Daz to Maya question

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  • johnbpjohnbp Posts: 55
    edited November 2017
    drzap said:
    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.

    That is why I would like to be able to save the export in a different location.  I would save it in my Projects folder in a sub-folder with that character's name.  Then when the import is done, it creates the materials folder right there in a folder unique to that character.  I agree working out of the temp folder is a mistake.  But reassigning the materials to every single surface is a pain.

    Post edited by johnbp on
  • drzapdrzap Posts: 795

    Yeah, here are some more surprises I learned today:   Daz expressions are NOT blend shapes in Maya.  They are actually bone positions.  This may seem unimportant to some, but If you are trying to make a control rig for the face on G3 or G8 figures, it's a good thing to know.  A normal blend shape only affects the mesh.  The imported blend shape from DAZ also affects the joints and this will fundamentally change how you control them.  I'm working on this problem now.  G2 and older figures don't have a face rig.  I'm not sure how the expressions act on their skeleton.  I will have to do some experimentation. 

  • avtpro5_35d77238avtpro5_35d77238 Posts: 5
    edited November 2017

    Hi,  My name is Alonzo Von Threet. I endorse and approve of this product. It's working perfectly with Maya. DazToMaya in 2 clicks with Blenshapes and HIK Rig. I beta tested the bug fix. The official update will be out shortly.

    http://i47.photobucket.com/albums/f190/AVTPro/AVT_DAZ2MAYA_GTG_zpsx0pk3xbe.jpg

    Post edited by avtpro5_35d77238 on
  • avtpro5_35d77238avtpro5_35d77238 Posts: 5
    edited November 2017

    I can say PROOF POSITIVE that the Mac OSX Version of DazToMaya is working perfectly. 3D2All was very responsive. It's a beta update that I used but it's working. The Official Update will be out very shortly.

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    Post edited by avtpro5_35d77238 on
  • I want to thank everybody in the group who posted here. I am a very new Daz users, but I got very interested in Daz once I saw the D2M ad on FB. I literally downloaded Daz and installed the DazToMaya the same day. When I came across the bug I came here. After strumming through the thread and testing some of the suggestion, I contacted the vendor. He was VERY RESPONSIVE.  One thing I know as a Mac User, not developers have a Mac Platform to port and test their softwares. I don't know if this is the case or not with 3D4All but offered to test. I was up all night for two nights. We incrementally had success. Then today he got back to me with a perfectly working script but in a temp beta form.

     I am a Super Noob to Daz but not to Maya. I couldn't figure out how to make the feet of SuperGirl stop going through the ground plane, or how to make the hair color change. However, in Maya 2016 ext 2 the script ports the full character with BlendShape in two clicks. It  $20 but I'm going to get every penny out of it have character with full expressions.

    Anyway, someone mentioned Bones for Expression. I only used the Gen 2. I don't know if it' work with 2017 or 2018 of Maya but I can check.

    OK. It seems to be working in 2017 but I don't have 2018.

    BTW if anyone knows a quick way to get SuperGirls highShoes flat on the ground with an FBX eport please let me know. It rests. Oh and there seems to be a lot of Viseme or morphs that export when I use "head" in the Morph Editor. When I just want to export 5 (eyes, expression, mouth). So thanks to everyone in the group because you are the ones who made all the bug fix suggestions.

    The official release will be out very shortly. I am very HAPPY I got this software. It's going to be HUGE!!! I LOVE IT.
     

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  • bicc39 said:

    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

    Don't do it. Don't refund. You are going to love it. They fixed the bug and I tested it just now in 2017.

    All I want to do now it figure out how not to export so many morphs. I only want the basic ones, and it export almost everything.

  • bicc39bicc39 Posts: 589
    bicc39 said:

    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

    Don't do it. Don't refund. You are going to love it. They fixed the bug and I tested it just now in 2017.

    All I want to do now it figure out how not to export so many morphs. I only want the basic ones, and it export almost everything.

    keep reading further on, glad vendor responded to you, that must be why the instructions were a little "sketchy"

     

  • Mike B said:

    I have Maya 2016 and  Daz3d 4.10 and the Daz to Maya thing is not installing. I want my money back.

    It's working fine now. I tested it on my Mac. The vendor is great. I tested a beta yesterday.

  • bicc39 said:
    bicc39 said:

    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

    Don't do it. Don't refund. You are going to love it. They fixed the bug and I tested it just now in 2017.

    All I want to do now it figure out how not to export so many morphs. I only want the basic ones, and it export almost everything.

    keep reading further on, glad vendor responded to you, that must be why the instructions were a little "sketchy"

     

    You are going to love it friend. I do tutorials but it's so easy. Most people here had it further a long. I didn't even load the python script in Maya at first. You will notice in the photo I posted that my interace for D2M says Temp. I got the idea to help with the Temp directory from this forum. So the double semi colon problem has been removed. The FBX goes to a Share folder.

    Now I need a Morph Face GUI script like Mixamo but for Daz in Maya.

  • drzapdrzap Posts: 795

    I just finished my first G3F Facial Rig.  Very excited.   I'll be looking forward to the update.  I was a beta tester too.

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  • bicc39bicc39 Posts: 589

    Did anyone posting to this thread actually buy the program?

    Ratio seems to be beta 8 customer 3

    Appreciate Beta kids got lucky, but how about the poor sob's who bought from scratch.

    Don't they get instructions?

  • drzapdrzap Posts: 795
    edited November 2017
    bicc39 said:

    Did anyone posting to this thread actually buy the program?

    Ratio seems to be beta 8 customer 3

    Appreciate Beta kids got lucky, but how about the poor sob's who bought from scratch.

    Don't they get instructions?

    umm....no, i paid full price.  I needed to use the tools immediately and I couldn't wait for the full release.  It was so easy to install, I didn't need instructions.  He just told me what directory to put the files and everything worked.  Basically, the instructions haven't changed except DAZ customers have an installer that automatically puts the scripts in the proper location.

    Post edited by drzap on
  • bicc39bicc39 Posts: 589

    Owe a debt to people here, they,not vendor, were instrumental in me keeping the program and not seeking refund.

    It was an easier problem to resolve when I thought the program did not work at all !!

    That being said there a certain questions:

    When Dax exports the figure and Maya imports is there a folder that holds the figure in the interim.( Don't want to think there is

    a folder building with all my attempts lying there.)

    Also when the script opens in Maya there are two selections Automatic and Manual.

    When manual is selected a browser window opens looking for a file..

    What file type is it looking for, and going back to previous question , is there a default folder?

    Thank you all once again for helping me with information that I should not have had to ask about.

    Cheap shot about Beta Testers, apologies

  • drzapdrzap Posts: 795
    bicc39 said:

    Owe a debt to people here, they,not vendor, were instrumental in me keeping the program and not seeking refund.

    It was an easier problem to resolve when I thought the program did not work at all !!

    That being said there a certain questions:

    When Dax exports the figure and Maya imports is there a folder that holds the figure in the interim.( Don't want to think there is

    a folder building with all my attempts lying there.)

    Also when the script opens in Maya there are two selections Automatic and Manual.

    When manual is selected a browser window opens looking for a file..

    What file type is it looking for, and going back to previous question , is there a default folder?

    Thank you all once again for helping me with information that I should not have had to ask about.

    Cheap shot about Beta Testers, apologies

    My prelease script kept a folder at c:\temp3d.    This was the import location for the figures and texture maps.  You should see a copy of all the textures for the figures you imported (just one copy).  The figure gets overwritten each time you import a new one, so save it in Maya as soon as you import.  I have never chosen a manual selection, so I can't give you much info on that.

  • drzapdrzap Posts: 795

    Just had a chat with the developer.  When you manually import, you will first do the fbx import yourself (using your own export rules so you can control which morphs are transferred).   The script is looking for the folder you imported to.

  • bicc39bicc39 Posts: 589

    drzap.

    Thank you very much.

    To go off on a tangent for a moment, a few months ago, I was using zbrush and it's plugin to Keyshot.

    Would do a few every couple of days for practice

    Thought occurred to me, where were files kept in interim?

    Turns out there was a default folder, went to and found  10gbs, repeat 10 gbs of worthless files.

    You were responsible for manually deleting them

    Pointed out this folder to zbrush peoplel, there were those with much more wasted space.

    Thank you for location , the files in mine represent 3 figures that would have stayed there had it not been for you.

    This kind of thing, while seemingly small, mount up .

    Another item against vendor

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  • drzapdrzap Posts: 795
    bicc39 said:

    drzap.

    Thank you very much.

    To go off on a tangent for a moment, a few months ago, I was using zbrush and it's plugin to Keyshot.

    Would do a few every couple of days for practice

    Thought occurred to me, where were files kept in interim?

    Turns out there was a default folder, went to and found  10gbs, repeat 10 gbs of worthless files.

    You were responsible for manually deleting them

    Pointed out this folder to zbrush peoplel, there were those with much more wasted space.

    Thank you for location , the files in mine represent 3 figures that would have stayed there had it not been for you.

    This kind of thing, while seemingly small, mount up .

    Another item against vendor

    How is that against the vendor?  Texture files are not wasted space and they need to be kept somewhere.  It is your job to do basic project management and cleanup, not a plugin.  It seems DAZ EZ buttons are spoiling its users to the extent they they want software to do everything for them.

  • bicc39bicc39 Posts: 589

    Do not want software to do everything, common sense items like instructions,following up on issues.

    Not one comment or explanation from vendor here so far.

    Don't blame for being ashamed.

    Texture files are not wasted space and do need to be kept somewhere,.... Runtime.

    Anyplace else is duplication.

    In this case duplication can be enormous problem.

    Duplicates are kept in a folder that although not hidden, not mentioned.

    Hate to think of the size a few months from now.

    Simple mention of file structure would have been helpful,  you cannot delete that which you do not know about.

    My job to do housecleaning, Vendors job is to show me the room to clean

    Two clicks my a--

  • Don't fuss with i, it's not going to work. Just wait until the official comes out. The vendor fix it and is a really great guy working hard to bring this HUGE Time Saver! I seriously only downloaded Daz the other day after I saw the D2M ad..

    I spent two nights helping the vendor test the bug. It fixed for mac. So unofficially this is a video tutorial of what I learned and experience. Also it's proof it works on the Mac. It's worth the wait and it's only a temporary delay.

    I keep a really cool head while working out the bugs even tho it was very late at night and early in the morning.
    I think I deserve a tip for helping to get it work and making a video about it for Mac Users. It's $5.

    I'm new to Daz but not Maya or Motionbuilder and I am considering do more tutorials. Maybe I'll work on a Mixamo workflow for Mac Users.

    https://gum.co/sBxG


     

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  • DAZ_ann0314DAZ_ann0314 Posts: 2,861

    Im not sure if I missed it and someone else all ready answered, but in case not, the additional info link now works and the info is here: http://docs.daz3d.com/doku.php/public/read_me/index/47879/start

  • Im not sure if I missed it and someone else all ready answered, but in case not, the additional info link now works and the info is here: http://docs.daz3d.com/doku.php/public/read_me/index/47879/start

    Thank you, that pdf was very helpful.

  • Fixme12Fixme12 Posts: 589
    edited November 2017
    wolf359 said:

    I agree about the IK
    But you MUST invest in the the graphmate & keyMate plugins
    for DS or you are merely wasting your bloody time.

    Graphmate (unlike Poser) has AUTO CLAMPING by default
    so editing a spline at anypoint in the animation graph does not cause overshoot
    and ruin other parts of the spline graph( as poser does without manual spline breaks )
    also you should really get the FREE key frame reducer script from Mcasual's
    site, to cull your frames for easier editing in graphmate 
     

    I've got graphmate & keymate (why this still is not in the main studio program, hope it's not another dead plugin like we've seen here many in the past)
    good plugins but with a broken IK system, it's a pain to animate well momently or to much time wasted on tweaking.

    Thx for the Mcaual hint!  I've seen many of his plugins and useful problem solvers.
    What i don't understand is why daz don't put these or a re-work into it's main studio software.
     

    Post edited by Fixme12 on
  • Fixme12Fixme12 Posts: 589
    drzap said:

    OTOH, here is a V4.2 character in Maya.  When I see the still image, I feel I can forget about using Daz Studio for anything.  But when I try to move her bodycrying......  Let's just say you shouldn't try if you don't want to do a lot of corrective modeling.  A lot.  I can hide her under clothes, but that won't work for every scene.  In the end, for those of us who don't want to master modeling, texturing, rigging, etc...  Daz3d and its asset market along with the auto-JCM in DS are the faraway light at the end of the tunnel.  As great as Maya, C4D and other professional tools are, at the end of the day you have to have assets to work with.  Creating those assets are the most expensive and time-consuming parts of the whole process.  During the animation process, correcting deformations and setting up special effects (dynamics, atmosphere, etc..) are the most tedious tasks.   Imagine a future where Daz Studio is as full-featured for animators as it is for still photos render artists.  Imagine an asset market full of atmosphere cameras with EZ sliders, dynamic clothing with presets and whole processes with EZ options for those people who just want to get on with the business of telling a story.  This is where iClone is trying to go.  They are missing some things too.  Why can't Daz see this?  This is an old and tired rant, I'm sorry for bringing it up again.  As a filmmaker, there is a deep and urgent voice inside me that won't let me sleep until it is heard.  Learning and working with professional tools to accomplish this is often frustrating because I don't have the professional studio to help me (nor do I have the deep pockets) I need DAZ EZ sliders.

    +1 'm so with you on all this,  a future of just plug & play your daz content in the program you like (maya, max, modo, c4d, blender) without to re-rig the whole stuff....

  • Fixme12 said:
    wolf359 said:

    I agree about the IK
    But you MUST invest in the the graphmate & keyMate plugins
    for DS or you are merely wasting your bloody time.

    Graphmate (unlike Poser) has AUTO CLAMPING by default
    so editing a spline at anypoint in the animation graph does not cause overshoot
    and ruin other parts of the spline graph( as poser does without manual spline breaks )
    also you should really get the FREE key frame reducer script from Mcasual's
    site, to cull your frames for easier editing in graphmate 
     

    I've got graphmate & keymate (why this still is not in the main studio program, hope it's not another dead plugin like we've seen here many in the past)
    good plugins but with a broken IK system, it's a pain to animate well momently or to much time wasted on tweaking.

    Thx for the Mcaual hint!  I've seen many of his plugins and useful problem solvers.
    What i don't understand is why daz don't put these or a re-work into it's main studio software.
     

    I don't know about graphmate, but there is an impending update for keymate. And as far as the mCasual scripts go, that's probably personal preference on the part of the developer.

  • Fixme12Fixme12 Posts: 589
    pdr0 said:

    Facial mocap defintely works in motionbuilder FBX export, as a combination of bone based animation and blendshapes (morph targets) . But you don't use the re-imported FBX directly, you need to save it as an animated shape (or pose preset) then re-apply to the character in DS . It should be basically the same process the same in Maya. Bryan Stegall posted a video tutorial , including editing the duf if you use morph animations (pure bone based animations don't require it)

     

    Where can i find that tutorial?

  • Are there any good examples of animations done using Daz to Maya?

  • drzapdrzap Posts: 795
    edited November 2017

    Are there any good examples of animations done using Daz to Maya?

    DaztoMaya is just a simple utility script that transfers Daz characters to Maya Human IK.   It doesn't animate in any way.   It is handy for what it does, but you can't use it to animate.

     

    Post edited by drzap on
  • drzap said:
    Fixme12 said:
    pdr0 said:

     

    Are there any good examples of animations done using Daz to Maya?

    DaztoMaya is just a simple utility script that transfers Daz characters to Maya Human IK.   It doesn't animate in any way.   It is handy for what it does, but you can't use it to animate.

    Sorry, I should have been clearer: are there any good examples of Daz characters animated in Maya after they were imported into Maya using the Daz to Maya plugin?

  • drzapdrzap Posts: 795
    edited November 2017

    Where can i find that tutorial?

     

    https://vimeo.com/227139373

    Post edited by drzap on
  • drzapdrzap Posts: 795
    drzap said:
    Fixme12 said:
    pdr0 said:

     

    Are there any good examples of animations done using Daz to Maya?

    DaztoMaya is just a simple utility script that transfers Daz characters to Maya Human IK.   It doesn't animate in any way.   It is handy for what it does, but you can't use it to animate.

    Sorry, I should have been clearer: are there any good examples of Daz characters animated in Maya after they were imported into Maya using the Daz to Maya plugin?

    Probably, but I wouldn't know about any because they would be pretty much impossible to distinguish from any other animation done in Maya.  A DAZ characters are just meshes like any other mesh.  What made them so special is the way they move in conjunction with DAZ Studio.  Take them out of DS and they are just like any other figure.  I will say the the skin weighting is done very well. It doesn't replace JCM's but the figure is a good base to start production.

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