DAZ to Blender (What is the latest method to do this?)

jdavison67jdavison67 Posts: 670
edited December 1969 in The Commons

I've seen a lot of posts that look about a year old.

Has this process been updated?

What is the best way to export a DAZ scene to Blender without having to rebuild it in Blender?

My goal is to take a scene from DAZ, only to render it in Blender cycles.

I would love to not have to reconstruct the entire scene.


Any suggestions on this process would be appreciated.

JD

Comments

  • j cadej cade Posts: 2,310
    edited December 1969

    For rendering in cycles mcjTeleBlender in the freepository ( http://www.daz3d.com/forums/discussion/2877/)

    I use it and can confirm that it is the best thing ever.

  • icprncssicprncss Posts: 3,694
    edited December 1969

    If Blender and the current version of DS are on the same page for FBX or Collada, you could use those formats. Or, if you just want to import and render and don't care about rigging, you could export the scene as an obj file and import it into Blender and render it from there.

    You will probably have to do some tweaking of materials. I don't remember what render engine it uses but different render engines almost always require material tweaks.

    AFAIK, there is not direct bridge between DS and Blender.

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited June 2014

    Word of caution if you use the FBX route- Blender can only import binary, not ascii.

    Post edited by Lissa_xyz on
  • IceEmpressIceEmpress Posts: 639
    edited December 1969

    There is a wide range of nice shader presets and node setups on Blendswap, which is prettymuch the go-to place for Blender freebies.

    BTW, quick question, is there anything in Blender 7.0 that is no longer compatible from 6.7~9?

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited June 2014

    opal42987 said:
    There is a wide range of nice shader presets and node setups on Blendswap, which is prettymuch the go-to place for Blender freebies.

    BTW, quick question, is there anything in Blender 7.0 that is no longer compatible from 6.7~9?


    Err, what? Blender's current version is 2.70a with 2.71 being a test build. I'm assuming you're meaning 2.67-2.69, and that I'm not positive on, but Blender devs seem to be good about backward compatibility. Take a read through the roadmap to get more info regarding forward/backward compatibility: http://code.blender.org/index.php/2013/06/blender-roadmap-2-7-2-8-and-beyond/

    It's pretty much mandatory that older files be useful in newer versions, but not that newer files be useful in older versions.

    The 2.71 test build also offers some good advancements with using FBX. You can now export binary/ascii with tangent space.

    Post edited by Lissa_xyz on
  • marblemarble Posts: 7,500
    edited December 1969

    I should mention up front that I'm on a Mac.

    I've just downloaded Blender and would like to give it a try but I'm a little stuck with how to get content from DS into Blender. The Casual script everyone mentions (does it work on a Mac, by the way?) looks like it is for rendering scenes in Blender. I don't want to do that because I like Reality/Luxrender. All I want to do is export a clothed figure to Blender and use the sculpting tools to fix any poke through when the figure is posed in ways that the handles don't cope with. For example sitting crossed-legged poses, etc. Therefore, if I can only export in Zero-Pose, then there's no point in wasting my time on Blender.

    I've tried Hexagon but it crashes far too easily as to be useless.

  • jestmartjestmart Posts: 4,449
    edited December 1969

    First set Mesh Resolution to Base (and for good measure I set Subdivision Level to 0 but this is only visible if you have Show Hidden checked). Export from Studio using Lightwave Object format (the format used for all import/export described here in). Setting should be: Custom, scale 100%, Ignore Invisible Nodes checked, Write Groups and Use Existing Groups checked.

    Importing to Blender: Uncheck NGons, Lines and Smooth Groups. Switch from Split to Keep Vert Order and check Poly Groups. Leave the rest of it alone.

    Make your changes and save your work before exporting. Exporting from Blender: Check Selection Only (make sure the object you want to export is selected), Polygroups, Objects as OBJ Objects and Keep Vert Order. Everything else should be unchecked and don't mess anything but the checklist.

    Importing into Studio using Morph Loader Pro: Again use Custom, scale 100% and for pose correction morphs set Reverse Deformations to Yes and click Accept.

  • ArtiniArtini Posts: 9,811
    edited December 1969

    marble said:
    ...
    I've tried Hexagon but it crashes far too easily as to be useless.

    I have had similar problems with Hexagon on Windows, then I have changed in Hexagon's Preference editor
    Maximum undo levels to 3, and so far no more crashes.
  • marblemarble Posts: 7,500
    edited December 1969

    @Jetsmart - many thanks. I'll give that a try tomorrow.

