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Is there a way to send back to Daz? Daz>Blender>Daz
Don't scale it, got it.
It is still huge. The default Blender camera is at the DA character's toe nail height.
This means, an update of the plug-in needs to adress this size issue.
Please try the latest diffeo release and let me know if it works fine for you.
No, at least not over the bridge.
is more a slippery dip than a bridge
As far as I understand it, this plug-in is under continuing development.
So, are requests allowed for this?
Since I'm not doing animations and therefore I'm not in need for a character-rig in Blender, my request would be, to add a static DS to Blender scene exporter option to it.
Exporting a static scene as it is in DS directley to blender, including poses, geografts, materials, decals and cameras. Something like, what used to be Poser fusion for Poser, but only this time for DAZ studio to Blender.
He imports fine for me with Diffeomorphic. Don't think I can import him with DazToBlender unless there's a G8 in the scene also. At least that was my impression ;).
Laurie
So, it's really just an exporter then ;)
Maybe you're seeing different behavior, but the two things that I imported were both correctly scaled to the real world, but as @Padone pointed out, perhaps by the wrong technique. Or are you referring to the object's apparent size due to the perspective projection? Well, at least that is easily fixed:
Hit numpad-. to frame the selected object, ctrl-alt-numpad-0 to copy the current view to the active camera, and then home to re-frame the camera's view. Then hit n to go to the n-panel, view tab, select "lock camera to view", and zoom out to satisfy the 1/3 rule. Train yourself to immediately uncheck the "lock camera to view" because it isn't part of the undo stack, and you will wreck yourself many times :)
If that's what you're after, then I don't think you want either plugin, but rather Alembic. The reason being that both work by exporting the subD cage from Daz and applying a subD modifier in Blender. The problem with that is that subD in both applications is still different. It's close, but depending on how painstakingly you have modeled every detail in your character, it may not be acceptable.
Alembic, on the other hand, will export a vertex perfect model, it just won't be rigged. And if you've been following the Alembic Exporter thread, we've been collaborating on one such that very soon it will work seamlessly with Diffeo's converted materials (and as I was tying that, I just realized that it will probably work with Daz To Blender 8's already). You just import the Alembic into the scene where the converted materials are (either because you previously imported the model with one of the two importers, or you appended/linked them from a material encyclopedia that you maintain) and they apply automatically.
Masterstroke :
Yes, as TheMysteryIsThePoint (How you doing, Donald?) stated, don't manually scale the figure -- Instead, use the Command box that shows up after figure import and type in the command #real size -- It will change Blender's World Unit Scale back to the default (1.00).
TMITP was correct when he stated that it comes in at real world value, but the issue is the Unit Scale is off by magnitudes of the intended default Blender Units.
Yes, the figure will be in the realm of 1.80-something Meters/B-units, and a newly added cube will yield default 2 Meters/B-units, but any appended work will be miniscule in use with it.
You can make the adjustments as you see fit - either with the imported figure through DTB, or in appended environments, props, other figures, etc.
Personally, I choose to make DTB work for me, and not have to adjust my decades of work to it's standard.
Mitchy did state that the reason for the gigantic sizing was for use with the Rigify addon -- Haven't used it as I am a static scene user, and haven't ventured into animation for cloth dynamics yet -- Can anyone verify that Rigify absolutely needs that World Unit Scale?
O.K. , that helps. Thank you
It is just, that I am not familiar at all with this "Blender-world".
Release 2.8 brought it a little bit closer to me, but I still struggle with it and it seems completley non-intuitiv to me.
I once had the chance to play with Maya a little bit and even this felt a lot easier, than Blender.
I can't effort Maya and I don't like to be hooked to Autodesk anyway.
I do think, that Blender is that amazing software, that sets standarts.
So I would love to understand it, but there are ways to go, before I actually can get anything out of it.
So hope, you all don't mind, I will ask you more annoying questions about things, that you might consider as self-explaining.
sorry
ask away.
Indeed he was, which is why i said rescale previously.
I was checking out a blend file of Opulent Spa; it's misaligned and huge. 32 x 29 m. It is also at odd angles and floating. I've raised a ticket.
Rigify works fine (obviously it must do) at normal scales.
The diffemorphic plugin converts to rigify and manages to have a character in the region of 2 metres not 20 or 200.
So it's not jst my 10 year old iMac, good to know.
I guess before using a software you also have to check for the system requirements. You may very well have some unsupported hardware or os. You may check if your imac gets opengl 3.3 that's the minimum for blender 2.8. Otherwise you have to stay with 2.79 that's not supported by the daz HD bridge. It is supported by diffeomorphic though.
https://www.blender.org/download/requirements/
https://www.daz3d.com/daz-to-blender-bridge
You may be correct. I've gotta struggle with this hardware till early next year. I'll learn patience in the mean time.
Hey Wolf, I followed your steps for importing FBX into Blender, but I have run into a couple of problems. I'm using V4--is that the first mistake? Attached is what happens to the animation--correct in Daz, awkward in Blender. Also, it seems like the animation came in at 25fps rather than 30, like the original. Do you know how to fix that?
A straight FBX export to Blender,with body and facial animation, only works with the Genesis 2 figures for me.
I abandoned V4 many,many years ago when I switched to Daz studio & Iclone from Poser, so I cannot offer any advice for exporting the legacy V4 figure to an external application other than to convert her shapes & skins to an Iclone/CC3 Avatar and export her with attached imotion Data from CC3 pipeline to Blender. ( As I have already done for all of my legacy Daz Characters as part of my complete migration away from the Daz eco-system)
You can still manually transfer HD morphs; it is simple enough though.
If you want a walk-through let me know. I've been trying it out just out of curiosity. I transferred a shapekey from one character to another, and got to thinking the same/similar process would work for the HD details.
Edit:
... or maybe not. lol