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rmissin_7f18077604rmissin_7f18077604 Posts: 21
edited June 2016 in Daz Studio Discussion

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Post edited by rmissin_7f18077604 on

Comments

  • fixmypcmikefixmypcmike Posts: 19,601

    There were a bunch of bug fixes and enhancements to the FBX Exporter in the latest DS release (4.9.2.70) -- see change log http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log_4_9_2_70

  • rmissin_7f18077604rmissin_7f18077604 Posts: 21
    edited June 2016

    ..

    Post edited by rmissin_7f18077604 on
  • Richard HaseltineRichard Haseltine Posts: 102,436

    Have a look at the Scripting API reference, specifcally

    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/start#file_inputoutput
    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/file_io/exporter_settings/start
    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/file_io/export_obj_silent/start

    Please bear in mind that DS is the work of a small group of developers and that while they in fact go considerably beyond the limits of their job description they cannot cover everything. Comments that come across as attacking or belittling the development team do nothing to boost their willingness to take on such additional work.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,534

    Well you could bake them, the morphs, along the timeline until the last update.

    This latest improvement killed it for iClone users like me and possibly a few others like you with Max, Maya and people using the export license with Unity, Unreal Game development kit etc, I have submitted a bug report but unless it is actually seen as a bug it probably will not get fixed, adding a ticket yourself may help, posting in the forum will not sadly.

  • FirePro9FirePro9 Posts: 456
    Sad said:

    Well you could bake them, the morphs, along the timeline until the last update.

    This latest improvement killed it for iClone users like me and possibly a few others like you with Max, Maya and people using the export license with Unity, Unreal Game development kit etc, I have submitted a bug report but unless it is actually seen as a bug it probably will not get fixed, adding a ticket yourself may help, posting in the forum will not sadly.

    Just curious, are we not still able to bring DAZ characters into iClone via 3DXchange?

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,534
    FirePro9 said:
    Sad said:

    Well you could bake them, the morphs, along the timeline until the last update.

    This latest improvement killed it for iClone users like me and possibly a few others like you with Max, Maya and people using the export license with Unity, Unreal Game development kit etc, I have submitted a bug report but unless it is actually seen as a bug it probably will not get fixed, adding a ticket yourself may help, posting in the forum will not sadly.

    Just curious, are we not still able to bring DAZ characters into iClone via 3DXchange?

    you can but you need to manually assign all the morphs in expression editor everytime as they are not keyframed along the timeline

  • rmissin_7f18077604rmissin_7f18077604 Posts: 21
    edited June 2016

    ..

    Post edited by rmissin_7f18077604 on
  • mikael-aronssonmikael-aronsson Posts: 586
    edited June 2016

    The CSV import/export feature in the FBX exporter is a lifesaver, I use it all the time.

    I only use FBX for importing into Lightwave and it works great for that at least, no problem at all with G1/2/3, the rigs can be messed up on old CR2 rigs for some reason.

     

    Post edited by mikael-aronsson on
  • LudenUKLudenUK Posts: 5

    Manually assign morphs for iClone this is ridiculous!?

    I submitted support requests for this a week ago and have not had a response yet but I guess this so call improvement to the fbx export is the reason I can no longer use DAZ with iClone. How is that an improvement?

    Please can someone tell me how I can roll abck to a previous version of DAZ. I've spent hundreds if not thousands on DAZ products over the years for use with iClone and if this pipeline remains broken I no no longer have a use for DAZ. - Thanks.

  • wolf359wolf359 Posts: 3,836
    Hi , I am an Iclone 5.5/3DXchange pro user Creating motions for My Daz studio genesis 1-2 Figure s I have Iclone 6+ 3DX& the new Character creator but have not yet even installed them as I am in the middle of a feature length animated film project and am loathe to upgrade any of my Character pipeline software for fear of some show stopping Compatibility loss. ( Still running DS 4.7 64bit LOL!!) FBX Issues aside, if I may, the larger reality ,as I see it, is that We Daz/Iclone animators should start considering/accepting that the beautiful marriage between Reallusion and Daz may soon be coming to a complete end if indeed it has not already. Both teams seem to going their separate ways when one considers that genesis3 has ( IMHO)Pointlessly Exotic new rigging that breaks Direct retargeting capability not only with Iclone but even with all previous DAZ studio’s native Character motion generation tools like the Daz aniblock system. Preventing usage of our vast libraries of reusable motions that worked for millenium Generations 1,2,3,4& genesis 1,2. Reallusion no longer sells their products here and seem to have acknowledged the need for more realistic looking figures other Than Daz genesis imports. Those new figures in the Character creator App Look Fairly decent. Much better than the native poser figures that SM has been putting out with the last few releases. I personally Render my animation Finals in Maxon Cinema4D Studio Via the aniMate2 .obj/MDD export option to get animated meshes into C4D. But on the Character motion building end of my pipeline I am holding on tight to my “older” versions as the newer ones seem to offer only frustration &set backs from what I have been observing.
  • rmissin_7f18077604rmissin_7f18077604 Posts: 21
    edited June 2016

    ..

