Yes, I agree thank you Mcasual for your hard work. I don't really see myself doing Iray in Blender, but it is always great to have more options. Once I get evee working well with daz bones I will animate in blender via evee. Node based shaders is no big mystery but why can't everyone have one standard. I hate proprietery shaders and standards it just messes everything up.
Yes, I agree thank you Mcasual for your hard work. I don't really see myself doing Iray in Blender, but it is always great to have more options. Once I get evee working well with daz bones I will animate in blender via evee. Node based shaders is no big mystery but why can't everyone have one standard. I hate proprietery shaders and standards it just messes everything up.
A few years ago I couldn't use IRay because my iMac GPU couldn't handle it and I wasn't prepared to sit out the hours waitig for the CPU render. So, until I gave in and bought a PC with GTX 1070, I rendered using Reality/Luxrender. I remember spending hours fiddling with yet another materials/texturing system that the Reality developer had included and which also tried to avoid the node-based system. So the time I saved during the render was offset by the time I spent messing around with materials. In the end, this was the final straw which pushed me into the PC purchase. So I can see why people want to have a pre-converted scene to offer up to Eevee but, ultimately, I need to get my head around those damn nodes.
mcjTeleBlender4 for Daz Studio and Blender 2.8 next i'll work on animation rendering of daz studio scenes in Blender 2.8, the old way which is similar to render farms with one frozen scene file per frame, and maybe maybe maybe animated scenes in FBX or Collada format. and the method i always forget the name of ... MMD ... MDD
mcjTeleBlender4 for Daz Studio and Blender 2.8 next i'll work on animation rendering of daz studio scenes in Blender 2.8, the old way which is similar to render farms with one frozen scene file per frame, and maybe maybe maybe animated scenes in FBX or Collada format. and the method i always forget the name of ... MMD ... MDD
MDD would probaby suit your script best, I think. As I understand it, you export obj format so you have the basics already. MDD (again, as I understand it) just supplies the animation data as movement of vertices and does not require rigging, IK, etc. This also simplifies matters for animated draped clothing (dForce or Marvelous Designer animations). However, I'm only relaying what I've been reading recently because I have a need to do exactly this and I'm trying to find a method that does not require recreating in Blender from scratch everything that DAZ Studio does with animated figures.
On the downside, MDD requires the purchase of Animate2 and the similar functions using Alembic require the purchase of the (very expensive) Alembic Exporter. I have the former (often available in sales here at a much reduced price) but not the latter (not so often in sales - I have it wishlisted). I've been told by people who use both that MDD is actually the better option though I don't understand the technicalities yet.
Thanks for letting us play with this. I can't seem to get it to import the animation into Blender. When I run the batch file it just renders the images instead of importing the animated models into Blender. How do you import all the OBJ files into Blender as an animated figure? I was hoping to bring in an animated Dog 8 and add fur in Blender
When I'm trying to rig a Daz character exported with Teleblender4, the automatic weights fail for some reason. I also noticed that there's vertices duplicates which happens only with this script. I can remove them with "merging vertices" but I thought I let you know. A direct .obj or .fbx export to blender works fine though and let's me rig the character.
Thanks for letting us play with this. I can't seem to get it to import the animation into Blender. When I run the batch file it just renders the images instead of importing the animated models into Blender. How do you import all the OBJ files into Blender as an animated figure? I was hoping to bring in an animated Dog 8 and add fur in Blender
later today ( or tomorrow, you never know ) i'll post a version of mcjTeleBlender 4 Beta for Blender 2.8, which lets you merge your scene file with an existing blender scene, for example, a scene with hand-tuned lights and things that don't exist in Daz Studio ( and other fixes )
as you may know, exporting from daz studio to blender is better than it was before but the poses and animations are scaryly tranfered, but just now i was able to make a daz script that creates a blender python script that transfers poses correctly !! so in the next mcjTeleBlender 4 Beta release i'll add an fbx transfer option
for the record, the daz code targeting Gabrielle was
var skel = Scene.findNodeByLabel("Gabrielle");var bones = skel.getAllBones();var n = bones.length;debug( "import bpy" );for( i = 0; i < n; i++ ){ bone = bones[i]; debug( "bpy.data.objects[\"blAiko3_72712\"].pose.bones[\""+bone.name+"\"].rotation_mode = 'QUATERNION'" ); r = bone.getLocalRot(); x = r.x; //bone.getXRotControl().getValue(); y = r.y; //bone.getYRotControl().getValue(); z = r.z; //bone.getZRotControl().getValue(); w = r.w; debug( "bpy.data.objects[\"blAiko3_72712\"].pose.bones[\""+bone.name+"\"].rotation_quaternion = ["+(-w)+","+x+","+y+","+(z)+"]" )}
Those bones look like SciFi weapons. The Iray hot metal shader (which I don't own >> too expensive) would look great if you could render those bones with that shader in blender. Mcasual great work as always.
