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Thank you Marble, glad you found some use in those vids. The new HD sculpts for the DAZ 8.1 characters are impressive, and the Blender software keeps getting better and better. I think learning Blender is so worth it, but I also enjoy the challenge. Thanks to Thomas and Padone for making Diffeo the awesome tool that it is. I think with the recent improvements in Blender Cycles and the updated denoiser, we might be able to start animating in Blender with Cycles now. The learning never stops! Check out the render time for the attached image - 2:15 for a 2k image. Pretty exciting stuff.
Anybody have any tips for importing animations into Blender? I'm working through an animation tutorial now and will take any and all advice.
There is a opiton called change armature. You just open two blend files with clothing and without clothing than you copy clothing and paste your orginal character blend file. Than you click clothing and click your orginal armature than click change armature in corrective section than its done! I mean who did this addon isa genius thanks to him. Also thanks to you for your help.
That depends on the animation. The daz animations can be very complex in that any morph can be used including ERCs. In general the daz rig or the simple-ik rig are the best to import and export poses and animations because they don't require any retargeting.
https://diffeomorphic.blogspot.com/2021/11/morphing-armatures-and-rendering.html
As for rigify it may need prebending with "optimize pose for ik", though some figures are already bended enough. So it changes the rest pose and animations will somewhat "break". Also both rigify and mhx don't support the full set of daz body morphs, that are mainly useful to pose figures with the daz fk rig, while they're not necessary for ik rigs but daz animations may use them.
https://bitbucket.org/Diffeomorphic/import_daz/issues/498/important-fix-for-rigify-how-to-avoid-pose
edit. note. To avoid importing extra morphs in blender, you can bake a single pose to the bones transformations in daz studio: edit > figure > bake to transforms. But it is not possible to bake animations afaik.
edit. note. To export aniblocks you have first to bake them to the timeline. Animate Lite can be used to bake to the timeline and back you don't need the pro version.
Then of course there's the whole series by @wolf359 that's excellent for mixamo animations.
@Padone FYI I recently tested a new add-on the retargets animation to the RIGIFY rigs converted with Diffeo.
Now some may wonder:
What is the advantage of applying animation to the control rig , over applying it to the Daz base bone rig with the Rokkoko addon?, As I demontrate here.
Well even in professional Mocap based pipelines where they have custom capture software that parses the data to Maya human IK controls rigs,
You always want the option to make manual, hand keyed adjustments.
this is FAR less painfull when you have the in viewport rig controls that are very easily selected& manipulated compared to trying to select individual bones to adjust animation by hand.
Also you still retain the Genesis Facial rig for importing MOHO lip sync data.
And Again I reiterate my complete agreement with the opinion that the mentality of trying to force blender to duplicate all Daz studio features is not a useful way forward.
Diffeo is about making the Genesis figures function inside blender with the highest level of fidelity.
Not about turning blender itself into a full on Daz Studio emulator.
Thank you @wolf359 for your comments and news. It is always useful to learn from someone who actually uses the tools for real production. I agree that retargeting mocaps to a control rig may be useful to edit the animation, in this case it is probably better to also simplify the animation curves so to don't have one keyframe per frame. edit. I mean after baking the mocap to the rigify controls.
https://docs.blender.org/manual/en/latest/addons/add_curve/simplify_curves.html
I'm looking forward to your animation tutorial because that's almost the only reason I can find for moving my scenes to Blender at the moment. I wish I understood the big picture when it comes to Blender but I don't so I hope you cover some of the things that you might take for granted that anyone watching should know already. I'm thinking of things like how to pose, what rig to use, how to import or save poses, how to build an asset library and how to apply assets from that library to the characters in your scene.
An example: in DAZ Studio I can load a G8 figure and then dial-in a shape for her, click on clothing from my Content Library, click on a pose from that library, click on a skin texture from another character, apply make-up, etc., etc. My point about understanding the big picture is - how much of that needs to be done in DAZ Studio before exporting using Diffeo and how much can be replicated using assets saved to the Blender library?
That's a good question so I'll reply here also for others to know. Basically everything is possible.
1. To apply a shape you have to use erc morphs. https://diffeomorphic.blogspot.com/2021/11/morphing-armatures-and-rendering.html
2. To apply a cloth to the current figure is possible as well. http://diffeomorphic.blogspot.com/2021/07/changing-outfits.html
3. To load poses and animations. https://diffeomorphic.blogspot.com/p/posing-panel-version-16.html
4. To load materials on the current figure is not documented yet was recently added. https://bitbucket.org/Diffeomorphic/import_daz/issues/857/material-import-issues
But the real question is, should it be done in blender or in daz studio ? The "blender way" is to use daz studio as a character generator, then import in blender to animate and render. This is clean and easy for blender since you avoid to import most morphs and there's a file for each figure, as done in a common animation project. Otherwise the "daz way" is to use blender as a sort of replacement for daz studio, where you load a basic figure and do in blender everything you did in daz studio before. This makes very heavy scenes to handle in blender with lots of morphs as daz studio does. That's not what diffeomorphic was designed for, though the features were added under user request.
