OBJ vs DAE: converting 3D Objects for Daz
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I'm messing with FBXConverter to convert FBX files to use with Daz.
It can convert to OBJ and DAE...I know Daz can import both. Is one format better to use than another?
OBJ seems more standard, but DAE is a (depreciated?) Daz format, no?
Comments
DAE is the Collada format, see here : http://en.wikipedia.org/wiki/COLLADA
I don't know how well any of them work now because standards always seem to get changed for one reason or another. You could try both, but OBJ will probably work the best for the mesh. OBJ does not contain any rigging information, so all you will get is a static mesh, Collada does support rigging (Like FBX) so it is worth trying them both.
DAZ Studio also has the option to open FBX files, but I take it that is not working for you?
It does?
I don't see it as an option under import....
Try using a different Layout (Window > Workspace > Select Layout) Some of the Layouts do not have all of the features, but you should be OK with City Limits (NOT the Lite version)
Between FBX and DAE I would highly reocmmend FBX as its easier to transport everything that way and DAE was always a mess for me when I tried it.
Obj will work but requires a lot more manual tweaking to get it to look right
FBX rigging from other programs will not load in DS Collada .dae sometimes does but rarely saves and is a bit flakey
I found FBX where Jimmy said it'd be..now it seems to show up in my regualr layout too...so instead of a solid object, I get lots of objects that need to be parented...can those then be converted to bones or something?
I'd stick to OBJ as Studio's FBX and COLLADA (DAE) plugins are iffy at best.
I use DAZ's DAE in Carrara to export objects. This is the only way for me to get all the objects in DAZ Studio as separate items. I use it for stuff like this:
HD version of the Paklet P12 Cruiser
http://www.daz3d.com/forums/discussion/56580/
DAZ Studio's object import clumps everything together. This is the reason you see points that are close together in Poser objects merged in DAZ Studio. You see this a lot in Poser shoes that are one object.
http://www.daz3d.com/forums/discussion/42411/
When you pose them you see a "spike" like protrusion, this is caused by that merging of the points. For a long time I had no clue why that was happening.
And also Carrara morphs and if you are lucky some rigging can be imported into DAZ studio via dae
dae and FBX import is the only way to get many things as separate meshes
Pic one is a COLLADA of a rigged lara croft, now aside from it being a mess I can actually see the mesh and bones, which is unusual as DAE normally need to be manually recoded to have something other than nulls show in the scene.
Now pic one is enough to scare off most users, however I'm not most users, pic two is what you get if you zero the thing, face down in the dirt and as you can see bones spread all over the place, pretty useless for doing anything with as it is.
To make that usable in DS I'd be quicker working with an OBJ and rerigging it from scratch, than I will be trying to fix that cluster**** of a rig.
FBX isn't much better, got one from C4D where the rig (if you can call it that) is spread all over the "ground plane", yet the actual mesh is 1,000 meters straight up, then there's the one from Maya that is so small your nearly at Studio's zoom limit to see it, and there's no sign of the rig that's meant to be there.
The problem is that FBX and COLLADA are like Heinz, 57 varieties and no two the bloody same, different software companies, different specs on their Import/Export code.
Don't forget the version differences...
Very often it's a totally random shot in the dark if you will end up with a transporter accident or something useful, and the numbers weigh toward the transporter accident side of the equation. Now if you are very lucky...
Basically, FBX and DAE are meant to be 'standard exchange' formats...except nobody sticks to the bloody standards...so, that somewhat defeats their reason to exist.