Is it not possible to load poses to the G8 figures in blender?
It is if you use the Diffemorphic script; works well too.
If you look at the manual posted above, it tells how to import poses!
Import the post by file name? I can hardly find them in studio.....this ought to be interesting.
Just right click on the pose you want in Daz and choose browse to file location, and then in Blender, drag that file into the box that pops up when you enter the #get pose command. Now after playing with it this past weekend, I did discover that not every pose works yet, the manual says what files work and don't, but all the ones I was trying were to the specifications it laid out so it's obviously a bug. But I was able to get a number of pose sets to work, you just got to play around right now and see what works and doesn't. The base poses for sure work. Hopefully this will get worked out in an update soon.
Just right click on the pose you want in Daz and choose browse to file location, and then in Blender, drag that file into the box that pops up when you enter the #get pose command. Now after playing with it this past weekend, I did discover that not every pose works yet, the manual says what files work and don't, but all the ones I was trying were to the specifications it laid out so it's obviously a bug. But I was able to get a number of pose sets to work, you just got to play around right now and see what works and doesn't. The base poses for sure work. Hopefully this will get worked out in an update soon.
I have the pose I want. No materials yet and the camera wants to only point as the ground. Navigate in Blender is beyond touchy.
Just right click on the pose you want in Daz and choose browse to file location, and then in Blender, drag that file into the box that pops up when you enter the #get pose command. Now after playing with it this past weekend, I did discover that not every pose works yet, the manual says what files work and don't, but all the ones I was trying were to the specifications it laid out so it's obviously a bug. But I was able to get a number of pose sets to work, you just got to play around right now and see what works and doesn't. The base poses for sure work. Hopefully this will get worked out in an update soon.
I have the pose I want. No materials yet and the camera wants to only point as the ground. Navigate in Blender is beyond touchy.
The materials should have transfered over with the bridge. Did you click render view or are you in the default view still? Render view is in the top right, you'll see three circles, it's the far right one. I'm thinking that's the problem since the character will come in gray by default.
The camera you can move around by clicking on it, and then going into the properties in the right hand menu where you'll see the XYZ axis and rotation and move it how you'd like. Or you can press shift ~ and move it with your mouse, or move with the asdw buttons, kind of like a video game. You can also always move the view where you want in the worldview, get the shot you want and press ctrl alt 0 on the numpad and the camera will automatically go to that view. Definitely look up Blender Guru, CG Cookie, and Royal Skies LLC on Youtube, they will help a lot.
The official daz documentation states that poses are not supported so I'm not sure if they maintain the #get pose command. So technically this is not a bug but a feature request. Unless the daz docs are wrong that may be possible as well.
The official daz documentation states that poses are not supported so I'm not sure if they maintain the #get pose command. So technically this is not a bug but a feature request. Unless the daz docs are wrong that may be possible as well
That's so weird that the Daz official documentation says it's not supported and the manual that the guy wrote says they are. Ah well, we'll see what happens in the updates that will surely be coming as there's a number of kinks to work out as a whole.
Just right click on the pose you want in Daz and choose browse to file location, and then in Blender, drag that file into the box that pops up when you enter the #get pose command. Now after playing with it this past weekend, I did discover that not every pose works yet, the manual says what files work and don't, but all the ones I was trying were to the specifications it laid out so it's obviously a bug. But I was able to get a number of pose sets to work, you just got to play around right now and see what works and doesn't. The base poses for sure work. Hopefully this will get worked out in an update soon.
I have the pose I want. No materials yet and the camera wants to only point as the ground. Navigate in Blender is beyond touchy.
The materials should have transfered over with the bridge. Did you click render view or are you in the default view still? Render view is in the top right, you'll see three circles, it's the far right one. I'm thinking that's the problem since the character will come in gray by default.
The camera you can move around by clicking on it, and then going into the properties in the right hand menu where you'll see the XYZ axis and rotation and move it how you'd like. Or you can press shift ~ and move it with your mouse, or move with the asdw buttons, kind of like a video game. You can also always move the view where you want in the worldview, get the shot you want and press ctrl alt 0 on the numpad and the camera will automatically go to that view. Definitely look up Blender Guru, CG Cookie, and Royal Skies LLC on Youtube, they will help a lot.