Reported to Thomas.
https://bitbucket.org/Diffeomorphic/import_daz/issues/938/importing-morphs-on-a-posed-figure
update. @speaker-60 in my tests this seems to happen when you don't keyframe the pose. Did you ? If yes then I can't reproduce the issue. Unless you can provide a specific example possibly not involving "bend control" since we have to setup a test scene for Thomas to work on.
update. Thomas replies there are no restrictions to load morphs on a animated figure.
The "blender way" seems to be fine. Just want the JCM morphs to support the posing. Clothes can be adjusted in Daz Studio as well for a specific figure.
Thanks again for all your great support.
Hi guys,
just wanted to ask if Diffeomorphic is fully working in 3.1? I want to switch because of a few nice updates but did not have the time to test each feature in Diffeomorphic and was curious if it is already 3.1 compatible?
Thanks!
@julian Yes it is fully 3.1 compatible, apart some issues with udims that are being addressed now since 3.1 changed the way udims are dealt with. This does not concern the common use of the plugin because udims are not necessary for most features.
Oh dear ... all that homework! Ah, well, I had to ask didn't I?
Can I ask for a little further clarification, please? What are the limitations of the "Blender Way"? My mind goes to a character I produce using all the morphs available to me in DAZ Studio so I morph G8F into a muscular ogre and send her to Blender. Does diffeo just see that as a figure shape or are all the morphs adjustable after import into Blender? So when my ogre gets angry, her muscles can bulge and her expression can look vicious? Or is it just a shape with a rig?
Again, an example of what I'm trying to understand: I make a short animation in DAZ Studio where I have two characters interacting. Perhaps they embrace. At frame zero they are all relaxed. At frame 30 they are more braced, certain muscles are tighter, expressions have changed, etc. ... Blender Way or DAZ Way?
@marble
You can use the "easy import" to import the base G8F morphs so you'll have expressions and jcms for good deformations. But the "ogre" shape is baked to dbz as the additional muscles morphs, so you will not have the "ogre" morphs by default. You can however import the muscles and ogre morphs as custom morphs if you really need them for your project.
https://diffeomorphic.blogspot.com/p/import-into-blender-version-16.html
As for the animation you can import it in blender if you animate in daz studio and it will work fine. Be sure to import all the morphs you used in the animation. But you can also animate in blender because the custom morphs you import can be animated in blender as well, as you do in daz studio.
One limit is HD morphs that can only be imported with the HD addon by Xin. Otherwise diffeomorphic uses multires for HD figures, that doesn't support HD morphs. This is a blender limit not a diffeo limit.
https://diffeomorphic.blogspot.com/p/hd-meshes-version-16.html
Okay didnt know about the keyframe thing, another not documented thing or not well documented anyway, but how would this effect new poses being loaded after the fact
So after i loaded the morphs that broke the pose if i import 'any' pose from that point on there all broken(iv tried 20-30 random poses from random packs), Unless keyframing them would fix them too. Just trying to understand the logic of it, like why do poses not need to be keyframed so long as you dont import morphs over them but its okay to import morphs at the start, and it wont brake unkeyframed poses? If the morphs interfear with poses then wouldnt they just brake in any import order? Thats what i dont understand
Thanks for reporting this though, i didnt actualy know where the proper place was to report issues
@speaker-60
In daz studio the morphs can also be used to pose figures. That is, a morph is not only a "geometry shape", but it can also be a "bone pose", or a combination of them. For example all the G8 expressions are bone poses. As for keyframing it's the same in daz studio and any other package you need to use keyframes in animation.
Please describe the exact steps to get the issue since I don't seem to be able to reproduce it. Again I need the exact steps. Keep it as simple as possible if you can avoid to use "bend control". Unless "bend control" is the only one that doesn't work. Also post some pictures so I can see what you get.
Or you can post directly to the tracker so we keep everything in one place.
https://bitbucket.org/Diffeomorphic/import_daz/issues/938/importing-morphs-on-a-posed-figure
EDIT. UPDATE.
Did various tests and everything works fine here. I guess what you were struggling with is the keyframe and morphs concept. That is, when you import a new pose you have to set keyframes and keep the previous morphs. The default values let this to the user for better control, but this doesn't help inexperienced users so may be it should come with better defaults.
steps:
Please let me know if this works for you. Or provide the exact steps if you still get the issue because I can't reproduce it.
