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.
I ran into this issue as well. What I found was that I was using the public beta version of Daz studio. When I loaded the public release of studio. Everything was where it was supposed to be. So those that can't find the scripts link and the bridge. Might be using one of the beta versions. Hope this helps.
Blender user here who actually saw the new bridge and... became a daz user and already bought products. The export rig is amazing and hopefully...maybe....with luck... poses and aniblock walk animation exported as well somehow? .fbx is a disaster and hoping for a direct export where the aniblocks become NLA (non linear animations) in blender.
Well, I keep doing several tests with Daz characters and I would say: nothing beats the native Daz renders. Bridge ignores Daz normal maps and displacements, so HD characters always look younger. Hairs are really bad translated, specially at the point of contact with the skin.
The rig is good but slow. Fingers in a G3 character were wrongly orientated and I could not move them.
About the Diffeomorphic add-on, I've used it a lot. It works, MHX rig is fast and shaders are good for Eevee. But the latest builds have several bugs.
As a daily user of Daz & Blender for a huge project, all I ask for Christmas (or soon) is a BETTER DAZ. More professional animation tools, fast and easy object selection, more responsive interface. I want to select, move and animate faster and with precision.
I'll keep rendering my characters in Daz and compose them with Blender backgrounds. That's the way I get the best of both worlds.
As a daily user of Daz & Blender for a huge project, all I ask for Christmas (or soon) is a BETTER DAZ. More professional animation tools, object selection, more responsive interface. I want to select, move and animate faster and with precision.
Honestly, as much as I love working in Blender, I agree with you 100% on this. Nothing will ever beat Daz when it comes to rendering and posing Daz characters. Animation tools are the last missing piece of the puzzle. If Daz devs can manage to get rid of the timeline / IK bugs, and improve playback performance, they'll be heroes.
As a daily user of Daz & Blender for a huge project, all I ask for Christmas (or soon) is a BETTER DAZ. More professional animation tools, object selection, more responsive interface. I want to select, move and animate faster and with precision.
Honestly, as much as I love working in Blender, I agree with you 100% on this. Nothing will ever beat Daz when it comes to rendering and posing Daz characters. Animation tools are the last missing piece of the puzzle. If Daz devs can manage to get rid of the timeline / IK bugs, and improve playback performance, they'll be heroes.
Maybe include Google Filament too ... or some similar real-time render engine. But yes, I'll add my vote to this sentiment. I'm making some progress with Blender but I do feel more comfortable in DAZ Studio. As you say, the animation tools need some TLC.
Just installed this product and it looks promising. Where can I find the latest documentation? The few images/videos show Scripts - Blender - DazToBlender_HD option, but on the version I downloaded today it has three options:
Daz to Blender
Daz to Blender : Genital
Daz to Blender : Morph Exporter'
Basic mesh seems to transfer quite nicely with the first option, and that is the main thing because it's basically what I need. But when I tried with a geometry that had Anatomical Elements replaced, the texture on the elements didn't transfer correctly. Even if I ran the second option after the first. Even the first transferred the element geometry correctly, but not the texture. I was using Gen 8 Cira that has an Anatomical Elements texture in it and that renders correctly in DAZ. And what is the third option meant to do? It produces a folder named to_blender_morph, but it's empty.
Need a plugin to use native Daz assists in Blender. Maybe Daz Studio 5 when made should just be a Plugin to Blender as Daz Studio crashes and hangs way too much. Would increase the user base alot
I had some issues with this lately, originally it was working pretty well. Now whenever I export a character, the IK/constraints don't work properly, when before they did. I don't think anything has changed, but I could be wrong. Same Genesis 8 Figure as well. Any ideas why this might be happening, or why there would be inconsistency with the rigging?
Edit: Looks like you need to use the 'N' menu while in Pose mode to select Rigify, I was using the spacebars shortcut and doing Daz to Rigify, and it was messing up some parts.
Edit2: It seems that the neck (right below the jaw) is having some really strange rigging issues and is stretching outward in a jagged strange way.
