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Wow, thank you so much.
If you're talking about G9 make sure to put the "Base Joint Correctives" morph to 1. Apparently G9 has a controller now to adjust the strength of JCMs and on import it's set to 0 and your JCMs have 0 impact.
@surody Please report this on the tracker so Thomas can fix it. Thank you for pointing this out.
Done.
Thx much for pointing this out -- was trying to figure out what was missing ;)
Is it possible to import poses into blender that are not directly controlled by bone sliders? For example, these poses are - https://www.daz3d.com/hands-dial-up-for-genesis-8-male
I tried to import these poses, but nothing happens.
Those are not poses but pose presets, so they have to be loaded as custom morphs. If you want to convert them to poses dial in the preset then save as pose.
Thank you for your response. Is there a working method to add new clothes to the converted rigify character? The documentation I found says to add new clothes to the Daz rig.
The original idea behind diffeomorphic is to use daz studio to generate the figure then import in blender. Not to use blender as a replacement for daz studio. Then many tools were added to allow for advanced requests by "power users" but personally I'm not a fan of that I like the original idea and to keep things simple. Below it's what I found about changing daz clothes inside blender.
I'd rather make many versions of the figure with different outfits in daz studio then export to blender.
http://diffeomorphic.blogspot.com/2021/07/changing-outfits.html
This is one good way. Or create/modify your clothes in MarvelousDesigner for G8F / G8M and add them in Blender to the imported figure and bind the clothes against some rig parts :)
I am afraid to update daz studio to the latest version. 4.21. Does Diffeomorphic work well with the latest version of Daz?
I work with Blender and Diffeomorphic is essential for me... bridges is terrible for importing characters.
Thanks in advance
Yes diffeomorphic works fine with the latest version of daz studio and blender. You can also turn on/off the ghost light emulation in blender for compatibility with old assets.
Thank you so much!! :=)
@Padone do you think it is so diffrent to import it into unreal5? I wanted to know your opinion can you import shapekeys and other stuffs to unreal 5? Does unreal 5 even has bone control or you need to make everything in blender even bone moves than import to unreal?
@rugeyohe Sorry I know nothing of UE.
That said jcms get baked when you export an animation to fbx for example, but dual quaternion is not taken into account so you need a game engine supporting dual quaternion for the deformations to work fine.
Also materials in game engines are handled differently since they're "texture based", while in daz studio there are many parameters to account for aside from textures themselves, so it's not easy to export iray materials to a game engine. For now the best material option with diffeomorphic is "single principled", that will try to approximate the iray material with a single principled node that's easier to export to fbx.
Well, I succeeded to make some animation in blender. I thought that now creating animation will be easy for me and I was wrong :D
My comment relates to blender and not to diffeomorphic. I think diffeo is doing a great job. But here's the thing about blender.
At first it was fine, but when the animation started to consist of 400 frames, it started creepy lags. To tilt the torso, I had to wait 10 seconds for the viewport to respond. Canceling "CTRL+Z" is also very slow. Controlling curves in the graph editor was also slow. Absolutely every button is pressed with a delay of 5-10 seconds. This is quite tedious. At the same time I disabled all unnecessary things in the viewport. I turned off SubDivision modifiers from all objects. This did not help in any way. My guess is that it's because of the keyframes. Because before the animation started, the program reacted quickly. I am using blender 3.2. I mostly do primitive animations that daz and the scripts from mcasuals handled completely. I guess I wanted to grow and try software that might open new doors for me. But... I still don't understand how to set up a comfortable operation. Does anyone have any ideas on this? How do you organize your workflow in blender to create animations?
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I had the lagging happen all the time before, but now I import one version of the character with no clothes or hair, turn off the sub D in Blender, have nothing in the scene except basic cubes or whatever close that would resemble anything your character would interact with (like a table or something) and the lagging should stop for you. And then after I finish the animation, I append the armature into my scene file, go into the dope sheet, then the action editor and retarget my character to the animated rig and render. If this doesn't work, there's something else going on in your scene file that I don't know about. That lagging is super annoying. I just thought that's how things were in general because Daz can be that way too until I started taking animation courses and the rigs we're using in Maya are fast and stay that way, so then I started experimenting in Blender as I realized it didn't have to lag. Good luck!
@benniewoodell
Great Advice
Thank you for your response to the comment. It seems that I was able to solve the problem. After creating the animation, I did a test render in "Workbench" mode. I usually do something similar in daz as well. Because the viewport is not capable of showing a high frame rate. After the rendering is finished, the performance of the program drops a lot. I found a workaround. Save scene - Close blender - Reopen scene. All this takes 10 seconds. So it's not so bad.
I found another problem. If I'm trying to pin a character's hand to another character using the "child of" limiter. This works fine, as long as I don't go into pose mode of the character on which I have anchored the hand. After entering pose mode, blender freezes. I have tried another version of blender 3.0. The older version seems to work more stable. But I have not tested it for converting daz character to rigify
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Dear all,
I'm confused. Going to the documentation on BitBucket, I found still reference to XINs add-on in the HD meshes section. Due to the new HD plugin by Donald things have changed, but sometimes available documentation seems to be a mixture of old and new information. I assume that the Information here (https://bitbucket.org/Diffeomorphic/import_daz/wiki/Home) is the most accurate, or am I missing something?
I really try to update to the newest version and I suceeded in installing Blender 3.2 on my Win7 PC. Now I'd like to install Diffeo in the correct way to setup my workflow and getting HD to displacement maps via multires.
The wiki for 1.7.0 is under construction. The documentation on blogger refers to 1.6.2 stable.
Thanks for the update. I really appreciate all the efforts that are done here by Thomas and you as well.
@Padone there is something called flexions in import settings what does do it? I couldn't find it in blog.
it's the genesis flexions, while jcms control bends flexions control muscle bulgings, usually you need both
I got a question about the functionality of loading in morphs. When I load in morphs without ERC data and later on load in the same with ERC data, does that completely overwrite the ones without ERC data and I only have ERC data morphs?
I just want to make sure that I don't stack unnecessary data in the background.
As I understand it ERC morphs are only loaded if you enable them in the global settings.
I think you misunderstood what I was going for. Here's a bit more context: Loading in ERC Morphs is really heavy on the viewport performance while having drivers active. I've to preview driver morphs though and I work with A LOT of shapekeys. I figured out that I can just load the morphs without ERC data, keyframe them, preview and then later on can override them with ERC data. I'm just wondering if that's a clean override.
Sorry I have no idea that is very technical you need an answer by @ThomasLarsson. I tend to don't use ERC morphs myself unless absolutely necessary, since they're very cumbersome in blender and not directly supported, Thomas is using "weird" tricks to make them work.
Wow, that worked better than I expected.
Today I updated Daz, Blender and Diffeo to their latest versions (4.21, 3.4, 1.6.2) to work out a G9 workflow. HD textures came through without fiddling, yay, once I rembered to update the 'view subD level' in Daz.
In Blender, Diffeo: BSDF materials selected in global settings prior to inport and 'Update Render Settings' selected after... were the only updates I made to the daz assests in Blender).
Cycles with a HDRI and one extra fill light:
Daz Iray for reference, same HDRI for fun: