Friday, July 26, 2024

Diffeomorphic Add-Ons version 4.2.0 Released

 DAZ Importer version 4.1.0 did not work at all with Blender 4.2. The reason is that Blender 4.2 has a strong (or less weak) typing system, which causes almost every button in the DAZ Importer to crash. Therefore it is time for a new stable release of the DAZ Importer and the other Diffemorphic add-ons. The add-ons have been tested with Blender 4.1.0 and 4.2.0 and also briefly with Blender 2.83, and there is a good chance that they will work with intermediate Blender versions too.

Apart from making it possible to use the DAZ Importer in Blender 4.2 at all, there are also some other improvements:


The DAZ Studio export scripts (export_to_blender.dsa and export_highdef_to_blender.dsa) have also been updated and should be copied to the Scripts folder in a DAZ Studio directory. Old versions of the scripts still work in most situations, but the new versions are needed for the improvements of rigid followers and HD import.


DAZ Importer
The DAZ Importer is a Blender add-on for importing native DAZ Studio files (.duf, .dsf) into Blender. It also contains some tools to make the assets more animation friendly.
Download:
https://www.dropbox.com/scl/fi/5xh2xun51kn3c851y85ju/import_daz_v4_2_0.zip?rlkey=uapugueahv4otj7q07aliocyc
Documentation:
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Home


MHX Runtime System

The MHX Runtime System is a Blender add-on for posing the MHX rig, that can be generated by the DAZ Importer.
Download:
https://www.dropbox.com/scl/fi/wi5x9m7phck8yxjme42tz/mhx_rts_v4_2_0.zip?rlkey=fy6dkyj04ueloygbvvemjb3ft
Documentation:
https://bitbucket.org/Diffeomorphic/mhx_rts/wiki/Home


BVH and FBX Retargeter
The purpose of the BVH and FBX Retargeter is loading animations from BVH or FBX files to a given armature, and editing these animations in various useful ways.
Download:
https://www.dropbox.com/scl/fi/5qvty2bnvp3x6bs6ido67/retarget_bvh_v4_2_0.zip?rlkey=lmk28nweryfkdzic0cnn54c82
Documentation:
https://bitbucket.org/Diffeomorphic/retarget_bvh/wiki/Home


The next three add-ons were recently spawned from the DAZ Importer in order to keep down its size somewhat. They contain rather specialized tools that are probably not of interest to most users. They are also poorly documented.

Important: The DAZ Importer must be enabled first, before any of these three add-ons can be used.

DAZ Preset Exporter
This add-on contains some tools for creating pose presets and other assets that can be used in DAZ Studio. It has not been updated for Blender 4.2.0.
Download:
https://www.dropbox.com/scl/fi/nfqjioymya3sofq71pcv4/export_daz_v4_1_0.zip?rlkey=4nujmfmir99dqf6sm7y0weyzi
Documentation:
https://bitbucket.org/Diffeomorphic/export_daz/wiki/Home


DAZ Rigging
Some specialized tools for rigging certain types of figures, link chains and tails.
Download:
https://www.dropbox.com/scl/fi/dbrvarajfb7173u7q0hfa/rig_daz_v4_2_0.zip?rlkey=ep0vif4h6pdxktvwm9n6sfras
Documentation:
https://bitbucket.org/Diffeomorphic/rig_daz/wiki/Home


Shell Editor
Contains some tools for manipulating shells imported from DAZ Studio.
Download:
https://www.dropbox.com/scl/fi/v08r48o9z2nswb57fpv0y/shell_edit_v4_2_0.zip?rlkey=boo9zmie3jei1rztsktefnj65
Documentation:
https://bitbucket.org/Diffeomorphic/shell_edit/wiki/Home



Tuesday, July 16, 2024

Hair Simulation

It is well known that it is not straightforward to simulate hair curves in Blender. Recently Alessandro pointed me to an interesting video where this problem is addressed:
The main idea is to create a proxy mesh which exactly matches the hair curve's vertex order and vertex locations. We can then add a cloth simulation to the proxy mesh, and a geometry node modifier to the hair curve that makes if follow the proxy. This is implemented in the development version 4.2.0.

Hair simulation does not work with the well-known Toulouse hair, because it contains connected sheets with two tips at the end and the root in the middle, and the Make Hair tool does not handle this case well.

Monica hair is better behaved, and only consists of sheets where the root and tip are at the ends. We imported a G8F character with Monica hair.

Monica hair consists of several parts with different materials. First we enter edit mode and separate the mesh by material.
We only keep the hair meshes which make a substantial contribution to the hair. The four meshes that consist of scattered small parts can be deleted. Also, the mesh with the cap material is renamed to "Scalp".
Next we convert each of the four remaining hair meshes to hair curves. With the hair mesh active and the scalp selected, press Make Hair.
The simulation options are found in the new Posing/Simulation box to the right of the Make Hair options. To make the video above I used something like the options above.
After converting all four hair meshes to hair curves, we end up with four hair curves and four proxy meshes, which have a red material in the viewport and are hidden during rendering. I like to put them in separate collections for clarity.

After that it is just a matter of animating the character.

