I can't possibly be the only one

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  • I've never needed an exporter to get FBX to work in Cinema.  It brings over animation and everything. I just need to change the skin tag attribute length to uniform scale and the deformations are normal.  And if the gen model isn't reset to default scale, the textures are off.  But you just reimport.  Expressions work too.  

    You know what I am noticing is that sometimes and not always, the homemade clothing texture I paint turns black.  The genesis body retains its textures but the stuff I made is black with no changes in the material manager.  Reimporting the texture file usually helps but its annoying.  Any ideas?

  • wolf359wolf359 Posts: 3,837
    edited February 2018

    I've never needed an exporter to get FBX to work in Cinema. 
     It brings over animation and everything.
     I just need to change the skin tag attribute length to 
    uniform scale and the deformations are normal. 
     And if the gen model isn't reset to default scale, the textures are off.  
    But you just reimport.  Expressions work too.

    What about joints? how do they deform compared to in DS
    the FBX in my Old C4D 11.5 is rubbish so I cant perfrom any 
    worth while tests
    but here is how the G2 female elbows defrom 
    as FBX in lightwave on the left  2015

     

    Post edited by wolf359 on
  • drzapdrzap Posts: 795

    I need a commercial release of Maya to use it otherwise it's worthless for me.

    I bought it, I own Maya, trust me when I say: It's still worthless. Don't waste your money. I've used it once or twice to quickly transfer a mesh to Maya for editing, but I tear the mesh out and delete everything else, saving a few seconds tops. If you're intending to properly transfer characters rigging, textures and all, this addon will either not help you whatsoever or make your life more difficult because it will hide problems from you, or do a generally piss poor job and you will not know enough to understand that it did.

    I'm going to call you out on this.  Specifically,

    1. What problems does it hide?
    2. What "piss poor" job does it do?  It's only job is to provide a HIK rig and transfer textures.   Unless you have a problem with the Maya HIK rig, there is very little to mess up.

    The texture transfer is limited to diffuse, opacity and bump maps.  The others need to be applied manually.  A lot of that has to do with the difference between iRay ubershader and Vray and Arnold.  There are no exact equivalencies and need to me hand textured anyways.  I think the problem is you want a script to do all the work for you.  Good luck with that.

  • andykartaandykarta Posts: 84
    edited February 2018
    wolf359 said:

    I've never needed an exporter to get FBX to work in Cinema. 
     It brings over animation and everything.
     I just need to change the skin tag attribute length to 
    uniform scale and the deformations are normal. 
     And if the gen model isn't reset to default scale, the textures are off.  
    But you just reimport.  Expressions work too.

    What about joints? how do they deform compared to in DS
    the FBX in my Old C4D 11.5 is rubbish so I cant perfrom any 
    worth while tests
    but here is how the G2 female elbows defrom 
    as FBX in lightwave on the left  2015

     

    Here's my ideal BMI white chick elbow.  Its not perfect but its not worse than the daz version.  And the animation is beautiful thanks to the weighting map.  Facemorphs work better than the joint thing in Gen3 too. (I included a pic of how you alter the FBX file in Daz to show how to bring facial expressions to Cinema for those that don't know.)      AGAIN, I'm a noob at all of this so take what I'm about to say with a grain of salt.  But I find a big difference depending on the version of FBX you use.   Daz only goes up to 2014.  Cinema goes to 2016.  And Maya has an even newer version, I think.

    But your point is valid.  There is sometimes tearing in the bodysuit I use, like if I want the model to touch her head with her hands while the upper arm is still in the T pose.  That could be because of the lack of a roll bone.  Again, only a guess.

     

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    Post edited by andykarta on
  • andykarta said:

    I've been a little curious why I'm not getting a  lot of responses when I ask about intergrating Daz with ship of the line 3d animation software like Maya or Cinema 4d.  Nor is there an abundance of tutorials on the subject on the web.  And I'm like, 'what's up with that?'  I can't be the only one doing this.

    Granted, Daz is a fully functional 3d application with a lot of plugins and its own vibrant community.   Daz was my first 3d application.  Daz created my addiction. But Daz has limitations.  And those limitations made me learn Cinema and Maya and a bunch of other programs.

    Price may be an issue with Cinema.  But pretty much anyone can get a student version of Maya. 

    From the Cinema 4d and Maya perspective, I can't see why new animators wouldn't use Daz if for no other reason than that hands down, Genesis are the most beautiful and perfect body meshes in the world.  And they're weighted beautifully.   And they got great rigging.  And the bodies have presaved selections so its easy to put textures on them.  And the control rig is awesome. Plus with Facegen pro you can make them look like actual people. And yet even the Cinema 4d people who love making tutorials on EVERYTHING barely touch the subject.  I think I've found ten tutorials and blogs on the subject of integrating Genesis with the big guys.  It doesn't make sense.

    And from the Daz perspective, there's got to be a bunch of you who have come across limitations and didn't want to just go to a bridge program like Hex or buy a plugin.  There's got to be tons of Daz users with Maya and Cinema on your systems (who have forgotten more than I've learned in my paultry 8 months) who've noticed that for example, you can put cameras on splines or control F curves or use cloners in the big battlewagons.   I mean animation blocks are okay.   But they're nothing compared to the take system and dopesheet and animation layers in Cinema.  And its not like its that hard to learn. IMHO, the basic controls of Daz are harder.  But I'm not seeing a lot of wisdom on the web from you either.  Is Daz and Maya, for example, like putting mayo in pepsi.  They just don't go together?

    I'm not complaining.  But I am curious. 

    Plus, I'm kind of curious what the response to this discussion would be.  No one replying would answer my question as much as a million posts.

     

    Because they want sell stuffs like plugins...

     

  • evening Everyone, I wanted to know if anyone has had  experience width Daz animations , especifcally genisis 8.1 models. I use mixamo, for custom prerecorded animations. Cinema 4d Daz bridge, and their custom rigging plugin, a Daz facial expression plugin I bought for 200$ With any Genisis model 8.1 I can simply record my face in my iPhone , and that mocap data can also be transfered from daz  to c4d easily, with your custom character. Where I am stuck today is uniting the mixamo animation and the facial mocap data. I'm pretty close though. I am wondering if anyone has  done the Daz genisis, facial mocap - to c4d to mixamo, then back to c4d workflow. I feel like it's possible. I already even have the hair, tear, and eyelashes following the facial mocap animation. Now it's the matter of making the body follow the mismo mocap . I would love to share my files. Im

    just a Daz studio enthusiast. I expect great things from daz in future. I have invested a lot on them lol  

     

     

     

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