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@surody Can't reproduce the issue here the nile outfit imports fine. You need to be more specific exactly what's on the scene. Or you can report directly to the tracker, if so please also provide a test scene as simple as possible to reproduce the issue. I fear Thomas reads here only when he gets some time that may not be often.
I'm using the last one 1.6.2.0977
https://bitbucket.org/Diffeomorphic/import_daz/issues
@surody Got it it's the new eevee path that Thomas is working on. You can set it to "always" in the global settings to get the full shaders as before and avoid the crash. Reported to Thomas.
https://bitbucket.org/Diffeomorphic/import_daz/issues/976/shell-crash
edit. .. and fixed already.
I tested it now. The JCM shapekey transfer works now perfectly, well done! I still get a error when I try to load a character without changing the eevee setting to "always".
@surody Thomas fixed another issue with some materials. Should work now. But if you want the full dual output setup as before you should use "always" anyway. The other options were introduced to simplify materials in case one doesn't need a dual output.
As for me for example, will always use "never" because I use bsdf for cycles and principled for eevee. So I don't need the dual output.
I did report some issue with dforce hair a while ago (on page 9 here on the forum). I had issues with dforce body hair correctly export and import into Blender which got fixed. I did now various tests with head hair and something seems broken. Is it normal that the conversion phase takes like 5-10 minutes with not so heavy hair? My guess is that it's taking so long because the amount of generated single hair strands is insane. I tried it with https://www.daz3d.com/dforce-navarro-hair-for-genesis-8-and-81 and the generated single hair strands are somewhere in the tens of thousands, that's way too much. Converted mesh hair usually ends up somewhere between hundreds and a few thousands. Is it maybe possible to implement a option that for example only like 1 out of 5 hairs within a certain radius get considered and the rest filled in with children? I'm not sure if that would fix the performance issue of the conversion though.
Another thing I like to mention is the way morphs are ordered in the daz importer UI. It seems to be that the way Daz Studio is handling it carried over here. It goes from 1-9 but 10 for example is treated as a follow up to "1". Take a look at the screenshot. Is it possible to make it go in numeral order beyond 1-9?
Edit: Should I report generally directly on "Bitbucket"?
To check the speed you can compare the stable and development versions. For dense hair you can use the sparsity option. As for the names I guess that is how blender works.
Yes, reporting to bitbucket is better for Thomas to follow. But it's for bugs not for help.
Hello, I'm trying to import morph.
I get the No morphs selected error, when i use the Import Standard Morphs button. When i look into each type of morphs none is available. I would think this is because I have not setup correctly my content library but I'm pretty sure I added all of them, and texture / meshes import just fine.
Edit: Nvm it's just the model I was using : genesis 3, that didn't work. So I assume Genesis 3 model can't get to work morph with this addon? Just to know if it's something on my part or not.
I've also got an issue. Does anyone else have this problem? Or does anyone know if I"m doing something wrong?
Converting a rig to MHX, then using the IK rig results in funky elbow joint bends when I set the elbow at a sharp (but not extreme) angle. See screenshot.
Is this maybe just a limitation of the rig and one reason to do posing in Daz? Or would I have fewer difficulties with Rigify?
@astroyelemagicien Here G3F works fine, I can import jcms expressions etc.
@SadRobot You can compare with the daz rig and see the difference. I mean jcms should work fine with mhx. From your picture I'm not sure I notice anything.
People talking this plugin up like its so much better than that Daz to Blender plugin, yet trying to import a scene with it has been mostly an aggravation for me. As usual, the hype was too good to be true. Apparantly, I'll never stop encountering issues regarding ASCII, whatever the hell that is. Requires some next level geek understanding to resolve it from what little I can find googling it. What the hell is with this error message I keep receiving? I'm better off suffering in silence using my CPU to render a scene using Daz Studio if this is what I have to deal with.
@lou618 I only encountered the unicode error once and I resolved just resaving the scene. So it was a glitch for me. May be this also depends on your system language, the plugin is tested for american and main europeans and japanese languages so far iirc.
