Does this work on Mac? It doesn't seem to run for me.
mcjteleblender 3 worked on macs up to blender 2.79 and mcjteleblenderfbx is for blender 2.8
note that in both cases you have to install the mcjblendbot kit of blender python script in blender's addons folder. I didnt have a mac for a long time but i think i tested mcjteleblender3 on it and mac users did use it too.
I am using blender 2.8
I need the FBX version
????
for blender 2.8 you can use t
my beta/unfinished teleblender4 which exports scenes as frozen .obj files
https://sites.google.com/site/mcasualsdazscripts9/mcjteleblender4temprelease
or teleblenderFbx which exports scenes as animated and rigged figures.
note that both versions cant coexist in the blender 2.8 addons folder
January 10th 2020 - i disabled the EdgeSplit modifier on props because i had a hair prop with morphs that prevented the blender-side script to complete ... so the figure was all messed up
only the Daz script was modified not the blendbot kit of blender script
mCasual, please, add to the script export for octane renderer.
You know can use octane for daz free tier. You don't need to export anything. I have used it. Load and pose scene.Then after installing Octaine plugin login and download shaders from Otoy from within plugin. Daz render tab>Otaine render main or f12. Next scroll down and click Live DB update now! Warning this will take time!!! Bring up click open viewport texture under default setting should have converted. You have to remember that Iray textures are not designed for Otoy Iray so you going to get some issues. But you can't argue with free! One other issue on free tier just one card is used to render but if you run out of video memory Octaine will use your system memory for render so you are golden for large scenes that daz iray can not handle. Here are some examples of same figure render in Daz Iray and Otoy daz plugin. Good luck
Anybody else getting this? When I convert a figure to Blender with textures it comes out distorted. If I erase all the textures it converts ok. Even if I clear the model but still have textures on the clothing, it distorts. Scenery and props seem to be fine.
Edit:
using
DS 4.12.0.86
mcjBlendBotForBlender280_2019_10_06.zip Oct 6, 2019, 4:54 PM
i updated the script recently because hard-edging props (ex:cubes) seemed to make the blender-import process fail, so the processes that fix the figure didnt get done
in the export folder where the FBX file resides, you will see a .bat file
if you close blender, then run that .bat file (double-left-click for windows) then blender will open and import the fbx and fix materials and fix animation/poses
the advantage here is that you can make Blender show the "Console"
you get a listing of all operations that went on while importing/fixing the fbx scene
so you can see if, for example, a prop or a material caused the process to fail
Anybody else getting this? When I convert a figure to Blender with textures it comes out distorted. If I erase all the textures it converts ok. Even if I clear the model but still have textures on the clothing, it distorts. Scenery and props seem to be fine.
Edit:
using
DS 4.12.0.86
mcjBlendBotForBlender280_2019_10_06.zip Oct 6, 2019, 4:54 PM
mCasual, thanks for the response. Sorry, I was busy for a few days. I deleted all the scripts and re-installed. I'm still getting the same result.
Here's my console log:
Traceback (most recent call last): File "<string>", line 1, in <module> File "F:/Users/Homer Simpson/Documents/MCJteleblend/scene.py", line 15, in <module> import scene_fixFbxMats File "F:\Users\Homer Simpson\Documents\MCJteleblend\scene_fixFbxMats.py", line 52, in <module> setTiling('Genesis3Female', 'Arms', 1, 0, 1, 0 ) File "C:\Program Files\Blender Foundation\Blender 2.81\2.81\scripts\addons\mcjBlendBot.py", line 189, in setTiling mcjMakeCyclesNodes.setTexTiling( mat, horizontalTiles, horizontalOffset, verticalTiles, 1 - verticalOffset ) File "C:\Program Files\Blender Foundation\Blender 2.81\2.81\scripts\addons\mcjMakeCyclesNodes.py", line 73, in setTexTiling coord.scale.x = horizontalTilesAttributeError: 'ShaderNodeMapping' object has no attribute 'scale'
The only error I see is the last line about scale, so I guess that's where my problem is.
