Diffeomorphic - does a step by step tutorial exist?
I am attempting to get a g8f model with geografts into blender - with Diffeomorphic 1.7.0 I am able to use the easy import with merged geografts, all of the textures transfer correctly and all of the geometry appears to be correct, I am just completely lost on the process of making morphs accessible/applying morphs and then finishing a mesh in a way which allows me to modify the morphs after. As it stands, I can see and access baked morphs, but attempting to modify them produces no visible results on my mesh, and importing morphs directly (from golden palace, for example) also results in morphs in the settings which seem to produce no visible results when adjusted. I have both downloaded the Diffeomorphic manual and read it online, and although I definitely appreciate how detailed the descriptions of each of the features are, I am still really missing a more step-by-step idiot guide and am just wondering if anyone knows if such a thing is available. Thanks!
Comments
You can use daz favorites in easy import.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Morphs/Import DAZ Favorites
Thanks for the link. There is so much information available, but you have to find them in the huge pile
Yes I know, the online tutorials and videos around are quite old now and not up to date. Unfortunately not Thomas nor I have time to make videos, so the docs are the only available reference that you can trust. Hopefully as users learn to use the new features they will make new videos or update the old ones.
I'm not new to Diffeo, but trying to bring my first animation over to blender.
Is there any way to keep the (scene) position and the morphs of for example db-xy and ngv8 when i import to blender?
I really want to use the daz animation in blender.
What I did:
- export characters in A pose.
- import action
Characters are not in the right spot (they are in 0/0/0) and ngv8 and dbxx are not transferred.
TIA
@spa You have to save the pose presets then import them in blender. The geograft will have its own animation since it is a separate figure. Of course you need to import the morphs you used for the animation otherwise it will not work. Actually there's no support for object animation so you can't import the camera, that's a requested feature anyway so Thomas is aware.
note. You import the geograft animation on the merged rig. Only the geograft bones and morphs will be affected. For geografts you have to set "object transformations affect = none" to don't overwrite the figure location.
Or you can use Sagan that will export an alembic animation of the whole scene, that's probably easier to transfer from daz studio to blender. While diffeomorphic is more intended to import in blender then animate there, though it can import daz animations.
I would gladly make videos if I understood what to do and got things to work. For my ever growing sci-fi scene, I finally had to import characters and animations from Mixamo.
@brainmuffin What exactly doesn't work ?
Both the operations you ask for are very basic and described in the docs. To export you run the daz script. To import you can use easy import with default options or add the features you need as jcms and expressions for example. To import a daz animation there's import action. To animate in blender there's rigify or mhx that you can also choose in easy import.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Export/Export To Blender
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Import/Easy Import DAZ
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Posing/Import Action
To apply mixamo animations, or mocap in general, it is better to use the daz rig. You use mhx or rigify for original animation in blender, though they can import daz animations in duf format. Then if needed you can also use a retargeting tool.
https://github.com/Mwni/blender-animation-retargeting
In reference to @hardwire666's post, if I ever get to that level, I'll gladly put videos on my Bitchute and Rumble channels.
Thanks for doing the amazing work for the Daz3D and Blender community. I have a question before trying out things on myself, does this plugin has the ability to import/generate ARKit shape keys for facial mocap?? I tried to find relative information but didn't got any that could work for me out of the box.
Thanks.
@amjadtbssm
The Daz genesis models 8-9 already have the ARKIT Facial blendshapes( Morphs) for Facial Mocap
which can be accomplished inside Blender with FREE tools and NO APPLE IPHONE
Yes of course, you can import livelink and facecap mocaps on any figure with facs morphs, that's G81 G9. The importer has been splitted into mudules in the latest version so you need to get "import_daz" and "retarget_bhv".
https://bitbucket.org/Diffeomorphic/workspace/projects/DIF
steps:
Looks cool
Thanks @Padone I'll give it a try