I'll have to try the ASDW keys tomorrow. I'm tired of Blender crashing and have had enough for tonight. The ~ combo does not work and neither does G. Adding cameras and lights is disabled. I don't have a num keypad and the emulation doesn't work either. I updated to Blender 2.83.3 hoping it would fix things and they got worse.
I have watched dozens of YT videos on Blender and not one was worth the time. They are either too old, not what I need, or flat wrong.
The camera the plug-in creates is so small, it is unusable. I scaled it by 50,000 and it didn't help. It is larger, but cannot be moved or positioned.
Just right click on the pose you want in Daz and choose browse to file location, and then in Blender, drag that file into the box that pops up when you enter the #get pose command. Now after playing with it this past weekend, I did discover that not every pose works yet, the manual says what files work and don't, but all the ones I was trying were to the specifications it laid out so it's obviously a bug. But I was able to get a number of pose sets to work, you just got to play around right now and see what works and doesn't. The base poses for sure work. Hopefully this will get worked out in an update soon.
I have the pose I want. No materials yet and the camera wants to only point as the ground. Navigate in Blender is beyond touchy.
The materials should have transfered over with the bridge. Did you click render view or are you in the default view still? Render view is in the top right, you'll see three circles, it's the far right one. I'm thinking that's the problem since the character will come in gray by default.
The camera you can move around by clicking on it, and then going into the properties in the right hand menu where you'll see the XYZ axis and rotation and move it how you'd like. Or you can press shift ~ and move it with your mouse, or move with the asdw buttons, kind of like a video game. You can also always move the view where you want in the worldview, get the shot you want and press ctrl alt 0 on the numpad and the camera will automatically go to that view. Definitely look up Blender Guru, CG Cookie, and Royal Skies LLC on Youtube, they will help a lot.
I'll have to try the ASDW keys tomorrow. I'm tired of Blender crashing and have had enough for tonight. The ~ combo does not work and neither does G. Adding cameras and lights is disabled. I don't have a num keypad and the emulation doesn't work either. I updated to Blender 2.83.3 hoping it would fix things and they got worse.
I have watched dozens of YT videos on Blender and not one was worth the time. They are either too old, not what I need, or flat wrong.
The camera the plug-in creates is so small, it is unusable. I scaled it by 50,000 and it didn't help. It is larger, but cannot be moved or positioned.
I noticed my camera in Blender doing that as well. I found that the "Lock to 3D Cursor" was selected. I deslected that option and the Camera moved freely. I also noticed teh Cycles Render is being set to "Experimental"...you might want to check that as well.
Just right click on the pose you want in Daz and choose browse to file location, and then in Blender, drag that file into the box that pops up when you enter the #get pose command. Now after playing with it this past weekend, I did discover that not every pose works yet, the manual says what files work and don't, but all the ones I was trying were to the specifications it laid out so it's obviously a bug. But I was able to get a number of pose sets to work, you just got to play around right now and see what works and doesn't. The base poses for sure work. Hopefully this will get worked out in an update soon.
I have the pose I want. No materials yet and the camera wants to only point as the ground. Navigate in Blender is beyond touchy.
The materials should have transfered over with the bridge. Did you click render view or are you in the default view still? Render view is in the top right, you'll see three circles, it's the far right one. I'm thinking that's the problem since the character will come in gray by default.
The camera you can move around by clicking on it, and then going into the properties in the right hand menu where you'll see the XYZ axis and rotation and move it how you'd like. Or you can press shift ~ and move it with your mouse, or move with the asdw buttons, kind of like a video game. You can also always move the view where you want in the worldview, get the shot you want and press ctrl alt 0 on the numpad and the camera will automatically go to that view. Definitely look up Blender Guru, CG Cookie, and Royal Skies LLC on Youtube, they will help a lot.
I'll have to try the ASDW keys tomorrow. I'm tired of Blender crashing and have had enough for tonight. The ~ combo does not work and neither does G. Adding cameras and lights is disabled. I don't have a num keypad and the emulation doesn't work either. I updated to Blender 2.83.3 hoping it would fix things and they got worse.
