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@surody I found a couple minutes and tested this I can confirm the bug. But don't know if Thomas may consider this a limitation rather than a bug. Since the issue is that in the duf file there's not the uv map path, so the plugin scans the current figure folder, and can't find uv maps outside.
If I load the missing uv map by hand then everything works fine here. Test scene included.
https://bitbucket.org/Diffeomorphic/import_daz/issues/934/missing-uv-map
Do you happen to know how daz studio searches for uv maps ? I mean is there a uv map path somewhere because I can't find it in the duf file.
No idea how Daz searches for UV maps.
I've the same UV in the 8.1 folder too. Anyway, I tested it with 8.1 (base figure) and your work around works. But keep in mind that the 8.1 base figure has iray uber materials. I used exactly the same scene but applied Victoria 8.1 skin to the base figure which is PBR.
As soon as I do that, it breaks apart. I've a feel this is also related to the geoshell for the eyes issue I had recently. I added a node comparisons of both tests.
@surody The figure material shouldn't be an issue because the shell is independent it has its own material. But I'll test it with Victoria 8.1 and let you know.
@surody I can confirm the bug with Victoria 8.1, can't understand why. Reported to Thomas.
@Padone It seems that Thomas has fixed the issue with the Geoshell.
In terms of the UV set: I had a different UV set in the 8.1 folder when I said I've it in the 8.1 folder too. When I copied the "Easy Pants" UV .duf to the 8.1 UV set folder it started working and importing the "Easy Pants" UV set. It's generally just recommended to have UV sets which work for both, 8 and 8.1 in both folders I'd assume.
As I guessed, the issue was related to the problem I had with the geoshells for the eyes too. Here's a comparison:
@surody That's great so Thomas fixed even another related issue. Thank you for letting us know.
I've just started to look again at Diffeo with a view to trying it again after about a year or more since my last attempt. Now I'm confused about what to download - the website has links to git repositories and Dropbox files and I have no idea what is needed. I don't know what the MHX Runtime system is or whether I need the HD version or whether they are all included in one zip file.
OK, so it looks like the one to install is the zip file called "import_daz_mhx..." and that one seems to include both the importer and the MHX Runtime. The latter needs to be enabled separately in the Blender Add-ons. However, I don't see the HD add-on anywhere so I'm assuming that is a separate download even though my screen-shot above shows a folder for it (diffeo-HD).
@marble You can find everything detailed in the diffeo documentation.
https://diffeomorphic.blogspot.com/p/content-of-zip-file-version-160.html
https://diffeomorphic.blogspot.com/p/setting-things-up-version-16.html
Is there a way to use both daztoblender bridge and Diffeomorphic, Id like to import with daztoblender bridge and get the rig/model to be recogniced by Diffeomorphic
As i want to use its rig features ect
My reason is i find that corrective morphs that auto blend with bone drivers seem to work better with importing daztoblender bridge
Iv tried several times with Diffeomorphic and they just often dont work, were as they always work when improting with bridge so for the sake of it wroking for me now id like to know how to get Diffeomorphic to recognise the rig and model from bridge for use with the riging features and the morphing features of Diffeomorphic
Basicly what it is about your imported rig and mesh vs the bridge one that grays out options in Diffeomorphic
A lot of characters in Daz have their own corrective morphs, keep that in mind. That's probably why you think that they don't always work because as far as I know the JCMs morph category under morphs just imports the base mesh correctives. You can import the custom ones as custom morphs.
Yer i know i am spesificly loading them as custom morphs, for example blend control has switches to turn all its morps on and off, these never get impored just the individual ones
Imprting with bridge there there and work fine, im experiencing this on and off randomly with Diffeomorphic wich is why id just like to import with bridge and then connect it to Diffeomorphic and be done with it
A best of both situations, im just not sure what it is that Diffeomorphic is set to recognise and if i can force to recognise as bridge import as if it imported it it
@speaker-60 No you can't. Specifically diffeo has its own drivers for jcms so transferring a bridge figure is not possible. I have to say that I'm not up to date with the bridge but I was helping the daz team with jcms some time ago and I'm curious.
Can you provide a detailed example please ? May be we can workout diffeo to be better if it doesn't work for some reason.
Can you add clothing in existing genesis figure with this? I mean lets say I have a mesh based genesis but I changed textures or sculpted character mesh changed. I keep my base mesh with diff than I wanted to add clothes without importing character can I do that?
