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@N3p3nth3 I haven't used a Mac in this millenium, so I don't know. The main difference is that Mac has a case-sensitive file system. I have used it on Linux running DS under Wine. It used to work but my Linux box died so I cannot confirm that it still does. What the plugin cannot handle is if you have multiple directories which have the same names except for case, like Runtime/Textures and runtime/textures. So you need to merge such directories by hand.
Allrighty, thanks to you both. I will see what I can do (and obviously I should have read what I did read a lot more carefully, the guy going on for pages about xcode threw me off!).
As far as I know, my current filesystem is the default for modern Mac OSs, APFS, which is not case sensitive (unless you specifically choose to make it so, at which stage it is no longer default and you deserve all the issues you get), so that particular problem would lie in the past.
I'll take a look at it this evening and see what happens!
So I had much more success with importing an animation, when I set the Character at first to the clean Base Pose.
Now the animation plays almost perfectly- befor the geometry was completely messed up.
But, there is one thing still missing :)
For a breathing animation I used Aniblocks and of course backed them into the timeline.
They trigger ribcage size and chestwidt.
But Im having a hard time importing this as morphs/shapekeys into the character. Like especially the pbr ripcage is just not importing. Tried to import as "crate shapekey" and all the other option but nothing happened.
Any Ideas?
@florian.schurz If you want the daz animations to play fine then yes you need to import the rest pose since the daz animations are relative to the rest pose, same for morphs. As for the ribcage not working, if the animation changes the rest pose (bones start and end points) then it will not work in blender. You may try to animate the ribcage avoiding to scale and move bones, one way is to use shapes.
@N3p3nth3 Oh, I didn't know that. There is a global setting called Case-Sensitive Paths, which by default is disabled for Windows but enabled otherwise. You should probably turn that off then.
@padone thank you! Yeah i thought I could make it works as the ribcage-thing works with the d-b -bridge. But yeah in many other ways the bridge sucks unfortunetly
Very nice. Thank you for your hard work. Very generous.
@florian.schurz If the animation works fine with the daz bridge then it should work with diffeo too. This means it's not changing the rest pose. You may file a bug report providing your specs, a test scene as simple as possible, and the steps to reproduce the issue. I see Thomas is looking here so I guess it's fine both here or at diffeo.
https://bitbucket.org/Diffeomorphic/import_daz/issues
As a side note now diffeo supports morphing armatures, thanks to the amazing update by Thomas. But it's anyway advisable to avoid it because of performance issues.
http://diffeomorphic.blogspot.com/2021/09/morphing-armatures.html
I currently have issues with dev version of 1.6 with the morph rig adjustment feature. It seems to cause a error for many 8.1 characters related to the textures. A base 8.1 female works though.
It should be easy to replicate. This is supposed to be a bug report but if there's better places to do that let me know.
@surody As for HD multires this is a known issue. Basically you can't multires a base mesh with triangles that happens for most MD clothing. On the other side it is not needed to export as HD a subd mesh, so the issue doesn't arise if you keep the figure as HD and the clothing as subd.
Then if this is not your issue please bug report.
https://bitbucket.org/Diffeomorphic/import_daz/issues/733/bad-hd-mesh
This issue isn't related to clothing or multires. I get error with a blank 8.1 character with base resolution.
@surody Please state your specs (daz, blender and plugin versions) and the exact steps to reproduce the issue. Also if needed upload a test scene as simple as possible (duf file).
I use the newest Daz Beta, the newest Blender 2.93 + Blender 3.0 versions and the newest 1.6.1 dev version of daz_import. I get the error with both Blender versions. I kept testing a bit more and Victoria 8.1 and Jada 8.1 seem to work but Joanna 8.1 doesn't work.
