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Without details of what you tried, it is difficult for anyone to help you.
If it is not strand based hair, the hair should have exported just like any other normal object, unless you told Sagan to ignore it, or it was invisible and you told Sagan to ignore invisible objects.
But again, I can't help you very much because you didn't mention what product the hair was, nor showed any screenshots, nor your settings in Sagan, nothing.
Hello, I want to thank you for such a wonderful plugin. And there is another question, usually I export hair with tessellation 0 or 1, and cinema 4d reads this OBJ as splines, which is very convenient for my purposes. I'm trying to export a hair animation as an OBJ sequence,now, but something goes wrong,Even with TEsslation 1 its still mesh? not splines, does anyone have a solution for this problem? Thanks
I get no animation in c4d
Hi @sasharybin93
Yes, SBH was still under development the last time I had time to work on this. If I remember correctly, exporting SBH only worked as a Blender particle system, but exporting it as OBJ or anything else, believe me, is easier than making a Blender particle system. Since I upgraded to Visual Studio 2022, I can't even build Sagan anymore, but I'm working on a solution for that.
Since you haven't provided any details at all, it is difficult to determine what you are doing differently from the others who are successfuly using Sagan with C4D. Optimally, you would include:
Sagan exporter seems to skip a frame number 4 for some reason. Ive no idea why there is nothing special about frame 4.
1. Loaded genesis 8.1 and some clothers. created 0-5 frames with different poses.
2. I expect sagan to export frame range 0-5, ive set the range to 0-5.
3. Result is the exported range of 0-4 where frame number 5 became frame number 4.
Did you enter the ending frame into Sagan before exporting? I've successfully used it with C4D quite a bit.
Check the frame rate in DS and whatever software you are importing into. Is one set to 30 while the other is 24, or something like that?
i think you also have to be on Frame 0 in the timeline when exporting, i.e., if you are on the ending frame when exporting, it doesnt export the animation (i might be misremembering the issue).
I can neither confirm nor deny that that's a problem.
Hello friends, I'm a little lost here...
I'm new to Daz so if you can explain to newbies I'd appreciate it.
I'm in the middle of a project and I've done both my character and the animation in DAZ, but I'll do the costumes in MD and render in Redshift in C4D.
I'm stuck on exporting the animation...
I bought "Alembic export for Daz studio" hoping to solve the problem, but I just spent my money as C4D doesn't read HDF5 format.
I saw that Sagan would be a solution since it exports in OGAWA, however I don't know how to install this plugin or how to use it...
I downloaded Sagan version 1.16.0.0, and I'm using Daz 4.21 (latest version).
I tried to install the plugin in the folders: ( C:\Program Files\DAZ 3D\DazCentral1 ) and ( C:\Program Files\DAZ 3D\DazCentral1\plugins ) attached images, but so far I have not been successful in using this plugin.. .
Could someone help me, I need to finish this project by Monday, I had no idea that something as simple as exporting an animation could be so painful....
Hi @shorebrake_30af998d23
I'm not ad my Windows machine right now, but there should be a plugins directory under DAZ 3D, but that is not under DazCentral. The DLL goes there.
And after that, you'll need to go to the Workspaces menu to configure where DS will put Sagan on the menus. You'll find Sagan on the left side, under Miscellaneous or Edit, I think.
Hi friend, thank you very much for the reply!
So this is the problem, I can't find this plugin folder inside DAZ 3D. Inside My Daz 3D folder what appears is just a folder called DazCentral (see attach).
Is that folder somewhere other than within "program files"?
Could you help me with this, if possible send me some print screens of the right folder path and how to enable Sagan within DAZ. it will help a lot! =)
Thank you very much and sorry for the work!
Assuming you have a desktop shortcut for Daz Studio right-xclick on it and select Open File location - that should gie you a fiel window showing the application, the plugins fodler will be a sub-folder of that.
Okay! It has taken me long enough but here, finally, are a set of tutorials to get people up and running on Sagan
Installing Diffeomorphic
https://rumble.com/v1lky4l-installing-diffeomorphic-daz-to-blender-pipline-tutorial-1.html
Installing Sagan Alembic
https://rumble.com/v1ojvso-installing-sagan-alembic-daz-to-blender-pipline-tutorial-1.html
The actual process of exporting including how to properly link materials
https://rumble.com/v1qx3ag-handling-materials-daz-to-blender-pipline-tutorial-3.html
The final tutorial is gonna take a little more research- how to make the materials look right. Especially hair.
@Torkuda Wow. Thank you so much for this. Very well done. I like the trick at 3:30 to find out where the plugins are to be installed.
Hello,
I'm experimenting with using your plugin with the Daz To Unreal bridge to feed the MLDeformer in Unreal.
