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@nicstt I'm glad it was a settings issue.
I'm giving up from Diffeomorphic and will follow the development of Daz Bridge. Version 1.4.2 up has bugs with the drivers and morphs, and the developer is never available to read about it. Not a professional approach, sorry to say.
Good luck with that.
You're mistaken imo, in the professional approach; software has bugs, not leas Daz Studio's bridge. It is the nature of the beast.
Please get the development version, a number of bugs with drivers and morphs are fixed there. Then you can report bugs in the repository, usually Thomas will reply soon and eventually fix them.
https://bitbucket.org/Diffeomorphic/import_daz/issues
Lmao, come on man, we all get frustrated sometimes but this comment is uncalled for. If you think Diffeo is buggy you'll pull your hair out with the Daz bridge and any support for its many bugs. Thomas has made a plugin that can do what Daz or nobody else is able to achieve, there are bugs, as in all software but they are fixed incredibly fast unlike many Daz products that go unresolved for months or longer. Plus Thomas is doing this all for free in his spare time, he won't even accept a friendly donation for support so that's more "professional" than many vendors I've actually purchased from. I have many products I've bought through the Daz store and other places that are now or have been unuseable because of bugs the dev can't or won't fix. We're all here to help each other, just need some patience and understanding because those of us that have been using this plugin know from experience that even though this is a part time hobby for Thomas, he still fixes issues faster than any other plugin that is attempting the same thing :)
I thought it, you said it.
Every word of this is so, SO true! In my experience, Thomas Larsson provides better support, better documentation, and faster development than Daz & it's vendors, and all completely for free in his spare time. I don't know whether to be impressed with Thomas, or disappointed in Daz & vendors
Like you, I have several products in my content library that are basically broken. Daz just passes the problem off to the vendors, who usually don't bother fixing things. On the rare occasion that you can get a vendor to respond, it's usually along the lines of, "I'll look into it when I get a chance", followed by... nothing. Whereas bugs reported on the Diffeomorphic issue tracker are often fixed within days.
And don't even get me started on Daz's virtually nonexistent documentation. The Diffeomorphic docs are basically a masterclass in how to write a manual.
Yeah, I have to agree here. Sure, I've run into problems with the tool, but, man, when it works, it's amazing! I couldn't have done my short film without it this year. And then when you hit a hiccup, you figure out a workaround. And like my pops always said, you gotta give a lot of leeway on anything you're getting for free as someone is doing it out of the goodness of their heart, you can let them know what's not going right but you can't expect anything. I'm having trouble with the newest edition not importing clothes and hair (which Padone found a workaround that worked apparently for someone else in another thread, I'm just in the process of moving and don't have time to play around with it), but even if the workaround hadn't been found, I just went about my daily business with the previous version and figured I'd try again when the next one pops up. Anyhoo, that's my two cents for what it's worth.
Over the last few days I've had to poke around in the Diffeo source code. Before doing that, I simply had no clue whatsoever how much work Thomas has put in to make things work with every single corner case. His attention to even the smallest details just to make sure it works is amazing. So let me be quite clear: If something doesn't work, it's because it was not documented anywhere, and the proper implementation was ambiguous, not because Thomas was lazy, or didn't know what he was doing. The code is extremely elegant and therefore easy to understand, and I'm learning a lot about Blender's API and Python from just perusing it.
Diffeo is an amazing piece of software. I just started working more with these bridges in my workflow. I used to just export the posed figure, add environment, and apply materials (using mcjteleblender). Now I've found that exporting and then posing is so much better, and will also lead into animations down the road.
I was very interested in the new DaztoBlender bridge. I bought it a month ago before DAZ bought it. It worked ok at first but I had lots of trouble posing the figure after importing a pose. It has very few features and lots of bugs. I stopped using it and went to Diffeo. Huge difference. I'll wait a few years for DaztoBlender to catch up, if Daz decides to continue its development, and if they continue to add tools...
Over the last few days I've had to poke around in the Diffeo source code. Before doing that, I simply had no clue whatsoever how much work Thomas has put in to make things work with every single corner case. His attention to even the smallest details just to make sure it works is amazing. So let me be quite clear: If something doesn't work, it's because it was not documented anywhere, and the proper implementation was ambiguous, not because Thomas was lazy, or didn't know what he was doing. The code is extremely elegant and therefore easy to understand, and I'm learning a lot about Blender's API and Python from just perusing it.
I can't even fathom the amount of work that has gone into this from the beginning in trying to understand all the different coding and such and getting everything to merge together cohesively. That's really cool that you're delving into it all and seeing the inner workings. But you're exactly right, unless it's noted somewhere, it could be an issue that is relevant to something you're doing that no one else has ever tried before because we're always trying something new to see how far we can go.I tried posing in Blender and found it cumbersome. If you could point me to a good tutorial I'd appreciate it because I'd like the option of posing/animating in Blender. Did you use the standard rig or Rigify or Make Human?
