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W3 Productions
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Приєднався 21 сер 2013
Home of 3D Animation, Daz 3D Tutorials, Blender Tutorials. You will find plenty of information about Daz to Blender, the exporting of a Daz Studio Genesis character, and importing it into Blender 3D. Learn more about Blender with tips and tricks. Also, enjoy some original 3D animated short films. Be sure to subscribe so that you don't miss a moment!!! We will also start blogging our tutorials at w3productions.com for your reading pleasure.
Diffeomorphic Daz To Blender Importer 4.1.0 with BVH/FBX Animation Retargeting
Starting with Blender 4.1, the Diffeomorphic Daz To Blender Importer add-on will change its versioning schema to match the current version of Blender 3D. In this video tutorial, we will cover installing/upgrading the add-on and installing the BVH Retargeter. We'll also import a body and facial animation to the Genesis 9 Character.
The BVH Retargeter is a separate add-on that can use BVH or FBX files to animate your character. I haven't tested this tool on non-Daz characters, but its settings list about a dozen rigs. I didn't see a section for matching to a custom rig. So if you are looking to only use Daz Characters in Blender, this may be a cheaper alternative to using Auto Rig Pro, as long as you don't need to do too much customization.
Timeline:
00:00 - Introduction
02:28 - Deleting Old Versions before Installing New
04:09 - Quick Overview of Installing New Version
05:02 - Exporting Genesis 9 Character from Daz Studio
05:35 - Importing Genesis 9 Character into Blender
08:08 - Using Pro Lighting Studio Add On for lighting (Paid)
08:35 - Installing BVH Retargeter Add On
09:25 - Retargeting Mixamo FBX to Genesis 9 Character
12:07 - Importing Facial Motion Caption using BVH Retargeter
14:27 - Conclusion
Be sure to check out our Daz to Blender playlists for more in-depth tutorials on using this plugin.
Website: w3productions.com
#3danimation #blender #dazstudio
The BVH Retargeter is a separate add-on that can use BVH or FBX files to animate your character. I haven't tested this tool on non-Daz characters, but its settings list about a dozen rigs. I didn't see a section for matching to a custom rig. So if you are looking to only use Daz Characters in Blender, this may be a cheaper alternative to using Auto Rig Pro, as long as you don't need to do too much customization.
Timeline:
00:00 - Introduction
02:28 - Deleting Old Versions before Installing New
04:09 - Quick Overview of Installing New Version
05:02 - Exporting Genesis 9 Character from Daz Studio
05:35 - Importing Genesis 9 Character into Blender
08:08 - Using Pro Lighting Studio Add On for lighting (Paid)
08:35 - Installing BVH Retargeter Add On
09:25 - Retargeting Mixamo FBX to Genesis 9 Character
12:07 - Importing Facial Motion Caption using BVH Retargeter
14:27 - Conclusion
Be sure to check out our Daz to Blender playlists for more in-depth tutorials on using this plugin.
Website: w3productions.com
#3danimation #blender #dazstudio
Переглядів: 408
Відео
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Good info, thanks for the tutorial. I used the first version of diffeo back in the day, but I had no idea they'd taken it this far. I will have to check it out.
Thanks. I was especially excited about the Retargeter. I didn't realize they added FBX to it.
For Genesis 9, wouldn't you want to Export HD to Blender? I'm not an expert or anything, but you'd lose detail by doing just the regular export to Blender, no? Or did you just do that for the sake of speed?
Good point. I did the regular export for the sake of speed and performance, especially with some of the other things I would have running in the background.
Thanks for the update. I thought something was broken when I opened up Blender 4.1
Yeah, same here. I was waiting -impatiently- patiently when I heard that the new version was coming soon.
Check out how to turn yourself into a 3D character: ua-cam.com/video/7E0pzIKFZ8I/v-deo.html
I agree that it has to be big if George comes back. I think the prequels are beloved now and were hated on because some people are band wagon fans and theyve got a right to their opinion. But Star Wars will always be controversial, and if it is I would rather it be by the hands of the creator than the hands of someone who we dont even know if the get it handle it. I think George getting to sit back and see how disney fucked it up could have given him the opportunity to think about how he couldve made it better. If they do a George cut of 9 i bet they could sell tickets to a 10th original film by george capping the series.
Well, hopefully he got the chance to do all the "small" films he wanted to do without having to worry about a big studio to feed.
Thank you for this video, sir! I'm a little late to the party here, since I am using newer versions of Daz (4.22), Diffeo (1.7.1), and Blender (3.6). Fortunately the information that I needed for importing the morphs, expressions, and visemes was still a huge help to me. I've been messing around with this for a bit, and you were able to get me through a significant sticking point.
