Forum Moderators: Lobo3433 Forum Coordinators: LuxXeon
Blender F.A.Q (Last Updated: 2024 Nov 24 8:44 pm)
Quote - i get errors with the 2.63 release.
Same here.
Here's my python console:
Quote - found bundled python: E:Program FilesBlender642.63python
INFO:mesh_import_dsf:execute (path = F:Daz Studio!!My LibrarydataDAZ 3DGene
sisBaseGenesis.dsf, kwargs = {'uvs': True, 'use_material': True, 'materials':
True, 'groups': True})
Traceback (most recent call last):
File "C:UsersVAppDataRoamingBlender FoundationBlender2.63scriptsaddon
simport_dsf_geom.py", line 276, in execute
import_dsf_file (self.properties.filepath, import_props)
File "C:UsersVAppDataRoamingBlender FoundationBlender2.63scriptsaddon
simport_dsf_geom.py", line 231, in import_dsf_file
dsf_geom_define.define_model (geom, use_mat = 'use_mat' in props)
File "C:UsersVAppDataRoamingBlender FoundationBlender2.63scriptsaddon
simport_dsf_geom.py", line 175, in define_model
mesh_obj = self.define_geom ('Mesh', geom)
File "C:UsersVAppDataRoamingBlender FoundationBlender2.63scriptsaddon
simport_dsf_geom.py", line 101, in define_geom
mesh_dat.faces.add (len (f) // 4)
AttributeError: 'Mesh' object has no attribute 'faces'location::-1
location::-1
-----sig-----
Daz, Blender, Affinity, Substance, Unity, Python, C#
Quote - found bundled python: E:Program FilesBlender642.63python
INFO:mesh_import_dsf:execute (path = F:Daz Studio!!My LibrarydataDAZ 3DGene
sisBaseGenesis.dsf, kwargs = {'uvs': True, 'use_material': True, 'materials':
True, 'groups': True})
Traceback (most recent call last):
File "C:UsersVAppDataRoamingBlender FoundationBlender2.63scriptsaddon
simport_dsf_geom.py", line 276, in execute
import_dsf_file (self.properties.filepath, import_props)
File "C:UsersVAppDataRoamingBlender FoundationBlender2.63scriptsaddon
simport_dsf_geom.py", line 231, in import_dsf_file
dsf_geom_define.define_model (geom, use_mat = 'use_mat' in props)
File "C:UsersVAppDataRoamingBlender FoundationBlender2.63scriptsaddon
simport_dsf_geom.py", line 175, in define_model
mesh_obj = self.define_geom ('Mesh', geom)
File "C:UsersVAppDataRoamingBlender FoundationBlender2.63scriptsaddon
simport_dsf_geom.py", line 101, in define_geom
mesh_dat.faces.add (len (f) // 4)
AttributeError: 'Mesh' object has no attribute 'faces'location::-1
location::-1
I got same error message. 2.63
I opened .pl by text edittor once.
I installed daz contents onother volume.
consolewindow log.
/////////
found bundled python: C:Program FilesBlender FoundationBlender2.63python INFO:mesh_import_dsf:execute (path = I:myfiledazstudio4MylibrarydataDAZ 3D GenesisBaseGenesis.dsf, kwargs = {'uvs': True, 'use_material': True, 'material s': True, 'groups': True}) Traceback (most recent call last): File "C:Program FilesBlender FoundationBlender2.63scriptsaddonsdsfdsf_ geom_import.py", line 100, in execute import_dsf_file (self.properties.filepath, import_props) File "C:Program FilesBlender FoundationBlender2.63scriptsaddonsdsfdsf_ geom_import.py", line 54, in import_dsf_file obj = dsf_geom_define.define_model (geom, use_mat = 'use_mat' in props) File "C:Program FilesBlender FoundationBlender2.63scriptsaddonsdsfdsf_ geom_define.py", line 120, in define_model mesh_obj = self.define_geom ('Mesh', geom) File "C:Program FilesBlender FoundationBlender2.63scriptsaddonsdsfdsf_ geom_define.py", line 45, in define_geom mesh_dat.faces.add (len (f) // 4) AttributeError: 'Mesh' object has no attribute 'faces'
location::-1
location::-1
////////
blender cant tell correct path?
The capability to import UV coordinates should work again; i did not check every polygon, but overall it looks right. It uses some functions from the blender api, which are less well documented, so there might be some things not right. If you notice something like that, please let me know.
Have fun - millighost
Thank you for doing this. I have always hope for pose content in Blender and now to be able to genesis in awesome.
I have a question if you don't mind.