    @Artini - I think I have tried that too but it crashes on loading anything approaching a moderately complex scene.

  • RenpatsuRenpatsu Posts: 828
    edited December 1969

    For Mac some adjustments with regards to mcjTeleblender are needed it seems, but apparently it can work.

    http://hype3d.com/better-daz-studio-renders-with-mcjteleblender2-and-blender-on-the-mac/

  • marblemarble Posts: 7,500
    edited November 2014

    Renpatsu said:
    For Mac some adjustments with regards to mcjTeleblender are needed it seems, but apparently it can work.

    http://hype3d.com/better-daz-studio-renders-with-mcjteleblender2-and-blender-on-the-mac/

    Thanks. That looks like a really comprehensive description. I'll certainly read through it. I'm still a bit uncertain about what the script does. It seems to be a means of transferring for rendering in Blender but does that mean it can be used for exporting figures, clothing, etc., for morphing purposes too?

    Post edited by marble on
  • marblemarble Posts: 7,500
    edited December 1969

    Boy, there's a lot to learn with Blender, hey? I've just started watching some videos but I have to say that things seem to have improved since I tried (and abandoned) it a couple of years ago. It does look a little more user-friendly. Also, some things look a little like ZBrush - the brushes, in particular. So my initial doubts about using it are fading a little.

    The proof of the pudding will be in how it fits with my workflow in DAZ Studio. If moving between the two is as simple as using the script mentioned above (which I'm hoping is something like the Hexagon Bridge or GoZ) then it will be awesome, to use my son's terminology.

  • marblemarble Posts: 7,500
    edited November 2014

    jestmart said:
    First set Mesh Resolution to Base (and for good measure I set Subdivision Level to 0 but this is only visible if you have Show Hidden checked). Export from Studio using Lightwave Object format (the format used for all import/export described here in). Setting should be: Custom, scale 100%, Ignore Invisible Nodes checked, Write Groups and Use Existing Groups checked.

    Shows how much of a novice I am: I fell at the first fence. I can't find an export option for "Lightwave Object". I have Wavefront - is that what you mean?

    Also, if I do use wavefront object, when I import into Blender I don't get asked for any settings. It does import, however. Looks huge though.

    Screen_Shot_2014-11-09_at_18.05_.11_.png
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    Post edited by marble on
  • jestmartjestmart Posts: 4,449
    edited December 1969

    Yes I always do that if I don't look it up, I am terrible with names, sorry.

  • marblemarble Posts: 7,500
    edited December 1969

    Oh, good news :)

    I found a YouTube video that shows me the way.

    Seems I was nearly there. A bit late in the day here now but I'll give it a try tomorrow. I really want to try it with the figure posed and morphed rather than in zero pose and basic shape.

  • marblemarble Posts: 7,500
    edited November 2014

    OK - I seem to be getting a wavefront .obj into Blender now but she is clothed and it seems to export the figure and the dress as a single object. In ZBrush, with GoZ, the items come across as separate subtools and can be selected individually even though the dress is still covering the figure. This is essential for fixing poke-through, etc.

    Surely there must be a way to do this in Blender?

    EDIT: Played around and tried exporting the figure and the dress as individual objects. Turns out this seems to be the way to do it. So long as the pose/position is not changed between exports, the dress imports nicely over the figure and each can be selected in Blender.

    I'm still hoping there is a way to do this in one operation, as with GoZ. Maybe the Khalibloo Panel is the answer?

    Post edited by marble on
  • marblemarble Posts: 7,500
    edited November 2014

    First attempt was a simple poke-through fix (just as a test).

    Export figure, underwear and skirt separately from DS as wavefront.obj objects (using parameters as specified in this thread).

    Import into Blender also using said parameters.

    Use Blender Sculpting brushes - which are similar to ZBrush - to adjust the mesh.

    Export again using settings from this thread.

    Import into DS using Morph Loader Pro.

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    Screen_Shot_2014-11-10_at_15.51_.40_.png
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    Post edited by marble on
  • marblemarble Posts: 7,500
    edited November 2014

    These are my export/import settings for the skirt...

    Screen_Shot_2014-11-10_at_16.35_.11_.jpg
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    Screen_Shot_2014-11-10_at_16.33_.53_.png
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    Screen_Shot_2014-11-10_at_16.29_.32_.png
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    Post edited by marble on
  • estaf1001estaf1001 Posts: 9
    edited July 2019

    How to install mcjTeleBlender2 on mac?

