Blender Bridge for Daz Studio

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Comments

  • DustRiderDustRider Posts: 2,788

    Lol!

    I've noticed that too. If the hotkey seems to make sense to me, I'll use it. If not I'll fumble around in the menu's until I find the appropriate menu item.  It's usually pretty easy to find. I have found some tutorials that use both, that is very helpful because you can learn where something is, and the associated hotkeys. 

  • kyoto kidkyoto kid Posts: 41,212

    ...I just opened it and played around for a while using the pointer, menus, and icons rather than hotkeys, got a pretty good feel with it compared to the old days.  That is sort of how I learned Daz, Poser, Carrara, Bryce, and Hexagon (well, between crashes).

  • nicstt said:

    To be fair to the Blender devs, 2.8 was a long time coming, and if you don't break backwards compatibility every now and then, you cannot innovate.

    But there is an Oscar-winning VFX guy at the Blender Meetup I go to, and he's still on 2.79 because of the addons, general stability, and right click to select.

    I'm on 2.82/3 and use right click to select.

    Heh, more power to you :)

  • wolf359wolf359 Posts: 3,836
    DustRider said:

    Lol!

    I've noticed that too. If the hotkey seems to make sense to me, I'll use it. If not I'll fumble around in the menu's until I find the appropriate menu item.  It's usually pretty easy to find. I have found some tutorials that use both, that is very helpful because you can learn where something is, and the associated hotkeys. 

    This is a 30 minute video About a keyboard centric add-on I am using..... I only wish I had the option to Navigate around Daz studio or Iclone like this.. ..... MACHINE TOOLS.
  • DaremoK3DaremoK3 Posts: 798

    Paintbox :

    The KronosGroup already did gITF integration with Blender.

    If you mean you want someone to integrate it with Daz Studio -- I am the wrong man for the job.  I am only a part-time developer, and I have many years worth of learning yet before I am capable of something of that magnitude.

    I believe someone like mCasual, dev of mcjTeleBlender, would be a more likely candidate to tackle something like that...

  • DaremoK3DaremoK3 Posts: 798

    nicstt :

    The cloth brush in 2.83 is what I am most excited about  --  I downloaded that alpha build, but haven't found time to play with it yet.  Pablo is killing it with the sculpt development.

    And with Rich Colburn working more on his cloth tools, cloth sim/creation in Blender 2.8x series is going to get even better.

  • DaremoK3DaremoK3 Posts: 798

    Okay, so I am back after many hours of sweat and toil, or dev and error checking - whichever comes first, or floats your boat...

    I completed everything that I wanted to accomplish with the OP's linked DS - Blender bridge, less custom icons and creating custom collection upon import in 2.8x

    - It is updated to 2.8x (in 2.81) and tested in 2.81 and 2.82  --  Not 2.83 alpha, nor 2.80

    - It has a dynamic folder/file selection located in Addon Preferences (along with customizing/changing N Panel Tab) linked to your bridge folder of your choosing/creation -- There is only one file created by the DS side - this is always selected and used.  Now, nobody is stuck not having the correct hard-coded file path, and not having a working addon.

    - It has error checking, and a stricter export qualifier.

    Remember, this isn't a proper bridge, or anything like TeleBlender or Diffeomorphic  --  It is a Content Creation Tool bridge for morph target work on your figures/objects.  More like millighost's old one we were using a few years ago (that I was currently updating for my own use before this thread).

    So, if you got through all that - here's what I am here for;  I am looking for a couple of beta testers for both B2.79 and B2.82  --  You don't have to do both, but I would like some testers for the 2.79 version as well as the more sought after updated 2.8x version.  Windows only for now -- I have to look into the file pathing changes needed for Linux and possibly Mac...

    I want to make sure there aren't any bugs outside my environment (shouldn't be, but everyones systems differ, so...), before I share it in the wild.

    Let me know if you are interested.

  • Thank you for your hard work. These kind of tools are always very usefull. If you can't get any volunteers >> I will test it for you but I'm very busy at present. Sigh, there is never enough time for fun and games.

  • wolf359 said:
    This is a 30 minute video About a keyboard centric add-on I am using..... I only wish I had the option to Navigate around Daz studio or Iclone like this.. ..... MACHINE TOOLS.

    Thanks, wolf, that's pure gold and I was unaware of it.

  • DaremoK3 said:

    nicstt :

    The cloth brush in 2.83 is what I am most excited about  --  I downloaded that alpha build, but haven't found time to play with it yet.  Pablo is killing it with the sculpt development.

    And with Rich Colburn working more on his cloth tools, cloth sim/creation in Blender 2.8x series is going to get even better.

    Yes, the cloth brush and also hair collisions is working again! There's going to be a massive influx of Strand Based Hair products around April :)

    Modeling Cloth is amazing, but either I just don't know how to use it or it doesn't integrate well. I've got a bunch of scripts to hook cloth to the models that I don't know how to re-implement with Modeling Cloth. This prompted me to try Houdini, and in my opinion, Houdini is just "How It Should Be Done". Man, there's just not enough hours in the day.

  • nicsttnicstt Posts: 11,715
    DaremoK3 said:

    nicstt :

    The cloth brush in 2.83 is what I am most excited about  --  I downloaded that alpha build, but haven't found time to play with it yet.  Pablo is killing it with the sculpt development.

    And with Rich Colburn working more on his cloth tools, cloth sim/creation in Blender 2.8x series is going to get even better.

    Indeed.

    I was testing it out earlier and made a cape; being able to add a cloth feel to the mesh was helpful, even having to smooth it out some, then tweak again gave a good feel for its use. My sculpting skills have never been the best.

  • KeaseenKeaseen Posts: 3

    I'm the one who found and posted this script on a SHARECG. But i am not the author. I just found it on some anonimous imageboards.

