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  1. #41
    It's a feature, not a bug. Really. The face morphs are driven by rig properties, so in order to pose the face you select the rig and go to one of the panels that have become visible (Face Units, Expressions and Visemes). The great advantage is that you can access the morphs if you link the character into another blend file and proxify the rig, which is my preferred workflow. It also means that Genesis 3 and 8 characters can be treated in the same way, where face morphs are really face rig poses.

    drivers.png

    If you load morphs manually with the Import Morph(s) button, there is a Use drivers option that you can turn off if you don't want to generate drivers. There was no such option for the face morphs, but it was very easy to add one, so I did in the development version. If you deselect Add Face Drivers in the Rigging section of the Setup panel, the shapekeys should not be purple anymore.

    add-drivers.png



  2. #42
    Yeah, but will it work for Gen1 models like the one I imported into Blender?



  3. #43
    Yes, it will only work Gen 1 and Gen 2, where face morphs are shapekeys. For Gen 3 and 8 the driver *is* the morph, so it does not make sense to not add drivers.



  4. #44
    I can't seem to find the "Add Face Drivers" option in the rigging panel for some reason when I import my model in:
    Where da driver option at.png

    And keep this in mind. I'm:
    a) using a Gen1 model
    b) using the developmental version of the add-on.

    I don't know why it's not showing up for me in this case.



  5. #45
    It sounds like you have the same kind of update problem as last week. Whatever you did to solve that, do it again.

    You can also delete the drivers manually, by right-clicking on the purple values and select Delete driver.

    Or you can pose the face as intended, by selecting the rig and changing the properties that appear in the T-panel to the left of the viewport. If you intend to reuse the same character in multiple scenes, it is really best to define the character in one blend file and then link her into the various scene files. The importer automatically creates a group containing all imported objects, so this is very easy to do.

    I can see why you would want to get rid of the drivers if you want to export the character to some game engine, say, but if you intend to stay in Blender, changing the rig properties is no harder than changing the shapekey values. And it works with file linking.



  6. #46
    I managed to fix the facial morphs by removing the drivers manually, though for some reason, neither the mouth morphs and jaw want to communicate with each other.

    Also, when I set the rigging option of the armature to rigify, I know 2.79 is different in how it is applied, but I can't get the feet to move on their dedicated ankle joint. And instead wind up rotating the entire leg if I rotate the foot itself.



  7. #47
    Originally Posted by Philmister978 View Post
    Also, when I set the rigging option of the armature to rigify, I know 2.79 is different in how it is applied, but I can't get the feet to move on their dedicated ankle joint. And instead wind up rotating the entire leg if I rotate the foot itself.
    Apparently Rigify behaves like that. The Daz Importer does not know anything about the internal workings of Rigify, it just repositions the joints in the metarig and applies the Rigify script. I guess the reason is that the ankle is a hinge joint and if you rotate the foot around Y or Z the shin has to follow.



  8. #48
    Well that feels like a flaw that should be addressed. Because that's pretty annoying to work with.



  9. #49

    Finally, version 1.2 released

    There have been some bug fixes since the latest release candidate. Most importantly, the DAZ Importer has been much better at handling older DAZ files that do not follow the conventions in more modern ones. Stable version 1.2 of the DAZ Importer can be downloaded from:

    https://www.dropbox.com/s/jx15t3inlv...2-20170913.zip.

    There will be no further bugfixes in version 1.2, because in the next few days I plan to make some major revisions in the code base which may introduce new bugs. In particular, the code that builds Blender objects can be simplified. The complexity was necessary to handle the automatic mesh fitting in version 1.1, but since that feature has now been removed (it never really worked), the code can be made simpler.



  10. #50
    Member
    Join Date
    Oct 2013
    Location
    Tellus
    Posts
    328
    Hi Thomas, thank you for your hard wark with this exporter / importer. I can't get it to work. Have Daz 4.9, blender 2.78, windows 10
    I allways get this error:

    ERROR:
    URL asset failure:
    URL: '/data/DAZ%203D/Genesis%202/Female/Genesis2Female.dsf#GenesisFemale'
    Type: None
    File ref:
    '/g%3a/gia.duf'
    Found asset:
    None


    For details see
    'C:\Users\esima\Documents\daz_importer_errors.txt'




    TRACEBACK:
    File "C:\Users\esima\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\import-daz\daz.py", line 109, in execute
    getMainAsset(self.filepath, context, self)
    File "C:\Users\esima\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\import-daz\main.py", line 59, in getMainAsset
    main = parseAssetFile(struct, toplevel=True)
    File "C:\Users\esima\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\import-daz\file.py", line 277, in parseAssetFile
    return asset.parse(struct)
    File "C:\Users\esima\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\import-daz\file.py", line 104, in parse
    asset = self.parseUrlAsset(nstruct)
    File "C:\Users\esima\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\import-daz\asset.py", line 156, in parseUrlAsset
    return reportError(msg)
    File "C:\Users\esima\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\import-daz\error.py", line 82, in reportError
    raise DazError(msg)




    FILES VISITED:
    +FILE /g%3a/gia.duf


    INSTANCES:


    ASSETS:
    "/g%3a/gia.duf"
    <File /g%3a/gia.duf>


    "/g%3a/gia.duf#02_EOSALL.jpg-5"
    <Images /g%3a/gia.duf#02_EOSALL.jpg-5 r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#02_EOSBkFt.jpg-1"
    <Images /g%3a/gia.duf#02_EOSBkFt.jpg-1 r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#02_EOSLong.jpg"
    <Images /g%3a/gia.duf#02_EOSLong.jpg r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#02_EOSScalp.jpg"
    <Images /g%3a/gia.duf#02_EOSScalp.jpg r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#02_EOSTop.jpg"
    <Images /g%3a/gia.duf#02_EOSTop.jpg r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#Ankle_Strap"
    <Cycles /g%3a/gia.duf#Ankle_Strap r: None>


    "/g%3a/gia.duf#Ankle_Strap-1"
    <Cycles /g%3a/gia.duf#Ankle_Strap-1 r: None>


    "/g%3a/gia.duf#B_EOSALL.jpg-5"
    <Images /g%3a/gia.duf#B_EOSALL.jpg-5 r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#B_EOSBkFt.jpg-1"
    <Images /g%3a/gia.duf#B_EOSBkFt.jpg-1 r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#B_EOSLong.jpg"
    <Images /g%3a/gia.duf#B_EOSLong.jpg r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#B_EOSScalp.jpg"
    <Images /g%3a/gia.duf#B_EOSScalp.jpg r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#B_EOSTop.jpg"
    <Images /g%3a/gia.duf#B_EOSTop.jpg r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#BackHair"
    <Cycles /g%3a/gia.duf#BackHair r: None>


    "/g%3a/gia.duf#Buckle"
    <Cycles /g%3a/gia.duf#Buckle r: None>


    "/g%3a/gia.duf#Buckle-1"
    <Cycles /g%3a/gia.duf#Buckle-1 r: None>


    "/g%3a/gia.duf#Buckle_Strap"
    <Cycles /g%3a/gia.duf#Buckle_Strap r: None>


    "/g%3a/gia.duf#Buckle_Strap-1"
    <Cycles /g%3a/gia.duf#Buckle_Strap-1 r: None>


    "/g%3a/gia.duf#Cornea"
    <Cycles /g%3a/gia.duf#Cornea r: None>


    "/g%3a/gia.duf#DTHDR-RuinsB-500.hdr"
    <Images /g%3a/gia.duf#DTHDR-RuinsB-500.hdr r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#Decorative_Underside"
    <Cycles /g%3a/gia.duf#Decorative_Underside r: None>


    "/g%3a/gia.duf#Decorative_Underside-1"
    <Cycles /g%3a/gia.duf#Decorative_Underside-1 r: None>


    "/g%3a/gia.duf#EdgeArm"
    <Cycles /g%3a/gia.duf#EdgeArm r: None>


    "/g%3a/gia.duf#EdgeSkirt"
    <Cycles /g%3a/gia.duf#EdgeSkirt r: None>


    "/g%3a/gia.duf#EyeReflection"
    <Cycles /g%3a/gia.duf#EyeReflection r: None>


    "/g%3a/gia.duf#Eyelashes"
    <Cycles /g%3a/gia.duf#Eyelashes r: None>


    "/g%3a/gia.duf#Fine"
    <Cycles /g%3a/gia.duf#Fine r: None>


    "/g%3a/gia.duf#FrontHair"
    <Cycles /g%3a/gia.duf#FrontHair r: None>


    "/g%3a/gia.duf#Gia_Face_NM.tif-2"
    <Images /g%3a/gia.duf#Gia_Face_NM.tif-2 r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#Gia_Limbs_NM.tif-6"
    <Images /g%3a/gia.duf#Gia_Limbs_NM.tif-6 r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#Gia_Torso_NM.tif-5"
    <Images /g%3a/gia.duf#Gia_Torso_NM.tif-5 r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#Heel"
    <Cycles /g%3a/gia.duf#Heel r: None>


    "/g%3a/gia.duf#Heel-1"
    <Cycles /g%3a/gia.duf#Heel-1 r: None>


    "/g%3a/gia.duf#Heel_Tip"
    <Cycles /g%3a/gia.duf#Heel_Tip r: None>


    "/g%3a/gia.duf#Heel_Tip-1"
    <Cycles /g%3a/gia.duf#Heel_Tip-1 r: None>


    "/g%3a/gia.duf#Insole"
    <Cycles /g%3a/gia.duf#Insole r: None>


    "/g%3a/gia.duf#Insole-1"
    <Cycles /g%3a/gia.duf#Insole-1 r: None>


    "/g%3a/gia.duf#Leather_Strap"
    <Cycles /g%3a/gia.duf#Leather_Strap r: None>


    "/g%3a/gia.duf#Leather_Strap-1"
    <Cycles /g%3a/gia.duf#Leather_Strap-1 r: None>


    "/g%3a/gia.duf#Locks"
    <Cycles /g%3a/gia.duf#Locks r: None>


    "/g%3a/gia.duf#LongFine"
    <Cycles /g%3a/gia.duf#LongFine r: None>


    "/g%3a/gia.duf#LongHair"
    <Cycles /g%3a/gia.duf#LongHair r: None>


    "/g%3a/gia.duf#Over"
    <Cycles /g%3a/gia.duf#Over r: None>


    "/g%3a/gia.duf#Polished_Decorative_Leather"
    <Cycles /g%3a/gia.duf#Polished_Decorative_Leather r: None>


    "/g%3a/gia.duf#Polished_Decorative_Leather-1"
    <Cycles /g%3a/gia.duf#Polished_Decorative_Leather-1 r: None>


    "/g%3a/gia.duf#Ribbon"
    <Cycles /g%3a/gia.duf#Ribbon r: None>


    "/g%3a/gia.duf#RibbonEdge"
    <Cycles /g%3a/gia.duf#RibbonEdge r: None>


    "/g%3a/gia.duf#RyTiziana_eyes01.jpg-3"
    <Images /g%3a/gia.duf#RyTiziana_eyes01.jpg-3 r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#RyTiziana_eyesBU.jpg-3"
    <Images /g%3a/gia.duf#RyTiziana_eyesBU.jpg-3 r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#RyTiziana_face.jpg-2"
    <Images /g%3a/gia.duf#RyTiziana_face.jpg-2 r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#RyTiziana_faceBU.jpg-2"
    <Images /g%3a/gia.duf#RyTiziana_faceBU.jpg-2 r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#RyTiziana_faceS.jpg-4"
    <Images /g%3a/gia.duf#RyTiziana_faceS.jpg-4 r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#RyTiziana_faceS2.jpg"
    <Images /g%3a/gia.duf#RyTiziana_faceS2.jpg r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#RyTiziana_lashes.jpg"
    <Images /g%3a/gia.duf#RyTiziana_lashes.jpg r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#RyTiziana_lashesDis.jpg"
    <Images /g%3a/gia.duf#RyTiziana_lashesDis.jpg r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#RyTiziana_limbs.jpg-6"
    <Images /g%3a/gia.duf#RyTiziana_limbs.jpg-6 r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#RyTiziana_limbsBU.jpg-6"
    <Images /g%3a/gia.duf#RyTiziana_limbsBU.jpg-6 r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#RyTiziana_limbsS.jpg-13"
    <Images /g%3a/gia.duf#RyTiziana_limbsS.jpg-13 r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#RyTiziana_mouth.jpg-3"
    <Images /g%3a/gia.duf#RyTiziana_mouth.jpg-3 r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#RyTiziana_mouthBU.jpg-3"
    <Images /g%3a/gia.duf#RyTiziana_mouthBU.jpg-3 r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#RyTiziana_refl.jpg-2"
    <Images /g%3a/gia.duf#RyTiziana_refl.jpg-2 r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#RyTiziana_torso.jpg-5"
    <Images /g%3a/gia.duf#RyTiziana_torso.jpg-5 r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#RyTiziana_torsoBU.jpg-5"
    <Images /g%3a/gia.duf#RyTiziana_torsoBU.jpg-5 r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#RyTiziana_torsoS.jpg-11"
    <Images /g%3a/gia.duf#RyTiziana_torsoS.jpg-11 r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#Scalp"
    <Cycles /g%3a/gia.duf#Scalp r: None>


    "/g%3a/gia.duf#Skirt"
    <Cycles /g%3a/gia.duf#Skirt r: None>


    "/g%3a/gia.duf#Sleeve"
    <Cycles /g%3a/gia.duf#Sleeve r: None>


    "/g%3a/gia.duf#Sole"
    <Cycles /g%3a/gia.duf#Sole r: None>


    "/g%3a/gia.duf#Sole-1"
    <Cycles /g%3a/gia.duf#Sole-1 r: None>


    "/g%3a/gia.duf#T_EOSALL.jpg-5"
    <Images /g%3a/gia.duf#T_EOSALL.jpg-5 r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#T_EOSBkFt.jpg-1"
    <Images /g%3a/gia.duf#T_EOSBkFt.jpg-1 r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#T_EOSLong.jpg"
    <Images /g%3a/gia.duf#T_EOSLong.jpg r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#T_EOSScalp.jpg"
    <Images /g%3a/gia.duf#T_EOSScalp.jpg r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#T_EOSTop.jpg"
    <Images /g%3a/gia.duf#T_EOSTop.jpg r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#Tear"
    <Cycles /g%3a/gia.duf#Tear r: None>


    "/g%3a/gia.duf#Tine"
    <Cycles /g%3a/gia.duf#Tine r: None>


    "/g%3a/gia.duf#Tine-1"
    <Cycles /g%3a/gia.duf#Tine-1 r: None>


    "/g%3a/gia.duf#Top"
    <Cycles /g%3a/gia.duf#Top r: None>


    "/g%3a/gia.duf#TopHair"
    <Cycles /g%3a/gia.duf#TopHair r: None>


    "/g%3a/gia.duf#fineR"
    <Cycles /g%3a/gia.duf#fineR r: None>


    "/g%3a/gia.duf#sDarcyDress01.jpg-6"
    <Images /g%3a/gia.duf#sDarcyDress01.jpg-6 r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#sDarcyDress01B.jpg-6"
    <Images /g%3a/gia.duf#sDarcyDress01B.jpg-6 r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#sDarcyDress01S.jpg-6"
    <Images /g%3a/gia.duf#sDarcyDress01S.jpg-6 r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#sDarcyDressT.jpg-1"
    <Images /g%3a/gia.duf#sDarcyDressT.jpg-1 r: [<Map None False (1, 1, 1)>]>


    "/g%3a/gia.duf#strandL1"
    <Cycles /g%3a/gia.duf#strandL1 r: None>



  11. #51
    Member
    Join Date
    Oct 2013
    Location
    Tellus
    Posts
    328
    and btw, what is the adventage with this exporter / Importer compared with mcjTeleblender ?