Also, I just tried it in a virtual machine, fresh Daz 4.12 install, fresh Blender 2.81 and the MCJTeleblend from here:https://sites.google.com/site/mcasualsdazscripts9/mcjteleblenderfbx. The result I got is even worse. I don't know if I'm installing it wrong or if it's something in my settings. Maybe I'll try again this weekend with different versions of Blender.
mCasual, thanks for the response. Sorry, I was busy for a few days. I deleted all the scripts and re-installed. I'm still getting the same result.
Here's my console log:
Traceback (most recent call last): File "<string>", line 1, in <module> File "F:/Users/Homer Simpson/Documents/MCJteleblend/scene.py", line 15, in <module> import scene_fixFbxMats File "F:\Users\Homer Simpson\Documents\MCJteleblend\scene_fixFbxMats.py", line 52, in <module> setTiling('Genesis3Female', 'Arms', 1, 0, 1, 0 ) File "C:\Program Files\Blender Foundation\Blender 2.81\2.81\scripts\addons\mcjBlendBot.py", line 189, in setTiling mcjMakeCyclesNodes.setTexTiling( mat, horizontalTiles, horizontalOffset, verticalTiles, 1 - verticalOffset ) File "C:\Program Files\Blender Foundation\Blender 2.81\2.81\scripts\addons\mcjMakeCyclesNodes.py", line 73, in setTexTiling coord.scale.x = horizontalTilesAttributeError: 'ShaderNodeMapping' object has no attribute 'scale'
The only error I see is the last line about scale, so I guess that's where my problem is.
Also, I just tried it in a virtual machine, fresh Daz 4.12 install, fresh Blender 2.81 and the MCJTeleblend from here:https://sites.google.com/site/mcasualsdazscripts9/mcjteleblenderfbx. The result I got is even worse. I don't know if I'm installing it wrong or if it's something in my settings. Maybe I'll try again this weekend with different versions of Blender.
I've not used Studio for a while, so please bear with me. I guess to start the export, I need to call up the exporter by double-clicking on the mcjTeleBlenderFBX.dsa icon? Second question - where/how in the Studio interface do I find it?
Studio was installed by install manager and I don't have a C:\Program files\Daz\Studio\Content folder, as per the instructions. Ended up installing where the other, older scripts were - C:\users\public\public documents\myDaz3D Library\scripts\scripts\mcasual\scripts\
This surely can't be correct?
Another query - I use Blender 2.82 - when installing the plugin, got a warning "upgrade to 2.8x required" - how significant is this? Won't know if it works for me until I can find the icon to launch the export!
I've not used Studio for a while, so please bear with me. I guess to start the export, I need to call up the exporter by double-clicking on the mcjTeleBlenderFBX.dsa icon? Second question - where/how in the Studio interface do I find it?
Studio was installed by install manager and I don't have a C:\Program files\Daz\Studio\Content folder, as per the instructions. Ended up installing where the other, older scripts were - C:\users\public\public documents\myDaz3D Library\scripts\scripts\mcasual\scripts\
This surely can't be correct?
Another query - I use Blender 2.82 - when installing the plugin, got a warning "upgrade to 2.8x required" - how significant is this? Won't know if it works for me until I can find the icon to launch the export!
I've not used Studio for a while, so please bear with me. I guess to start the export, I need to call up the exporter by double-clicking on the mcjTeleBlenderFBX.dsa icon? Second question - where/how in the Studio interface do I find it?
Studio was installed by install manager and I don't have a C:\Program files\Daz\Studio\Content folder, as per the instructions. Ended up installing where the other, older scripts were - C:\users\public\public documents\myDaz3D Library\scripts\scripts\mcasual\scripts\
This surely can't be correct?
Another query - I use Blender 2.82 - when installing the plugin, got a warning "upgrade to 2.8x required" - how significant is this? Won't know if it works for me until I can find the icon to launch the export!
