other bug, which also appeared in the version before: nails seem to be grayish on the borders.
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.
@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?
Not sure what you mean exactly with a completly transparent skin, the issue is like Padone described a troublesome setting in the shader. All you need to do is set Random Walk to Burley for the nails and it should work fine...?
However, there is no hurry because of me to fix this. As long there's no general geocraft support and ShapeKeys with Armature support, I can't using the bridge for my work anyways.
Just wanted to report the bug with the nails.
I've noticed that if I add a morph for export, the plugin will also export any morphs that contain that morph name. For example, if I add "pJCMThighSide_85_L" to my export list, it will also export "pJCMThighSide_85_L_Posey" and "Karyssa_pJCMThighSide_85_L" even though those were not added for export.
I want to only export the exact morphs selected, rather than everything that matches the name.
Facial expression morphs and JCM drivers are not output when exporting characters with default settings.
The driver is not set up automatically when I add JCM in the morph list.
Is this normal?
@unizen I believe that is useful to export the outfit jcms. That is, you only have to select the figure jcms and the outfit jcms will be exported with it. Otherwise you would have to select jcms both for the figure and every piece in the outfit that would be quite annoying and time consuming. Also jcms need to be optimized anyway since right now they spread over all the objects even where they do not belong and do nothing, but take memory anyway. If I understand correctly by @DAZ_sam this will be fixed in the next release.
I have noticed an (there's more than one) annoying issue: Simply Enabling and Disabling the IK in Blender(Hands/Shins) deforms the Character (changes the position and rotation of the affected bones)
With the newest version I don't get any morph export window, I only can check "include morphs" which seems to export my entire morph library and takes forever.
Edit: The morph export window opens with 8.1 characters but it doesn't with 8.0
Facial expression morphs and JCM drivers are not output when exporting characters with default settings. The driver is not set up automatically when I add JCM in the morph list. Is this normal?
Only the added morphs in the list are exported. If the morphs in the export list are connected, corresponding drivers are set up after importing into Blender.
I have noticed an (there's more than one) annoying issue: Simply Enabling and Disabling the IK in Blender(Hands/Shins) deforms the Character (changes the position and rotation of the affected bones)
How to avoid this?
Thank You
It is a known issue and we are planning to work on it.
With the newest version I don't get any morph export window, I only can check "include morphs" which seems to export my entire morph library and takes forever.
Edit: The morph export window opens with 8.1 characters but it doesn't with 8.0
We cannot reproduce it. The Morph export window shows up when the 'Include Morphs' is checked for both 8.1 and 8 figures. Can you share specific details to reproduce it?
We cannot reproduce it. The Morph export window shows up when the 'Include Morphs' is checked for both 8.1 and 8 figures. Can you share specific details to reproduce it?
Thank you.
I know that it works for other people but apparently not for me. I tried reinstalling the scripts and even Daz and I tried the beta and released version of Daz. There's not much to it to reproduce it though. When I load a normal G8 base into the scene and open the DaztoBlender bridge and check morphs included, it just immediatly starts exporting all morphs for me without any window popping up. I don't have this issue with any 8.1 character.
When trying to apply Rigify to a G8/8.1 model the follow error message occurs: Python: Traceback (most recent call last): File "C:\Users\workspace\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\DTB\__init__.py", line 140, in execute trf.toRigify(db, self) File "C:\Users\workspace\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\DTB\ToRigify.py", line 157, in toRigify dsk.swap_fvgroup(db) File "C:\Users\workspace\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\DTB\DtbShapeKeys.py", line 652, in swap_fvgroup vgs = dobj.vertex_groups AttributeError: 'NoneType' object has no attribute 'vertex_groups' location: <unknown location>:-1
The rig gets applied but it doesn't work correctly, all the facial bones seem to be locked into place. In the newest version of DaztoBlender, is Rigify supposed to be supported?
