Daz to Blender - Morph update - “Spring Cleaning Update” (2.3.1)
Hey Everyone! So the newest release of Daz to Blender has been added to Daz Central/Daz Install Manager.
You can also find the update here.
https://github.com/daz3d/DazToBlender/releases/tag/2.3.1
We're especially proud to push this update because this is our first bridge update that was inspired by direct feedback from our users, so special thanks to everyone who helped out in making this update even better!
The post can be found here.
https://www.daz3d.com/forums/discussion/482401/daz-to-blender-new-bridge-update-ready-for-testing#latest
If you have questions about the update please ask here we also have a tutorial for this! (Almost done please check back here or on our YouTube channel once it uploaded)
Link - TO BE ADDED
Changelog:
New Features:
- New morph selection dialog during export.
- Auto-generate a list of every morph in your export, including clothing and hair morphs
- Filter through your morphs to highlight and select which ones you would like to export.
- Create morph presets to be reused with any figure of your liking.
- This script will automatically grab all associated morphs that are being controlled by your morph in this selection.
- Added an option to disable morphs exporting out of Daz.
- Changed location of exported files to: /Documents/DAZ 3D/Bridges/Daz To Blender/
- A new UI design for the Blender side of the bridge. New options are explained below;
- Pose Tools
- Choose from your figure imported in the dropdown and import them from Daz Studio in a pose.
- Checkbox to add poses to Pose Library
- Morph List
- Get controllers (using the same name in Daz) that will let you control all of your imported morphs that aren’t being automatically driven,
- even when you are in pose mode.
- Available controllers are separated into groups based on the corresponding mesh names.
- Material Settings
- Checkbox to combine duplicate materials at import
- General Settings
- Dropdown for scaling options
- Refresh all Daz figures
- Refresh dropdown of figures in your scene (useful for when your figure isn’t in the choices)
- Note: only works with figures in the newest update (2.3.1) and forward.
- Moved “Remove all Daz” to “General Settings”.
- Commands List
- This is WIP but, is a list of all the commands you can use and the command box.
- Automatically create a pose library with the imported pose
- Added a new option to import poses directly from (.duf) files and automatically save them directly to your pose library
- Automatically combine duplicate materials during import
- Added a new option to scale figure mesh with three different options:
- Real Size (centimeters/Daz scale)
- x10
- x100 (meters)
- Setup auto-drivers for morphs imported into the scene.
- Currently, ERC Keyed Drivers are limited support.
- Currently, drivers for morphs that control bones are not supported.
- Automatically setup settings correctly for materials when using Transmission (Eevee) - Screen Space Refraction
- Automatically set Blending Mode for materials using Alpha/Opacity maps, (this is needed for Eevee Renders).
- Added basic support for materials using: Irayuber, AoA_Subsurface, omUberSurface, and DAZ Studio Default.
- Added support to import in characters that have deleted faces on the figure.
Bug Fixes:
- Improved compatibility for Mac OS. (for Blender)
- Will not fix compatibility issues with your version of MacOS.
- Fixed folders; previously, not all were being deleted from your import.
- Fixed skeletons importing a different size than the base figures in Daz from a Full body morph.
- Fixed Skeletons importing incorrectly if you scale the bones in Daz Studio
- Fixed the skeletons of props being incorrect.
- Fixed locations of props and environments being incorrect after import.
- Fixed child objects morphs not being controlled by the Main Controller.
- i.e: eyelashes not moving when using the figure head morphs.
- Fixed scale being incorrect when importing figures of different sizes.
- Fixed Incorrect Rotation on Hip Bone Custom Shape
Updates:
Hotfix 2.3.1.1:
- When we change the scale of the mesh we are updating the Scene Units, Viewport, and Camera to work better with your larger mesh.
- If you wish to not have this feature turned on now you can skip it completely but, still scale the object.
- Also, if you do not have a camera in your scene it will not fail and just skip editing the camera.
https://github.com/daz3d/DazToBlender/releases/tag/2.3.1.1
(Has been added to DIM/DazCentral)
Comments
Good update. Please don't forget about C4D users :)
Can you make example about what use of size /Scaling Figure feature ?