Thanks for the explnation - and all your great work on the plugin. It does seem that something has changed in Blender 2.82 - the FBX exporter doesn't seem to work.
I guess I'll have to try to get hold of a copy of 2.8
Thanks for the explnation - and all your great work on the plugin. It does seem that something has changed in Blender 2.82 - the FBX exporter doesn't seem to work.
I guess I'll have to try to get hold of a copy of 2.8
Yes! pretty cool I'm having some sort of issue with rendering. The figure, hair and clothes show as using 11gb during gpu render befor crashing. CPU works of course. I'll do some more tests as it's probably something I've changed in Blender + updating gpu driver today.
Anyone get this to work on a Mac? The Exporter isn't case sensitive, so it see things named the same that aren't. I also can't get it to write file Blender can open.
Comments
Wow, that is really mesmerizing MCasual !!! That butt is really wiggling. hahahaha
It doesn't.
Does this work on Mac? It doesn't seem to run for me.
mCasual, please, add to the script export for octane renderer.
Hi, I've been playing with mcjTeleBlenderFBX and noticed that some shaders are wrongly connected :
I made some search on the topic but didn't found anything like this, is this something known ?
January 10th 2020 - i disabled the EdgeSplit modifier on props because i had a hair prop with morphs that prevented the blender-side script to complete ... so the figure was all messed up
only the Daz script was modified not the blendbot kit of blender script
https://sites.google.com/site/mcasualsdazscripts9/mcjteleblenderfbx
https://www.tiktok.com/@mcasualjacques/video/6780470687552294149
You know can use octane for daz free tier. You don't need to export anything. I have used it. Load and pose scene.Then after installing Octaine plugin login and download shaders from Otoy from within plugin. Daz render tab>Otaine render main or f12. Next scroll down and click Live DB update now! Warning this will take time!!! Bring up click open viewport texture under default setting should have converted. You have to remember that Iray textures are not designed for Otoy Iray so you going to get some issues. But you can't argue with free! One other issue on free tier just one card is used to render but if you run out of video memory Octaine will use your system memory for render so you are golden for large scenes that daz iray can not handle. Here are some examples of same figure render in Daz Iray and Otoy daz plugin. Good luck
Anybody else getting this? When I convert a figure to Blender with textures it comes out distorted. If I erase all the textures it converts ok. Even if I clear the model but still have textures on the clothing, it distorts. Scenery and props seem to be fine.
Edit:
using
DS 4.12.0.86
mcjBlendBotForBlender280_2019_10_06.zip Oct 6, 2019, 4:54 PM
& mcjTeleBlenderFBX.zip Jan 10, 2020, 8:28 PM
i updated the script recently because hard-edging props (ex:cubes) seemed to make the blender-import process fail, so the processes that fix the figure didnt get done
in the export folder where the FBX file resides, you will see a .bat file
if you close blender, then run that .bat file (double-left-click for windows) then blender will open and import the fbx and fix materials and fix animation/poses
the advantage here is that you can make Blender show the "Console"
you get a listing of all operations that went on while importing/fixing the fbx scene
so you can see if, for example, a prop or a material caused the process to fail
mCasual, thanks for the response. Sorry, I was busy for a few days. I deleted all the scripts and re-installed. I'm still getting the same result.
Here's my console log:
The only error I see is the last line about scale, so I guess that's where my problem is.
Also, I just tried it in a virtual machine, fresh Daz 4.12 install, fresh Blender 2.81 and the MCJTeleblend from here:https://sites.google.com/site/mcasualsdazscripts9/mcjteleblenderfbx. The result I got is even worse. I don't know if I'm installing it wrong or if it's something in my settings. Maybe I'll try again this weekend with different versions of Blender.