I have watched dozens of YT videos on Blender and not one was worth the time. They are either too old, not what I need, or flat wrong.
The camera the plug-in creates is so small, it is unusable. I scaled it by 50,000 and it didn't help. It is larger, but cannot be moved or positioned.
I noticed my camera in Blender doing that as well. I found that the "Lock to 3D Cursor" was selected. I deslected that option and the Camera moved freely. I also noticed teh Cycles Render is being set to "Experimental"...you might want to check that as well.
I gave up and switched to the Diffeomorphic exporter. It has its own issues, but at least I have something useable. I'll come back to this after about 1,000 more hours of development and testing. Everything about this plug in feels rushed.
I can't find the bridge that's supposed to transfer from Daz3D to Blender. I had to export an object and well, now the textures don't work. I have it installed, there is no "Script" tab on my Daz Studio (4.12), I can't find it in any layout and when I found the postgres script it was not very friendly nor did it show where the export went. I know I'm missing something but anyway, I just need a little help. I tend to overthink a lot so maybe I just missed something.
That file name did the trick. Was able to find it in the preferences Add-on box and get it loaded. Now to learn how to use Blender. I want to use it's video import abilities to use video as a guide track for animation that I can then export back to Daz. I hope.Thanks for the help.
Pros:
- The rig is very good;
- Importing process is fast.
Cons:
- Adjust/anim morphs via Shape Keys is not really convenient. It would be better to create drivers and list them in the add-on tab;
- Cycles shaders are really off. Model looks unsaturated, specially the lips;
- Eevee shaders are useless;
- Only G3/G8 characters. No G/G2 and props.
I think it's a good start. Following closer the development of the add-on.
Thank you.
Update: I did more tests with several characters and Cycles shaders are better than I expected. Just tweaking here and there.
A G3 character had wrong finger orientation and I could not move it.
Still missing more organized drivers.
I think the Blender Bridge a lot of potential (the whole one-click simplicity of it is great!), but it seems a bit broken at the moment. For example, has anyone else noticed that it doesn't import JCMs properly? When I try to import FWSA's Blanche character, she comes into Blender with the thigh JCMs of Posey & Petunia. The standard JCMs don't even have drivers, and the Posey & Petunia ones' drivers aren't set up correctly Hopefully Daz will start fixing these sorts of issues soon. Until then, I'll be sticking with Diffeomorphic.
And developers: the Smooth Corrective modifier needs to be placed BEFORE the subdivision modifier, or you will have an error message saying that the vertices don't match.
Some obervations about the Daz-to-Blender bridge. First, very impressive. I like the subdiv options during the export. The result in Blender is quite remarkable. Some glitches though:
My library structure is a bit broken, and it seems like the \Documents directory that the exporter is dropping the DTB file into is not the same as the \Documents directory being looked for by the Blender-side importer. Blender would complain that it could not find the fbx file. I walked through the Python code and noticed that the ultimate default is C:\Documents. Now I manually move the DTB directory there and Blender can find it and the import succeeds. So not a complaint since if I didn't mess up my Windows 10 Libraries, this would work, but having the ability to specify the exchange directory from either side would be a welcome enhancement.
The material translation is really quite something, and kudos for having separate EEVEE and Cycles outputs. However, only the diffuse map is being pulled in. I manually dropped the B, N, S, and SS maps over and wired them into the manterial nodes, and the results are even better now -- lots of pore details and whatnot. Curious as to why that isn't happening automatically.
The V8 model with the standard genitalia had a problem. The genitlia texture wasn't getting pulled in at all, and so the UV map was mapping to a strange part of the standard body texture. As above, I had to pull those textures over and wire them in myself into the genitalia material shader and it worked just fine.
There's a strange artifact in the male model where the genitalia vertices merges with the belly, but I haven't had time to fix up the textures. I expect that lining up the right textures with the right nodes will fix that.
Can we get an explanation of how the morphs come over? For instance, can I get the shape morphs to come over and so adjust the appearance of the character in Blender? Right now only the expression morphs are appearing. Is there a technical or legal reason for that not happening? Perhaps third party morphs can't be exported for legal reasons (which would be understandable).
