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Just a few diffeo updates that you do not want to miss. The 8.1 FACS is now supported together with FaceCap animations. Then there's also basic support for PBRSkin, not complete yet but enough to import Victoria 8.1.
https://bitbucket.org/Diffeomorphic/import_daz/issues/353/option-to-load-facecap-data-in-as-facs
https://bitbucket.org/Diffeomorphic/import_daz/issues/349/first-support-for-genesis-81-skin-bsdf
Wow, you're really fast. Decided this year to switch from Cinema 4D to Blender, as this is really a grown up CG application since 2.8x. Getting Daz content to Blender is something I always longed for und Diffeo seems to be a great solution. You're all doing a great job to bring Daz content to the Blender environment.
Thanks a lot!
Wow! I'm rendering shots today, but if I get an hour or two break, I am going to try and see if I can get the facecap aspect to work!
Looking great! Excited to test it out myself.
it's crazy what can this addon do, it should have a medal or something
is there any way please for android users? i'm ready to sell my samsung s20 just to buy an IOS for this feature!
For me, the crucial point is when will it be possible to use HD morphs and HD faceexpressions with this tool.
There is a glitch that prevents the transferring of shapekeys from body to geograft. It always says "Apply object transformation to Genesis 8 first". It doesn't make sense, because whatever I do this notification appears. In the older versions everything worked perfectly. I'm using the newest development diffeomorphic version with the newest blender.
This happens because one or both of the meshes has an non-trivial object translation, rotation, or scale. The result of the tool is unpredictable if there is such an object transformation, and therefore it must be cleared first. You can either apply it (Object > Apply > Location etc) or clear it (Object > Clear > Location etc).
When I make a custom pose for a facial expression and save it in the pose library, it does not apply to the character.
I made the custom expression pose using the Face Units in the DAZ Importer tool.
For example, I used the Angry expression both the mouth was open and I don't want that, so I used the Face Unit to close the lips so that only the angry expression is in the eye area. Then I save this as a pose in the Pose library.
When I want to test it , I select the pose in the Pose library and apply it, nothing happens.
I am in Pose mode and had converted the rig to Rigify.
@gilbertneyens Seems to work fine here .. You need to import units and expressions first of course for the pose to work, otherwise the pose won't find them and do nothing. Please note that the HD morph is not imported yet, then Xin is working to provide HD support.
https://bitbucket.org/Diffeomorphic/import_daz/issues/357/it-is-possible-to-read-dhdm-files-directly
Alternatively, if you don't want to use expressions, you can pose the face bones in daz studio and save the pose. Then you can import the pose in blender without importing units and expressions first. Then personally I'm not aware of any way to "bake" the expressions to the face bones in daz studio, so it seems you can't save the expressions as face bones, but I'm not a daz expert so may be there's a way.
Alternatively, once you import the expressions in blender, you can also convert to shapekeys so you don't need the drivers anymore. See advanced setup > morphs > convert standard morphs to shapekeys. This is also useful to export to game engines.
Hello! I have a question, and I apologize if it's been addressed, I've scrolled through this thread and the hair converter, which I tried and it didn't work either for me. I followed the instructions here for a strand based hair product Diffeomorphic: Strand-Based Hair, For Real This Time. and I followed all the steps except where it says "Import the duf file into Blender, with Mesh Fitting set to DBZ. Particle hair is created." I can't for the life of me find where it has the DBZ setting. Then I figure I'll try the make hair button. I tried clicking the hair, then shift clicking the character mesh and an error comes up saying apply object transformations to Sahira HD Mesh first. I then tried making a scalp from the mesh thinking that would help, same error. Then I wonder if it is even possible to bring this particular hair into Blender? dforce High Voltage Hair for Genesis 3 and 8 Females | 3D Models and 3D Software by Daz 3D
Any help would be greatly appreciated, even if it's just saying it's not possible. I finally got to try the facial mocap today and the test I ran worked beautifully. I have to try a more in depth shot than just random movements, but I'm so stoked about that. If I can get this hair to come into Blender, that would be the last missing piece I need. Thank you!
