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Daz 3D Forums > 3rd Party Software > Blender Discussion

OFFICIAL DazToBlender Bridge 2022: What's New and How To Use It

danielbui78danielbui78 Posts: 267
June 9 edited June 19 in Blender Discussion

DazToBlender Bridge 2022 was just released yesterday.  It has some changes to the UI which may take users familiar with the old version time to get used to.  Here's what's new:

  1. C++ rewrite of Daz Studio Plugin
  2. Integration with Daz Bridge Library
  3. New user interface in Daz Studio Plugin
  4. Integrated Blender Plugin Installer integrated into Advanced Settings box
  5. Support for Blender 3.x
  6. Automated Normal Map Generation

You can now access DazToBlender from the File -> Send To -> DazToBlender, similar to Unity and Unreal Bridges.

You will need to install the Blender Plugin using the new integrated Blender Plugin Installer.  Access this from the Advanced Settings box of the new DazToBlender Bridge UI.

Additionally, Blender 3.2 just released a few hours ago as well -- there's no option in the integrated Blender Plugin Installer for version 3.2 yet, but here's how to do it with the "Custom Addon Path" option.  Blender 3.2 support has now been integrated into the Blender Plugin Installer.

 

For more information on the updates to the DazToBlender Bridge, please see these resources:

  • Download latest updates and bugfixes (Github Releases Page)
  • DazToBlender Bridge FAQ (daz3d.com)
  • DazToBlender Github Page
  • How to Install DazToBlender Bridge (Github Readme)
  • How to Use DazToBlender Bridge (Github Readme)

 

Install and Configure OFFICIAL DazToBlender 2022 USING DAZ CENTRAL (OR DIM)

 

And here are several tutorials on how to use the new interface:

1. Transfer Figure with Clothing and Hair

 

2. Transfer Figure with Morphs, use Blender Native Subdivision Surfaces

 

3. Transfer Animation

 

4. Transfer and use Auto-JCMs:

Post edited by danielbui78 on June 19

Comments

  • danielbui78danielbui78 Posts: 267
    June 9

    Patch for Blender Plugin Installer for v3.2 and Rigify support in 3.x coming soon.

  • PadonePadone Posts: 2,555
    June 10 edited June 10

    Great job. This seems very easy and fast to use plus all the basic functionalities are there. I'd like a tutorial on normal maps too, does it bake HD details ?

    You have to fix the subd asap. Below what we did at diffeo if it may help.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/288/new-subdivision-surface-modifier-option

    https://bitbucket.org/Diffeomorphic/import_daz/issues/593/subdivision-algorithm

    Post edited by Padone on June 10
  • danielbui78danielbui78 Posts: 267
    June 10

    Padone said:

    Great job. This seems very easy and fast to use plus all the basic functionalities are there. I'd like a tutorial on normal maps too, does it bake HD details ?

    You have to fix the subd asap. Below what we did at diffeo if it may help.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/288/new-subdivision-surface-modifier-option

    https://bitbucket.org/Diffeomorphic/import_daz/issues/593/subdivision-algorithm

    Thanks for the feedback.  The normal maps are generated by applying a Sobel filter on any available height maps, which is the mathematical equivalent of calculating the angle of the normal vectors.  Baking HD details has been discussed, but it's a longterm project, since we would technically need to implement a ray-tracer to calculate normal vectors directly from the actual geometry rather than getting it from another image as with a Sobel filter.

     

    Thank you for the subd information from Diffeomorphic.  That is definitely helpful -- I will be exporting the catmull-clark edge/crease weights in the DTU file (via updates to the main Daz Bridge Library), but had not looked up how to re-apply them in Blender yet.

  • juvesatrianijuvesatriani Posts: 481
    June 10

    Awesome !! Is this one works if I`m using DAZ Studio 4.2.0 Beta Version ?

    Thanks

  • danielbui78danielbui78 Posts: 267
    June 10

    juvesatriani said:

    Awesome !! Is this one works if I`m using DAZ Studio 4.2.0 Beta Version ?

    Thanks

    Yes, it will work with latest Daz Studio 4.20.x Public Beta Builds.

