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[Released] OBJ Companion [Commercial]
marble said:
ManFriday said:
I don't know any timeframe about DS5 either, but I don't expect to get my hands on a copy in the next couple of months.
How much work it will be to get my plugins working on DS5, I cannot say until I have it and try. In many cases it might be a few adjustments here and there and they will work again in a day or two, so upgrading the plugins will be no major effort. But I can't say that for sure at this time.
Having said that, Daz Studio 4 will continue to be available and updated. Daz Studio 5 is not primarily not about new features; it is about bringing the technical base up to date. I expect my plugins to continue to work on Daz Studio 4 for a long time.
Hope this helps!
Well, what helps is you saying that you have not been given DS5 (or an alpha) to help you develop which suggests to me that we are still some way out from any DS5 announcement. I think that saying the DS4 will continue to work is beside the point - yes, I do expect it will still work but if DS5 is a dramatic upgrade (such as the afore-mentioned collaboration with Unity or somemething similar) then I think a lot of people will want to migrate.
But I am encouraged by your committment to updating your scripts when DS5 eventually arrives. I have been trying to urge DAZ themselves to make a DAZ-to-Blender bridge in the same sense that GoZ and the Hexagon bridges work but those pleas were ignored. As usual, they rely on PAs to provide those useful tools. I'm assuming that your OBJ tool is a similar concept to the ZBrush GoZ bridge?
I don't have ZBrush so I'm not entirely sure, but it does a part of what I understand GoZ does. It does the export and import bit to create a morph on the Daz Studio side. My tool does nothing on the Blender side: you'll still have to do the import and then again export there, but that's not hard.
The main reason I wrote it is that exporting an OBJ manually and correctly from Daz Studio is not easy (hiding everything in the scene, unparenting things, hiding unrelated geometry that might be deep in the scene hierarchy, detaching geografts, hiding geoshells, ...). The tool automates all these clicks, and you can export many OBJs in sequence with automatic naming. And it remembers what it exported so you can import things again quickly to create the morph.
Arianna 8.1PixelSploiting said:
xyer0 said:
Great renders! So, the cracking in the skin on the promos might be the HD turned to the max.
Might be HD loaded onto the figure with default mats. G8.1 core figures come with two sets of normals - the second one is for use with HD morph and is much softer. Default one used with HD has all details cranked up because now they 100% are on both HD and textures.
Ah, so desu ne! Thanks again for the info, @PixelSploiting.
Merging Geograph from Daz character with Diffeomorphickaotkbliss said:
I ran across this thread as I wanted to do the same thing, use geografts in UE5.
I downloaded the latest blender, this diffeomorphic plugin, followed all the steps and got it set up.
Got the figure and graft sent to blender and after a couple tries, finally got the graft and character merged (using the vague instructions on the diffeomorphic blog)
Except after getting them merged in blender, I exported the figure as a wavefront obj.
I then imported the object back into Daz, converted the obj to a weight mappped figure and used the transfer utility to first transfer only the morphs for the figure from the original to the new
-Click the show uptions button then in the general option uncheck everything except Morph Targets. Select Morph Targets and there is another option to the left, in the dropdown select All (or if you set up favorites, select that option).
- Uncheck all the post transfer options
Then I used the transfer utility again the transfer just the morphs from the geograft to the new figure, this time making sure to uncheck the override existing option as the first time it erased all the previous morphs I transfered.
With all the morphs transfered, I ran the transfer utility 1 more time and transfered the rigging, making sure to uncheck the Morph Targets option this time.
Now I have the rigged figure meged with the geograft with all the morphs available that I was able to send to UE5 via the bridge :)
How are you using the UE5 Bridge? I'm having issues with retargeting the animations. I've fiddled with the settings, using fixroot and 0rot, my char comes in with arms like the inflatable ballon man (https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQc9XhcCQolA1DMxelXfr7X3hkUWV5KwiW3pQ&usqp=CAU)
without them, the arms deform when retargeting via the IK rig (the left arm bends backwards in the middle of the bicep, and forearm). I'm struggling with Daz and unreal. The only minor success I've had is going from DAZ to CC4 to Unreal.