Need a plugin to use native Daz assists in Blender. Maybe Daz Studio 5 when made should just be a Plugin to Blender as Daz Studio crashes and hangs way too much. Would increase the user base alot
I posted something similar in the Blender discussion area. Glad to see I'm not the only one who see constant Studio crashes.
Blender version is now 2.90 and this plugin does not show up in the new version, (Nor has the option in the DIM...) in spite of me doing a manual install, good thing we have the Diffeomorphic DAZ-to-Blender plugin...
OK I been scractching my head on this for an hour and searching for the answer. I can't find it. I DLed the daz to blender thing. got the scripts thing done. Now I cant find the file, and I have nothing in Blender to find it. I have no little arrow to click and I can't find an add on. Can someone help me. I don't see the blender side of it. (and I am a bit experienced with blenders so this is really confusing me)
Is the new (updated) version still the Mitchy add-on? The promo says it supports AE geografts but does that mean only the DAZ versions or any (3rd. Party) geografts?
Testing the new "2.0" Blender Bridge add-on (in Blender it's version 1.9.9). First thoughts:
- Importing process with all morphs is slow. There's a "Quick but heavy" option but I did not test it.
- Morphs are correctly loaded, but only accessible by selecting the character shape. They can be tweaked in Object Data Properties under Shape Keys. It would be better to tweak them directly through drivers in the add-on pane.
- Rig is good and faster in this version.
- Some accessories as clasps were not placed correctly.
- Materials of some accessories were not loaded correctly.
- Shaders of the character are very good and faithful to the original Daz render. The "up - down" system of color tweaking is not very convenient; it would be better using sliders.
- Eyes sclera were too red. I changed manually the Hue inside the shader group from 0.49 to 0.60.
- Normals of the clothes were connected to a Bump node and to a Normal empty node. I did not understand this setting. I connected the Normal map node directly to the normal texture of the cloth.
I did not test the environments/props but this is not usually a critical process.
There were significant improvements over the first version and now Daz - Blender integration is more straightforward.
Where are you guys seeing these .blend files? I'm looking through DIM and my Product Library from my account here on the website and cannot find a single product with anything other than native Studio files.
edit: Oh, so far only the files listed from that File Formats link are the ones supported? That's fine, just wasn't sure if I had some filter on that was hiding them or something. Thanks.
edit 2: OK well it's nice to have files in .blend format, but you guys seriously need someone who understands Blender materials to be involved in these conversions. I loaded the Fantasy War Room in .blend file and everything has an almost mirror-like shine because Specularity wasn't adjusted and there are no bump maps applied to anything. I'm glad to see progress, but I think one thing that's keeping users from using DAZ content in Blender (it's my biggest problem too) is the immense work that will be required to redo every single material on every single object we bring over. This does nothing to help with that problem.
The first version of the Bridge worked great for me. After updating, Blender errors out and now it looks like the rig is on the outside with no constraints.
I have an issue with the eyelashes in blender. They don't take the moves of the eys with the face expressions. Is this a bug? And is is possible to load more face expressions?
I wonder if someday several flasghip figures like Victoria - Michael - Aiko - Sakura - Girl - Toon Gen will be available in Blend Native format.
With Low Poly Version - proper rig for animation - corrective joint/bend morph and material which optimized for EEVEE or Cycles .
I`ve been trying all DAZ to Blender Bridge ( including Diffeo) since last year , but the truth is really hit and miss especially if we talk about proper or easy to use Rig setup for animation . Because their focus is duplicating what DAZ already excellent for . Personally I believe if DAZ can easily build proper 3D character than transferring what users already enjoy with DAZ Studio .