  • butaixianranbutaixianran Posts: 145
    June 11

    On Daz side, your addon need to check and handle heel bone, before exporting to fbx. Otherwise, for high heeled character, the exported fbx's feet bones won't fit to feet mesh. As following images showed:

    This is what this addon does when character is on high heel:

    You can see this issue more clearly with default bone shape:

     

    And following is how it should be:

    Solution:

    You need to set heel bone's rotation to 0 before exporting to fbx. Then restore its rotation back after exporting the fbx.  In Daz, heel bone is a driver for foot and toe base bone. 

     

    Heel Wrong.jpg
    639 x 434 - 27K
    Heel Wrong2.jpg
    587 x 410 - 23K
    Heel Right.jpg
    639 x 449 - 29K
  • marblemarble Posts: 6,619
    June 11

    Geografts?

  • pretendforreal_707d4f4a31pretendforreal_707d4f4a31 Posts: 47
    June 11 edited June 11

    Has anyone else gotten this to work properly yet? The installing it seemed to work ok for Blender 3.2.1 - but the transfer for some reason is only brining over the last figure I exported from a past version of the bridge? I am guessing Bridge is looking in the wrong place for the newly exported fbx? 

    Post edited by pretendforreal_707d4f4a31 on June 11
  • ryrieryrie Posts: 0
    June 11

    I have installed the plugin + the latest bugfix but when I export my model to Blender it imports a different model which I exported a whie ago with the previous version of Bridge. How can I clear the cache if there is one? :) Have no idea why it keep importing an old model.

  • marblemarble Posts: 6,619
    June 11

    I'm confused about this D2B Bridge. How many forks are there? Is there an official download (i.e. via DIM) and are there others downloadable from Github or elsewhere? If so, what are the differences?

  • VanillaStuffVanillaStuff Posts: 15
    June 12 edited June 12

    Where I do send bug reports? I noticed Daz tried to send the bug report, but can't. It stopped with an fatal error. Even though I found the issue: A Geoshell was hidden, but it shouldn't crash the entire Daz Studio. 

    Post edited by VanillaStuff on June 12
  • Richard HaseltineRichard Haseltine Posts: 81,484
    June 12

    Check to see if the current Public Build (beta) has the same issue, if it does opena  Techncial Support ticket https://helpdaz.zendesk.com/hc/en-us

  • danielbui78danielbui78 Posts: 267
    June 12 edited June 12

    butaixianran said:

    On Daz side, your addon need to check and handle heel bone, before exporting to fbx. Otherwise, for high heeled character, the exported fbx's feet bones won't fit to feet mesh. As following images showed:

    This is what this addon does when character is on high heel:

    Solution:

    You need to set heel bone's rotation to 0 before exporting to fbx. Then restore its rotation back after exporting the fbx.  In Daz, heel bone is a driver for foot and toe base bone. 

     

    Thanks, I am aware of the heel fix as well as the other additions you have made to your branch.  I had planned to merge most of your changes, but due to limitations of time, we chose to merge only the Blender 3.x support and a modified version of the ToRigify fix for now.  I will try to get this fix as well as others merged in as time permits.  Thank you.

    Post edited by danielbui78 on June 12
  • danielbui78danielbui78 Posts: 267
    June 12

    pretendforreal_707d4f4a31 said:

    Has anyone else gotten this to work properly yet? The installing it seemed to work ok for Blender 3.2.1 - but the transfer for some reason is only brining over the last figure I exported from a past version of the bridge? I am guessing Bridge is looking in the wrong place for the newly exported fbx? 

    ryrie said:

    I have installed the plugin + the latest bugfix but when I export my model to Blender it imports a different model which I exported a whie ago with the previous version of Bridge. How can I clear the cache if there is one? :) Have no idea why it keep importing an old model.

     

    If you are using a custom Documents folder that is not in the normal Documents location (another hard drive drive, OneDrive, etc), then this hotfix may help you: https://github.com/daz3d/DazToBlender/releases/tag/2022.1.10

     

  • danielbui78danielbui78 Posts: 267
    June 12 edited June 12

    marble said:

    I'm confused about this D2B Bridge. How many forks are there? Is there an official download (i.e. via DIM) and are there others downloadable from Github or elsewhere? If so, what are the differences?

    Sorry for the confusion, I updated the the thread to make it more clear that I am talking about the OFFICIAL DazToBlender Bridge here.  Just like the first video demonstrates: you can download and install directly from Daz Central or Daz Install Manager (DIM).