Good question. I was wondering the same thing. My idea was that I might import my character, make all the necessary adjustments in Blender and save him/her as an Asset to the Blender Asset Library. Perhaps import items of clothing and do the same? I don't know how that works. I guess I'm trying to recreate the DAZ Studio experience in Blender by having a content library of characters, poses, clothing and props. I'm just not sure whether that is possible nor whether it is possible to simulate cloth as we do with dForce (pose character and click simulate).
This is my second attempt to use Diffeo to move stuff to Blender - my first was over a year ago and I ended up pretty disillusioned by all the complicated procedures involved while the results were, IMHO, not as good as my IRay renders from DAZ Studio, so why bother? Now I have had a play with animation in DAZ Studio and find that the DAZ timeline is somewhat short of being functional so I'mm looking at Blender again.
I think that those instructions may be out of date because I had to download the HD zip separately (I'm still not sure whether I also need the Donald Dade HD add-on). Nevertheless, I did figure it out by a combination of the Diffeomorphic Blog and watching the excellent Krys Kryngle tutorial video.
For a spesific example, the product 'blend control' has two slider/morphs that turn on other sliders, the other sliders are then linked to bones and blend like any other corrective shapekey
Here in the first image i have the blend controller and hip blend controler set to 1 this then activates all other morphs to work when needed according to a pose, if you look at the LCalf Smoother, this morph is at 1 in blenders shapekey ui due to the pose but in the custom morph ui its at 0 so the ones in the custom ui isnt updating or something. I can also move the sliderer for these when i shouldnt as in LCalf Smoother in blenders shapekey ui i cant control it as its driven where as the LCalf Smoother in the custom morph ui i can so there seems to be an odd disconect there. In reality LCalf Smoother and many of the morphs shouldnt appar in the custom ui as there not meant to be controlable. If Diffeo could detect that and exclude it from the morph list somehow.
There are also a bunch of other shapekeys named 'smoother ect' these dont appar in the custom ui these are driven in blenders shapekey ui, these are hidden wich i know theres an option to import hidden into the custom ui. am i supposed to do this or not there obviously imported into the model should they be used are they being used ect. this im not sure
I also find if i have a model in a pose and import morphs it resets morphs to 0, is this supposed to happen? if its meant to can it put the sliders back afterwards. If i have alot of sliders defining how a character looks and i import a pose i loose all that defining look. I dont want this and the bridge dosnt have this particular issue - Edit i did jsut find the button to stop it clearing morphs
If i import morphs after i have imported poses it will brake the poses, images of a before and after the hips have been reset or something. Dosnt matter if i have the armiture in the reset pose when importing morphs it brakes anyway. That pose in the picture is the test pose in the blend controll asset, but its brake any pose iv tried. I dont know if this is an issue with the morphs im loading but this issue dosnt happen with bridge with the same assets sooo i dont know
The only issue i have with Bridge is it has next to no rigging options and for me doing the rigify i get a broken hand ik i dont know how to fix, wich happens on any and every character model. this dosnt happen with diffeo with the same models so im torn between two addons each issues the other dose not. Hence the meging idea to use them both for each of there working functions, import with bridge with all the morphs and get diffeo to do the rigify
@speaker-60
You may think that "blend control" is obvious to find and everyone knows, but I can't find it in the shop so please give a link to the asset commercial page so I can eventually test it both in diffeo and in the daz bridge to better undestand the difference. Is "blend control" the only asset that doesn't work or there are others ?
As for the LCalf slider, in blender sliders can't drive other sliders as daz studio does. So in diffeo it is implemented the "raw and final" concept and it is normal that LCalf may display a different value than daz studio, depending on the pose, but this doesn't mean that the morph doesn't work.
https://diffeomorphic.blogspot.com/2021/05/on-raw-and-final-slider-values.html
As for loading morphs on a posed figure, in daz studio morphs are used for posing and there's a dependency graph among them. In diffeo not all morphs are loaded for the figure, but only what the user wants to use. This allows to optimize the figure for animation, and to avoid what I friendly call the "daz studio morphs hell". But you have to load the morphs first, then pose and animate. To allow morphs to be added to a posed or animated figure can be a feature request but it may not be easy to implement.
Please let us know if after these explanations there's any request you have.
edit. The intended workflow for diffeo is to bake all the shape morphs in the dbz, as fbm or actor morphs for example. Then only import those needed for animation, as jcms for example. This allows for a good animation workflow in blender.
edit. There'a also support for ERC morphs to allow for shape-shifting figures but this comes around some blender limits. So you may avoid them unless absolutely necessary for your project.
https://diffeomorphic.blogspot.com/2021/11/morphing-armatures-and-rendering.html
https://bitbucket.org/Diffeomorphic/import_daz/issues/936/blender-support-for-morphed-armatures
Here are the steps I use to import new clothing to an existing Blender character (previously imported by diffeomorphic).
