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18 comments found!
Weird. I wonder why the search didn't bring it up for me? Anyway, I've already sent a PM, so let's hope he replies. I've nearly go the pose and armature import done. Just something a little off with the the bone matrices that I need to figure out (I think the DAZ file might contain world transforms instead of local or parent space transforms). Other than that, it's working, and I'd love to be able to contribute back my changes if Millighost is willing.
Thread: Blender DSF Tools | Forum: Blender
Quote - He/She comes in here quite often but if there anywhere near NY it might be a wait
Ahh! That's a very good point that didn't even occur to me. Thanks! I'll keep them to myself for a little while longer, then and hope he/she responds.
Thread: Daz to Blender | Forum: Blender
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.
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Thread: Blender DSF Tools | Forum: Blender