Arianna 8.1xyer0 said:
Great renders! So, the cracking in the skin on the promos might be the HD turned to the max.
Might be HD loaded onto the figure with default mats. G8.1 core figures come with two sets of normals - the second one is for use with HD morph and is much softer. Default one used with HD has all details cranked up because now they 100% are on both HD and textures.
Arianna 8.1magog_a4eb71ab said:
tsroemi said:
The skin, to me, looks way older than the character is meant to appear - like she's around fortysomething. I'm usually all for older characters, but this incongruence between her skin and her morph/general appearance gives me a creepy feeling somehow. Like someone else masquerading as 'the fairy princess'. But that's just personal taste. She appears well done, apart from that. I've really enough princesses, fairies etc. by now though.
Its probably due to the bump/normal maps being set too high. I don't think I've found too many characters on here that actually have correct bump map sets. Sure, they get the face & torso right, but all too often surface areas such as the forearms are too weak or the legs are too strong. So when you try to crank the bump up/down on those particular surfaces and then adjust the other surfaces to the same setting in order to avoid seams between them, it gets too strong or weak on those. So I end up having to use another map to bust up the glossiness so it doesn't look like a smooth sheet of oil when using sub 0.5 roughness.
Aside from the harsh bumps, the character doesn't look bad in comparison to some of the others I've seen here & on other sites. The big mistake I think a lot of them make is they use a mix of different skins from merchant resources, which more often than not, it just doesn't work given the complexity of surfaces. A small error in color on one map propagates over and affects another map, and so on, when rendering. I've mentioned this to some of the PAs already, but they seem to prefer to keep doing it that way.
Really interesting, I'm always in awe how some of you guys are able to fiddle with skin details and suchlike. Me, I'm no good at that at all unfortunately; or maybe it's just that I can't find the time for learning all that's necessary. I do some fiddling, with morphs and such, but I'm lost beyond that, and I really want to open up DS and start composing my render when I have an hour or so spare time, instead of having to deal with a load of details. So, it's my own fault that I'm kind of dependent on the PAs to do a proper job by themselves, but there you are ...
mcjGen3BodyconPlus - Genesis 3 version of the versatile dressHey there. This is a pretty nifty dress! I tried refitting it to Genesis 8, and that went smoothly. I also divided the surfaces into three sections: top, waist, and skirt. The idea was that I wanted to use the skirt in dForce. I wanted to make a full circle skirt not by making it into a disc and dropping it down like I have with others, but adding folds with enough depth that it effectively becomes fully circular. And the myriad morphs available give means to do that! But the skirt does not simulate well in dForce; it's very, very stiff and prone to clipping. And it just gets worse if the lengthening morph is used. I think this is because the mesh is pretty low resolution. While you can increase the subdivision level, it only affects collision detection; dForce's simulation effectively only uses base geometry to determine how fabric moves and flows.
Do you think you could make a version where the skirt is subdivided? Mayhaps subdivided even twice? The more polygons available to dForce, the nicer the results are.
I was also wondering if you'd be willing to share how you made all those nifty shaping morphs for the skirt. It seems like these morphs could be used to make many skirts fuller and flowier.
Arianna 8.1tsroemi said:
The skin, to me, looks way older than the character is meant to appear - like she's around fortysomething. I'm usually all for older characters, but this incongruence between her skin and her morph/general appearance gives me a creepy feeling somehow. Like someone else masquerading as 'the fairy princess'. But that's just personal taste. She appears well done, apart from that. I've really enough princesses, fairies etc. by now though.
Its probably due to the bump/normal maps being set too high. I don't think I've found too many characters on here that actually have correct bump map sets. Sure, they get the face & torso right, but all too often surface areas such as the forearms are too weak or the legs are too strong. So when you try to crank the bump up/down on those particular surfaces and then adjust the other surfaces to the same setting in order to avoid seams between them, it gets too strong or weak on those. So I end up having to use another map to bust up the glossiness so it doesn't look like a smooth sheet of oil when using sub 0.5 roughness.