Converting to Rigify is inspired. However, the rig seems to be missing some of the posing elements you normally see with Rigify, like the scale widgets on the fingers that cause the finger to naturally curl instead of having to do it a joint at a time. Like I just mentioned, having one of the finger posing morphs sets come over would be great, or maybe some workflow that makes the Rigify rig more complete. I might look into that next.
Conclusion: Even as is, this is a fantastic way to get your carefully constructed Daz figure models into your Blender scenes. Given some of the limitations I've seen, it might be that I will be doing my posing in Daz before exporting, then reposing in Blender for fine adjustments. And fixing up the materials is a bit of a chore but not a dealbreaker. Looking forward to seeing Daz figure assets becoming a standard in the broader 3d world.
A bit of follow-up. I had thought to pose in Daz and pull over the pose, store it in the pose library, and then apply it to other imported Daz figures. But the imported Daz figure has a neutral pose, even though the obj file in the DTB directory is posed. Not sure why the pose seems to be scrubbed or how to get it back. So for the moment, all the posing is done in Blender.
This would be a lot better if it worked both ways. That being said I have a few questions.
If you pose the figure in DAZ than transfer over, is the pose maintained or do you have to do it again in Blender.
Does D-force work in Blender?
Does the bridge work with Blender for Artists?
Has anyone done a toon/comicbook render in Blender using DAZ models?
Both ways? Meh. I think that would result in too many discontinuties at the boundary layer. Each transfer would introduce unavoidable irregularities that would degrade the final product after several round trips.
Does the pose remain? Not in my testing, and that is a serious flaw (assuming it's not something I'm doing wrong). I can easily see myself using Daz as my figure modeling and posing solution, and Blender as my environment and props solution, with the final render happening there as well. But the posing assets in Daz are wonderful, and not enjoying the benefit of using them as a result of the transfer through the bridge is disappointing.
D-force? Nope. But it doesn't need to. Blender has its own cloth simulation. A note about that. The clothes get transferred with their own armatures and shape keys. You'll want to delete those if you want to use the cloth simulation. The shape keys in particular, since they get in the way of editing the mesh (and when you get rid of the armature, you'll get some poke through and need to edit before running the simulation). But the results look good.
Blender for Artists -- haven't a clue.
Toon render? Haven't tried it but sounds interesting. Fact is, once the model is transfered, it's just a Blender model. If you have a workflow in Blender to toon-ify a render, it should just work.
This would be a lot better if it worked both ways. That being said I have a few questions.
If you pose the figure in DAZ than transfer over, is the pose maintained or do you have to do it again in Blender.
Does D-force work in Blender?
Does the bridge work with Blender for Artists?
Has anyone done a toon/comicbook render in Blender using DAZ models?
Both ways? Meh. I think that would result in too many discontinuties at the boundary layer. Each transfer would introduce unavoidable irregularities that would degrade the final product after several round trips.
Does the pose remain? Not in my testing, and that is a serious flaw (assuming it's not something I'm doing wrong). I can easily see myself using Daz as my figure modeling and posing solution, and Blender as my environment and props solution, with the final render happening there as well. But the posing assets in Daz are wonderful, and not enjoying the benefit of using them as a result of the transfer through the bridge is disappointing.
D-force? Nope. But it doesn't need to. Blender has its own cloth simulation. A note about that. The clothes get transferred with their own armatures and shape keys. You'll want to delete those if you want to use the cloth simulation. The shape keys in particular, since they get in the way of editing the mesh (and when you get rid of the armature, you'll get some poke through and need to edit before running the simulation). But the results look good.
Blender for Artists -- haven't a clue.
Toon render? Haven't tried it but sounds interesting. Fact is, once the model is transfered, it's just a Blender model. If you have a workflow in Blender to toon-ify a render, it should just work.
When I say both ways, I mean transfering Bender models into DAZ that are posable. From what I've read, "Blender for Artists" has everythink Belnder 2.8 has, just a simplified UI. I'll have to find some time to try it. Thanks for your answers.
Ah, if Blender for Artists is just Blender, then, well, maybe. Comes down to whether the UI changes affect the ability to install and access add-ons. I'd be shocked if that wasn't possible.
