Sorry to bump this - just making sure that I get informed of postings (somehow I got dropped off the notifications) and waiting the great news for the upgrade :)
Sorry to bump this - just making sure that I get informed of postings (somehow I got dropped off the notifications) and waiting the great news for the upgrade :)
Thank you so much for all your hard work, Casual!
Welcome.
been thinking about a "what's new" page on my site
( in part because i don't maintain my big index pages ! )
hey i could make a what's new D|S script with the sole purpose of browsing to the "what's new" page on google
a new version will be posted tonight with the inverted arealight vector
you could also do the patch manually
line 1010 of mcjTeleBlender 3 reads
var vY = q.getYAxis();
by adding this at line 1011 it inverts the up-vector
vY.negate();
but i also want to fix two problems that occurred :
- the grass lawn was tiled in DS and not tiled in Blender!
- when Blender's default "World" is not blank ( it was a Blender "sky" ), it seems to prevent mcjBlendBor from creating Background Environment Textures
Update - TeleBlender and BlendBot 3.06 beta - Update - TeleBlender and BlendBot 3.06 beta -
mcjTeleBlender now makes the AreaLights point the same way they do in Daz Studio
note that anything labeled "arealight" is exported as an arealight by TeleBlender
so you could create a primitive-plane, label it "my AreaLight" and it will be exported as an area light
but the real areaLights like the Uber AreaLight Plane, also have a special "Color" and "Intensity" channel in their material
and teleBlender does use those settings during the export
the "Blocker" lights, will no longer be exported, in DS they are just there for OpenGL reasons i think
if you don't want the areaLight geometry ( a simple plane ) to be exported,
it will be your responsibility (and prerogative ) to hide it before the export
mcjBlendBot will now detect if you are importing your scene into a Blender-cycles-enabled
scene and appropriately handle your World Environment ( sky spheres )
The "Blocker" is to tell the Render engine that I light is in the scene and therefore to turn off the Preview light. :)
Again no big deal but do you intend to add a Light Fall Off Node for Area lights if Fall OFF is turn ON for the DS Area Light. You will find the Node under "Colour > Light Fall Off.
don't know if that was the problem but before this morning
when you specified you were importing your daz scene into a pre-existing .blend scene
teleBlender always attempted to create Blender-Internal-Renderer environment spheres
but this morning's version will detect if your .blend scene is Cycles-Render compatible
and create the appropriate world environment
As for the .hdr equirectangular issue ... i'll check this soon, it may be a Daz Studio version 4.6 issue
i know that recently i tested 16bit tif displacement maps, which worked in DS 3 but don't seem to work in DS 4.5+
The "Blocker" is to tell the Render engine that I light is in the scene and therefore to turn off the Preview light. :)
Again no big deal but do you intend to add a Light Fall Off Node for Area lights if Fall OFF is turn ON for the DS Area Light. You will find the Node under "Colour > Light Fall Off.
i don't think i ever tweaked areaLight falloff in DS
but Blender's AreaLights dont seem to have this feature so i couldnt really transfer it
i saw just now that the SpotLights have a "Blend" property i'll have to see what it does and maybe update the SpotLight export
Update - TeleBlender and BlendBot 3.06 beta - Update - TeleBlender and BlendBot 3.06 beta -
mcjTeleBlender now makes the AreaLights point the same way they do in Daz Studio
note that anything labeled "arealight" is exported as an arealight by TeleBlender
so you could create a primitive-plane, label it "my AreaLight" and it will be exported as an area light
but the real areaLights like the Uber AreaLight Plane, also have a special "Color" and "Intensity" channel in their material
and teleBlender does use those settings during the export
the "Blocker" lights, will no longer be exported, in DS they are just there for OpenGL reasons i think
if you don't want the areaLight geometry ( a simple plane ) to be exported,
it will be your responsibility (and prerogative ) to hide it before the export
mcjBlendBot will now detect if you are importing your scene into a Blender-cycles-enabled
scene and appropriately handle your World Environment ( sky spheres )
someone using MacOS reported that Blender displays a warning about reduced performance due to a missing bl_info
i can reproduce this error message on Windows 7 only if i manually install mcjBlendBot in Blender's User-Preferences panel Note that i never needed to do this to get mcjBlendBot to work
but anyway i updated mcjBlendBot i added a bl_info section and fake register/unregister functions
so this may get rid of the error messages BUT maybe Blender/Mac goes through all the python scripts in the modules folder and attempts to read their bl_info since none of my "modules" have the bl_info section (except, now, mcjBlendBot )... possibly Mac-Blender will still not be happy
i think that the "performance" issue Blender warns us about is not really true, i mean i think if it slows down your work, it's by approximately 1 millisecond at load time it's probably more a matter of enforcing uniform coding practices
Whit Blender 2.71 the "Use mat-lib" work, but for Blender 2.72b it fail to work, it will not import the materiel.
