Daz Studio OBJ Import loses tree structure ?

none01ohonenone01ohone Posts: 862

Just wondered if there's a way to import an obj and keep its tree structure as separate component parts as Blender does, rather than group them into UV surfaces and lose the separate parts.
I just wanted to rotate the prop.

Thanks.

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Comments

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,219
    edited December 1969

    import it into Hexagon and send to Daz studio

  • Richard HaseltineRichard Haseltine Posts: 100,941
    edited December 1969

    An imported OBJ will always be a single item - either import each part separately and parent, or import into the Figure Setup pane and create a figure from the groups.

  • none01ohonenone01ohone Posts: 862
    edited December 1969

    Thanks for the reply's.

    I've avoided using Hexagon as it has bugged out a lot when I've tried to use it previously. It did maintain the tree component parts when importing into Hexagon but for some reason the UV was out of whack. (tried it with flip UV's on and off).

    So I've sent if from DS to Hex and was wondering if there's a way to separative off the parts, much like the 'P' - separate function in Blender.

    Thanks.

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  • WendyLuvsCatzWendyLuvsCatz Posts: 38,219
    edited December 1969

    dunno, I avoid it too
    but can you import an obj into it that has separate meshes, select all and it will send them as separate meshes to studio
    import into Hex not send to Hex from Studio

  • TjebTjeb Posts: 507
    edited December 1969

    While in Blender, you can export the item you want to animate. In DAZ it will be a separate obj. But that's no point, is it?
    That's how I did the tail rotor. The main rotor is something else. That is a jpeg applied to a cylinder's diffuse and opacity channel.

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  • none01ohonenone01ohone Posts: 862
    edited January 2014

    @tjeb
    Nice rotor effect that.

    @Wendy
    Yep, I think sending back and forth between Hex and Daz might get a result if it wasn't for another snag I've hit. It's that the prop has its origin in the centre of the object and not in the centre of the spinner. Not a lot of good to rotate around that centre.

    Just when you think you're getting somewhere! Looks like that green dot needs to move.

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    Post edited by none01ohone on
  • TjebTjeb Posts: 507
    edited December 1969

    That will happen in Blender too. You think you have set the pivot point right and after importing the obj in DAZ it's out of place again.
    Changing axis when importing sometimes solves the problem.

    But try this:
    download my rotation_fx pic
    Create a very flat/thin cylinder. Rotates perfectly around z-ax
    Apply rotation_fx on the diffuse channel, set some grey color to your liking.
    Apply also to opacity.
    In this case set Horizontal & Vertical Tiles to 2

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  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    For something like a prop, I'd just export it as a separate obj...

    But for motion blur/moving propellers, like your suggestion, tjeb...simple and looks fine

  • TjebTjeb Posts: 507
    edited December 1969

    Like the sliding door. Separated from the helicopter in Blender, exported as a single object, animated in DAZ's timeline.

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  • none01ohonenone01ohone Posts: 862
    edited December 1969

    Been faffing around with this a bit too long now. All I wanted was to try out Sedor's motion blur tutorial, link in the art section.
    I've seen the Bazze's flat plane motion blur prop and wanted to see a prop blur with some depth to it.

    In the end I created a ring of verts on centre and parented the prop to that.
    As I'm just doing a render, probably the best would be to combine the two, a flat plane motion blur for the circumference with the shorter motion blur of say 25 degrees.

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