When I`ve bought ready to use Blender character , I love it !! Its easy to make animation with it . Why ? Because its already set to work with Blender
If you remember Poser Fusion , all important aspect about animation stuff controlled mostly by poser , but hosted and exported in Big boys 3d software for final render stages , which absolutely right reason to do it since they have better light system and advance script to make better
I know DAZ right now not yet have fully animation pipeline, but again I believe releasing several DAZ flagship figures in Native Blender format easier than make stable and useful Bridges . Beside Blender is actively update and several times they change their code which potentially can make all bridges unusable
Everything seems to work perfectly for me except... When I first import a Daz character into Blender the morph sliders are there and working perfectly. When I save the character as a Blender file, close and re-open, all the DTB morph sliders are gone. The shapekeys are intact but most of them are drivers (which drive the missing morph sliders). I can delete the drivers and the shape keys work, but with a lot of morphs that's counter productive.
Is there a way to retain those DTB sliders in a native Blender file without having to re-import the character each time?
Thought I did that... mmmh need to try that tomorrow again, maybe I did something wrong...
Did it work? I have the same problem... installed the latest version from daz central but when I import in Blender its empty... it says version in Blender for the add on is 2.4.0...
EDIT: It seems a restart to the system is necessary... Im installed and uninstalled the bridge from Install Manager and the same error happened. Them, I uninstalled, restarted the PC and installed again and voilá! everything working correctly with the import.
Well, I keep doing several tests with Daz characters and I would say: nothing beats the native Daz renders. Bridge ignores Daz normal maps and displacements, so HD characters always look younger. Hairs are really bad translated, specially at the point of contact with the skin.
The rig is good but slow. Fingers in a G3 character were wrongly orientated and I could not move them.
About the Diffeomorphic add-on, I've used it a lot. It works, MHX rig is fast and shaders are good for Eevee. But the latest builds have several bugs.
As a daily user of Daz & Blender for a huge project, all I ask for Christmas (or soon) is a BETTER DAZ. More professional animation tools, fast and easy object selection, more responsive interface. I want to select, move and animate faster and with precision.
I'll keep rendering my characters in Daz and compose them with Blender backgrounds. That's the way I get the best of both worlds.
Thank you.
Hi Claudio,
reading about your experience is really good because I think it will potentially save me a lot of hassle trying things that are just not possible at this point.
Was there any significant change in your worksflow since Blender 3.1 and Daz 4.2 ?
I am trying to bring my characters into blender but I am afraid that it will continue to be frustrating because I am really into lots of customization in pretty much every field of DAZ when it comes to skin, age, postures, clothing etc. So I am trying to figure out how I can create renders that actually look close to what I am creating in Daz.
Does it even make sense to try to get customized characters from DAZ into Blender?
And you mentioned that you are doing composings with blender backgrounds. Could you share a bit more about your workflow?
That would be really awesome!
Did DAZ "fix" the Blender bridge so that it no longer asks the level of subdivision or anything else? Brand new install: Windows 11, i9-9900K CPU, GTX 660 Ti GPU, 128 GB of DRAM. Load the figure in and activate the bridge. No questions, just BAM - it does what it needs to.
No morphs get copied. It also uttely destroys the scene that the figure came from, because it resets the character. (I have an age morph on the character, because the story she's in needs her at 13, 18, and as an adult, so I have all three. Set her up as an adult and then used the aging morphs available from DAZ. If I load the 18YO version and send it to Blender, it resets her to adult version FIRST before sending.
If it's a config mistake, then it's inherent in the bridge, because this is out of the box response from it. (I don't even have a place to tell it which way is up, so that the character showed up in Blender flat on its face.)
Is this a way of convincing us that Diffeomorphic is the REAL way to go? Because I'm giving some SERIOUS thought into looking into that one if this is how the fresh install version of the DAZ to Blender bridge works. (And gives me some despair at what the Unity and Unreal bridges are going to do, since I haven't tested them yet.
Did DAZ "fix" the Blender bridge so that it no longer asks the level of subdivision or anything else? Brand new install: Windows 11, i9-9900K CPU, GTX 660 Ti GPU, 128 GB of DRAM. Load the figure in and activate the bridge. No questions, just BAM - it does what it needs to.
No morphs get copied. It also uttely destroys the scene that the figure came from, because it resets the character. (I have an age morph on the character, because the story she's in needs her at 13, 18, and as an adult, so I have all three. Set her up as an adult and then used the aging morphs available from DAZ. If I load the 18YO version and send it to Blender, it resets her to adult version FIRST before sending.