Aside from the harsh bumps, the character doesn't look bad in comparison to some of the others I've seen here & on other sites. The big mistake I think a lot of them make is they use a mix of different skins from merchant resources, which more often than not, it just doesn't work given the complexity of surfaces. A small error in color on one map propagates over and affects another map, and so on, when rendering. I've mentioned this to some of the PAs already, but they seem to prefer to keep doing it that way.
Please clarify something for me - a new Blender userI was recently began to study Blender, and the bridge between DAZ and Blender.
Now I want someone to clarify these for me:
1. What is the purpose to transfer from DAZ to Blender? What can be transfered and what can not?
2. Meanwhile, is there a bridge from Blender back to DAZ? or just use .obj? I tried .fbx but can not open in DAZ.
3. Again, What can be transfered from Blender back to DAZ and what can not? I tried Blender shader but can not transfer to DAZ.
4. So, is there anyone had transfered an edited DAZ figure or cloth from Blender back to DAZ? for what usage?
daz and D talk argh.alan bard newcomer said:
NextOS said:
Yes, we could make the agreement acceptance optional. In the following update, users can install the software without accepting it.
the current eula does suggest we can choose to exempt some levels of data... but also says doing that may impact the way the software functions without saying what may not work.
----
One other question... the promo pages say that any daz figure from 4 up thru gen8.1 can be used ....
In my case because (possible of some changes in design between g1 and the later ones) the head morph that is central to my characters will not transfer up to g8
so my cats currently have g8 bodies with g1 heads ...
the goal is not really make chat bots... but have them capable of speaking lines then doing a video capture so I can produce basically mp4 cartoons ...
Don't want to make movie type cartoons.. one liners are my speed.Oooo, sounds cool. Have you considered trying to use Mimic? It'll be tricky but I think it could be done that way. Find a decent text to speach reader to speak your lines and save to an audio fil which you feed into the mimic input (to create the mouth movements in Studio for your character) then once that is done have Studio render it out to video and then add using a vidio editor add the audio file you used to the saved video. Although the current version only says it supports mic inputs and no file input, just create a virtual mic and then play your audio file though it to Mimic. You know, now that this has come up, I need to get back to playing around with Mimic Live and do this myself since this is why I grap it when it was on sale a whlie back in the first place.
daz and D talk argh.NextOS said:
alan bard newcomer said:
NextOS said:
Yes, we could make the agreement acceptance optional. In the following update, users can install the software without accepting it.
the current eula does suggest we can choose to exempt some levels of data... but also says doing that may impact the way the software functions without saying what may not work.
----
One other question... the promo pages say that any daz figure from 4 up thru gen8.1 can be used ....
In my case because (possible of some changes in design between g1 and the later ones) the head morph that is central to my characters will not transfer up to g8
so my cats currently have g8 bodies with g1 heads ...
the goal is not really make chat bots... but have them capable of speaking lines then doing a video capture so I can produce basically mp4 cartoons ...
Don't want to make movie type cartoons.. one liners are my speed.Hi Alan. We will make the talking animation DAZ file for Gen 1,2 and Gen 3 available soon. If you have some time, you can even create this animation yourself. To do so, you can use our Gen 8 animation file to create the 23 frames in any Gen 8 character. Render the images in a folder. Then, you can open your own Gen 1 or 2 character in DAZ, set the animation timeline for 23 frames, and adjust the mouth shape of each frame starting with frame 01 (frame 00 is used for the neutral mouth position) using the rendered images as a reference to each frame. After you have your 23 frames with the mouth with the proper shape, you only need to render it and use the DTalks! Avatar Editor to convert into a DTalks talking character. This will work with people, animals, or any other character who has a mouth. To make your avatar speak aloud a specific text for you to capture and render into a video, you just have to add some text into a .txt file and save it in the folder \DTalks\queue\import Just after you save a .txt file in this folder, the avatar will speak aloud its content. Then the .txt file is automatically deleted, and the system monitors this folder for a new .txt file to speak aloud.
sounds good... now I just have to wait until the eagle flies again... because I can't be trusted with daz credits....