I was just watching one of his when I saw your reply. I subscribed a while ago but a little more depth is sometimes required. He's great for pointing out what we should be looking for in more detail.
The guy does it for FREE in his spare time? Wadda ya want? He's now shown up here in this thread and he fixes bugs just about faster than anybody I've seen. I guess it's true that you really can't please some people.
Yeah, that makes sense, I could see that. I don't really have any other animation tutorial recommendations that I have looked at, hopefully you can find something that works for you!
It's always worth looking at the licence of the software you're using. The licence in this case includes this (caps not mine):
As they used to say (perhaps still do) about the Debian Linux distribution "If you break it, you get to keep all the pieces."
It's not even about the disclaimer. It seems to me that some of the expectations surrounding the development of the tools aren't all that reasonable. It's no small ask. I'd even go a step further and say the same about some of the expectations regarding the importing/exporting of non-native formats in general.
Kudos to those doing the heavy lifting.
- Greg
I'll throw some screenshots together and make a new post on how I import poses. Maybe we can get some feedback from others since I am still learning myself.
Thanks. I've searched YouTube for videos showing posing in Blender but I seem to be finding lots about a different kind of posing - something to do with Sculpt Pose which doesn't appear to use the armature. This seems a long way from the posing I am used to in DAZ Studio.
https://developer.blender.org/D5647
Yeah, I haven't been able to get pose importing either nor animatioins.
I've not tried animations, but importing poses is straighforward.
... What are you doing to import a pose?
Am I the only one having issues importing content and getting file path errors? I'm on macOS and my content is inside of weird cloud folders numbered by product ID. Could either of those be causing my problem? I'm 100% sure I've got all the paths from Daz added as paths for Diffeomorphic, but it looks for the files in the root directories, not in the numbered cloud folders.
Any thoughts?
I think I read somewhere that the cloud folders are encrypted. I had a similar issue and manually installed my assets to 'my folder' instead of the cloud folder and it worked.
Thanks! How exactly did you do this? DId you need to redownload things?
Yes. For DAZ content, you'll need to go to your orders, click on each item and 'manual download' each item. Once you get the zip file, copy the files with the youtube video instructions below. If you want further instructions, search the web for how to install 3rd party content in Daz or manually install Daz content, something like that.
Or download using DIM, it saves having to go through your orders (just download, not install), and install manually using the zipfiles in the download directory (following any install 3rd party content instructions)
The cloud folders are only encrypted if the product in the daz store is "encrypted only". Currently there are zero products that are encrypted only and that has been the case for a number of years.
Depending on how textures and the like are copied/referenced they could have issues with content installed through Daz Connect because each product is installed to it's own folder so unrelated products won't overwrite each other's files.
Hi guys, I've been trying to convert mesh hair to particle hair with Diffeomorphic, but can't make it work. I first separate skull mesh from the hair, and then select hair and skull in correct order ( hair and skull are in correct places in Diffeomorphic Hair tab ), but when I try to create particle hair, Blender always freezes. I'm using this tutorial http://diffeomorphic.blogspot.com/p/hair.html . I'm using Carla hair with default setting in Diffeomoprhic import. Also for create hair phase, I use default settings, meaning Resize hair = unchecked, Hair length = 20, Resize in blocks = unchecked, Sparsity = 1, Skull group = top. When I click "OK", blender starts doing something ( I assume creating particle hairs ), but I've been waiting about 10 minutes, and still nothing. Is this normal, that creating hair takes this long, or is there something wrong in my workflow? I'm using Blender 2.9 and few days old Diffeomorphic dev version.
EDIT: Nevermind. It just took some more time, and finally created particle hairs, but I still have few problems.
1) Each hair has only like 4-5 vertices, so hair looks really "jagged". Any idea how to get more vertices per hair strand, so it's more smooth? I have hair lenght = 20.
2) Hair is created only in the front and sides of the skull. No hair behind the skull. This might be coincident, but is diffeomorphic creating hairs only what is visible in camera or how is it working?
Some don't convert completely as you've noticed.
Duplicate the hair object you imported.
Duplicate the Scalp.
In the Hair object duplicate (Edit Mode), find the mesh that corresponds to the particles created and Delete them.
Select the Scalp and the adjusted duplicate and create the hair again.
The most I've had to do this is four times.
You'll need to uncheck Show Emitter in Render section of Particles for all scalps but one - presuming you want it showing.
For jagged hair, in the particle settings >Render section (Viewport too if you want to match preview to render), change the steps - I usually go with 5-7 depending on length; I also check B-Spline