And also will not build Cycles nodes.
Do I have a easy way to fix that "Use mat-lib" option for mcjTeleBlender3?
Thanks you,
OS Windows 7 Pro 64 bits
Daz3d 4.6 64 bits
Blender 2.72b 64 bits
Whit Blender 2.71 the "Use mat-lib" work, but for Blender 2.72b it fail to work, it will not import the materiel.
And also will not build Cycles nodes.
Do I have a easy way to fix that "Use mat-lib" option for mcjTeleBlender3?
Thanks you,
OS Windows 7 Pro 64 bits
Daz3d 4.6 64 bits
Blender 2.72b 64 bits
i'll get Blender 2.72b and fix this today the update will most probably be in the mcjBlendBot package
note : mcjTeleBlender3 produces a .bat file in the same folder where you specified the .obj scene/file is exported - launching Blender using this batch file gives you access to blender's "console" window, which is like an MSDOS window. Using this you can see error messages generated during your scene file import - sometimes that's enough information to figure what to do.
But in the case of the 2.72b incompatibility it's something i have to fix in code
i have to find the standardized compatible way to "append" the material library (.blend) materials
i found the solution to the emerging Blender 2.72 mat-lib incompatibility
since Blender 2.72 does not have a link_append operator anymore and since, anyway, i was using the link_append operator with the ( link=False ) setting
the bug i mentioned was that mcjTeleBlender3's "use mat-lib linked" option was not taken into account by mcjBlendBot ! so if someone selected that option, mcjBlendBot did .... no post-obj-import processing ... no cycles materials ... then failed
so i'll re-implement this in mcjBlendBot
expect the mcjBlendBot update in the next 30 minutes .... ( most probably )
according to my archives the "use mat-lib linked" option was introduced ... in July 2013
then somewhere down the road it disappeared ! :)
so i re introduce it somewhere near the bottom of mcjBlendBot.py
Its been a while but I just wanted to tell you how impressed I am with the updates to mcjTeleBlender. I'd be more than happy to support your hard efforts with a registration fee. You've put a LOT of hard work into this and it is evident.
This product gives those of us that love the control and flexibility of Blender an option beyond Reality and Luxrender which I've tried but I much prefer mcjTeleBlender!!!
Its been a while but I just wanted to tell you how impressed I am with the updates to mcjTeleBlender. I'd be more than happy to support your hard efforts with a registration fee. You've put a LOT of hard work into this and it is evident.
This product gives those of us that love the control and flexibility of Blender an option beyond Reality and Luxrender which I've tried but I much prefer mcjTeleBlender!!!
THANK YOU!
well just a small one-time gift certificate would be enough :) so my 3D assistant Amy could get new shoes or something :)
Firstly, I'd like to thank you Casual for this AMAZING work on getting Daz Studio figures into Blender.. I'll soon be able to express my gratitude better once my finances clear up so I can help support what you're doing here. In the meantime, I have a few questions which I've skimmed through this thread for and didn't find any answers.