This would have been extremely useful to me but "Requires the latest version of IM." The bandwidth is too much and it's just an install manager so why force us to upgrade?
This would have been extremely useful to me but "Requires the latest version of IM." The bandwidth is too much and it's just an install manager so why force us to upgrade?
So that Daz can keep the interface between DIM and the store up-to-date, rather than having to support legacy code. In most cases you can use older versions in offline mode, just downloading the zips, but here there were actual changes in the installation code too - I believe - to accomodate the new applications, several of which were previously unsupported.
Converting to Rigify is inspired. However, the rig seems to be missing some of the posing elements you normally see with Rigify, like the scale widgets on the fingers that cause the finger to naturally curl instead of having to do it a joint at a time. Like I just mentioned, having one of the finger posing morphs sets come over would be great, or maybe some workflow that makes the Rigify rig more complete. I might look into that next.
It turns out that if you rotate the green knuckle controllers, the finger as a whole curls. Still playing with it, but it looks like the rigify conversion does implement Rigify features. The controllers aren't the ones I'm used to. Have to explore some more.
Good to see this DAZ bridge to Blender, it solves one major issue with the diffeomorphic importer; the materials. The DAZ bridge show's how it should be done, with good use of node groups. Easy to adjust & modify and giving very nice results without beeing excessively complex!
FYI: Some of the .blend files you download from the site seem to be corrupted. FG Dorm Room looks for baked texture files that don't exist (files with the suffix "_baked"), and Bathroom and Laundry Area Set with Props seems to be missing any and all geometry when I open it. Sort of disappointing, to be honest.
Good to see this DAZ bridge to Blender, it solves one major issue with the diffeomorphic importer; the materials. The DAZ bridge show's how it should be done, with good use of node groups. Easy to adjust & modify and giving very nice results without beeing excessively complex!
Good job DAZ!
Funny, that's the main issue I have with it. The materials are way too simplistic. No bump, specular, normal or SSS maps. Does not look good to me even from a distance. Diffeomorphic does a much better job with the materials.
Good to see this DAZ bridge to Blender, it solves one major issue with the diffeomorphic importer; the materials. The DAZ bridge show's how it should be done, with good use of node groups. Easy to adjust & modify and giving very nice results without beeing excessively complex!
They are different approaches. The daz bridge does not make materials conversion. It exports basic textures and colors in a custom shader that you can then adjust to your wishes. This means for example that if you have a green translucency it is lost in blender, together will all the other material properties such as fresnel, anisothropy, dual lobe, volumes and I can go on forever here.
On the contrary diffeomorphic converts materials, cycles is better than eevee where some approximations are done. Then if you want simple materials in diffeomorphic that you can adjust, just go for the principled option with no automaterials. This way only the principled shader is used.
Good to see this DAZ bridge to Blender, it solves one major issue with the diffeomorphic importer; the materials. The DAZ bridge show's how it should be done, with good use of node groups. Easy to adjust & modify and giving very nice results without beeing excessively complex!
They are different approaches. The daz bridge does not make materials conversion. It exports basic textures and colors in a custom shader that you can then adjust to your wishes. This means for example that if you have a green translucency it is lost in blender, together will all the other material properties such as fresnel, anisothropy, dual lobe, volumes and I can go on forever here.
On the contrary diffeomorphic converts materials, cycles is better than eevee where some approximations are done. Then if you want simple materials in diffeomorphic that you can adjust, just go for the principled option with no automaterials. This way only the principled shader is used.
I like the diffeomorphic plugin very much, including how materials look in final renders and I agree with you that the DAZ bridge is a very simple tool. But that is not the point.
The problem is when you are going to make changes to the skin, in your plugin it means having to change thesame things in every single skin material (at least 5 times I think) Besides, you cannot use the sliders, but you must type in the values since they must be exactly identical. When you make an error, which could be not immediatly apparent in a viewport render, you can screw up a final render that can take many hours. That is not good.
Groups in Blender nodes are supposed to be used to avoid this issue, that's what there for.
No matter how much complexity you add into your materials, it is always possible to keep things organized into nodegroups similar as the DAZ bridge does it.