    Regarding other forks, the DazToBlender Bridge and the other Daz Bridge products are open-source with Apache 2.0 License.  So there are many, many other forks available.  The Apache 2.0 license does not require anyone to notify Daz or anyone else if they create/distribute a new fork. 

    So there is no way to truly know how many forks exist, however, we can at least know the public forks that users are sharing via with each other via Github: https://github.com/daz3d/DazToBlender/network/members ; Based on that page, there are currently 29 forks.  Of these, at least 10 of them have had some changes applied to their repositories based on the information here: https://github.com/daz3d/DazToBlender/network

    Hope that answers your questions.

     

    Regarding Geografts: exporting of geografts should behave like they did with the previous DSA-based Blender Bridge -- in other words, they will be baked into the main mesh.  If there are additional geoshell elements, these will probably export without rigging.  We are planning on fixing this in addition to other bugs, but there is no timeline for those updates yet.

    Post edited by danielbui78 on June 12
  • marblemarble Posts: 6,619
    June 13

    danielbui78 said:

    marble said:

    I'm confused about this D2B Bridge. How many forks are there? Is there an official download (i.e. via DIM) and are there others downloadable from Github or elsewhere? If so, what are the differences?

    Sorry for the confusion, I updated the the thread to make it more clear that I am talking about the OFFICIAL DazToBlender Bridge here.  Just like the first video demonstrates: you can download and install directly from Daz Central or Daz Install Manager (DIM).

    Regarding other forks, the DazToBlender Bridge and the other Daz Bridge products are open-source with Apache 2.0 License.  So there are many, many other forks available.  The Apache 2.0 license does not require anyone to notify Daz or anyone else if they create/distribute a new fork. 

    So there is no way to truly know how many forks exist, however, we can at least know the public forks that users are sharing via with each other via Github: https://github.com/daz3d/DazToBlender/network/members ; Based on that page, there are currently 29 forks.  Of these, at least 10 of them have had some changes applied to their repositories based on the information here: https://github.com/daz3d/DazToBlender/network

    Hope that answers your questions.

     

    Regarding Geografts: exporting of geografts should behave like they did with the previous DSA-based Blender Bridge -- in other words, they will be baked into the main mesh.  If there are additional geoshell elements, these will probably export without rigging.  We are planning on fixing this in addition to other bugs, but there is no timeline for those updates yet.

    Many thanks for the explanation. Are there threads here that specifically describe another fork with other features or advances (such as geografts, for example)? As I mentioned, I am somewhat confused when I look at threads about which fork we are talking about. 

    As for the geografts, I believe that would be a huge step forward for this add-on as many of the users here rely on geografts for most, if not all, of their characters. I don't like the fact that geografts make DAZ figures less exportable to other applications but we seem to be stuck with them.Perhaps if DAZ could provide a reliable merge option it might help with those issues but I know very little about the technical difficulties involved.

  • PadonePadone Posts: 2,555
    June 13 edited June 13

    @marble To explain the other forks is the responsibility of the respective owners, not daz. At this time @butaixianran provides detailed information for his fork and it's probably the only fork that matters other than the official daz by Daniel.

    That said, in my opinion at the time being if you use blender then diffeomorphic is the way to go for extra features as material conversion, HD support, geografts and shells, SBH hair, dforce support and many other features. Also the new single principled material offers an easy export to games and diffeo users export nicely to UE5 for example. But to export to games it's probably easier the daz UE5 bridge, or the Butai version for blender.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/1008/convert-morph-to-shapekey-can-take-up-to-6

    Post edited by Padone on June 13
  • akiraxsojikiakiraxsojiki Posts: 0
    June 13

    if people are having trouble installing this i got it to work doing the following in the image attached. Its crude guide but hopefully it works for somene else too. 

    installdaztoblender.png
    1000 x 1000 - 312K
  • danielbui78danielbui78 Posts: 267
    June 13 edited June 13

    akiraxsojiki said:

    if people are having trouble installing this i got it to work doing the following in the image attached. Its crude guide but hopefully it works for somene else too. 