We cannot reproduce it. The Morph export window shows up when the 'Include Morphs' is checked for both 8.1 and 8 figures. Can you share specific details to reproduce it?
Thank you.
I know that it works for other people but apparently not for me. I tried reinstalling the scripts and even Daz and I tried the beta and released version of Daz. There's not much to it to reproduce it though. When I load a normal G8 base into the scene and open the DaztoBlender bridge and check morphs included, it just immediatly starts exporting all morphs for me without any window popping up. I don't have this issue with any 8.1 character.
I've am having the same issue. Updated both sides of the bridge but when I "include morphs" I don't see a selection window it just goes staright to trying to export all morphs with the figure and crashes. I can export without morphs, which I was hoping that option would at least include the basic expressions and vismes but there are no shape keys included.
When trying to apply Rigify to a G8/8.1 model the follow error message occurs: Python: Traceback (most recent call last): File "C:\Users\workspace\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\DTB\__init__.py", line 140, in execute trf.toRigify(db, self) File "C:\Users\workspace\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\DTB\ToRigify.py", line 157, in toRigify dsk.swap_fvgroup(db) File "C:\Users\workspace\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\DTB\DtbShapeKeys.py", line 652, in swap_fvgroup vgs = dobj.vertex_groups AttributeError: 'NoneType' object has no attribute 'vertex_groups' location: <unknown location>:-1
The rig gets applied but it doesn't work correctly, all the facial bones seem to be locked into place. In the newest version of DaztoBlender, is Rigify supposed to be supported?
Rigify is not supported now. We are working to support it in future versions of the bridge.
I know that it works for other people but apparently not for me. I tried reinstalling the scripts and even Daz and I tried the beta and released version of Daz. There's not much to it to reproduce it though. When I load a normal G8 base into the scene and open the DaztoBlender bridge and check morphs included, it just immediatly starts exporting all morphs for me without any window popping up. I don't have this issue with any 8.1 character.
I've am having the same issue. Updated both sides of the bridge but when I "include morphs" I don't see a selection window it just goes staright to trying to export all morphs with the figure and crashes. I can export without morphs, which I was hoping that option would at least include the basic expressions and vismes but there are no shape keys included.
We will look into this issue and come up with a fix.
I have a minor issue with morphs:
1) I import Daz 8 Female to Blender with big set of morphes
2) There is a full list of morphes in Daz To Blender Tab and a big number of corresponding shape keys
3) save *.blend file and close blender
4) open blender & open seved file
5) there are no morphs in morphs list (DtB tab), but shape keys are in place
6) Refresh All DAZ Figures does not help
7) Most of Shape Keys are locked with drivers, so cant be changed manually
8) Its possible to still to delete driver on needed shape key and adjust manually (thats the reason its minor issue and not major). But that approach seems wrong and in some cases might lead (i think) to wrong transforms (when there are dependencies between morphs/shape keys)
I've looked around, but could not find any mention of this problem... maybe it's just me. Or, more likely, I'm doing something wrong.
The DazToBlender bridge (2.3.1.1) doesn't like to import all sorts of poses.
Imported a Genesis8 female to Blender. Used "Import Pose" to import one of the standard G8 poses. Works fine.
Posed model in Daz. Saved it as a "pose preset".
Try to import in Blender... pose turns into a slightly slanted base pose.
Where's the problem? Is it me or a bug in the bridge?
I have same problem. Any non-default pose is imported incorrectly. Posted a ticket on that, but i think I was misunderstood, snce i was talking about 3d-party poses for DAZ, sold on other sites
I have a minor issue with morphs:
1) I import Daz 8 Female to Blender with big set of morphes
2) There is a full list of morphes in Daz To Blender Tab and a big number of corresponding shape keys
3) save *.blend file and close blender
4) open blender & open seved file
5) there are no morphs in morphs list (DtB tab), but shape keys are in place
6) Refresh All DAZ Figures does not help
7) Most of Shape Keys are locked with drivers, so cant be changed manually
8) Its possible to still to delete driver on needed shape key and adjust manually (thats the reason its minor issue and not major). But that approach seems wrong and in some cases might lead (i think) to wrong transforms (when there are dependencies between morphs/shape keys)
Thanks in advance
I have the same problem. Sometimes when exporting the figure it doesn't show me the exported morph list and I have to restart blender and re-export it several times until the list is shown to me.
