Daz to Maya question

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Comments

  • bicc39bicc39 Posts: 589

    Wish to thank all of you that tried to help me. Appreciate it.  

    Two problems:

    1. The Vendor could not be bothered to to include adequate instructions (writing two clicks does not count)

    2. The Product does not work.

    You put these two problems in a mixing bowl and you get a mess.

    1. Daz Studio 4.10 Pro

    2. Autodesk Maya 2018

    3. Twenty buck plugin that migh leave residual problem ( The fact that there is no item on bar, or opening window in Maya is scary}

    We are left with.....Refund

    Thank you all again

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  • BeeMKayBeeMKay Posts: 7,019
    edited November 2017

    I assume that the PDF with the installation instructions did not work for you? http://docs.daz3d.com/lib/exe/fetch.php/public/read_me/index/47879/daztomaya_how_to_install.pdf

    For some reason, the Readme doesn't seem to be included in the installer, just on the Read Me page of the product?

    Post edited by BeeMKay on
  • bicc39bicc39 Posts: 589

    ." Installation" insructions pdf are a disgrace.

    This will hurt.

    Apology number 2.... product works.

    Fault is mine.....kind of

    Will describe by way of explanation for those researching and those that tried to help, what happened.

    As mentioned before  the screen in maya to install plugin must be filled out and serial installed

    To arrive at this screen to begin with you must click the 3dall in the menu bar it does not appear at startup

    You can't click it or activate it until you see it or if the instructions had indicated it should be there.

    Unless you know that it is not the type of plugin (as Zbrush, Keyshot) that sends the file to Maya

    Unless you know that it is not set up as a Daz Export.Maya import type of script

    I use a few plugins with Maya. common ones are GoZ and Keyshot to name a few.

    They are listed on the menu, but it must be first come first served , the new 3dall is only visible on my larger screen (have several).

    Once I tried putting Maya on the larger screen the 3dall was visible.

    Again, thanks for the help, made note of all those that tried on Sunday to help me.

    If I can ever return the favor.....

    I find that when you eat crow......ketchup helps

  • Fixme12 said:

    If animation was taken more seriously inside studio, then we even didn't need to export to maya or any other soft.
    ok daz is free and maya high end soft, but seriously a workable IK and good editable graph/timeline would be a huge start do start all inside studio.
    place keyframes (edit or delete or insert) in time and easy move forward or backward, repose them in time without killing your work of animation.
    'm still looking to akeytsu, if there was something for this on daz future road....
    Animationtool more in the range of the hobbyist 3d users...

    Yea, that would be a good start.  It could be that Maya has spoiled me so, that the animation tool bar is so high everything else falls short. Because when it comes to animating in studio it feels like I have ten thumbs.  I just can't get a good feel for animating in studio or poser

  • johnbpjohnbp Posts: 55

    In the video it shows facial rigging being used in the Maya Shape Editor.  I can not seem to follow the steps (it is a VERY fast video) to get this option in the Shape Editor.  Can anyone point me in the right direction?

     

    Thanks!

  • bicc39bicc39 Posts: 589

    To elaborate, opposite from all of you do not animate

    Create figure and clothing in Daz, export obj, import to KeyShot for still renders.

    Major problem is maps; Face, for example comes in with only Diffuse, you must look in Runtime/textures for bump, spec,normal

    Not in map collection. Plus  finding is time consuming.

    The Daz figure brought into Maya renders well in KeyShot, same problem with maps only diffuse in KeyShot.

    Biggest difference:

      In Daz export as obj, figure keeps pose created in Daz.

     In Daz to Maya figure comes with default pose.

    I thought this plugin would solve the problem of maps

    Not only did not solve it, but created posing problems.

    Misunderstanding my fault, keeping it.

    This, at least is not the vendors fault.

  • Singular3DSingular3D Posts: 545
    edited November 2017
    drzap said:

    A plugin script can't give you access to technology that Daz3D won't release.  Besides that, your host program would have to support it, which is unlikely.  So JCM's are stuck in DAZ.  I don't know why they locked us out of the subD.

    JCMs can easily be replicated in Cinema 4D with Xpresso. I already did it manually. So luckily we are not stuck here with DAZ Studio. The JCMs can be exported via FBX as well, just the ERCLinks between the joints and the morphs are missing and have to be added manually, which is quite cumbersome.

