- There are no new shapekeys. Because Only Properties was enabled, neither shapekeys nor bone transforms were imported.
- The Aiko 8 slider is not activated (the checkbox to the right of the slider), which means that it is not included if we clear or set morphs, or set keys.
- The * Aiko 8 slider starts with an asterisk. This means that Aiko 8 is protected from accidental change. The All button at the top will activate all non-protected morphs but leave protected ones deactivated. There is a new Protected button which does activate protected morphs, but not unprotected ones.
Friday, March 24, 2023
Only Importing Properties
Friday, February 3, 2023
Unsupported Shaders and Unused Textures
The DAZ Importer fully supports three shaders: Iray Uber, 4-Layer Uber PBR MDL, and PBRSkin. Other shaders are only partially supported or not at all. Sometimes the result with an unsupported shader can be improved by applying the Iray Uber shader in DAZ Studio, but there are no guarantees. Normally we have to tweak the nodes in Blender to obtain the effect we want. However, to do so we often need textures that only affect the unsupported channels. In the last version of the DAZ Importer we can import such textures, even if they are not used by any nodes in Blender.
Material Editor so we can edit all skin materials at once.The simplest way is to turn down the value of the base color of the principled node.
The other materials still contain unused textures and node groups. To remove them and keep the node trees tidy we can use Advanced Setup > Materials > Prune Node Trees with Keep Unused Textures disabled.
Saturday, January 14, 2023
USING PRE-BENDED FIGURES (ALSO WORKS FOR G1 G2)
One common issue for daz figures is they require literally hundreds of morphs to get the figure working. Plus jcms don’t work anyway with G1 G2 figures that use triax instead, not supported by blender.
Now to help with this we may use a old trick that’s exporting prebended figures. This way we bake some main deformations from daz, then we may also use a corrective smooth modifier to help preserving the volume and shape of the baked deformations. As a side effect this also works better with ik that likes prebended limbs. And exports better to game engines. As a downside effect this will not work to import daz poses since the rest pose is changed this way. So it’s only good for original blender animation.
Below it's an example with G8F, the deformations are not bad considering no jcms are used at all. This technique works fine with G1 G2 too.
Please note that the prebending may depend both on the figure and the outfit. In general a nude figure can be more prebended than a dressed figure, and a dressed figure may require more or less prebending depending on the outfit.
The general steps are:
- In daz studio we prebend the figure as required depending on the figure and the outfit.
- If it is a G1 G2 figure then we add the general weight maps: edit > figure > rigging > convert to blended weight.
- Export to blender as dbz.
- In blender we add the corrective smooth modifier to the figure.
- In blender we merge the outfit parts and add a shrinkwrap modifier to the outfit.
Below an example with G1F and the magus outfit. I prebended the elbows and knees and a little shoulder, but left everything else alone to avoid distortions on the magus outfit. Then I converted to general weight and exported the dbz. Back in blender I added the corrective smooth to the figure and shrinkwrapped the outfit.
Please note that I uncheked "preserve volume" in the armature, since G1 doesn't use jcms and the corrective smooth is responsible alone to preserve the volume and prebended shape.
Overall the magus figure works fine enough and doesn't use any corrective morph.
note. important. The corrective smooth tends to preserve the original shape, so it’s good for body deformations and outfits. But not for face expressions since it tends to diminish the expression itself, so we may want to use a face mask for the corrective smooth.
Please see the depository for test files.
update. March 16 2023
Thomas did a great job with the last commit. It is now possible to import daz poses on prebended figures so we can avoid jcms and still be compatible with the daz poses. To do this you have to enable the global option "Daz Orientation" and check "Subtract Rest Pose" in the import pose panel.
Beware that "Daz Orientation" is experimental and actually uses some heuristic to be compatible with the old system. The only risk though is that some poses may not import completely fine, so you can use the option it won't break anything.
The intended workflow is to only use "Daz Orientation" if you work with prebended figures, otherwise the old system works better for now.
Sunday, January 8, 2023
Adding an Armature to Mesh Hair
Hair meshes in DAZ Studio often lack bones that allow them to be posed, and even if hair bones exist they can only be posed in very limited ways. To remedy this I have spent some days implementing a tool for automatically adding hair bones that can be used to pose the hair mesh.Add Hair Rig page in the new documentation
Friday, December 23, 2022
Combining Multiple Geografts and Shells
Shells, also know as geometry shells or geoshells, add color and other properties to the materials of a character. A single shell seldom causes problems, but if we mix multiple shells they can interact with each other in undesired ways. This post describes some shell problems and how to fix them.
I don't know how to solve this problem in DAZ Studio, so we leave it to the Blender side.
If the nipples are solid white, it means that some other shell is also active. Perhaps you forgot to turn off the tears shell on the nipple materials.Oiled Full Body_GP_Torso-1. Replace this node group with the node group for the torso, i.e. Oiled Full Body_Torso-5.
Repeat the procedure for all genitals and nipples materials.
We can increase the oilyness in the same way, or make the skin look dry by turning down the oily shell influence to zero. However, this becomes quite cumbersome since there are many materials that have the oily shell group, and the change has to be made to all of them. Fortunately, there is a way to change the influence for all materials at once.
Friday, November 25, 2022
Safely Installing a New Version
However, this does not work unless the old and new versions contain exactly the same files! The exact error message seems to vary, in my case I got the following message and the new versions were not installed:
Traceback (most recent call last):
File "d:\home\blenders\blender-2.93\2.93\scripts\startup\bl_operators\userpref.py", line 668, in execute
File "d:\home\blenders\blender-2.93\2.93\python\lib\zipfile.py", line 1633, in extractall
self._extract_member(zipinfo, path, pwd)
File "d:\home\blenders\blender-2.93\2.93\python\lib\zipfile.py", line 1687, in _extract_member
open(targetpath, "wb") as target:
PermissionError: [Errno 13] Permission denied: 'C:\\Users\\Comsol\\AppData\\Roaming\\Blender Foundation\\Blender\\2.93\\scripts\\addons\\mhx_rts\\animation.py'
Then type "mhx" in the search field and enable the MHX Runtime System if you want to.
- Disable the add-ons.
- Quit Blender.
- Erase the old add-ons from disk.
- Start Blender.
- Install the new add-ons from the zip file.
- Enable the add-ons.