Importing FBX files into Daz Studio - Parts scattered everywhere

Hi guys, 

I wanted to know, I've been playing with Daz Studio and I was importing some free FBX 3d models into DazStudio, but everytime I import them

all the parts of the model are scattered everywhere. 

This is really annoying!!! Is it because the model where it come from wasn't exported properly, or has Daz Studio still hasn't quite fix this?

Thanks Winton

 

Comments

  • PaintboxPaintbox Posts: 1,633

    Sounds like a scaling thing. DAZ works on a different scale than other programs sometimes. Does the scattering originate from one point?

    Either case, check the import properties.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,526
    edited February 2019

    DS FBX importer is not very good

    it only can really reimport stuff exported from DS not outside products

    you are better off importing them in obj format preposed to render  or tposed ready to rig

    going via Poser 11 Pro is the only real way to get rigged FBX content in to DAZ studio 

     

    Post edited by WendyLuvsCatz on
  • wintoonswintoons Posts: 381

    DS FBX importer is not very good

    it only can really reimport stuff exported from DS not outside products

    you are better off importing them in obj format preposed to render  or tposed ready to rig

    going via Poser 11 Pro is the only real way to get rigged FBX content in to DAZ studio 

     

    Yeah the only one I've tried is to use Hexagon save the model as obj's and import each part seperately. Which is annoying but it seems to work.

    Does Poser work well with FBX files? 

  • wintoons said:

    DS FBX importer is not very good

    it only can really reimport stuff exported from DS not outside products

    you are better off importing them in obj format preposed to render  or tposed ready to rig

    going via Poser 11 Pro is the only real way to get rigged FBX content in to DAZ studio 

     

    Yeah the only one I've tried is to use Hexagon save the model as obj's and import each part seperately. Which is annoying but it seems to work.

    Does Poser work well with FBX files? 

    yes reasonably well, some better than others 

    Mixamo and iclone exports load in it OK Makehuman has issues

  • I use Carrara and iClone and both handle FBX import very well but I can only get Poser cr2 saves into DAZ studio

  • wintoonswintoons Posts: 381

    I have been thinking about getting a copy of Poser Pro to import 3ds and lwo files. And then using it to save it as a poser file and import it into Daz Studio. 
    Has this worked for anyone? 

  • wintoons said:

    I have been thinking about getting a copy of Poser Pro to import 3ds and lwo files. And then using it to save it as a poser file and import it into Daz Studio. 
    Has this worked for anyone? 

     

    yes

  • wintoonswintoons Posts: 381
    wintoons said:

    I have been thinking about getting a copy of Poser Pro to import 3ds and lwo files. And then using it to save it as a poser file and import it into Daz Studio. 
    Has this worked for anyone? 

     

    yes

    Cool! Thanks Wendy_Carrara

  • prixatprixat Posts: 1,590

    The same thing occurs with FBX from Cinema4D. I use FBX 2016 7.5 text.

    A quick and dirty workround is to move each object axis to world 0,0,0. Then export to FBX.

    (The problem with that method is that you have to move them back in DS.)

    I did notice on my failed imports that all the object axis are actually in the right places, the objects just ignore them and pile up at the world center.

  • wintoonswintoons Posts: 381
    prixat said:

    The same thing occurs with FBX from Cinema4D. I use FBX 2016 7.5 text.

    A quick and dirty workround is to move each object axis to world 0,0,0. Then export to FBX.

    (The problem with that method is that you have to move them back in DS.)

    I did notice on my failed imports that all the object axis are actually in the right places, the objects just ignore them and pile up at the world center.

    I just wish that there was a proper fix for this

    >:(

  • don't hold your breath

    it is not the purpose of DAZ studio 

    DAZ studio is meant for posing and rendering DAZ and some Poser content and it does that exceedingly well.

    it was created as an alternative to Poser for DAZ3D to display the content they sell.

    any other format import is a bonus, obj is usually the only type needed for creating content to use with DAZ figures etc

    FBX is always a third party figure from another software or game and not particularly in DAZ 3D's interests to support.

    I told you the best way to do so is via Poser 11 Pro, there is not a lot more I can add other than find a program that does import FBX and convert to obj

    or a series of objs you can use as morph targets for some very basic animation bearing in mind you will need many for one that does not distort, Blender will export an animation as a series of obj files.

  • wintoonswintoons Posts: 381

    Yeah your right, Wendy. It isn't DAZ's interest. 
    And I will get Poser Pro for sure. 
    What I find frustrating is that if there is model which I really want on Turbosquid, for example, like a car I really want in my animation but its made in Maya or 3D Max, but they do have the option either Obj or FBX.
    What I find is that with Obj, when you import it into DAZ, it comes 'a one object'. And I can't manipulate the doors, bonnet even the tyres to animate. That's why I was trying to figure out a way that I can access each part of the model so I can manipulate it.  

