Maya OBJ after importing it to Daz Studio, export the moved crop top to OBJ from Daz Studio and then import that OBJ and run Transfer Utility on it. It should work OK. If it does, then the mystery is why the Maya OBJ was not in the proper position to start with. Did you perhaps move Genesis 9 in Maya and model the crop top on the moved Genesis 9?
Faveral is considering a comeback to the 3D design. Who will support him?Oh sweet little gods! Faveral back!! YES!
Sir, your products are among the first I install on new computers or reinstall after a crash. And that includes assigning metadata for the older sets. I love them that much. And I am now updating them to .duf files and Iray.
Mary
Object library error questionI only had similar problems when trying to import freebies, not saved objects.
Reloaded metadata, all content now has a strange icon on itSorry to unearth this one but I'm still unclear as to what this icon means on a product. I have several products with this icon where, when I say "update metadata" I get the grey generic /!\ image; Install, and Update, both do nothing useful.
← the rolodex-tabbed icon is the one that I don't understand.
Importing obj/fbx assets into DS: which maps go where?I have a few obj and fbx assets that I'd like to bring into DS. I want to make sure that I am using the correct material maps with the correct DS surfaces. A fbx gun that that I want to import has 5 maps: Base Color, Metallic, Normal, Height, and Roughness. That's it. Where would each of these be mapped to on the Surfaces parameters? I thought if I imported the asset with the texture files in the same directory as the .fbx/obj, that DS would automatically populate the material maps to the correct fields, but that isn't happening. TIA
Remove ProductRichard Haseltine said:
The AI seems to have drawn pretty thoroughly on http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/metadata/list_products/start
Did you even undrstand what is my question? I am talking about how to properly REMOVE a product, so what is point of AI here?
Remove ProductThe AI seems to have drawn pretty thoroughly on http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/metadata/list_products/start
The new "blender to Daz plugin"Blender to Daz Studio 3.8.61 now released on the Daz Shop!!!!!
Blender to Daz Studio Plugin | Daz 3D
CURRENTLY ON PROMOTIONAL SALE WITH A 40% DISCOUNT!!!!!
Release notes:
1) Merge Textures Width and Height property added.
2) Scale As Percent option added.
3) If the file is not saved, the user now gets a prompt to save in any location of choice rather than in the temp file.
4) Progress bar added during the import.
5) The plugin now supports larger files.
6) Hair particle bug on export fixed.Enjoy!!!
Matronius










