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Thanks for the feedback. Yeah, I get where you are coming from on this. I agree with you without these basic functionalities it makes it hard and I understand wanting to see results first. I will try my best to keep the community in the loop about how this is going. As @DAZ_vish and myself are the only ones working internally on all the bridges we currently offer knowing what you really need helps a lot. We will be jumping around from bridge to bridge so, that helps me know where we should put our time.
Unfortunately with the size of our team, we do not have the resources to manage a discord channel at the time but, I definitely think it's a great idea though.
Sorry about the delay. So it working now! Shouldn't have to grab it from the GitHub even. You should have an update in Install Manager to be able to grab the newest version.
Thanks for the update! Auto-IK is working for me now. Unfortunately, the C4D plugin is not importing ANY morphs now. There's not even a morph tag. If we can just get those two things working at the same time, I'd be set!
One little update - the morph tags disappear when auto-IK is applied. The morph tags are there ad work fine before auto-IK is applied, and afterwards they are simply gone. Any thoughts on why that would happen? Anybody else having this issue?
Morphs are still a wip but, there is a small update. Let me know if this helps your issue. Just make sure you select the figure you wish to export in Daz before export.
https://github.com/daz3d/DazToC4D/tree/develop
With this latest one, morphs weren't even collected out of Daz, so no morphs before or after auto-IK. Auto-IK is now missing the eye target.
I actually went back to an older DAZ script, and I downloaded that "do not use" c4D plugin from a couple days ago. THAT one DOES have the morphs, and they are still there after auto-IK! eye target object is still missing though. Also- in both recent plugins, convert materials for Octane does nothing. Redshift shows an error. Tear shape morphs don't follow the main morphs (eyelashes do, now). When I try to use the bridge to export any environments now, DAZ crashes hard.
What sorts of resources would the developer want/need in order to more fully develop this particular bridge (or any of them really)?
Time? Money? Staff? What constraints are you working under that could be otherwise?
Only one or two devs seem to be working on ALL plugins, so it's obviouly a lack of staff problem. It doesn't help that neither the Autodesk products (Maya, 3dsmax) nor C4D are as popular as Blender in this forum. Therefore the plugins are a low-priority for the devs. The Blender Github gets commits almost every day, while we're here waiting for fixes on bugs that were reported months ago e.g. the lack of JCMs, bone orientation issues, etc.
There also doesn't seem to be any external dev willing to spend time on creating his own plugin like Blender has with Diffeomorphic.
I understand the frustration when most of these issues were given to us months ago but, I promise myself and @DAZ_vish are doing our best to figure out how we can support the community here.
I did do an update today Added an Option to choose which type of Bump you want when converting to Redshift.
Morphs should now work @scobb3_60a649a03a thanks for being patient with me :)
Also added options so you can choose which morph you want at export. Currently, there is a checkbox for the morphs you most likely want. AND JCMs, the morphs are coming in but, there will be in need of more work on the morphs but, I hope this helps out some of you :)
Lastly, I haven't tested this new update yet on Mac. Some directories changed so if someone could let me know that be awesome!
The newest update can be found here.
https://github.com/daz3d/DazToC4D/commits/develop
Thank you. I'm glad to see that the plugin development is moving forward.
Can I ask a question regarding future features? Could a pose/animation importer be possible with this plugin? The IK rig (from IKMax) that the plugin generates seems very basic and limiting, and impossible to do mocap retargeting in C4D. Blender plugins have a pose importing feature but this might not be possible in C4D. I don't have any coding knowledge so I don't know if this is an issue that can be solved in the future or not.
Thanks.
Hey! This is looking great! I appreciate your hard work. It is working on my old Mac Pro(OSX10.13).. the ONLY thing I see that is still a big issue for me - the morphs are there before selecting auto IK. After auto IK the morph tags disappear! Any idea what would cause that?
(I've found a quick workaround.. if I copy the character before auto-IK, I can replace it after, with the original one (w morphs and expresso tag). The only thing that's still not working after that - the eyelashes and tear shape are not following the morphs.)
It can be. Realistically it will take time for those updates to be implemented those features first got to fix the joint orientations in Cinema 4D. For the IK Rig, I need to do more research on the rigging standards in Cinema 4D and also see how the original developer implemented the rig before I make any larger changes like that. What would be helpful to me is if you know exactly the expectations you think the plugin should be created, any reference would speed up my process.
Great to know. I tested it myself on my MacBook yesterday and I didn't see any issues but, I may be misunderstanding the issue with the morphs tags you're explaining. So, currently something I noticed that is happening with auto IK is that it's locking the morph tags. If you press the gear icon in the plugin window and press the lock icon it should unlock the tags to use the morphs.
