ok, so i was able to export from Daz to Blender, and Import into Blender. But whre are the exported files stored? I imagine these exported files are not needed once they are imported and saved in Blender. So how do I go about deleting them? Where are they written? I'm talking about when you run the export from the Daz side. It just seems to export some mystery place and there is no dialog box telling me where they are stored.
ok, so i was able to export from Daz to Blender, and Import into Blender. But whre are the exported files stored? I imagine these exported files are not needed once they are imported and saved in Blender. So how do I go about deleting them? Where are they written? I'm talking about when you run the export from the Daz side. It just seems to export some mystery place and there is no dialog box telling me where they are stored.
On Windows, for me at least, the intermediate OBJ and FBX files are dumped into C:\Users\<your user name>\Documents\DTB. Not very polite or well behaved to not clean up after itself, to ask you where you want them to be put, or at least give you a message to tell you where they are so you can clean up yourself, especially since some of these files can be enormous, but there you have it.
I don't get it, is there some tutorial for blender bridge? BEcause it sure as hell doesn't do anything for me. It doesn't even ask for a save location, or export location, where is the output? It's just a long sequence of progress bars after which nothing happens it just goes away.
Am I supposed to guess where is the output? Ridicilous.
I don't get it, is there some tutorial for blender bridge? BEcause it sure as hell doesn't do anything for me. It doesn't even ask for a save location, or export location, where is the output? It's just a long sequence of progress bars after which nothing happens it just goes away.
Am I supposed to guess where is the output? Ridicilous.
So the instructions say to choose the Bridge from the Scripts menu...but I don't see a Scripts menu. Is this because I'm on a Mac? I'm using Studio 4.12. But I'm on a Mac with Sierra, not High Sierra. Does the OS make a difference?
I don't get it, is there some tutorial for blender bridge? BEcause it sure as hell doesn't do anything for me. It doesn't even ask for a save location, or export location, where is the output? It's just a long sequence of progress bars after which nothing happens it just goes away.
Am I supposed to guess where is the output? Ridicilous.
That says nothing about the location of the exported fiels, plus I Have no such panel in the 3D view in blender that the tutorial talks about. Was that supposed to be added by the installer? In that case it didn't work.
I don't get it, is there some tutorial for blender bridge? BEcause it sure as hell doesn't do anything for me. It doesn't even ask for a save location, or export location, where is the output? It's just a long sequence of progress bars after which nothing happens it just goes away.
Am I supposed to guess where is the output? Ridicilous.
That says nothing about the location of the exported fiels, plus I Have no such panel in the 3D view in blender that the tutorial talks about. Was that supposed to be added by the installer? In that case it didn't work.
It took me some time before I figured that out, but there's a tiny triangel in the upper left corner that show the tabs (if all is installed right...)
I don't get it, is there some tutorial for blender bridge? BEcause it sure as hell doesn't do anything for me. It doesn't even ask for a save location, or export location, where is the output? It's just a long sequence of progress bars after which nothing happens it just goes away.
Am I supposed to guess where is the output? Ridicilous.
Yes, the design is a little unfriendly. The ouputs go to a directory that the Blender-side script knows about, and so you don't need to know what that directory is in order to import it. I suspect that that's one of the first things that is going to change when people get their hands on the source.
A render made in Blender Cycles with the blend file associated with the DAZ product. Rendered with filmic high contrast.
I just add yellow walls (diffuse only + glossy) and ground. Bar is missing in the blend file
oops it does not display the picture.
Sincerely I dont see any value added. Blend file is durty. All texturing must be redone because most of time DAZ textures are not beautiful. Positive point for this diner product: the modeling is perfect.
Sincerely I dont see any value added. Blend file is durty. All texturing must be redone because most of time DAZ textures are not beautiful. Positive point for this diner product: the modeling is perfect.
You might want to try Diffeo + Alembic. Diffeo handles materials much, much better, and Alembic is vertex perfect. If you're following the Alembic Exporter thread, we are rapidly closing in on one-click materials.
I got the Bridge working and it's looking quite good (I expecially like the support for applying poses from the DS library), but I did immediately hit a problem with clothing fit. I dressed Michael 8 in the simple shorts from the starter essentials and they fit perfectly well in DS, but when they arrive in Blender there is considerable poke-through.
Any hints for fixing? (Or am I doing something wrong at the export end?)
Attached are a screenshot of the imported M8 and three Cycles renders after applying poses.
Figure initially imported fine. Every time I close out and open up the program it loses the face texture for Gen 8 Female. Gen 8 Male doesn't seem to have this problem.
I usually would be able to solve this issue in Blender by hitting File>External Data> Find Missing Files, but I don't know where I would direct Blender's search and if the file for the face texture is even in a compatible format.
Figure initially imported fine. Every time I close out and open up the program it loses the face texture for Gen 8 Female. Gen 8 Male doesn't seem to have this problem.
I usually would be able to solve this issue in Blender by hitting File>External Data> Find Missing Files, but I don't know where I would direct Blender's search and if the file for the face texture is even in a compatible format.
This happens to me too, or when I append a character into another scene since we can only bring in one at a time. I tried to just bring in the regular textures and it didn't look the same as when I imported the character.
Figure initially imported fine. Every time I close out and open up the program it loses the face texture for Gen 8 Female. Gen 8 Male doesn't seem to have this problem.
I usually would be able to solve this issue in Blender by hitting File>External Data> Find Missing Files, but I don't know where I would direct Blender's search and if the file for the face texture is even in a compatible format.
This happens to me too, or when I append a character into another scene since we can only bring in one at a time. I tried to just bring in the regular textures and it didn't look the same as when I imported the character.
File | External Data | Pack all into .blend
You can also Append/Link materials (or anything else) from other .blend files.
Sincerely I dont see any value added. Blend file is durty. All texturing must be redone because most of time DAZ textures are not beautiful. Positive point for this diner product: the modeling is perfect.
You might want to try Diffeo + Alembic. Diffeo handles materials much, much better, and Alembic is vertex perfect. If you're following the Alembic Exporter thread, we are rapidly closing in on one-click materials.
Thank you !
But I redo all texturing with Substance Painter each time I use DAZ assets. DAZ textures are most time shit !
About DAZ model to many time they are also bad quality. So bad we can use displacement maps.
I got the Bridge working and it's looking quite good (I expecially like the support for applying poses from the DS library), but I did immediately hit a problem with clothing fit. I dressed Michael 8 in the simple shorts from the starter essentials and they fit perfectly well in DS, but when they arrive in Blender there is considerable poke-through.
Any hints for fixing? (Or am I doing something wrong at the export end?)
Attached are a screenshot of the imported M8 and three Cycles renders after applying poses.
Try to add a solidify modifer in Blender (thickness -0.01 to -0.03). But the best way is to delete faces under the garment. Surfaces over surfaces is not a good design specially for rendering
ok, so i was able to export from Daz to Blender, and Import into Blender. But whre are the exported files stored? I imagine these exported files are not needed once they are imported and saved in Blender. So how do I go about deleting them? Where are they written? I'm talking about when you run the export from the Daz side. It just seems to export some mystery place and there is no dialog box telling me where they are stored.
On Windows, for me at least, the intermediate OBJ and FBX files are dumped into C:\Users\<your user name>\Documents\DTB. Not very polite or well behaved to not clean up after itself, to ask you where you want them to be put, or at least give you a message to tell you where they are so you can clean up yourself, especially since some of these files can be enormous, but there you have it.
Ahh, thanks for finding that, i had looked in my Documents directory but missed that DTB somehow! And yes the files are pretty big, my first figure exported was 222 MB. I'll definitely be keeping that directory cleaned up, my C drive is only 500GB, with only 150GB free right now. I would love to be able to change the default location of this export to my D drive, hopefully that will be one of the changes they make to the code in a future update.
I got the Bridge working and it's looking quite good (I expecially like the support for applying poses from the DS library), but I did immediately hit a problem with clothing fit. I dressed Michael 8 in the simple shorts from the starter essentials and they fit perfectly well in DS, but when they arrive in Blender there is considerable poke-through.
Any hints for fixing? (Or am I doing something wrong at the export end?)
Attached are a screenshot of the imported M8 and three Cycles renders after applying poses.
It probably used smoothing in in DS to fit perfectly. Sadly Blender does not have smoothing with collision.
Your 2 simplest options imo:
in DS before exporting use "bake smoothed morphs" to and bake the smoothing for the morph, in this instance you would uncheck everything except the michael body morph (I also find this tool so generally useful that I have it saved to a custom toolbar so I dont have to click through menus to get to it)
In blender select the clothing or figure and enter sculpt mode. The inflate brush in particular is very good at pulling out or pushing in your mesh just a little bit. I personally find this much easier and less likely to cause isses than deleting polygons (which will somtimes mess up yr shapekeys)
as mentioned adding a solidify modifier is another good option - though on complex meshes can be weird if a mesh already has solid elements there can be artefacts - on the other hand if your starting from a thin mesh it can just make the model look better anyway and can be worth adding even without pokethrough.
I got the Bridge working and it's looking quite good (I expecially like the support for applying poses from the DS library), but I did immediately hit a problem with clothing fit. I dressed Michael 8 in the simple shorts from the starter essentials and they fit perfectly well in DS, but when they arrive in Blender there is considerable poke-through.
Any hints for fixing? (Or am I doing something wrong at the export end?)
Attached are a screenshot of the imported M8 and three Cycles renders after applying poses.
Try to add a solidify modifer in Blender (thickness -0.01 to -0.03). But the best way is to delete faces under the garment. Surfaces over surfaces is not a good design specially for rendering
I got the Bridge working and it's looking quite good (I expecially like the support for applying poses from the DS library), but I did immediately hit a problem with clothing fit. I dressed Michael 8 in the simple shorts from the starter essentials and they fit perfectly well in DS, but when they arrive in Blender there is considerable poke-through.
Any hints for fixing? (Or am I doing something wrong at the export end?)
Attached are a screenshot of the imported M8 and three Cycles renders after applying poses.
It probably used smoothing in in DS to fit perfectly. Sadly Blender does not have smoothing with collision.
Your 2 simplest options imo:
in DS before exporting use "bake smoothed morphs" to and bake the smoothing for the morph, in this instance you would uncheck everything except the michael body morph (I also find this tool so generally useful that I have it saved to a custom toolbar so I dont have to click through menus to get to it)
In blender select the clothing or figure and enter sculpt mode. The inflate brush in particular is very good at pulling out or pushing in your mesh just a little bit. I personally find this much easier and less likely to cause isses than deleting polygons (which will somtimes mess up yr shapekeys)
as mentioned adding a solidify modifier is another good option - though on complex meshes can be weird if a mesh already has solid elements there can be artefacts - on the other hand if your starting from a thin mesh it can just make the model look better anyway and can be worth adding even without pokethrough.
Ah, that also sounds promising. I actually tried a bit of scaling in Blender, but it didn't really work out - sculpting may well be a better solution, if the morph baking doesn't solve it.
So I found the Script tab and was able to export a figure via the Bridge. But there is no corresponding Bridge tab in Blender. I open the little arrow and I don't see the tab depicted in the tutorial video. And when I go into preferences and add-ons there is no Daz related add-on. Any suggestions?
So I found the Script tab and was able to export a figure via the Bridge. But there is no corresponding Bridge tab in Blender. I open the little arrow and I don't see the tab depicted in the tutorial video. And when I go into preferences and add-ons there is no Daz related add-on. Any suggestions?
I don't get it, is there some tutorial for blender bridge? BEcause it sure as hell doesn't do anything for me. It doesn't even ask for a save location, or export location, where is the output? It's just a long sequence of progress bars after which nothing happens it just goes away.
Am I supposed to guess where is the output? Ridicilous.
So I found the Script tab and was able to export a figure via the Bridge. But there is no corresponding Bridge tab in Blender. I open the little arrow and I don't see the tab depicted in the tutorial video. And when I go into preferences and add-ons there is no Daz related add-on. Any suggestions?
The add on isn't in the list of add ons in the Blender preferences. What is the bridge file named? Maybe I can manually direct the preferences to find it?
So I found the Script tab and was able to export a figure via the Bridge. But there is no corresponding Bridge tab in Blender. I open the little arrow and I don't see the tab depicted in the tutorial video. And when I go into preferences and add-ons there is no Daz related add-on. Any suggestions?
The add on isn't in the list of add ons in the Blender preferences. What is the bridge file named? Maybe I can manually direct the preferences to find it?
Search for this file DTB_v280-283.zip or just go to DIM, look where the bridge is saved and you'll find this file. Drag it into the install page in the preferences tab and you're good to go.
Well great, Blend Files but rather than redownloading or manually downloading blend files I'd like Blender to be added to DIM application path, and a DIM Blender download path, and a Blender Content Library Path and Blender specific Install ZIPs for our existing products that have .Blend files available. That'd be totally awesome.
Blender content checkbox and Application adding are there, but not the download paths.
Comments
ok, so i was able to export from Daz to Blender, and Import into Blender. But whre are the exported files stored? I imagine these exported files are not needed once they are imported and saved in Blender. So how do I go about deleting them? Where are they written? I'm talking about when you run the export from the Daz side. It just seems to export some mystery place and there is no dialog box telling me where they are stored.
On Windows, for me at least, the intermediate OBJ and FBX files are dumped into C:\Users\<your user name>\Documents\DTB. Not very polite or well behaved to not clean up after itself, to ask you where you want them to be put, or at least give you a message to tell you where they are so you can clean up yourself, especially since some of these files can be enormous, but there you have it.
Why is The G8 figure this giant in Blender. And it's not possible to resize it?
I don't get it, is there some tutorial for blender bridge? BEcause it sure as hell doesn't do anything for me. It doesn't even ask for a save location, or export location, where is the output? It's just a long sequence of progress bars after which nothing happens it just goes away.
Am I supposed to guess where is the output? Ridicilous.
Here is the tutorial: https://drive.google.com/file/d/16helhf0K9RDGt_45rvoG1fy8rXG0JXNI/view
So the instructions say to choose the Bridge from the Scripts menu...but I don't see a Scripts menu. Is this because I'm on a Mac? I'm using Studio 4.12. But I'm on a Mac with Sierra, not High Sierra. Does the OS make a difference?
