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DAZ Director Plugin (WIP)
Tugpsx said:
sidcarton1587 said:
Hi all,
I did a major revamp of the DAZ Script Server plugin to clean up some lingering bugs as well as adding a Python package to drive the plugin. Now you can write code in Python, which translates to DAZ Script and submits requests through the script server. So stuff like this is now possible:
import time from dazpy import DazClient, DazScene client = DazClient() # auto-loads token from ~/.daz3d/dazscriptserver_token.txt scene = DazScene(client) print(scene.num_nodes(), "nodes in scene") figure = scene.find_skeleton_by_label("Genesis 9") bones = figure.bones() print([b._identifier.value for b in bones if "neck" in b._identifier.value.lower()]) rots=[0,4,10,15,20] for rot in rots: print (f"Set rotation {rot}") figure.find_bone("neck1").set_local_rotation(0, rot, 0) time.sleep(1)The Python scripting is still in v0.1.0, and there is a lot of testing to be done, but I thought I'd put it out there for people to kick the tires on. See what you think. If there are features you'd like to see, feel free to raise a GitHub issue and request 'em.
Links:
The main GitHub repo for the project: bluemoonfoundry/daz-script-server: DAZ Studio plugin: embedded HTTP server for executing DazScript remotely and returning results as JSON
The GitHub release page for v2.0.0, which contains all this stuff: Release v2.0.0 — dazpy Python SDK + plugin rewrite · bluemoonfoundry/daz-script-server
The Script Server API docs: DazScript Server — HTTP API Reference
The dazpy Python package API docs: dazpy — DAZ Studio Python SDK — dazpy 0.1.0 documentation
--sid
I'll have to check into this agin once I repair my dead data drive. Warning make sure your AIO pump is not connected to the same power header as any hard drive, when the pump goes so does you hard drive.
Ouch!
DAZ Director Plugin (WIP)sidcarton1587 said:
Hi all,
I did a major revamp of the DAZ Script Server plugin to clean up some lingering bugs as well as adding a Python package to drive the plugin. Now you can write code in Python, which translates to DAZ Script and submits requests through the script server. So stuff like this is now possible:
import time from dazpy import DazClient, DazScene client = DazClient() # auto-loads token from ~/.daz3d/dazscriptserver_token.txt scene = DazScene(client) print(scene.num_nodes(), "nodes in scene") figure = scene.find_skeleton_by_label("Genesis 9") bones = figure.bones() print([b._identifier.value for b in bones if "neck" in b._identifier.value.lower()]) rots=[0,4,10,15,20] for rot in rots: print (f"Set rotation {rot}") figure.find_bone("neck1").set_local_rotation(0, rot, 0) time.sleep(1)The Python scripting is still in v0.1.0, and there is a lot of testing to be done, but I thought I'd put it out there for people to kick the tires on. See what you think. If there are features you'd like to see, feel free to raise a GitHub issue and request 'em.
Links:
The main GitHub repo for the project: bluemoonfoundry/daz-script-server: DAZ Studio plugin: embedded HTTP server for executing DazScript remotely and returning results as JSON
The GitHub release page for v2.0.0, which contains all this stuff: Release v2.0.0 — dazpy Python SDK + plugin rewrite · bluemoonfoundry/daz-script-server
The Script Server API docs: DazScript Server — HTTP API Reference
The dazpy Python package API docs: dazpy — DAZ Studio Python SDK — dazpy 0.1.0 documentation
--sid
I'll have to check into this agin once I repair my dead data drive. Warning make sure your AIO pump is not connected to the same power header as any hard drive, when the pump goes so does you hard drive.
Actors disappear when I switch to IrayDear experts,
I added an image of a building as backdrop (Windows/pane/environment/import) and placed three actors in front of the image. Looks fine in all views, except IRAY or if I try to render. In those cases, the actors et cetera simply disappear.
Anyone know why this is so?Thanks in advance!
DAZ Director Plugin (WIP)Hi all,
I did a major revamp of the DAZ Script Server plugin to clean up some lingering bugs as well as adding a Python package to drive the plugin. Now you can write code in Python, which translates to DAZ Script and submits requests through the script server. So stuff like this is now possible:
import time from dazpy import DazClient, DazScene client = DazClient() # auto-loads token from ~/.daz3d/dazscriptserver_token.txt scene = DazScene(client) print(scene.num_nodes(), "nodes in scene") figure = scene.find_skeleton_by_label("Genesis 9") bones = figure.bones() print([b._identifier.value for b in bones if "neck" in b._identifier.value.lower()]) rots=[0,4,10,15,20] for rot in rots: print (f"Set rotation {rot}") figure.find_bone("neck1").set_local_rotation(0, rot, 0) time.sleep(1)The Python scripting is new in v2.1.0, and there is a lot of testing to be done, but I thought I'd put it out there for people to kick the tires on. See what you think. If there are features you'd like to see, feel free to raise a GitHub issue and request 'em.
Links:
The main GitHub repo for the project: bluemoonfoundry/daz-script-server: DAZ Studio plugin: embedded HTTP server for executing DazScript remotely and returning results as JSON
The GitHub release page for v2.0.0, which contains all this stuff: Release v2.0.0 — dazpy Python SDK + plugin rewrite · bluemoonfoundry/daz-script-server
The Script Server API docs: DazScript Server — HTTP API Reference
The dazpy Python package API docs: dazpy — DAZ Studio Python SDK — dazpy 0.1.0 documentation
--sid
skin bug with facsThank you too, I personally tend to avoid HD as hell and never baked anything until recently, so to help others is also a good opportunity to dig in and verify things to work fine.
p.s. The artifacts you got in your first post, also happens if you forget to enter the geometry editor for HD export. That is, base resolution always exports fine, while to export HD with geografts you need to enter the geometry editor in daz studio, so to separate the geograft from the HD figure. If you don't then the importer tries to fit the morphs but the result is approximated and often not good enough.
steps:
- in daz studio save the scene
- enter the geometry editor and export the dbz
- import in blender
https://github.com/Diffeomorphic/import_daz/wiki/Export_High-resolution_Export_To_Blender
skin bug with facsupdate. There's a bug with HD meshes where the morphs didn't transfer with easy import and we had to transfer by hand. Now fixed so be sure to get the latest dev.
skin bug with facsYou didn't merge geografts. It is good to easy import without merging, because otherwise you can't bake textures, unless you make sure that udims don't ovelap. It is also good to keep a backup with geografts unmerged should you decide to add more morphs later. However, after import and baking, you have to merge geografts to get the figure ready for rendering.
setup > finishing > merge geografts
How do you install PostgreSQLI tried all of the above (before NorthOf45's post) and followed it all to the letter. None of it worked. But NorthOf45's post led me to the following:
1. I went to Preferences/CMS settings and, using the elipsis to the right of the Cluster field, I typed in C:/Users/[username]/AppData/Roaming/DAZ 3D/cms as NorthOf45 instructed.
2. I closed out Daz Studio.
3. I opened DIM and left clicked on the system gear (upper right corner) Selected Basic settings.
4. That brought up the window of the basic locations:
5. I selected the option for Content Database Base and entered the same location as in preferences: C:/Users/[username]/AppData/Roaming/DAZ 3D/cms. and accept.
6. I then found PostgreSQL in the Installed list and left clicked on the elipsis to the right. That brought up options.
7. I selected the option: Reinstall the "PostgreSQL CMS (Win 64-bit)" Package and gave it time to reinstall them (about 3 minutes)
8. I closed out DIM.
9. I then brought Studeo back up again.
10. I right clicked on the Smart Content tab and selected Content DB mantenance, then the Reimport metadata option and hit the accept button.
I now have a working CMS
Many thanks to NorthOf45 for the information that actually worked. Many, many, many gold stars to you.
How do you install PostgreSQLLyn Buchanan said:
I have tried to follow every one of the answers on the web and on this site. I still can't get the postgreSQL to work. This has been a problem with DAZ for years. Why can't they fix it.
In general it is working and there is nothing for Daz to fix, the issues are usually security software/settings or other system-speicific issues (such as folder permissions)
OK - asking for step by help in human terms - please.
I downloaded the PostgreSQL.exe file from DAZ. I installed it and it installed in the C:/program directory. So, I evidently have it on my machine. It does not show up as a running program in my Task Manager.It is a back ground process, when DS (or DIM) is running. You canb show it in Task manager, but you need to enable the More Details option at bottom-left.
I now bring up DAZ3D. In the Edit/Preferences/CMS setttings tab, it shows a field for the location of the PostgreSQL, but nothing can be typed in there, so I can't let the program know where the PostgreSQL files are. There is a field under that, called Cluster, that has the correct location. Over to the right is a button called Start. I started it.
The field is for the database, which you populate using the ... button - ContentCluster is what postgreSQL calls its database location.
Now, I bring up DAZ and in the Smart Content window IT says Start CMS. I click it. Nothing. I still don't have my smart content.
My installation of MY Daz3d Library is on the E: disk, but as I understand it, that shouldn't matter. The files for all my Daz content are too much for the C: disk.If PostgreSQL was started using the button in preferences I would expect it to be showing as started in the Smart Content pane, with the button saying Stop.
If it is working now, but PostgreSQL wasn't installed when you installed the content, or if you installed manually, then the details won't have been entered into the database. You can reimport metadata to fix this - right-click on the Content Library or Smart Content pane tab and select Content DB Maintenance, check Reimport Metadata and click Accept, then in the next diualogue seelct all products using the master checkbox, click Accept, and let it run.
Can anyone help? So far, every "help" sends me to places that don't exist on the latest version or now have a different name. I have version 4.24 (the latest). If anyone has that version (everyone should) and can guide me step-through-sep on how to set up the PostgreSQL, I would be in forever gratitude. It shouldn't be this hard.
Mixamo animation in Studio?No, if you use diffeomorphic then you can import the mixamo fbx and export the daz pose preset directly.
steps:
- import G9
- import the mixamo fbx
- save the daz pose preset
https://github.com/Diffeomorphic/retarget_bvh/wiki/Main_Load_And_Retarget
https://github.com/Diffeomorphic/import_daz/wiki/Posing_Save_Pose_Preset
If for whatever reason you don't want to use diffeomorphic then a simple process is to import the mixamo fbx in blender and save as bvh. Then you import the bvh in daz studio, on the G9 figure.
skin bug with facsI had this problem with all my models, but I think I had an issue with my import settings. Now, it seems to work with any model (the models are completely unmodified; they're the stock Genesis 9). Only mine is having problems. Regarding baking, I do it before converting the rig and before any animation or pose modification to the character, for convenience. Importing and baking are the most time-consuming phases without having to touch the computer.Mixamo animation in Studio?Does this mean???
- Export G9 from Studio to Blender via Diffeo
- In Blender, import and apply a Mixamo animation
- Export from Blender in BVH
- Import into Studio as BHV
How to remove breasts?if you export the character as an obj at base resolution, you could reimport it in morphloader apending it by only the pectoral section and create a morph slider for that
or use the Dformer tool in DAZ studio
or send to Hexagon and use the smoothing tool
also https://www.daz3d.com/shape-splitter
the Premier member build also has the advanced Mesh Grabber but you can buy the original bundle still
https://www.daz3d.com/mesh-grabber-bundle-win
too much to explain how to do each of these but all basically the same thing, reshape the mesh and create morphs
I myself use Zbrush and morphloader/obj import/apend (for the morph creation)which is probably the most expensive option but since I own it, having bought it a decade ago, I never really bother much with alternatives
V3D Magic Extract And Append Bundle (Commercial)Going on with version 1.2 development.
I am currently testing the new hierarchical interface display with a heavily nested scene, including figures parented to bones of outfits/figures nested inside other figures, already nested in other props/figures/other nodes, where some "fit to" outfits are also children of children props..
The hyper-nested loading itself already works in the current 1.0 version. The real work here is about the interface: displaying this kind of complex hierarchy in a clear and usable way before loading.
Of course, the hierarchy can be collapsed and expanded.
Bones are not displayed as separate items, since they are not useful geometry import targets. However, when an item is parented to a bone, it is displayed under the corresponding figure, and the bone name is mentioned directly in its label, for example: [parented to: Right Hand].
And yes, what you see here is a typical dev test file: ugly, heavily nested, and intentionally made to stress-test the scripts.
skin bug with facsSorry for my mistake, I deleted it. I'd have to try again to be 100% sure, but I'm having these issues with all my G9 characters. Can I post a Mega link for the DUF file? As soon as I can, I'll try playing with the factions before baking, then create a new G9 character and import it. My goal is to try to make the most realistic model possible.Deleting materials when deleting a figure as well? [Solved]Yes this is annoying. Blender has the strange habit to keep in memory deleted content until you save and reopen as a new scene. Never understood why. However it is easy to get rid of unused data.
file > cleanup > purge unused data
p.s. However, being Blender an animation software, usually we link figures together with the rig, rather than importing multiple figures in the scene. I mean the import process from DAZ is usually targeted at a single figure to be saved in its own file.
Dicktator Shell, Diffeomorphic & SSSPadone said:
Doesn't happen here, tried both BSDF and principled materials they work fine. Of course BSDF doesn't work with eevee as it is intended for cycles, if this is what you mean. However, if you believe you catched a bug you can always report it at github for Thomas and me to review.
https://github.com/Diffeomorphic/import_daz/wiki/Material_Methods
Sorry for taking too long, I thought the post was deleted.
I indeed was using eevee, but weirdily when I switched to Cycles the same happens. I really don't know if I'm doing anything wrong or if it's a bug.
This is my setup: I import the character, joing all the rigs, remove the subdivisions then join the geografts. The materials go all to the main mesh. I replace the setup with a simpler one (just diffuse and bump maps) and do the same inside the dicktator node group. Everything looks right at sight, the transparency, etc. Then I go and enable the SSS INSIDE the node and outside.
Easily identify products and assets in DAZ Studio .duf scene files (seeking feedback)richardandtracy said:
Does it work with freebies/paid for items where manually loaded from places other than the DAZ store? These items very rarely have manifest files, and definitely no DIM entry.
It did detect freebies / third party stores' products for which I have created metadata, but will ignore them when they don't have metadata.
It'll generate a list of all detected nodes though, so if you want to look for unknown items, I would start here.
Figure setup makes the model load in the wrong positionThe OBJ import dialogue in DS has options for scale and orientation, since theya re not fixed in the file format. If the plain File>IMport OBJ is correcftly sized and oriented then make a note of the prest it is set to use (or if it says Custom then save a new preset), then use that preset in the import options for Figure Setup.
Figure setup makes the model load in the wrong positionThere are a number of programs that use the Y axis for the 'Up' direction (like DS) and a number use the Z axis instead. If you are using one of the latter, it will look as if the model has rotated +90 degrees around the axis, so a normal figure is lying face down in DS. This can be corrected in the DS import window.
If the X axis rotation is happening on import to a figure that normally has the Y Axis vertical and the DS OBJ import is incorrectly treating it as if it's a figure with Z Axis vertical, then the figure will be lying on its back. This way you should be able to determine where the problem is.
Regards,
Richard







