Daz to Cinema 4D Bridge - Meet the Team
DAZ_sam
Posts: 170
To know more about the new Bridge team look at the general discussion here:
https://www.daz3d.com/forums/discussion/469326/daz-bridge-support-is-here
Please post any questions Regarding Daz to Cinema 4D here.
Public Repo is here:
https://github.com/daz3d/DazToC4D
Technical Artist/Project Lead - @DAZ_sam
Software Engineer - @DAZ_vish
Customer Service Agent - @Razzle-Dazzle3D
Post edited by Richard Haseltine on
Comments
Are there plans to have the Daz to C4D bridge include animations?
Convert materials to Redshift is broken in the new version, while using c4d 420. Trying to test with r23 but import is painfully slow. Somehow worked seamlessly in the previous version. It just converts a single material, not all of them. Regardless of what's selected.
Upgraded to 1.1 today.
The plugin still is not showing up for me in R23.
In R21 morphs are working again, but now I can't get Auto-IK to work at all. It keeps on telling me to wait, with all of the buttons greyed out, BUT it allows me to convert materials ebven though that button is also greyed out..
Any thoughts? I am on OSX 10.13.6
There is. No concrete date as of yet I would just keep an eye out.
Sorry to hear that. Let see if we can get to the bottom of the issues. If you open up the console. Under Extensions > Console or Shift + F10.
Do you see an error after the conversion completes? If I could see that output it could help me solve the problem.
If you had the old version installed before you would need to change the path on Daz Install Manager or Daz Central. Please let me know if you need assistance on doing so.
Look like something is failing when you run AUTO-IK could you send me your console log?
To access your console in Cinema 4D Either press Shift + F10 or go Extentions > Console
Hello,
Auto import process never finishes in c4d r22.
It imports the model and textures fine, but "please wait, importing" text on daz2c4d window never goes away. I also cannot apply auto ik. However, the materials convert fine.
Console says:
Traceback (most recent call last):
File "C:\Users\mrkaa\AppData\Roaming\Maxon\Maxon Cinema 4D R22_06E03A84\plugins\DazToC4D\DazToC4D.pyp", line 7962, in Command
for obj in scene:
TypeError: instance has no next() method.
Urgent help needed, thank you.
What the post above describes is the same for me. Stuck on "please wait..." Which path would I need to chenge on Daz Central?
Attaching my log file after my latest attempt.. Also, thank you SO much for your response!
I, for one, was feeling lost after 4.14 broke the morphs. The feedback and help is much appreciated!
Thanks!
If you press the gear icon you will bring up the paths. For Daz Central to know where to install the plugin you will need to change the path. I will look into the issues for everyone but, in the meantime, you can always grab an old version of the plugin directly off the GitHub.
https://www.dropbox.com/s/dj52tvdc2wm0oaf/Downloading DaztoC4D_1_0_offGitHub.mp4?dl=0
Here is a video explaining how you can install version 1.0.
I also can't seem to reproduce the results could you share the file when you have a moment. I will need to see what's different.
Ah, I just did not know which path you were referring to... Sounds like you are talking about the Cinema 4D path. I use both R21 and R23 (mostly R21 because R23 still does not recognize a LOT of plugins). Daz Central only allows one C4D path, and it's pointed to R21. Copying theDaztoC4D plugin folder to the R23 plugins is simple, so that's what I do. I am certain it's in the right place, it just does not show up in R23's extensions. I am wondering if it could have to do with use an older OS (10.13 High Sierra)? Unfortunatley, I can't use any newer OS on my machine, which is a 2010 Mac Pro with nVidia graphics cards.
Sorry for the dumb question, but what exactly should I share? Should I start a scene, use the bridge to import a character to the point where it's "waiting" and unable to apply auto IK, and save it?
I tried that. The C4D file with the imported character (even with all materials deleted) is 348 MB..does that seem right?
Tried it with a different character, and that was ALSO a 348 MB C4D file. Same character from and older version was 34 MB. Maybe it's the morphs?
one more thing - eyelashes are not following morphs again. That was an early problem (back before Daz aquired it?) that was fixed.
Here is a link to the C4D file - https://www.dropbox.com/s/ukzq8je7o64malg/Daz Bridge Test3.c4d?dl=0
Interesting. Let check a few things.
1. Let's see if you are running into an error. In the console menu (shift+F10), you will see a python section click there you should the words DaztoC4D ..:::> Started if it actually worked. If not do you see anything else?
2. If you go to Edit > Preferences > Plugins You can add a custom path for your Plugins. I would try adding a completely different folder instead to make sure it isn't a permissions issue.
The morphs will be the reason for them being larger. And yep I just need to check what's different in your file. I will also look into the eyelashes as well thanks!
The console in R23 shows nothing in the Python section (just the ..:::>). I've tried other folders, custom folders, moving everything else OUT of plugin folders, etc. No luck there.
I'm honestly more concerened about the auto-IK not working in R21 than I am about the plugin not showing up in R23.
I found something on the Maxon site that says R23 requires OS X 10.14+ to work properly, and that seems to be why python plugins won't load for me in 10.13.6.
Let's get auto-IK fixed! ;)
Thanks for looking into it!
Keep an eye on the github I will also let you know when I have a fix created but, the update will be found there first.
Does the plugin support JCMs?
Not currently.
How much of a priority is this for you guys?
https://github.com/daz3d/DazToC4D/tree/develop
If you download the plugin from here it should work now! I test it in R21 and it seemed to work please let me know if you see otherwise.
Thanks for your patience!
What type of support do you mean?
Do you mean to just get the morphs or with Animation from Daz Studio?
It's on our list not being worked on at the moment though.
I mean have CJMs imported into C4D using the bridge, no animation is necessary. CJMs or any other morphs we may have purchased. Preferrably with a script that maps them correctly too.
What is the inteded use case with the bridge? Do you see your customers using these rigs to create and render animations in other packages or is this intended to be imported back into Daz for that?
Thank you.
I hate to say it... now the plugin will not show up for me in R21. If I put back the last version, it's there.
Please look into it! It's getting worse, not better!
Oh interesting, just stumbled over this now. I sincerely hope that you will put a good effort into this.
What fixes are high on your priority list by now, after you scoped out the situation and read our feedback from the last few months and the things in this thread? You want us to get involved and work with you. I am willing to, but I only put some effort into this if you are honest about trying to get this to work, so be transparent about what roadmap you got and where you want to take this. Let us know what your next steps will be with this.
Quite a few of us have identified that the whole thing will only work if the basic foundations get fixed. That means :
- proper joint alignments that mirror those of the figure in DS. C4D never has the correct joint alignments when importing DS fbx. Other companies usually get this working. Your friends over at Reallusion seem to have a way to export fbx with the joint alignments in order, maybe you can talk to them and see if they are willing to point you in the right direction there. If you export their cc3 figure, it will come into C4D with correct joint alignments, so I think this is a problem with the fbx exporter from DS.
- working JCM mappings, either through python scripting or range mapper, because the sole reason daz figures are nice is the bending with jcms. If that is missing, the whole point of having the mesh in C4D is moot. The work required to setup each new character export is just too much for the average user to suffer through.
If these two foundational things are not implemented, the figure is not really usable for anything but some distant background characters where nobody notices when the bending is terrible.
Take a look at the blender plugin to get an idea of how to do it the right way. If we got to a point where even half of the functionality of this bridge is available, people would already be happy. But lets take it one step at a time. Get the basics working and from there on things should pick up the pace, especially when you win us back and have an active dialogue between people that give you technical feedback.
Oh btw, regarding feedback and communication. Why not open a discord channel for this?
I just created two issues on Github, one of them critical.
https://github.com/daz3d/DazToC4D/issues/4
https://github.com/daz3d/DazToC4D/issues/5
From Github where the last commit is 20 days old and there was a newer version in DAZ Downloader I would say this is not actively maintained on Github.
This is not very reassuring there will be actually any support given for this plugin here or there.
Especially as a lot of feedback was given in this forum and it still took months to even fix the simplest bugs.
I felt this way, too, but If you scroll up just a bit, there's a link to github and a developer update to the plugin from just a few days ago.
It was posted in response to issues I brought up.. It did not solve anything for me, but it shows that they have been engaged with us here and are working on issues.
When I first reported issues, the DAZ team replied that they could not do ANYTHING.. so I'd say this is progress.