Thanks. I'm glad it was helpful. I hope to do an update soon. It looks like a new version is out for Blender 4.1 and they will start naming the Diffeomorphic versions to match Blender versions.
Here is the intro into a video series that explains this step by step: ua-cam.com/video/K93pEp5NsRc/v-deo.html
This is awesome. Thank you. I bought JsFilms mocap helmet a long time ago and today pretty much same helmet is 250 +70 shipping. I tried to find the price of the first one I bought cuz seems like it was half that but idk. I need another helmet but that's just way too much, although it is a good set up. Very nice helmet. That first example was... wow 😂. Thanks for sharing. Hope you get a lil kickback on the links
Thanks. I probably will need to revise this one at some point. I also wondered if the attachments exist for an iPad 🤔 (I don't have another capable iPhone on hand) I know it would be a lot more weight on the neck though.
This is a great tutorial, thank you! I know this is a pretty old video but is there any way to change the color of the logo that you place on the football? I tried using a full color .png file but it still turned the logo black on the football.
For the image texture node, is the color space sRGB? And what do you have that image texture connected to? Is it a mix or multiply node?
wow 2024 thanks 4 this information
Glad it was helpful. I believe this video touches on a newer version of the software: ua-cam.com/video/7E0pzIKFZ8I/v-deo.html
Hfuf
See the full tutorial for more information: ua-cam.com/video/T8x2sFd6WxI/v-deo.html
To use FaceCap on custom non-Daz characters, whats the workflow for that? Do I use FaceIt, or Autorig pro, or a different addon to create facial rig. Also once I have that rigged how would i import the data from the txt file onto the characters face rig.
My go to would be Auto Rig Pro since I already have that for transferring body motion capture. Once you set up the facial rig, you'll be able to import the FaceCap file via Auto Rig Pro. I can't recall if AutoRig Pro supports Unreal LiveLink. At least that one doesn't require a purchased license at the moment.
does this work with genesis 9 characters
Yes it does.
this is going to help me in the short term. best solution I've come across so far. so thank you so much for this tutorial. I'm new to rigging, so forgive my ignorance. I was struggling, believing that the "local Y direction" (or any local direction) maintained, no matter what global direction it was facing. I feel like this is a bug... It seems the "local direction" only stands for the direction the obj, bone, whatever was facing at the very beginning of any animation. Not being able to use that local direction as a constant, and having to keyframe / swap axis all the time seems like more work than should be necessary. I love Blender for all it can do, but there has to be a real way to get a wheel to rotate correctly as it turns.
Thanks. I haven't looked at this in a while. However, I recently started using Blenderkit which has a library of many assets including rigged vehicles. Basically, if you move/translate the major bone in the rig, everything else will move. I will have to study how those are set up and see if I can relate it to what I have here.
@@W3-productions I think you have a great tutorial here. It just feels like Blender's local axis system is broken. I haven't found a way to keep the wheel from stopping or changing direction if the targeted obj changes direction. thank you again for this solve.
If you go to the Community tab of my channel, you'll see a post of a Rigged Car I downloaded from BlenderKit. It shows some of the bone constraints of the front wheel. I haven't studied how steering plays into this but I'll take a look at that later.
This video has helped me so much! BUT! I am still facing one critical issue: The eye tracking seems to be offset by 90° - so when I look to the right, my character looks up. if I look to the left, my character looks down. If I look up, they look to the left, and if I look down, they look to the right. I've tried this with both Facecap and Livelink, and with Gen 9 & Gen 8, the issue still persists. using blender 4.0 Any help would be so appreciated.
I haven't run across that specific issue. What version of Genesis are you using? Since I have other issues with eyes (like not knowing where to focus during motion capture), I have started to use Object Constraints > Track To on the eye bones to keep them looking in the direction I want them to.
Thank you so much for sharing it's very hard to find information about this Diffeomorphic add-on
Thanks. I have some others explaining the plugin, including: ua-cam.com/video/UqD7NOgKXUo/v-deo.html
but how to get it back to daz and have it working?
Using the FBX method may not be the best way if you want to send it back to Daz. May be better to use the Diffeomorphic importer or Daz to Blender Bridge.
Your trick about the translucency works but you only need to set the slider to zero to remove all the shader red effects on skin and revert gen 8 skin back to normal. Gen 9 must use translucency, so it's set as a default to gen 9 settings. Just fuck it off and your good to go!
Good to know. Thanks for sharing. At least Gen 9 comes with a few different skin textures in the starter kit now.