This does not take away the fact that I very much appreciate the diffeomorphic plugin!
.. in your plugin it means having to change thesame things in every single skin material
I want to stress that the plugin is entirely by Thomas I just give some help with materials. As for editing materials with diffeo you have the material editor that allows exactly what you're asking for. There you have the same groups as in daz studio so you can for example edit the skin and this will affect all the surfaces in the skin group.
Comments
Just right click on the pose you want in Daz and choose browse to file location, and then in Blender, drag that file into the box that pops up when you enter the #get pose command. Now after playing with it this past weekend, I did discover that not every pose works yet, the manual says what files work and don't, but all the ones I was trying were to the specifications it laid out so it's obviously a bug. But I was able to get a number of pose sets to work, you just got to play around right now and see what works and doesn't. The base poses for sure work. Hopefully this will get worked out in an update soon.
I have the pose I want. No materials yet and the camera wants to only point as the ground. Navigate in Blender is beyond touchy.
The materials should have transfered over with the bridge. Did you click render view or are you in the default view still? Render view is in the top right, you'll see three circles, it's the far right one. I'm thinking that's the problem since the character will come in gray by default.
The camera you can move around by clicking on it, and then going into the properties in the right hand menu where you'll see the XYZ axis and rotation and move it how you'd like. Or you can press shift ~ and move it with your mouse, or move with the asdw buttons, kind of like a video game. You can also always move the view where you want in the worldview, get the shot you want and press ctrl alt 0 on the numpad and the camera will automatically go to that view. Definitely look up Blender Guru, CG Cookie, and Royal Skies LLC on Youtube, they will help a lot.
The official daz documentation states that poses are not supported so I'm not sure if they maintain the #get pose command. So technically this is not a bug but a feature request. Unless the daz docs are wrong that may be possible as well.
https://helpdaz.zendesk.com/hc/en-us/articles/360046244152-FAQs-for-Blender-Bridge
That's so weird that the Daz official documentation says it's not supported and the manual that the guy wrote says they are. Ah well, we'll see what happens in the updates that will surely be coming as there's a number of kinks to work out as a whole.
I just glad they are doing a bridge to blender I do alot of stuff in Blender and Lightwave.
I'll have to try the ASDW keys tomorrow. I'm tired of Blender crashing and have had enough for tonight. The ~ combo does not work and neither does G. Adding cameras and lights is disabled. I don't have a num keypad and the emulation doesn't work either. I updated to Blender 2.83.3 hoping it would fix things and they got worse.
I have watched dozens of YT videos on Blender and not one was worth the time. They are either too old, not what I need, or flat wrong.
The camera the plug-in creates is so small, it is unusable. I scaled it by 50,000 and it didn't help. It is larger, but cannot be moved or positioned.
I noticed my camera in Blender doing that as well. I found that the "Lock to 3D Cursor" was selected. I deslected that option and the Camera moved freely. I also noticed teh Cycles Render is being set to "Experimental"...you might want to check that as well.
I gave up and switched to the Diffeomorphic exporter. It has its own issues, but at least I have something useable. I'll come back to this after about 1,000 more hours of development and testing. Everything about this plug in feels rushed.
I can't find the bridge that's supposed to transfer from Daz3D to Blender. I had to export an object and well, now the textures don't work. I have it installed, there is no "Script" tab on my Daz Studio (4.12), I can't find it in any layout and when I found the postgres script it was not very friendly nor did it show where the export went. I know I'm missing something but anyway, I just need a little help. I tend to overthink a lot so maybe I just missed something.
That file name did the trick. Was able to find it in the preferences Add-on box and get it loaded. Now to learn how to use Blender. I want to use it's video import abilities to use video as a guide track for animation that I can then export back to Daz. I hope.Thanks for the help.
Tried the add-on. My comments:
Pros:
- The rig is very good;
- Importing process is fast.
Cons:
- Adjust/anim morphs via Shape Keys is not really convenient. It would be better to create drivers and list them in the add-on tab;
- Cycles shaders are really off. Model looks unsaturated, specially the lips;
- Eevee shaders are useless;
- Only G3/G8 characters. No G/G2 and props.