    Post edited by rmissin_7f18077604 on
  • LudenUKLudenUK Posts: 5

    Just had a reply from DAZ... I believe they are about to share a link for us iClone users on this forum thread http://www.daz3d.com/forums/discussion/92561/previous-verison-of-daz

    We should cascade it on the Reallusion forums too once we get it so we can all get up and running once again :)

  • Luv LeeLuv Lee Posts: 230

    Correct me if I'm wrong, but currently it looks like if I need to export an FBX with morphs I have to go in and manually type export rules for each morph I want to export.

    ...and from what I've read it has been like this for years with no improvement, no addition of check boxes, no option to rename morph targets on export, no check box for exporting only the morphs that are used, basically no common sense improvements to make the workflow less obtuse.

    Who is responsible for the FBX export section of this software and what have they been doing all these years ?

    In 3ds max we have maxscript, it means 3rd parties can develop functions that developers choose to ignore, or push down the priority list/

    If this was 10 years ago I could understand the process being so manual, repetitive and time consuming, but this is the year 2016, the lack of export options is glaringly obvious.

    It wouldn't be so bad if I could select the morph text in the export window and copy / paste it into a new rule, but even that simple logical process is not possible.

    Surely there's a script that improves the export process to a more user friendly workflow.

     

     

    I am asking the same thing--over at Reallusion people have noticed that the genesis  DUF expressions do not  work in FBX export and mine and others have tried to see if we can just revert back to the older DAZ verison--so far I haven't  gotten a reponse back--one guy has waited a week  or so with no answer in this regard...we are effectively now in a holding  pattern in this regard...

  • Luv LeeLuv Lee Posts: 230
    ducknet said:

    Manually assign morphs for iClone this is ridiculous!?

    I submitted support requests for this a week ago and have not had a response yet but I guess this so call improvement to the fbx export is the reason I can no longer use DAZ with iClone. How is that an improvement?

    Please can someone tell me how I can roll abck to a previous version of DAZ. I've spent hundreds if not thousands on DAZ products over the years for use with iClone and if this pipeline remains broken I no no longer have a use for DAZ. - Thanks.

    I agree--no one has time for manual manipuations of expresisons in  Exchange.  I will give you guys an update as soon as I learn anything on my end regarding  getting a previous version....

  • Luv LeeLuv Lee Posts: 230
    edited June 2016
    ducknet said:

     

    Please can someone tell me how I can roll abck to a previous version of DAZ. I've spent hundreds if not thousands on DAZ products over the years for use with iClone and if this pipeline remains broken I no no longer have a use for DAZ. - Thanks.

    In the short time I have used this software, I have learned never to install new versions that overwrite your current install, always go for the beta's that install separately...prevention is better than cure. ;)

    My husband said the same thing but really, one wouldn't think something this signifigant would get broken. Besides, as I pointed out the hubby, hindsight beign 20/20--we are still in a mess in need of fixing--a mess caused by the upgrades--not our fault for trusting   software to work as anticipated.

    Post edited by Luv Lee on
  • Richard HaseltineRichard Haseltine Posts: 102,436
    Luv Lee said:

    Correct me if I'm wrong, but currently it looks like if I need to export an FBX with morphs I have to go in and manually type export rules for each morph I want to export.

    ...and from what I've read it has been like this for years with no improvement, no addition of check boxes, no option to rename morph targets on export, no check box for exporting only the morphs that are used, basically no common sense improvements to make the workflow less obtuse.

    Who is responsible for the FBX export section of this software and what have they been doing all these years ?

    In 3ds max we have maxscript, it means 3rd parties can develop functions that developers choose to ignore, or push down the priority list/

    If this was 10 years ago I could understand the process being so manual, repetitive and time consuming, but this is the year 2016, the lack of export options is glaringly obvious.

    It wouldn't be so bad if I could select the morph text in the export window and copy / paste it into a new rule, but even that simple logical process is not possible.

    Surely there's a script that improves the export process to a more user friendly workflow.

     

     

    I am asking the same thing--over at Reallusion people have noticed that the genesis  DUF expressions do not  work in FBX export and mine and others have tried to see if we can just revert back to the older DAZ verison--so far I haven't  gotten a reponse back--one guy has waited a week  or so with no answer in this regard...we are effectively now in a holding  pattern in this regard...

    In addition to the FBX modifications listed in the chage log for the current DS version ( http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log_4_9_2_70 ) there are more changes in builds going towards the next release ( http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log )

    • Fixed ordering of FBX Exporter script API settings to correspond with the order of the options displayed in the UI

    -----------------------------------

    • Fixed FBX export of non-transform property animation curves

    • Added support to the FBX exporter for distributing auto-follow base figure animation curves to fitted figures( i.e., clothing, hair, etc)

    • Fixed a potential crash in the handling of specialized PBR materials in the FBX Exporter

    • Fixed ordering of FBX Exporter option frame settings to match the order of the options displayed to the user

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