A Blender to daz Question.
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I have some .blend files that I would like to use in daz. They import fine and sometimes even work with the textures from blender, but what was several items in blender becomes a single item in daz. For example A house in blender with each furniture item, wall etc. seperate and able to move independantly not even parented, becomes one single object in daz and nothing can be moved or posed. When I go to work on textures though, Everything is seperate again. I export from blender as .obj and then import to daz.
Comments
I noticed this too. On a recent model I exported to .obj for use in Daz, everythig got unified into one single object. There may be a setting you can adjust in the export dialog in Blender. But I don't know what it may be, if there is one.
But I worked around it by exporting from Blender as an .fbx instead of an .obj. That gave me all my separate things.
Obj is an thrust worthy but ancient format, with many a settings you need to know or look up. Collada and Fbx are much more modern and keep much more of the original data intact without too much tweaking.
I don't think there is a way to get separate objects into DS using OBJ export/import.
The problem is with the DS importer, not the Blender export process. If you export multiple objects simultaneously from Blender with the 'Objects as Objects' option checked in the export dialog, the OBJ file contains definitions of separate objects. The DS importer does not respect this, but instead lumps them together into one object, whilst giving you a corresponding face group for each object. (The meshes will be separate, however, so they can be rigged to move independently.)
Yes, the fix would either be separate exports for each or turn the model into a figure with each Blender object becoming a bone.
OK, I will try that.
Question, do you want the model to be rigged? If yes, then when you export from blender in the export options check "Objects as OBJ Groups" and uncheck "Objects as OBJ Objects". Then when you import it into DS you have to use the Figure Setup pane to sort the bones how you want them to be. If you just want this thing to be a static object, but in pieces, then you have to export each piece seperately, and in blender have "Selection only" checked as well as "Objects as OBJ Objects".
OK, I will try that.
Thanks I will try that. Btw your small house is one of the things I have trouble with but you studio apt is one of the few That I got to work right in content.
Thanks for that.
I tried this as .fbx much better but not rigged. I will have to try what zombietaggerung said for that.
Check out those headlights? What do you think?
That looks to me as if the glass cover for the head lights isn't modeled, it's just an image map. What happens if you make them an emissive shader, but use that image map in the emissive channel?
I tried this as .fbx much better but not rigged. I will have to try what zombietaggerung said for that.
Check out those headlights? What do you think?
I will try that. I was looking for a headlight Image I have and ran across that instead. It is a frizbee. I thought it would be a funny headlight.