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That's a huge limit for game materials. Thank you for explaining this.
edit. So, may be a better way for game export would be to bake the textures to a single map. This way the diffuse and specular channels can be baked with colors and everything. And a single principled node will be used. But this requires manual baking of the maps.
Was Woundering if by chance we could get GOZ to work with ZBrush Core?
At Unity, just use the FBX - dont use prefabs, scripts, shaders, etc... you can delete it. Just need rework the materials (bofore, dont forget to extract it from FBX file) and dont forget set your model to a humanoid. In this way you can put it in any folder (your model, textures*, Materials). Find the folder from textures at Daz Surfaces (its on runtime, textures) and copy the same folder into project. Anyway, you can export your model from Daz like a single FBX, but without subdivisions (if you need this subdivisions, use that alternative bridge DTU).
Tip: in skin material, from your model humanoid, in Surface option, surface type, choice 'subsuface Scattering' (its important) and on botton, same panel, choice in difuse profile the option 'skin'.
Ok, fixed all high heel issues of Official Blender Bridge. In both Daz Script and Blender addon.
Now, high heel also works when importing a pose, which Diffeomorphic's daz importer won't handle well.
This is what you get with Diff daz importer:
Following is what you get from the Official Daz to Blender Bridge I updated:
Also it comes with a high heel check box. If you don't wanna imported pose mess with your feet pose, check it before importing a pose or a character, you'll get a pretty good feet pose.
Check it:
https://github.com/butaixianran/DazToBlender
Now it is perfect for using Blender as a Daz Exporter for any 3d tool.
Well, this will be the last new feature for Official Daz to Blender Bridge:
Now it can import Animations from .duf file!!
Imported animation will be a clip on a new NLA track, so you can move or delete it very easily, it won't mess up your timeline.
Check it:
https://github.com/butaixianran/DazToBlender
Now it is perfect for most cases. So no more new features. I'm satisfied with it now.
As for diffeomorphic, you're probably exporting a dbz with the figure wearing the heels, this way the rest pose is changed that's why it doesn't work. To fix this you have to export the figure with the standard rest pose, that's edit > figure > zero > pose, then you apply the animation or the heel pose the same as daz does. You also have other options with the "copy pose" tool but to zero the pose is easier.
https://diffeomorphic.blogspot.com/p/corrections-section-version-16.html
As for animation you can use the "import action" tool that will create a new NLA action.
awesome, thanks
By the way, It also can convert Bump map into Normal map when importing. Which is very useful when exporting to game engine.
You need the latest version to make this work well, I just updated this part to make it much faster and can save Normal into JPEG format with small file size.
Check it:
https://github.com/butaixianran/DazToBlender
Of course you can do a lot of things then make it work.
But my point is, This new official blender bridge handles all that for you. You don't need to do this manually.
And if you export Character with high heel but with Zero Pose. Then, in blender, what gonna happen if you import a pose file with flat feet? Your character's pose will be like no high heel, right?
That's not a way of handling high heel. That is just ignoring it, not handling it.
Diff's daz importer should fix this too. High heel is important.
Thanks. I will get to do some testing by the end of next month. Although I'm not sure if the models I'm wanting to export have bump maps yet. Some of the models are very old when DAZ began, & some within the last 2 years.
It is handled the same as daz studio. Usually you have a "heel pose" for the feet, provided with the outfit, that you can apply or not. Then the heel pose will be overwritten or not depending on the other pose you load. Then you can apply the heel pose again if needed.
Or in blender you can select all the bones apart the feet then load the pose, so it will not apply to the feet. Same for any other part of the rig. Same for animations.
That's what we call do something manually....
Ok, I tested to export gltf from blender to Unity and Unreal.
WIth Unity, it works ok, you only need to set tile's number and alpha for Cornea. Everything else is converted.
WIth Unreal, I tried it with Unreal 5.0 Preview. Not so good. Unreal convert simple material into a very complex node tree, which could be a problem for performance. So, you have to clean up every material by yourself.
Also, any material with alpha will not set roughness and specular. That's a default behavior in Unreal for performance. So, you have to set it manually.
So, Unreal just does not work well with gltf.
Another problem is occlusion texture. I checked, blender can not bake with UDIM UV for now. It has to be done manually.
---------------
Update:
I solved the occlusion map issue. Check this:
For game engine, AO map is still important. But Daz Character is using UDIM UV, it is a tiled UV, which blender can not bake AO for that. So, I baked it for you with complex python script. You can get it from "AO" folder of this project.
This AO map can be used on all Genesis 8 character, no matter how they looks.
Thanks for picking up this addon to keep it going.
I was able to zip it into the DTB folder and get Blender to load the addon with what looks like correct info.
But when I try to enable it, there's this error:
EDIT: If anyone is having similar issues, make sure to *close* Blender after removing the old version of the plugin, then try adding the new one. Ahem.
Daz to Cinema 4D doesn't work with me..
In Studio i have impression nothing happens
And in Cinema 4D (R26) the Daz to Cinema 4D doesn't show in the 'Extensions' Tab. Somehow in the previous version of the plugin i have (don't know how anymore) i could find the plugin and by clicking on it, it became a new menu item 'DAZ 3D' somehow In Cinema 4D.
'Auto-IK' never worked though.
Please read my reply to your previous post on this issue: https://www.daz3d.com/forums/discussion/469571/daz-to-cinema-4d-update-1-1#latest
I have posted a how-to video and step-by-step written instructions in that reply.
I'm getting text in the toolbar instead of icons. They look like menu items, and the Blender Bridge submenu is empty.
...and I thought they were not meant to show up in the Beta anyway!
I think this may be an edge case in the Beta, when script-based plugin menu options are uninstalled by Daz Central or DIM. I was easily able to fix my layout by switching layout from the "Window -> Workspace -> Select Layout" menu option.
I think you are seeing a "ghost" of the old Script-based Bridge menus. They should be empty, because they are uninstalled. The NEW Daz To Blender Bridge menu option is in File -> Send To -> Daz To Blender. For more information, please refer to the video tutorials found here: https://www.daz3d.com/forums/discussion/572806/daztoblender-bridge-2022-what-s-new-and-how-to-use-it#latest
No, the Bridges will install and are usable in both release and beta .
THX !!
guys can anyone help me? I have octane blender but every time I try to install the new bridge it doesn't work, what can I do?
Hi, it does not seem like the Daz2Cinema plugin works in my older version of Cinema R19. It does look like the extension *.pyp hasn't changed, though. Can somebody help please?
I'd say you're more likely to get a response in the C4D forum, but that's been a ghost town lately. The best I can suggest is that you go to github and see if you can download an older version of the bridge.