Is there a way to close and open the eyes with just the rig?
On the Daz side the script has an export Morphs function. How do we import these Morphs on the Blender side? The script has a function for figures, props and poses but no Morphs?
Why animation of the Tear Shape, Lushes and Eyebrow expressions don't get exported? I make a blink animation, but Teard Shape and Lushes don't follow. It was working before recent update. I tried everything: reinstall, clean up all asset files, installed most current Blender and DAZ. I use Female G8.1.
Will not fix compatibility issues with your version of MacOS.
Going off this rather cryptic statement, what is the current status of this plugin for MacOS? Only works for High Sierra like the shop page says, or, like Daz itself now, also on operating systems released within the past four years (like Github seems to suggest)?
Will not fix compatibility issues with your version of MacOS.
Going off this rather cryptic statement, what is the current status of this plugin for MacOS? Only works for High Sierra like the shop page says, or, like Daz itself now, also on operating systems released within the past four years (like Github seems to suggest)?
To answer myself and anyone else wondering, seems to work just fine on Big Sur.
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.
Is there a solution?
1) I upload morphs to G8F
2) Export to Blender
3) Open Blender and import G8F
4) Gives an error with the Driver
5) But G8F with corrective morphs works correctly.
6) I save the file in Blender
7) I open the same file, but the morphs no longer work
Comments
Hey, just found the time and verified it. Yes, changing it to burley works like a charme. That's a good work around, until this is fixed by DAZ.
Not sure what you mean exactly with a completly transparent skin, the issue is like Padone described a troublesome setting in the shader. All you need to do is set Random Walk to Burley for the nails and it should work fine...?
However, there is no hurry because of me to fix this. As long there's no general geocraft support and ShapeKeys with Armature support, I can't using the bridge for my work anyways.
Just wanted to report the bug with the nails.
I've noticed that if I add a morph for export, the plugin will also export any morphs that contain that morph name. For example, if I add "pJCMThighSide_85_L" to my export list, it will also export "pJCMThighSide_85_L_Posey" and "Karyssa_pJCMThighSide_85_L" even though those were not added for export.
I want to only export the exact morphs selected, rather than everything that matches the name.
@unizen I believe that is useful to export the outfit jcms. That is, you only have to select the figure jcms and the outfit jcms will be exported with it. Otherwise you would have to select jcms both for the figure and every piece in the outfit that would be quite annoying and time consuming. Also jcms need to be optimized anyway since right now they spread over all the objects even where they do not belong and do nothing, but take memory anyway. If I understand correctly by @DAZ_sam this will be fixed in the next release.
Hello
I have noticed an (there's more than one) annoying issue: Simply Enabling and Disabling the IK in Blender(Hands/Shins) deforms the Character (changes the position and rotation of the affected bones)
How to avoid this?
Thank You
With the newest version I don't get any morph export window, I only can check "include morphs" which seems to export my entire morph library and takes forever.
Edit: The morph export window opens with 8.1 characters but it doesn't with 8.0
Only the added morphs in the list are exported. If the morphs in the export list are connected, corresponding drivers are set up after importing into Blender.
It is a known issue and we are planning to work on it.
We cannot reproduce it. The Morph export window shows up when the 'Include Morphs' is checked for both 8.1 and 8 figures. Can you share specific details to reproduce it?
Thank you.
I know that it works for other people but apparently not for me. I tried reinstalling the scripts and even Daz and I tried the beta and released version of Daz. There's not much to it to reproduce it though. When I load a normal G8 base into the scene and open the DaztoBlender bridge and check morphs included, it just immediatly starts exporting all morphs for me without any window popping up. I don't have this issue with any 8.1 character.