1) Open up DAZ with the final character save just before it was exported to Blender.
2) Add all clothing outfits to take advantage of DAZ clothing auto-fit.
3) Save and export like you would normally, for example we'll call this file 'new_clothing'.
4) Open up Blender and import your character with the new clothing, calling this file 'new_clothing.blend'. If you converted your rig to rigify or MHX in your original character file, do it here as well. Save and exit Blender.
5) Open up your original character (without clothing).
6) In Blender, go to File -> Append, and append the objects or collection from 'new_clothing.blend'. This will bring in the new clothing already fitted to your original character.
7) Clothing should fit, just 'merge rigs' and 'transfer shapekeys' if you are using diffeomorphic.
If you've sculpted your character and want to fit clothing to the new shape, I think there would be two approaches. You could re-import the new shape back to DAZ using Morph Loader Pro so that DAZ will auto fit the clothing to the new shape and then you can export using the steps above. Another approach would be to save your sculpt to a shapekey and then use the 'transfer shapekey' option in Diffeo. I'm not 100% sure that would work the way we want, but I think it would.
https://www.daz3d.com/bend-control-for-genesis-8-female-s-46267 Its not spesific to blend control just and example.
So i did not know about the raw and final as expressed in the link you posted its not vary intuative, i have an idea that might help with that.
If when you have show final values ticked(which maybe should be on by defult) have the 'final' values visualy showed over the top of the actual sliders, instead of to the side. Dont know if there is a better propper way to do this but im simply thinking if you make the raw values(the numbers part of the slider) hidden in some way in a visual sence(like forcing them to layer behind the actual slider element so you cant see them) then move the 'final' values to over the top so they overlay over the now blank space so they appar to be in the same place the raw values would have been. It would visualy simplify how its showcased to the user and appar to be more intuative visualy anyway
So with importing morphs over a pose, atm if i import a model then import say the blend control morphs then i import the 'sitter' pose that comes with blend control then if i import say the blend crontrol morphs again(for test sake but really any morphs) the pose brakes but also any now imported pose is also broken from this point on. So now this model can no longer be used with poses i would have to delete it and reimport. Like what on earth is going on there, i would understand if by importing a morph over a pose brakes that pose but then reloading the pose fixes it but it dosnt all poses are broken new or not. yet if you load all the same morphs at the begining then all the poses the poses work. Like thats not really functional tbh, at the very least you could do with a warning box to popup telling the user if it detects your loading morphs after having loaded a pose. So the user knows whats going on, otherwise your allowing the user to brake stuff and not know why. Any regular user would pass it off as a bug and just be fustrated, i would still hope there would be some way to 'reset' the pose data for after the fact or have a toggle to prevent morphs from doing anything to poses in anyway so if we need to import a morph say we forgot to add in the start up but we aready so far in on the project starting again just isnt fesable importing the morph with the 'leave poses alone' option enabled it would give us some way to do this that isnt just start again. Its not so much a feature as it is a user error correction, by putting in a solution that prevents or circumvents user error in this way. Have it on by defult so a user that dosnt quite know what there doing wouldnt know any diffrent but an advanced user can turn it off if that need ect
Id like to ask about hidden morphs, you have an option to import them and there in [] im not sure what the hidden morphs are are they meant to beused why do they exist ect, I just mean im not familier with them as a general thing. The do get imported anyway into blender shapkey if i have the import hidden off i noticed, is this how i should be are they basicly background morphs meant to be controlled by other sliders and not touched users?
Another question could the morph list have an up/down arrow to be able to reorder morphs, In the case of blend control i would like to move the main controllers up to the top, would be nice to maybe be able to hide morphs from the list, many of the morphs in blend controll are not mean to be manual https://www.daz3d.com/forums/uploads/FileUpload/91/0453c9d8379046e16013a40475a69c.jpg you can see the light blue is the main controllers and then the purple ones are manual controllers the rest are not meant to be used id like to be able to 'hide' them from the custom list so that there just over in the blender shapekey menu if i want to see there values I dont know if there would be some why to detect this but a manual way like a eye button on the top of the morph menu when enabled shows eye icons next to each morph, you can then trun the eye off for the morph then when you turn the eye off on the top of the custom menu the morphs with the eye off are now hidden
@speaker-60 So it's "bend control" not "blend control" that's why I didn't find anything.
1. As for the raw and final values your suggestion is not possible because that's not how sliders work in blender. In my opinion in blender you can just ignore the final values that are a daz thing and work with the sliders instead.