  12. #52
    Hi esimacio,

    You must tell the importer about the DAZ library paths in the Settings panel, in the DAZ library paths section, see http://diffeomorphic.blogspot.se/p/s...-panel_17.html . The importer makes a guess which works for the standard DS installation on Windows 7, but if you change the base paths in DS, the importer will not know about it automatically. In your case, the imported .duf file is located on G:\. Perhaps you have put your assets on G: as well.

    I cannot compare with Teleblender because I haven't tried it and I hadn't heard about it until recently.



  13. #53
    Member
    Join Date
    Mar 2013
    Location
    ...3d cursor...
    Posts
    79
    mcjTeleblender has not been updated for sometime, I think 4 years now. DAZ has been updated twice. Have not had a chance to check it out yet, but going to soon.



  14. #54
    Member
    Join Date
    Oct 2013
    Location
    Tellus
    Posts
    328
    Originally Posted by XYZero View Post
    mcjTeleblender has not been updated for sometime, I think 4 years now. DAZ has been updated twice. Have not had a chance to check it out yet, but going to soon.
    That is not correct at all. this is a quote from the update log:

    " Jul 21, 2017, 11:48 PMmcjTeleBlender was updated - version 3.16"




  15. #55
    Member
    Join Date
    Oct 2013
    Location
    Tellus
    Posts
    328
    Daz Importer is very hard to setup, to get the right paths, so far no prevail.



  16. #56
    I added a documentation page on how to deal with DAZ assets in non-standard locations, such as an external hard drive:

    http://diffeomorphic.blogspot.se/p/s...ary-paths.html.

    In the development version, a link to this page is included in the error message. Hopefully this will make it easier to set up the relevant paths.



  17. #57
    Member
    Join Date
    Oct 2013
    Location
    Tellus
    Posts
    328
    Originally Posted by ThomasL View Post
    I added a documentation page on how to deal with DAZ assets in non-standard locations, such as an external hard drive:

    http://diffeomorphic.blogspot.se/p/s...ary-paths.html.

    In the development version, a link to this page is included in the error message. Hopefully this will make it easier to set up the relevant paths.
    Tack Grabben :-)



  18. #58
    I never use Daz before, because every thing in Daz is for sale including face morph, but seeing that I can convert the rig to MHX I installed daz to try it, wow I spent five days trying to make this add-on work, but finally I found out the mistake we beginners have been making.
    1) if you download the Daz content from internet the content goes to C:\Users\Username\Documents\DAZ 3D\Studio\My Daz Connect Library\data\cloud, so you must copy all the contents to where you want them. ie C:\Users\Username\Documents\DAZ 3D\Studio\My Library\Scenes (inside cloud folder you may find folder with number names, open all of them and copy the content to desire location)
    2) You must add that location in blender, in above case you should add C:\Users\Username\Documents\DAZ 3D\Studio\My Library\Scenes to the addon, DAZ runtime> Settings> path to DAZ library.
    Last edited by danhaske; 10-Nov-17 at 04:27.



  19. #59
    Mr. Thomas I found out that import from faceshift function have been removed, and if I animate the character using makewalk the clothes doesn't follow
    Last edited by danhaske; 10-Nov-17 at 04:29.



  20. #60
    esimacio I never use mcjteleblender but i know what MHX can do, if you convert the rig to mhx you can easily load mocap to your character using makewalk, you can also load moho viseme to your character, which mean in few minutes you can have Daz character walking and talking in blender. In mhx2 you can load faceshift data to your character easily. I tested faceshift feature with makehuman I don't know why I can't find it in this addon
    Last edited by danhaske; 10-Nov-17 at 04:31.



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