@@W3-productions Gen 9 is better for a few reasons. Eye's work better and the expansion to G9 has a range of good quality eye shaders for all basic colours. You do need a bunch of morphs to get the right shapes for bodies and heads but with g9 you can increase the Sub-D levels 8 or 9 on eyes, mouths and other parts of the face where you couldn't with g8. G9 has more body morph shapes for new areas of the body where gen 8 never covered, like the torso for example now has 3 sliders top middle and bottom along with waist and hip morph areas. Muscle and Fat morphs look 100% better in G9 with 4 and 8k quality textures for the big renders. Outfits look way better and fit body shapes more snugly with g9, Fit Control makes using older gen's equipment easier, it has the range of morphs for clothing to fix most issues if they arise.
How do you think everything will play out?
Can you also do a stream via osc?
I've played around with the idea. I was able to do so by sending the Daz character to Unreal Engine and using a number of plugins. The video below was one of the results. ua-cam.com/users/liveEO0Gsg5RWjA
Hello! I know this is an old video, but with the latest 1.7.2 version of Diffeomorphic, I can't find the "Import Action" button, can you help me please? Thanks!
I have 1.7.3 right now. A while ago, it was split into two tabs, Daz Setup and Daz Runtime. In Daz Runtime, there should be a Posing Section where Import Action can be found.
@@W3-productions thanks for your answer, I'll look into it!
greetings @W3-productions, please see if you can apply this Shader based Nomral Editing technique in Goo Engine ? ua-cam.com/video/B186kSYglEA/v-deo.html
Hi, @@W3-productions, thank you for an amaizing tutorial. please do a series on more goo engine tutorials. Perhaps one with modified nomarls for shadows.
I've looked into the whole issue with normals and it seems straightforward (if not tedious) for some models, but when you get a complex model from somewhere else (like Daz Genesis characters), it can be overwhelming. I'll look more into it.
@@W3-productions Thank you for your response. and you are right, it is straight forward. however, I would just appreciate any take you have with regards to DAZ and Goo Engine. You are literally the only person in the world to make this tutorial. And the best part is that you also do dark skin characters. So thank you for all your work.
Here's a quick example of this Blender Build in action: ua-cam.com/users/shortss3GT7enmv2k?feature=share
If you found this helpful, here are some more of our videos: ua-cam.com/video/SP1-AcSI3rk/v-deo.html
Let's Go......
Let's Go To Work
ve got an question. It's about Daz to Blender using the Diffeomorphic plugin, since the Daz to Blender bridge is not for Blender 4.0. Anyways, I'll start out with my specs. Amd Ryzen 7 7700 8 core, GeForce 4070. When I make an Dez model, giving it hair/clothing third party and bridge it over to Blender, it absolutely tanks my pc with an fps count as low as 2 when animating. Even moving my model with G along an axes kills it.
One thing I've found with hair, especially third party hair products, is that they sometimes have a very high vertex count. Sometimes they have more vertices than the rest of the body and clothing combined. In Daz Studio, you can go to WIndow > Panes (Tabs) > Scene Info to see the vertex count for everything and the selected object. With a i9 9900 and Nvidia 2080 Super, my computer can start to suffer if I have two figures with 1.2 million vertices a piece. If you aren't doing anything specific with the hair, does it help to turn it off in preview and just render it in the final animation?
This is not a person
All from Unreal Engine 5
nee for Mac]
Unfortunately, I don't know if they have a roadmap for releasing other versions.
🙌
Amen
Very useful. A question: do we need the full version of Auto Rig Pro? And BTW i know i'm lazy couldn't you share the Auto Rig Pro preset you used to match the bones?😅
I "think" you need the full version. That is what I got and is mostly all I use it for. I may be able to post the file to my website one day, but in the mean time, maybe you can paste the following in to a file and make sure the extension is a .bmap head%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% Head False False hip%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% Hips True False lShldrBend%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% LeftArm False False lFoot%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% LeftFoot False False lForearmBend%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% LeftForeArm False False lHand%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% LeftHand False False lIndex1%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% LeftHandIndex1 False False lIndex2%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% LeftHandIndex2 False False lIndex3%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% LeftHandIndex3 False False lMid1%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% LeftHandMiddle1 False False lMid2%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% LeftHandMiddle2 False False lMid3%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% LeftHandMiddle3 False False lPinky1%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% LeftHandPinky1 False False lPinky2%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% LeftHandPinky2 False False lPinky3%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% LeftHandPinky3 False False lRing1%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% LeftHandRing1 False False lRing2%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% LeftHandRing2 False False lRing3%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% LeftHandRing3 False False lThumb1%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% LeftHandThumb1 False False lThumb2%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% LeftHandThumb2 False False lThumb3%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% LeftHandThumb3 False False lCarpal1%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% LeftInHandIndex False False lCarpal2%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% LeftInHandMiddle False False lCarpal4%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% LeftInHandPinky False False lCarpal3%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% LeftInHandRing False False lShin%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% LeftLeg False False lCollar%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% LeftShoulder