Daz3d to Blender export
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I've been searching for a good tutorial on how to export from Daz3D to Blender and the closest I've got was this: http://maddieman.wordpress.com/2012/04/23/exporting-daz-studio-4-figures-to-blender/
I exported the file to a .dae file and renamed the directory and put all the files in the same folder but when I imported the file into blender, the character is grey on texture mode. I have to go to render mode to see the texture loaded on the face. Is there a way to make it show up on texture mode? I'm trying to print my character on a 3d printer and it needs to show up in the texture mode to have the texture printed.
Comments
try this instead http://www.daz3d.com/forums/discussion/2877/ it is way better.
When exporting the file in obj mode. Which of the following show I check off?
I've attached my obj and the collada export from daz studio. I ran the script and nothing is changed in the obj file. When I go to texture mode, a lot of the nodes are distorted and out of place.
If I use the collada export, it looks better but in texture mode, there's nothing on the face but when I go to render mode, the face shows up. I want the face to show up in the texture mode too. How do I do that?
Is the collada export adequate for 3d printing?
https://www.dropbox.com/s/hwwwb2debtmiyad/girl.rar
the blender export settings appear to be a legacy thing and the Z & Y flip should be set back to normal, but I think the scale is correct for a 1:1 size relationship, otherwise export at whatever size is good to work with in Blender and export back into Studio and adjust as needed either at the scale setting in the import dialog of Studio or after you import the object into Studio itself, or use a combo of both which is what I end up doing at some point.
If you collect your materials and report them into Blender you will need to make some adjustments depending on the rendering engine you use, either Blender or Cycles or LuxRender or whatever.
Casual has a script to export from Studio to Blender Cycles if you're looking to render a scene.
http://www.daz3d.com/forums/discussion/2877/
blender has a tool for 3D printing and you can read about it here.
wiki (DOT) blender (DOT) org/index.php/Extensions:2.6/Py/Scripts/Modeling/PrintToolbox
outside links are sometimes deleted on these forums so copy, paste and make the fixes to make this a link if you'd like to read more.
I've tried the script but it doesn't help. I know how to use the blender 3d print tool so that's why I'm trying to convert the figure from Daz3d to Blender. Take a look at the 2 screenshots I've taken. I want the face to show up in the texture mode instead of the rendered mode in blender. Any idea how to do this?
In the upper right corner of the 3d view screen, click the '+' and look for Display on the list...then try GLSL...
I changed the shading to GLSL but the face texture isn't showing up properly.
Well, you could try http://www.renderosity.com/mod/tutorial/?tutorial_id=2743
there's a material setup button that handles most of the basic material settings.
To make the textures show up on the viewport's texture view mode, you need to assign the texture images to the UVs.
1. split the 3d viewport and change the new one to the uv/image editor
2. in edit mode with no vertices selected, select the material (eg. the face material) and click the "select" button below. the corresponding uvs should show up in the uv editor
3. in the uv editor, change the image to the texture image relevant to that material (eg. the face texture image)
repeat the process for all the mats. If you selected the "Merge materials by diffuse maps" in your collada export settings, or if you used the Khalibloo panel's "merge materials" option, you should have to do repeat the process only a few times
Note:
This is not necessary for blender's renderer to see your textures. It's just that the viewport shading is very limited currently. I don't know if 3d printing requires this
StratDragon is correct about the y-z axis flip-flop but DAZ Studio's Blender scale is wrong for export and import. Blender now defines one Blender Unit = 1 meter so the scale from Studio on export should be 1% and on import should be 10000%.
I wrote an article on how to export from Daz3D to Blender.
https://anipro.pro/export-from-daz3d-to-blender/
I hope this will be useful to someone. I was trying to write very detail.
P.S. And I think my English can seem strange, so sorry.