  • wintoons said:

    Yeah your right, Wendy. It isn't DAZ's interest. 
    And I will get Poser Pro for sure. 
    What I find frustrating is that if there is model which I really want on Turbosquid, for example, like a car I really want in my animation but its made in Maya or 3D Max, but they do have the option either Obj or FBX.
    What I find is that with Obj, when you import it into DAZ, it comes 'a one object'. And I can't manipulate the doors, bonnet even the tyres to animate. That's why I was trying to figure out a way that I can access each part of the model so I can manipulate it.  

     

    well for that you could use the geometry editor tool

    and you can bone and fill with weights to rig it too

  • wintoonswintoons Posts: 381
    wintoons said:

    Yeah your right, Wendy. It isn't DAZ's interest. 
    And I will get Poser Pro for sure. 
    What I find frustrating is that if there is model which I really want on Turbosquid, for example, like a car I really want in my animation but its made in Maya or 3D Max, but they do have the option either Obj or FBX.
    What I find is that with Obj, when you import it into DAZ, it comes 'a one object'. And I can't manipulate the doors, bonnet even the tyres to animate. That's why I was trying to figure out a way that I can access each part of the model so I can manipulate it.  

     

    well for that you could use the geometry editor tool

    and you can bone and fill with weights to rig it too

    Ok, I'm still learning most of the options that you can use on Daz Studio.

    I wanted to know, if you have say a car model in Hexagon for example and its an obj file, I can access each part of the model, the doors, the bonnet, wheels etc. Is there a way that you can import the car model into daz studio and have the ability to also access each part of the model car? Or do you have to save each part as an obj model and import it part by part? 

  • wintoonswintoons Posts: 381

    Oh never mind!!! I've figured it out!!

    You use Hexagon and click on Send to Daz Studio. 

    Thanks Wendy :)

  • glad you solved it

    either would work, Hexagon handy as has a bridge but yes in any other modeler you would export parts singley

    but you can also isolate parts as bones in DAZ studio itself using the geometry editor and boning tools

  • wintoonswintoons Posts: 381

    glad you solved it

    either would work, Hexagon handy as has a bridge but yes in any other modeler you would export parts singley

    but you can also isolate parts as bones in DAZ studio itself using the geometry editor and boning tools

    Ok cool, thanks. I would like to know how to use the geometry editor and boning tools on DAZ. Do you know any good tutorials?

  • wintoons said:

    glad you solved it

    either would work, Hexagon handy as has a bridge but yes in any other modeler you would export parts singley

    but you can also isolate parts as bones in DAZ studio itself using the geometry editor and boning tools

    Ok cool, thanks. I would like to know how to use the geometry editor and boning tools on DAZ. Do you know any good tutorials?

    I would have to google like you devil

  • wintoonswintoons Posts: 381

    That's really handy!!! That actually showed me more as to what I can do. Thank you so much!

  • Rev2019Rev2019 Posts: 180
    wintoons said:

    Oh never mind!!! I've figured it out!!

    You use Hexagon and click on Send to Daz Studio. 

    Thanks Wendy :)

    you cant import FBX files into Hexagon or have i missed something?

    explain how you sorted the mess out as i have the same problem

    FBX obejcts are all over the place.

    i cant belive that this isnt fixed yet

     

  • I wrote an tutorial of this how it can be done from any 3D software: https://www.daz3d.com/forums/discussion/comment/4675341/

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,526
    Rev2019 said:
    wintoons said:

    Oh never mind!!! I've figured it out!!

    You use Hexagon and click on Send to Daz Studio. 

    Thanks Wendy :)

    you cant import FBX files into Hexagon or have i missed something?

    explain how you sorted the mess out as i have the same problem

    FBX obejcts are all over the place.

    i cant belive that this isnt fixed yet

     

    they don't consider it broken

    DAZ studio is made for loading DAZ content 

  • Doc AcmeDoc Acme Posts: 1,153

    I'm really coming into this late but I feel your pain.  I work primarliy in Lightwave & have been doing battle with Daz FBX export for some time now, ok years.  My best advice is to use it ONLY if you've a rigged character & prepared to do a bit of prep work.  Otherwise, for most props, sets, etc. that don't need deformation animation, go with OBJ. Even that needs some watching when Importing, but much simpler. Your app should have options for importing with regards to separate layers, UV options, etc. Somethings, particuarly characters, won't open as separate objects where as many Sets & Props will.

    The big advantage of the FBX is that you'll end up with wt. maps and morphs if you can speak to the Morph Export Rules thing correctly. But, FBX has it's own special way of wanting to do things, so EVERYTHING will get a null & often renamed (Cameras for example), and that often goobers up heirarchies as you've experienced.  And it doesn't seem to be consistant. I've some tests on my docket to see if I can export isolated items out as FBX (it seems to not want to adhere to ignoring hidden), the swap those out for scene that are obj's.

    Stay tuned.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,526

    export is much better than import though

    the previous poster was trying to import into DAZ stidio and that is mostly miss not hit and certainly nothing rigged works.

  • Doc AcmeDoc Acme Posts: 1,153

    export is much better than import though

    the previous poster was trying to import into DAZ stidio and that is mostly miss not hit and certainly nothing rigged works.

    Oh definitely.  I haven't had a sucessful import with anything other than obj.

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