Diffeomorphic Daz Import Problems in Blender
Exporting from Daz in HD to Blender is giving me some troubles. My model is in two "pieces" or parts, as in one standard and one _HD. The HD version does not have any armatures to merge with, so I cannot use it at all. The normal version on the other hand, does have all the required armatures and is able to merge properly to parent clothing and hair and ect.
Second issue is with custom D-forms I made in Daz. They are noted on the model itself, but are not visible, and I can't seem to do anything with them in Blender. Thus they are basically useless. How can I bring back the D-forms so I can see them?
I can't seem to find why or how to fix these via Google, so I am hoping someone here can help enlighten me.
Comments
The rig can be transferred in Daz between two identical models. When exporting with Diffeomorphic make sure to merge rigs and make bones poseable.
D-former can be used to create custom morphs and exported to Blender with Diffeomorphic Import Custom Morphs, found a tutorial about how to save D-former morphs:
Link to Diffeomorphic documentation as a zip file:
https://www.dropbox.com/s/yllqktxscidw7ha/Diffeomorphic documentation.zip
Merge Rigs: Merge all rigs to the main character rig.
Make All Bones Poseable: Add an extra layer of driven bones to make them poseable.
As for d-formers they're not supported so you may convert them to morphs as @acatmaster suggested.
As for the HD rig there's an option in the global settings to transfer the rig to HD meshes. This is usually not done because the base mesh is not a base mesh, that is, it already gets a multires modifier with the baked HD mesh. So you just delete the HD mesh and use the multires instead.
Make sure to download the current Diffeomorphic version to work with Blender3.2
https://bitbucket.org/Diffeomorphic/import_daz/downloads/
The new version of Diffeomorphic has the Add Armature To HD Meshes checked by default in Global Settings.
The exported base mesh and "HD" mesh both are not true HD meshes, they have the same poly amount in edit mode, the base mesh has Subsurf applied and the "HD" mesh has Multires applied. The modifiers make them look like HD in Blender, but if exported to game engines they're too low poly to be considered HD. Daz base meshes have poly amount of less than 20,000 whereas normal characters on Unreal marketplace have about 50,000 to 100,000 vertices. (DazToUnreal bridge can generate div2 HD meshes with 50,000 to 100,000 vertices for Daz characters when exporting from Daz to Unreal, but it's of no use if the meshes need to be edited in Blender before sending to Unreal)
Although the characters from Unreal market place have HD meshes and most are game ready, they mostly don't have naked skins under the clothes, so they're not customizable with different outfits, and those are rigged with UE4 mannequin skeleton which looks awkward for female characters, the female version of Daz skeleton is better for them.