Collada Export Stuck and Unuseable , so did i just waste 200 dollars buying Software?

nokoteb99nokoteb99 Posts: 931
edited December 1969 in Daz Studio Discussion

I bought megafiers product for Unity to export DAZ characters to Unity with Morphs and animation.

One of the steps needed is Export the morphs to Blender via COLLADA file.

Oh well it just had to be that DAZ 4.6 takes loads of time, it's basically stuck with a spiinning beach ball(mac), and basically crashes when Exporting Collada even with only just one V4.

So basically useless, i can't do nothing. And then Blender itself doesn't support the collada files from DAZ.
Not for what i want to do(because i want to export all morphs )but i tried just exporting a few morphs to the Collada file and then that file did make iself and didn't crash but Blender says ERROR and can't open it.

So overall, i bought DECIMATOR and MEGAFIERS and basically I can't do nothing cause of the Collada Export.

Well, at least Decimator is great and it does work ,so if i can't get facial animation or nothing beause of inability to export collada to blender, at least i got Decimator which is great.

However, that still doesn't change the fact that i wasted 150 for Megafiers and the videos claimed the process is so easy and that all i need is FREE BLENDER that ONLY TAKES COLLADA!!! And COLLADA EXPORT is daz is Sluggish, crashes and is useless.

So yeah i'm angry.

look right now, simple Collada export of Base V4. it's been 30 minutes with the Mac Spnning Beachball and the fill bar hasn't moved at all. What a ** , oh you know what i wanna say.

Comments

  • nokoteb99nokoteb99 Posts: 931
    edited December 1969

    From COLLADA ORG Explaning Collada Export in DAZ

    "August 30, 2007 This version of DAZ Studio contains an exporter for COLLADA 1.4. It handles skinning, morphs, materials, and animations and can export full DAZ Studio scenes to COLLADA"


    It can export full DAZ Studio scenes, when??? When was this possible? I can't even export 1 collada character with morphs

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,483
    edited December 1969

    old perhaps, have you got DS3 by any chance as it was prob made for 3 not 4 going by 2007 date
    I do not own this product and never heard of it

  • nokoteb99nokoteb99 Posts: 931
    edited December 1969

    old perhaps, have you got DS3 by any chance as it was prob made for 3 not 4 going by 2007 date
    I do not own this product and never heard of it

    Yes i know. that's an old thing. I just put it for an example.
    I got DS 4.

  • Dream CutterDream Cutter Posts: 1,224
    edited September 2013

    Native DS 4.5 has excellent Collada (.DAE) export compatibility for unity and other engines. including where morphs and animations arr retained. There is a pop-up with two tabs which has options to select animation or static, morphs, and groups to include in the export. Re MEGAFIERS, Its a morph modeling system used downstream as a plug in on low tri-poly models. Its system does apply figure morphs from various modeling systems including Blender to make figures compatible for Unity.

    Post edited by Dream Cutter on
  • nokoteb99nokoteb99 Posts: 931
    edited December 1969

    "Where does it fail for you?"

    Right at the EXPORT.

    from daz.

    It gets stuck and crashes while fill bar is disapleyd.

    And i tried it with my characters decimated already and even then endless Mac Wheel and crash.

    And then V4 has tons of morphs so the exporting takes loads of time, if it exports at all

  • Dream CutterDream Cutter Posts: 1,224
    edited September 2013

    Can you explain pipeline your doing - like what is the source model that you are have loaded DS ( that you want to export), and at what stage have you modified the mesh to add / make morphed targets. And how does that Unity Megafiers plug-in come into play for you? Pardon the request for more details, but clearly understanding the objective and starting point makes a difference to understanding what's going wrong.

    I have successfully exported a morphed V6 via .dae then to .x to game engine by using ultimate unwrap to make the conversion. It also allowed me to merge and reduce uv layers. The collada export actually resulted better in V6 than the FBX game. (Repstars Paparazzi Shake at 3dnld,com)

    Post edited by Dream Cutter on
  • nokoteb99nokoteb99 Posts: 931
    edited December 1969

    Can you explain pipeline your doing - like what is the source model that you are have loaded DS ( that you want to export), and at what stage have you modified the mesh to add / make morphed targets. And how does that Unity Megafiers plug-in come into play for you? Pardon the request for more details, but clearly understanding the objective and starting point makes a difference to understanding what's going wrong.

    1. Victoria 4 morphed character(bought morph). But i even tried it with Base V4 and it's same.
    Me modify /make morph targets? I dont . the only things i usually do to my bought V4 characters is modify them more to my taste.
    Like i use the HIP SCALE, glute and so on.

    2. i just select her...and i select EXPORT/COLLADA...then i get the dialog box and i leave it like it is like this.
    Then i go to the MORPH tabs and all the morphs are selected and set to EXPORT SELECTED.

    3. That's pretty much it then the fillbar comes up and it gets stuck and nothing happens. i get the beachbal of death which means it has crased

    4. megafiers does many things but one is to insert morphs into the character for use in your games. Because as we all know when we export FBX from daz.. you can select Export MORPHS but it doesn't work for Unity.

    So with Megafiers, to get the morphs to correctly show up and have animation capability in Unity, you have to take the Character to Blender and in Blender we can export the morphs to a file. And then Unity can take that file and correctly read it and insert morph capability to your FBX character.

    Anyways, so that's why you need Collada. Cause from DAZ, to transfer the morphs you need to Export as COllada. Because Blender only reads Collada(from daz). And then Blender has a Megafiers Exporter thing.

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  • Dream CutterDream Cutter Posts: 1,224
    edited December 1969

    V4 is a very hi poly model, more so than v6 so be sure to decimate her 90% for games. Its been a while since I used Blender (I use other tools) but I have and I know it works but again, reduce the polys first some. Also are you sure it crashed... the export can take 45 mins or more to complete or more depending if you have lots of morphs and animation. Let it run. Just to be sure the basics are covered also be sure to select Figure and below - and your clothes and props were properly parented in the scene browser node tree.

  • bernardoiracibernardoiraci Posts: 0
    edited December 1969

    I am also having issues with collada export and blender. I manage to export poses and animationscorrectly, but it often looks like dresses geometry get messed up during the export. I get the same exact problem when importing in maya, so I think the issue is with the daz exporter. I tried several option in the exporter, but the issue remained so far... any idea?

    Thanks!

  • nokoteb99nokoteb99 Posts: 931
    edited December 1969

    V4 is a very hi poly model, more so than v6 so be sure to decimate her 90% for games. Its been a while since I used Blender (I use other tools) but I have and I know it works but again, reduce the polys first some. Also are you sure it crashed... the export can take 45 mins or more to complete or more depending if you have lots of morphs and animation. Let it run. Just to be sure the basics are covered also be sure to select Figure and below - and your clothes and props were properly parented in the scene browser node tree.

    Thanks well, i managed to create a DAE file. Basicallly i just choose the head morphs and the V4.2 so maybe that's why it was faster.

    But now i try to import the DAE into Blender and it doesn't work, nothing appears.
    I have heard Blender has problems with collada but i need this step to work in order to do the other stuff i need to do(set up for Megafiers) so what do i do?

  • nokoteb99nokoteb99 Posts: 931
    edited December 1969

    Ok Guys i'm back. finally i got a Collada to open in Blender.

    I had to Export Collada from DAZ using the GENERIC COLLADA option. that's all i did and it worked.

  • bernardoiracibernardoiraci Posts: 0
    edited December 1969

    nokoteb99 said:
    Ok Guys i'm back. finally i got a Collada to open in Blender.

    I had to Export Collada from DAZ using the GENERIC COLLADA option. that's all i did and it worked.

    where is the generic collada option?

  • nokoteb99nokoteb99 Posts: 931
    edited December 1969

    Sdados said:
    nokoteb99 said:
    Ok Guys i'm back. finally i got a Collada to open in Blender.

    I had to Export Collada from DAZ using the GENERIC COLLADA option. that's all i did and it worked.

    where is the generic collada option?

    When you first get to the Collada dialog box. It's set to Custom, you have to change it.

