"Freeing" the content? What's this now?

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  • DAZ_Jon said:
    DAZ_Jon said:
    hookflash said:
    DAZ_Team said:
    hookflash said:

    Just a heads up to anyone who's trying to decide between the official Daz to Blender addon and the Diffeomorphic addon, Mitchy (creator of Daz to Blender) just mentioned on the Blender Artists forum that, when Daz bought the addon from him, they had him remove support for certain,*ahem*, naughty geografts from Meipex. Diffeomorphic supports these geografts perfectly (along with environments, props, etc.).

    I suspect this is going to be relevant information to a pretty high percentage of Daz users. wink

    That's not entirely accurate. The bridges were streamlined for release, and no features was cut for any reason other than releasing a stable product. And as these bridges are open source, we encourage anyone in the community to identify features they'd like to see and implement them into the bridge - our vision is that these will keep growing, and become an integral part of the Daz offering. We only mention this so nobody feels like the feature mentioned here is so how banned or off limits.

    Thank-you for clarifying! It's good to know that the bridges will be allowed to grow without unnecessary rules & limitations. To that end, will Daz eventually be accepting Git pull requests from the community?

    All the bridges will be like a lot of open sourced projects. Since we took these projects on, there are a number of things we are going to do ourselves, like some re-architecture to make it nicer and code quality updates, and then onto future features. For potential contributors, we will take all Git pull requests and either merge them in or provide feedback on why they might be rejected or need to be improved before bringing into the master branch, as we will not want to take in pull requests that might be a net negative to the project (for instance if it has poor code quality, directly goes against the general architecture of the other parts, or has large negative performance implications or breaks existing features). 

    Is that true for both the Daz side script, as well as the Blender side script?

    Yup, the entire projects for all of the bridges.

    @DAZ_Jon Thank you. I'm looking forward to contributing.

  • marblemarble Posts: 7,500
    Sevrin said:
    marble said:
    DAZ_Jon said:
    hookflash said:
    DAZ_Team said:
    hookflash said:

    Just a heads up to anyone who's trying to decide between the official Daz to Blender addon and the Diffeomorphic addon, Mitchy (creator of Daz to Blender) just mentioned on the Blender Artists forum that, when Daz bought the addon from him, they had him remove support for certain,*ahem*, naughty geografts from Meipex. Diffeomorphic supports these geografts perfectly (along with environments, props, etc.).

    I suspect this is going to be relevant information to a pretty high percentage of Daz users. wink

    That's not entirely accurate. The bridges were streamlined for release, and no features was cut for any reason other than releasing a stable product. And as these bridges are open source, we encourage anyone in the community to identify features they'd like to see and implement them into the bridge - our vision is that these will keep growing, and become an integral part of the Daz offering. We only mention this so nobody feels like the feature mentioned here is so how banned or off limits.

    Thank-you for clarifying! It's good to know that the bridges will be allowed to grow without unnecessary rules & limitations. To that end, will Daz eventually be accepting Git pull requests from the community?

    All the bridges will be like a lot of open sourced projects. Since we took these projects on, there are a number of things we are going to do ourselves, like some re-architecture to make it nicer and code quality updates, and then onto future features. For potential contributors, we will take all Git pull requests and either merge them in or provide feedback on why they might be rejected or need to be improved before bringing into the master branch, as we will not want to take in pull requests that might be a net negative to the project (for instance if it has poor code quality, directly goes against the general architecture of the other parts, or has large negative performance implications or breaks existing features). 

    Other than bad coding, what would be the criteria for rejection?

     

    directly goes against the general architecture of the other parts, or has large negative performance implications or breaks existing features

    I would have thought all that comes under bad coding? I'm trying to ascertain whether there will be restrictions (aside from legality, of course) due to policy. The example of the Meipe product might fall under some kind of undesireable category and therefore might be rejected (as was suggested in earlier posts). I am still not clear but it doesn't really matter as I would probably use the Diffeomorphic add-on but if development continues and the DAZ option becomes a better utility, I'd like to know that all of my purchases would work, not just DAZ store products.

