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So I brought this character in with the Diffeomorphic tool and I'm wondering if anyone knows why her skin looks like it does. Look at her hands, neck, and the side of her face, it looks maybe low poly is the best way to put it. I did nothing but brought her in and started the render. This is with the latest development version that is on the Diffeomorphic site.
It's looks like the sub d modifier isn't on; also like the shade smooth is also not on.
... Might be a bug in it; I've installed it but not tried yet
Thank you very much for your answers, what Padone says I did not know. Maybe it's because of that maybe.
And I forgot to mention that for my Blender it is just a converter in my workflow (I use it to send from Daz Studio to the MikuMikuDance universe to animate there). Since I am personally a user of 3ds Max, and Blender as Mr. Marble says in other Daz forums: "Blender is Discouraging" (I hope the translation of his words is adequate since I do not speak English).
I mention this because making shapekeys there scares me xD.
I have tried with the export to fbx and although the result is horrible, BUT those of the eyelids do not happen, there they close well.
PS: The posts that Daz uploaded to Blender and 3ds Max are dire (worse than exports to fbx). I tested them both with models with clothes and models with nothing but the base that I showed in the image above and throws error when reprinting in blender. This is why I consider Mr. Thomas to be almost a God for creating something that even DaZ himself could not create with satisfactory results.
By the way, is there a way to transfer the shape keys for example from the fbx version of the model to the imported version with the complement of Mr. Thomas?
I think it would be the most viable and fastest solution currently.
I await your responses.
Regards.
I agree with nicstt: smooth shading and/or subD is not turned on. However, everything I've brought in so far with the development version has had both of those turned on. Odd.
Laurie
Interesting, I'm looking at the file and there is no sub D in the modifier tab at all, just what looks to be an armature symbol and the Shizuka HD name under object. I just clicked shade smooth and it worked! I'll re-render it now that it's fixed. Thanks for the help!
I was testing and see that transferring the shape keys does not solve the problem.
I do not know what else to do.
Does anyone comes up with something?
@benniewoodell I suspect you're using an old version of the plugin since that issue with smoothing has been fixed a while ago.
@ChrisSerket In the discussion below there's a procedure by Zack Johnson to import baked morphs, don't know if it may help.
https://bitbucket.org/Diffeomorphic/import_daz/issues/43/custom-morphs-missing-deforming-wrong
@nicstt As for mixing characters I mean that then you have to mix the custom jcms too, of course the basic shape is imported fine since it's baked in the dbz.
I understand, I'm going to try it, but in case it doesn't work, what else can I do?
Wait, no you're right, this is a previous version. I downloaded the newest development version and installed it last night and when I imported her in, her clothes or hair didn't transfer in. Tried it three times, going back in and resaving it each time, and it was just her with no add-ons, so I turned on an older version to see if something was amiss and she loaded in with the problem you see above. So you're right, it was old one, but the one that's the newest development brings her in completely nude and bald. I completely forgot about that.
@benniewoodell If the up to date version can't find some content my best guess is you need to check the daz content folders in the settings. If you use the default daz content folder it should work fine though. Otherwise I have no idea it works fine for me and the others here.
Padone, I tried the solution you sent me a few hours ago, and it didn't work.
I followed the same steps but nothing changes.
What else can I do?
@ChrisSerket You may try importing the figure without additional morphs, then import the closed eyes as custom morph using a obj and check that it works fine. Then start adding the other morphs and check that the eyes works fine until you find what's messing things up.
As I said, making characters by mixing other characters is looking for troubles. The basic shape is exported fine because it is baked in the dbz, but then the custom jcms and mcms need to be mixed as well for them to work fine. If I understand correctly your character is a G8F + Sakura8 + Hotaru mix.
The "good way" to make characters is to use the standard body and face morphs, also most morphs packages are fine if they don't "inject" custom jcms mcms. But mixing characters isn't safe.
I believe I have the exporting and importing working. Now if I can get the emmitting light surfaces to emmit light....
Haven't had chance to test for a while so may I ask how the diffeo importer works with Eevee now? Last time I tried, the results were far from my hopes and expectations.