Thanks again @Padone for the explanation. You touched on the thing I was trying to get at which is that I don't really want to animate in DAZ Studio if I have better tools in Blender but I want to be able to apply the same morphs to my characters as I animate them in Blender. Of course I am a long way from being ready to do that yet as I know nothing about the Blender animation timeline but I do have a good tutorial to follow when I get a good stretch of free time.
Hay thankyou for your help so yer its basicly me not knowing things :P
Knowing those options defonatly help, maybe they shpuld be on by default , I did just post in bitbucket and i also made a suggestion about morph ordering but not the same one i made here as i recently found a wonderful addon for a new shapekey menu with folder grouping built in
https://github.com/MichaelGlenMontague/shape_keys_plus
This replaces and hides blenders origonal menu, iv asked if he could allow 'custom properties' to be able to be added to this menu as we could use those for sliders that contol multiple morphs(the ones that appear in diffo and not blenders shapekey menu)
Also i just discovered this http://blenderartists.org/forum/archive/index.php/t-247429.html About shapekeys driving bones its an arhived post i managed to find and the 3rd to last poster
Pesho says how to do it, Would this be of use to replicate daz's Bone morphs as shapekey sliders?
EDIT.
Okay so the settings you suggested didnt not fix the bend control spesific issue, i can import any other morphs(so far) over now keyframed poses
I have norrowed down the spesific morps responsable for the issue
pCTRLKneesUp.dsf - pCTRLKneesUpLeft.dsf - pCTRLKneesUpRight.dsf - pCTRLLegsOut.dsf - pCTRLLegsOutLeft.dsf - pCTRLLegsOutRight.dsf
Any one of these messes with the pose, Guessing these are bone morphs?
@Speaker-60 Please see the tracker we continue the discussion there.
Okay posing there
Hi all, this is a great plugin. But is there any correct way to return animation to Daz3d using MHX-rig? I am animating a Daz3d character into blender using this rig. Then I switch the IK to FK rig and bake the pose to FK. Then I click Save pose preset and open in daz. The animation works well enough, but not all bones move correctly. For example sometimes some bones are not animated at all. I heard that you can do a MHX retarget on a Daz skeleton in blender. I tried to find this information, but found very little. So maybe there is some easier and more efficient process? If someone could help it would be great!
P.S. sorry for the English, have a nice day!
@plsgohots A more detailed and precise description would help. Anyway mhx has limits to transfer the animation back to daz studio since it uses a different structure than the daz rig and some retargeting is needed. To retarget by hand you can use any retargeting tool available for blender there are many.
Or you can animate with the simple-ik rig that uses the exact daz rig so no retageting is needed.
https://github.com/Mwni/blender-animation-retargeting
Thank you so much, retargeting and this plugin for blender works great! I'm just not quite sure if I've set bones for retargeting correctly, have you tried doing that? Maybe you can share the config? Anyway, thank you very much!
@plsgohots No, I don't send things back to daz studio.
"Sorry for the English" = "I'm sorry for not including even one grammatical error to make you feel better about not speaking a second language at all."
I had to say it :)
So I'm having this issue that most likely is me doing something wrong, although I tried so many times that I'm not sure what exactly I'm doing wrong. I'm using custom shapes+simple IK so I can load Blender animations in Daz3D without retargetting as @Padone suggested.
After animating something with the IKs, for example an IK hand, and whenever I press Bake Pose to FK RIG (before saving as pose preset, as the button description itself suggests) the mesh goes back to t-pose and when I play the timeline in Blender I only see the IK controller moving but not any part the mesh as it should, in this case the arm. Of course, when I save the pose preset and load it into Daz, I get exactly what I got in Blender; nothing moving. Tried this with other IK's, like the other arm or the legs, and still the same thing. Any pointers? I even tried the Blender's built-in bake action option before pressing the bake to fk rig option, but nothing still.
@Papabravio For simple-ik you have to bake with blender (pose > animation > bake action). I see for some reason it doesn't wotk with "only selected bones", dunno why. Other than that seems to work here.
steps:
Thanks, worked!
Thank you, @Padone, for the screenshot of your bake settings! That's what I was never able to figure out before when I tried to send animation back into Daz. I was always having the same problem as @Papabravio and never understood why. I'm screenshoting this for future reference.
When I import the standard JCMs it adds custom properties to the rig's object data. So the shape key is driven by the custom properties. When I look at other people's blends, the JCM shape keys are driven directly by bones.
How do I do this with diffeo? Because if I disable drivers in the morph section, it disables the JCMs when posing. I want the shape keys driven directly by bones so that they don't get disabled.
Example on shape key pJCMCollarTwist_p30_L
This is what I see on mine:
This is what I see on others: