I know that, and it works fine in 2.92, but not in 3.0.1 or 3.1. In 3.x I get some bones but no rig, and no go to rigify option in pose mode or anywhere else. Have you personally used it on figures in blender 3.1?
I know that, and it works fine in 2.92, but not in 3.0.1 or 3.1. In 3.x I get some bones but no rig, and no go to rigify option in pose mode or anywhere else. Have you personally used it on figures in blender 3.1?
It is developed in Blender 3.0, and I'm using Blender 3.1 with it for a week. Also test it again after viewing your reply. It is fine.
Claim "it does not work" won't help you get a solution. You need to tell us what happened after you click the import button. What error you get. And are you using the latest version of this blender addon?
Base Color Effect is the option for Scatter & Transmit. For a character's material, it should be there. You can find it on default Genesis 8 character.
Anyway, like I said last time, I've already added a quick fix for this case. Just check the new version.
If there is a normal map from Daz then it won't convert bump map to normal map.
Congratulations, no more errors are reported, but the material is still incorrect except for the torso. If you are busy, you can guide me to change the code. I understand a little bit of python.
I have studied for a while to convert Iray's hair material to Vray, but the effect is the same as this cycle. Does this prove that this composite texture hair material system can only have good results on Iray, and other Not on the renderer?
I can't install on latest Blender 3.1. I downloaded zip from github, extracted it and moved DTB folder to blender addons directory. Anything I'm doing wrong. Thanks
I have studied for a while to convert Iray's hair material to Vray, but the effect is the same as this cycle. Does this prove that this composite texture hair material system can only have good results on Iray, and other Not on the renderer?
Base Color Effect is the option for Scatter & Transmit. For a character's material, it should be there. You can find it on default Genesis 8 character.
Anyway, like I said last time, I've already added a quick fix for this case. Just check the new version.
If there is a normal map from Daz then it won't convert bump map to normal map.
Congratulations, no more errors are reported, but the material is still incorrect except for the torso. If you are busy, you can guide me to change the code. I understand a little bit of python.
The shader you are using on this character is not a standard Daz Iray G8 skin shader. Load your character and a Genesis 8 Default model. Then check the difference of their shader.
Also, try to export a G8 Default character to make sure this addon works.
I can't install on latest Blender 3.1. I downloaded zip from github, extracted it and moved DTB folder to blender addons directory. Anything I'm doing wrong. Thanks
Something wrong with your installation.
Check 2 things:
* There should be a DtbPanels.py file in your DTB folder.
* If you have installed another version of DTB to your blender before, go to your DTB folder, where you moved it to, there should be a __pycache__ folder in it. Delete this folder, re-start blender again.
I have studied for a while to convert Iray's hair material to Vray, but the effect is the same as this cycle. Does this prove that this composite texture hair material system can only have good results on Iray, and other Not on the renderer?
Like I said before, it is only for iray default shader
The shader you are using on this character is not a standard Daz Iray G8 skin shader. Load your character and a Genesis 8 Default model. Then check the difference of their shader.
Also, try to export a G8 Default character to make sure this addon works.
I have studied for a while to convert Iray's hair material to Vray, but the effect is the same as this cycle. Does this prove that this composite texture hair material system can only have good results on Iray, and other Not on the renderer?
Like I said before, it is only for iray default shader
Hi butaixianran, thank you for your contribution to the updates of the bridge. It works great.
I just find 2 things I don't know how to fix.
First thing is that after importing character, the morph slider values are from -10000 to 10000 which is too large. Is there any way to normalize the range to -1 to 1?
Second thing is that I have been using the bridge since Blender 2.9. I have some characters saved using blender 2.93. When I use Blender 3.0/3.1 to open these character files, the morph list are all gone even tough I refreshed them.
I think this could probably be Blender's problem but I really hope I can just update these character files from 2.9 to 3.0/3.1 directly since I did a lot of fixing inside blender after exported from daz so I don't want to fix them again. So any idea about this situation?
Hi butaixianran, thank you for your contribution to the updates of the bridge. It works great.
I just find 2 things I don't know how to fix.
First thing is that after importing character, the morph slider values are from -10000 to 10000 which is too large. Is there any way to normalize the range to -1 to 1?
Second thing is that I have been using the bridge since Blender 2.9. I have some characters saved using blender 2.93. When I use Blender 3.0/3.1 to open these character files, the morph list are all gone even tough I refreshed them.
I think this could probably be Blender's problem but I really hope I can just update these character files from 2.9 to 3.0/3.1 directly since I did a lot of fixing inside blender after exported from daz so I don't want to fix them again. So any idea about this situation?
For the first problem, it need to be done in a whole new way to make the range into [-1, 1] . That's a lot of work and gonna break every character which is already imported. So, I just leave it that way. And if you are using drivers, there are a lot of bugs comes with the old official code. So a better way is do not use drivers, just use the shape key.
For the second problem, I left the refresh morph list part untouched, so I'm not sure why this happened. So I can only take a guess.
The morph list you want, is not the real morph, it is a list of drivers, the real morph is on character's mesh, as shape keys.
To use those drivers, the old official DTB writes very complex Python expression on every shape key. But, from Blender 3.0, there is a max length limit on those Driver's Python expression. So, a lot of them won't work in Blender 3.x.
Maybe that's the reason why those drivers won't be loaded in Blender 3.x.
Again, a better way is just use the shape key on body mesh. Even you lost all drivers, all the shape keys should be there, so you don't need to re-fix anything, just don't use drivers anymore.
btw, you may need clear all the drivers on shape keys.
Hi butaixianran, thank you for your contribution to the updates of the bridge. It works great.
I just find 2 things I don't know how to fix.
First thing is that after importing character, the morph slider values are from -10000 to 10000 which is too large. Is there any way to normalize the range to -1 to 1?
Second thing is that I have been using the bridge since Blender 2.9. I have some characters saved using blender 2.93. When I use Blender 3.0/3.1 to open these character files, the morph list are all gone even tough I refreshed them.
I think this could probably be Blender's problem but I really hope I can just update these character files from 2.9 to 3.0/3.1 directly since I did a lot of fixing inside blender after exported from daz so I don't want to fix them again. So any idea about this situation?
For the first problem, it need to be done in a whole new way to make the range into [-1, 1] . That's a lot of work and gonna break every character which is already imported. So, I just leave it that way. And if you are using drivers, there are a lot of bugs comes with the old official code. So a better way is do not use drivers, just use the shape key.
For the second problem, I left the refresh morph list part untouched, so I'm not sure why this happened. So I can only take a guess.
The morph list you want, is not the real morph, it is a list of drivers, the real morph is on character's mesh, as shape keys.
To use those drivers, the old official DTB writes very complex Python expression on every shape key. But, from Blender 3.0, there is a max length limit on those Driver's Python expression. So, a lot of them won't work in Blender 3.x.
Maybe that's the reason why those drivers won't be loaded in Blender 3.x.
Again, a better way is just use the shape key on body mesh. Even you lost all drivers, all the shape keys should be there, so you don't need to re-fix anything, just don't use drivers anymore.
btw, you may need clear all the drivers on shape keys.
Thanks for making that clear to me. Blender is evoving too fast for addon developers to catch up. I will probably stick with blender 2.93 for a while and test more blender 3 features.
Hmmm...I found a workaround for the slider problem. Here is how:
1. Open driver editor and find the driver corresponding to the shape key.
2. Change the driver type from 'Sum Values' to 'Scripted Expression'.
3. add 'var/10000' in expression section and now the slider is still from 0 to 10000 but it works like 0-1
However, this is a manual way to make the slider work normal and I don't condisder this as a fix or solution since you have to do this for every driver on every character which is tedious and silly...
Deleting all non JCM drivers and using shape keys should be a better as butaixianran said above.
thank you for the addon, the import works fine but whenever i tried to "go rigifiy" the rig controller failed.
Shouldn't the bone be like "Collar.L" instead of "lCollar"? do i need to rename all bones for the rigify to work?
so many error, i'm almost there....only this rig controller left.
Using Blender 3.1.2 and Daz 4.2, using your DaztoBlender scrpits for Daz and your addon for blender (2.24.9)
My error that still intact :
-the script menu still won't show in my Daz top menu, so i manually run the DaztoBlender script using the "Daz to Blender.dsa" (solved maybe)
-the "go rigify" make the error shows up....somthing about toe.L
EDIT : NEVERMIND IT ACTUALLY WORK ON BLENDER 3.0 but not in 3.1.2 thanks
So, in blender 3.1, toe.l is renamed into: toe_fk.l. I added a quick fix to github and changed version number to 2.24.10.
But there are also other bugs in it. Since the abdomenLower bone goes in front of character's face.
I really don't want to read the rigifiy part of old DTB's code, since I don't use rigify at all. So, if you really need rigify, diffeomorphic's bridge should be a better choice.
For me if i import a charater into blender 2.97 for example i get the rigify rig and expressions and shapekeys. If i then save the file and open it in blender 3.1 the control rig and shapekeys are intact but it will no longer show the expressions pannel.
If i import a character straight into blender 3.1 i get shapekeys and expressions but not the rigify rig functions.
if i import the character into 3.1 to get all the shapekeys and expressions and then try to pair it with the rigify rig from 2.97 the facial expressions disappears again.
I assume due to some update on blenders end to rigify but i cant figure out how to get around it.
For me if i import a charater into blender 2.97 for example i get the rigify rig and expressions and shapekeys. If i then save the file and open it in blender 3.1 the control rig and shapekeys are intact but it will no longer show the expressions pannel.
If i import a character straight into blender 3.1 i get shapekeys and expressions but not the rigify rig functions.
if i import the character into 3.1 to get all the shapekeys and expressions and then try to pair it with the rigify rig from 2.97 the facial expressions disappears again.
I assume due to some update on blenders end to rigify but i cant figure out how to get around it.
There are many differences between Blender 2.9x and 3.x. Just try not use any 2.9's project in 3.x.
Merged everything from Official DTB 2022. Now, with this one, you'll have both benefit from DTB 2022 and all those new features done by me.
I also changed addon name from DTB to DFB (Daz For Blender), so now it can be used with Official DTB 2022 together.
Again, Key new features:
It converts Daz Shader to Blender's default Principled Shader . So, you can export Daz model from Blender with all textures correctly. Then, you can use Blender as a Daz Bridge for all 3D tools.
Changed addon name to "Daz For Blender"(DFB), so you can use it with Official DTB 2022 together.
Import animation
Handle tiled material
It fixed an important bug so you can import pose file correctly.
Handle High Heel. I believe every Daz user need this.
Merge eyelashes into body mesh, so you can export morphs from blender to other 3D tools.
Convert Bump to Normal Map when importing, so you can export your character to game engine.
Everything official DTB 2022 Blender addon has, is merged into this one.
Custom shape does not work on G9. You have to wait for Offcial DTB 2022's update. I won't waste my time on that just because Daz changes Genesis's bone name again.
Comments
It is tested with Blender 3.0 and 3.1.
If a prop come with bones, it need to be exported as a figure, not an Env prop.
Rigify button only shows in Pose mode.
I know that, and it works fine in 2.92, but not in 3.0.1 or 3.1. In 3.x I get some bones but no rig, and no go to rigify option in pose mode or anywhere else. Have you personally used it on figures in blender 3.1?
It is developed in Blender 3.0, and I'm using Blender 3.1 with it for a week. Also test it again after viewing your reply. It is fine.
Claim "it does not work" won't help you get a solution. You need to tell us what happened after you click the import button. What error you get. And are you using the latest version of this blender addon?
Is there any screenshot?
Offer more details to get a solution.
Congratulations, no more errors are reported, but the material is still incorrect except for the torso. If you are busy, you can guide me to change the code. I understand a little bit of python.
I have studied for a while to convert Iray's hair material to Vray, but the effect is the same as this cycle. Does this prove that this composite texture hair material system can only have good results on Iray, and other Not on the renderer?
I can't install on latest Blender 3.1. I downloaded zip from github, extracted it and moved DTB folder to blender addons directory. Anything I'm doing wrong. Thanks
At about 48:25 for the artifacts you are seeing.
The shader you are using on this character is not a standard Daz Iray G8 skin shader. Load your character and a Genesis 8 Default model. Then check the difference of their shader.
Also, try to export a G8 Default character to make sure this addon works.
Something wrong with your installation.
Check 2 things:
* There should be a DtbPanels.py file in your DTB folder.
* If you have installed another version of DTB to your blender before, go to your DTB folder, where you moved it to, there should be a __pycache__ folder in it. Delete this folder, re-start blender again.
Like I said before, it is only for iray default shader
well
Well that's a shame
thanks, i'll take a look
Hi butaixianran, thank you for your contribution to the updates of the bridge. It works great.
I just find 2 things I don't know how to fix.
