Questions about FBX export
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Could someone answer a few questions about exporting from DAZ Studio in FBX format?
* Why does it always default to the 2014 binary preset when we have the options to go up to the 2020 one? Is there something about Studio that likes this version best?
* Is it possible to export a figure in FBX format WITHOUT it zeroing the figure's pose first? This makes sending them into Substance Painter difficult. I've tried all of the options, but the only thing that works is to use Studio's Rigging->Convert Figure to Prop menu item to turn them into static props before exporting. It also appears necessary to unparent everything that is going to get sent over (including conforming clothing), or you get a gigantic mess.
* Before everyone tells me to just use OBJ format, there are some advantages to using FBX that I like, primarily that you can hide polygons in Studio and if you choose Visible Only when exporting, you can hide walls or other elements that can get in the way of texturing.
Thanks in advance for any help.
Comments
That's just from compatability perspective...but you can always use the latest 2020. Check this thread: https://www.daz3d.com/forums/discussion/662496/which-binary-is-the-best-for-fbx-export
Nope... and you better always export a sole figure (without any attachements of course) in default A-Pose (or T-Pose) to SP for painting textures. I personally always use OBJ format.
OBJ Exporter also has options of Ignore Visible Node + Filter Objects to support the case you mentioned in which you hide polygons or nodes, and only export the selected figure / prop, etc.
Thank you for the detailed reponse. I'm actually looking for more of a way to texture paint *on* the final scene, so to speak, rather than bringing in every item one by one. Do you know if there are any other programs besides Marmoset Toolbag that can do that? I know Blender *kinda* can, but it gets way too stressed out when you give it a few 4k textures.
Oh, that should be case by case... Folks who use SP mainly want to paint and bake the texture maps then bring them back to DS or other apps. to make products, render or do something else... With Marmoset or Blender, the things are different, folks usually import DS assets there, then paint and render there rather than bring the final work back to DS, etc.
I don't know other way but I just use Blender. I import the whole scene to Blender by using Diffeomorphic Daz Importer. Paint the objects as needed then render with Cycles. That's a typical workflow. I've not experienced performance issue or something with 4K/8K textures so far.
Right, I've just never tried texturing anything outside of Substance Painter and Photoshop, so I'm not sure how feasible it is. I assume you're able to export the edited textures out of Blender to be used again on the same objects or characters?
Hm, if you haven't had any problems with large files in Blender, my settings may be wrong. I might have to ask you some Blender questions if I end up trying to go that way. :) Thank you again, you are really one of the most informative and helpful members here.
Yup, sure thing. Only the painting functionality in Blender (even with some good add-ons) are not as strong / user-friendly as SP.
No problem ! And if there's any Blender issue, you can also post to Blender sub-forum where there're quite a few Blender gurus who're happy to help.