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  1. #61
    Please is there any way of importing faceshift animation to Daz character as we did with makehuman



  2. #62
    Originally Posted by danhaske View Post
    Please is there any way of importing faceshift animation to Daz character as we did with makehuman
    Sorry, no. Faceshift outputs a sequence of values for some morph targets. (List of morph targets.) It worked in MH because those morphs were implemented in MH, at least for some versions of MH and FS. I don't know how well the FS morphs can be mapped to the DAZ morphs. If there is a good match, it should not be very difficult to implement FS support in the Daz Importer.

    However, there is another problem. I no longer have access to any FS files, and AFAIU Faceshift itself is no longer available after Apple acquired the company. So implementing FS support does not seem to be very useful anymore.
    Last edited by ThomasL; 12-Nov-17 at 16:41.



  3. #63
    This importer is a great idea

    I have a doubt though: How do you get the character with the clothing, hair and anatomy etc into blender using the importer?

    Because when you save a character in Daz it doesn't save hair or clothing items, geografts or props along with it unless you save the scene (as far as I'm aware at least) Never tried saving as a wearable preset but don't think it would work either.

    Thanks in advance.

    Cheers



  4. #64
    Hello Thomas. This addon is a great idea but it still doesn't work very well with older (4th generation) models.

    After i saw this thread i decided to try and see if i could get my old Michael 4 some new purpose but even thought he does import correctly (without any error reported on verbosity 3) the rig is non functional and i don't have access to any morphs (the list is empty even thought i loaded all morphs on Michael in Studio).
    Some hair i had from that era also don't import very well. I have to put verbosity to 2 to get them to import at all, they appear way above Michael, slightly too large and don't transfer correctly to the particle system.

    Now i realize Michael is pretty old but the model is still quite good and i have all his (main) morphs unlike any Genesis (only the free "base" models). Is there anything i can do to load morphs and expressions manually. Manually rigging him is possible (if time consuming) but without expressions he won't be very useful.

    Is there anything i can do to help you add support to those older models (if you plan to). I've read you don't have them. I have both M4 and V4 and some clothes/hair so i could test stuff if you want.



  5. #65
    Originally Posted by dissectionalone View Post
    Because when you save a character in Daz it doesn't save hair or clothing items, geografts or props along with it unless you save the scene (as far as I'm aware at least) Never tried saving as a wearable preset but don't think it would work either.
    Sorry but I don't understand. Of course you have to save the file before importing it into Blender. If you do that, hair, clothes and props are definitely imported into Blender. (You should also save a separate json file with the final world-space coordinate as described in the docs.)

    Or did you mean that hair, clothes etc are not stored in the duf file? Yes, this is how DS works. It stores pointers to external asset files which in turn may contain pointers to other files. The core of the DAZ Importer is that it replicates this mechanism.



  6. #66
    Hi Bob,

    If you send me the models I will see what I can do. Probably best if you put the files on something like dropbox and send me the link as a private message.

    The importer does not import any morphs directly. There are really two kinds of morphs: those that define the character and those that are used for posing. To get the first kind of morphs into Blender, you need to save a separate json file in DS with the script that comes with the importer. This stores the final world-space locations of all vertices, so it is the sum of all morphs that you used in DS. It is a bit of a hassle to set up the export script, but you only have to do it once. See http://diffeomorphic.blogspot.se/p/i...io-plugin.html and http://diffeomorphic.blogspot.se/201...n-fitting.html.

    The second type of morphs has to be added to the character after it has been imported into Blender, cf http://diffeomorphic.blogspot.se/p/morphs.html. There is a shortcut for loading facial expressions for Genesis (1, 2, 3, 8) characters. Perhaps this works also for M4 and V4 (the importer looks at the mesh to determine what kind of character it is). Even if it doesn't, you can still load the morphs but you need to know where the morph files are located.
    Last edited by ThomasL; 25-Nov-17 at 14:34.



  7. #67

    PBR shader

    The DAZ Importer (development version) can now create Cycles materials using the Principled BSDF, also known as the PBR shader. Here the same car has been imported with Cycles with PBR, Cycles without PBR, and Blender Internal. Quite a difference if I may say so myself.

    car-pbr.png
    car-cycles.png
    car-int.png

    More details at http://diffeomorphic.blogspot.se/201...br-shader.html.