    Post edited by Singular3D on
  • PA_ThePhilosopherPA_ThePhilosopher Posts: 1,039
    edited November 2017
    NSFW said:

    FYI.. It's fairly easy to qualify for a 3-year free student license for Maya 2016. I got one last year simply by emailing them and telling them I was learning animation on my own with online tutorials, and they had no problem granting it. I actually stopped messing with it though, as I do all my animation in DS now, but my license is still good until Feb 2019.

    I have the educational version of Maya as well. It's totally free and complete. It only took me a few clicks to download it. Here is the link, if anyone is interested: https://www.autodesk.com/education/free-software/maya

    This product looks awesome by the way. I tip my hat to the developer---great first product from him, and hopefully more updates to come.

    Daz really needs more plugin developers on board to expand DS. So please support his efforts if you want him--and other developers---to continue developing plugins for Daz. Plugins are the most complicated and complex products to design and requires years of experience in multiple coding languages. As with any software, there may still be bugs at launch.

    -P

    Post edited by PA_ThePhilosopher on
  • wolf359wolf359 Posts: 3,837
    edited November 2017

    So there's no way to animate in Maya and import the animation to Daz Studio?

     

     

    Yes Maya can Export  motion to a  BVH file and DS 4.10.x now support proper BVHimport
    for G3/G8.

     

    "Thank you, you just made my point.  You have to use a "vestigal"
    character to do that because they are already "HD". 
     Try doing that with a
     Genesis figure.  You can't.  Base sub-d can't produce HD details."

    I think you might be confusing muscle morphs with "HD morphs"

    Daz Mike 2 is not an "HD mesh" 
    here he is without his muscle morphs dialed in but merely subdivided
    to smooth out his horrible faceting that would show in a close up render

     

     


    "I have eyes and I've seen V4.2 figures that look better most G3 or G8.
      Once more, they are more detailed.  There is no need for HD morphs,
     they are already HD.When I import them into Maya, I have no need to
     subdivide"

    Not going to debate personal choices of figure generations mate,
     I certainly have my preferences.
    However in the context of a discussion about JCM& FBX imports from Daz
    studio to Maya,

    Certainly V4 does not solve anyone's problems as none of the many magnets
    and other kludges to fix her joints in DS/poser will transfer via FBX either.

    mik2-subd-B.jpg
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    Post edited by wolf359 on
  • drzapdrzap Posts: 795
    edited November 2017

    Daz Mike 2 is not an "HD mesh" 
    How many vertices does Michael 2 have?  Compare that to Genesis 3.  That's what I meant by "HD".  So if I import a vestigial figure with ripped abs, it will look like an HD morph compared to anything I can get from G3.  That was my point.

    However in the context of a discussion about JCM& FBX imports from Daz
    studio to Maya,

    Certainly V4 does not solve anyone's problems as none of the many magnets
    and other kludges to fix her joints in DS/poser will transfer via FBX either.

    It seems you are in the wrong discussion.  That is exactly what I was saying in my original post.  It is a pity that I can't make her move in Maya like in DAZ without a lot of work.   Bottom line, I'd rather be working in DAZ, but it's currently too painful.  I was hanging around because I hoped this update might fix enough things to push me into the Daz club, but dynamic clothing isn't nearly enough.  I will try to do a few scenes in DS because muscularity morphs are a time and money saver.  But otherwise, my rant was just a goodbye cry to Daz Studio.

    Post edited by drzap on
  • bicc39bicc39 Posts: 589

    Good news (me)

    Bad News (you)

    If while in Daz you "lock the figure" the figure will come into Maya as you posed it.

    But you cannot pose it.

     

  • drzapdrzap Posts: 795
    bicc39 said:

    Good news (me)

    Bad News (you)

    If while in Daz you "lock the figure" the figure will come into Maya as you posed it.

    But you cannot pose it.

     

    HOw can I lock the figure?  Can you explain?  I have an idea.

     

  • posecastposecast Posts: 386

    I have no script menu. I have the plugin enabled in maya 2018. Also installed via DIM. Any ideas what i need to do to make the daz2all icon show up?

    Thankyou!

  • drzapdrzap Posts: 795
    posecast said:

    I have no script menu. I have the plugin enabled in maya 2018. Also installed via DIM. Any ideas what i need to do to make the daz2all icon show up?

    Thankyou!

    Did you reboot Maya?

  • posecastposecast Posts: 386

    Yes. The scripts menu item is missing from dazstudio.

