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ThomasLarsson, Padone and everyone else who've supported Diffeo, a sincere thanks!
Apart from its practical uses, the tool has been a great jump-off point for me and my quirky learning style to better understand Daz and Blender, and what goes on under the hood.
Cheers!
Now that I have Studio running under WINE, or at least well enough, time to install Diffeo in the "Windows" environment and send to Blender on the Linux side.
Installing daz studio in wine helps a lot to handle content and customize figures. But diffeomorphic can also load directly from the daz library so base figures and props can be loaded without daz studio running. This way it is possible for example to use the daz library as base and customize in blender, without even installing daz studio, though this requires to manual install the daz assets.
http://diffeomorphic.blogspot.com/2021/03/importing-morphed-character-without-dbz.html
@Padone Trying that article. Original setup in Studio running under WINE with a render. Blender setup and render. Adria's shoes are a bit off.
It looks like you didn't merge the rigs. Then for most shoes there's a shoe pose to load.
Ok, I'll give that a try.
Thanks for the update. I had a problem with registration until I remembered that I had to not only uninstall the old version, but quit blender before installing the new one for best results. Now it's settled in nicely.
This is a really fantastic add-on for Blender users who want people in their scenes but don't want to make them from scratch. All of the more recent images in my gallery were rendered in Blender but use Genesis 8 characters ported across with Diffeomorphic. Wonderful stuff.
Thank you for this amazing addon.
I was wondering though, where did the geograft geonode merge go? That thing was amazing and seems to not be present since 1.7 anymore. It even says in the tooltip that it's not using geometry nodes. Any chance for this to come back or am i missing something?
Geometry nodes don't always work fine they are experimental thus removed from easy import. But you can always do it by hand with the standard menus.
Nice, thank you very much, i wasn't aware. Thanks again for all the work you guys put into this, awesone addon that saves a lot of time!
Not sure if this is the right place, but i am having problems with one particular custom morph, the eve 8.1 body morph. It seems to mess up my poses after aplying it to Genesis 8.1 Female. Any way to fix this?
Is there a discord for diffeo related things?
If you believe there's a bug you can open a issue at bitbucket, providing exact steps. In general custom figures also have custom jcms that you can load in easy import as "baked correctives". Then if the pose uses body morphs you have to import them too.
https://bitbucket.org/Diffeomorphic/import_daz/issues
Thanks for the 1.7 update it works great for my game, I'll credit the Diffeomorphic plugin in the game menu after it's released, we couldn't make these games without the great plugin.
There are some problems importing duf pose assets as actions, the imported actions are not playing the same as inside the Daz studio, the rotations below pelvis bone are not correct, I've turned off the limits in Daz and turned off the drivers in Diffeomorphic when importing the pose assets as actions.
There is a working method to correctly import Daz animations into Blender using FBX export in Daz and the Better FBX Importer plugin for Blender.
If you refer to rigify this is a known issue. That is, rigify is good for original animation in blender but doesn't work fine with daz poses. That's why mhx is provided. Then for 100% match with daz studio when loading daz poses is critical the simple rig should be used, which just adds ik to the daz rig. There's also a new option to keep the daz rig with rigify and mhx but doesn't seem to work extremely well. This is explained in the docs.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Rigging
Then of course it is always possible to use any blender retargeting tool to trasfer the animation from the daz rig to rigify or mhx but this requires manual retargeting.
I tried the keep Daz rig options when importing the character, then import the duf pose asset files as new actions to the G8 characters, maybe the animations in the duf format are not baked and need to add ik or something else like the morph properties.
Tested using the MHX rig when importing the character, and the issue was the same as using the Daz rig, the joint rotations of the legs are not exactly the same as the action played in Daz studio. Attached the character import and pose asset import settings, the poses are both from the same frame of the animation.
The animation quality is good and it seems the leg movements that are sliding on the floor have the ik enabled, when imported to Blender the legs move differently and not as perfect like the original playing in Daz studio.
I am confused on how to go about this. What i want to do is this:
import G8.1F
import custom body morphs
set body morph to 1
import pose
Importing baked correctives at any time doesn't seem to change anything. I assume it's because it's importing baked correctives for g8.1f?
This is the problem btw:
https://imgur.com/2KdBsOF
@catmaster
It is likely that you didn't import the figure in rest pose and that's why the feet don't bend the same. That is, for example, if you import the figure with heels then the shoes pose is baked in the dbz and daz poses will be relative to that. The figure has to be imported in rest pose for the daz poses to work fine.
Another thing is, if you use IK then you have to bake the animation before exporting. You can either use edit > figure > bake to transform, or bake timeline to animate then back to timeline. This is rarely needed since usually daz animations are fk or mocaps thus already baked. Also this baking pass is not specific to daz studio or blender, you do it in any application when you want to export an animation. Or you can export fbx that will bake the animation.
@dmnmf
The intended workflow is to bake the figure, not to import body morphs. However you can import body morphs using ERCs. But I don't recommend that since it makes the figure complex, in blender it is better to work with simple rigs, especially for animation.
https://diffeomorphic.blogspot.com/2021/09/morphing-armatures.html
Yes, i think i read about and tried ERCs as well, to no avail unfortunately.
What you mean by baking is that i should import already morphed characters into blender and not morph them inside of blender with custom morphs? That would work but it would be quite limiting as you can not change or mix the figure anymore. The weird thing is that so far, except for the eve morph, importing genesis, mixing custom morphs and then posing has worked pefectly well.