Padone, I already managed to solve the problem (in part). You were right that to move you needed other morphs that were not.
However, a new problem occurred with both the eyelids and the eyelashes (attached image of the problem).
For some reason the eyelids and eyelashes stay that way. I already checked if there was any other hidden controller that was needed and not. I also tried using at the same time as the 2 new controllers I added, the eye controller I used before, but the same is still happening.
Why is this happening?
When I switched to Cycles before the import, emmission lights seem to work. Hope to post some raw results later.
Awesome, looking forward to seeing what you were able to come up with!
Ok, I finally got something to convert and render. I do plan on learning how to make it look better in Blender, but first learn crawl.
The first image is the scene as rendered in Studio with IRay. The second is default convert and render in Blender. Yes, I know. There's no actual background.
I have two nagging questions:
1. I have to load the settings for the add-on in Blender everytime I load, is that correct?
2. Can the figures (V8 in my case) that are imported be animated?
Unfortunately for G8F the eyelashes are a separate figure. And honestly I never figured out why they designed it that way. So to make them work you have to transfer correctives the same as you do with outfits. I'm also quite surprised that you managed to mix the custom morphs as well. Obviously diffeo is better than I thought.
Another test that you may try is if every figure in the mix exports fine with her custom morphs. This at least gives you the basic elements before exporting the mix itself.
But again, you can see that mixing figures complicates everything, using morphs packages to make a character is much safer.
edit. I also see that Thomas is working very actively on the new morph system and there are recent fixes so be sure to grab the latest development version.
When you say load the settings, are you talking about Diffeomorphic itself, or the settings for each character? If diffeomorphic, you shouldn't have to, install it and then restart the program and it should be there. But if it's bringing in a character, yeah, you'll have to load the stuff to them every time.
And you can absolutely animate. If you want to see some great videos on how to animate in Blender, look up Royal Skies LLC on Youtube, he's doing a series on animation right now, so his last probably five or six videos all cover animation and they're all like 3 minutes or less even.
@ChrisSerkey
Can you share a .duf of the character, although I don't have Hotaru.
Actually, are you using the eyes that Sakura changes to or some other Manga style eyes; I'm just trying something out; thinking about it, I seem to remember trying her manga style eyes and having issues.
Edit: Nope, not having an issue.
If you press Save Default Settings after you have updated the settings, the new settings will be loaded the next time Blender starts, or when the plugin is reloaded.
However, there is catch. After the settings have been loaded, Blender loads the default scene, including all scene properties. Since the settings are stored as scene properties, any settings in the default scene will overwrite those loaded when the importer is initialized. So you may also need to update the default scene (ctrl-U with the Blender 2.79 keymap). Or you could press Load Default Settings in the Settings > Load/Save Settings, cf http://diffeomorphic.blogspot.com/p/settings-panel_17.html.
Each time I start Blender and want to import a Studio scene, I have to click on DAZ Runtime->Settings->Load/Save Settings and select the settings file. As Blender was crashing so much, I thought that was why the add-on was losing the DAZ content directories settings, but now I see it is reset every time I start Blender, even without a crash.
Once a scene has been imported and the Blender scene saved, is it now self-contained or does it still need access to the DAZ content files?
Oh, gotcha. Yeah, on my laptop I always have to set it every time but on my desktop and iMac I don't. It was irritating at first but then I just got used to it.
But I don't know about it needing the daz files. I don't delete those until I'm done with the project just in case, but I do also always save my blender project with all the assets packed into the file. So I probably don't need the daz file, but with my luck it'll be needed.
@brainmuffin
As for saving the default settings please see the answer by Thomas who is the plugin developer. You have to save both the plugin defaults and the blender defaults.
As for imported daz scenes they still access the daz folder for textures. You have an option in blender to pack all the external resources in the blender file though if you need so.
https://docs.blender.org/manual/en/latest/files/blend/packed_data.html
I created a Blank Blender scene: no cube, no camera, Cycles as the rendering engine, and the import options set properly. Once I load it, all the pieces are correct and I can import. Just has to remember to select "Save As".