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grimhaven  
#1 Posted : Wednesday, January 8, 2020 5:45:08 AM(UTC)
grimhaven

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Hi. I want to do my posing and rendering/animations in Blender if possible and even though GP does work and become part of the mesh when exporting from Daz using the Wavefront Object and Poser settings there are no bones and so I have to build some and the joints don't deform yadayadayadayadayadayada. Discovered an add on that allows to export Daz figures with bones and shapekeys so that for the most part joints deform the mesh properly. Its called http://diffeomorphic.blo...importer-version-14.html


Long story short this addon is what I would prefer to use so that I have a nice pose.The problem is when the mesh is imported into Blender using this addon the GP looks like a large diaper that is not attatched to the mesh. I can't get it to form nicely though I have tried with editing tools.


 


Meipe  
#2 Posted : Wednesday, January 8, 2020 1:14:36 PM(UTC)
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sam2345  
#3 Posted : Wednesday, January 8, 2020 4:00:14 PM(UTC)
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Originally Posted by: grimhaven Go to Quoted Post


Hi. I want to do my posing and rendering/animations in Blender if possible and even though GP does work and become part of the mesh when exporting from Daz using the Wavefront Object and Poser settings there are no bones and so I have to build some and the joints don't deform yadayadayadayadayadayada. Discovered an add on that allows to export Daz figures with bones and shapekeys so that for the most part joints deform the mesh properly. Its called http://diffeomorphic.blo...importer-version-14.html


Long story short this addon is what I would prefer to use so that I have a nice pose.The problem is when the mesh is imported into Blender using this addon the GP looks like a large diaper that is not attatched to the mesh. I can't get it to form nicely though I have tried with editing tools.


 




What version of Blender are you using?  What version of diffeomorphic?
You may find some answers from W3:
https://www.youtube.com/watch?v=2STBqV1XNH0

Personally, when I went through this process I found that for me it was more desireable to weight map the gens after exporting.  Basically I exported the character, then exported the gens as a simple obj file, then followed the procedure Meipe mentioned only I did the merge in Blender.


grimhaven  
#4 Posted : Thursday, January 9, 2020 2:48:54 AM(UTC)
grimhaven

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Originally Posted by: Meipe Go to Quoted Post


I don't know about  this addon, but as a general rule (for example if you export with fbx), you have to merge the graft(s) to the main figure before exporting, see pic attached:



"I don't know about  this addon, but as a general rule (for example if you export with fbx), you have to merge the graft(s) to the main figure before exporting, see pic attached:"


I tried that and it did attach, but, the armature in the graft did not merge with the armature of the body and because of that it hangs in space, I'd insert a pic but there seems to be some strange glitch with my browser and this forum's 'insert image' dialogue, so if you try to move the character or make him sit or anything the dicktator and the gp stay in space because of the bones. I already know that if I try to merge the two armatures using Blender then the armature is no longer attached to the mesh at all and I lost all that shapekey stuff that makes the armature deform the mesh better than the ones I build which is the whole point of using this addon to begin with.


And if I try to merge the graft of the mesh with the body mesh in Blender it also makes the armature no longer attached to the body. And if I cut the body mesh and weld all the vertices together between the graft and the body mesh that also makes the armature no longer with the body.


The whole point of using the addon to transfer was to get the better joint deformations. If I were just exporting as a wavefront object and building my own armature as I have done then I could just attach the grafts or even build my own no problem.But I don't want to spend years digging up information on how to weight paint the body so that it bends like Daz or spend years learning about shape keys and trying to figure all that out. I already consider the years I've spent learning what I know about rigging to have been a complete and utter waste of my time. Unless of course I had been at an actual course with a teacher to ask questions of then it would have been a much shorter learning period.


At any rate, I will try deleting the armature and building another for the graft and see if that works.


Thank you for replying.


 


grimhaven  
#5 Posted : Thursday, January 9, 2020 2:56:39 AM(UTC)
grimhaven

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Originally Posted by: causam Go to Quoted Post


What version of Blender are you using?  What version of diffeomorphic?
You may find some answers from W3:
https://www.youtube.com/watch?v=2STBqV1XNH0

Personally, when I went through this process I found that for me it was more desireable to weight map the gens after exporting.  Basically I exported the character, then exported the gens as a simple obj file, then followed the procedure Meipe mentioned only I did the merge in Blender.



Blender 2.8


Diffeomorphic 1.4


I forgot about this video, thanks will watch again. But, I have already tried joining with control J in Blender, that makes the armature disengage from the body and the whole point of me even using this addon is to get the armature because it deforms better around the joints than the ones I build from scratch in Blender for the Daz figures that I export/import as wavefront objects. I haven't tried weight painting.


I used Meipe's instruction in his post and the gens did weld to the body but not the armature in the gens and that makes the gens stick in place so that if you translate/move the character the gens don't go with it and there is a stretching of the mesh where the gens are attached but the armature holds the rest in place.


I can't insert an image because the insert image thing in this forum doesn't work for me.


 


 


 


grimhaven  
#6 Posted : Thursday, January 9, 2020 4:52:17 AM(UTC)
grimhaven

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Hi. In case anyone has similar problems and are reading this I am trying the Child Of constraint in Blender 2.8. There are videos on youtube about how to set this up.

I imported the dicktator, will try with gp too, as wavefront object into Blender. Sized it up and fitted it to figure as it came in a different size but that is no big deal. Made that obj a child of the Pelvis bone in the
mesh of the figure. Making it a child of the mesh doesn't work has to be parented to a bone.

Make sure you use this constraint with the pelvis bone not hip bone. Hip is the main bone but Pelvis is the one that you animate mesh with.

We shall see if there are any problems with this other than I don't have a rig for the dick and still don't know how to make one without disturbing the original.

I will do an experiment with using the child of constraint with the armature of the dictator/gp.

thanks 1 user thanked grimhaven for this useful post.
Meipe on 1/11/2020(UTC)
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