I figured all that had to be done was to convert the mouth morphs backwards....Arianna 8.1tsroemi said:
The skin, to me, looks way older than the character is meant to appear - like she's around fortysomething. I'm usually all for older characters, but this incongruence between her skin and her morph/general appearance gives me a creepy feeling somehow. Like someone else masquerading as 'the fairy princess'. But that's just personal taste. She appears well done, apart from that. I've really enough princesses, fairies etc. by now though.
Finally there is someone speaks my mind.
Mystery Grab Bag?Flat_Iron said:
Wait, so let me get this straight: there's no mystery bag and I'm out $30 (or whatever it cost), essentially meaning that I paid money for something that avertised which had nothing in it to begin with?
Here are the products you should find
- MSO Lacey HD for Genesis 8.1 Female SKU:86804
- Eve 3022 HD Morph for Genesis 8 Females SKU:86309
- Asymmetric Strap Suit for Genesis 8 and 8.1 Females SKU:86440
- X-Fashion dForce Sleeveless Outfit for Genesis 8 and 8.1 Females (3 zip files) SKU:86075
- One Outdoor Lounge SKU:86341
- Architectural Glass SKU:85034
- PVC Latex Shaders SKU:85689
- Steampunk Submarine SeaMaid SKU:86431
- Earth Wyrm HD Original Figure with Genesis 8.1 Poses SKU:82749
- Baboon by AM for Genesis 8 Male SKU:86861
Elbow Deformed Problem! (Rigging? JMCs? HELP!)Faust011235 said:
barbult said:
By combining the morphs into one, you eliminated all the joint control morphs (JCMs) that went along with those individual morphs to adjust the mesh for joint rotations. Instead, you should create a new property and ERC freeze all the individual morphs to the new single controller.
i did (see my response to Richard above)
No, your reply to me is what barbult was commenting on - exporting to OBJ and reloading creates a single new morph without any links to corrections, setting the morphs separately, creating a new property, and using ERC Freeze to make that new property drive the morphs preserves all of the correctives but still gives a single-slder control for the shape.
Help - replacing individual bodyparts/limbs with morphs from other characters?In that case the simplest option is to make the morph a Favourite (click the heart icon on the slider) along with any JCM or MCM morphs linked to it (click the gear icon on the slider and look at the Sub-components tab, if there is one), with nothing else favourited, then use the Geometry Editor tool in Vertex mode (right-click menu) to seelct the area you wish to exclude. Once you have the vertices selected and the morph(s) favourited right-click>Morph Editing>Remove Selected Deltas from Favourites (or words to that effect). The downside is that this gives a sharp transition, which may not be right here.
Resolved:Can't create a Custom Action on certain filesAs a result of an overnight Windows update reboot corrupting my Daz workspace (discussed in another post) I lost all of my saved custom actions. Having resolved the original problem, I set out to recreate them. While doing this, I have run into things that will not create custom actions in Scripts (or Favorites). However, I had custom actions for them that worked fine yesterday.
One thing I do often is run the Shaping script for Face Transfer Shapes for Genesis 8 --> Face Transfer Fix 75%. There's a different one for genesis 8 male and female. Until the middle of last night, I had a perfectly functional custom action saved for each of these two objects. Now, when I right-click and choose Create Custom Action, I can go through the motions of creating the script, but it does not report back the confirmation message that the custom action was created, and it does not get created. Here's additional relevant info: There is no error in the log. The actual object, when run directly from Smart Content, works fine. I have tried every reasonable variation: I've tried creating them in a folder under both Scripts and Favorites; I've tried creating them in different folders within Scripts and Favorites; I've tried with the default name and a renamed name. I've tried multiple of this product's items, with the same results. Yet, the custom action I had created previously was working as of last night when I used it, so there's nothing inherent to the object preventing this use.
I don't know yet if Face Transfer Shapes is literally the only product affected. I've had no problem creating custom actions for assorted other utilities and products; it's the only one I've run into so far.