    On http://hype3d.com/better-daz-studio-renders-with-mcjteleblender2-and-blender-on-the-mac/ man show how to install mcjTeleBlender2 on windows. Daz 3d on windows and blender on mac.

    I cannot found a similar directory, such as C:\program Files\Daz\Studio\Content

    Must I to bought pc, install windows with DAZ 3D and install blender on my mac after all it? )))

    Post edited by estaf1001 on
  • Richard HaseltineRichard Haseltine Posts: 104,204
    estaf1001 said:

    How to install mcjTeleBlender2 on mac?

    On http://hype3d.com/better-daz-studio-renders-with-mcjteleblender2-and-blender-on-the-mac/ man show how to install mcjTeleBlender2 on windows. Daz 3d on windows and blender on mac.

    I cannot found a similar directory, such as C:\program Files\Daz\Studio\Content

    Must I to bought pc, install windows with DAZ 3D and install blender on my mac after all it? )))

    That's a rally old default content location (DS3 moved the default out of the application folder). I don't have TeelBlender but I would suggest trying the /Daz 3D/Studio/My Content Library/ folder in your Documents folder instead.

  • estaf1001estaf1001 Posts: 9
    edited July 2019

    Already catch a lot of python script errors after teleblender3 in blender. aka matLib.blend error etc))

    Post edited by estaf1001 on
  • KnittingmommyKnittingmommy Posts: 8,191
    Pixolygon said:

     

    opal42987 said:

    There is a wide range of nice shader presets and node setups on Blendswap, which is prettymuch the go-to place for Blender freebies.

     

    BTW, quick question, is there anything in Blender 7.0 that is no longer compatible from 6.7~9?


    Err, what? Blender's current version is 2.70a with 2.71 being a test build. I'm assuming you're meaning 2.67-2.69, and that I'm not positive on, but Blender devs seem to be good about backward compatibility. Take a read through the roadmap to get more info regarding forward/backward compatibility: http://code.blender.org/index.php/2013/06/blender-roadmap-2-7-2-8-and-beyond/

     

    It's pretty much mandatory that older files be useful in newer versions, but not that newer files be useful in older versions.

    The 2.71 test build also offers some good advancements with using FBX. You can now export binary/ascii with tangent space.

    Actually, I'm pretty sure the latest Blender version is 2.79a. I know for a fact I have Blender 2.78a installed on my computer in both Linux and Windows. And, FBX from Daz Studio to Blender seem to work okay with the right settings without any extra scripts. The only thing which seems to be off and might need corrections are some of the alpha settings on the materials.

  • Pixolygon said:

     

    opal42987 said:

    There is a wide range of nice shader presets and node setups on Blendswap, which is prettymuch the go-to place for Blender freebies.

     

    BTW, quick question, is there anything in Blender 7.0 that is no longer compatible from 6.7~9?


    Err, what? Blender's current version is 2.70a with 2.71 being a test build. I'm assuming you're meaning 2.67-2.69, and that I'm not positive on, but Blender devs seem to be good about backward compatibility. Take a read through the roadmap to get more info regarding forward/backward compatibility: http://code.blender.org/index.php/2013/06/blender-roadmap-2-7-2-8-and-beyond/

     

    It's pretty much mandatory that older files be useful in newer versions, but not that newer files be useful in older versions.

    The 2.71 test build also offers some good advancements with using FBX. You can now export binary/ascii with tangent space.

    Actually, I'm pretty sure the latest Blender version is 2.79a. I know for a fact I have Blender 2.78a installed on my computer in both Linux and Windows. And, FBX from Daz Studio to Blender seem to work okay with the right settings without any extra scripts. The only thing which seems to be off and might need corrections are some of the alpha settings on the materials.

     

    The post you're replying to is dated June 2014...

     

  • KnittingmommyKnittingmommy Posts: 8,191
    edited July 2019

    Ah, I was concentrating on the date on the last post and failed to note the date on that one I actually replied to. Though, the statement about exporting FBX without extra scripts is valid in Blender 2.78a. I don't think you need the teleblender script anymore to export from DS to Blender anymore. With the right settings, FBX export works in the current version of Blender with minor adjustments to the alpha channels on some materials.

    Post edited by Knittingmommy on
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