I've actually had success with pretty much any/all models such as G2F/M, V6/M6, etc. using the latest McjTeleblender 3 and McjBot (on both Windows and MacOS) with Blender 2.72b. Sometimes there are minor issues when loaded into Blender such as the eyes, finger/toe nails, lips and hair loading in as black textures; but I've found out how to fix those issues by setting the "Fac" value in each texture to 0. The main problem I'm having, and the actual reason I'm posting, is because I'm having major issues with some clothing. Of course, they load/pose fine in Daz but when imported to Blender via McjTeleblender, I get poke-through/holes. Mainly in tighter fitting clothing such as stockings/socks and sometimes with shoes. So, I was wondering if anyone has been having this issue and may know of a solution or setting to make the clothing export as fit in Daz?
Comments
if it was a displacement it would matter but for bump maps it's a bump-map strength, so i prefer not to multiply it by the scale
if it was a displacement it would matter but for bump maps it's a bump-map strength, so i prefer not to multiply it by the scale
Thank you for answer
Sorry to bump this - just making sure that I get informed of postings (somehow I got dropped off the notifications) and waiting the great news for the upgrade :)
Thank you so much for all your hard work, Casual!
Welcome.
been thinking about a "what's new" page on my site
( in part because i don't maintain my big index pages ! )
hey i could make a what's new D|S script with the sole purpose of browsing to the "what's new" page on google
Hello casual..
Today I tested area light.
Thank you. It's great!
but light direction needs to be flipped.
a new version will be posted tonight with the inverted arealight vector
you could also do the patch manually
line 1010 of mcjTeleBlender 3 reads
var vY = q.getYAxis();
by adding this at line 1011 it inverts the up-vector
vY.negate();
but i also want to fix two problems that occurred :
- the grass lawn was tiled in DS and not tiled in Blender!
- when Blender's default "World" is not blank ( it was a Blender "sky" ), it seems to prevent mcjBlendBor from creating Background Environment Textures
so the update should fix those 3 things
That would be really great, Casual :)
the new version will also
- not export the "Blocker" lights, ( which are only there for Daz Studio's openGL needs i think )
- not export the AreaLight plane itself, by making it invisible before the .obj export
actually ... i prefer to leave it as the user's responsibility to hide the plane or not
Update - TeleBlender and BlendBot 3.06 beta - Update - TeleBlender and BlendBot 3.06 beta -
mcjTeleBlender now makes the AreaLights point the same way they do in Daz Studio
note that anything labeled "arealight" is exported as an arealight by TeleBlender
so you could create a primitive-plane, label it "my AreaLight" and it will be exported as an area light
but the real areaLights like the Uber AreaLight Plane, also have a special "Color" and "Intensity" channel in their material
and teleBlender does use those settings during the export
the "Blocker" lights, will no longer be exported, in DS they are just there for OpenGL reasons i think
if you don't want the areaLight geometry ( a simple plane ) to be exported,
it will be your responsibility (and prerogative ) to hide it before the export
mcjBlendBot will now detect if you are importing your scene into a Blender-cycles-enabled
scene and appropriately handle your World Environment ( sky spheres )
The "Blocker" is to tell the Render engine that I light is in the scene and therefore to turn off the Preview light. :)
Again no big deal but do you intend to add a Light Fall Off Node for Area lights if Fall OFF is turn ON for the DS Area Light. You will find the Node under "Colour > Light Fall Off.
don't know if that was the problem but before this morning
when you specified you were importing your daz scene into a pre-existing .blend scene
teleBlender always attempted to create Blender-Internal-Renderer environment spheres
but this morning's version will detect if your .blend scene is Cycles-Render compatible
and create the appropriate world environment
As for the .hdr equirectangular issue ... i'll check this soon, it may be a Daz Studio version 4.6 issue
i know that recently i tested 16bit tif displacement maps, which worked in DS 3 but don't seem to work in DS 4.5+
i don't think i ever tweaked areaLight falloff in DS
but Blender's AreaLights dont seem to have this feature so i couldnt really transfer it
i saw just now that the SpotLights have a "Blend" property i'll have to see what it does and maybe update the SpotLight export
No problem just thought I would ask. The Fall Off node can easily be added in the Node Editor.
