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I agree with your points and would add Blender's brain dead UI. It is very non-intuitive and does not follow the UI standards of any of the OSes upon which it runs. I also find that Blender tutorials assume you are in Windows and have a keyboard with a numeric keypad. I run Blender in macOS (standard wireless and magic mouse) and Linux (expanded keyboard and trackball), so 2/3rds of the time I searching to understand what the keyboard shortcuts do and how to find those in the menus. I am constantly amazed how many commonly used shortcuts are Windows only. I've never found a tutorial that explain WHY something was done a certain way.
The Blender UI is great. It's flexible and intuitive for its purpose, it's tightly-integrated with Blender-specific functionality (such as the data-block menus), and it's not bound by third-party libraries. Daz Studio on the other hand literally will not run on Mac's because they're using a severely outdated framework (Qt4) and GIMP's support for non-destructive editing has been crippled by its reliance on GTK2.
As they say, if you want something done right, do it yourself.
The problem, as I've come up against several times now, is that we have a general file format, and we use it to exchange data between two applications that depend on specifc assumptions. Mathematically speaking, there are few things more simple than an armature; it's just a directed acyclical graph of rotations. The problems arise when DS has certain assumptions, Blender has certain assumptions, the BVH format has certain assumptions, and all three violate each other's assumptions. There is absolutely nothing complicated about armatures, different applications just create assumptions in order to provide more functionality that unfortunately, say, the ancient BVH format knows nothing about and cannot represent explicitly. Add to that the fact that BVH is ambiguous about a few things, creating an opportunity for the exporting and importing application to interpret things differently.
So, it's not DS doing anything wrong from its context, or equally Blender doing anything wrong for its context, it's just the two of them doing different things. What we need is a DS-BLENDER armature format. I'm building on Alex's work to define exactly that. All of these BVH problems will go away.
Yeah of course, but your experience is that of someone who doesn't know how to use Blender. For example, there's a huge difference between HD not exporting from Daz and HD not exporting from Daz for you. Again, I can't stress this enough. If you really want to be able to use Blender then set aside some time on learning it properly. Forget about bringing Daz chars and making cool renders. Spend a few months learning the fundamentals, render your donut, animate a bouncing ball. The tools work perfectly fine and it's up to you if you'll come up with some excuses and repeat Groundshog Day or if you'll be further advancing your journey in 3D.
Nothing about it is complicated. I'm an idiot who barely knew how to open Daz a couple of years ago so if I can do it, so can you.
@marble We can now import dforce outfits with diffeo.
@tapanojum If you have a good experience with the cloth simulation in blender please let us know your impression and suggestions.
https://www.daz3d.com/forums/discussion/487296/hear-ye-hear-ye-dforce-outfits-for-diffeo
Thanks, I will definitely take a look. I read your entry in the Diffeomorphic "Issues" section and I thought it was a request for Thomas to improve the import of dForce cloth rather than an explanation of how well it does it already. When Thomas said that your comments amounted to a tutorial, your said:
So I assumed that this was someting waiting for further action. Are you saying that such action is now complete?
It is entirely probable that I have misunderstood the HD import feature but I was under the impression that HD was something that DAZ holds close to their corporate chest so that the exporter mimics HD somehow, perhaps using displacement. As such, I doubted whether things that DAZ does with HD like, for example, muscularity, could be replicated in that way.
You say "Forget about bringing Daz chars and making cool renders" but that is precisely what I want to do. I will continue to sit through more tutorials and I do want to try my hand at modelling. I already use Blender for making morphs so I am happy using the sculpt tools. So it is not a case of Blender just being a DAZ Studio clone for me, I'm just having trouble getting the diffeo add-on to work satisfactorily. Perhaps my idea of satisfactory and your assertion of "perfectly fine" are in some disagreement.
Good that the problems are known and you do a nice job of explaining them for the layman such as I. Good luck with your project, your community spirit is much appreciated.
@marble Yes dforce outfits can now be imported in blender. That doesn't mean it's perfect but you can now drape in blender without having to setup the simulation youself. Then of course some knowledge of the blender simulation system will always help to tweak things and adjust the simulation better. But at least this way the user doesn't have to start from scratch.