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  • bernardoiracibernardoiraci Posts: 0
    edited December 1969

    thanks... i see is the preset. The problem is that with that preset you cannot export the animations. You need to activate the option or you will just get the rig in T-pose in blender.

    By the way, is there some way to export the rig for facial animation with collada? I manage only to get the body rig, but nothing for the face.

  • nokoteb99nokoteb99 Posts: 931
    edited December 1969

    Sdados said:
    thanks... i see is the preset. The problem is that with that preset you cannot export the animations. You need to activate the option or you will just get the rig in T-pose in blender.

    By the way, is there some way to export the rig for facial animation with collada? I manage only to get the body rig, but nothing for the face.

    Interesting. I dont know about that but in my case i just need facial morphs i'm not wanting body animation in Collada. That i will do in an FBX export from DAZ.

  • nokoteb99nokoteb99 Posts: 931
    edited December 1969

    Well guys. Now the collada export is not working anymore. I mean it does work but Blender doesn't show anything. Only shows a thing called ARMATURE.

    taht's weird, now i don't really know how i got it to work before

  • nokoteb99nokoteb99 Posts: 931
    edited December 1969

    HI guys I'm back. Now i figured out how to really bring the COllada files correctly to Blender.
    Plus i downloaded the 64 bit version of Blender maybe that's what made it work.

    But also in the export thing i had to choose Generic and then select morphs.

    however, in blender i'm not getting any SHape keys. Shouldn't the DAZ morphs for the collada character i exported and imported to Blender, shouldn't those morphs appear in the Shape keys section?

    If anyone knows can you tell me why they're not there?

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  • nokoteb99nokoteb99 Posts: 931
    edited December 1969

    nokoteb99 said:
    HI guys I'm back. Now i figured out how to really bring the COllada files correctly to Blender.
    Plus i downloaded the 64 bit version of Blender maybe that's what made it work.

    But also in the export thing i had to choose Generic and then select morphs.

    however, in blender i'm not getting any SHape keys. Shouldn't the DAZ morphs for the collada character i exported and imported to Blender, shouldn't those morphs appear in the Shape keys section?

    If anyone knows can you tell me why they're not there?

    Sorry guys i'm stupid, i actually still have problems with importing Collada to blender. Sometimes it works but most times doesn't . it's weird.

  • VengedVenged Posts: 0
    edited December 1969

    Native DS 4.5 has excellent Collada (.DAE) export compatibility for unity and other engines. including where morphs and animations arr retained. There is a pop-up with two tabs which has options to select animation or static, morphs, and groups to include in the export. Re MEGAFIERS, Its a morph modeling system used downstream as a plug in on low tri-poly models. Its system does apply figure morphs from various modeling systems including Blender to make figures compatible for Unity.

    Can DS 4.5 be installed on my machine at the same time as 4.6? I bought Mega-fiers and im trying to get the collada to work also. In the mean time Im going to use my student version of Maya or Max to get the Daz morphs into Unity.

  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    nowdays I keep trying to import genesis (andG2F) with rig , clothing, hair, from ds to blender.
    then export animation from ds. I hope someone make topic to talk about
    the way more,, use daz genesis in blender.

    about expression,
    problem is, daz figure expression use mix way of rig movements and face morph.

    then Colldada seems only record rig move animation for blender importer,
    not record or can not load each morph animation.

    though it can bake all morphs which used of start frame.

    (I tried many option, bake,,exprot,, but there seems no way to export morph animation by collada.
    and blender can not read FBX, so that I give up the way)

    So that I choose export each expression morph as obj, actually I did the way to make expression shape key.
    by Casual blender plug in, it can export obj files which record on each frame, at same time.
    after that I improt them one by one, then record it as shape key.
    Blender is easy to link shape key for another scene, so that I can save the scene with many shape keys and
    genesis only. then apend or link them to Actor on another blender scene file.

    there is some scale problem, but it is easy once understand the correct setting. though it is not exciting work,,,
    and take time,,,

    and after improt genesis wirh rig ,clothing, hair, by collada,
    I remove all un-used bone set , (if i export four item, which fit to genesis, there must be
    5 set bones. then only one node sets are usde for all figures in one amature)

    Then I save and keep it without tweaking rigs, to use animation which exported by collada.
    it is collada actor for collada animation only.

    then I re-arrange them for bvh file.

    as you know ,impoted genesis rig is not clean arranged, and some bone face strange way.
    though it work with out problem.

