Blender character to Daz 3d?

I've branched off into the world of Blender now I want to return with my charcters so I can use pwtoon and other Daz tools. but I get a taffy result when I import. I've imported the way you should and  I can get her in if I don't select the bone in Blender and import her in as a prop but she loses all her bone skinning. I've tried fbx and dae with similar reults. What do people use to make characters? Don't tell me hexagon cause that's so buggy that it's almost unsuable. Do you have to use rigging tools to do so? Where did they go? I used to use daz3 so daz 4.9 is alien to me but im willing to give it a go.

 

Thanks for reading and have a great day

Comments

  • nonesuch00nonesuch00 Posts: 18,076

    Personally, I'm trying to learn the same thing. I think I would export the unmorphed DAZ figure to Blender & shape that DAZ obj to your character shape & then use that as a re-shaped DAZ obj shape in DAZ as a morph.

    Still I'm going to do like you are doing as a complete learning experence too in the next two months.

  • MechavenMechaven Posts: 76

    That looks like the vertex order changed. In Blender always check the "keep vertex order" for both importing and exporting.

  • kitakoredazkitakoredaz Posts: 3,526

    there is actually almost no way, export mesh with rig correctly to DS, as same as  I arranged in blender.

    but can export mesh only, with each vertex group. (in daz studio, it turn as mesh group), and keep surface group (which you assign for each mat)

    then rig and color weight in daz stuido, with use those group.  (them we can easy make morph in blender too)

     

    I know there is some collada exporter to daz studio (by milghost I hink)  in forum. I remember topic,  it worked  it can export mesh keep good shape, with  bones,  but  actually I need to re arrange bones almost from scratch. it could not keep relative bone position, and bone direction. (though I could pose still)

    that means, weight map still keep assigned to each bone,  then it reduce work  to color weight map in daz studio.

    but I usually  prefer export as obj only, not set-up bone in blender, if I plan to export to daz and use it in daz studio. at least I do not expect it work as same as blender.

  • kitakoredazkitakoredaz Posts: 3,526

    https://www.daz3d.com/forums/discussion/67464/getting-objects-from-blender-to-ds

    thanks goolge^^;  and millghost . I re-download it, and see again how it work.

    now I test collada exporter (bledner default), then try to export XPS character, from blender,, it really mess up,, I actually do not know correct setting, if it can.

    I have never suceed to export collada from blender, with rig. (by default collada exporter)

    xpschara.JPG
    1033 x 799 - 99K
    xpschara2.JPG
    1176 x 820 - 164K
  • kitakoredazkitakoredaz Posts: 3,526

    So actually millighost plug in really work better than blender exporter. (please read she offered web manuall carefully if someone test her tool)Though It still can not export bone,

    as same as blender, but anyway, it could export mesh (I merged them just for confirm it work), and amature as daz figure. then it can keep weight map still. 

    maybe I only need to re-arrange, bones end points, to see clean or easy select and pose in ds. 

    xpschara3.JPG
    1056 x 801 - 134K
    xpschara4.JPG
    1131 x 809 - 153K
    xpschara5.JPG
    975 x 735 - 191K
  • XadeXade Posts: 236

    thank you kitakoredaz youve been a big, if confusing help. I wonder if I use maya as a middleman if that will help.

  • XadeXade Posts: 236

    but how do I download it?

  • kitakoredazkitakoredaz Posts: 3,526
    edited August 2017

    https://sites.google.com/site/millighostmix/home/export_dsf_prop

    the bottom section, you can downlaod zip.

    of course you only need to thank millghost not me.angel

    Post edited by kitakoredaz on
  • XadeXade Posts: 236

    i evnetually found the little arrow. Thanks for pointing it out, I'll see how welkl it works then comment on her(?) thread

  • XadeXade Posts: 236

    Well, some bond ancestors must be poking me or something because Although the mesh comes cleanly into DS the armature stays behind. Any advice?

  • PadonePadone Posts: 3,675
    edited August 2017

    There are some rules you have to follow to export a figue. See "figure export" in the plugin web page. Also the plugin exports what's seen in the viewport, so be sure everything is visible.

    Post edited by Padone on
  • kitakoredazkitakoredaz Posts: 3,526

    Actually I am not plug-in author, then do not know correct setting, but I simply select amature, then select mesh (as active) with shift key in blender,

    then not check as mesh.  (do not know it need or not), then must set name with ".duf" manually, (it is discribed in doc, and I miss manytimes,,)

    it load mesh with bones.  I said again, when you check bone, it not clean arranged, (at least with my some test, eg import genesis figure, then re-export it by this tool)

    but I can still pose. (then bone center point maybe, keep same location, only end point may change I think so, not test mcuh though,,[

    I plan,  make some kind of simple  poseable figure in blender, then export, with this tool but I prefer to keep it blender^^;)

  • kitakoredazkitakoredaz Posts: 3,526

    So now I test more, with same file, then can confrim, We need to select amatrue and mesh, (active select), then export it.

    when I select only mesh it only export mesh.when I select only amature, it only export bones. so usually my Guesswork work well about those things only.

  • XadeXade Posts: 236

    i dont know what im doing wrong, guess I'll have to go over to the other thread and get help. Thanks for pointing it out and trying. I really do not want to rig it in daz as I fund that cumbersom the last time and there probably isnt any good tutorials about it, although I could be wrong. She is rigged in blender so why should I rig it in DS?

    Thanks for all your help and have a wonderful day.

Sign In or Register to comment.