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Add corrective smooth modifier. Might help a little. Otherwise, sculpt a new shape key.
@rugeyohe It depends. If you want to use jcms then you need "preserve volume" then jcms will fix it. If you don't want to use jcms then you can prebend the figure and use a corrective smooth. There's also a recent update by Thomas to allow importing daz poses on prebended figures.
https://diffeomorphic.blogspot.com/2023/01/
Yeah using @Krys Kryngle method works a bit. I mean using smooth corrective modifeier.
@Padone Also I don't understand what u mean with using jcms? I mean how to use it? I just select import jcms in import settings but should I do something extra? Because knees and elbows looks fine when I import jcms. Do I need to do something extra? I also used smooth corrective with jcms imported figure. Like I said it looks okay. But if there is more advance and good way rather than smooth corrective I can give a try. I also pose my figures and animate them by self so I don't import poses from daz. But I would like to import some poses if its possible with mhx rig. Because I have tried that but didn't worked. But when I save figure in daz with pose and import it it works. It just doesn't work in blender daz diffoe menu if you have mhx rig. So idk.
@rugeyohe Yes you also have to import the figure custom morphs, that will import the custom jcms as well. Otherwise you only import the standard jcms for the base figure, that may work fine enough but the deformations will not be the same as daz. Otherwise you can use a corrective smooth if you don't care to have the exact same deformations as daz.
Any chance you could elaborate on this pre-bending technique? I am intrigued, as I'm finding JCMs (especially custom JCMs) to be a bit of a headache to work with in Blender.
What is you don't understand in the blog post ? Eventually I'd add information there to be available to anyone.
It is just a bit unclear to me *why* pre-bending the character before export (vs just exporting in the default t-pose / a-pose) is preferable when using the corrective smooth modifier.
Because corrective smooth will try to preserve volumes from the rest pose. With prebending you bake the daz deformations, otherwise you don't.
If I use mhx rig I cant import poses? What Im missing.
Yes you can, just use import pose as usual, it works for simple-rig mhx rigify.
@Padaone I just tried that and It can import poses. But after Importing pose bones changes and I cant move them anymore. For example hand doesn't move but I can rotate it. I tried with different poses so I assume bone change something for all poses. I tried to untick location locks rotation locks location limits rotation limits in settings for pose import but it didn't changed anything. So I guess there is no way to keep bones as usable for hand manual control when you import pose? If there is any way to keep bones same and import pose I would like to learn it. Because importing poses without ability to change it not useful for me. Aalso it destroys bones so idk what to do.
BTW looks like it only brokes hand and foot bones. Or should I say hand and foot IK? Because neck and torso works fine.
Edit: No every ik broken.. So if I import poses IK system goes wrong? I hope there is a way to fix that :(
You have to make all bones posable, before converting to mhx or rigify, it is not possible to do it afterwards.
As for ik when you import a daz pose the rig goes to fk mode because daz poses are fk. You can then use snap ik/fk as is usual in ik/fk rigs.
@Padone
I gues that's what you talking about? So should I snap left right IK FK Fk Ik? Is that all?
edit: I have tried snap left and right. So I guess I should snap it after every pose import? Thats the workflow? I mean only snapping left and right hand than left and right leg. Than my armature goes normal I guess? Because it seems okay.
Yes.
In my opinion it is a little clunky that we have to snap every single ik chain, a "global snap" would be better. But this is also the way rigify works so mhx goes with that convention. Also because snapping was intended to snap ik/fk original animation in blender, not to import fk poses as we do with daz poses.
https://bitbucket.org/Diffeomorphic/import_daz/issues/1475/global-ik-fk-snapping
Hello.
Just installed Diffeomorphic and find it excellent so far! I think I will be rendering a lot more in Blender now
But a question about saving an animated pose preset in blender.
Blender -After Easy import of a Genesis 8, I "Add Simple IK" in diffeomorphic, create an animation and then want to export/save the animated pose to use in Daz.
I click bake pose to FK rig and save pose preset, but then after loading the pose in Daz, the Arms and Legs aren't animated. Back in Blender the tool tip info says "IK arms and Legs have to be baked separately"
How should that be done? Am I even on the right track? lol Any help most appreciated
Oh, a tip from the video about MMD motion to Daz Studio worked. In Blender>Nonlinear Animation, bake action, with visual Keying checked before saving as Pose preset.
This is great!
I agree everything you said. I did worked one day with auto snap thing and its very time consuming. Global snap would so helpful and time saving. I hope it would be considered. Ty @Padaone
@DigiDotz Yes there's no custom baking for the simple rig because the blender tool works fine already, so you just bake with the blender tool as you discovered yourself. Just to confirm this is the right way.
For mhx there's custom baking tools in the mhx panel. Same for rigify.
Ok, thanks for confirming nice one
fabulous example imported to daz here hehe
Maneki here, I lost randomly access on Bitbucket on April 1st and it says "We can't let you see this page". I can't write new threads or comments.
I don't seem to be alone with this issue, I asked another person and they lost access too.
Yes that is a bitbucket issue confirmed by Thomas testing with a new account, unfortunately can't do anything about that. Hope it is resolved soon.
p.s. Meanwhile you can post bugs here.
Arm bones seem to be only scalable in length but not generally in size currently.
Update on the arm scaling:
It works with inherit scale but I'm not a fan of that option because I want to have the ability to scale bones separately from each other.
Works fine here, I just imported G8F and scaled a bone on the X axis, I can scale independently on any axis, inherit scale is off.
May it be you have scale constraints or locks on your figure ?
@Padone Yes it works on G8/G8.1 but it doesn't on G9 which I tested it on.
That is because the G9 deform bones are the twist bones so you have to select them to affect the mesh. The forearm is imported as deform with a zero weightmap. Now reported.
https://bitbucket.org/Diffeomorphic/import_daz/issues/1482/
Oh they are turned off by standard now because of the ERC bug I reported recently. That confused me a bit.
Just a short question: Will there be a version 1.7.0 officially released, or do we need to work with the developer versions in future?
I love Diffeomorphic, which is a great tool for my complex workflow to create photorealistic native characters in Blender based on imported Daz figures and assets. I started refining my workflow and wondered, how Diffeomorphic will progress.
My actual workflow plans include baking HD details to Displacement maps and create a morph and pose library in Blender based on Daz assets. The textures will be refined and the shaders enhanced. I try to build a Blender library for these assets. Unfortunately I'm slowly progressing as I have a limited time budget at the moment. I'm also focused on stills and no animations, so repairing poke-throughs and other mesh changes can be made easily in Edit mode. Still need a new PC, as my current one is more than 5 years old.
Singular, I hope to release 1.7.0 within a few months. Basically all parts the code needs to become stable and I should finish up the docs, but maybe the more esotheric parts of the documentation could come later. Unfortunately, I have been over-optimistic about the time schedule in the past, so I don't have a good track record.
Thomas, I, and I am sure many, many others are very grateful for everything you do. I hope Diffeo as a project always stays fun for you and is never a source of stress as if you must get something done by a certain time.