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Daz to Cinema 4D Bridge - Meet… Daz 3D Forums > 3rd Party Software > Cinema 4D Discussion>Daz to Cinema 4D Bridge - Meet…

Daz to Cinema 4D Bridge - Meet the Team

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Comments

  • DAZ_samDAZ_sam Posts: 170
    June 2021

    Nagra said:

    I have tested the last version of the bridge and have the following questions/suggestions:

    Do you plan to support delta morphs for characters? The full morphs as currently used aren’t very efficient in regards to memory usage and performance.

    Please add an option to keep the original file path for textures like the regular FBX export does. I have already terra bytes of 3D data and duplication the textures makes no sense to me. 

    The environment export in its current state is not useful for me. Mainly because the pivot point of the exported objects is always set to the origin. Please keep the position and rotation as part of the object node (its important to have this information in the object node and not the corresponding parent null). This is very important for instances. In C4D I use the MoGraph Cloner and put all instance nulls into a MoGraph Fraction. For this to work both the object node and the instance nulls must contain the position and rotation values. Right now instance nodes after import are all located at the origin, making it impossible to use them for instancing

    It should be keeping the original path for textures unless you check to collect textures? Do you mind sharing an example? 

    With the morphs we are looking at the best workaround to support delta morphs hopefully that will come soon.

    I agree with the environment issue. This is just a workaround so the location is reflective to the same in Daz but, I think both are great things we should add. Thanks for the input!

  • NagraNagra Posts: 99
    June 2021

    DAZ_sam said:

    Nagra said:

    I have tested the last version of the bridge and have the following questions/suggestions:

    Do you plan to support delta morphs for characters? The full morphs as currently used aren’t very efficient in regards to memory usage and performance.

    Please add an option to keep the original file path for textures like the regular FBX export does. I have already terra bytes of 3D data and duplication the textures makes no sense to me. 

    The environment export in its current state is not useful for me. Mainly because the pivot point of the exported objects is always set to the origin. Please keep the position and rotation as part of the object node (its important to have this information in the object node and not the corresponding parent null). This is very important for instances. In C4D I use the MoGraph Cloner and put all instance nulls into a MoGraph Fraction. For this to work both the object node and the instance nulls must contain the position and rotation values. Right now instance nodes after import are all located at the origin, making it impossible to use them for instancing

    It should be keeping the original path for textures unless you check to collect textures? Do you mind sharing an example? 

    With the morphs we are looking at the best workaround to support delta morphs hopefully that will come soon.

    I agree with the environment issue. This is just a workaround so the location is reflective to the same in Daz but, I think both are great things we should add. Thanks for the input!

    You are right, it keeps the original texture path .. my fault.

    Support for delta morphs would be really cool. Looking forward for your upcoming solution.

    Hope you find a good solution for environment object placement. The Studio build in FBX export does placement wrong, Reason is that it does not keep the original pivot of the objects. All goes well until there are rotations involved resulting in wrong placement.

    I noticed that when transfering a G8 character in default V-pose the bridge still says „animation or pose“ detected and does not fix joint orientation. This is with C4D R21.

  • DAZ_samDAZ_sam Posts: 170
    June 2021

    Nagra said:

    DAZ_sam said:

    Nagra said:

    I have tested the last version of the bridge and have the following questions/suggestions:

    Do you plan to support delta morphs for characters? The full morphs as currently used aren’t very efficient in regards to memory usage and performance.

    Please add an option to keep the original file path for textures like the regular FBX export does. I have already terra bytes of 3D data and duplication the textures makes no sense to me. 

    The environment export in its current state is not useful for me. Mainly because the pivot point of the exported objects is always set to the origin. Please keep the position and rotation as part of the object node (its important to have this information in the object node and not the corresponding parent null). This is very important for instances. In C4D I use the MoGraph Cloner and put all instance nulls into a MoGraph Fraction. For this to work both the object node and the instance nulls must contain the position and rotation values. Right now instance nodes after import are all located at the origin, making it impossible to use them for instancing

    It should be keeping the original path for textures unless you check to collect textures? Do you mind sharing an example? 