  8. #68
    Sorry for not answering faster. I'm not here very often.
    Originally Posted by ThomasL View Post
    There are really two kinds of morphs: those that define the character and those that are used for posing. To get the first kind of morphs into Blender, you need to save a separate json file in DS with the script that comes with the importer.
    Yes, i know the difference and the script works fine, i gave it it's own shortcut for easy access. It's the "Face units" and similar expression "poses" that don't show up on the panel with my older Generation 4 figures. If i can load those manually it's not an issue, i'll try to load them like JCMs. Well, there's always some sale going on at DAZ so i might end up upgrading to some newer Genesis anyway, i already grabbed a few morphs for free since i posted that.

    I came here to talk about those newer figures this time. Among the freebies i grabbed was Michael 7 (for Genesis 3) and it's "HD" morphs. When i first saw those HD things i thought they were using normal maps or something to improve the final render but it's actually something different. It's probable old new for you but i learned they are morphs applied to the additional geometry created by subdivision. When i read this i wondered whether or not those would work inside Blender and i decided to do some tests with my free Michael.

    Unsurprisingly, when i imported a scene using your add-on, all the HD details were gone but i new Blender had a feature that could probably handle that sort of details : Multires. So i exported a subdivided Michael as obj from DAZ studio and tried to import it into Blender. 4x subdivision ate all of my RAM and crashed even thought a 4x subdivided Michael inside Blender is possible but it looks like the obj importer is really memory crazy. 3x subdivision did import without any troubles. I added a multires to the rigged Michael created by your addon, subdivided 3 times and then tried to figure some way to transfer the high frequency details from the obj to the multires mesh. Reshape button totally blew the mesh possibly due to different subdivision algorithm (Studio uses Catmark while Blender uses Catmul-Clark) but i found a workaround in an old post by michalis : using a shrinkwrap modifier.

    Here's the result on Michael 7 with it's HD morphs applied in the Blender viewport with Matcap applied to avoid any texture interference (sorry for crappy jpg compression)

    -Screenshot-08-12-17-001.jpg
    -Screenshot-08-12-17-004.jpg

    Unfortunately, some detail is still lost with only 3 levels of subdivision. I had hoped to get the 4x subdivision inside blender at least once to bake a normal map but i can't. Maybe someone with more RAM could do it. Still a lot more detail here.

    Maybe you already figured this but since there's no mention of this option in the documentation of your add-on i thought i should let you know. The process is a little tricky and i probably wouldn't have figured it without michalis post. I can give a complete step-by-step guide if you prefer.



  9. #69
    Sorry for not answering faster. I'm not here very often.
    Neither am I, hence my own late reply.

    It's the "Face units" and similar expression "poses" that don't show up on the panel with my older Generation 4 figures.
    The script recognizes a number of standard characters and knows the paths to the standard morphs made by DAZ. The tables are hardcoded at the top of the file morphing.py. If your character's morphs are located elsewhere, the script will not find them.

    Moreover, the script may interpret you older figures as a Genesis character of some kind. It uses the mesh's fingerprint (#verts-#edges-#faces) to determine the mesh type, and if your figure is a morph of a Genesis mesh, the fingerprint will be the same. The mesh and rig types of the active object are displayed in the Utilities panel.

    I came here to talk about those newer figures this time. Among the freebies i grabbed was Michael 7 (for Genesis 3) and it's "HD" morphs. When i first saw those HD things i thought they were using normal maps or something to improve the final render but it's actually something different. It's probable old new for you but i learned they are morphs applied to the additional geometry created by subdivision.
    No, that complete news for me. I noticed that some morphs have names that end in "HD", but I never thought more about it.

    Unsurprisingly, when i imported a scene using your add-on, all the HD details were gone
    Yes, that's the way the importer works. Normally it is much better to subdiv in Blender after deformation is done. Besides, my computer is from 2009 and not so powerful, so I'm pretty allergic to dense meshes.

    Anyway, it is good to hear that you managed to solve your problem. And the shrinkwrap trick was clever.



  10. #70
    New User
    Join Date
    Feb 2015
    Location
    Essex UK
    Posts
    4
    I have been playing with this plugin for the last couple of hours and....
    I am utterly astonished! Brilliant work!!1!
    I was seriously impressed with the mesh and morph importing...
    and then i saw the 'Hair' panel.
    particle hair from daz mesh hair???
    mind=blown.
    thanks you very much.
    (and the help file is great too)



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