  • marble said:
    Sevrin said:
    marble said:
    DAZ_Jon said:
    hookflash said:
    DAZ_Team said:
    hookflash said:

    Just a heads up to anyone who's trying to decide between the official Daz to Blender addon and the Diffeomorphic addon, Mitchy (creator of Daz to Blender) just mentioned on the Blender Artists forum that, when Daz bought the addon from him, they had him remove support for certain,*ahem*, naughty geografts from Meipex. Diffeomorphic supports these geografts perfectly (along with environments, props, etc.).

    I suspect this is going to be relevant information to a pretty high percentage of Daz users. wink

    That's not entirely accurate. The bridges were streamlined for release, and no features was cut for any reason other than releasing a stable product. And as these bridges are open source, we encourage anyone in the community to identify features they'd like to see and implement them into the bridge - our vision is that these will keep growing, and become an integral part of the Daz offering. We only mention this so nobody feels like the feature mentioned here is so how banned or off limits.

    Thank-you for clarifying! It's good to know that the bridges will be allowed to grow without unnecessary rules & limitations. To that end, will Daz eventually be accepting Git pull requests from the community?

    All the bridges will be like a lot of open sourced projects. Since we took these projects on, there are a number of things we are going to do ourselves, like some re-architecture to make it nicer and code quality updates, and then onto future features. For potential contributors, we will take all Git pull requests and either merge them in or provide feedback on why they might be rejected or need to be improved before bringing into the master branch, as we will not want to take in pull requests that might be a net negative to the project (for instance if it has poor code quality, directly goes against the general architecture of the other parts, or has large negative performance implications or breaks existing features). 

    Other than bad coding, what would be the criteria for rejection?

     

    directly goes against the general architecture of the other parts, or has large negative performance implications or breaks existing features

    I would have thought all that comes under bad coding? I'm trying to ascertain whether there will be restrictions (aside from legality, of course) due to policy. The example of the Meipe product might fall under some kind of undesireable category and therefore might be rejected (as was suggested in earlier posts). I am still not clear but it doesn't really matter as I would probably use the Diffeomorphic add-on but if development continues and the DAZ option becomes a better utility, I'd like to know that all of my purchases would work, not just DAZ store products.

    @marble I wouldn't worry... what Daz_Jon said was pretty standard: Someone has to drive the bus. Every project has certain coding standards to promote uniformity across the codebase. And if the whole project is Open Source, and he said it is, there is absolutely nothing stopping people who want certain functionality from adding it. Heck, failing all else, you could even pool resources to pay someone from Fiverr.com or Guru.com to add it. Open source is a totally different ballgame and I am becoming more optimistic.

  • marblemarble Posts: 7,500
    marble said:
    Sevrin said:
    marble said:
    DAZ_Jon said:
    hookflash said:
    DAZ_Team said:
    hookflash said:

    Just a heads up to anyone who's trying to decide between the official Daz to Blender addon and the Diffeomorphic addon, Mitchy (creator of Daz to Blender) just mentioned on the Blender Artists forum that, when Daz bought the addon from him, they had him remove support for certain,*ahem*, naughty geografts from Meipex. Diffeomorphic supports these geografts perfectly (along with environments, props, etc.).

    I suspect this is going to be relevant information to a pretty high percentage of Daz users. wink

    That's not entirely accurate. The bridges were streamlined for release, and no features was cut for any reason other than releasing a stable product. And as these bridges are open source, we encourage anyone in the community to identify features they'd like to see and implement them into the bridge - our vision is that these will keep growing, and become an integral part of the Daz offering. We only mention this so nobody feels like the feature mentioned here is so how banned or off limits.

    Thank-you for clarifying! It's good to know that the bridges will be allowed to grow without unnecessary rules & limitations. To that end, will Daz eventually be accepting Git pull requests from the community?

    All the bridges will be like a lot of open sourced projects. Since we took these projects on, there are a number of things we are going to do ourselves, like some re-architecture to make it nicer and code quality updates, and then onto future features. For potential contributors, we will take all Git pull requests and either merge them in or provide feedback on why they might be rejected or need to be improved before bringing into the master branch, as we will not want to take in pull requests that might be a net negative to the project (for instance if it has poor code quality, directly goes against the general architecture of the other parts, or has large negative performance implications or breaks existing features). 