I think it's a good start. Following closer the development of the add-on.
Thank you.
Update: I did more tests with several characters and Cycles shaders are better than I expected. Just tweaking here and there.
A G3 character had wrong finger orientation and I could not move it.
Still missing more organized drivers.
I think the Blender Bridge a lot of potential (the whole one-click simplicity of it is great!), but it seems a bit broken at the moment. For example, has anyone else noticed that it doesn't import JCMs properly? When I try to import FWSA's Blanche character, she comes into Blender with the thigh JCMs of Posey & Petunia. The standard JCMs don't even have drivers, and the Posey & Petunia ones' drivers aren't set up correctly Hopefully Daz will start fixing these sorts of issues soon. Until then, I'll be sticking with Diffeomorphic.
It's good. but on the account it doesn't support geographs atm, I'm sticking to Differmorphic.
And developers: the Smooth Corrective modifier needs to be placed BEFORE the subdivision modifier, or you will have an error message saying that the vertices don't match.
Thank you.
Some obervations about the Daz-to-Blender bridge. First, very impressive. I like the subdiv options during the export. The result in Blender is quite remarkable. Some glitches though:
My library structure is a bit broken, and it seems like the \Documents directory that the exporter is dropping the DTB file into is not the same as the \Documents directory being looked for by the Blender-side importer. Blender would complain that it could not find the fbx file. I walked through the Python code and noticed that the ultimate default is C:\Documents. Now I manually move the DTB directory there and Blender can find it and the import succeeds. So not a complaint since if I didn't mess up my Windows 10 Libraries, this would work, but having the ability to specify the exchange directory from either side would be a welcome enhancement.
The material translation is really quite something, and kudos for having separate EEVEE and Cycles outputs. However, only the diffuse map is being pulled in. I manually dropped the B, N, S, and SS maps over and wired them into the manterial nodes, and the results are even better now -- lots of pore details and whatnot. Curious as to why that isn't happening automatically.
The V8 model with the standard genitalia had a problem. The genitlia texture wasn't getting pulled in at all, and so the UV map was mapping to a strange part of the standard body texture. As above, I had to pull those textures over and wire them in myself into the genitalia material shader and it worked just fine.
There's a strange artifact in the male model where the genitalia vertices merges with the belly, but I haven't had time to fix up the textures. I expect that lining up the right textures with the right nodes will fix that.
Can we get an explanation of how the morphs come over? For instance, can I get the shape morphs to come over and so adjust the appearance of the character in Blender? Right now only the expression morphs are appearing. Is there a technical or legal reason for that not happening? Perhaps third party morphs can't be exported for legal reasons (which would be understandable).
Converting to Rigify is inspired. However, the rig seems to be missing some of the posing elements you normally see with Rigify, like the scale widgets on the fingers that cause the finger to naturally curl instead of having to do it a joint at a time. Like I just mentioned, having one of the finger posing morphs sets come over would be great, or maybe some workflow that makes the Rigify rig more complete. I might look into that next.
Conclusion: Even as is, this is a fantastic way to get your carefully constructed Daz figure models into your Blender scenes. Given some of the limitations I've seen, it might be that I will be doing my posing in Daz before exporting, then reposing in Blender for fine adjustments. And fixing up the materials is a bit of a chore but not a dealbreaker. Looking forward to seeing Daz figure assets becoming a standard in the broader 3d world.
A bit of follow-up. I had thought to pose in Daz and pull over the pose, store it in the pose library, and then apply it to other imported Daz figures. But the imported Daz figure has a neutral pose, even though the obj file in the DTB directory is posed. Not sure why the pose seems to be scrubbed or how to get it back. So for the moment, all the posing is done in Blender.
This would be a lot better if it worked both ways. That being said I have a few questions.
If you pose the figure in DAZ than transfer over, is the pose maintained or do you have to do it again in Blender.
Does D-force work in Blender?
Does the bridge work with Blender for Artists?
Has anyone done a toon/comicbook render in Blender using DAZ models?
Both ways? Meh. I think that would result in too many discontinuties at the boundary layer. Each transfer would introduce unavoidable irregularities that would degrade the final product after several round trips.
