Importing .obj/.3ds files into Daz/Hexagon - a few questions

Hi,

Fairly new user to Daz. Loving it but still getting used to it. I am also learning Hexagon.

I need a very detailed car model for a work project. I need to get it into DAZ to animate/render. The one I'm looking at is Dosch's 2015 car. Link: http://www.turbosquid.com/3d-models/car-details-2015-3d-model/933170

Before I buy it, has anyone successfully used this model or any of Dosch's in Daz?

As a test I downloaded a free car model from Turbosquid in .obj and .3ds formats. Results:

The .obj imports nicely into Daz but as a single solid object - no groups.
The .obj imports into Hexagon as separate groups but If i export to .obj it imports to Daz as one object again
The .3ds imports into Hexagon but the groups are all over the place.

One option I considered is importing to hexagon then exporting each component as a separate .obj file but that will take a huge amount of time.

I'd appreciate any advice/help on this before I invest $150.

Alternatively, does anyone know where I can get a highly detailed car model that will work in Daz. I'm afraid all the ones in the shop are too basic for the project or are branded cars which I can't use as it's going on a commercial website.

Thanks

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,837

    If you want to have separate parts importing them as individual OBJ files is an option; alternatively, import the grouped OBJ into the Figure Setup pane and create a new figure.

  • keithgkeithg Posts: 62

    Thanks Richard. Importing the object into figure brings all the parts of the car is as bones which helps to a degree. It means I can hide each part independently however I have no way of moving the separate parts if I do this. When I try to rotate the door, the boundary box rotates but not the actual door.

    Is there no way of bringing the .obj in as separate groups that can be moved/animated independently of each other?

     

  • keithgkeithg Posts: 62

    I think I've got it. For others trying to do this, this is what I did.

    • Imported the geometry of the object into figure setup as Richard suggested.
    • Set figure type as follower/accessory (not sure this makes any difference)
    • I left all geometry as it was - i.e. only parented to the main object
    • Selected rigging as parametric (legacy)
    • Created the figure
    • Clicked on the left car door and changed it's pivot point in the joint editor.
    • Now when I use the side-side slider the door opens beautifully.

    I only need things like doors, boot and bonnet opening so this is a great fix.

  • mjc1016mjc1016 Posts: 15,001
    keithg said:

    I think I've got it. For others trying to do this, this is what I did.

    • Imported the geometry of the object into figure setup as Richard suggested.
    • Set figure type as follower/accessory (not sure this makes any difference)
    • I left all geometry as it was - i.e. only parented to the main object
    • Selected rigging as parametric (legacy)
    • Created the figure
    • Clicked on the left car door and changed it's pivot point in the joint editor.
    • Now when I use the side-side slider the door opens beautifully.

    I only need things like doors, boot and bonnet opening so this is a great fix.

    And you've just rigged your item from scratch...

  • keithgkeithg Posts: 62

    I am constantly amazed at the depth of Daz. I've only been using it for a month or so but am impressed at what it can do and how intuitive the interface is. I've been playing with surface materials and the geometry editor and it's surprising what you can do with existing models without having to model stuff from scratch. Now to get to grips properly with rigging. Anybody done any good tutorials?

  • keithgkeithg Posts: 62

    Just to close this one off. If you import the obj into figure setup and use parametric rigging you can move any of the bones independently without setting up a full rig.

    The image below is a very quick iray render using a free obj from turbosquid. With a really detailed model this could be stunning.

    Thanks for pointing me in the right direction Richard

     

    test car.jpg
    600 x 600 - 189K
  • Richard HaseltineRichard Haseltine Posts: 100,837

    Glad to help, and nice exploded-view render.

Sign In or Register to comment.