If it's a config mistake, then it's inherent in the bridge, because this is out of the box response from it. (I don't even have a place to tell it which way is up, so that the character showed up in Blender flat on its face.)
Is this a way of convincing us that Diffeomorphic is the REAL way to go? Because I'm giving some SERIOUS thought into looking into that one if this is how the fresh install version of the DAZ to Blender bridge works. (And gives me some despair at what the Unity and Unreal bridges are going to do, since I haven't tested them yet.
Short answer: No, it's not fixed.
A freshly-loaded, unmorphed character with no other attachments/followers/whatever will transfer (though the eyelashes texture doesn't).
An individual prop or scene will (usually) transfer.
A character with morphs, clothes, hair, etc did transfer... without any materials.
Even with all the stuff the plugin zeroes out to make it more compatible it's still unreliable.
Diffeo is better but still has a lot of misses as well.
Comments
I ran into this issue as well. What I found was that I was using the public beta version of Daz studio. When I loaded the public release of studio. Everything was where it was supposed to be. So those that can't find the scripts link and the bridge. Might be using one of the beta versions. Hope this helps.
Blender user here who actually saw the new bridge and... became a daz user and already bought products. The export rig is amazing and hopefully...maybe....with luck... poses and aniblock walk animation exported as well somehow? .fbx is a disaster and hoping for a direct export where the aniblocks become NLA (non linear animations) in blender.
That would be mindblowing!
Well, I keep doing several tests with Daz characters and I would say: nothing beats the native Daz renders. Bridge ignores Daz normal maps and displacements, so HD characters always look younger. Hairs are really bad translated, specially at the point of contact with the skin.
The rig is good but slow. Fingers in a G3 character were wrongly orientated and I could not move them.
About the Diffeomorphic add-on, I've used it a lot. It works, MHX rig is fast and shaders are good for Eevee. But the latest builds have several bugs.
As a daily user of Daz & Blender for a huge project, all I ask for Christmas (or soon) is a BETTER DAZ. More professional animation tools, fast and easy object selection, more responsive interface. I want to select, move and animate faster and with precision.
I'll keep rendering my characters in Daz and compose them with Blender backgrounds. That's the way I get the best of both worlds.
Thank you.
Honestly, as much as I love working in Blender, I agree with you 100% on this. Nothing will ever beat Daz when it comes to rendering and posing Daz characters. Animation tools are the last missing piece of the puzzle. If Daz devs can manage to get rid of the timeline / IK bugs, and improve playback performance, they'll be heroes.
Maybe include Google Filament too ... or some similar real-time render engine. But yes, I'll add my vote to this sentiment. I'm making some progress with Blender but I do feel more comfortable in DAZ Studio. As you say, the animation tools need some TLC.
Just installed this product and it looks promising. Where can I find the latest documentation? The few images/videos show Scripts - Blender - DazToBlender_HD option, but on the version I downloaded today it has three options:
Basic mesh seems to transfer quite nicely with the first option, and that is the main thing because it's basically what I need. But when I tried with a geometry that had Anatomical Elements replaced, the texture on the elements didn't transfer correctly. Even if I ran the second option after the first. Even the first transferred the element geometry correctly, but not the texture. I was using Gen 8 Cira that has an Anatomical Elements texture in it and that renders correctly in DAZ. And what is the third option meant to do? It produces a folder named to_blender_morph, but it's empty.
Need a plugin to use native Daz assists in Blender. Maybe Daz Studio 5 when made should just be a Plugin to Blender as Daz Studio crashes and hangs way too much. Would increase the user base alot
I had some issues with this lately, originally it was working pretty well. Now whenever I export a character, the IK/constraints don't work properly, when before they did. I don't think anything has changed, but I could be wrong. Same Genesis 8 Figure as well. Any ideas why this might be happening, or why there would be inconsistency with the rigging?
Edit: Looks like you need to use the 'N' menu while in Pose mode to select Rigify, I was using the spacebars shortcut and doing Daz to Rigify, and it was messing up some parts.