Thanks
AND why its still have error "Location Unknown directory ?
I wanna know which version of Blender this addon actually tested ? I`m using latest 2.92 and I couldnt make this bridge work at all
Don't worry we haven't forgotten. :)
We will need more information to go off of to understand why you are getting this error.
It has been tested with 2.83 and 2.92 primarily.
Where are you seeing this error? Daz Studio or Blender?
How did you install this plugin? Daz Central/DIM or Github?
Lastly, if the bridge seems to have installed correctly on your computer check your export folder (See location in the changelog) It will also pop up with the location when you first run the bridge in Daz Studio. If it seems that the export files are going to the right location, check in Blender, if you go to Toggle System Console under windows, you should see your export path there when you first open blender.
If this is an error you still can't seem to solve I highly recommend opening up a ticket as this is not an issue that was being caused by the bridge and sounds more like an issue with installation/permission.
Thanks for quick reply ..
Actually I`ve been test both version ( DIM and from Github) and carefully delete/uninstall - reinstall in daz studio script folder and also roaming/blender foundation folder .
And yeah I`ve also checking Blender windows consoles . The Bridge folder indeed already created as mentioned in your guide . ( user>mydocument>DAZStudio>bridges
Previous Beta version 2.3.0.1 and 2.3.0.5 working fine and I never get same error
I doubt its about permission problem because both DAZ and Blender bridge already installed properly
Thanks
Hm... if I try to import Vic 8.1 I get in Blender the error message:
also not working for g8
Excellent. Blender is very powerful but has a steep learning curve. This bridge can help a lot by doing the heavy lifting.
strange, now it's working for no reason...
other bug, which also appeared in the version before:
nails seem to be grayish on the borders.
See Screenshot.
DAZ_sam I`ve just reinstall recent version from DIM and its suddenly work . Not sure what happen before but this bridge different from what I`ve been downloaded and installed before ( There are couple of notes , after export and in DTB`s UI ) But Thanks for this update !
It also seeem faster in my viewport even in Cycles . I`m also noticing about 3Delight AoA - DZ shader in material slots . So is possible for automatic connversion pwToon to Blender`s equivalent shader in future ?
Thnaks again
hmmmm...it is probably something with subsurface setting in shader
I had same issue with error. It got fixed after launching daz bridge from daz and reopening blender (tested on empty scene).
But i have a bit different issue. In previous versions there was an option "To Rigify" that transfered DAZ rig to Rigify one. That was killer feature for me. since i have a huge library of scripts and poses for Rigify rig (option was avalible in pose mode i think). Now i cant find "To Rigify" button at all. Is it hidden somewhere or deleted completely&
@DAZ_sam Just to confirm that 2.3.1 seems to work fine here. I can export jcms and they work both for the figure and the outfit.
That's probably random walk sss, that makes artifacts for disconnected meshes in the same object. If so it's not the addon it's cycles, and it's not a bug it's a known limitation of random walk. You can select the nails by material in edit mode then separate the selection. This gets rid of the artifact. Or use burley instead of random walk in the sss nodes inside the uber skin group.
https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/sss.html
edit. Just tested I can confirm it's random walk. Both the solutions above work fine.
Awesome! Havn't tryied it, but I'll do in the next days.
Hm... after changing to burly fixes this issue, maybe it should be default for nails?
Can't remember any figure without nails problems I tested
The new build is nice but seems to have an issue with the Eye poses for 8.1 characters; i.e., the Eye Look morphs. If I export a basic 8.1 character along with the Eye Look morphs (needed to actually move the eyes side to side or up and down), when imported into Blender and using the morphs in the Morph List section the eye balls will come out of the socket when looking left or right. Unfortunately, makes it unusable for my purposes. Anyone else have this issue?
Thanks - Jeff
@jeff_someone Those are facs, I believe it's not supported yet. Personally I get an error if I try to import facs. As usual you may try diffeo instead that supports facs, among other things.
Hey Everyone! Thanks for testing out the new update. So, Lots to reply to so sorry if I missing something.
@juvesatriani
Glad its working now! We are looking into the issue we are thinking its an issue with the install package itself and not the bridge, since you probably won't be the only one that will get it. For your material question, it will be hard to support every material but, when the time persist it I am working on add in a process with documentation on how to import in with your own custom materials so, if you want to set it up yourself to be used with your version plus I can add it to the bridge itself so it makes it easier for people to share their materials with the bridge.
Can explain more what you mean by this:
"here are couple of notes , after export and in DTB`s UI "
Do you mean you have some recommendations on how to make it better?
@gerster
I get what you mean with the skin. Being completely transparent the skin is just set up wrong and needs a rehaul completely as well. Unfortunately, the bridge has larger issues on our list right now but, if you like to make edits for yourself in the meantime you can with no coding experience.
\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\DTB\dependencies
There you will find a blend file called link_library that can be customized to your choice. I did a basic job which is I am still not happy with but, we took it out of the code as we know some users like setting up their own materials. I will document this better in the future (this bridge needs that anyway) but, hopefully, that helps a bit?
@torets13
We haven't moved the To Rigify button (yet) that feature is still filled with its problems but, can be accessed if you select the armature in pose mode.
@jeff_someone
We have seen these issues before. We are looking at fixing it still hopefully we have more to share soon but, unfortunately, it is not supported correctly yet.
@Padone
Thanks for testing the jcm for me again :)
So the error you are seeing is an error with not having a camera in the scene. I have fixed the issue and will be pushing the update to DIM later today. You can also now disable update the Viewport and the Scene Units if you don't want it to do it at all. It's only really useful anyway if you are scaling the mesh.
https://github.com/daz3d/DazToBlender/tree/develop
@DAZ_sam
Thanks for reply, but there is really no option for me, I have selected armature, went to pose mode and no new button shows up (see 1st screenshot with daz basic female without anything extra). For now my only guess it has something to do with error (2nd screenshot). If thats the case, is there any solution to it?
It looks like your screenshot is not there. If you don't have a camera I would add that and try again. I am fixing this error and pushing an update in a few hours.
@DAZ_sam Thank you for fixing the camera, 2.3.1.1 works fine here. Sorry for having confused this with facs. I can confirm that facs are exported into shape keys but they don't work yet, as you explained to Jeff.
Thank you pose and morph option screens! I'm having issues importing into blender specifically when I use 'legs length' and 'torso length.' The bones and rig always don't match the new height, is there a way to fix it?
Hi!
first of all, thank you for all the hard work you guys have put into this bridge, it is really an amazing thing!
second, the update.. well, damn, The previous version worked so much better for me, the update has a LOT of issues I am seeing:
- Armature bone scale issue not fixed. The armature for some imports is either in the wrong place (seems to be higher and wider)
- Vram usage has doubled. a Nude figure with no clothes used to take up maybe 0.8 - 1 gig of vram. Now it takes up 4-5 gigs of vram!!
- Materials that aren't on the figure are being imported (changed the character skin), when doing a purge data, over 23 materials were removed!
- Uber iRay shader in Eevee looks "wrong". not sure why, but the detail of the skin now looks awful and flat compared to the previous version.
- Iris material now looks wrong. it's a flat grey and does not show the texture.
I installed the update hoping to see the armature issues I was having fixed, but instead now I almost cannot use the bridge since I only have a 2060 with 6 gigs of vram, and now any import maxes it out and crashes blender.
how do I uninstall this update and revert back to the previous version?
That worked, thanks! sorry for missed screenshots. Also thanks for awsome job with that addon!
Would you be able to share some test files? Would love to use it as a test case to fix these issues. Sorry for causing it to crash!
You can find older versions here.
https://github.com/daz3d/DazToBlender/releases
https://github.com/daz3d/DazToBlender/issues/37
It was missed in our fixes this month. But, someone already brought it to my attention you can find the link to the develop branch there you can download as zip and grab the blender side and daz studio side.