Thanks for the help, the solution of baking animation in Daz solved the issue. The characters imported into Blender were using the standard G8 rest pose.
The bake animation option worked and then the animations exported to Blender were playing exactly the same.
It seems the artist who made these animations were able to use ik in Daz, their quality looks much better than other Daz animations available.
@dmnmf That depends on the figure proportions, if the armature pivots don't change or change a little, then you can import body morphs without ERCs and they will work fine enough. If the pivots change then you need ERCs otherwise you get the distortions as in your picture, because the armature pivots are not located correctly. Then ERCs can't work with IK, you are limited to the daz rig.
@catmaster If you're interested in daz IK look at my signature there's a discussion about it.
I can't spend extra effort making animations or learning new techniques for making animations, I'm working more than 10 hours per day for making the game logic with Unreal and it's still not enough. These animation assets have to be bought from the animators and some of them can be hired to make special animations, I'd just modify them with animation layers after receiving the animations, to match the scenarios in game and to work with the interactions of players and NPCs. Some of the animations made in Daz are good enough for use although there are usually not many frames and have to be modified and composed into animation composites, but most of the animations I bought are based on Epic skeletons and have to be retargeted to Daz skeletons, there are other developers who use Cascadeur, that I wish to learn after the current game project is completed.
These Daz characters and the Iray rendered scenes are crazily good looking
I know it's technically very difficult to use them for most game types except pre rendered visual novels but I get inspired with new ideas when browsing the store
It needs to spend almost a week to convert any G8 character to be game ready, otherwise they look totally different in Unreal and drop the frame rate too much
Hi,
The diffeoMorphic looks awesome! Thanks for the work on it.
Can I transfer my Daz character Blendshapes exported to Blender to the same(similar) Character Creator model exported to blender?
Why? I'm trying to get the best characters possible in Unity.
Daz has Blend shapes, but Character Creater does not allow you to export body/face morphs etc to Unity. Character creater has great Materials, skeleton setup and eyes in Unity, so I want to combine the two by adding the morphs "back in" in blender.
So I've tried exporting Victoria 8 to CC
Then Export both CC victoria and Daz victoria to Blender, and hopefully "Add back" the morphs from Daz Victoria 8 to the cc Victoria 8. Please let me know if there is a better way!
I tried using the transfers shapekeys to the new cc model, But it complain that that "CC_base_Body" parent is not the same as Victoria8HD"
Heres a video of the differences in Character creator models vs daz models in unity. https://youtu.be/5cCjOiaVMSg?t=50
@aweswan It depends. The morphs imported by diffeomorphic work the same as daz studio, that means they drive both bones and geometry, and possibly a HD layer if you use the Xin addon. You can convert such morphs to shapekeys but the interpolation will not be the same, that means intermediate poses may be different. Then of course to transfer the shapekeys the source and target geometries must be the same, otherwise you can use an addon to transfer among different geometries, or you may also try a surface deform.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Advanced/Morphs/Convert Morphs To Shapekeys
https://github.com/fblah/ShapeKeyTransferBlender
Transferring morphs from Daz models to CC4 models would be very tricky as they are not the same geometries.
The transferred shape keys are not as good as the source, especially if the source and the target meshes have different density of geometries e.g. transferring from 20k polygons of low poly daz models to 100k polygons of normal Unreal characters. The intermediate poses would be totally messed up and not usable. I've tried several different plugins and it seems impossible to transfer them properly, the other method is to recreate the morphs using surface deform as mentioned above. There is another mesh transform plugin that's much quicker for lots of morphs: https://mmemoli.gumroad.com/l/tOKEh
CC4 characters have materials made for game engines i.e. fewer material slots to reduce draw calls, they have Epic skeleton compatible skeletons and better geometries for game engine skin deforms which don't support DQS, and better skin weights that don't require extensive corrective morphs, it really is made for games and not specially made for still renders. But it doesn't allow users to export the morphs
And CC4 is not going to support geografts as it sticks to its non adult policies
If there is going to be Daz G10 it should make game ready versions for games or videos, at the very least should get rid of the double hip bones and make alternative skin weights for game engines, adjust parts of the mesh density e.g. the shoulders are too low poly and the general mesh is still too low poly
There is the unimesh as used in G9, that I still don't like it from the perspective of the in game character customization system that I made using Daz G8 morphs. I found that using different bases for male and female, is better for in game performance as each character would carry less morphs compared to using unimesh. When there is need for transgender features that I highly doubt would be required by players, we can simply switch the skeletal mesh and load the other gender morphs. Adding to that different genders have different needs for geografts and separating them as two customization systems would be easier to code as for the Unreal project I'm developing.
Although the G8 characters use about 20k polygons for the body, the eyebrows can have millions of polygons it's a joke to use such eyebrows for games,
wish they could draw the eyebrows to the textures for lots of the characters sold on the market.
Thanks, i will give it another try!
@Padone
Everything works fine now (with the erc) except for one thing, the eyemoisture. I am using G9, load all the morphs, load the Ariel9 head custom morph, transfer the shapekeys and dial it in, yet this is the result that i am getting:
https://imgur.com/a/7T2GqKS
Is there any way to circumvent this? I would really prefer to not use baked models.
If you trasfer morphs to face meshes that should take care of the eyemoisture too, together with eyelashes and eyebrows. You can check what shapekeys are transferred and eventually transfer manually, it's morphs > transfer shapekeys.