    Other than bad coding, what would be the criteria for rejection?

     

    directly goes against the general architecture of the other parts, or has large negative performance implications or breaks existing features

    I would have thought all that comes under bad coding? I'm trying to ascertain whether there will be restrictions (aside from legality, of course) due to policy. The example of the Meipe product might fall under some kind of undesireable category and therefore might be rejected (as was suggested in earlier posts). I am still not clear but it doesn't really matter as I would probably use the Diffeomorphic add-on but if development continues and the DAZ option becomes a better utility, I'd like to know that all of my purchases would work, not just DAZ store products.

    @marble I wouldn't worry... what Daz_Jon said was pretty standard: Someone has to drive the bus. Every project has certain coding standards to promote uniformity across the codebase. And if the whole project is Open Source, and he said it is, there is absolutely nothing stopping people who want certain functionality from adding it. Heck, failing all else, you could even pool resources to pay someone from Fiverr.com or Guru.com to add it. Open source is a totally different ballgame and I am becoming more optimistic.

    Thanks. I'm not familiar with the way Open Source works so I was just trying to get some clarity on what "Open" really means. I would imagine the Blender devs don't just shove any old code into the General Releases so, as you say, the bus needs a driver. On the oher hand, there may be reasons which have nothing to do with code that the driver can also veto which is why I asked earlier about whether, in that case, a branch might be possible. 

  • ttnnttnn Posts: 99
    DAZ_Team said:
    hookflash said:
    As the bridges are open source, we encourage anyone in the community to identify features they'd like to see and implement them into the bridge - our vision is that these will keep growing, and become an integral part of the Daz offering.

    Thank you!
    If you spend any more time on the DAZ to Blender bridge,
    PLEASE don't waste effort on past versions of Blender;
    DO include earlier DAZ figures, like G2f, and everything (e.g. props)
    that might go into a DAZ scene.   yes

  • Eustace ScrubbEustace Scrubb Posts: 2,708

    I haven't yet tried it, but as the DS side has a specifically-named script for DS 3/8 Anatomical Parts or Genitals, shouldn't THAT work with the other Geografts as well?

  • mike_from_nzmike_from_nz Posts: 113
    ttnn said:
    DAZ_Team said:
    hookflash said:
    As the bridges are open source, we encourage anyone in the community to identify features they'd like to see and implement them into the bridge - our vision is that these will keep growing, and become an integral part of the Daz offering.

    Thank you!
    If you spend any more time on the DAZ to Blender bridge,
    PLEASE don't waste effort on past versions of Blender;
    DO include earlier DAZ figures, like G2f, and everything (e.g. props)
    that might go into a DAZ scene.   yes

    Yes please :)

  • mike_from_nzmike_from_nz Posts: 113

    I am very fresh when it comes to human animation. Have relied on preset animations/animate in the past. Would like to explore facial animation more in Blender using the plugin (which so far works quite well for me). 

    Question:  I am finding the eye lids quite tricky to pose eg. create a blink action for the NLA editor. The three bone handles dont seem to move that intuitively? Is this me just too used to the "close eyes" slider in Daz lol??

  • benniewoodellbenniewoodell Posts: 1,986

    I am very fresh when it comes to human animation. Have relied on preset animations/animate in the past. Would like to explore facial animation more in Blender using the plugin (which so far works quite well for me). 

    Question:  I am finding the eye lids quite tricky to pose eg. create a blink action for the NLA editor. The three bone handles dont seem to move that intuitively? Is this me just too used to the "close eyes" slider in Daz lol??

    If you click on the character itself, not the armature, and go to the object data button (t's the three lines that look like a triangle on the right hand side) you'll find the shape keys, and there's a ton of them which apparently is why the files are so huge, but you can do a lot of facial expressions there, control all the parts of the face just like in Daz. If you import expressions from Daz, like when it asks when you click on the bridge, this is where those will show up as well I've found. 