Also, I was testing with the base genesis 8 male and the eyelashes were working. Is the issue you are seeing with Genesis 8.1? I can run some more tests this week but, any more reference to the problem would help. You can also open up an issue on our GitHub so I don't miss anything of what you mean.
https://github.com/daz3d/DazToC4D/issues
Also, I was thinking of adding some more ease of use updates while I look into bigger updates is there anything else that would help speed up your workflow?
Yes, I don't expect them to be easy fixes to implement. To be honest, I don't like the IK rig that the original developer implemented. It's really hard to find the IK>FK switches and as I said, it has many issues when retargeting mocap animations from other sources. I've tried everything and it's very frustrating to work with. What I'd ideally do is get rid of the rig, and replace it with the buildin rigging system C4D has, which allows you to create a Mixamo rig fairly easy but the problem is that you have to rig the character manually. This could be solved using code ofc, but it would mean getting rid of a good chunk of your existing code. Perhaps the Mixamo rig will allow you implement the pose loading more easily as it's a more complete rig that the one the bridge has. If that's not an option then I'd study the current IK rig and see if you can make it load poses and animations from Daz. I'd be happy with that :)
As for expectations, I think that if you solve these big issues:
-JCM Export (they export fine with the develop branch, but they're not working automatically yet).
-Correct Joint orientations.
-Load poses and animations from Daz.
You can have a pretty decent bridge and the user could solve any issues they might have in C4D, at least that's my case. I can't think of anything else to fix atm, the rest work fine on my end.
Thanks for the feedback and suggestions, I'll go through these and add anything that's not already being tracked to our roadmap now.
I grabbed the python file from the Github page and I know to copy it into the plugins folder in C4D. Now where do I put "Daz to Cinema 4D.dsa"? When will the manual install instructions be provided? I tried installing through the install manager but it didn't show up in R23, I had to manually install the python script. And now when I try to run the Daz to Cinema 4D script, nothing happens. When I go to C4D to run it there, it freezes up. I'm assuming it's because the Daz script is older. I removed the folder from the R21 plugins folder so that it's now only in R23.
Next question, is there a way to uninstall the script from Daz and re-install it? At one time I was having trouble installing it and had to try a few times. Then all of a sudden I ended up with 3 instances of the script in the Scripts menu.
Nevermind, I solved it.
I'm testing out some workflows for an upcoming project, I posted some issues in a couple of other topics, but then found out about this thread.
Currently working on a 2013 Mac Pro, Daz 4.15 and whatever version of a C4D bridge is updated by DIM as of today.
I haven't tested a huge range of figures, but have already noticed that when exporting 8.1, only 8.1 expression morphs come into the C4D file. And with G8, the 8 expressions come in. A lot of the expressions have their names truncated, so in C4D it's really hard to work out what is what.
I saw some messages back you mentioned a checkbox for only exported selected morphs? Or something along those lines? Nothing like that shows up for me, but it would be a great help to choose between "all morphs" and "used morps" ie, any morph above a slider value of 0 and ignore the rest.
Also, on G8 with some expressions applied in Daz, the model is importing into C4D without the expression. This is odd.
What I really want to be able to do, is take advantage of the 8.1 details (eyes, mouth, etc) but still import the G8 expressions that can be used in Daz. Is this possible - am I just doing something wrong? Or is this by current design.
Thanks
JG
Hi team
Any answers on the above post please? Appreciate you're working across many bridge versions for different software. Just trying to understand what I currently can and can't do in terms of mix/match G8 / G8.1 morphs and shapes to C4D.
@j_grean sorry I missed this!
Yes, there is but, it's very basic right now. I am working on some fixes this month on C4D but, you can try if this works for you at least a bit better?
https://github.com/daz3d/DazToC4D/tree/develop
Some additional notes - morphs on 8.1 to C4D via Bridge are not really working at all
Screenshots attached
A bunch of morphs come out as shown, with hard to decipher names. Here, 20 or so each labelled "Genesis81Female". How are we supposed to know what these are and what they do?
Then, a whole lot of morphs are included in the C4D export but changing their value in C4D from 0 to 100 has no effect. I can't tell if these are 8.0 morphs coming in with the 8.1 model or it's actually 8.1 morphs and they have no effect anyway. One example, Genesis81FemaleExpressiveFaces-Sad10Victoria8. Does this not work because it's an 8.0 morph on an 8.1 figure? It works in Daz why not in FBX? 8 and 8.1 are supposed to be compatible?
Some morphs are just broken - the eyes for example, pose morph sliders move the eye balls but not the rims, tears or lids etc so the eyeball then intersects the skin when you look up/down/left/right. So I can't make the character look around or animate eyes in C4D.
Finally - I've applied a face expression in Daz from the Vic8.1 sets and the FBX imports with this expression baked in - no corresponding slider set to 100%. So we can't "remove" the face expression in C4D by setting the slider back to zero - every single slider comes in at zero.
The expression slider in Daz used as test is wide smile 27, and there is nothing in the C4D pose morphs with this name. So again, can't animate from one expression to another or even increase/decrease strength of the existing expression.
We could try exporting with neutral expressions, but as shown, a bunch of the morphs are not labelled as they are in Daz and we can't work out which one we need to add back. And even then, if the morphs don't come in tied and linked properly, for eyes for example, you can't actually animate anything because it immediately breaks the face.
Thanks for your effects so far - but I hope to see some improvements soon.The Daz libraries are a great resource and if more people realised this, you'd sell a ton more assets in the store. A ton. But it needs to work properly please or people aren't going to buy in to the ecosystem.
Hi -- I have never been able to get the bridge to work. When I initiate the plugin, the screen flashes but it never begins the file prep, so nothing gets exported. This is the case even with primitives not just with complex geometry and rigged items,
Also -
I have the .pyp in the r23 plugins folder, but wondering if the directory should be scripts instead of plugins.
What kind of figure is it? I've got the latest version of the plugin/Script - tested with both Install Manager and with manual installed GitHub versions - and the script REFUSES to function in any way whatsoever if the figure is in a .DUF format, but Poser .cr2's the script functions just fine.
I have tried both file types... Sometimes it appears to go through the process of calculating, but no matter what-- whether .DUF or cr2, on the C4D side it says that there is nothing to import.
I use to send things over by just exp[orting as FBX but the geometry gets all mangled... if I export as an OBJ, the geometry transfers fine but the rig and the mats don't transfer.
I haven't had that experience just yet, FBX'es normally export fine. Might depend on your FBX version and options? I do know that sometimes the rigs aren't perfect when D|S exports them (The Morphing Python and Digi-I TRex for instance, had the weighting on their eyeballs messed up but it was an easy fix)
FBX is really the only option I have right now myself, using manual FBX exports instead of the Bridges. Otherwise I'd have no way of using the content I buy, considering the C4D Bridge is non-functional right now.
Hi,
Would you be able to get the plugin to match camera information? id love to be able to do a render from c4d and a render from daz and have them match up exactly.
So like, full scene export and not just singular figure export?
Well i suppose the ideal would be an option to export camera (not just positional information, the actual focal length , sensor gate , field of view options ) information, and then options to export everything else contained in the scene?
Greetings;
I just installed the updated (May 30th 2021) Bridge for C4D and are have many failures, many I didn't before with the previsous version. I'm using Cinema 4D R1, DAZ 4.12.
Many Genisus 8 charaters simply don't transer, some do. When it does work, and select morphs, the charaters doesn't transfer as designed, instead a base charater transfers with a million morphs. The previsous version sent the designed charater and only the additional posing morphs which was diificult to mange, but at least much less. I suggest it only export the posing morphs that that settings have changed.
Some charaters transfer with their bones all messed up.
When using the morph option on, in Cinema 4D the plug-in crashes before propting to save with materials.
When using the morph option off, in Cinema 4D the plug-in does propting to save with materials. If you select to convert to Redshift materials, I get a message box indicating conversion is still in progress (even after 30 minutes). When you continue, it make Redshift materials with only bump maps (no defuse, or anything else).
If I use Cinema 4D to open tthe FBX file the Bridge created, Cinema 4D indicates it's an invalid format.
Bruce Kingsley
Also, is there a way to get the previsous version of the Bridge as it was more usable.
I have tested the last version of the bridge and have the following questions/suggestions:
Do you plan to support delta morphs for characters? The full morphs as currently used aren’t very efficient in regards to memory usage and performance.
Please add an option to keep the original file path for textures like the regular FBX export does. I have already terra bytes of 3D data and duplication the textures makes no sense to me.
The environment export in its current state is not useful for me. Mainly because the pivot point of the exported objects is always set to the origin. Please keep the position and rotation as part of the object node (its important to have this information in the object node and not the corresponding parent null). This is very important for instances. In C4D I use the MoGraph Cloner and put all instance nulls into a MoGraph Fraction. For this to work both the object node and the instance nulls must contain the position and rotation values. Right now instance nodes after import are all located at the origin, making it impossible to use them for instancing
Sorry to see all the problems you are having! So just verifying are you are using R1?
The older version can be found here.
https://github.com/daz3d/DazToC4D/releases/tag/1.1
If the morphs aren't exporting as expect there may be an error in your current install. So, the Redshift Materials are currently not supported. You can follow our GitHub for the quickest turnaround for them.
Being with all the errors you are seeing I recommend opening up a ticket so we give you direct support in solving the issue.