The simulation will probably not be perfect at once. We can tweak the simulation parameters in the physics context as usual.

We can also easily modify the pinning group with Add Pinning Group.



Sunday, July 14, 2024

Improvements to HD Import

We can import HD (high-definition) characters if we first export the dbz file with the Export HD To Blender script, instead of using the plain Export To Blender script, cf High resolution meshes, HD meshes and geografts, and HD meshes and geografts revisited. The imported character has usually a very high poly-count which slows down the viewport. We can usually convert a HD mesh into a low-poly mesh with a multires modifier, using the Rebuild Subdivisions tool in the modifier. If the multires mesh has the same topology as the base mesh, which is often the case, the import script can then copy UV layers and vertex groups from the base mesh, so the multires mesh is as responsive as the base mesh in the viewport, while rendering like the full HD mesh.

Unfortunately, there are some situations where this strategy doesn't work.

  1. Rebuilding subdivisions may fail. We are then left with the full HD mesh, which can not be posed. It can still be rendered if UV coordinates are included in the exported dbz file.
  2. Rebuilding subdivisions may succeed, but the topology of the multires mesh may differ from that of the base mesh. Then we still cannot copy vertex groups and UV layers from the base mesh. An example is the persian top for Genesis 2 females that is bundled with DAZ Studio. In that case the culprit are triangular faces in the beads.
  3. The character may have geografts. Then the suggestion in HD meshes and geografts revisited was to enter the geometry editor in DAZ Studio before exporting the dbz file. However, if we do so all shells and shell UV layers are lost, which are often quite significant for geografts.

Recently these problems have been overcome. First, the Export HD To Blender script has to be updated, because information about shell UV layers are now included among the exported data. This means that you must use the Dazscript version rather than the C version by Donald Dade, which is not updated. Second, scenes should be exported from DAZ Studio without going into the geometry editor. This means that all geografts are automatically merged with their base characters already in the dbz file. When the file is imported into Blender, materials from both the base character and base geografts are added to the HD mesh, and UV layers from any shells are added too.

Information about the HD vertex groups is still missing. That could in principle have been added too, but exporting a HD dbz file is already very slow, and making it many times slower by adding 200 vertex groups is not feasible. Instead the plugin uses Blender's data transfer tool to transfer the vertex groups from the nearest base mesh vertex, instead of doing a vertex-by-vertex copy.

Friday, May 31, 2024

Diffeomorphic Add-ons Version 4.1.0 Released.

It is time for new stable releases. This time six separate add-ons are released at the same time, so you only need to download the add-ons that you actually need. As announced previously, the add-on version is now synced with Blender, so the latest version of Blender that these add-ons have been tested with is Blender 4.1.0. They have also briefly been tested in Blender 2.83, and there is a good chance that they will work with intermediate Blender versions too.


DAZ Importer
The DAZ Importer is a Blender add-on for importing native DAZ Studio files (.duf, .dsf) into Blender. It also contains some tools to make the assets more animation friendly.
Download:
https://www.dropbox.com/scl/fi/58f6obzmh063ae9d88ugg/import_daz_v4_1_0.zip?rlkey=qnq6cu0fx4qki9rpxlu95o9h1
Documentation:
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Home


MHX Runtime System

The MHX Runtime System is a Blender add-on for posing the MHX rig, that can be generated by the DAZ Importer.
Download:
https://www.dropbox.com/scl/fi/869tqthaajnznk2vaka2f/mhx_rts_v4_1_0.zip?rlkey=94tfjkaiofzmkwm5ff2gs0m8t
Documentation:
https://bitbucket.org/Diffeomorphic/mhx_rts/wiki/Home


BVH and FBX Retargeter
The purpose of the BVH and FBX Retargeter is loading animations from BVH or FBX files to a given armature, and editing these animations in various useful ways.
Download:
https://www.dropbox.com/scl/fi/ge0grf1x4fzr9ojgc76up/retarget_bvh_v4_1_0.zip?rlkey=7tdo5tfppgay04h7g3wjvk2bb
Documentation:
https://bitbucket.org/Diffeomorphic/retarget_bvh/wiki/Home


The next three add-ons were recently spawned from the DAZ Importer in order to keep down its size somewhat. They contain rather specialized tools that are probably not of interest to most users. They are also poorly documented.

Important: The DAZ Importer must be enabled first, before any of these three add-ons can be used.

DAZ Preset Exporter
This add-on contains some tools for creating pose presets and other assets that can be used in DAZ Studio.
Download:
https://www.dropbox.com/scl/fi/nfqjioymya3sofq71pcv4/export_daz_v4_1_0.zip?rlkey=4nujmfmir99dqf6sm7y0weyzi
Documentation:
https://bitbucket.org/Diffeomorphic/export_daz/wiki/Home


DAZ Rigging
Some specialized tools for rigging certain types of figures, link chains and tails.
Download:
https://www.dropbox.com/scl/fi/yxbgw81qefraag8kfmwbs/rig_daz_v4_1_0.zip?rlkey=it2g7t7gka9i0jz5z52g1oxec
Documentation:
https://bitbucket.org/Diffeomorphic/rig_daz/wiki/Home


Shell Editor
Contains some tools for manipulating shells imported from DAZ Studio.
Download:
https://www.dropbox.com/scl/fi/zl1s34xasma4i9deo05j7/shell_edit_v4_1_0.zip?rlkey=7fr4izofl0a7srvacppgr0x8u
Documentation:
https://bitbucket.org/Diffeomorphic/shell_edit/wiki/Home


Sunday, May 19, 2024

New Version Numbers

It will soon be time for a new release of the DAZ Importer and MHX Runtime Systems. But recently a number of related add-ons were spawned from the importer add-on, cf the post on Add-on Split. There has also been some progress on the BVH Retargeter, which can now also deal with FBX files, see FBX Files and BVH Retargeter. The plan is to release all of them together in the near future.

Since the last release was version 1.7.3, the original plan was to call the new release 1.7.4. However, the BVH Retargeter is already at version 2.2 (version 2.0 was when the name changed from MakeWalk), so going back to 1.7.4 would be confusing. Therefore, I decided to change the version number of all add-ons to 4.1.0. 

Making such a jump in version number is unusual, but it is not that different from DAZ going from Genesis 3 to Genesis 8. And of course the new version number carries another piece of information: 4.1.0 is the most recent version of Blender that the add-ons have been tested with. Even if the Diffeo add-ons are by now quite mature and I don't expect to add much new functionality (but you never know), there will probably be updates since new Blender versions always tend to break something.

Tuesday, May 14, 2024

Blender Shells

A geometry shell or geoshell in DAZ Studio is a kind of virtual mesh. It is a clone of a base mesh which can modify materials and some other properties. When loading a figure with geoshells the DAZ Importer creates a special node group in every material affected by the shell (if the Shell Method setting is set to Material). GeneralProtectionFault recently suggested that we might want to use the shell tools to add other node groups created in Blender. 

This idea has now been implemented. Since the DAZ Importer has grown too large and unwieldy, it was recently split into several separate add-ons, see the post on Add-on Split. The new tool that makes Blender shells is located in the Shell Editor, which contains tools for manipulating shells and layered images from DAZ Importer. The idea is to take a given node group, and make it into a shell which behaves just as the shells imported from DAZ Studio.

GeneralProtectionFault made a script which creates a procedural dirt node group. The script can be downloaded from here. To create the node group, load the script into Blender's text editor and press the Run Script button.

A node group is created in Blender's database. We could also create the node group manually. The only requirement is that the first input and output sockets be the ingoing and outgoing shaders, respectively.
Select the mesh and Add Custom Shell.
In the dialog, select the node group at the top and select the materials . Here we pressed the Skin button to quickly select all skin materials.
At the end of each node tree, a shell node group is created. It has the same sockets as every other shell node. Notice that the Influence slider is purple, meaning that it is driven.
To create drivers the global setting Shell driver type must not be None. I prefer to use rig properties to drive the influence, because using mesh object properties doesn’t seem to work with file linking, but armature object properties do.
The shell node group is a wrapper that contains the original node group and mixes the output with the original shader according to Influence. The only requirement is that the first input and first output are the ingoing and outgoing shader. If you want to tweak the node parameters, we can do it here and all materials are changed. The UV and Displacement sockets could also be used.
We can control the influence of shells in the DAZ Runtime > Visibility > Shells panel.

 

Saturday, March 30, 2024

Manual Editing of Favorite Morphs

It is possible to import the same morph twice, both as a standard morph and as a custom morph. If we have done that and then saved the morphs as favorite morphs, the duplicate morphs will be loaded to each new character that uses these favorites. This is a nuisance that I have run into several times, and since it turns out that I'm not alone, I will explain how I deal with this issue: by cheating. More exactly, by editing the json file with favorite morphs in a text editor.

Here we have loaded some FACS morphs, and also loaded some custom morphs that move the jaw. We notice that the FACS Jaw Open and Custom Open sliders always show the same value. This is because they are in fact the same slider; the custom property "facs_jnt_JawOpen". We want to remove this slider from the json file, so next time the slider only appears in the FACS panel.

Save favorite morphs to a new file. Disable the new Compact View option to make it easier to edit the json file.

Now open the json file that we just saved in a text editor. Each line contains information about one morph: the file where it is defined, the morph name, and the body type. We see that  several JawOpen morphs appear in both the FACS and Custom/Jaw sections. Delete the lines from the latter and save the json file.

If we now load the favorite morphs to a new character, the Jaw Open morph only appears in the FACS panel.

A warning. The json format is quite picky, and it is easy to change the file to illegal syntax. That is why I recommend that you save a new file, so the old one is not corrupted. 

Here is an example. Removing the last morph from the FACS section make the syntax illegal, because of the trailing comma at the end of the line before it. The elements of a json list are separated by commas, but there must be no comma after the last element.

If we try to load the corrupt file we get an error. More information about what went wrong is given in the console window.

JSON error while reading ascii file
"D:\home\myblends\New Folder\my-favos-noncompact.json"
Expecting value: line 14 column 13 (char 2101)

So the problem with the extra comma happens close to line 14 (the comma is actually on the line before).