  • posecastposecast Posts: 386

    I have the interface active in maya.

  • posecastposecast Posts: 386

    Maybe this one isnt quite ready for prime time...though i'm not sure why my scripts menu isnt showing up in the main bar.

  • drzapdrzap Posts: 795
    posecast said:

    Maybe this one isnt quite ready for prime time...though i'm not sure why my scripts menu isnt showing up in the main bar

     

    The script menu doesn't appear until you create a custom action from an item.   If you follow the pdf document, you should be fine.

  • fixmypcmikefixmypcmike Posts: 19,613

    The script menu item is only automatic for the General Release -- if you're using the Public Build (Beta) you'll need to add it manually.

  • bicc39bicc39 Posts: 589

    Posting  "lock" screen print.

    Select figure>edit>figure>lock . (Use it a lot for cameras, for muliple renders for compositing)

    Note 1: Don't know why but there is few second lag in Maya until the actual 3dall menu shows up

    Note 2. If you read my posts, no one trashed this program more than me.

    I never thought on Sunday, at the height of frustration , I woulld say this.... but the thing works

    However

    The instructions, or lack thereof, are a disgrace.

    No matter what the product, you should not have to spend hours getting it to work.

    If it were not for the help of the people here ,would have requested a refund in the third hour

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  • ross_19e7645287ross_19e7645287 Posts: 2
    edited November 2017
    johnbp said:

    In the video it shows facial rigging being used in the Maya Shape Editor.  I can not seem to follow the steps (it is a VERY fast video) to get this option in the Shape Editor.  Can anyone point me in the right direction?

     

    Thanks!

    So after:

    - installing the plugin

    - making sure plugin was enabled in maya (windows / setting preferances / plugin manager / daztomaya.py - tick on loaded.

    - modelling tab - top menu - 3DtoAll - >> import from Daz Studio - click and enter serial from daz3d (found under serials in your account)

    - Load model in daz studio > top menu - scripts > 3Dtoall > DaztoMaya

    - In Maya - DaztoMaya window ( modelling tab - top menu - 3DtoAll - >> import from Daz Studio) click auto import and . . .

    Success. Sort of. The model came in fine with the rig and textures and poses no problem with Human Ik. However there are no Blend shapes in the shape editor, like in the totally useless video from the producer (if you can even tell that the face controls should be in the shape editor (maya > windows > animation editors > shape editor), due to the speed of the video.

    On further investigation it appears that which morphs are brought from Daz to Maya is controlled by the FBX export options from Daz. So .

    - In Daz Studio with a model loaded choose file > export > pick fbx and a file name > save to get the options up.

    There is a list of morphs for each model in the scene and what you need to do is create an export rule for the ones you want. Click Edit Morph Export Rules.

    Here I have added a rule for head.eCTRL and set this to export. I've also added one for anything starting with OBMG3F and set it to bake because without this (in my case, with this model) Maya keep running out of memory and crashing (possibly worth exporting to FBX once). Once your rules are set up use the DaztoMaya script again.

    - top menu - scripts > 3Dtoall > DaztoMaya

    - In Maya - DaztoMaya window ( modelling tab - top menu - 3DtoAll - >> import from Daz Studio) click auto import

    It's fiddly and you want to set up rules to only include the morphs you need - have a good look through the morph names in the FBX export options. Trying to export everything will crash maya unless you have a massively powerful system.

    Peresumably not mentioned in the manual because it would damage the 2 click off you go claim. 

    Hope this is helpful to someone.

    Post edited by ross_19e7645287 on
  • drzapdrzap Posts: 795
    johnbp said:

    In the video it shows facial rigging being used in the Maya Shape Editor.  I can not seem to follow the steps (it is a VERY fast video) to get this option in the Shape Editor.  Can anyone point me in the right direction?

     

    Thanks!

    So after:

    - installing the plugin

    - making sure plugin was enabled in maya (windows / setting preferances / plugin manager / daztomaya.py - tick on loaded.

    - modelling tab - top menu - 3DtoAll - >> import from Daz Studio - click and enter serial from daz3d (found under serials in your account)

    - Load model in daz studio > top menu - scripts > 3Dtoall > DaztoMaya

    - In Maya - DaztoMaya window ( modelling tab - top menu - 3DtoAll - >> import from Daz Studio) click auto import and . . .