That says nothing about the location of the exported fiels, plus I Have no such panel in the 3D view in blender that the tutorial talks about. Was that supposed to be added by the installer? In that case it didn't work.
It took me some time before I figured that out, but there's a tiny triangel in the upper left corner that show the tabs (if all is installed right...)
Yes, the design is a little unfriendly. The ouputs go to a directory that the Blender-side script knows about, and so you don't need to know what that directory is in order to import it. I suspect that that's one of the first things that is going to change when people get their hands on the source.
A render made in Blender Cycles with the blend file associated with the DAZ product. Rendered with filmic high contrast.
I just add yellow walls (diffuse only + glossy) and ground. Bar is missing in the blend file
oops it does not display the picture.
Sincerely I dont see any value added. Blend file is durty. All texturing must be redone because most of time DAZ textures are not beautiful. Positive point for this diner product: the modeling is perfect.
You might want to try Diffeo + Alembic. Diffeo handles materials much, much better, and Alembic is vertex perfect. If you're following the Alembic Exporter thread, we are rapidly closing in on one-click materials.
I got the Bridge working and it's looking quite good (I expecially like the support for applying poses from the DS library), but I did immediately hit a problem with clothing fit. I dressed Michael 8 in the simple shorts from the starter essentials and they fit perfectly well in DS, but when they arrive in Blender there is considerable poke-through.
Any hints for fixing? (Or am I doing something wrong at the export end?)
Attached are a screenshot of the imported M8 and three Cycles renders after applying poses.
Figure initially imported fine. Every time I close out and open up the program it loses the face texture for Gen 8 Female. Gen 8 Male doesn't seem to have this problem.
I usually would be able to solve this issue in Blender by hitting File>External Data> Find Missing Files, but I don't know where I would direct Blender's search and if the file for the face texture is even in a compatible format.
This happens to me too, or when I append a character into another scene since we can only bring in one at a time. I tried to just bring in the regular textures and it didn't look the same as when I imported the character.
File | External Data | Pack all into .blend
You can also Append/Link materials (or anything else) from other .blend files.
Thank you !
But I redo all texturing with Substance Painter each time I use DAZ assets. DAZ textures are most time shit !
About DAZ model to many time they are also bad quality. So bad we can use displacement maps.
Try to add a solidify modifer in Blender (thickness -0.01 to -0.03). But the best way is to delete faces under the garment. Surfaces over surfaces is not a good design specially for rendering
Ahh, thanks for finding that, i had looked in my Documents directory but missed that DTB somehow! And yes the files are pretty big, my first figure exported was 222 MB. I'll definitely be keeping that directory cleaned up, my C drive is only 500GB, with only 150GB free right now. I would love to be able to change the default location of this export to my D drive, hopefully that will be one of the changes they make to the code in a future update.
It probably used smoothing in in DS to fit perfectly. Sadly Blender does not have smoothing with collision.
Your 2 simplest options imo:
in DS before exporting use "bake smoothed morphs" to and bake the smoothing for the morph, in this instance you would uncheck everything except the michael body morph (I also find this tool so generally useful that I have it saved to a custom toolbar so I dont have to click through menus to get to it)
In blender select the clothing or figure and enter sculpt mode. The inflate brush in particular is very good at pulling out or pushing in your mesh just a little bit. I personally find this much easier and less likely to cause isses than deleting polygons (which will somtimes mess up yr shapekeys)
as mentioned adding a solidify modifier is another good option - though on complex meshes can be weird if a mesh already has solid elements there can be artefacts - on the other hand if your starting from a thin mesh it can just make the model look better anyway and can be worth adding even without pokethrough.
Thanks for that tip.
Ah, that also sounds promising. I actually tried a bit of scaling in Blender, but it didn't really work out - sculpting may well be a better solution, if the morph baking doesn't solve it.
Thanks very much for giving me some ideas.
So I found the Script tab and was able to export a figure via the Bridge. But there is no corresponding Bridge tab in Blender. I open the little arrow and I don't see the tab depicted in the tutorial video. And when I go into preferences and add-ons there is no Daz related add-on. Any suggestions?
Thanks:-)
How do I Import the DAZ file into Blender without scaling up the figure?
Nevermind---I see it's discussed in the Blender Bug thread.
The add on isn't in the list of add ons in the Blender preferences. What is the bridge file named? Maybe I can manually direct the preferences to find it?
Search for this file DTB_v280-283.zip or just go to DIM, look where the bridge is saved and you'll find this file. Drag it into the install page in the preferences tab and you're good to go.
Blender content checkbox and Application adding are there, but not the download paths.
Import the post by file name? I can hardly find them in studio.....this ought to be interesting.