    And blender collada just set all node as quantarion rotation.

    it make me very difficult to tweak and change animation curve,

    so that I adjust bone arrange, then set them xyz Euler ,
    and import bvh from ds as xyz Euler too.

    After that import animation (aniblock to timeline) as bvh, (need change each node rotation and tweak)
    then save it action, and append or link them.

    I hope Blender FBX importer with animation,,,and compatibility with genesis.

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  • VengedVenged Posts: 0
    edited September 2013

    I feel your pain. I got a pipleine from Daz3d Collada export through Maya to Unity where I need the Morphs for Mega-Fiers pulgin. I really hope to get the Collada to work from Daz3d to Blender with Morphs/Blendshapes. I like using Blender and I only have a student license for Maya.

    I feel like I am close to getting it to work. I will post all my finding here this weekend.

    So far I have both FBX export and Collada export from Daz3d through Maya and or 3DMax to Unity Game engine with morphs/Blendshapes working.

    I can open some of the Collada exports from Daz3d in Blender without any strange skelton issues. Make sure you check merge skeletons. The problem is, as you have expereinced, the morphs/Blendshapes are never there. When I check the file in Maya it has the Blendshapes. So now I feel like Daz3d is out putting the good FBX and Collada, even though it is tricky and poorly documented, from itself. It seems now that Blenders Collada import is lacking. But my resolve is unchanged. I'm gonna make it work somehow(-:

    Here is what the morphs looked like when I got them to my Game Eninge(Unity). This was my first successful try.

    http://youtu.be/NfHAhaDhReM

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    Post edited by Venged on
  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    Ah thanks,, I really apreciate each way of users . I hope if I can tweak unity too,, ^^;

    I am really simply hobby user, (so that never try to make art and not hope to be)
    just play with daz figure in 3d tools, then I may say somemistake..

    I may need to check once more,, because,, as for me,, when I export collada with merge skelton option.
    it often make disappointed,,(so that,, If I made something wrong)

    so that I prefer to not merge skelton,, I think it may need not, I hope so,
    but if I check off them,, actor and clothings seems keep clean weight map in blender. (general)
    then it was first experiece to export genesis with rigs , current shape, hair, and clothings.
    after that, slowly grab what I need,,,
    (but only about blender ^^; not use maya etc,, really hope to buy someday,,,)

    As for me,, I do not use obj accessory and hair with genesis to export them from ds ,when export as collada.

    it is only about blender ,, but if I export them , it must cause many difficulity to set lotation and size correctly.

    because we will need to set parent them in amature nodes,, but collada only load them
    as obj 0.01 scale already. and turn 90 x rotation. I could not find the way to export accessory (not rigged)
    easy to blender as collada with genesis .

    of course export obj is easy,, then at first glance, there is no problem adjust size and rotation.
    but when I set ojb parent to rigs,, it cause problem ^^;

    As for me,,when export collada to blender, , parented obj accessory,hair obj, with genesis,,
    I change all prop as triax figure , and transfer rigs, face groups from genesis (or Actor)
    and fit to genesis. it seems more simple for me,, to tweak them,,,
    (I found there is some case, the clothing have many ghost bones, collada weight map
    seems not work correctly,, then I remove ghost bones, and add face group, as same as
    genesis,, it work,,, blender auto weight need to keep vertex group as same name of each node,
    so that, I think , if there is some problem, I check face group name,, in ds, and change them
    along to rig)

    then i think We must need to set each clothings (figure) on root hieralchy.( pointed out already,,)
    not set parett to genesis. it work without problem in ds, so that now some clothing auto parented root
    when fit to gne2F ,,, but export them keep child of root, it cause scale problem too.

    and when I export collada to blender, I must need "off contect" , hip node and amature genesis root.

    blender (collada) seems set hip node auto connected root genesis node. (not actually genesis, amature root)
    without off, Collada animation which export from DS can not change positon. just rotate rigs on same positon,,
    ^^;

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