Edit2: It seems that the neck (right below the jaw) is having some really strange rigging issues and is stretching outward in a jagged strange way.
I posted something similar in the Blender discussion area. Glad to see I'm not the only one who see constant Studio crashes.
Blender version is now 2.90 and this plugin does not show up in the new version, (Nor has the option in the DIM...) in spite of me doing a manual install, good thing we have the Diffeomorphic DAZ-to-Blender plugin...
OK I been scractching my head on this for an hour and searching for the answer. I can't find it. I DLed the daz to blender thing. got the scripts thing done. Now I cant find the file, and I have nothing in Blender to find it. I have no little arrow to click and I can't find an add on. Can someone help me. I don't see the blender side of it. (and I am a bit experienced with blenders so this is really confusing me)
Is the new (updated) version still the Mitchy add-on? The promo says it supports AE geografts but does that mean only the DAZ versions or any (3rd. Party) geografts?
Version 2 of the plugin is doing nothing since i updated in Studio beta and blender 2.9.
In Studio the plugin exports as usual. In blender the script just adds 2 objects: DAZ_ROOT, DAZ_HIDE and DAZ_PUB without any geometry.
Manual import of the obj. File works. Any suggestions here?
You need to update the add-on in Blender, following the instructions at the bottom of the product page:
https://www.daz3d.com/daz-to-blender-bridge
Thought I did that... mmmh need to try that tomorrow again, maybe I did something wrong...
Testing the new "2.0" Blender Bridge add-on (in Blender it's version 1.9.9). First thoughts:
- Importing process with all morphs is slow. There's a "Quick but heavy" option but I did not test it.
- Morphs are correctly loaded, but only accessible by selecting the character shape. They can be tweaked in Object Data Properties under Shape Keys. It would be better to tweak them directly through drivers in the add-on pane.
- Rig is good and faster in this version.
- Some accessories as clasps were not placed correctly.
- Materials of some accessories were not loaded correctly.
- Shaders of the character are very good and faithful to the original Daz render. The "up - down" system of color tweaking is not very convenient; it would be better using sliders.
- Eyes sclera were too red. I changed manually the Hue inside the shader group from 0.49 to 0.60.
- Normals of the clothes were connected to a Bump node and to a Normal empty node. I did not understand this setting. I connected the Normal map node directly to the normal texture of the cloth.
I did not test the environments/props but this is not usually a critical process.
There were significant improvements over the first version and now Daz - Blender integration is more straightforward.
Thank you.
UPDATING: When appending the character to another file the skin in Cycles became completely dark red.
Where are you guys seeing these .blend files? I'm looking through DIM and my Product Library from my account here on the website and cannot find a single product with anything other than native Studio files.
edit: Oh, so far only the files listed from that File Formats link are the ones supported? That's fine, just wasn't sure if I had some filter on that was hiding them or something. Thanks.
edit 2: OK well it's nice to have files in .blend format, but you guys seriously need someone who understands Blender materials to be involved in these conversions. I loaded the Fantasy War Room in .blend file and everything has an almost mirror-like shine because Specularity wasn't adjusted and there are no bump maps applied to anything. I'm glad to see progress, but I think one thing that's keeping users from using DAZ content in Blender (it's my biggest problem too) is the immense work that will be required to redo every single material on every single object we bring over. This does nothing to help with that problem.
Thanks. I've moved to 2.9 of Blender since I first tried the bridge and need to inatall again.
Geo Shells don't import
The first version of the Bridge worked great for me. After updating, Blender errors out and now it looks like the rig is on the outside with no constraints.
I have an issue with the eyelashes in blender. They don't take the moves of the eys with the face expressions. Is this a bug? And is is possible to load more face expressions?
I wonder if someday several flasghip figures like Victoria - Michael - Aiko - Sakura - Girl - Toon Gen will be available in Blend Native format.
With Low Poly Version - proper rig for animation - corrective joint/bend morph and material which optimized for EEVEE or Cycles .
I`ve been trying all DAZ to Blender Bridge ( including Diffeo) since last year , but the truth is really hit and miss especially if we talk about proper or easy to use Rig setup for animation . Because their focus is duplicating what DAZ already excellent for . Personally I believe if DAZ can easily build proper 3D character than transferring what users already enjoy with DAZ Studio .
When I`ve bought ready to use Blender character , I love it !! Its easy to make animation with it . Why ? Because its already set to work with Blender
If you remember Poser Fusion , all important aspect about animation stuff controlled mostly by poser , but hosted and exported in Big boys 3d software for final render stages , which absolutely right reason to do it since they have better light system and advance script to make better
I know DAZ right now not yet have fully animation pipeline, but again I believe releasing several DAZ flagship figures in Native Blender format easier than make stable and useful Bridges . Beside Blender is actively update and several times they change their code which potentially can make all bridges unusable
Ok, I got a rigged.blend file for a figure, so I installed Blender and the bridge. Now how do I use the bridge to import into DAZ?
Everything seems to work perfectly for me except... When I first import a Daz character into Blender the morph sliders are there and working perfectly. When I save the character as a Blender file, close and re-open, all the DTB morph sliders are gone. The shapekeys are intact but most of them are drivers (which drive the missing morph sliders). I can delete the drivers and the shape keys work, but with a lot of morphs that's counter productive.
Is there a way to retain those DTB sliders in a native Blender file without having to re-import the character each time?
Did it work? I have the same problem... installed the latest version from daz central but when I import in Blender its empty... it says version in Blender for the add on is 2.4.0...
EDIT: It seems a restart to the system is necessary... Im installed and uninstalled the bridge from Install Manager and the same error happened. Them, I uninstalled, restarted the PC and installed again and voilá! everything working correctly with the import.
The bridge doesn't seem to work properly with Blender 3.x. Is there a way to make it work, from my end?
Hi Claudio,
reading about your experience is really good because I think it will potentially save me a lot of hassle trying things that are just not possible at this point.
Was there any significant change in your worksflow since Blender 3.1 and Daz 4.2 ?
I am trying to bring my characters into blender but I am afraid that it will continue to be frustrating because I am really into lots of customization in pretty much every field of DAZ when it comes to skin, age, postures, clothing etc. So I am trying to figure out how I can create renders that actually look close to what I am creating in Daz.
Does it even make sense to try to get customized characters from DAZ into Blender?
And you mentioned that you are doing composings with blender backgrounds. Could you share a bit more about your workflow?
That would be really awesome!
Warm regards,
Sebastian
Did DAZ "fix" the Blender bridge so that it no longer asks the level of subdivision or anything else? Brand new install: Windows 11, i9-9900K CPU, GTX 660 Ti GPU, 128 GB of DRAM. Load the figure in and activate the bridge. No questions, just BAM - it does what it needs to.
No morphs get copied. It also uttely destroys the scene that the figure came from, because it resets the character. (I have an age morph on the character, because the story she's in needs her at 13, 18, and as an adult, so I have all three. Set her up as an adult and then used the aging morphs available from DAZ. If I load the 18YO version and send it to Blender, it resets her to adult version FIRST before sending.
If it's a config mistake, then it's inherent in the bridge, because this is out of the box response from it. (I don't even have a place to tell it which way is up, so that the character showed up in Blender flat on its face.)
Is this a way of convincing us that Diffeomorphic is the REAL way to go? Because I'm giving some SERIOUS thought into looking into that one if this is how the fresh install version of the DAZ to Blender bridge works. (And gives me some despair at what the Unity and Unreal bridges are going to do, since I haven't tested them yet.
Short answer: No, it's not fixed.
A freshly-loaded, unmorphed character with no other attachments/followers/whatever will transfer (though the eyelashes texture doesn't).
An individual prop or scene will (usually) transfer.
A character with morphs, clothes, hair, etc did transfer... without any materials.
Even with all the stuff the plugin zeroes out to make it more compatible it's still unreliable.
Diffeo is better but still has a lot of misses as well.