Thank you so much for update.
Hi Casual.
I had modified some codes.
because Arealight has scale problem.
is it alright?
Thank you.
===================
function writeAreaLights( file, spacer, t, bRxtras )
....
node.setVisible( false );
var areaSize = getAreaSize( node );
var areaSizeX = 0.01 * areaSize[0];
var areaSizeY = 0.01 * areaSize[1];
var blR = getBlenderEulerY( node, t );
>> var areaScale = 100/round(blenderFactor);
>> var areaIntensityScale = areaScale * areaScale;
file.writeLine(
spacer +
"addAreaLight( "
+ quoted( "AreaLight" + i ) + ", "
+ round( pos.x / blenderFactor ) + ", "
+ round( -pos.z / blenderFactor ) + ", "
+ round( pos.y / blenderFactor ) + ", "
+ round( blR.x ) + ", "
+ round( blR.y ) + ", "
+ round( blR.z ) + ", "
>> + round( intensity * areaIntensityScale )
+ ", " + round( gamma(color.red) )
+ ", " + round( gamma(color.green) )
+ ", " + round( gamma(color.blue) )
>> + ", " + round( areaSizeX * areaScale )
>> + ", " + round( areaSizeY * areaScale )
+ " )"
);
i'll probably add this feature after i make sure it doesn't break backward compatibility
mcjBlendBot Update
someone using MacOS reported that Blender displays a warning about
reduced performance due to a missing bl_info
i can reproduce this error message on Windows 7
only if i manually install mcjBlendBot in Blender's User-Preferences panel
Note that i never needed to do this to get mcjBlendBot to work
but anyway i updated mcjBlendBot
i added a bl_info section and fake register/unregister functions
so this may get rid of the error messages
BUT
maybe Blender/Mac goes through all the python scripts in the modules folder
and attempts to read their bl_info
since none of my "modules" have the bl_info section (except, now, mcjBlendBot )... possibly Mac-Blender will still not be happy
i think that the "performance" issue Blender warns us about is not really true,
i mean i think if it slows down your work, it's by approximately 1 millisecond at load time
it's probably more a matter of enforcing uniform coding practices
========
only mcjBlendBot.zip was modified
https://sites.google.com/site/mcasualsdazscripts4/mcjteleblender3
Hi,
For mcjTeleBlender2 and mcjTeleBlender3,
Whit Blender 2.71 the "Use mat-lib" work, but for Blender 2.72b it fail to work, it will not import the materiel.
And also will not build Cycles nodes.
Do I have a easy way to fix that "Use mat-lib" option for mcjTeleBlender3?
Thanks you,
OS Windows 7 Pro 64 bits
Daz3d 4.6 64 bits
Blender 2.72b 64 bits
i'll get Blender 2.72b and fix this today the update will most probably be in the mcjBlendBot package
note : mcjTeleBlender3 produces a .bat file in the same folder where you specified the .obj scene/file is exported - launching Blender using this batch file gives you access to blender's "console" window, which is like an MSDOS window. Using this you can see error messages generated during your scene file import - sometimes that's enough information to figure what to do.
But in the case of the 2.72b incompatibility it's something i have to fix in code
i have to find the standardized compatible way to "append" the material library (.blend) materials
according to this forum exchange at http://blender.stackexchange.com/
i just have to re-create the link-append operator using the link or the append operators
the daz script mcjTeleBlender has an option called mat-lib linked, normally this would be a solution
but in a test i did just now, there's another bug to fix using that route !
i found the solution to the emerging Blender 2.72 mat-lib incompatibility
since Blender 2.72 does not have a link_append operator anymore
and since, anyway, i was using the link_append operator with the ( link=False ) setting
i replaced this line in mcjUseMatLib.py
with this line
and it seems to work fine !
the new version of mcjBlendBot is not posted yet !
i want to fix another bug i think i experienced a few minutes ago
plus, i didn't fully test the mat-lib functionality itself,
Hi Casual,
Thank's for your fast answer to my issues, I will be waiting for your update to be ready.