Resave it in Daz or Blender?
ASCII is just plain text - it's a really old, and not so widely used now. It may be that the files are compressed, I don't know how Diffeomorphic handles those. https://en.wikipedia.org/wiki/Ascii
Diffeomorphic is written in pure python and uses python's built-in gzip and json libraries to unzip and parse the duf files. So if there are limitations in those libraries, they will be inherited by the plugin. I'm pretty sure that 8-bit ascii (latin-8) will always work (we have some non-ascii characters ourselves here in Sweden, like åäö). We had some problems with Russian but I think that was resolved. But it might be a good idea to stick to ascii or at least latin-8. One frequent contributor to the plugin, engeteduoiti, is Japanese, but he always stuck with ascii paths everywhere to avoid problems.
Padone once uploaded a file called キューブ-r2.duf containing three cubes named κύβος, куб, and キューブ (all three mean "cube", I think). The file can be loaded with the latest dev version without problems. Unfortunately I cannot upload the file here because this website doesn't seem to like the file name.
Could you not place it in a zip?
But that's still not giving me a real solution. How do I actually change the ascii so that I never have to deal with this ever again?
@lou618 I resaved it in daz studio, file > save, just before importing. That worked for me so I believe it was a glitch.
@Richard As I know it zip doesn't support unicode for file names, rar does. So the fact that the daz packages are zip compressed may be a factor here. That means PAs need to avoid non-ascii file names or the asset will not be portable to a different system locale. I remember having issues with some japanese assets using japanese file names. Had to change the system locale to japanese to get them working in daz studio.
From what I know plaintext is best served as UTF-8 without BOM (Byte Order Mark) for compatibility.
I always use BOM with UTF-8
There is a limitation with the URI format in the current versions of DS - the issue with soem files failing to be found recently because of a double / in from of the Runtime was because of work on an revised URI scheme with broader support. The characters are entered in URIs as escaped codes, not as raw characters, in any event. The compression used for Daz Studio files is GZ, not Zip.
@Richard It's the same, zip gzip and all the variants don't support unicode file names they will be encoded with the current windows locale. Only rar and variants support unicode file names.
Anyone can test by changing the windows locale, then zip some files having non-ascii names, then change back the windows locale and unzip. The zip files will lose the non-ascii names, the rar files won't.
I'm having a small issue with importing to Blender. I've got it all set up, and I did have it working correctly a couple times, but I don't know what's changed or what step I am missing.
The MHX rig is not complying with the character's morphed size, it seems to only be coming out as the default G8F body. Again I have done it correctly before where the rig properly followed the character. I just didn't save it because I wasn't ready to work on the "complete" character yet.
These are the settings I am selecting when I hit "Easy Import Daz". Basically just copied what I saw in a tutorial video. I also don't get any errors saying "missing content" or anything like that. Just the warning that I may not have enough lighting for cycles.
When you install a new version you have to replace both the blender and daz parts. Then export/import via dbz. If you use a old exporter with a new importer you may get issues.
As far as I know I haven't installed a new version of anything.
I tried it on a different character model and it seemed to work correctly, but when I go back to this one in particular it still comes out misaligned. The entire character is 1 morph, and I've tried loading a default G8F and just putting the morph on it and exporting but it still comes up wrong. So there has to be a step I am missing.
Where can I find/download these new versions with geometry nodes?
@AliPop You may try to apply the transformations to the armature before converting to mhx (object > apply > all transforms), I'm not sure if this is a mhx requirement.
@koen330 Just get the development version instead of the stable.
I'm not sure I understand. Selecting the MHX rig happens during the import, so there is no armature to apply to before this point.
@AliPop select the daz rig in the easy import panel, then convert to mhx after import: "setup > rigging > convert to mhx".
p.s. I tried both with a scaled figure and ERC morphs but I can't reproduce the issue. Here everything works fine. May it be that you changed the figure size then forgot to re-export the dbz ?