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I've noticed the slight performance hit with dozens of Daz characters all using the Genesis8JCMPostProcess to process lots of JCMs for each animation of each character simultaneously. Maybe the ML Deformer would be more efficient to process such features.
The ML Deformer is based on machine learning so its uses are certainly not limited to specific corrective morphs, it would have much more potential to deform the skeletal meshes compared to the rig driven skin deform methods.
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@TheMysteryIsThePoint With the latest commit Thomas added an option to turn off rigs in diffeomorphic. This helps importing alembic animations without unnecessary overhead. Please let us know if there's anything you want to add or report.
https://bitbucket.org/Diffeomorphic/import_daz/issues/1252/
Hi @Padone
I'm not sure I understood. If Diffeo does or does not import the rig, what does that have to do with Alembic?
What do you mean by "This helps importing alembic animations"? Does Diffeo import Alembic, and I'm unaware?
I must be missing something because I don't see how importing the rig or not importing the rig has anything to do with Alembic, which has no concept of a rig, any way. Can you clarify?
Yes this avoids the scene overhead of rigs and relative drivers and maps that, as you're pointing out, are not necessary for alembic. Just in case you need to test Sagan for it.
p.s. I mean if Sagan is still requiring diffeomorphic to work with, I didn't follow the latest development.
Hi @Padone
Oh, OK, I understand... I haven't tested it with Diffeo for a long time, but the only thing I used it for was material conversion. But as @Torkuda pointed out, there's a much easier way to apply the materials rather than having Sagan try to determine the material IDs that Diffeo uses: just ensure that the material slots are in the same order, and they can conveniently be copied from the Diffeo-imported object to the Sagan one. I think I'm going to do that with the next version when I have the time.
So I think I'm insulated from any other changes Thomas and Co. make. But thank you very much for the heads-up.
@Padone
By the way, is the C++ Diffeo exporter that writes the dbz file still relevant? Does it need an option to skip the armature related data?
The c++ exporter is distributed with the stable version and very useful especially for large scenes that don't use geografts or shells, thank you for your nice work. I don't think it is necessary to modify it since the filter is on the importer side so the exporter is safe.
@Padone
OK, the optimization of not writing the armature data into the dbz if it is not going to be read is probably not even worth it. It's not very much.
Hey! I somehow can't export as .abc even though I installed the dll. file in the plugins folder. I also checked 'help>About Installed Plugins' and there it says that Sagan is loaded/installed but I still can't seem to export, DAZ just doesn't give me the option to do so in the Explorer. I tried *every single* version of Sagan but unfortunately none of them worked for me. I'm using DAZ Studio Version 4.15
Thanks in advance and also sorry for my bad english! :)
I was going to continue my tutorial series- but then I realized that from where I got, everything else is just understanding blender or DAZ, no tricks seem to remain that specifically apply to this process. Blender's superior texturing is one of the main reasons to do this stuff, but there's nothing different about how you use it with alembic models as opposed to any other mesh in blender.
I'm considering myself done on the tutorials for the moment- again, unless someone can think of something the tuts are missing.
First, your English is perfect.
Alembic won't be an option in the Export file dialog box. It'll be it's own option, and it's location will depend on where you will put it.
For me, it was under Window | Workspace | Customize, on the left panel, under Miscellaneous. You then drag it to where you want it to go on the Panel on the right side, say, on the Menus tab, under Main Menu Bar | File, down near the other export option.
Thanks again @Torkuda, I thought they were good. I hope you'll be equally generous with your time with the next version :)
First of all thank you, means a lot since I'm not really confident with my english skills :)
Also, I found it at the bottom of the Edit Tab. I have no idea how it got there, but it worked perfectly! Thank you so much for providing us with Sagan, it helped me find a solution for a problem I was dealing with for about a year. Can definetly recommend!!
@johannesbc85 You are very welcome. Doing what we can. Be sure to investigate the excellent Diffeomorphic plugin, if you haven't already, if only for the great materials conversion.
Hi guys,
The source code is up at the link on the first post. It is being developed iteratively while I am figuring things out, and not the product of a coherent design, so be nice :) It will also contain cruft that should have been removed but wasn't, as well as half-baked ideas that are incomplete and/or didn't work out.
As soon as I can I'll move it to a more mature repository.
Donald
thanks, always keepin an eye out for sagan stuff.
I haven't used Sagan in many many months now, but I decided to pop in and am happy to see at all the progress you've made on this. I used to use it to import into Houdini and it worked perfectly for my needs. I remember you mentioned somewhere in this thread that you also used Houdini for some things. Have you ever seen this DaztoHoudini bridge ( https://github.com/SideswipeeZ/Daz2HouNeo )? Perhaps it can help with your own development needs, whatever they may be. I'll be trying it soon once I get into the swing of things again.
@hfilb No, in truth I hadn't seen that! There are so many Daz-To-Houdini projects that get announced, the author gives progress saying "I'm almost done", and then that's the last you hear of it, or the author gives bizarre reasons for not finishing it. I will certainly check it out; thank you!
yeah I stopped gettin excited about hearing people starting projects like that for that reason. Now I am not interested unless I hear one announced that it is finished and working lol.
@TheMysteryIsThePoint
Donald, it seems your c++ HD exporter doesn't show up in the edit menu anymore. I don't know if you have any official repository apart the link in the diffeomorphic tracker.
https://bitbucket.org/Diffeomorphic/import_daz/issues/191/
I think it still has to be manually placed, by customizing the workspace.
@Padone
The plugin appears under Misc, for me, and must be manually placed. Is this not what you are seeing?
I just today installed 1.16.0.0 and it magically appeared in the Daz edit menu. All I did was drag the dll into the plugin folder and open up Daz, and it's all set-up and working.
(I haven't tried any adventures in textures yet but works great getting an animated single character, hair and outfit into Blender and MD. Nice work!)
@TheMysteryIsThePoint Thank you Donald I added the information in the tracker discussion.
@Padone But I admit that I really cannot account for the differences in behavior. The plugin is based on DzEditAction, which kind of implies that it should show up in the Edit menu, but it never did. I think maybe something in DS has changed, but you guys know how it is... we will never know.
Hi Guys, version 3 is up. Please read the release notes and try it out.
Hey there - you are a gem. really.
Thanks for all, and have a healthy and prosperous new year (and beyond, of course, lol)!
The value of your tools and generousity cannot be measured or appreciated enough. You leave a good footprint.
best to you always,
--ms
Hi @mindsong
Thank you for your encouraging words. An open source project is its own reward, but I'd be lying if I said feedback like yours had no effect.
The same wishes right back at ya.