Here's the error:
Python: Traceback (most recent call last):
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\Diffeomorphic-import_daz-f611d2545732\error.py", line 208, in execute
self.run(context)
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\Diffeomorphic-import_daz-f611d2545732\main.py", line 468, in run
self.easyImport(context, filepath)
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\Diffeomorphic-import_daz-f611d2545732\main.py", line 477, in easyImport
bpy.ops.daz.import_daz(
File "H:\Blender 2.93 (E-Cycles)\2.93\scripts\modules\bpy\ops.py", line 132, in __call__
ret = _op_call(self.idname_py(), None, kw)
RuntimeError: Error: Python: Traceback (most recent call last):
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\Diffeomorphic-import_daz-f611d2545732\error.py", line 208, in execute
self.run(context)
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\Diffeomorphic-import_daz-f611d2545732\main.py", line 122, in run
self.loadDazFile(filepath, context)
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\Diffeomorphic-import_daz-f611d2545732\main.py", line 206, in loadDazFile
asset.build(context)
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\Diffeomorphic-import_daz-f611d2545732\cycles.py", line 81, in build
self.tree.build()
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\Diffeomorphic-import_daz-f611d2545732\cycles.py", line 347, in build
self.buildLayer("")
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\Diffeomorphic-import_daz-f611d2545732\cycles.py", line 381, in buildLayer
self.buildDetail(uvname)
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\Diffeomorphic-import_daz-f611d2545732\cycles.py", line 586, in buildDetail
self.buildNormalMap(weight, tex, uvname)
File "C:\Users\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\Diffeomorphic-import_daz-f611d2545732\cycles.py", line 491, in buildNormalMap
self.links.new(tex.outputs[0], self.normal.inputs["Color"])
AttributeError: 'NoneType' object has no attribute 'outputs'
location: <unknown location>:-1
.. and the exact steps to reproduce the issue please.
In Daz load in Joanna 8.1 -> save scene -> "Export to Blender " -> In Blender "Easy Import Daz" -> standard settings -> try to import the character with Daz Importer -> error
I don't have Joanna, but it looks like she has some detail but no detail normal map. That case shouldn't cause errors anymore.
@surody Does the fix by Thomas work for you ? I don't get errors here.
It's fixed now, thanks for your hard work. :)
Is there any simple step by step tutorial on how to import true hd (not just multires) characters with hd morphs into blender. (wih diffeomorphic)
Whenever I try to import hd characters, there are no weights, just a multires modifier and the characters are not poseable.
You can use Xin's add-on to convert to HD Mesh with HD shape keys.
Turn off multi-res in the general settings of diffeo.
I'm wondering, is it possible to make the new armature morph feature viable for the MHX or Rigify rigs? I tried it with both, with Rigify it doesn't seem to work at all at the moment but MHX worked mostly besides the feet and hands. Is that a possbility in the future? Would be awesome!
A better answer Thomas can provide. Personally I don't think it is possible. That is, the "armature morph" featurte refers to ERCs that need the daz rig to work. One would need to "translate" the ERCs for mhx and rigify. I'm actually surprised that it works for mhx with some limits. But, I'm not too much into rigging so I may be wrong.
It should work fine with the "simple ik" rig though, since it uses the daz rig with just some ik added.
It indeed does work with the simple IK.
Is it currently possible to use the morph armature feature with animations? It seems to work for still images but I can't make it work for queuing up a animation for rendering and there seems to be no way to bake the rig adjustments each frame yet.
Am I missing something or does it actually not work as of now?
For animations you have to use the script instead of the tool. The tool is for a single frame, the script is for animations. You will have to setup the script by hand as described in the docs.
https://diffeomorphic.blogspot.com/2021/09/morphing-armatures.html
Yes I'm using the script but the render engine doesn't seem to memorize/adjust each frame step. It works in the viewport though. I'm using the newest version of Daz Importer Dev version (1.6.1.0673) and tried it with 2.93 and 3.0
That's odd .. will look at it and let you know what I find. If you can provide a test scene as simple as possible it will help.
You can't test it with a A or T-pose since the deformation happens mostly on hands and feet when they're out of rest pose.
No you can't share the blend files it's against the daz eula, also it's not useful anyway. I need the duf file if you like to share something.