I've run into a problem with mesh naming though. It looks like your plugin is generating the name based off the node label, but the FBX exporter uses the node name. So they aren't matching up. Is there an option, or could you add an option to use the node names? Also the license mentions source. Do you provide the source for the plugin somewhere?
Here are the example namings for FBX vs Sagan. Thanks!
Genesis9
Genesis9Eyelashes
Genesis9Tear
Genesis9Eyes
G9EyebrowFibers
Genesis9Mouth
victoria_9_hd_5
genesis_9_eyelashes_1
genesis_9_tear_4
genesis_9_eyes_2
g9_eyebrows_fiber_style_07_0
genesis_9_mouth_3
Me again,
First, I wanted to say that your plugin is pretty awesome. It transferred for me first try without any issues. I think I'm just trying an oddball usage so I'm running into a couple things post transfer.
Unfortunately, bypassing the naming it looks like I ran into another problem. I think the vertex indexes don't match between the two. Are there any options related to this?
Hi David,
Yes, it uses the node's label to name the mesh. This is because I couldn't see a consistent and unique scheme in via the name nor id. The label seemed to be the only property that worked 100% of the time.
As for vertex order, there is some minor optimization that it does to have to encode the minimum amount of geometry, to speed up exporting animations. Maybe FBX doesn't do any of that.
I'm reasonably close to v2.0, so I'll try to address both those issues.
You're the first person who expressed interest in it, but I'll also release the source as well. I am not a very knowledgeable Win32 programmer, so I am not sure it will even build on anyone's rig but mine. We'll have to see.
To all:
If you've ever found a bug, or asked for a feature, please understand that my mind is sometimes like a sieve :) Please look at the first post and if your issue is not in the TODO I just added, please remind me again.
Oh, FBX and Alembic straight out of DAZ, to plug into UE's MLDeformer. YES PLEASE!
Maya has a built in tool and Blender has a script that can reorder the verts if necessary. That's an extra step but worth it if it all works. I'll give it a try when I have some free time.
@TheMysteryIsThePoint if it doesn't compile, hopefully I can figure it out and send any changes I had to make back to you. With the code I'm hoping I can see what's different between the FBX and Alembic versions more easily. I'm guessing it would be easier for me to test changes directly than for you to try fixing it and sending to me to test. Thanks for looking into it!
Krys Kryngle, I'm trying to avoid the need to go into Blender or Maya. I think since the rotation limits are data on the characters in Daz Studio, I can automatically generate the needed animations so hopefully it can just be a checkbox. Granted it's probably a checkbox that needs to process for hours, but I like to keep the user side simple.
@David Vodhanel
Check out my third totorial.
Hey @TheMysteryIsThePoint
If you could put those on the first post you might save yourself some headaces. For instance, right now, the user changing the order of the materials themselves manually probably just has to be done.
And to just everyone, what should be in the next tutorial? I did find out how to make the eyes not appear washed out for instance. The next tutorial is on manipulating materials.
Hi @Torkuda,
For now, I put them on the first post. When I get a spare moment, I'll move the code to a legitimate hosting site, or install some sort of tracker on my git server. There'll be some growing pains because the code I can release is not well separated from the code that I can't, but it's time to have a bug tracker, I think.
My thought was to generate the animation in Maya with all the correct rotation limits on the base G8 character. Then the animation can be exported as an FBX and used in DAZ or Blender. With the testing animation applied to G8 in DAZ/Blender, it could then be exported as an FBX and an Alembic file for 'training' in UE5. In your case, for your bridge, maybe you could somehow package the animation generated from Maya since I don't think it would infringe on any copyrights and have it automatically generate the FBX and Alembic. I still have a Maya subscription so if you need the FBX training file, let me know and I'll work on it. Entering all the rotation limits takes a while.
Of course, auto generating the animations would be cool too...just more work for you.
I appreciate all your efforts!
What are the advantages of using ML Deformer over DQS or custom made JCMs for better skinning of UE5 characters, does it have better performance for playing the animations?
How well can the ML Doformer be trained to learn how to sample the imported mesh deforms and generate needed corrective morphs?
It is still in the early development stages, but they are expecting better performance, yes. Probably better than hundreds of morph targets. I think the advantage for us is that we can take all the driven morphs we purchase and use them in Unreal with accurate results. How well does it work? I don't know yet. UE 5.1 added some additional plug ins for ML Deformer but I can't find any information on those. There seems to be very little information, but if it works as advertised, it will be a fantastic solution to implementing JCM's and any additional driven morphs in Unreal.
https://80.lv/articles/unreal-engine-5-1-s-updated-ml-deformer-explained/