the standalone daz script that exports figure animations as blender python scripts is almost ready. It is used to heal/replace the animations transferred through FBX export
and i will also add an option to mcjTeleBlender4 Beta, so it can produce a blender python script to fix the materials transferred through FBX export
interesting to note that eevee velvet materals do look velvety
Looking awsome! What your doing is fantastic, thank you!
I saw the 16th release on the page as the latest?
The daz script was updated on the 18th
if your scene has shader materials with normal maps, this update is important
the next release should be a few hours from now and include fbx related functions
Looking awsome! What your doing is fantastic, thank you!
I saw the 16th release on the page as the latest?
The daz script was updated on the 18th if your scene has shader materials with normal maps, this update is important the next release should be a few hours from now and include fbx related functions
Thank you this will be a boon to all animators that pull their hair out using daz studio slow renders.
transferring animations from daz studio to blender, using FBX and my scripts works quite well but it didn't pass the acid test of animated root-node rotations ... so i'll work on that. also i don't like the cameras and lights created by blender's FBX importer - so eventually my scripts will also export camera animations and lights
today or tomorrow we should have a new improved version of the animation export/import system Daz Studio--> Blender. In the meantime, avoid parenting figures to something else, because it messes the clothes. And avoid animating the root node of figures, animate the hip
It would be nice if everyone would use one standard in 3D but that means someone loses money and nothing can overcome human greed. Thanks for you hard work.
in FBX news, i (re?)discovered that if the root node of a prop or figure (something with a shape) is rotated, the position of said node gets corrupted during its FBX-trip from Daz Studio to Blender .... most likely because the order in which the node is rotated and positioned is not the same in DS vs Blender . Case in point the position of the corner walls ... which i was able to correct by parenting them to a null node ... and doing other stuff ... Maybe the trick will be to parent everything in the scene to a null node ... or have scripts re-locate everything
No new version but but progress report concerning transfer of scenes via FBX
progress ... the daz fbx exporter or the blender fbx importer messes the location of rotated props, and i was able to write code that writes scripts that fix this issue
Though the hat prop and the hair prop when parented to the Aiko figure were mis-located so there's still work
https://www.daz3d.com/forums/uploads/FileUpload/5b/550c426eeede350c918cb524af4de1.jpg
daz studio - FBX - Blender ... we'll cross that bridge when that bridge will be safe and there will be a snack-bar near the bridge with $3 hot-dogs, big hot-dogs
this was an acid-test for rotated props
now i have to see about Gabrielle's hair-prop and hat-prop positions which have a small offset problem
oops looks like my latest code fixed the hat and hair offset --- it's relative to prop origins which are not 0,0,0
progress - i was able to determine that only rotated, root nodes, with non-zero origins need to have their location coordinates healed - Blender Cycles render of a Daz Studio scene - after materials fix and pose fix
next i'll see if i can let teleblender do the transfer from daz studio with just 1 button, i just have to learn how to make Blender import an FBX file via script
maybe i'll have a teleblenderFBX and a teleBlender new-old-school that uses waveFront .obj
Looking good. I have a new chinese motherboard for dual xeons and 128gb of ecc ram in the mail. I will hopefully use this new system to do evee animation from within blender. Thank you for your hard work and your great scripts.
Comments
That is great. Thank you
https://www.youtube.com/watch?v=9WvIIuQpvU8
sneak preview mcjTeleBlender 4 for Blender 2.8 - FBX pipeline
This scene was exported
from Daz Studio using
the FBX file format.
Unfortunately the animation
transfer is horrible, so ...
... i wrote a Daz Script
which exports the animation
as a blender python script.
Then in Blender i imported
the FBX scene-file.
Then i applied the blender script
which fixed the animation.
This will be part of
mcjTeleBlender 4 for Blender 2.8
which used to transfer static
scenes through the .obj/.mtl format
The most important feature of
mcjTeleBlender ( since 2011 )
is that it builds the node-tree-materials.
It also re-creates lights and cameras,
something that the obj/mtl format doesn't
If all goes well,
mcjTeleBlender 4 for Blender 2.8
will be ready before August ends
Beta Releases: https://sites.google.com/…/mcasu…/mcjteleblender4temprelease
in local news
the standalone daz script that exports figure animations as blender python scripts is almost ready. It is used to heal/replace the animations transferred through FBX export
and i will also add an option to mcjTeleBlender4 Beta, so it can produce a blender python script to fix the materials transferred through FBX export
interesting to note that eevee velvet materals do look velvety
though this is a blender cycles render
Looking awsome! What your doing is fantastic, thank you!
I saw the 16th release on the page as the latest?
https://www.youtube.com/watch?v=0CvSKsqo1rw&feature=youtu.be
Thank you this will be a boon to all animators that pull their hair out using daz studio slow renders.
remember it's still in Beta and a stable release may have to wait til September
https://sites.google.com/site/mcasualsdazscripts9/mcjteleblender4temprelease
https://sites.google.com/site/mcasualsdazscripts9/mcjexportfigureanimtoblender
VIDEO -->
transferring animations from daz studio to blender, using FBX and my scripts works quite well but it didn't pass the acid test of animated root-node rotations ... so i'll work on that. also i don't like the cameras and lights created by blender's FBX importer - so eventually my scripts will also export camera animations and lights
VIDEO -->
today or tomorrow we should have a new improved version of the animation export/import system Daz Studio--> Blender. In the meantime, avoid parenting figures to something else, because it messes the clothes. And avoid animating the root node of figures, animate the hip
daz studio to blender via fbx, progress
still a few odds and ends to fix
for example, fbx creates blank normal maps and it sets materials as metallic
that's an old-school Aiko3 figure so i have to see if Genesis 3 and 8 behave correctly with the new changes i made
It would be nice if everyone would use one standard in 3D but that means someone loses money and nothing can overcome human greed. Thanks for you hard work.
in FBX news, i (re?)discovered that if the root node of a prop or figure (something with a shape) is rotated, the position of said node gets corrupted during its FBX-trip from Daz Studio to Blender .... most likely because the order in which the node is rotated and positioned is not the same in DS vs Blender . Case in point the position of the corner walls ... which i was able to correct by parenting them to a null node ... and doing other stuff ... Maybe the trick will be to parent everything in the scene to a null node ... or have scripts re-locate everything
technical note : the trouble arises when the origin of the node differs from the position of the node
so for the mcjFrenchWall prop
when i do
node = Scene.findNodeByLabel("mcjFrenchPaneledWall")
print( node.getOrigin() )
i get ( 0, 0, -65.04 )
if i do
node.setOrigin( DzVec3( 0, 0, 0 ) )
the wall jumps back 65 cm, that's normal
i reposition the wall
now it's position is correctly transfered through FBX
August 31st 12:34PM
mcjTeleBlender 4 Beta
( FBX pose-animation issues )
( FBX material issues )
and
mcjExportFigureAnimToBlender
( FBX pose-animation issues )
==========
i plan to release many other updates
notably, one that fixes position ( location ) issues of rotated props
so come back soon
https://sites.google.com/site/mcasualsdazscripts9/mcjexportfigureanimtoblender
https://sites.google.com/site/mcasualsdazscripts9/mcjteleblender4temprelease
I don't know enought of underling mechanics of blender of daz studio to help, maybe in script forum.
( Update soon but not right now )
daz studio - FBX - Blender ... we'll cross that bridge when that bridge will be safe and there will be a snack-bar near the bridge with $3 hot-dogs, big hot-dogs
this was an acid-test for rotated props
now i have to see about Gabrielle's hair-prop and hat-prop positions which have a small offset problem
oops looks like my latest code fixed the hat and hair offset --- it's relative to prop origins which are not 0,0,0
Looking good. Mmmm, HOT DOGS! LOL
Daz Studio -- FBX -- Blender 2.8 -- NEWS
Ooooh hotdogs and bar-b-que. hahaha Thanks for your hard work.
and to make it a complete balanced and nutritious meal, ice cream
welcome
here's the current test scene, before it's long voyage from Daz Studio to Blender
progress - i was able to determine that only rotated, root nodes, with non-zero origins need to have their location coordinates healed - Blender Cycles render of a Daz Studio scene - after materials fix and pose fix
Blender eevee render of a Daz Studio scene
next i'll see if i can let teleblender do the transfer from daz studio with just 1 button, i just have to learn how to make Blender import an FBX file via script
maybe i'll have a teleblenderFBX and a teleBlender new-old-school that uses waveFront .obj
Looking good. I have a new chinese motherboard for dual xeons and 128gb of ecc ram in the mail. I will hopefully use this new system to do evee animation from within blender. Thank you for your hard work and your great scripts.
here we have a daz studio scene rendered in blender Eevee
the steps were
1 - 'manual' FBX export
2 - 1 button-click = creation of a blender script to fix materials using a daz script
3 - 1 button-click = creation of a blender script to fix poses and locations using a daz script
4 - start blender
5 - import FBX
6 run mat fix script ( also replicates Daz cameras and lights )
7 run pose fix script
8 click Blender render button
but in the next version of mcjTeleBlenderFBX, it will be
1 - click button to do steps 1 to 7
2 - click Blender render button
some issues i have to resolve before posting a new version of mcjTeleBlender FBX for Daz Studio
by the way, did you know you can follow all my works at deviant art and my gallery contains no nudity
my name there is mcasual ( i dont post the link in case you know ...
https://www.daz3d.com/forums/uploads/FileUpload/fa/7316f6efca52f29356f45aff3d237d.jpg
Went to devian art and commented there
toe and finger-tip position Blender-FBX-Fix test when i transfer all the rotations from the figure's root node to the hip,
i get perfect position the proof is, the big toe stays on the white trajectory and the index tip stays in place
so today i'll do this mathematically speaking when i fix the animation in blender
Looks great. Thank you very much.