First thing is that after importing character, the morph slider values are from -10000 to 10000 which is too large. Is there any way to normalize the range to -1 to 1?
Second thing is that I have been using the bridge since Blender 2.9. I have some characters saved using blender 2.93. When I use Blender 3.0/3.1 to open these character files, the morph list are all gone even tough I refreshed them.
I think this could probably be Blender's problem but I really hope I can just update these character files from 2.9 to 3.0/3.1 directly since I did a lot of fixing inside blender after exported from daz so I don't want to fix them again. So any idea about this situation?
For the first problem, it need to be done in a whole new way to make the range into [-1, 1] . That's a lot of work and gonna break every character which is already imported. So, I just leave it that way. And if you are using drivers, there are a lot of bugs comes with the old official code. So a better way is do not use drivers, just use the shape key.
For the second problem, I left the refresh morph list part untouched, so I'm not sure why this happened. So I can only take a guess.
The morph list you want, is not the real morph, it is a list of drivers, the real morph is on character's mesh, as shape keys.
To use those drivers, the old official DTB writes very complex Python expression on every shape key. But, from Blender 3.0, there is a max length limit on those Driver's Python expression. So, a lot of them won't work in Blender 3.x.
Maybe that's the reason why those drivers won't be loaded in Blender 3.x.
Again, a better way is just use the shape key on body mesh. Even you lost all drivers, all the shape keys should be there, so you don't need to re-fix anything, just don't use drivers anymore.
btw, you may need clear all the drivers on shape keys.
Thanks for making that clear to me. Blender is evoving too fast for addon developers to catch up. I will probably stick with blender 2.93 for a while and test more blender 3 features.
Hmmm...I found a workaround for the slider problem. Here is how:
1. Open driver editor and find the driver corresponding to the shape key.
2. Change the driver type from 'Sum Values' to 'Scripted Expression'.
3. add 'var/10000' in expression section and now the slider is still from 0 to 10000 but it works like 0-1
However, this is a manual way to make the slider work normal and I don't condisder this as a fix or solution since you have to do this for every driver on every character which is tedious and silly...
Deleting all non JCM drivers and using shape keys should be a better as butaixianran said above.
thank you for the addon, the import works fine but whenever i tried to "go rigifiy" the rig controller failed.
Shouldn't the bone be like "Collar.L" instead of "lCollar"? do i need to rename all bones for the rigify to work?
so many error, i'm almost there....only this rig controller left.
Using Blender 3.1.2 and Daz 4.2, using your DaztoBlender scrpits for Daz and your addon for blender (2.24.9)
My error that still intact :
-the script menu still won't show in my Daz top menu, so i manually run the DaztoBlender script using the "Daz to Blender.dsa" (solved maybe)
-the "go rigify" make the error shows up....somthing about toe.L
EDIT : NEVERMIND IT ACTUALLY WORK ON BLENDER 3.0 but not in 3.1.2 thanks
So, in blender 3.1, toe.l is renamed into: toe_fk.l. I added a quick fix to github and changed version number to 2.24.10.
But there are also other bugs in it. Since the abdomenLower bone goes in front of character's face.
I really don't want to read the rigifiy part of old DTB's code, since I don't use rigify at all. So, if you really need rigify, diffeomorphic's bridge should be a better choice.
For me if i import a charater into blender 2.97 for example i get the rigify rig and expressions and shapekeys. If i then save the file and open it in blender 3.1 the control rig and shapekeys are intact but it will no longer show the expressions pannel.
If i import a character straight into blender 3.1 i get shapekeys and expressions but not the rigify rig functions.
if i import the character into 3.1 to get all the shapekeys and expressions and then try to pair it with the rigify rig from 2.97 the facial expressions disappears again.
I assume due to some update on blenders end to rigify but i cant figure out how to get around it.
There are many differences between Blender 2.9x and 3.x. Just try not use any 2.9's project in 3.x.
Update: 2022.10.04
Merged everything from Official DTB 2022. Now, with this one, you'll have both benefit from DTB 2022 and all those new features done by me.
I also changed addon name from DTB to DFB (Daz For Blender), so now it can be used with Official DTB 2022 together.
Again, Key new features:
Update:
Now you can import Genesis 9 without error.
Custom shape does not work on G9. You have to wait for Offcial DTB 2022's update. I won't waste my time on that just because Daz changes Genesis's bone name again.