    Thanks very much for making the image!  These are actually the same steps that are written and demonstrated in the first video of the first post of this thread, that is labeled "Install and Configure OFFICIAL DazToBlender 2022 USING DAZ CENTRAL (OR DIM)".  :)

    Post edited by danielbui78 on June 13
  • butaixianranbutaixianran Posts: 145
    June 14 edited June 14

    Your github's  DTB repo does not have an issue list enabled, so I'll just ask this here:

    In Blender, how to modify your morph driver's value with python?

    I tried following code, but doesn't work on your DTB 2022. And this code works on the old DTB Blender addon. 

     

    import bpy

    obj = bpy.context.object

    obj["Eyes Closed"] = 1.0

    def updateDrivers(rna):
        if rna:
            rna.update_tag()
            if rna.animation_data:
                for fcu in rna.animation_data.drivers:
                    if fcu.driver.type == 'SCRIPTED':
                        fcu.driver.expression = str(fcu.driver.expression)
                        
    updateDrivers(obj)

    Post edited by butaixianran on June 14
  • danielbui78danielbui78 Posts: 267
    June 14

    butaixianran said:

    Your github's  DTB repo does not have an issue list enabled, so I'll just ask this here:

    In Blender, how to modify your morph driver's value with python?

    I tried following code, but doesn't work on your DTB 2022. And this code works on the old DTB Blender addon. 

     

    import bpy

    obj = bpy.context.object

    obj["Eyes Closed"] = 1.0

    def updateDrivers(rna):
        if rna:
            rna.update_tag()
            if rna.animation_data:
                for fcu in rna.animation_data.drivers:
                    if fcu.driver.type == 'SCRIPTED':
                        fcu.driver.expression = str(fcu.driver.expression)
                        
    updateDrivers(obj)

     

    The Blender 3.x UI API is still very new to me.  Here is how I implemented the morph drivers UI:

    https://github.com/daz3d/DazToBlender/commit/4a7c77761d0acc7db25b59e50d83e1d1d91d3022

     

    As you can see, for Blender 3.x, I'm not using the old RNA system to access the UI.  I think you need to use the "mesh_obj.id_properties_ui(morph_label)" call to get a UI Manager.  Unfortunately, there's no API documentation for that UI Manager except for the little bit here:

    https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Python_API

     

    That page talks about using ".update()" and ".as_dict()", but I ended up just using many hours of trial and error to get the code to do what I wanted.  This person's post tries to explain it.  Maybe it will help you: https://blender.stackexchange.com/questions/248786/with-the-rna-ui-changes-on-blender-3-0-how-do-you-set-up-edit-custom-properties

    Good luck.

     

  • butaixianranbutaixianran Posts: 145
    June 18

    Thanks, get it done.

  • danielbui78danielbui78 Posts: 267
    June 19 edited June 19

    If anyone is having trouble installing or using the DazToBlender Bridge, please try the hotfixes available here:

    • https://github.com/daz3d/DazToBlender/releases

     

    This and links to additional information have been added to the first post, including written instructions and FAQ.

    Post edited by danielbui78 on June 19
  • rbeann_3771967b79rbeann_3771967b79 Posts: 8
    June 24

    Anyone having this issue in Daz 4.20 with the Addon in Blender 3.02. I tried with my laptop and also pc. Not sure if this is the correct post to share this issue. I downloaded the files as per this page directive. Just an issue resolve no pun intended, Thank you.

    Screenshot 2022-06-16 223450.png
    1366 x 651 - 366K
  • danielbui78danielbui78 Posts: 267
    June 24 edited June 24

    rbeann_3771967b79 said:

    Anyone having this issue in Daz 4.20 with the Addon in Blender 3.02. I tried with my laptop and also pc. Not sure if this is the correct post to share this issue. I downloaded the files as per this page directive. Just an issue resolve no pun intended, Thank you.

    Looks like you are trying to use the "To Rigify" feature in Blender 3 with an old version of the DazToBlender bridge.  Make sure you are using a version of DazToBlender that is 2022.1.10 or higher, and make sure you have installed the corresponding Blender plugin.  Older versions of the Blender component have a bug where the wrong toe bone is being passed to Rigify.

    https://github.com/daz3d/DazToBlender/releases

     

    When you use the correct version, you should see the IK behavior below.

    Screenshot (31).png
    1050 x 769 - 318K
    Post edited by danielbui78 on June 24
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