Do you plan on implementing bone / weight map import? I would just die for blenders animation abilities. I mean Daz, Poser, and Carrara are inferior to blender in many ways but it is especially noticeable when you want to do CA. It does not looks like they will ever get a good timeline/dope sheet combo. I don't seeing them getting an advanced rig UI either. If you are not planning to that is ok I was just dreaming of what could be. Thank you for what you have done so far, it is much appreciated.
-M
thank you for your tool, and continuing improvement.
your tool is great for me and people who use daz sutido.
but It seems something still make error.
I used your tool for 2.63 just now.
(I delete old dsf folda and pastte your new dsf folda on blender add-on folda.)
location::-1 INFO:mesh_import_dsf:execute (path = I:myfiledazstudio4MylibrarydataDAZ 3D GenesisBaseGenesis.dsf, kwargs = {'uvs': True, 'use_material': True, 'material s': True, 'groups': True}) Traceback (most recent call last): File "C:Program FilesBlender FoundationBlender2.63scriptsaddonsdsfdsf_ geom_import.py", line 100, in execute import_dsf_file (self.properties.filepath, import_props) File "C:Program FilesBlender FoundationBlender2.63scriptsaddonsdsfdsf_ geom_import.py", line 54, in import_dsf_file obj = dsf_geom_define.define_model (geom, use_mat = 'use_mat' in props) File "C:Program FilesBlender FoundationBlender2.63scriptsaddonsdsfdsf_ geom_define.py", line 120, in define_model
File "C:Program FilesBlender FoundationBlender2.63scriptsaddonsdsfdsf_ geom_define.py", line 45, in define_geom face_vis = f[4face_idx:4face_idx+4] AttributeError: 'Mesh' object has no attribute 'faces'
location::-1
location::-1
//////////////////////////////
I wish you good luck, and look forward to use this great tool!
I'm not sure if I'm doing something wrong, or not. =/ I am using the 64bit version of Blender 2.63. Does this matter?
Quote - INFO:mesh_import_dsf:execute (path = F:3D ModelsGenesis.dsf, kwargs = {'uvs':
True, 'use_material': True, 'materials': True, 'groups': True})
Traceback (most recent call last):
File "E:Program FilesBlender642.63scriptsaddonsdsfdsf_geom_import.py",
line 100, in execute
import_dsf_file (self.properties.filepath, import_props)
File "E:Program FilesBlender642.63scriptsaddonsdsfdsf_geom_import.py",
line 52, in import_dsf_file
geom = dsf_geom_load.load_file (filename)
File "E:Program FilesBlender642.63scriptsaddonsdsfdsf_geom_load.py", li
ne 48, in load_file
geom_data = self.load_geometry (filename)
File "E:Program FilesBlender642.63scriptsaddonsdsfdsf_geom_load.py", li
ne 41, in load_geometry
(jdata['geometry_library'][0])
KeyError: 'geometry_library'location::-1
location::-1
-----sig-----
Daz, Blender, Affinity, Substance, Unity, Python, C#
Quote - I'm not sure if I'm doing something wrong, or not. =/ I am using the 64bit version of Blender 2.63. Does this matter?
No, it should not matter. But the error message looks like you tried to load the wrong file. There are two files within your installation called 'Genesis.dsf'; one in .../data/DAZ 3D/Genesis/Base/Genesis.dsf and one in .../People/Genesis/Genesis.dsf. You need to load the one from the 'Base' directory, not the one from the 'People' directory, might that be the source of the error? Hm, i see that the version you tried to load is in "3d models/Genesis.dsf" that seems to be a copy of one of those files, perhaps you copied the wrong file there?
Quote - INFO:mesh_import_dsf:execute (path = F:3D ModelsGenesis.dsf, kwargs = {'uvs':
True, 'use_material': True, 'materials': True, 'groups': True})
Traceback (most recent call last):
File "E:Program FilesBlender642.63scriptsaddonsdsfdsf_geom_import.py",
line 100, in execute
import_dsf_file (self.properties.filepath, import_props)
File "E:Program FilesBlender642.63scriptsaddonsdsfdsf_geom_import.py",
line 52, in import_dsf_file
geom = dsf_geom_load.load_file (filename)
File "E:Program FilesBlender642.63scriptsaddonsdsfdsf_geom_load.py", li
ne 48, in load_file
geom_data = self.load_geometry (filename)
File "E:Program FilesBlender642.63scriptsaddonsdsfdsf_geom_load.py", li
ne 41, in load_geometry
(jdata['geometry_library'][0])
KeyError: 'geometry_library'location::-1
location::-1
Quote - There are two files within your installation called 'Genesis.dsf'; one in .../data/DAZ 3D/Genesis/Base/Genesis.dsf and one in .../People/Genesis/Genesis.dsf. You need to load the one from the 'Base' directory, not the one from the 'People' directory, might that be the source of the error?