False False lThighBend%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% LeftUpLeg False False neckLower%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% Neck False False neckUpper%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% Neck1 False False rShldrBend%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% RightArm False False rFoot%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% RightFoot False False rForearmBend%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% RightForeArm False False rHand%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% RightHand False False rIndex1%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% RightHandIndex1 False False rIndex2%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% RightHandIndex2 False False rIndex3%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% RightHandIndex3 False False rMid1%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% RightHandMiddle1 False False rMid2%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% RightHandMiddle2 False False rMid3%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% RightHandMiddle3 False False rPinky1%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% RightHandPinky1 False False rPinky2%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% RightHandPinky2 False False rPinky3%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% RightHandPinky3 False False rRing1%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% RightHandRing1 False False rRing2%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% RightHandRing2 False False rRing3%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% RightHandRing3 False False rThumb1%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% RightHandThumb1 False False rThumb2%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% RightHandThumb2 False False rThumb3%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% RightHandThumb3 False False rCarpal1%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% RightInHandIndex False False rCarpal2%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% RightInHandMiddle False False rCarpal4%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% RightInHandPinky False False rCarpal3%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% RightInHandRing False False rShin%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% RightLeg False False rCollar%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% RightShoulder False False rThighBend%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% RightUpLeg False False abdomenUpper%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% Spine False False chestLower%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% Spine1 False False chestUpper%False%ABSOLUTE%0.0,0.0,0.0%0.0,0.0,0.0%1.0%False%False% Spine2 False False
888
Okay
Hallelujah 🙌🏾🙌🏾🙌🏾
Amen
players gotta play
Hopefully it's not the game that playing them....
Hi brother. I use blender 3.4.1 when I import my character from daz3d to blender bia diffeomorphic it goes well except when I try to import my facial animation via facecap or live link face I receive this error message " Daz importer error: Bone lEye is driven. make extraface bones first" what to do?
I might have come across this but I can't remember. Does the Daz Character have any special morphs to it? Does the error actually stop the import from working? Is it the same thing with multiple Genesis types?
Excellent Tutorial
Thank you.
This will probably sound a stupid question, but being as a head cam always faces the front of your face when turning your head, how does it record neck movement as in turning your head left and right?
Good question. The helmet setup is more for when you are using a motion capture suit for the body. In the software you are using (Blender or Unreal Engine for example), you will want to exclude the head rotation data when importing facial motion capture data. The head rotation will come in from the mocap suit data. For me, I typically import Daz Genesis characters into Blender using the Diffeomorphic importer. I import the body mocap data from my Perception Neuron suit/Axis Studio via the Auto-Rig Pro addon. Then I import the facial mocap data from Unreal Live Link/iPhone via the Diffeomorphic Importer, being sure not to overwrite my previous keyframes/mocap data and again, excluding the head rotation data (which is a checkbox in this case).
the Daz model includes facial rigging, right ? 🤔 good tutorial btw, really helpful 😊
Thanks. Yes it does. Genesis 8 (and I assume 9) characters support ARkit shapes.
Thanks @@W3-productions ... i will try it later
Thanks!
I'm glad this was helpful!!!
Those eyes
Eyes are one of the hardest things to nail. I wouldn't use the ones that come from FaceGen. Hopefully you will have something in your library that matches the character better.
thanks broo
I'm glad this was helpful.
Hi brother, is it possible that when importing daz3d to blender to import the ARKIT on the character to use them in blender?
I'm not sure about doing so with the diffeomorphic importer. I know it's an option when exporting from Daz using the Daz to Blender Bridge. I'd have to look it up for the Diffeomorphic importer.
Alright... Thank you
It's always a great moment when I'm notified that you've just posted a new video because I know in advance that I'm going to learn 2 or 3 tricks that I didn't know before. However when you were talking about body mocap you just skimmed the subject without going into too much detail. You did that with a body mocap combination or with rokoko dual camera or something like that. THANKS
Thanks. For the body mocap, I used Perception Neuron Studio (the BVH file) while simultaneously using a helmet with an iPhone attached for the face. I glossed over some of that as people may get FBX or BVH files from other sources. The process would be similar if they got animations from Mixamo (FBX) or ActorCore.
Thanks for this
Glad this was helpful.
Thanks for posting this.
No problem. Glad you enjoyed.
Check out the Intro to this series for the Entire Daz to Blender workflow and the example animation used: ua-cam.com/video/K93pEp5NsRc/v-deo.html
"Kept ya waiting, huh?"
I guess so.
Wonderful!!!
Thanks. Slater has his own channel with many more videos. I believe it's @slaterjoelvideo
Yes God
Slater has his own channel with many more videos. I believe it's @slaterjoelvideo
link daz?
I think they came out with a Face Transfer 2. I haven't had the chance to check out the new version: www.daz3d.com/face-transfer-2