@benniewoodell The dbz option is selected when you import the daz scene. It is needed to import the daz SBH as geometry in blender. You need to read the more recent posts in the blog since the hair tool got significant advancements both in speed and quality.
https://diffeomorphic.blogspot.com/p/list-of-blog-posts.html
As for the "apply transformations" message, it is not an error. You just have to do what it says, that is, apply transformations to the object. This is needed to correctly compute hairs when converting to particles. The plugin is not applying transformations automatically so to let the user be aware of it.
Hi @Padone
I'll go through the posts again, but I was reading this one: Diffeomorphic: Strand-Based Hair, For Real This Time. which seemed to be the one that I'd need to follow. But now I see where the DBZ file is, it was already selected. I didn't realize it was there when I clicked import, that it was one of the options on the right side of the box. I was looking through the global settings tab.
But with the apply transformations, I honestly don't know what transformations are to make it work. I think that's the real issue for me, I'm kind of flying blindly on what a lot of the stuff is technically called.
Search for Blender Transforms - well worth knowing what they are.
CTRL A - then you can apply all, or some depending on what you need. You also need to look where it shows you what your transforms currently are (why I suggest searching on Blender Transforms)
There are three types: Rotation, Location and Scale and all need to be 1.0, which is what applying the transforms should do.
This actually isn't particular to Blender - all 3D modelling packages will have some means of making sure they are correct.
When i try import basic morph like for exemple Neck size it just don't work i see nothing .. any idea why please?
99.99% of other morph work perfectly.
Hair problems...
The Diffeomorphic Daz Importer is one of my favourite plugins, I've been using it for about a year, but I've always made hair in Blender using Blender's particle based system up until now.
Spent last night attempting to import Daz's strand based hair, using the instructions on blog: https://diffeomorphic.blogspot.com/2020/11/strand-based-hair-for-real-this-time.html
And no matter how hard I try, I keep getting the same python error in th console in Blender (the blender version number changes depending on which version I try)
Python: Traceback (most recent call last):<br /> File "C:\Users\windowsUserName\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\Diffeomorphic-import_daz-a99dbebee719\error.py", line 246, in execute<br /> self.run(context)<br /> File "C:\Users\windowsUserName\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\Diffeomorphic-import_daz-a99dbebee719\daz.py", line 47, in run<br /> getMainAsset(self.filepath, context, self)<br /> File "C:\Users\windowsUserName\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\Diffeomorphic-import_daz-a99dbebee719\main.py", line 66, in getMainAsset<br /> main = parseAssetFile(struct, toplevel=True)<br /> File "C:\Users\windowsUserName\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\Diffeomorphic-import_daz-a99dbebee719\files.py", line 335, in parseAssetFile<br /> return asset.parse(struct)<br /> File "C:\Users\windowsUserName\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\Diffeomorphic-import_daz-a99dbebee719\files.py", line 131, in parse<br /> asset.update(mstruct)<br /> File "C:\Users\windowsUserName\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\Diffeomorphic-import_daz-a99dbebee719\material.py", line 123, in update<br /> if iref in geo.nodes.keys():<br /> AttributeError: 'GeoNode' object has no attribute 'nodes'
location: <unknown location>:-1
I've tried it on Blender 2.90, 2.91, 2.92 (2.93 alpha the plugin doesn't load yet)
Plugin version I downloaded last night: 1.5.1.1071
Turned on Preview PR Hairs as per the blog post
Tried a few different characters, including Genesis Base 8 and 8.1
Tested I can successfully bring in dForce hair and other attachments without concern.... only strand based hair is giving issues
Tried commerical strand based hair from Daz 3D and self-made hair, same error
Tried different material setting in the plugin's global settings.
I've never used Daz hair before, so not sure if it is a bug or user error
Thank you Thomas for fixing that so quickly. Seems to work now.
Testing with a quick and dirty groom:
Daz Strand Based Hair -
Imported into Blender (plugin settings for hair "hair BSDF) without any tweaks -
I'm going to have to work on the tweaks.
except, some morph like " neck size" can not be imported .
there is this problem on the legs please if anyone can help
https://imgur.com/Rek40Nc
it happen when i import a pose.
