Tutorial or any help on how to import XPS models to DAZ?
shadow22_83
Posts: 6
Does anyone know how to get a model from XPS into Daz?
I have been trying to get a model from XPS into Daz and can't seem to find out how to do it right, when I use Export sceen a .obj I'm able to bring the model into Daz but it's pour and has no colour, texture or movement so I can't do anything with it. Most of the things I want to import are hair, eyes, a face, some clothes and a dino.
Any help would be much apperciated.
Comments
OBJ is static and has limited material options, which aren't always carried over anyway due to variations in the way the mtl files are formatted. If you have FBX or Collada export options you might try them, but it's likely that anything will require at least reworking and possibly rerigging and fresh materials from scratch.
Ok thanks, but how do I do the reworking and rerigging?
There are a couple of ways around it...
For the textures, obj is rather picky about where they are and Studio's importer is even more picky. If you have the option to collect the maps and specify the folder they are collected to, put them in the same folder (make one for each item) with the mesh.
Most often things like hair and clothing can be, if they are intended to be used for Daz assets, can be rigged with the transfer utility. Other things will need to be rigged by hand.
If you load the XPS file into free XNA/Lara, you can export as .MESH.ASCII which includes rigging.
Free Noesis can then read this, export as FBX, still with rigging. IIRC, DS can then import this, although scaling may take some trial & error...
Two gotchas: First, you'll probably have to copy folder containing XPS file and its textures into the XNA/Lara 'data' folder for that to find it. Eventually....
Second, the FBX may load into your DS or Poser as a 'wild bunch' of sub-rigs. Usually, first in list is the 'base', allowing moving, posing etc. If there are just too many sub-rigs for convenience, parent all of them to a place-holder which you can hide or make invisible...