Does the pose remain? Not in my testing, and that is a serious flaw (assuming it's not something I'm doing wrong). I can easily see myself using Daz as my figure modeling and posing solution, and Blender as my environment and props solution, with the final render happening there as well. But the posing assets in Daz are wonderful, and not enjoying the benefit of using them as a result of the transfer through the bridge is disappointing.
D-force? Nope. But it doesn't need to. Blender has its own cloth simulation. A note about that. The clothes get transferred with their own armatures and shape keys. You'll want to delete those if you want to use the cloth simulation. The shape keys in particular, since they get in the way of editing the mesh (and when you get rid of the armature, you'll get some poke through and need to edit before running the simulation). But the results look good.
Blender for Artists -- haven't a clue.
Toon render? Haven't tried it but sounds interesting. Fact is, once the model is transfered, it's just a Blender model. If you have a workflow in Blender to toon-ify a render, it should just work.
When I say both ways, I mean transfering Bender models into DAZ that are posable. From what I've read, "Blender for Artists" has everythink Belnder 2.8 has, just a simplified UI. I'll have to find some time to try it. Thanks for your answers.
Ah, if Blender for Artists is just Blender, then, well, maybe. Comes down to whether the UI changes affect the ability to install and access add-ons. I'd be shocked if that wasn't possible.
This would have been extremely useful to me but "Requires the latest version of IM." The bandwidth is too much and it's just an install manager so why force us to upgrade?
So that Daz can keep the interface between DIM and the store up-to-date, rather than having to support legacy code. In most cases you can use older versions in offline mode, just downloading the zips, but here there were actual changes in the installation code too - I believe - to accomodate the new applications, several of which were previously unsupported.
It turns out that if you rotate the green knuckle controllers, the finger as a whole curls. Still playing with it, but it looks like the rigify conversion does implement Rigify features. The controllers aren't the ones I'm used to. Have to explore some more.
Good to see this DAZ bridge to Blender, it solves one major issue with the diffeomorphic importer; the materials. The DAZ bridge show's how it should be done, with good use of node groups. Easy to adjust & modify and giving very nice results without beeing excessively complex!
Good job DAZ!
FYI: Some of the .blend files you download from the site seem to be corrupted. FG Dorm Room looks for baked texture files that don't exist (files with the suffix "_baked"), and Bathroom and Laundry Area Set with Props seems to be missing any and all geometry when I open it. Sort of disappointing, to be honest.
Funny, that's the main issue I have with it. The materials are way too simplistic. No bump, specular, normal or SSS maps. Does not look good to me even from a distance. Diffeomorphic does a much better job with the materials.
They are different approaches. The daz bridge does not make materials conversion. It exports basic textures and colors in a custom shader that you can then adjust to your wishes. This means for example that if you have a green translucency it is lost in blender, together will all the other material properties such as fresnel, anisothropy, dual lobe, volumes and I can go on forever here.
On the contrary diffeomorphic converts materials, cycles is better than eevee where some approximations are done. Then if you want simple materials in diffeomorphic that you can adjust, just go for the principled option with no automaterials. This way only the principled shader is used.
I like the diffeomorphic plugin very much, including how materials look in final renders and I agree with you that the DAZ bridge is a very simple tool. But that is not the point.
The problem is when you are going to make changes to the skin, in your plugin it means having to change thesame things in every single skin material (at least 5 times I think) Besides, you cannot use the sliders, but you must type in the values since they must be exactly identical. When you make an error, which could be not immediatly apparent in a viewport render, you can screw up a final render that can take many hours. That is not good.
Groups in Blender nodes are supposed to be used to avoid this issue, that's what there for.
No matter how much complexity you add into your materials, it is always possible to keep things organized into nodegroups similar as the DAZ bridge does it.
This does not take away the fact that I very much appreciate the diffeomorphic plugin!
Cheers,
I want to stress that the plugin is entirely by Thomas I just give some help with materials. As for editing materials with diffeo you have the material editor that allows exactly what you're asking for. There you have the same groups as in daz studio so you can for example edit the skin and this will affect all the surfaces in the skin group.
https://diffeomorphic.blogspot.com/p/materials-section-version-15.html