Worthy and must have
@craddockcmnsmaureen Just tested it and seems to work fine here. Since necksize is an actor morph you have to import it as custom morph. Usually I bake actor morphs to dbz though, since we can't morph armatures in blender.
That is, actor morphs may also morph armatures, that blender can't. This is why dbz is provided.
Then pose morphs, as jcms and face expressions, can be imported in blender and used with drivers in animation.
Thank you so much padone! very helpful.
my second and last problem please is when i import a pose sometimes i have this issue with the legs..they dont pose correctly any idea?
Also please Padone, can you please check with neck lenght ? it will not work! neck size working smoothly .
@craddockcmnsmaureen As for neck lenght it is morphing the armature, so it can't work in blender as explained before. As for the legs deformation there can be multiple reasons. If you use the rigify conversion it's not so good with some poses, use mhx instead that always works fine. Or you may just miss some jcms.
Thank you so much padone, your help is really very valuable.
I never use rigify i always use mhx rig, and i imported all the jcm flex but still have this leg problem which is not occuring in daz.
should i download any specific jcm ?
Also if you don't mind a last question, do you have any suggestion for hair jiggles ?
that would be nice if you or thomas can add a jiggle feature, i remember when i was using source filmmaker few years ago there was this amazing feature that you can add jiggles automaticallly to any mesh just by entering a script code.
$jigglebone - Valve Developer Community (valvesoftware.com)
i don't know if it's possible to add it;)
thanks anyway for your help and your super amazing work.
@craddockcmnsmaureen As for jiggles for blender there's the spring bones addon that I know of, but probably there are others too. As for the issue with the leg pose, you may report it at diffeo where there's people better than me for rigging, please also provide a test scene as little as possible, otherwise it is impossible to guess what it could be.
https://bitbucket.org/Diffeomorphic/import_daz/issues
https://github.com/artellblender/springbones
I'm 3 years late to this party, so I suspect that I'm ignorant in some aspects of how to use this tool, but I followed 3 or 4 different youtube tutorials, and still no dice.
I've tried Blender 2.83, 2.91, and 2.92. Latest Daz Studio. I've tried Diffeomorphic 1.4.2-20200623, 1.5.1 20210227, 1.6.0 today.
I've tried basic scenes with singular characters and props. I've tried Genesis 1, Genesis 3, and Nybras.
My content is stored in D:\Daz 3d\Studio and D:\Daz 3d\Downloads (to separate ethically sourced freebies for usage rights versus paid content).
Daz scripts, for all I can tell, function, in creating dbz files.
Problems I've encountered:
Both 1.5.1.1076 and 1.6.0.002
Python: Traceback (most recent call last):
File "C:\Users\micha\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\import_daz\error.py", line 246, in execute
self.run(context)
File "C:\Users\micha\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\import_daz\daz.py", line 47, in run
getMainAsset(self.filepath, context, self)
File "C:\Users\micha\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\import_daz\main.py", line 66, in getMainAsset
main = parseAssetFile(struct, toplevel=True)
File "C:\Users\micha\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\import_daz\files.py", line 335, in parseAssetFile
return asset.parse(struct)
File "C:\Users\micha\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\import_daz\files.py", line 115, in parse
inst = asset.makeInstance(self.fileref, nstruct)
AttributeError: 'NoneType' object has no attribute 'makeInstance'
location: <unknown location>:-1
I'm just completely perplexed what else to do or try.
@CupidLSU Version 1.5.1 should be the stable one now. If there are bugs please report them to diffeo so they can be fixed. Please also provide a simple test scene showing the bug, and/or a step by step description. As for versions 1.4 it is no more maintained. While 1.6 will require some work to be stable enough.
Actually Thomas is rewriting the rig code for better speed and added features so it will take a while.
https://bitbucket.org/Diffeomorphic/import_daz/issues
@padone please where to see the 1.6 patch note?
@craddockcmnsmaureen Just download the latest dev version to get 1.6, but it's not stable yet, I do not advise to use it.