MerryChristmas opened this issue on Sep 07, 2012 ยท 39 posts
FigureSculptor posted Fri, 14 September 2012 at 9:32 AM
Depends on what you want to do.
If you're looking to create morphs, there's a set of scripts for importing .dsf files (geometry, morph ,uv maps) and for exporting morphs that were posted by millighost to these forums a while back. The Search doesn't bring them up, but they're still available at this link:
https://market.renderosity.com/mod/forumpro/friendly_thread.php?thread_id=2834649
If you're looking to just bring the model over, there are options for that as well.
Exporting the model using WaveFront OBJ will work, but you'll lose the armature. You'll preserve the pose and a good deal of the material and texture data (though some advanced features will have to be done manually, like reflection maps, etc.)
Exporting the model using Collada will work also, but it's limited. Until the latest version of 4.5, Collada export didn't export animations or poses in a way that Blender could import, and the material assignments would get screwed up, assigning everything to the first material.
With the latest version of both Daz and Blender, the Collada export is working much better. The material issues have been fixed, and poses and animation can be imported. The latter isn't perfect yet. Some "leaf" bones (bones with no children) don't get the right transformation. Also, when you export with animation, it doesn't set the rest position to the T-Pose. This means, if you want the animations and poses, you're probably going to export at least two separate files - one with and one without animations, and then you're probably going to have to manually add constraints from bone to bone.
Every release, things seem to get better, but there are definitelys some gotchas going back and forth between Daz Studio and Blender.