YAY! i now know how to transfer an animated Daz Studio scene to Blender, using FBX, and i made script(s) that allow healthy animations to replace the baaaad ones from fbx - then i'll adapt the code that fixes the material transfer issues of fbx (mcjBlendBot)
blender eevee render, 2 secs per frame
but with proper materials and lighting it will look good enough for movies
YAY! i now know how to transfer an animated Daz Studio scene to Blender, using FBX, and i made script(s) that allow healthy animations to replace the baaaad ones from fbx - then i'll adapt the code that fixes the material transfer issues of fbx (mcjBlendBot)
blender eevee render, 2 secs per frame
but with proper materials and lighting it will look good enough for movies
Comments
You are da man Jacques! Always on top it! Looking forward to the final release!
Yes, I agree thank you Mcasual for your hard work. I don't really see myself doing Iray in Blender, but it is always great to have more options. Once I get evee working well with daz bones I will animate in blender via evee. Node based shaders is no big mystery but why can't everyone have one standard. I hate proprietery shaders and standards it just messes everything up.
A few years ago I couldn't use IRay because my iMac GPU couldn't handle it and I wasn't prepared to sit out the hours waitig for the CPU render. So, until I gave in and bought a PC with GTX 1070, I rendered using Reality/Luxrender. I remember spending hours fiddling with yet another materials/texturing system that the Reality developer had included and which also tried to avoid the node-based system. So the time I saved during the render was offset by the time I spent messing around with materials. In the end, this was the final straw which pushed me into the PC purchase. So I can see why people want to have a pre-converted scene to offer up to Eevee but, ultimately, I need to get my head around those damn nodes.
Kim Seohyun Daz Studio ---> Blender 2.8 EeVee
today i'll post the update that detects glass-like materials on figure eyes and switch them to 0 opacity
and i'll see why the dont-t-collect-maps option works sometimes and sometimes doesn't
Wednesday August 14th 2019 11:41PM Release
The Script now detects the glass-type of materials applied to eye surfaces and swaps them for 0% opacity mats
the Dont-collect-maps option now works
The removal of the leading front slash is not optional, and happens when the collect maps option is on
meaning, Daz Studio writes in .mtl files something like
map_Kd /Maps/ARTDZGums.jpg
and blender would hate that
so the mcjTeleBlender Script changes it to map_Kd Maps/ARTDZGums.jpg
https://sites.google.com/site/mcasualsdazscripts9/mcjteleblender4temprelease
Have you ever tried to get an imported DAZ figures bones to convert to Blender bones so that poses designed for the figure could be used in Blender?
today's teleblender4 version will improve normal map handling on uberiray surfaces
Thomas Larsson's 'Import Daz' plugin will import a figure into Blender with the Daz rig, and it can import poses for the figure as well.
http://diffeomorphic.blogspot.com/p/posing-panel.html
Well I'll be darned. Thanks!
i only became aware of the existance of this a week ago, i may try my hand at FBX or Collada
over the years i couldnt get it to work but maybe this time ..
mcjTeleBlender4 for Daz Studio and Blender 2.8
next i'll work on animation rendering of daz studio scenes in Blender 2.8, the old way which is similar to render farms with one frozen scene file per frame, and maybe maybe maybe animated scenes in FBX or Collada format. and the method i always forget the name of ... MMD ... MDD
MDD would probaby suit your script best, I think. As I understand it, you export obj format so you have the basics already. MDD (again, as I understand it) just supplies the animation data as movement of vertices and does not require rigging, IK, etc. This also simplifies matters for animated draped clothing (dForce or Marvelous Designer animations). However, I'm only relaying what I've been reading recently because I have a need to do exactly this and I'm trying to find a method that does not require recreating in Blender from scratch everything that DAZ Studio does with animated figures.