That was exactly the problem. Thank you.
-----sig-----
Daz, Blender, Affinity, Substance, Unity, Python, C#
Thank you millighost for a great tool!
I have just got my first successful morph into DS4. It works well but I would like it to appear under "Face" rather then "Actor". I suspect it is a fairly easy job with a text editor if you know what to add where, but I don't. Can anyone enlight me on this?
Cheers! Oom
Quote - Thank you millighost for a great tool!
I have just got my first successful morph into DS4. It works well but I would like it to appear under "Face" rather then "Actor". I suspect it is a fairly easy job with a text editor if you know what to add where, but I don't. Can anyone enlight me on this?
Cheers! Oom
With a text editor it is easy: Look in the generated dsf-file for a line that reads
"region": "Actor",
and change it to
"region": "Face",
Then your morph will be listed in the Face section of the Parameters tab. Of course, this works for the other regions, too. If you misspell it (e.g. "region": "thingwithnoseinit"), it will be shown in no particular region, but below the regions in the parameter tab.
Normally this should work for other figures as well. Two things might get into the way, though.
1: Other figures might contain other polygons next to quadliterals. This is an oversight by me in the importer script, because i was thinking all dsf models had only quads. I have attached an updated version of the scripts, that fixes this bug.
2: To make DS find your morphs after you exported them, you have to copy the exported dsf into the right place. What "the right place" is exactly i am not sure, but it seems always to be a directory named "Morphs" relative to the directory where the item data is located in; for example, i have those boots by dx30 called Workboots for genesis. There are two boots, WorkBootsL and WorkBootR. The data files for the WorkBootL is in:
/dsdata4/data/dx30/WorkBoots/WorkBootL/WorkBootL.dsf
(dsdata4 is the name of my DS content directory)
Now i create a morph for that boot by loading this file into blender, create a shapekey, and export is into the file bootmorph.dsf.
I have to copy the bootmorph.dsf somewhere into the directory
/dsdata4/data/dx30/WorkBoots/WorkBootL/Morphs
to let DS4 find it and make it usable, i.e. it has to be in the Morphs directory next to the data file. It does not seem to matter if there are additional directory components after the name. For example copying it into one of these will both work:
/dsdata4/data/dx30/WorkBoots/WorkBootL/Morphs/bootmorph.dsf
/dsdata4/data/dx30/WorkBoots/WorkBootL/Morphs/Millighost/bootmorph.dsf
You might still want to tweek one thing within the exported dsf file; in the generated file there is this section called "modifier_library" containing a "group", it looks like this:
"modifier_library": [
{
"formulas": [],
"group": "/Universal",
"parent": "/data/dx30/WorkBoots/WorkBootL/WorkBootL.dsf#WorkBootL",
....
The line '"group": "/Universal"' specifies where you can find the morph in DS4's Parameters tab. By default it is "/Universal" which makes it appear in the Universal section of the Parameters tab, but you can enter any name there. All that i do to make it appear in another section is, for example, change it to:
"group": "/Millighost",
Other than that, everything should work out of the box. Let me know if there are any problems.
Quote - Seems like the new format changes etc pretty much screwed the importer over, am I right? At least when I try to import the genesis.dsf from Studio 4.5 it gives tons of errors.
The problem you're experiencing (I think) is that 4.5 supports two different .dsf versions, one that's the old fashioned JSON text file, and a new compressed file format. Fortunately, the new format is actually nothing more than a file in the old format that's been gzipped. That's easy enough to account for in the scripts. In the four dsf_xxx_load.py files, you can add an import at the top:
import gzip
and then in the load_file method, change the code to un-gzip the data before parsing if the parse operation gives an error, like so:
<span style="font-family:'courier new', courier;"> @classmethod def load_file (self, filename, opts = None): try: jdata = json.load (open (filename, 'r')) except ValueError: f = gzip.open(filename, 'rb') file_content = f.read() decoder = json.JSONDecoder() jdata = decoder.decode(file_content.decode("utf-8")) si_arm = self.get_armature_from_jdata (jdata) return si_arm </span>
You'll have to make the change in four different files (dsf_arm_load, dsf_geom_load, dsf_morph_load, dsf_uvset_load). I've fixed a few other issues with 2.64 and/or DS 4.5, so if Millighost gives the okay, I'll share my revised scripts.