    With the morphs we are looking at the best workaround to support delta morphs hopefully that will come soon.

    I agree with the environment issue. This is just a workaround so the location is reflective to the same in Daz but, I think both are great things we should add. Thanks for the input!

    You are right, it keeps the original texture path .. my fault.

    Support for delta morphs would be really cool. Looking forward for your upcoming solution.

    Hope you find a good solution for environment object placement. The Studio build in FBX export does placement wrong, Reason is that it does not keep the original pivot of the objects. All goes well until there are rotations involved resulting in wrong placement.

    I noticed that when transfering a G8 character in default V-pose the bridge still says „animation or pose“ detected and does not fix joint orientation. This is with C4D R21.

    Thanks again for the feedback. Yep, I understand the error is in the fbx currently I just used my workaround that we are using in the Blender bridge. Luckily my team is in charge of fixing the fbx as well so I am always open to adding more to our list for fbx fixes as well.

    Hmmm that's interesting want to try to right-click parameters and clear animation? Also, make sure to disable the animations at export just to make sure. If you still have the problem can you open up an issue on GitHub I will probably need to get some files from you it will be easier there. I have only been able to test 22, 23, 24 myself so far when I get a moment I will run more tests on 21. 
    https://github.com/daz3d/DazToC4D/issues

    image (16).png
    423 x 511 - 36K
  • NagraNagra Posts: 99
    June 2021

     

    Thanks again for the feedback. Yep, I understand the error is in the fbx currently I just used my workaround that we are using in the Blender bridge. Luckily my team is in charge of fixing the fbx as well so I am always open to adding more to our list for fbx fixes as well.

    Hmmm that's interesting want to try to right-click parameters and clear animation? Also, make sure to disable the animations at export just to make sure. If you still have the problem can you open up an issue on GitHub I will probably need to get some files from you it will be easier there. I have only been able to test 22, 23, 24 myself so far when I get a moment I will run more tests on 21. 
    https://github.com/daz3d/DazToC4D/issues

    Good to know your team is responsible for FBX. Makes sense as the bridges depend on FBX.

    I tried again and now there is no animation/pose warning dialog anymore but after joint fix the character is deformed. Either its not necessary in R21 or its a python related issue. Anyhow i tried it with several G8 characters and its reproducible, i always get the same deformations. Without joint fix it looks ok.

  • DAZ_samDAZ_sam Posts: 170
    June 2021

    Nagra said:

     

    Thanks again for the feedback. Yep, I understand the error is in the fbx currently I just used my workaround that we are using in the Blender bridge. Luckily my team is in charge of fixing the fbx as well so I am always open to adding more to our list for fbx fixes as well.

    Hmmm that's interesting want to try to right-click parameters and clear animation? Also, make sure to disable the animations at export just to make sure. If you still have the problem can you open up an issue on GitHub I will probably need to get some files from you it will be easier there. I have only been able to test 22, 23, 24 myself so far when I get a moment I will run more tests on 21. 
    https://github.com/daz3d/DazToC4D/issues

    Good to know your team is responsible for FBX. Makes sense as the bridges depend on FBX.

    I tried again and now there is no animation/pose warning dialog anymore but after joint fix the character is deformed. Either its not necessary in R21 or its a python related issue. Anyhow i tried it with several G8 characters and its reproducible, i always get the same deformations. Without joint fix it looks ok.

    Sounds like a python error i have a version check since skinning is set differently in older versions of cinema 4d sdk I will install 21 and see if I can figure it out. Thanks for checking. 

  • DAZ_samDAZ_sam Posts: 170
    June 2021

    Nagra said:

     

    Thanks again for the feedback. Yep, I understand the error is in the fbx currently I just used my workaround that we are using in the Blender bridge. Luckily my team is in charge of fixing the fbx as well so I am always open to adding more to our list for fbx fixes as well.