    I would be happy if someone adapts this script to 2.8+ and shares.

  • Richard HaseltineRichard Haseltine Posts: 102,436
    Keaseen said:

    I'm the one who found and posted this script on a SHARECG. But i am not the author. I just found it on some anonimous imageboards.

    I would be happy if someone adapts this script to 2.8+ and shares.

    If it was anonymous how do you know it was permissible to share it?

  • DaremoK3DaremoK3 Posts: 798
    edited April 2020

    Keaseen :

    So, you are saying that you are wolsey over at ShareCG, and that you are the one who released this?

    I am asking, because if you read any of this thread above, you will notice that I have already adapted it to 2.8x series, but not yet released it.

    Also, I credited you (wolsey), at ShareCG as original author (if this is you), as well as linking to that site/download  -- Because crediting authors work is very important in the Open-source licensing, I would also like to credit the 'original' author in my adapted addon as well, if you would please, be so kind to share with me.

    I am still currently working on expanding it, and am currently stalled on my auto-collection creation/deletion code  --  asking Blender for 4 variable arguments (4 different ways users might use it -- including the original way the DS object is imported into scene in NO collection), but am only being allowed to utilize 2 without destroying/nullifying the other 2 - I need the 4, or it is a wash and users will have to resort to hand-creation/deletion in the Outliner (which I am trying to circumvent).

    I plan to give it another week of failure before I move on to Plan B which will be to scrap the 'it doesn't matter' where you import it, and force imports to a defined, new created 'View Layer' for just the DS object while still maintaining hiding of any scene objects in any collections from previous layer.

    ********************************************

    So...  To recap;  I have a 2.8x series working version (tested :  2.80/2.81/2.82 on both x64 Windows[7] and Linux_Ubuntu Studio[kernal 18.04])

    Also, a heavily, currently active Dev build where I am slowly crossing off my huge TODO list for release.

    Still NEED beta testers for this for both Windows and Linux (both 2.79 and 2.8x).  Not only to test the addon, but for feedback of interaction, what can be improved, excised, or for suggestions to add to my TODO list for further work.

    I had planned to show some usage GIFs here once I found the solution to my current issue and the Dev version was ready for release  -- Animated GIFs soon...

     

    * Current (dev) images:

    * EDIT: There is custom icon in panel header not seen here due to one of the issues in Linux I need testers for -- Working in Windows version and Linux 2.79 version, but failing here with 2.82  --  But, my Linux testing environment is a USB drive loaded into memory only, and the 2.79 version is hard-coded/pre-installed, while this 2.82 version is a non-installed ZIP version dropped into 'Documents'.

     

    * Any questions?

    Screenshot_2020-04-22_15-12-49.png
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    Screenshot_2020-04-22_15-14-26.png
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    Post edited by DaremoK3 on
  • DaremoK3DaremoK3 Posts: 798

    Richard,

    You bring up a good point, and this reflects on me too.

    For the Blender part of the scripts/addons, there is no issue based on Blender's default licensing (ALL addons can be freely distributed, modified, even charge for them if you didn't create them -- whether they were purchased of free -- does not matter).

    However, the two scripts for the Daz Studio side which are needed to get the whole ball rolling is another matter.  I believe those will require said permission, and I have even utilized those scripts and modified them to create my two additional scripts to modify the original scripts for dynamic library linking instead of the hard-coded library calls in the scripts (which need to be hand-edited).

  • KeaseenKeaseen Posts: 3

    Richard Haseltine,

    It was long time ago(about 2 years) and was created by some anonimous enthusiast on 3d forum(in my daz thread). There is no authorship or other info from the creator unfortunately smiley Consider me as an author laugh

    DaremoK3,

    Good work. It will be good if you also add some tutorial if u share

  • Richard HaseltineRichard Haseltine Posts: 102,436
    Keaseen said:

    Richard Haseltine,

    It was long time ago(about 2 years) and was created by some anonimous enthusiast on 3d forum(in my daz thread). There is no authorship or other info from the creator unfortunately smiley Consider me as an author laugh

    You can't be considered an author unless you were the author. The suspicion would be that the scripts were based on some of Rob's samples, though mst of the names don't follow his pattern (which is from the docs) and I don't think he'd use for( var i = 0; i < nVerts; i += 1 ). Without knowing who the author was, and what terms they set on usage, the scripts should not be distributed.

    Keaseen said:

    DaremoK3,

    Good work. It will be good if you also add some tutorial if u share

     

  • Why not just install 2.79 alongside 2.8x, just for the purpose of creating morphs, and use the script from sharecg?

  • Richard HaseltineRichard Haseltine Posts: 102,436

    It looks to me as if Blender Python has a JSON parser, as does DS, so I think a better approach would be to create a data structure to hold the needed information and just use JSON to write and read it - which would be new scripts without the ownership issues.

  • Daz to Blender bridges is NOT exporting the morphs I picked in the morph window in DAZ!  Help!

    When the character gets to Blender has no morps at all.

    The only way I get some morphs is if I uncheck the extract minimal morphs box but than I get the preset morphs, not my "custom" ones.

    Using DAZ 4.15 and Blender 2.91  - 64bits

    Thank you!

    PS - Is there a way to import CVS rules file with this plugin?

  • asduma20asduma20 Posts: 3

    @DaremoK3

    Hi
    I am curious about this script.
    Is there a 2.8 ver of this script distributed?

  • DaremoK3DaremoK3 Posts: 798

    @asduma20 :

    Sorry, no, not yet.  Still a lot of work to complete on the Daz Studio scripting side.

     

  • asduma20asduma20 Posts: 3

    Thanks for the reply.
    Is it possible for me to do the test ?
    I want to automate the process of registering morphs between daz and blender.

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