Diffeomorphic DAZ Importer version 1.7.0 released
Stable version 1.7.3 of the DAZ Importer and MHX Runtime system is a bugfix release. In particular, it fixes a bug that prevented older characters to be imported under Blender 4. This version can be downloaded from https://www.dropbox.com/scl/fi/3hdkujzb7yvgqsx226zpz/import_daz_mhx_rts_v1_7_3.zip?rlkey=oqugyrheyn2sma3zmxmxd2m3d.
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Version 1.7.2 of the DAZ Importer and MHX Runtime system has been released. It can be downloaded from https://www.dropbox.com/scl/fi/avm8al0hvr9hcr3lr78xd/import_daz_mhx_rts_v1_7_2.zip?rlkey=ytanxu07xotsozcuhhv1pa7tb.
The main improvements in this release are:
- Support for Blender 4 (bone collections, principled shader version 2, hair curves).
- Major performance boost for morph loading.
- Improved support for older rigs with triax weights.
- Bugfixes.
This release has been tested with Blender 2.83, 3.6 and 4.0, but should run on intermediate Blender versions too.
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Version 1.7.1 of the DAZ Importer and MHX Runtime system has been released. It can be downloaded from https://www.dropbox.com/s/7mj32wh3bnn4rwe/import_daz_mhx_rts_v1_7_1.zip.
This is primarily a bugfix release. A number of serious bugs were discovered right after the 1.7.0 release. Those have now been eliminated, so I recommend everybody to update to the new version. Safely Installing a New Version.
There are also a few new features. The most obvious one is that the user interface has been rearranged. The DAZ Importer now takes up two tabs in the User Interface (N-panel), DAZ Setup and DAZ Runtime. One or both of these tabs can be hidden.
Support for making pose presets has been improved.
The internal working of the MHX rig has been changed. However, there is a conversion tool for old MHX rigs, so they can still be used with the latest release.
Original post:
Finally, version 1.7.0 of the DAZ Importer and MHX Runtime system has been released. It can be downloaded from https://www.dropbox.com/s/vpku2n8dhqmua37/import_daz_mhx_rts_v1_7_0.zip.
The plugins have been tested with Blender 2.83 and Blender 3.5 under Windows 7 and Windows 10, but should work with intermediate versions as well.
The most signicant new features in this release are:
- Support for Genesis 9 characters.
- Support for Blender 3.5, in particular the new mixing nodes.
There are also some other improvements and many bugfixes.
The documentation has moved to the Bitbucket wiki. It is not quite up-to-date, but I didn't want to postpone the release further. Here are links to the wikis:
Comments
Dear Thomas,
Thanks a lot for your great effort. You're doing a great job and I'm looking forward to use 1.7.0 on my new PC.
Thank you so much for your efforts, Thomas. I don't know what I would do without Diffeomorphic DAZ Importer.
Thomas, a thousand thanks! though I've been using 1.7x for quite a while
And I echo the above... I don't know what I would do without DDI
Amazing work. Thank you!
Dear Krys,
You're youtube tutorial is really excellent, but Diffeomorphic changed a lot. Any plans to provide an update for this?
This is overdue Walt! ;)
Wow. Awesome. Thanks. Is it still on GitHub as well?
It's on bitbucket as linked by Thomas never was on github afaik.
edit. Oops, yes I see there's a github, never used it but it's 2019 so quite old.
Hello! I'm just wondering if anyone else is finding that when they import a character and use simple IK with this new update, that when you try to take the COG and make them bend down that the legs get all noodly and lose all of their shape. I'm importing them the same way as I did before on the previous version with easy import and checked all the boxes. It doesn't do it with MHX or rigify, just simple IK.
And then, with the previous version, saving simple IK to a pose preset after baking the animation worked beautifully. Now I opened up a scene that I was working on a month ago, exported the animation out, merged it in Daz and now the feet are sliding left and right big time and I did the same steps as I did before when it was worked. So I'm just wondering if there's something up with simple IK? I downloaded the most recent version from this dropbox link as well and tried it with blender 3.5, 3.4 and 3.3. Any help or thoughts would be amazing. I should know better than to update in the middle of a project.
Oh and I tried it with both Michael 9 and Toon Heroes Masculine and both had the same result, no clothes or hair, just the figure.
Otherwise it's working great. Thank you!
daz studio 4.21.0.5, blender 3.5.1, diffeomorphic 1.7.1.1571
@bennie I don't get anything like that. You can try my steps below to test, or provide your exact steps, please make it as simple as possible to reproduce the issue. Be sure to update to the latest commit for bug fixes.
steps (works fine):
edit. I see Thomas added extra ik controls for arms and legs, not sure what they are for and I see they conflict each other. That's not a issue if we don't use them but I'm going to ask. Now reported.
https://bitbucket.org/Diffeomorphic/import_daz/issues/1555/
@Padone thank you, I just tried your steps and it works just fine. And then I try it again how I was doing it, it went all wonky and figured out the issue is I was checking the body box in the easy import tab and the legs just collapsed into noodles when I brought the COG down on the Z axis. No worries, I'll just not check the body box.