    Hmmm that's interesting want to try to right-click parameters and clear animation? Also, make sure to disable the animations at export just to make sure. If you still have the problem can you open up an issue on GitHub I will probably need to get some files from you it will be easier there. I have only been able to test 22, 23, 24 myself so far when I get a moment I will run more tests on 21. 
    https://github.com/daz3d/DazToC4D/issues

    Good to know your team is responsible for FBX. Makes sense as the bridges depend on FBX.

    I tried again and now there is no animation/pose warning dialog anymore but after joint fix the character is deformed. Either its not necessary in R21 or its a python related issue. Anyhow i tried it with several G8 characters and its reproducible, i always get the same deformations. Without joint fix it looks ok.

    Gave the bridge a test on a few different characters actually with R21 and not seeing any errors on my end. Do you mind either opening a ticket or writing an issue on the github seems like I will need more informations there and it will be easier to get your files that way. 

  • brucek5brucek5 Posts: 39
    June 2021

    The new Bridge is changing bone oriantations. See attahed image. I first used the Bridge to create a charater. Then I exported the same charater from DAZ and immported it to C4D (R21). The I added a "Re-Target" tag (which I've done many times with the old bridge). This twisted mess is the same as if you use the bridge with the animation option selected. This is the DAZ Grace Yong figure. The attached rending shows using the Redshift Skin Shader material rather than the defualt shader.

    DAZ_C4D_Bridge.JPG
    2912 x 1412 - 187K
    Render_1A.jpg
    2216 x 747 - 149K
  • scobb3_60a649a03ascobb3_60a649a03a Posts: 32
    June 2021

    Where can I find older versions now?  This new update won't work at all for me..  probably because DAZ Central wont install it, but manually installed the plugin is not finding the exported files.

  • DAZ_samDAZ_sam Posts: 170
    June 2021

    brucek5 said:

    The new Bridge is changing bone oriantations. See attahed image. I first used the Bridge to create a charater. Then I exported the same charater from DAZ and immported it to C4D (R21). The I added a "Re-Target" tag (which I've done many times with the old bridge). This twisted mess is the same as if you use the bridge with the animation option selected. This is the DAZ Grace Yong figure. The attached rending shows using the Redshift Skin Shader material rather than the defualt shader.

    Interesting I will run more tests on R21 but, haven't seen the twisted bones effect on my tests so far. If you could it be easier to open up a ticket. Currently, the only time the orientations are being fixed is when you export with no pose or animation. So are you trying to retarget animation from an exported animation? I will be doing some work to supporting Redshift very soon so that will be added to the newest version ASAP. 

  • DAZ_samDAZ_sam Posts: 170
    June 2021

    scobb3_60a649a03a said:

    Where can I find older versions now?  This new update won't work at all for me..  probably because DAZ Central wont install it, but manually installed the plugin is not finding the exported files.

    If you do have the time it would be great if you could open a ticket so we can get the Daz Central installation fixed if it is a bug. For now though for the newest version to work you do need to update the Daz side and the cinema 4d side as both have changed drastically.
    Here are all the old versions. There is only one version before the newest version which is 1.1. 
    https://github.com/daz3d/DazToC4D/tags

    This is the newest version
    https://github.com/daz3d/DazToC4D/releases/tag/1.2.0

    Github is the best spot to get the newest updates and any bug fixes we make before the public release. 

  • NagraNagra Posts: 99
    June 2021

    Gave the bridge a test on a few different characters actually with R21 and not seeing any errors on my end. Do you mind either opening a ticket or writing an issue on the github seems like I will need more informations there and it will be easier to get your files that way. 

    I have opened an issue on GitHub and added some files.

  • RezcaRezca Posts: 3,393
    June 2021 edited June 2021

    Gave it a test run,  here's my findings so far:


    Digi-I's  Tyrannosaurus:   Joints aligned fine,  no morphs are exported,  script/plugin stalls indefinitely if selecting Genesis Figure but imports fine if Environment/Prop. No additional windows come up.

    Eagle 2.0:  Joints all using the same Y-up alignment, otherwise same as above.

    The Constrictor:  Same as Digi-I's Tyrannosaurus.

    Herscheloff's  Tyrannosaurus 1:   Joints aligned mostly fine, the toes seem to be off by a small amount though - not aligned the same as in D|S. Otherwise same as the others.

     

    Figures where the Export Window pops up asking me what morphs I want to export,  and the Morph Tag loads perfectly:

    Dinosaur's series - Deinonychus, AM  Hippopotamus,  Millennium Dragon 3

     

    Haven't tried any human figures yet or figures with conformable props (Clothes, accesories, etc)  but these are my experiences so far.   Only a few figures did the Export Window options come up, the rest it didn't. 

    For the MilDragon 3 though, I got this from the console after it said "Import Failed"  :


    Starting Morph Updates
    Morph Corrections Done
    Import FBX from : C:/Users/sylxeria/Documents/DAZ 3D/Bridges/Daz To Cinema 4D/Exports/FIG/FIG0
    Import Failed
    Import FBX from : C:/Users/sylxeria/Documents/DAZ 3D/Bridges/Daz To Cinema 4D/Exports/FIG/FIG0
    Import Failed

    Some morphs functioned fine, others didn't.

    Post edited by Rezca on June 2021
  • scobb3_60a649a03ascobb3_60a649a03a Posts: 32
    June 2021

    Since Daz Central isn't working right for me (will not update bridges), I've been downloading from Github and manually updating the bridges, and it was working well until recently.  But now, the C4D plugin is not finding the exported files.  Sometimes it says "you need to export from Daz first" when I already have.. sometimes it acts like it's going to import but then just hangs forever.  I can go into the bridge folder and open the FBX, but then the auto IK does not work at all.  Converting textures does!  Also, if I export from DAZ with anything more than 0 subdivision, and open the FBX, it breaks the model (rig binding only recognizes the lowest subd level, and if you move a bone, it only moves certain points in the geometry... the result is weird and kind of cool looking, but NOT what you want in a character!)  I assume this would not be the case if everything was working as it should.  My situation is more complicated because I am a Mac user, and currently working between 2 computers... the new one is Big Sur, and not currently compatible with DAZ studio.  Ive been using Daz on my older Mac, exporting from there, copying the bridge file to the new computer, where I use the C4D plugin to import.  It was working well until the most recent updates.  Now I cant get anything to work.

  • DAZ_samDAZ_sam Posts: 170
    June 2021

    scobb3_60a649a03a said:

    Since Daz Central isn't working right for me (will not update bridges), I've been downloading from Github and manually updating the bridges, and it was working well until recently.  But now, the C4D plugin is not finding the exported files.  Sometimes it says "you need to export from Daz first" when I already have.. sometimes it acts like it's going to import but then just hangs forever.  I can go into the bridge folder and open the FBX, but then the auto IK does not work at all.  Converting textures does!  Also, if I export from DAZ with anything more than 0 subdivision, and open the FBX, it breaks the model (rig binding only recognizes the lowest subd level, and if you move a bone, it only moves certain points in the geometry... the result is weird and kind of cool looking, but NOT what you want in a character!)  I assume this would not be the case if everything was working as it should.  My situation is more complicated because I am a Mac user, and currently working between 2 computers... the new one is Big Sur, and not currently compatible with DAZ studio.  Ive been using Daz on my older Mac, exporting from there, copying the bridge file to the new computer, where I use the C4D plugin to import.  It was working well until the most recent updates.  Now I cant get anything to work.

    So the reason the newest version is not working for you is because the new file exporting wasn't being imported to the same computer. I removed that being needed in the version in the develop branch. There may be some other bugs in there at the moment but, if you use the newest version it should import on your mac that has your cinema 4d installed.

    https://github.com/daz3d/DazToC4D/commits/develop
    I will be making a beta very soon with a bunch of new features so, sorry if there is another bug I haven't noticed yet with my changes. 
     

  • scobb3_60a649a03ascobb3_60a649a03a Posts: 32
    June 2021

    DAZ_sam said:

    scobb3_60a649a03a said:

    Since Daz Central isn't working right for me (will not update bridges), I've been downloading from Github and manually updating the bridges, and it was working well until recently.  But now, the C4D plugin is not finding the exported files.  Sometimes it says "you need to export from Daz first" when I already have.. sometimes it acts like it's going to import but then just hangs forever.  I can go into the bridge folder and open the FBX, but then the auto IK does not work at all.  Converting textures does!  Also, if I export from DAZ with anything more than 0 subdivision, and open the FBX, it breaks the model (rig binding only recognizes the lowest subd level, and if you move a bone, it only moves certain points in the geometry... the result is weird and kind of cool looking, but NOT what you want in a character!)  I assume this would not be the case if everything was working as it should.  My situation is more complicated because I am a Mac user, and currently working between 2 computers... the new one is Big Sur, and not currently compatible with DAZ studio.  Ive been using Daz on my older Mac, exporting from there, copying the bridge file to the new computer, where I use the C4D plugin to import.  It was working well until the most recent updates.  Now I cant get anything to work.

    So the reason the newest version is not working for you is because the new file exporting wasn't being imported to the same computer. I removed that being needed in the version in the develop branch. There may be some other bugs in there at the moment but, if you use the newest version it should import on your mac that has your cinema 4d installed.

    https://github.com/daz3d/DazToC4D/commits/develop
    I will be making a beta very soon with a bunch of new features so, sorry if there is another bug I haven't noticed yet with my changes. 
     

    Thanks for your work.  Unfortunately, that update didn't change anything for me. I did notice something -  I opened the FIG.dtu file, and there were a lot of references to the file path from the other computer.  I don't know how that works, exactly, but if the plugin is trying to follow those paths, it won't get anywhere.

  • brucek5brucek5 Posts: 39
    June 2021

    The resent Cinema 4D Bridge problem has enabled me to discover a workflow that enables an exceptionally clean transfer of DAZ characters into Cinema 4D.

    This workflow addresses common user challenges:

    • Massive file size
    • Anatomical Elements problems
    • Retarget animations

    The first, and most important first step is to create your DAZ character with all accessories, hair, Anatomical Elements, clothing. Its important that you do not apply any poses such as smiles. Make sure the shaping of your DAZ character is what you want as your base. The DAZ character should be in the default “Y” pose. Save the file and save a shape preset file in the event you accidently change something. This first step is important because you do not want anything that will change your DAZ character vertex mesh points or indexes.

    Export your DAZ character using the FBX settings in the attached image. Do not worry about materials at this point, that will be the last step. Make sure not to include morphs or animation.

    Merge (not open) the exported FBX file into Cinema 4D using the default settings. Place a Cinema 4D “Figure” object in the project to validate the imported DAZ character is the correct real-world size. This plays an important role if you plan to use skin shaders as they effected by the size of the geometry.

    Remove the Anatomical Elements objects that got imported. You will see the Anatomical Elements got perfectly merged with the DAZ character as a single mesh and perfect weight mapping. Make sure to delete and additional bones except for the main DAZ character. The exported weight maps will keep everything in place.

    You should only have one skeleton and should be the figure alone. Unfold all the joints and select them all. Being on frame one, select the nine coordinates properties and add a key frame. This will insure your character will always return to the default “Y” pose.

    Add a Cinema 4D morph tag to your DAZ character, eyelashes, and brows and only select the “points” option.

    Back in DAZ, create your first pose morph, such as eyes close. Only make your morphs one at a time and do not make any changes to the basic body shape or anything that would change bone positions such as moving the arms. Export FBX using the same settings as before.

