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© 2024 Daz Productions Inc. All Rights Reserved.
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I apologize, I'm a bit confused by what you're referring to specifically. So that I can assist you in greater depth, would you mind opening a ticket regarding this matter?:
https://helpdaz.zendesk.com/hc/en-us/requests/new
As you are all aware, when installing Daz to Blender Bridge thru' DIM, the folder/files (DTB) are installed into "C:\Users\[yourname]\AppData\Roaming\Blender Foundation\Blender\version\scripts\addon\DTB". In the DIM interface it is possible to set the path to Blender, using the "Advanced" section, then "Applications".
I personally do not use the Blender installer (exe), rather opting for the ZIP file that I may extract, allowing me to place Blender on any drive of my choosing. So, installing into the default "AppData" area is of no use to me what so ever.
My question is this. Is it possible to amend the installer code to use the defined path from DIM? Then everyone, whether they use the installer or not, will have the files in the correct place.
This is not a critiscism, merely an observation and a question raising food for thought. Ultimately for everyones benefit.
Thanks for listeneng. I look forward to a positive response.
@BackDoor3D
I don't know if it's the same convention, but as far as I know, the location where Blender is installed is independent of its configuration data. So, no matter where you install Blender's executable, the addon directories will always be where you indicated.
@TheMysteryIsThePoint
While I agree with your statement, it is only true if you use the Windows Installer (exe) for Blender, and install on any drive of your choosing, say for example on D:\ drive. Regardless of where you install Blender, DIM will always install the Daz to Blender Bridge folder/files in "C:\Users\[yourname]\AppData\Roaming\Blender Foundation\Blender\version\scripts\addon\DTB".
My point is this; I do not use the Windows Installer, rather opting to download the ZIP file version (Portable) then extract to my desired location, say D:\ Drive under a Blender 2.93 folder, which contains the "config" folder where the addons are installed.
Making setting the Path to Blender in DIM "Applications" useless. As by default regardless of where Blender is located, DIM always puts the Daz to Blender Bridge files in the folder under "AppdData" on the C:\ drive.
The only time the Blender configuration files are independent, is when you use the Windows Installer. I do not. Many people/artists I know only use the ZIP file, and NOT the EXE.
On a side note, I even have a version of Blender on a USB stick so I can take it anywhere.
Anyway, only my humble opinion, knowing that nothing will change......
Sorry, BackDoor3D, but that is just not true...
As a Blender ZIP ONLY user for well over a decade (still use 2.49 as well) who has currently around 50 different iterations (including a bunch of Graphicall test builds) coexisting side-by-side, they ALL use the Windows AppData folder (execpt a couple I have set up specifically with the self-mainting trick).
I use a shared folder enable/disable workflow for each series (2.5x / 2.6x / 2.7x / 2.8x / 2.9x) based on simple disabling of folder with ' # ' before each version number (and ' _useageNamingConvention ' after each version number) when switching between identical series numbers for working on different work or coding duties with a database tracking list.
Yes, it is convoluted, and definitely not recommended for anyone, but I am an advanced user who likes to do things the hard way.
Why/How ALL data (from ZIP non-installs) ends up in the AppData folder is propagted by the saving of either the Blender UI, or User Preferences (including addons) which auto-creates the Blender AppData folders, and uses as a first check at startup.
However, this can be circumvented by setting up the AppData folder structure inside of Blender (wherever you have it 'installed') which will negate Blender creating/saving to the hidden AppData folders, not finding them on first check, and finding them within Blender on the second check and loading from there.
Having said all this, I agree with you regarding DIM, and a change needed for those who want control of their installs.
As someone who does not use DIM, and hand-installs everything (DTB from Github for this example), It does not affect me, but it should be user controlled and not a forced hard-coded attribute.
Hell, this was the initial reason why I took up the mantle to code the Blender-Daz morphing bridge -- the original author hard-coded the interchange folder based on his system and naming convention. It was the first thing I changed to make it a dynamic user created/selected folder structure wherever they wanted/needed...
From reading your last post, it sounds like you are using the self-contained saved data structure within Blender, hence why it is important that your request is heard.
I wish this was the default way Blender handles the save-data, but sadly it is not, and I only found out about the self-contained method around 5-7 years ago, and I was already stubbornly set in my old cantankerous ways...
@DaremoK3
Thank you for the reply.
I totally agree with you. Problem is, I did not explain it as well as you did.
I too am a long time Blender user.
Also, I am so glad fo find someone who agrees with me about the hard coding in DIM fot the Daz to Blender Bridge, and the need to change it.
@DaremoK3
I too use a similar method to "self contain" the Blender configurations files within my Bkender folder. However, I don't setup an "AppData' folder, rather, I create a folder named "config" in "D:\Apps\[blender-version]\blender-windows64\2.xx'.
Which does exactly the same thing. For example: D:\Apps\blender-2.93.0-windows-x64\blender-windows64\2.93\config
Hopefully you are able to make some noise and have the "hard coding" changed to use the path specified in DIM.
Yes, BackDoor3D, you are completely correct -- That is the self-contained trick. I was away from my workbox writing earlier on my Linux laptop, and did not remember the name of the 'config' folder.
I meant that anyone following this, besides you who already knows it, would have to emulate what Blender sets up in the AppData folder.
You are right that only the config folder is the needed add, as all other folders (scripts sub-folders) will then be read from that version without conflicts with any other builds of identical version numbering.
Now that I am sitting at my workbox coding, I had a chance to look at both my Blender software folder and my AppData folder -- I was wrong, and really undersold my builds. I have 79 working AppData folders (many are shared version folders), and 99 Blender ZIP 'installs' -- I would have 100, but Blender 2.93 won't run on my antiquated Windows 7 box, so it still sits in it's lonely ZIP until any foreseeable future...
Regarding making some noise. Well, only the DTB developers, along with the Daz DIM devs are in control of that future, but...
NOISE... NOISE... NOISE... NOISE... NOISE... NOISE...
You hear that Daz?
How about adjusting the code to let users install where they need it to go?
@DaremoK3
I wouldn't hold your breath waiting for them to change anything. You'd probably run out of oxygen.......LOL
Hello,
When I send character into Blender via Bridge morphs are unfortunately added only to main mesh, but missing on Eyelashes, Hair and Clothing meshes (as you can see on attached file). It seems that sometimes small percentage of morphs go through and I have FBMBodybuilderSize on Eyelashes (which seems to be irrelevant) and EyeClosed. But no expressions like Wink HD, Weight or anything else. Clothing is completely blank. Tested with Genesis 8-1 and 8 figures.
My target platform is Unity and till now I've been using classic workflow. Export FBX from DAZ (loading desired morphs through csv there), Import FBX to Blender. Run my Python script to get rid of same materials. And save as FBX and import to Unity. It works fine and all morphs/blendshapes on all meshes are preserved. However this workflow has one flaw. It messes bone rotations a bit. So Bridge looks like a nice alternative if I would be able to preserve all morphs.
Not sure how it works but maybe add some option to Import settings to not interfere with morphs on meshes and leave it as it is, if Blender might be just your transit station where you don't need to set them through sliders?
thanks to this bridge my days last twice as long
I can't get the Daz to Blender script to show up in Daz Studio. Its only showing Daz to Bryce and Daz to Hexogen. I reinstalled the script in Daz Central. And its added in Blender, just can't find it in Daz3D.
My first DAZ to Blender import obviously needs some work. Perhaps I was too confident to import a posed, morphed figure on my first try? LOL
Any tips would be most welcome!
Much better on my second attempt. Still, I wish there was a bit more detail docs on what to select going out of Daz and on the Blender addon ui. Still, this is a great service you've built!
Hi!
Is there any way to import .duf files directly into Blender to pose and render in there?
Unfortunately, my DAZ Studio 4.20 is totally kaput and unusable at this time. There are techs working with me to T/S D|S for the issues, but I can't afford to wait around to get it fixed. It is able to load some things, like .obj files. However, it cannot load the figure I want to use at all so that I can export a posed character as an .obj file, so that option is completely out. There is no associate .obj file hidden in a Geometries folder that I can find anywhere.
What I need is to import a figure directly into Blender using the product's .duf file where I might be able to convert to a model that Blend works with and try posing it there.
Can anyone help, please!?
Thanks in advance,
Ryuu
I am stuck within the installation process: Which path I have to choose, please? To Blender? To Daz3d?
thanks
Erich
I have used Daz to Blender bridge for over a year now, but since some recent update (Daz or Blender? not sure) the Bridge no longer appears in my Blender (in Daz it is fine). I thought maybe I need to reinstall the add on in Blender since the update, but I can't find the Daz to Blender add-on in the Blender preferences anymore. I tried re-installing the Daz to Blender bridge, but this didn't make any difference. Can anyone help?
Yes, both the DazToBlender Bridge and Blender have had major updates in the past year and again in the past few weeks. If you are now using Blender 3.x, then you will need to make sure you are using the latest version of the DazToBlender Bridge. Please note that there is a major rewrite of the Daz Bridges going on, and there are new menu options, interface and installation directions to follow. Please refer to the release thread for more information on what has changed and how to use the updated DazToBlender bridge:
https://www.daz3d.com/forums/discussion/572806/official-daztoblender-bridge-2022-what-s-new-and-how-to-use-it
Good luck!
I used the Daz2Blender Bridge to import a commercial character of the Genesis 8 Male into Blender3D version 3.2 (nVidia Omniverse flavour).
I get these distorted hands when the file is transferred.
I know that if the problem occured inside Daz Studio, the fix is to Adjust Rigging To Shape inside DS.
However, the problem exists inside Blender3D, not DS. Inside DS, the morph character is fine.
Is there a setting inside Blender3D that I can use to fix the distorted hands ? Please advise me, thanks.
(Am using latest version of the DazToBelnder bridge with DS Pro 4.2
Please provide the following information so I can better understand and reproduce your problem:
Until I have the above information to figure out what is going on, here is some general advice:
Hope this helps. Please do not forget to provide answers to above numbered list if you are still having problems. Good luck.
Thank you so much for your detailed information. I beleve my error was not zero-ing the figure before I sent the content across to Blender. I had sent across a file with an animated timeline.
I used the figure and character morph at zero pose (character still applied), and the transfer is without distortion in the hands.
For reference, here aremy responses to your information requests
dzblenderbridge.dll
version 2022.1.9.30
Daz Studio Pro
4.20.1.17
Blender add-on
Import-Export : DazToBlender
version 2022.1.1
Scene figure: Genesis 8 Male
Character morph and shader set: Yuzuru
Hair: Yuzuru hair
Lucidity clothing set: pants and shirt
Jasper Black clothing set: boots
Hippusuta clothing set: headphones
Steps prior to sending to Blender:
Set up scene with figure character and background props
Pose figure (noted should have been in zero default pose)
Save scene
Send To Daz To Blender
(See screenshots of options I selected)
Steps inside Blender:
Open DazToBlender drawer tab
Import New Genesis Figure
(See screenshots)
This is what the zeroed character looks like upon import into Blender
I saved the Blend file. I tested by opening the Blend file up as a fresh Blender scene. Everything is in order now.
I've been following the development of this with great interest. However, I've noticed there are some long-standing issues in Blender:
• Why does the imported figure have incorrectly placed custom bones for the lowerjaw and the ears? The head custom bone is also really tiny
• When clicking the "to Rigify" button, many face bones are scattered all around the character. There is also no head bone control (apparently)
I am curious as to why there haven't been any updates on this. Surely, the first point is purely cosmetic and anyone who knows can fix it. However, it does make a user wonder, "if this is broken, I wonder what else is?"
I have tried other alternatives, as I am looking to have Daz figures with all the morphs, flexions and JCMs imported into Blender and working on Rigify with drivers. At the moment, all these apps have some problems or lack certain features to make this possible.
I am able to do the process of importing on my own partly by hand and partly with the aid of some scripts, but all these apps and plugins have the promise to make this tedious manual process an automated solution with a few clicks. I guess I will continue to wait with crossed fingers...
Why are my buttons scattered everywhere when using the bridge?
Can I use Daz shaders in Blender?
Hey, is the latest Daz to Blender plugin working well and stable with blender 3.4? thanks
last time i tried with blender 3.3 and daz 4.20 it wasn't working