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Good to hear, can't wait to see the updates on the animationss being imported in! I've always had the expressions not importing as well. I don't know if it'll work with what he's doing, but I have Face Motion 8 which does facial mocap, fingers crossed that falls into the problems that the expressions are having so those can be imported in as well. I can import them all in as custom morphs, but the keys just don't transfer over. I'll keep my eyes open for the next update!
@benniewoodell Yes facial expressions are improved. Posing is also coming back, there are a couple of issues to fix yet. Thomas did a great work on hierarchies and pivots that now import quite fine while it was roughtly approximated before.
@TheMysteryIsThePoint Thank you for working on this. Please be sure to get the latest commit since I believe Thomas changed something since your last update. And happy halloween to you and your family .
I can't wait to see the next version and these in action!
No problem, @Padone, I am grateful to both you and Thomas. I've already found a few interesting leads about "Assemblies" and "vertex flags" that I didn't know, but given the lack of documentation on any of the higher level concepts, I just don't know how successful I'm going to be. I'm not even 100% sure what an Assembly is, it just seems relevant from its API.
I think the first thing I'll do is to break it out into its own plugin tomorrow, and also add a version that matches the script it immitates.
Thanks for the version heads-up, and also for the Halloween wishes although not a single kid has rung the doorbell this year. Even if one did, I'd probably just lecture his parents :)
Xcode. I believe I need to do a console program. I've been messing around with creating a DotNet Core 3 layer for accessing SDL 2. I use Rider for that on my Mac and under Linux. It is C# though.
Not a program, but a shared library, or whatever the Mac lingo for the same thing is. And this looks promising:
Compilers
The powerful open-source LLVM compiler for C, C++, and Objective-C is built into Xcode and available from Terminal. With it, your code compiles quickly, and is optimized by Apple to produce blazing-fast apps specifically tuned for the CPUs in iPhone, iPad, and Mac.
See if you can compile a trivial shared library and a command line app that links it. If you can, then I'd say your environment is set up.
It did not work for me. I am in blender linux ... and the installation tutorial is a bit confusing because the file ... is not the same ...
I think about upgrading to Daz 4.14. Will this work with the Diffeomorphic plugin?
@brainmuffin I asked a friend of mine who knows about developing for Macs and he said he thinks that we just need to build a regular, plain old shared object. If this is true, then the Makefile I use to test under Linux will probably work with just a few modifications.
To verify this, could you look in your Daz Studio plugins directory and see what is in there? If there are a bunch of .so files, then we're in luck and I'll send you a test project to try. It could be as easy as typing "make".
Please let me know what's in you plugins directory.
Will do.
I sent you a DM via the forums user with my e-mail. Let's communicate more directly.
@Singular3D 4.14 seems to crash with section planes that's why I have it installed as beta and keep 4.11 for production. That apart it seems to work fine with diffeo.
@Padone I've got the Diffeo exporter in its own plugin now, and I'll pull the latest script to account for any changes. I haven't figured out the problem with the geometry editor yet, but I think it has something to do with the last thing I haven't tried yet: Assemblies.
I'll also have a Makefile that brainmuffin can try to build on Mac.
Thanks for the reply. I'm still at 4.10. I plan to get a new workstation and wondered, what version I should install there. Let's see.
That's wonderful, since honestly the HD exporter via script is a pita as for speed. As for the geometry editor that is required for HD geografts to work, since we need to export them in HD version. But luckily most geografts are not HD so they can be exported fine without the geometry editor.
Please let us know where to download a test version when you get ready. And thank you again for your nice work. And thanks to @brainmuffin fot the mac compilation and testing.
I gotta get my rear in gear.
@Padone
Is the bug that in the dbz file, the HD correctly shows 26 verts, but the SubD cage also incorrectly shows 26, when it should only show 8?
Edit: Well, the good news is that Sagan handles things correctly, while the HD plugin doesn't. This means that it's probably an error wholly on my part that is as stupid as it is simple, like I forgot to call QApplication::pocessEvents() in order to give DS its opportunity to change the SubD before I call getGeometry(). That's likely, as I don't think in terms of cooperative multitasking anymore in the year 2020 :) I've got to get some sleep now, but I should be able to find some time to investigate further.
@TheMysteryIsThePoint
Yes when you enter the geometry editor sagan exports 26 both for the base mesh and the HD mesh. While it should be 8 for the base mesh. Please note that if we don't enter the geometry editor then sagan works fine. Once we enter the geometry editor sagan is blocked to 26 though, even if we then exit the geometry editor. We need to restart DS to get sagan working fine again.
To get help from Thomas it's better to post at diffeo.
https://bitbucket.org/Diffeomorphic/import_daz/issues/191/possible-speedup-for-the-hd-exporter
How can I use the "Export to Blender HD" Vesrion. When I import it to blender I have a rigged low poly mesh and a not rigged HD mesh. How can I use the HD mesh?
Make sure you don't have any geografts. If so, that requires some extra steps. Set your subdivisions in DAZ to 3, and when you execute the script, choose the HD export option. Thomas has some additional details on his site.
https://diffeomorphic.blogspot.com/2020/09/high-resolution-meshes.html
Thank you very much, but I don't get it. When I import the HD -duf file I don't get the same result as Thoms describes. He gets in Blender, two versions of the character are imported, the HD version and the ordinary version at base resolution. They are assigned to two different collections. Both meshes use the same armature, which belongs to both collections.
But I get something different. The HD Mesh is not his own collection and there is no BoneGroup or skinBinding. Also there no multires Modifier in the HD mesh. The HD mesh doesn't move with the bones. I work with Blender 2.9
Do I have to install this modifiers manually? I'm just learning Blender, is there a description about this?
Thanks for the screenshots, they are a big help. Try deleting the eyelashes in DAZ and then exporting. If the eyelashes don't have 3 subdivisions, then Blender won't be able to rebuild them. Not sure if Blender is including them in the mesh rebuilding or not.
I've tried it without Eyelashes, but its the same like before. The HD-mesh has no modifiers and is not in his own collection.
I work with newest DAZ 4.14 could. Could that be the issue?
I found out what the issue was. I had not the newest Upate of the import tool. Now I have 1.5.1 and it works :-)
Awesome, glad you figured it out. I was thinking that but I was not sure which Diffeo version did what since it moves so fast with updates.
Hi guys, I'm a bit new to this so mercy please.
I'm using all current versions of Daz and Blender and 1.5 of the importer.
Blender is not importing all morphs for geografts. It will import most of them but still leaves out some critical morphs. For some I can make new shape keys but it's a lot of extra work when I don't understand why they don't import. I can get more specific if needed but surely I'm not the only one.
Another thing is do I need to use the development version to import hair into blender? Is it stable enough? Do I use it to import then switch back to the stable version or what? I've seen the update notes on the diffeomorphic webpage but it's unclear how to proceed.
I'm about to try yesterday's build of the plugin, and I have usually always used a development version - there have seldom been issues, but no clue if the one I'm due to try is as trouble-free as usual.
Imported a figure with random morphs applied, used a pre-existing hair I'd converted to strand and rendered, worked fine.
Recently I have come across two kinds of problematic morphs, and the latest version imports one of them.
1. Some morphs seem to change the pivot point (center_point) of some bones. In Blender, that would correspond to changing the head location in rest pose, which simply is somethat that can not be done. https://bitbucket.org/Diffeomorphic/import_daz/issues/274/some-custom-morphs-are-not-being-imported
2. Bones both have a name and an identifier. Normally they are the same, but sometimes they are not, e.g. Meipe's golden palace has a bone with name = lLabiumMajora1 and id = Right Big Labia. The name becomes the bone name in Blender, but animations and morphs refer to the id which was not found. In the latest commit the id is stored as an alternative name in the bone, so this kind of morphs can be imported now. Note that you need to reimport the character with the latest version, because the alternative name is stored when the character is imported.
The development version contains recent bugfixes so generally I would prefer that (and that is what I use myself), but there is always the risk that I introduce some new bugs.
The stable version can only import polyline hair, which I mistakenly believed was the same thing as strand-based hair. Real strand-based hair can only be imported with the development version, and the handling of polyline hair has improved too. See this, this and this.