    In Cinema 4D, merger the FBX file into the same project file as your base character. For the eye close example, extract the imported body shape object and eyelash object. Delete the skin child object. Delete all tags from the objects (weight map, materials, selection, and UV map). The only tag that should remain is the Phong tag. You can now delete everything else you just imported as part of your first morph. Only two objects should remain, the body object and the eyelash object. Do not remove the tags from your base character.

    Now the especially important steps. Click on your base character morph tag in edit mode and drag and drop your imported body character (with eyes closed) into the morph tag pose window. Cinema 4D will prompt you if you want relative or absolute. Click NO. Do not make a mistake here as you cannot change this later. This method makes a big difference because it tells Cinema 4D to only analyze the new object where vertex points are different. The tradition FBX morph tag created by DAZ and other software includes ALL points, where here we’re only changing vertex points around the eyes. Follow the same process for the eyelashes. You can add an XPresso tag to the base body to connect the eyelash close morph strength to the body eye closed morph strength. You should be able to change the body eye close morph tag strength and the base mode eyes will close as well as the eye lashes. You can now delete the separate imported objects as Cinema 4D has stored the delta vertex points within the tag. This process will make a hug difference in making the file size much smaller and improve animation performance.

    Continue this process for other custom morphs, including Anatomical Elements which are now not a separate object but part of the main figure mesh!

    Now you can work on getting your materials added to the objects.

    To import an animation, add a PSR Constraint tag to your character hip joint. Next add a Retarget tag to the pelvis and abdomenLower joint. Set the target for each tag to the joint you applied the tag to.

    Back in DAZ, create an animation and export the FBX with the same settings except include the animation option.

    Merge the animation FBX file into Cinema 4D and delete everything except the skeleton. Edit your hip Constraint tag and the two Retarget tags to source from the animated skeleton. Your character should animate including the face due to DAZ latest vast bone structure. You can use your custom morphs to perform animations that are not influenced by joints manually.

    I also add a Cinema 4D Subdivision tag to the base figure and hair to smooth everything out and turn it off until I’m ready to render.

     

    FBX_Settings.JPG
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  • stretchptbstretchptb Posts: 0
    June 2021

    every update i get daz bridge gets worse and worse! got the new one this morning and cant even begin to get it to import into c4d r23, crashes c4d everytime. Tried to go back to an old version but you all didnt include any instructions for the daz portion? idk where to put this shit/ what to do w it? if i hadn't spent so much $ on my daz library i'd be be finding a different piece of software at this point.

     

  • scobb3_60a649a03ascobb3_60a649a03a Posts: 32
    June 2021

    I just grabbed the latest "develop" scripts/plugin, always hoping something will get fixed for me, and the C4D plugin does not show up in C4D at all.  OSX 11.2.3, C4D R24.

  • GordigGordig Posts: 10,338
    June 2021 edited June 2021

    The bridge has totally stopped working for me. I've got a package in DIM that fails to install, and manually installing from GitHub brings up the dialogue, but when I complete, it doesn't appear to write data to the Temp3D folder. Then, when I try to import into C4D, the plugin tells me that there's no data to import.

    update: apparently I was looking in the wrong place. Instead of the Extensions menu, there's a new Daz3D menu, and the script in there works. That suggests that the script no longer saves to C:\Temp3D, but it does work.

    Post edited by Gordig on June 2021
  • RezcaRezca Posts: 3,393
    June 2021

    1.21 Beta  --

    "Environment and Props" option never loads/saves Morphs, only "Genesis"  -  which only functions for select figures.

    "Genesis" figures tend to have decent to good rigging and weighting, but almost every 'legacy' (Needing to use 'Envrionment and Props') figure's had horrible weighting.

    Most of thje time, the new window to select Morphs before export doesn't show up.