Have a nice day.
the bug i mentioned was that mcjTeleBlender3's "use mat-lib linked" option was not taken into account by mcjBlendBot !
so if someone selected that option, mcjBlendBot did .... no post-obj-import processing ... no cycles materials ... then failed
so i'll re-implement this in mcjBlendBot
expect the mcjBlendBot update in the next 30 minutes .... ( most probably )
according to my archives the "use mat-lib linked" option was introduced ... in July 2013
then somewhere down the road it disappeared ! :)
so i re introduce it somewhere near the bottom of mcjBlendBot.py
elif( postLoadProcessor == "USEMATLIBLNK" ):
mcjUseMatLib.switchToLibraryMaterialsLinked( matLibPath )
then in mcjUseMatLib.py
UPDATE - UPDATE - UPDATE - UPDATE - UPDATE - UPDATE - UPDATE - UPDATE -
for those using the "use mat lib" and "use mat lib linked" options
you need to download and install mcjBlendBot.zip and install it over the old copy
( meaning in a folder like
only mcjBlendBot.py and mcjUseMatLib.py modules were fixed
so there's no need to re-download the daz script
https://sites.google.com/site/mcasualsdazscripts4/mcjteleblender3
UPDATE - UPDATE - UPDATE - UPDATE - UPDATE - UPDATE - UPDATE - UPDATE -
mcjBlendBot.zip ( version 3.08 )
https://sites.google.com/site/mcasualsdazscripts4/mcjteleblender3
Hi Casual,
Thank's for the fast fix, it work again now.
Have a nice day, ;)
non-critical - Update - - Update - - Update - - Update - - Update - - Update -
2014 October 26
to avoid Blender warning messages
added a bl_info header to all of mcjBlendBot's modules
also added a dummy register/unregister function.
https://sites.google.com/site/mcasualsdazscripts4/mcjteleblender3
only mcjBlendBot.zip needs the update, the daz studio script mcjTeleBlender is unchanged
Casual,
Its been a while but I just wanted to tell you how impressed I am with the updates to mcjTeleBlender. I'd be more than happy to support your hard efforts with a registration fee. You've put a LOT of hard work into this and it is evident.
This product gives those of us that love the control and flexibility of Blender an option beyond Reality and Luxrender which I've tried but I much prefer mcjTeleBlender!!!
THANK YOU!
well just a small one-time gift certificate would be enough :) so my 3D assistant Amy could get new shoes or something :)
Hello all :cheese:
Firstly, I'd like to thank you Casual for this AMAZING work on getting Daz Studio figures into Blender.. I'll soon be able to express my gratitude better once my finances clear up so I can help support what you're doing here. In the meantime, I have a few questions which I've skimmed through this thread for and didn't find any answers.
I've actually had success with pretty much any/all models such as G2F/M, V6/M6, etc. using the latest McjTeleblender 3 and McjBot (on both Windows and MacOS) with Blender 2.72b. Sometimes there are minor issues when loaded into Blender such as the eyes, finger/toe nails, lips and hair loading in as black textures; but I've found out how to fix those issues by setting the "Fac" value in each texture to 0. The main problem I'm having, and the actual reason I'm posting, is because I'm having major issues with some clothing. Of course, they load/pose fine in Daz but when imported to Blender via McjTeleblender, I get poke-through/holes. Mainly in tighter fitting clothing such as stockings/socks and sometimes with shoes. So, I was wondering if anyone has been having this issue and may know of a solution or setting to make the clothing export as fit in Daz?