When trying to apply Rigify to a G8/8.1 model the follow error message occurs:
Python: Traceback (most recent call last): File "C:\Users\workspace\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\DTB\__init__.py", line 140, in execute trf.toRigify(db, self) File "C:\Users\workspace\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\DTB\ToRigify.py", line 157, in toRigify dsk.swap_fvgroup(db) File "C:\Users\workspace\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\DTB\DtbShapeKeys.py", line 652, in swap_fvgroup vgs = dobj.vertex_groups AttributeError: 'NoneType' object has no attribute 'vertex_groups' location: <unknown location>:-1
The rig gets applied but it doesn't work correctly, all the facial bones seem to be locked into place. In the newest version of DaztoBlender, is Rigify supposed to be supported?
I've am having the same issue. Updated both sides of the bridge but when I "include morphs" I don't see a selection window it just goes staright to trying to export all morphs with the figure and crashes. I can export without morphs, which I was hoping that option would at least include the basic expressions and vismes but there are no shape keys included.
Rigify is not supported now. We are working to support it in future versions of the bridge.
We will look into this issue and come up with a fix.
Thanks.
I have a minor issue with morphs:
1) I import Daz 8 Female to Blender with big set of morphes
2) There is a full list of morphes in Daz To Blender Tab and a big number of corresponding shape keys
3) save *.blend file and close blender
4) open blender & open seved file
5) there are no morphs in morphs list (DtB tab), but shape keys are in place
6) Refresh All DAZ Figures does not help
7) Most of Shape Keys are locked with drivers, so cant be changed manually
8) Its possible to still to delete driver on needed shape key and adjust manually (thats the reason its minor issue and not major). But that approach seems wrong and in some cases might lead (i think) to wrong transforms (when there are dependencies between morphs/shape keys)
Thanks in advance
I've looked around, but could not find any mention of this problem... maybe it's just me. Or, more likely, I'm doing something wrong.
The DazToBlender bridge (2.3.1.1) doesn't like to import all sorts of poses.
Imported a Genesis8 female to Blender. Used "Import Pose" to import one of the standard G8 poses. Works fine.
Posed model in Daz. Saved it as a "pose preset".
Try to import in Blender... pose turns into a slightly slanted base pose.
Where's the problem? Is it me or a bug in the bridge?
I have same problem. Any non-default pose is imported incorrectly. Posted a ticket on that, but i think I was misunderstood, snce i was talking about 3d-party poses for DAZ, sold on other sites
I have the same problem. Sometimes when exporting the figure it doesn't show me the exported morph list and I have to restart blender and re-export it several times until the list is shown to me.
Is there a way to close and open the eyes with just the rig?
deleted
On the Daz side the script has an export Morphs function. How do we import these Morphs on the Blender side? The script has a function for figures, props and poses but no Morphs?
TROUBLE WITH ANIMATION OF EYES EXPORT
Why animation of the Tear Shape, Lushes and Eyebrow expressions don't get exported? I make a blink animation, but Teard Shape and Lushes don't follow. It was working before recent update. I tried everything: reinstall, clean up all asset files, installed most current Blender and DAZ. I use Female G8.1.
Please help. See images attached
Going off this rather cryptic statement, what is the current status of this plugin for MacOS? Only works for High Sierra like the shop page says, or, like Daz itself now, also on operating systems released within the past four years (like Github seems to suggest)?
To answer myself and anyone else wondering, seems to work just fine on Big Sur.
Did ya'll change something? the shapekeys no longer work going into Blender within the shapekey area and so will not work with Rokoko.
Please help.
Is there a solution?
1) I upload morphs to G8F
2) Export to Blender
3) Open Blender and import G8F
4) Gives an error with the Driver
5) But G8F with corrective morphs works correctly.
6) I save the file in Blender
7) I open the same file, but the morphs no longer work