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DAZ|Studio F.A.Q (Last Updated: 2025 Jan 08 10:13 pm)



Subject: Antonia WM works in DAZ Studio 4


amy_aimei ( ) posted Mon, 06 February 2012 at 6:30 AM · edited Thu, 09 January 2025 at 3:43 PM

file_478306.jpg

I think I have converted the Antonia WM into weight mapped character supported by DAZ Studio 4 successfully!  This is the result of the WM-Kneel01 pose by Saint-Fox from the original Antonia WM package.  I'll need someone has Poser 9 to confirm that.


prixat ( ) posted Mon, 06 February 2012 at 8:41 AM

Looks very promising. 

I think a lot of people would be interested in how you did that!

regards
prixat


Xerxes0002 ( ) posted Mon, 06 February 2012 at 2:39 PM

Yes we would :)


amy_aimei ( ) posted Tue, 07 February 2012 at 6:22 AM

I just uploaded it to

http://www.sharecg.com/v/59715/view/21/DAZ-Studio/Antonia-WM-for-DAZ-Studio-4

Please try it and give me some feedbacks.


amy_aimei ( ) posted Wed, 08 February 2012 at 6:42 AM

The steps:

  1. Import the .CR2 file to DAZ Studio 4.
  1. From the menu, select Edit -> Figure -> Rigging -> Convert Figure to Weight Mapping..., then choose the option TriAx Weight Mapping.
  1. From the menu, select File -> Save As -> Support Asset -> DSF Figure or Prop File..., then fill in the information required.
  1. From the menu, select File -> Save As -> DSF Character File.

That's it!  It is simple.  Unforturnately, I found this linkhttp://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/interface/action/index/dzconvertlocalmapstogeneralaction/start, instead of that link http://kotozone.blog55.fc2.com/blog-entry-233.html.  As of this time, I think http://kotozone.blog55.fc2.com/blog-entry-233.html is the best tutorial of how to use the Content Creator Toolkit, which is part of DAZ Studio 4 Pro.  Note that, it is in Japanese.

Lack of documentation hurts DAZ Studio.  As I know, someone even enter a bug for that at DAZ.


Bejaymac ( ) posted Wed, 08 February 2012 at 7:43 AM

Amy you do know that DS4's cr2 importer doesn't read Poser weightmaps, also in number 2 above converting a figure from poser rigging gives you a very,very,very basic WM setup, which you are then ment to use the WM brush on to make it work properly.

TBH 'toni standard works better converted to basic Tri-ax, as thanks to all of ODF's JCMs she bends just as good as the WM version (imho her knees bend better).


amy_aimei ( ) posted Thu, 09 February 2012 at 5:32 AM

Quote - TBH 'toni standard works better converted to basic Tri-ax, as thanks to all of ODF's JCMs she bends just as good as the WM version (imho her knees bend better).

Do you think that I should use the standard version and start from there?  My objective is to get rid of the JCM because it makes the process of clothing creation harder.

Any suggestion?


Bejaymac ( ) posted Thu, 09 February 2012 at 9:07 AM

TBH you should just leave her for the Poser crowd, as converting a Poser figure to Tri-ax is a hell of a lot of work, and that doesn't include learning how to rig her in the first place.

I've converted her to Tri-ax (haven't touched the rigging yet) and have already found a couple of problems, the JSON language in the .dsf files doesn't like characters like !£$% or spaces in the texture paths, so .dsf 'toni loads in pink with no textures, the ! in the folder !SaintFox had to be removed and the lines in the .dsf edited.

Then there's her morphs, many of which no longer work, no big surprise as Tri-ax have no body parts so all morphs need to be in the body to work, so they need rebuilt as will every other morph that's available for her as INJ/REM's wont work.

Then there's hair & clothing, we don't have any templates to make good results out of autofit or the transfer utility, so that means they will have be redone also.

Poser users got it easy when it comes to converting to WM, us DS users really got the shitty end of the stick with this Tri-ax system.


paganeagle2001 ( ) posted Thu, 09 February 2012 at 1:28 PM

Perhaps you should see how "easy" it is by having a go yourself if you have Poser.

Not as easy as waiting for someone else to do the work for you.

All the best.

LROG

Who honors those we love for the very life we live?, Who sends monsters to kill us?, and at the same time sings that we will never die., Who teaches us whats real?, and how to laugh at lies?, Who decides why we live and what we'll die to defend?, Who chains us?, and Who holds the key that can set us free... It's You!, You have all the weapons you need., Now Fight!


prixat ( ) posted Fri, 10 February 2012 at 6:58 AM

Its not another 'stand alone' figure we need, thats so last year :biggrin: 

I was hoping Amy had found a way to convert Antonia to a Shape.

 

 

I expect we may have to wait a while for DAZ to make some sort of Cloner for DS that extracts or translates the Weighting, Joint centres, UVs, Morphs etc. and discards the unneeded mesh and rig. (If thats even technically possible!)

 

regards
prixat


amy_aimei ( ) posted Sat, 11 February 2012 at 6:30 AM · edited Sat, 11 February 2012 at 6:33 AM

Based on the feedbacks.  I think I better stop working on it and spend my time on other meaningful stuff.  In addition, I'm not a Poser user.  If DAZ Studio and Poser go down different paths, I'll not be able to make something that can be shared by both.


Cage ( ) posted Sat, 18 February 2012 at 12:09 PM · edited Sat, 18 February 2012 at 12:22 PM

Quote - Based on the feedbacks.  I think I better stop working on it and spend my time on other meaningful stuff.  In addition, I'm not a Poser user.  If DAZ Studio and Poser go down different paths, I'll not be able to make something that can be shared by both.

I think working to bring DAZ users a weight-mapped Antonia is a worthwhile effort.  D|S may be moving toward the Genesis model of having one mesh that does everything, but it's good for everyone (even Poser users, I believe) to have user- and community-driven figures like Antonia made available for the D|S user base.  I hope you don't let anyone's comments drive you away from a process which can help bring Antonia to more users, help bring more open content to D|S, and help everyone learn some new things about how DAZ and Poser can still work together.

Quote - I expect we may have to wait a while for DAZ to make some sort of Cloner for DS that extracts or translates the Weighting, Joint centres, UVs, Morphs etc. and discards the unneeded mesh and rig. (If thats even technically possible!)

The basics are quite possible, for something like this.  Where it seems to get complicated is when trying to accurately transfer morphs between complicated actor meshes like heads, where certain areas of the mesh need to correspond to one another, but there's no easy way to algorithmically define which parts of the respective face meshes should be correlated.  The other really hard part is determining where to define the edges of UV islands, when transferring UV-mapping between dissimilar meshes.  In these two areas, some sort of careful and complicated user involvement seems to be required to enable the transfer.  If DAZ can solve these problems for D|S, they'll really have accomplished something which will impress me.  :laugh:

===========================sigline======================================================

Cage can be an opinionated jerk who posts without thinking.  He apologizes for this.  He's honestly not trying to be a turkeyhead.

Cage had some freebies, compatible with Poser 11 and below.  His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.


pjson ( ) posted Thu, 15 March 2012 at 7:20 AM

Hello, Pls I have a minite script which I want it animated for poser 6 or poser8. can you do that for me or drect me to someone that can do animate it for me. my email:eseagu@yahoo.com. thanks


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