Another change I've made that some people might be interested in is supporting the import of multiple morph targets or uvsets at once. I'm also about 90% done an addition that imports the armature and pose data out of a .duf file (might also work with .dsf - haven't checked). Again, if Millighost gives teh okay, I'll share the revised scripts.
Forget it, I figured it out, the important thing is to handle exception, so replace:
jdata = json.load (open (filename, 'r'))
by:
...
try:
jdata = json.load (open (filename, 'r'))
except ValueError:
f = gzip.open(filename, 'rb')
file_content = f.read()
decoder = json.JSONDecoder()
jdata = decoder.decode(file_content.decode("utf-8"))
...
Anyway, I was mondering... Is there any way of handling symmetry while morphing in editmode in Blender? I mean, without creating new mesh (add modifier->mirror or mesh option-> x symmetry). It is possible in sculpt mode...
meipe:
Sorry about that, I'm not sure what happened with that code. It looked correct when I typed it in using the
tag.
I've done a fair bit of development on the dsf scripts. I'm gonna hope that Millighost is okay with this, but I'm posting my versions of his dsf tools. I've made a bunch of changes. I didn't really keep track of what I did, but offhand, I can think of the following:
You can find the scripts here:
http://www.sendspace.com/file/nq1eiaMillghost - if this is not okay with you, say the word, and I'll yank the files down.
I'll gladly take suggestions and bug reports as long as Millighost is okay with it.
FS
i am fine with that. (the official way should have been first ask, then
redistribute, so do not let the copyright police know ... :-) Read on...
First, here is an updated version of my scripts.
Changes:
it is hereby officially licensed under GPLv3 (so derivatives allowed)
i uploaded this on github: https://github.com/millighost/dsf-utils.git
i added a new operator 'import dsf-arm' which loads the mesh deforming bones into
a newly created armature object. Give it the Genesis.dsf in the data directory to load.
It loads the bones in the same orientation as they are in the DS-file, so it might look
a bit strange, but it is not meant to be a rig, only the mesh deforming armature.
dsf-file into vertex groups (the geometry file has to be the active object for this). It
can import the different weight maps separately or combined (by averaging them), it
does not bind the geometry to the armature, however, mainly because i have to still
figure out, how (blender's interpolation is different than DS's interpolation). If you
have any ideas, let me know...
Because we are obviously working on very similar things, it might be beneficial to
combine (or split) our works. PM me if interested.
EDIT: for some reason the layout is messed up (too wide), inserted linebreaks, apologies.
Very cool!
I'm looking forward to looking at your code. I tried to follow your conventions and style as
much as I could. While I'm an experienced coder, I am NOT an experienced Python coder,
and often make things unpythonic (and also harder than necessary) :)
I did PM you when I started working on this, but I'll drop you another one. I'm more than
happy to pitch in on whatever you're not focusing on. I did the armature and pose stuff for
a practical reason - I needed it for a project I'm working on. I won't at all be upset if I can
throw it all out now. :)
It boggles my mind that there's still no good way to transfer poses from DAZ to Blender (if
you know of one, please share - BVH is the best I've found, but it screws up some of the
bones)
I'm especially interested in looking at your bone orientation code. I found that trying
change the bone roll caused problems with constraints and setting bone transformations
from pose data. Been trying to figure out if this is a coordinate system problem, object vs.
pose vs. world space issue or what. I ended up leaving all bones at 0° roll.
Quote - You can find the scripts here:
I'd love to check out your scripts but there's no way
I'm going to install some site's 'download' manager.
That's just asking for a world of trouble.
Quote - I'd love to check out your scripts but there's no way I'm going to install some site's 'download' manager. That's just asking for a world of trouble.
If you're seeing the download manager, you're clicking on an ad, not on the Sendspace download link. The one you want looks like this:
Not like this:
Hallo again. I know there's been some delay, but I wanted to remark on the earlier difficulties people had.
For some reason DS4.5 will indeed show an old format .dsf morph correctly - once, just after installation. After that the morph dial will do nothing. One can get around that by using this script in the original way to export the .dsf. Then load DAZ and Genesis and turn the morph to its maximum.
Use file--save as--Support Asset--Morph Assets to save the morph. The saved one will work properly and consistently afterward.
This ONLY works if you do it on the FIRST loading of the morph, the one where it still dials in correctly. I have no idea why DS4.5 can read the "unreadable" format just the one time, but I've proven it by experiment repeatedly (and you can too).