On the downside, MDD requires the purchase of Animate2 and the similar functions using Alembic require the purchase of the (very expensive) Alembic Exporter. I have the former (often available in sales here at a much reduced price) but not the latter (not so often in sales - I have it wishlisted). I've been told by people who use both that MDD is actually the better option though I don't understand the technicalities yet.
https://www.youtube.com/watch?v=W9fgc4OUf4o
I'm in the process of upgrading my mcjTeleBlender 3 kit for Blender 2.8 Eevee/Cycles it will be named mcjTeleBlender 4
this is an ongoing project so if you're brave or impatient you'll have to come back to the release page every few days
https://sites.google.com/site/mcasualsdazscripts9/mcjteleblender4temprelease
for now there's no manual, so this is mostly intended for those familiar with teleBlender 3 which still works with Blender 2.6 to 2.79
https://sites.google.com/site/mcasualsdazscripts4/mcjteleblender3
Thanks for letting us play with this. I can't seem to get it to import the animation into Blender. When I run the batch file it just renders the images instead of importing the animated models into Blender. How do you import all the OBJ files into Blender as an animated figure? I was hoping to bring in an animated Dog 8 and add fur in Blender
When I'm trying to rig a Daz character exported with Teleblender4, the automatic weights fail for some reason. I also noticed that there's vertices duplicates which happens only with this script. I can remove them with "merging vertices" but I thought I let you know. A direct .obj or .fbx export to blender works fine though and let's me rig the character.
it renders animations by rendering each obj/mtl geometry, and there's a blender script that positions the cameras and lights and adjusts materials
over the years i tried exporting animated scenes as fbx and collada but it didnt work
i recently learned (unless i forgot about it ) that someone was able to import daz scenes and figures , i think from duf files
http://diffeomorphic.blogspot.com/p/posing-panel.html
mcjTeleBlender 3 can help you render animations in MDD format, but you have to convert the exported .obj files to the MDD format
-----
today i want make the MDD function of mcjTeleBlender 4 Beta work ( maybe it still does )
i also have to work on the libmat and matlib functions
then maybe maybe try to see if i can make transfer via FBX or Collada work
my 2015 MDD experiment
VIDEO !!
same as yesterday but Cycles instead of Eevee
mcjTeleBlender 4
https://sites.google.com/site/mcasualsdazscripts9/mcjteleblender4temprelease
Daz and Blender scripts to render Daz Studio scenes and animations in Blender 2.8
a version of it that worked for Blender 2.6 to 2.79 exists as mcjTeleBlender 3 since 2011 i think it was
https://sites.google.com/site/mcasualsdazscripts4/mcjteleblender3
Ooooh, nice work thanks!
Sunday August 18th 2019 5:40PM
fixed issue with some Normal map properties which are DzImageProperty
MCJTELEBLENDER4BETA0540PM08182019.DSA IS TODAY'S VERSION
https://sites.google.com/site/mcasualsdazscripts9/mcjteleblender4temprelease
later today ( or tomorrow, you never know ) i'll post a version of mcjTeleBlender 4 Beta for Blender 2.8, which lets you merge your scene file with an existing blender scene, for example, a scene with hand-tuned lights and things that don't exist in Daz Studio ( and other fixes )
KEWL!
Yeah, really cool. thanks
as you may know, exporting from daz studio to blender is better than it was before but the poses and animations are scaryly tranfered, but just now i was able to make a daz script that creates a blender python script that transfers poses correctly !! so in the next mcjTeleBlender 4 Beta release i'll add an fbx transfer option
for the record, the daz code targeting Gabrielle was
Weird how the bones are translated into Blender.
Those bones look like SciFi weapons. The Iray hot metal shader (which I don't own >> too expensive) would look great if you could render those bones with that shader in blender. Mcasual great work as always.
YAY! i now know how to transfer an animated Daz Studio scene to Blender, using FBX, and i made script(s) that allow healthy animations to replace the baaaad ones from fbx - then i'll adapt the code that fixes the material transfer issues of fbx (mcjBlendBot)
blender eevee render, 2 secs per frame
but with proper materials and lighting it will look good enough for movies
NICE
Cool
WOW amazing work
This is looking very promising :)