But I tried to animate something really quick and bring it back into Daz and it's still sliding left and right. Here are my steps that were working perfect before.
1. Animate.
2. Go to object/animation. Click visual keying and uncheck only selected bones. Click pose for bake data.
3. Save pose preset
If need be, I'll just try to not show the legs and feet in renders but if there's a fix or something I'm not doing that changed from 1.6, please let me know. As always, thank you so much for all of your help, it's very much appreciated.
I don't get any issue with body morphs here. Of course you have to select mhx compatible as usual otherwise it will conflict with IK. But this was the same in previous versions.
steps:
Will look at save pose preset and let you know.
You know what, I didn't click click MHX yesterday as I was like wait a second, why would I put MHX on here if I'm not going to use? I always did before because I pressed every button, but yesterday I was like I'm not using the face or anything, let's keep it as bare as possible. Now I know, I will click MHX if I click body!
I'm trying to attach the animation that I'm doing's blender file here so you have that, but it's not letting me attach it. I figured that might make it easier for ya. Here it is in my google drive, I hope it's okay to post here. https://drive.google.com/file/d/1qhWBmVnAi8Mt2h5XKPKThEPX9QdIPVdu/view?usp=sharing
Ah...likes it was Bitbucket after all, was just using git commands: https://bitbucket.org/Diffeomorphic/import_daz.git
@benniewoodell I looked at your animation. It seems you falled into some sort of gimbal lock so the animation doesn't bake fine. I see you import the daz limits and don't use quaternions that's not good for animation. That is, when you animate with FK then you can keep the daz limits and use euler that's how animation works (or rather doesn't work) in daz studio. But when you animate with IK you need quaternions for the IK chains to be stable and avoid IK flipping, also IK may exceed the daz limits.
I had to bake your animation then polish it deleting the flipping keyframes that were gimbal locked. File attached. For the future I advise you to import without limits and with quaternions.
You may also find the following report useful.
https://bitbucket.org/Diffeomorphic/import_daz/issues/1521/
Thought about doing some smaller bite sized tutorials. I've been so busy learning UE5 that I haven't gotten around to it yet but it's on my list! :)
Great news! Looking forward to it.
Awesome, thanks so much for checking it and that link, @Padone. I was looking for that page the other day when I posted here because I had it saved before and was following it on a previous iteration of diffeo and my animations were exporting out to Daz perfectly, that's why I thought something might have changed as I did the importing and exporting the same way. Sadly your file still has the feet sliding on my character in Daz, but it's a little less which is much better. I'll look into the quaternions, I've never heard of that before. It's just so frustrating because originally I had as long as I needed to do the project, so I was doing everything in Blender and didn't have any worries, but that changed the other week as I need everything done by September now. I have 30 minutes still to animate and render. So now I'm trying to do the rendering in Daz since iray is quicker than cycles and it's the only way I have a chance at getting this done in time. Whenever I try to be done dealing with animating in Daz, something pulls me back in lol.
But as always, thank you so much for your time, help, and patience, it's very much appreciated.
I am using Google Translate.
teach me please.
I am using blender 3.3.6.
Edit: OS is win11
I did a clean install referring to this page on the wiki.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Install/Installing the Blender add-ons
But I get the attached error and can't activate it.
What should I do?
I am using google translate.
Is it self-solving?
I installed Blender 3.5.1, activated the addon and it worked without any errors.
After that I was able to activate the addon even in 3.3.6.
Probably you forgot to deactivate the oddon before uninstalling so you had a registration clash. You can also just rename the diffeomorphic folder to "import_daz" so the name is always the same.
I haven't poked around in Diffeomorphic for a while so I apologize if this has already been discussed, but this is pretty awesome:
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Morphs/Import Baked Correctives
Some DAZ content artists go the extra mile and add corrective morphs to their characters but they can easily get lost transferring from DAZ to Blender, and it's a shame. Diffeo now allows us to easily import those corrective morphs for custom characters. Wow...
Also daz favorites is new. Both baked correctives and daz favorites work with easy import too. So now it is very easy to import a full featured figure with custom morphs.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Morphs/Import DAZ Favorites
Thank you
thanks for the constant stream of updates
Ok, updated to v1.7.0 and it seems to work fine with an Easy Import. Can anyone tell me, where I find information about some items in the outliner?
Especially the Animation and Drivers part. I understand the Mesh, Bones, Modifiers and Vertex Groups.
Any link to a guidance?
I removed the eyelashes, as I plan to use one made in Blender.
Drivers are used for daz morphs. G8 has default drivers for pectorals and eyes.
Installed a new version of diffeo and MHX. Where did the tweak bones of the knees go? There are tweaks for elbows, but no tweaks for knees. What does this have to do with anything?
@Jovanni reported
https://bitbucket.org/Diffeomorphic/import_daz/issues/1585/
As for diffeomorphic. Yes the shaders you import from daz studio are converted from iray and in general may not be the best solution for cycles. The point is we need to convert iray features that cycles doesn't support or does in other ways so apprxomations are done. For best results you can replace some materials with native cycles shaders if you need to.