    Success. Sort of. The model came in fine with the rig and textures and poses no problem with Human Ik. However there are no Blend shapes in the shape editor, like in the totally useless video from the producer (if you can even tell that the face controls should be in the shape editor (maya > windows > animation editors > shape editor), due to the speed of the video.

    On further investigation it appears that which morphs are brought from Daz to Maya is controlled by the FBX export options from Daz. So .

    - In Daz Studio with a model loaded choose file > export > pick fbx and a file name > save to get the options up.

    There is a list of morphs for each model in the scene and what you need to do is create an export rule for the ones you want. Click Edit Morph Export Rules.

    Here I have added a rule for head.eCTRL and set this to export. I've also added one for anything starting with OBMG3F and set it to bake because without this (in my case, with this model) Maya keep running out of memory and crashing (possibly worth exporting to FBX once). Once your rules are set up use the DaztoMaya script again.

    - top menu - scripts > 3Dtoall > DaztoMaya

    - In Maya - DaztoMaya window ( modelling tab - top menu - 3DtoAll - >> import from Daz Studio) click auto import

    It's fiddly and you want to set up rules to only include the morphs you need - have a good look through the morph names in the FBX export options. Trying to export everything will crash maya unless you have a massively powerful system.

    Peresumably not mentioned in the manual because it would damage the 2 click off you go claim. 

    Hope this is helpful to someon.

    Good explanation.  If you have a whole lot of morphs and expressions, you will need a lot of RAM to use this plugin without editing the export rules. It would be nice if we could favorite the morphs we want to export and the script could recognizer them.  I mentioned this to the developer and he said he was looking into it.

  • ross_19e7645287ross_19e7645287 Posts: 2
    edited November 2017
    drzap said:
    johnbp said:

    In the video it shows facial rigging being used in the Maya Shape Editor.  I can not seem to follow the steps (it is a VERY fast video) to get this option in the Shape Editor.  Can anyone point me in the right direction?

     

    Thanks!

    So after:

    - installing the plugin

    - making sure plugin was enabled in maya (windows / setting preferances / plugin manager / daztomaya.py - tick on loaded.

    - modelling tab - top menu - 3DtoAll - >> import from Daz Studio - click and enter serial from daz3d (found under serials in your account)

    - Load model in daz studio > top menu - scripts > 3Dtoall > DaztoMaya

    - In Maya - DaztoMaya window ( modelling tab - top menu - 3DtoAll - >> import from Daz Studio) click auto import and . . .

    Success. Sort of. The model came in fine with the rig and textures and poses no problem with Human Ik. However there are no Blend shapes in the shape editor, like in the totally useless video from the producer (if you can even tell that the face controls should be in the shape editor (maya > windows > animation editors > shape editor), due to the speed of the video.

    On further investigation it appears that which morphs are brought from Daz to Maya is controlled by the FBX export options from Daz. So .

    - In Daz Studio with a model loaded choose file > export > pick fbx and a file name > save to get the options up.

    There is a list of morphs for each model in the scene and what you need to do is create an export rule for the ones you want. Click Edit Morph Export Rules.

    Here I have added a rule for head.eCTRL and set this to export. I've also added one for anything starting with OBMG3F and set it to bake because without this (in my case, with this model) Maya keep running out of memory and crashing (possibly worth exporting to FBX once). Once your rules are set up use the DaztoMaya script again.

    - top menu - scripts > 3Dtoall > DaztoMaya

    - In Maya - DaztoMaya window ( modelling tab - top menu - 3DtoAll - >> import from Daz Studio) click auto import

    It's fiddly and you want to set up rules to only include the morphs you need - have a good look through the morph names in the FBX export options. Trying to export everything will crash maya unless you have a massively powerful system.

    Peresumably not mentioned in the manual because it would damage the 2 click off you go claim. 

    Hope this is helpful to someon.

    Good explanation.  If you have a whole lot of morphs and expressions, you will need a lot of RAM to use this plugin without editing the export rules. It would be nice if we could favorite the morphs we want to export and the script could recognizer them.  I mentioned this to the developer and he said he was looking into it.

    You can export your morph export rules so they can be loaded. Still can be tricky to work out exactly which morphs are which. 

    Post edited by ross_19e7645287 on
  • posecastposecast Posts: 386
    drzap said:
    posecast said:

    Maybe this one isnt quite ready for prime time...though i'm not sure why my scripts menu isnt showing up in the main bar

     

    The script menu doesn't appear until you create a custom action from an item.   If you follow the pdf document, you should be fine.