  • mike_from_nzmike_from_nz Posts: 113

    If you click on the character itself, not the armature, and go to the object data button (t's the three lines that look like a triangle on the right hand side) you'll find the shape keys, and there's a ton of them which apparently is why the files are so huge, but you can do a lot of facial expressions there, control all the parts of the face just like in Daz. If you import expressions from Daz, like when it asks when you click on the bridge, this is where those will show up as well I've found. 

    Oh nice, I will check that out. 

  • MelanieLMelanieL Posts: 7,492

    I am very fresh when it comes to human animation. Have relied on preset animations/animate in the past. Would like to explore facial animation more in Blender using the plugin (which so far works quite well for me).

    Question:  I am finding the eye lids quite tricky to pose eg. create a blink action for the NLA editor. The three bone handles dont seem to move that intuitively? Is this me just too used to the "close eyes" slider in Daz lol??

    If you click on the character itself, not the armature, and go to the object data button (t's the three lines that look like a triangle on the right hand side) you'll find the shape keys, and there's a ton of them which apparently is why the files are so huge, but you can do a lot of facial expressions there, control all the parts of the face just like in Daz. If you import expressions from Daz, like when it asks when you click on the bridge, this is where those will show up as well I've found.

    Forgive my butting in, but how do you apply those shape key "morphs" in Blender? I'm a newbie to posing/animating in Blender (though I've used it a bit for basic modelling and morph creation for Daz Studio characters) I've seen those Shape Keys but am mystified as to how to use them in this case.

  • mike_from_nzmike_from_nz Posts: 113

    If you click on the character itself, not the armature, and go to the object data button (t's the three lines that look like a triangle on the right hand side) you'll find the shape keys, and there's a ton of them which apparently is why the files are so huge, but you can do a lot of facial expressions there, control all the parts of the face just like in Daz. If you import expressions from Daz, like when it asks when you click on the bridge, this is where those will show up as well I've found. 

    OMG works perfectly! Life saver dude. Daz sliders in Blender!

  • mike_from_nzmike_from_nz Posts: 113
    MelanieL said:

    Forgive my butting in, but how do you apply those shape key "morphs" in Blender? I'm a newbie to posing/animating in Blender (though I've used it a bit for basic modelling and morph creation for Daz Studio characters) I've seen those Shape Keys but am mystified as to how to use them in this case.

    Go into Object mode (not Pose). Select the figure and go into Object Data Properties tab. Scroll list of shape keys to find one you need eg. eyes closed. Set Value field between 0 and 1.

  • MelanieLMelanieL Posts: 7,492
    MelanieL said:

    Forgive my butting in, but how do you apply those shape key "morphs" in Blender? I'm a newbie to posing/animating in Blender (though I've used it a bit for basic modelling and morph creation for Daz Studio characters) I've seen those Shape Keys but am mystified as to how to use them in this case.

    Go into Object mode (not Pose). Select the figure and go into Object Data Properties tab. Scroll list of shape keys to find one you need eg. eyes closed. Set Value field between 0 and 1.

    Ah, thank you - I couldn't get anything to happen but I think I was in Pose mode. I'll try this tomorrow.

  • benniewoodellbenniewoodell Posts: 1,986

    If you click on the character itself, not the armature, and go to the object data button (t's the three lines that look like a triangle on the right hand side) you'll find the shape keys, and there's a ton of them which apparently is why the files are so huge, but you can do a lot of facial expressions there, control all the parts of the face just like in Daz. If you import expressions from Daz, like when it asks when you click on the bridge, this is where those will show up as well I've found. 

    OMG works perfectly! Life saver dude. Daz sliders in Blender!

    Yay! Glad it worked :D The facial rig and how great these sliders work is my favorite part of the DTB bridge. 

    And MelanieL, being in pose mode happens to me all the time and I'm like why the heck won't this work? Lol all the time. Let us know if you have anymore trouble! 

  • outrider42outrider42 Posts: 3,679

    How about that Unreal bridge that was shown in product listings?

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