This is amazing. I wish it worked in Poser. I might try this with Daz Studio, since I have this to look at. I'm so new to Blender that I have installed it, opened it, got scared, and closed it. lol
Poser Pro 11 (always updated to current version available) . Laptop Specs: Intel Core i7-7700 CPU @ 3.60GHz 3.60 GHz :: 16 GB Ram :: Windows 10 Pro
So im attempting to use this addon, but I get an error as as soon as I activate the addon.
Here is the error that I am getting : https://dl.dropboxusercontent.com/u/88689007/blender%20error.jpg
Anyone have any ideas? I even tried older versions of blender going back to 2.68, getting errors in all of them. Not the same one everytime but errors none the less.
Any help will be greatly appreciated!
Hello bmw850
I also saw your post on Blender Artist and just curious did you download the latest version of the script which would be khalibloo_panel_update15_4 I downloaded it and installed then saved user setting restarted blender and the script is running just fine with no errors on loading. Even when I installed it toggled and checked the System Console window and I am not getting any errors. If you have not installed the newest version I would try removing the add on saving user settings and then re-installing it after you have restarted Blender. Sometimes a file may become corrupt and removing the old version and installing the new add on might solve the problem
Good Luck
Lobo3433
Blender Maya & 3D Forum Moderator
Renderosity Blender 3D Facebook Page
Hello bmw850
Ok I reread this thread from the start the script you are having issue with is the dsf import script from millighost the dsf-utils add which is actually a different add on than the Khalibloo add on. Now I did try the one from millghost and for some reason yes that one gave me the same errors you showed in your screen shot. Looking at the one that is available seems it is a bit dated and perhaps has not been updated to deal with the obj issue mentioned by Khalibloo in the Blender Artist forum. I might suggest that you contact millighost directly since it is his scripts and perhaps he has a new update that resolves the issues you are having. You can always send him a site mail thru Renderosity by going to his contact page.
Lobo3433
Blender Maya & 3D Forum Moderator
Renderosity Blender 3D Facebook Page
The Khalibloo script is still available thru the Blender Artist forum but if not mistaken you might have to create and account to download the scripts and he has been updating and maintaining the scripts to be current with Blender plus he has allot of useful information in his thread to help you with the scripts Khalibloo Panel I feel currently if you are going to attempt to make morphs for Genesis this is the best option
Lobo3433
Blender Maya & 3D Forum Moderator
Renderosity Blender 3D Facebook Page
He is continuing development and keeping it up to date and does encourage users to post potential bugs or difficulties so he can improve the tool or offer help in troubleshooting if you get stuck
Lobo3433
Blender Maya & 3D Forum Moderator
Renderosity Blender 3D Facebook Page
jorge.dorlando posted at 10:21AM Sat, 09 June 2018 - #4331386
It´s no accepting set addon ... Solution?
Are you getting and error message and are you using the latest download of the addon?
Lobo3433
Blender Maya & 3D Forum Moderator
Renderosity Blender 3D Facebook Page
I downloaded it: https://github.com/millighost/dsf-utils Lobo3433 posted at 1:39PM Sat, 09 June 2018 - #4331435
jorge.dorlando posted at 10:21AM Sat, 09 June 2018 - #4331386
It´s no accepting set addon ... Solution?
Are you getting and error message and are you using the latest download of the addon?
Hello jorge.dorlando
If you are using the script from the https://github.com/millighost/dsf-utils that is over 4 years old and has not been updated since the newer script that I posted a link to above is to Khalibloo Panel which can be downloaded from https://blenderartists.org/t/khalibloo-panel/596208 you may also want to read the thread at Blender Artist since this script is still under development and may still have a few issues the developer of the scripts is always willing to help but he has to be contact thru Blender Artist as that is where the script is being offered for download
Lobo3433
Blender Maya & 3D Forum Moderator
Renderosity Blender 3D Facebook Page
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
"data/DAZ 3D/Genesis/Base/UV Sets/DAZ 3D/Base/Genesis.dsf"
After you load it, it will show up in blender under "UV Maps" within the mesh property panel (see illustration, bottom), with a name that was taken from contents of the dsf-file. Blender (like DAZStudio) supports multiple UV maps, so you can load more than one and switch between them.
A final note for these scripts in general and the uv-set import in particular: Because the blender developers are currently working on incorporating the bmesh into blender, the uv-map import currently does not work with any blender newer than 2.62 (it does work with the official 2.62 release). Also, i think there is a high chance, that if you use the bleeding edge version of blender these scripts will just stop working after some blender update. At time of this writing they still work with the svn-version, but from previous experiences i know that this can change any second, you have been warned. Have fun.