     

    The script menu item is only automatic for the General Release -- if you're using the Public Build (Beta) you'll need to add it manually.

    When i hit f3 to add the action, there is no daz2maya action there. Can someone point me towards how to add the scripts manually?

    Thank you!

  • Fixme12Fixme12 Posts: 589

    After animating in Maya, how to get motion back in daz? just save in fbx or...?
    isn't there any thing changed in the rig with conversion or everything just still works?

  • posecastposecast Posts: 386

    I think I will just get a refund...I don't think I have the time to outdo the built in iray renderer.

  • johnbpjohnbp Posts: 55
    johnbp said:

    In the video it shows facial rigging being used in the Maya Shape Editor.  I can not seem to follow the steps (it is a VERY fast video) to get this option in the Shape Editor.  Can anyone point me in the right direction?

     

    Thanks!

    So after:

    - installing the plugin

    - making sure plugin was enabled in maya (windows / setting preferances / plugin manager / daztomaya.py - tick on loaded.

    - modelling tab - top menu - 3DtoAll - >> import from Daz Studio - click and enter serial from daz3d (found under serials in your account)

    - Load model in daz studio > top menu - scripts > 3Dtoall > DaztoMaya

    - In Maya - DaztoMaya window ( modelling tab - top menu - 3DtoAll - >> import from Daz Studio) click auto import and . . .

    Success. Sort of. The model came in fine with the rig and textures and poses no problem with Human Ik. However there are no Blend shapes in the shape editor, like in the totally useless video from the producer (if you can even tell that the face controls should be in the shape editor (maya > windows > animation editors > shape editor), due to the speed of the video.

    On further investigation it appears that which morphs are brought from Daz to Maya is controlled by the FBX export options from Daz. So .

    - In Daz Studio with a model loaded choose file > export > pick fbx and a file name > save to get the options up.

    There is a list of morphs for each model in the scene and what you need to do is create an export rule for the ones you want. Click Edit Morph Export Rules.

    Here I have added a rule for head.eCTRL and set this to export. I've also added one for anything starting with OBMG3F and set it to bake because without this (in my case, with this model) Maya keep running out of memory and crashing (possibly worth exporting to FBX once). Once your rules are set up use the DaztoMaya script again.

    - top menu - scripts > 3Dtoall > DaztoMaya

    - In Maya - DaztoMaya window ( modelling tab - top menu - 3DtoAll - >> import from Daz Studio) click auto import

    It's fiddly and you want to set up rules to only include the morphs you need - have a good look through the morph names in the FBX export options. Trying to export everything will crash maya unless you have a massively powerful system.

    Peresumably not mentioned in the manual because it would damage the 2 click off you go claim. 

    Hope this is helpful to someon.

    That was my problem!  Now to figure out how to just get the ones I want and not 150 others that I don't.    :)

     

    Thanks!

  • I was having a problem with the plugin not working in Maya 2017. I found out it works now that I installed Maya 2016 again.

  • johnbpjohnbp Posts: 55
    edited November 2017

    One thing I would love to see added would be the ability to save the export under a unique name (or location) so that multiple figures can be exported/imported without overwriting the old exports and the materials from it.  I can save the character meshes to a new location once it has been imported of course, but then I need to remap all of the textures/materials from a new location.  I know I can let the next import just add to the same texture folder, but this will end up getting messy and at some point there may be a new one with the same name.

    Post edited by johnbp on
  • drzapdrzap Posts: 795
    edited November 2017
    johnbp said:

    One thing I would love to see added would be the ability to save the export under a unique name (or location) so that multiple figures can be exported/imported without overwriting the old exports and the materials from it.  I can save the character meshes to a new location once it has been imported of course, but then I need to remap all of the textures/materials from a new location.  I know I can let the next import just add to the same texture folder, but this will end up getting messy and at some point there may be a new one with the same name.

    No, you don't.  The materials are never overwritten.  They accumulate in the materials folder.  Only the figure gets overwritten with each export.  Anyways, it's always good practice to establish a working project directory in Maya and move your things in there.  In addition, you'll want to grab the remainder of your materials for the figure in your runtime/materials directory.  So, C:\temp3d, like its name implies, is just a temporary staging directory.  You probably shouldn't be working out of it.

    Post edited by drzap on
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