Exporting groups from Blender to Daz

Can anyone please tell me how to export groups from Blender to Daz. I have a complex model in Blender that I would like to rig as a figure. I save it as distinct groups. Export it as an obj. Import it into Daz Figure Pane. It always shows up as a single object.

I have searched dozens of tutorials and even purchased the Dreamlight Rigging made easy tutorial today, none of it explains why this is happening. All the videos show that when I add geometry to figure pane I should be able to double click it and all the component groups should show up but they do not.

I know I must be doing something wrong but I cannot seem to find out what it is. When I view in Blender the groups show up. I know someone in forum land must have an answer.

Or can you tell me how to assemble the components in obj format and merge them into a single figure?

 

Thank you.
 

Comments

  • mjc1016mjc1016 Posts: 15,001
    edited June 2016

    I'm not 100% sure which is the most important one for Studio...but Blender needs at least one (I use both) of these checked (maybe both are needed, it's been too long since I messed with them to remember)

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    Post edited by mjc1016 on
  • SigurdSigurd Posts: 1,086

    Thank you for the heads up. I will see what I can do with this and get back to you all.

     

  • SigurdSigurd Posts: 1,086

    It worked. Thank you so very much. None of the other tutorials I have seen address the export options. Mine were set by default incorrectly.

    Thank you again.

  • SigurdSigurd Posts: 1,086
    edited June 2016

     

     

    Post edited by Sigurd on
  • SigurdSigurd Posts: 1,086
    edited June 2016

     

     

    Post edited by Sigurd on
  • ArtisanSArtisanS Posts: 209

    Hmzzzz, I create Vertex groups in Blender for all the components I want to swivel or move. Then I export the model using these settings:

    Selection Only checked

    Include edges checked

    Write Normals checked

    Include UV's checked

    Write Material's checked

    Polygroups checked

    Keep Vertex Order checked

    Then I import the resulting .obj in the Figure Setup windows.....if I've done my work well I wind up with just as many bones as my object has vertexgroups defined. Remember to assign when you have selected a zillion faces for a vertex group......but thats Blender!

     

  • SigurdSigurd Posts: 1,086

    Thanks, very helpful. There is very little info I could find out there concerning this. Do you export objects as obj groups?

     

    Thanks.

     

  • jestmartjestmart Posts: 4,449

    Studio determines normals by winding order so there is no need to have Write Normals checked.

  • ArtisanSArtisanS Posts: 209

    Nice to know Jestmart but it does not hurt either :).

    I export the whole model as a single Object so no I don't check that. The vertex groups are the only thing that references to bones in my .obj. I like to keep things as simple as possible......for  instance for this tripod I used 6 object in order to texture it neatly (one object would have been nice to have but Substance Painter got confused by overlapping surfaces so I split things up first using p and a selection....then I made vertexgroups and materials in 6 objects and combined the whole caboudle into on nice fat large object. Then I had 15 bones ready to rig.....and rigging in DAZ is a breeze (jolly well done DAZers).

    Now where is my remote!.png
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  • jestmartjestmart Posts: 4,449

    It makes the file smaller, but with huge hard drives now that may not be a concern to a lot of people.

  • ArtisanSArtisanS Posts: 209

    Hmmzzzz, thanx for the lecture JestMart my drive is 250 Gb SSD (and 4 GB WD 7200 of course).......but sanitizing your files always is a good idea!

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