this looks like a problem due to changes from Blender <= 2.80 and Blender 2.81
they possibly changed the name of the "Scale" input of the shader tiling node
for now i cant get Blender 2.81, because Blender.org site is frozen
but later today ( after the dentist arrrrgh ) i will check again
--------
since the tiling for your figure would have no effect anyway
if you really want to see what it will look like
you could open the file with a name like doma_fixFbxMats.py ( in the same folder as the .fbx ) with a text editor
and replace all the lines that start with
setTiling('Genesis8Female', 'Ears', 1, 0, 1, 0 )
with
#setTiling('Genesis8Female', 'Ears', 1, 0, 1, 0 )
this has the effect of not performing the setTiling actions
then you start blender and the fbx import by running the batch file with aname like doma.bat ( in the same folder as the .fbx )
-----------------
or you could target Blender 2.80 instead of 2.81
Yes, that fixed it. I'll still download 2.8 whenever the site comes back up. Thanks!
Edit: Nope, I spoke too soon. 2.81 still gives me problems, but 2.80 is working. Thanks again.
February 2nd 2020 - Blender made changes in version 2.81 - so i fixed an issue with UV mapping,
MCJBLENDBOTFORBLENDER281_2020_02_02 is my new kit of Blender scripts,
it will detect if you use 2.80 or 2.81, so you can use both Blender versions.
https://sites.google.com/site/mcasualsdazscripts9/mcjteleblenderfbx
Note that in one of my test scenes i had a Hair Figure parented but not fitted to Aiko3's head and this prevented the FBX import to complete.
So it would be better to convert that hair figure into a prop ( export/import .obj in Daz Studio then delete the hair figure )
it's a good idea to install 2.80 for example in c:\blender280 and install 2.81 in the ususal location c:\program files\blender
this way if something doesnt work with 2.81 you can use 2.80 instead
Good day all
I've not used Studio for a while, so please bear with me. I guess to start the export, I need to call up the exporter by double-clicking on the mcjTeleBlenderFBX.dsa icon? Second question - where/how in the Studio interface do I find it?
Studio was installed by install manager and I don't have a C:\Program files\Daz\Studio\Content folder, as per the instructions. Ended up installing where the other, older scripts were - C:\users\public\public documents\myDaz3D Library\scripts\scripts\mcasual\scripts\
This surely can't be correct?
Another query - I use Blender 2.82 - when installing the plugin, got a warning "upgrade to 2.8x required" - how significant is this? Won't know if it works for me until I can find the icon to launch the export!
Cheers:)
'
'
normally the mcjTeleBlenderFBX.dsa file should be in
C:\users\public\public documents\myDaz3D Library\scripts\mcasual
this way it would appear in your daz studio content tab under Daz Format/myDaz3D Library/mcasual/
but you can also run the script by doing ( from Daz Studio's Top Menu bar ) a File / Merge / .... browse to mcjTeleBlenderFBX.dsa
i dont recall adding code to the script that detects the version of Blender and asks for updates
unless it's a version modified by someone else
normally the mcjTeleBlenderFBX.dsa file should be in
C:\users\public\public documents\myDaz3D Library\scripts\mcasual
this way it would appear in your daz studio content tab under Daz Format/myDaz3D Library/mcasual/
but you can also run the script by doing ( from Daz Studio's Top Menu bar ) a File / Merge / .... browse to mcjTeleBlenderFBX.dsa
Thanks for the explnation - and all your great work on the plugin. It does seem that something has changed in Blender 2.82 - the FBX exporter doesn't seem to work.
I guess I'll have to try to get hold of a copy of 2.8
I checked how mcjTeleBlender4temprelease (June 25th 2020 version) works in latest Blender 2.83.1 - everything is fine, there are no errors. Thanks!
Yes! pretty cool I'm having some sort of issue with rendering. The figure, hair and clothes show as using 11gb during gpu render befor crashing. CPU works of course. I'll do some more tests as it's probably something I've changed in Blender + updating gpu driver today.
*Blender 2.83 Cycles render mcjTeleBlender4temprelease
Oh Scrub that.. Restarted blender and all's good!! stuff happens
Glad to see the Admins ported this thread over to the Blender forum.
Anyone get this to work on a Mac? The Exporter isn't case sensitive, so it see things named the same that aren't. I also can't get it to write file Blender can open.