2. As for importing morphs on an animated figure I'll do some tests and let you know what I find. I agree the limitations should be clear.
3. As for more controls to edit the slider list that would be a nightmare in my opinion, unless you also have the option to save presets so you do the job just one time. But it seems overwhelming to me the diffeo philosophy is to import as few morphs as possible not to have hundreds of morphs to manage. That's also why products as "bend control" don't fit blender too much.
As a personal advice, you shoud try to fit daz to blender if you want to work fine in blender. Not to fit blender to daz. There are many products in the shop that are useful in daz studio, but they don't make too much sense in blender.
After just watching your tutorial videos (I'm about to re-watch them because there's so much information I can't grasp it all in one go), I have to express my gratitude to you for taking the time to create those tutorials and for adding further tips like this one (above). I watched the first of the videos when you first released them and, though I appreciated your effort, I was put off by the sheer complexity of using Diffeomorphic to transfer all the necessary components of a single character: all the morphs/shapejeys, the JCMs, the rigging, the materials set-up, and merging of geografts, etc. And all the care needed to do things in the right sequence - it was all just too much.
However, now I'm looking at it again and trying to decide whether all that effort will bring benefits such as better animation tools and rendering options (Eevee, for example).
After just watching your tutorial videos (I'm about to re-watch them because there's so much information I can't grasp it all in one go), I have to express my gratitude to you for taking the time to create those tutorials and for adding further tips like this one (above). I watched the first of the videos when you first released them and, though I appreciated your effort, I was put off by the sheer complexity of using Diffeomorphic to transfer all the necessary components of a single character: all the morphs/shapejeys, the JCMs, the rigging, the materials set-up, and merging of geografts, etc. And all the care needed to do things in the right sequence - it was all just too much.
However, now I'm looking at it again and trying to decide whether all that effort will bring benefits such as better animation tools and rendering options (Eevee, for example).
After just watching your tutorial videos (I'm about to re-watch them because there's so much information I can't grasp it all in one go), I have to express my gratitude to you for taking the time to create those tutorials and for adding further tips like this one (above). I watched the first of the videos when you first released them and, though I appreciated your effort, I was put off by the sheer complexity of using Diffeomorphic to transfer all the necessary components of a single character: all the morphs/shapejeys, the JCMs, the rigging, the materials set-up, and merging of geografts, etc. And all the care needed to do things in the right sequence - it was all just too much.
However, now I'm looking at it again and trying to decide whether all that effort will bring benefits such as better animation tools and rendering options (Eevee, for example).
Oh yer sorry i miss typed
1 Could the 'final' vales be there own functional sliders then just have a 'only show final' option that simply repleaces the raw sliders in the menu with the final ones. I would rather use them over raw as the raw ones dont change when there meant to, in the case with corrective morphs so. so as far as im concerned raw values/sliders are useless to me. I mean i cant tick the show final and just look at them 'now i know' this but im mearly sharing my opinion in how this could be made more intuitive for people not used to blender and expect to see it like daz. I mean the final cales have already been implimented so im just suggesting they be implimented better visualy so it just makes more sence
2 Yer its just a case of always making sure users can immediatly understand when an issue is occuring by providing in tool notifications so user know its not a bug or broken but instead a thing they have to navigate around
3 Well how dose the ui order the sliders, alphebeticly? The add an option to let us rename the sliders and have it auto order. this way i can just name sliders '-control' slider to have it order to the top. I guess you mean about saving it so when you import these again it keeps the changes, simply add an import and export button and have it simply store slider names
something like:
Slider01 - RenamedSlider01
Slider02 - RenamedSlider02
ect
So you can just import this file and it search through current imported sliders and match them to the list changeing them to the edited ones, Or just simply let us rename the sliders but not let us save it so we have to do it again on another import still ranaming just helps for the sake of using them in the blend as is
Im not really using daz im mearly using daz content for my own things i only open daz just to export stuff, im using this in ue4 for personal privet projects. So im deliberatly compiling a master character in blender with any and every feature so i can import into ue4 where i can use any and all slider/morphs ect. So because of this im not using this in a standard way asn im not doing standard things. It why i would need a way to import morphs and psoes in random orders as ill be constantly going back to add to this base model. I mean the poses im not really using in ue4 but im using them to test the model make sure it morpsh right ect, it will be a back and forth prosess so i need to get around the issues it currently has
Thank you for your answer! But I couldnt understand how should I merge rig and transfer shape keys. Yes I use diffo but I have never done this. Where should I look to learn?
Merge Rigs at 21:30
Transfer Shape Keys to clothing at 40:10
Maybe speed the video up to 1.25 or 1.5, I talk slow. :)