I updated to Daz 4.20 back in April, and these custom action scripts had all been added since then, so Daz (major) version is not a factor.
Ideas anyone?
[Released] OBJ Companion [Commercial]ManFriday said:
OZ-84 said:
Richard Haseltine said:
OZ-84 said:
ManFriday said:
OZ-84 said:
Cool Product! Thanks for that. But there is one little problem i search a solution for ...
When exporting through DAZ GOZ to zbrush and reading the morph back in through the plugin, there seems to be no way to set an import size?! Is this correct?
Would clearly need such an option. Otherwise its only possible to export through plugin and read back in through plugin.
Is there hope for a later "fix" of that "problem"? :-)
Thank you for your support! Can you clarify what you mean by "import size"? If you mean the scale -- I don't have ZBrush so I can't test myself, but in theory the plugin should use the same import settings that you can specify with the "Edit options" button in the top "export" group. So if the scale is off, can you try changing that in those options? Thank you!
Also, keyboard shortcuts are a good idea. I'll add that to the list.
Problem is that DAZ sends out over the goz bridge in 1% scale to Zbrush. At least Zbrush reads it in as 1% of the size it should be.
When u do the Zbrush export now (not using the bridge to send it back to Daz (yeah there are reasons not to use it back), Daz reads it in as 1% of the size it should be. Result is that u shrink the mesh.
But not only with Zbrush this problem is likely to happen. Since scale isnt really defined in OBJ format (i guess it can be but there is no golden standard), this problem might appear with many other tools like Max, Maya and whatever... Kind of sad this makes your plugin useless then.
I find that using the Modo preset works for ZBrush, matcging axes to DS and 1 unit = 1m instead of the Daz Studio 1 unit = 1cm. What you are seeing doesn't mean it is sent across at 1%, it means you are importing it with (I guess) the Daz Studio native preset which uses the wrong value of the OBJ unit for ZBrush.
Well yes thats the problem indeed. Its imported with a 100% scale preset. But thats what the OBJ companion does without leaving me a choice to set the scale manually.
And thats why i am asking for an additional option to set the import scale myself. In morph loader pro u can do this, no problem. But the OBJ companion is about NOT using the morph loader pro and speeding things up... right? :-)
I probably didn't express myself clearly before. Have you tried using the "Edit options" button on the OBJ Companion pane to set a different scale? If you change it for the export the OBJ companion should use it for the import as well.
Ooppss.. i didnt realise the export settings are the import settings at the same time :facepalm: ... yes .. this might solve my little problem :-)
Mouth morph/posing issue on Genesis 8Lately I loaded an old Genesis 3 pose onto a Genesis 8 character and have a fun issue. It seems her mouth close way too much. I've have restored the head pose but it only solves when I restore the full figure pose.
Anyone has an idea where to look at to solve this? I would like to use some other poses I have.
Stacking dforce simulation resultsIf you are using dForce you don't really need to be able to fit it.
My suggestion was a bit elliptical, let me try again:
- simulate the one-sleeve version and export as OBJ
- modify the base geometry (in DS or by exporting it zeroed to OBJ and opening in a modeller
- if using a modeller turn the frame-30 shape into a morph before geometry editing
- if using a modeller, export the zeroed and morphed shapes as OBJ
- import the modified, zeroed version into DS and rig it from the original using the Transfer Utility
- apply the pose as it was at frame 30
- imported the simulated shape as a morph, using the Reverse Deformations option
- simulate the remaining sequence with both sleeves ripped
Stacking dforce simulation resultsOk, I hoped for another way, because I failed miserably at turning a pose into a morph : saving the garment as an .obj, but the obj can't be worn when imported back ; there is no "fit to" option... I'll read the steps more carefully.
Stacking dforce simulation resultsNot really - if you edit it in an application that can preserve morphs (DS with the Geometry Editor, soem 3D Modelling applications - modo for example) then you could turn the state at frame 30 into a morph, edit the geometry, then simulate the results. However, the starting morph would be static so any movement that was going on in frame 30 after the simulation would abruptly stop in frame 31 with the new simulation.