     

    Progress being made and I'm happy to see it, but there's still some bugs to be ironed out  ^^

    I should add, I don't use Auto-IK or Material Convert,  preferring to do those things myself manually, so I can't really comment on those. :(

  • omeromer Posts: 0
    June 2021

    Hi guys,

    I am M1 mac user i have to wait for update thats why i wanna connect all morph manualy is there a list of connected morph moves by maxon to daz 3d 

    Thanks

     
  • Venomacid88Venomacid88 Posts: 18
    July 2021

    I have 1.3.0 bridge installed. Most of my models work when moving them over to C4D S24. There's one model inparticular which I've been trying to move over since the bridge existed and I have had no luck. Upon import using the Daz3D drop down and initializing, the program freezes and the Task Manger shows "Not Responding". It does happen with other models and the program tends to work itself out rather quickly, however, this one does not. I use Task Manager to close the program and C4D will be unable to launch again. This sometimes affects Daz3D as well resulting in a crash every attempt to launch. Resetting the computer fixes it. 

    I've already submitted a log.txt regarding that crash issue. I have a feeling you'd want to look at this model, female woman, in parciular to see why it's not being imported correctly in C4D.

  • scobb3_60a649a03ascobb3_60a649a03a Posts: 32
    July 2021

    Looks like no new development in nearly a month now.. I still can't get anything to work with the latest builds, so I hope I can look forward to more updates at some point!  Still hoping DAZStudio will be updated to work with the latest OSX as well, so maybe the bridge will update with that at some point?

  • RezcaRezca Posts: 3,393
    July 2021

    scobb3_60a649a03a said:

    Looks like no new development in nearly a month now.. I still can't get anything to work with the latest builds, so I hope I can look forward to more updates at some point!  Still hoping DAZStudio will be updated to work with the latest OSX as well, so maybe the bridge will update with that at some point?

    Yeah the Cinema Bridge is one of the slow going ones;  hear the Blender one gets more frequent updates - being Free I can see why and all that.  I've been tempted to just use the Blender one for the time being, then bring them over to Cinema.  Means a little more setup work, but in the meantime...

  • joshuaojigi16joshuaojigi16 Posts: 0
    July 2021

    hello i wanted to know the path for the Daz to cinema 4d bridge in the daz file because the bridge isnt showing up in my daz studio bridge?
    Guide be me please to through with images or something someone!!!???

  • scobb3_60a649a03ascobb3_60a649a03a Posts: 32
    July 2021

    Any more updates on the way?  I still can't use the lastest bridge at all on my Mac Pro, and it looks like no development updates for a month, now.  I had some work arounds in older versions, but now I've got nothing.  

  • RezcaRezca Posts: 3,393
    July 2021

    joshuaojigi16 said:

    hello i wanted to know the path for the Daz to cinema 4d bridge in the daz file because the bridge isnt showing up in my daz studio bridge?
    Guide be me please to through with images or something someone!!!???

    Had a similar problem, here's my workaround:



    going around to Window -> Panes -> Script IDE  and then manually selecting and executing the Daz to Cinema 4D script it'll finally function.

     

  • adploshkoadploshko Posts: 0
    July 2021

    Hi, 
    I recently upgrade to the 1.3 version and it completely stops exporting morphs for Gensesis 8. When I import into C4D R23, the pose morph tag and all the morph sliders are there, but they don't do anything. The mesh just remains static. This is the last time I ever update DAZ or any corresponding plugins like this one as each update ruins my projects more and more and I end up loseing months of work because of the slew of bugs each update brings. I've had enough. Can someone please post a link to the 1.0 version of the C4D bridge? 
    Thanks

  • bmclarenlyallbmclarenlyall Posts: 0
    July 2021

    Hi All, install 4.15 and c4d bridge, I do not see script in Daz to export to c4d, plaease help

  • DAZ_samDAZ_sam Posts: 170
    August 2021

    scobb3_60a649a03a said:

    Any more updates on the way?  I still can't use the lastest bridge at all on my Mac Pro, and it looks like no development updates for a month, now.  I had some work arounds in older versions, but now I've got nothing.  

    Did the newest update not work in your workaround? I tested it on two pcs and it seemed to work fine what is the issue you are seeing? 

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