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Hi Peter,
As one of the guys who atually slogged through the act of getting all this to work, I admire both your efforts and results, so I don't mind trying to figure this out.
Besides, I truly believe that I have some kind of low grade OCD because this gnaws at me even though you say you've got a workaround. In the DSON, there's another field that has something to do with associating pairs of vertices, which sounds kind of promising, but once again, the documentation is not what one would hope for. I'll ask David Vodhanel and Thomas Larsson directly.
Donald
Thanks Donald, I really appreciate you taking the time to look into this.
I too suffer from OCD when it comes to these sorts of projects, like when I added days of work to my project simple because I didn't like Epics naming conventions for metahuman control curves, and so couldn't bring myself to use them :)
I naively assumed that the answers would lie in David's DazToUnreal fork as part of the ML Deformer code, but it doesn't look like it's in there, although I don't really know what I'm looking for.
Also, I meant to upload the screenshot of the geograft I tested in my last post, for reference.
Thanks again!
Hi,
Nice to know I'm not the only one bothered by little things more than I should be :)
Can you explain what I'm looking at? Because it looks like the hidden polygons have been removed, but not the resultant unused vertices. And which case was this, when the count matches, but not the order? And I notice that the vertices at the geograft's seam seem to match up with every other vertex of the g8m, so the g8m had been subdivided one time more that the geograft? In DS or Houdini?
Happily, I've got time to work on this more tonight.
Sorry for the late reply. For some reason I almost never get notifications from the Daz forum and so have to remember to check back on threads from time to time.
In the image below, the starting point was a sub-d 1 figure in Daz with the geograft applied. Nothing has been done in Houdini to alter the geometry in any way.
I've exploded the alembic geometry into the two shapes that get exported. I'm calling them shapes (not sure what Daz calls them internally, probably figures). The delineation is based on the "name" attribute.
The FBX and the Alambic shape 1 match perfectely both in terms of vertex counts and order.
So, ideally the Alembic shape 2 should not be exported from Daz at all.
Alembic shape 2 seems to be the original geograft geometry at it's base sub-d level as well as the unattached vertices of the figures geometry that get replaced by the geograft, also at the base sub-d level.
Hi Peter,
Understood about the notifications; I don't know why a get a few but miss the vast majority, like your response above.
OK, I think I understand. I think David's logic will filter out the faces of shape 2, but I'm not sure what to do with the loose vertices. Part of the problem is that I have never had a clear definition for what a Shape is, nor what an Assembly is. They're in thge object model but I'm not sure what they are for. I'll poke around.
Thanks for the example, it really helps clarify.
Donald
Hello everyone,
Quick question, is the plugin still works on new Daz3D update? Thank you so much :)
It should. I haven't heard any issues specific to the new versions of DS.
Can confirm it's been working fine for me on DS 4.22
I Installed the latest version of plugin (and previous as well) but I can't see it in Edit Menu. How to fix it?
See the note in the very first post:
Thanks!
Hello.
Does anyone know why I would be getting a failed export saying "vertex count changes"?
Thanks
Which figure, using what export settings, to which application, making what alterations, returning how, and with what settings? As i stands all we can do is paraphrase the message.
Thank you, Richard, I couldn't have said it better.
Stated like that, I have no idea. I'm going to need A LOT of details because that message is really just a sanity check that should never actually happen. Sagan figures out the geometry at the first exported frame, i.e. what the vertices and faces are, and assumes those values for all subsequent frames. That was part of the speedup from v2 to v3... it doesn't recalculate things that should be immutable, like the vertex count and the faces. Sagan assumes that the topology of subsequent frames remains immutable, and the animation is just the vertices moving around. The error you are encountering says that Sagan detected that that assumption was violated. The point is that the topology should not have changed, but somehow did.
Going to need a lot more details.
just a wild guess but is there an animated VDB in the scene or a Fluidos animation
something that loads geometry per frame?
Oh wow, Wendy, that's an excellent guess. I wonder if that's it.
Hey everyone I know this thread is a bit dead but I'm having a problem with installing sagan (latest version); when I put the dll file in the folder with all the other plugin dlls, it shows up red in the plugin manager and says it failed to load. I'm using a portable version of Daz (version 4.22.0.15) which might have something to do with it (there are several different plugin folders, and I tried them all) but I'm wondering if anyone has any ideas? I can't download Daz normally because the laptop I'm on is temporary and I don't have admin priviledges. Perhaps it could be turned into a script? I'm not too familiar with coding so maybe that would take a lot more work...
@mtasteriti What version are you trying to load? A few times I accidentally released the debug version, which doesn't load for some reason. Tell me the exact file you're working with and I'll double check.
Haha, no turning it into a script is not a feasible option. Even if it were, it'd be very, very slow.
Understandable, thanks for the quick reply. I tried both the 3.4.0.0 version and 1.16.0.0 that are hosted on the google drive, one after the other. For both I extracted the folder, took out sagan3.dll/sagan.dll, and placed the dll in each folder that had other plugin dlls in them (there were a several, so I tried all of them seperately and at the same time).
@mtasteriti I tried 3.4.0.0 and it worked fine. Are you sure you don't perhaps have more than one Sagan DLL in that directory?
Ok I just deleted my entire Daz installation and installed a different portable version; I also put it on my C drive instead of my external hard drive this time. Now the plugin loads! I'm gonna try it out when I have more time
Wierd, I went through the tutorial and found that I didn't have the option to export alembic with sagan under the edit tab even though it says sagan is installed in the plugins tab...
@mtasteriti Read the very first post. It's got instructions on how to put Sagan under the Edit menu (or wherever you want ot put it).
Ok got it working now. Has anyone successfully transferred a dforce hair animation with sagan btw? I tried it just now but it just ends up rendering as a collection of tiny black voxels even with the proper materials and cycles rendering. I've been closely following the material transfer tutorial.
Is it Strand Based Hair? Did you try increasing the number of sides? I was waiting for the new hair curves API before doing ttue SBH but I never got back to it.
I'm not sure if it's strand based hair, how do I tell? It's this: https://www.daz3d.com/dforce-double-dutch-braids-for-genesis-8-and-genesis-3-females. I had the tesselation sides at 0, so I bumped them up to 4 and tried exporting them again; unfortunately when I tried importing them into blender, it gave me an error in the console "Ogawa streams not cleanly closed while being written". I don't know what that means, but I suspect it has something to do with the filesize of the .abc being 30 gigabytes this time lol. I'm gonna try again with the tesselation sides at 2 now.
I think 1 would even work. It just has to not be 0, which makes each strand a polyline instead of a face, and so Sagan doesn't even "see" the strand because it only exports faces.
But that actually sounds like a bug. Are you saying that Sagan did not crash Daz Studio, but rather finished and gave you a corrupt abc file?
I just tried it with 2 and it worked great, the hair as well as everything else imported as it should! When I tried importing it with 4, it didn't crash daz or blender. It didn't give me any error in daz either, just the blender error I mentioned, and didn't import any of the geometry.
I can't explain that, but I'm glad it worked.
Has anyone encountered this issue before: Sagan Exporter option has disappeared from my Edit menu.
I used it not 1 week ago, but yesterday i had some issue with my workspaces resetting and now the Sagan option is no longer there and not sure how to restore it. I tried deleting the .dll from plugins folder, adding back in, restarting Daz Studio but still not there.
As you can see, I have Sagan3 installed in my relevant plugins folder so I suspect i should be able to see it. Restarting Daz Studio or using a default Workspace has not helped.