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Daz to Cinema 4D Bridge

Home Page: https://www.daz3d.com/daz-to-cinema-4d-bridge

License: Other

Python 79.27% C 13.00% CMake 2.37% C++ 5.36%

daztoc4d's Introduction

Daz To Cinema 4D Bridge

A Daz Studio Plugin based on Daz Bridge Library, allowing transfer of Daz Studio characters and props to Cinema 4D.

Table of Contents

  1. About the Bridge
  2. How to Install
  3. How to Use
  4. How to Build
  5. How to QA Test
  6. How to Develop

1. About the Bridge

This is a refactored version of the original DazToC4D Bridge using the Daz Bridge Library as a foundation. Using the Bridge Library allows it to share source code and features with other bridges such as the refactored DazToUnity and DazToBlender bridges. This will improve development time and quality of all bridges.

The Daz To Cinema 4D Bridge consists of two parts: a Daz Studio plugin which exports assets to Cinema 4D and a Cinema 4D Plugin which contains scripts and other resources to help recreate the look of the original Daz Studio asset in Cinema 4D.

2. How to Install

Daz Studio

  • You can install the Daz To Cinema 4D Bridge automatically through the Daz Install Manager or Daz Central. This will automatically add a new menu option under File -> Send To -> Daz To Cinema 4D.
  • Alternatively, you can manually install by downloading the latest build from Github Release Page and following the instructions there to install into Daz Studio.

Cinema 4D

  1. Cinema 4D no longer requires a Plugins subfolder in the location where Cinema 4D was installed. Since R20, users should set a plugins path inside the Cinema 4D Preferences window and install plugins to that folder. We recommend creating a "\Documents\Cinema4D\Plugins" folder in your user's home folder and selecting that as the Plugins path in Cinema 4D. Please refer to this link for more information: Where do I install plugins? - Cinema 4D Knowledge Base
  2. The Daz Studio Plugin comes embedded with an installer for the Cinema 4D plugin. From the Daz To Cinema 4D Bridge Dialog, there is now section in the Advanced Settings section for Installing the Cinema 4D Plugin.
  3. Click the "Install Plugin" button. You will see a window popup to choose a folder to install the Cinema 4D plugin.
  4. Navigate to the plugins folder path which you set from the Cinema 4D Preferences window, and click "Select Folder". You will then see a confirmation dialog stating if the plugin installation was successful.
  5. If Cinema 4D is running, you will need to restart for the Daz To Cinema 4D Bridge plugin to load.
  6. In Cinema 4D, you should now see "Daz 3D" in the Cinema 4D main menu.

3. How to Use

  1. Open your character in Daz Studio.
  2. Make sure any clothing or hair is parented to the main body.
  3. From the main menu, select File -> Send To -> Daz To Cinema 4D.
  4. A dialog will pop up: choose what type of conversion you wish to do, "Static Mesh" (no skeleton), "Skeletal Mesh" (Character or with joints), or "Animation".
  5. To enable Morphs or Subdivision levels, click the CheckBox to Enable that option, then click the "Choose Morphs" or "Bake Subdivisions" button to configure your selections.
  6. Click Accept, then wait for a dialog popup to notify you when to switch to Cinema 4D.
  7. From Cinema 4D, select Daz 3D -> Daz to C4D from the main menu. A DazToC4D dialog window should appear.
  8. For Daz Characters or other assets transferred with the "Skeletal Mesh" option, select GENESIS CHARACTERS. For props or other assets transferred using the "Static Mesh" option, select ENVIRONMENTS + PROPS.

Morphs

  • If you enabled the Export Morphs option, there will be a new "Morph Controller Group" node in the Object Manager panel. Select this node and you will see morph sliders appear in the "Attributes Manager" panel, under the "User Data" heading.

Animation

  • To use the "Animation" asset type option, your Figure must use animations on the Daz Studio "Timeline" system.
  • If you are using "aniMate" or "aniBlocks" based animations, you need to right-click in the "aniMate" panel and select "Bake To Studio Keyframes".
  • Once your animation is on the "Timeline" system, you can start the transfer using File -> Send To -> Daz To Cinema 4D.
  • In Cinema 4D, click the "GENESIS CHARACTERS" from the DazToC4D window. Your character with animations should begin to import. During the import procedure, DazToC4D will notify you that "Importing Posed Figure is not fully supported" and ask if you want to "fix bone orientation". Click "No".
  • If you accidentally click "Yes", the animation frames will not import correctly. To fix that, you can just restart the import by clicking the "GENESIS CHARACTERS" button from the DazToC4D window.
  • The transferred animation should now be usable through the Cinema 4D Animation interface.

Subdivision Support

  • Daz Studio uses Catmull-Clark Subdivision Surface technology which is a mathematical way to describe an infinitely smooth surface in a very efficient manner. Similar to how an infinitely smooth circle can be described with just the radius, the base resolution mesh of a Daz Figure is actually the mathematical data in an equation to describe an infinitely smooth surface. For Software which supports Catmull-Clark Subdivision and subdivision surface-based morphs (also known as HD Morphs), there is no loss in quality or detail by exporting the base resolution mesh (subdivision level 0).
  • For Software which does not fully support Catmull-Clark Subdivision or HD Morphs, we can "Bake" additional subdivision detail levels into the mesh to more closely approximate the detail of the original surface. However, baking each additional subdivision level requires exponentially more CPU time, memory, and storage space.
  • When you enable Bake Subdivision options in the Daz To Cinema 4D bridge, the asset is transferred to Cinema 4D as a standard mesh with higher resolution vertex counts.

4. How to Build

Requirements: Daz Studio 4.5+ SDK, Qt 4.8.1, Autodesk Fbx SDK, Pixar OpenSubdiv Library, CMake, C++ development environment

Download or clone the DazToC4D github repository to your local machine. The Daz Bridge Library is linked as a git submodule to the DazBridge repository. Depending on your git client, you may have to use git submodule init and git submodule update to properly clone the Daz Bridge Library.

Use CMake to configure the project files. Daz Bridge Library will be automatically configured to static-link with DazToC4D. If using the CMake gui, you will be prompted for folder paths to dependencies: Daz SDK, Qt 4.8.1, Fbx SDK and OpenSubdiv during the Configure process.

5. How to QA Test

To Do:

  1. Write QA Manaul Test Cases.md for DazToC4D using the Example QA Manual Test Cases.md.
  2. Implement the manual tests cases as automated test scripts in Test/TestCases.
  3. Update Test/UnitTests with latest changes to DazToC4D class methods.

The QA Manaul Test Cases.md document should contain instructions for performing manual tests. The Test folder also contains subfolders for UnitTests, TestCases and Results. To run automated Test Cases, run Daz Studio and load the Test/testcases/test_runner.dsa script, configure the sIncludePath on line 4, then execute the script. Results will be written to report files stored in the Test/Reports subfolder.

To run UnitTests, you must first build special Debug versions of the DazToC4D and DzBridge Static sub-projects with Visual Studio configured for C++ Code Generation: Enable C++ Exceptions: Yes with SEH Exceptions (/EHa). This enables the memory exception handling features which are used during null pointer argument tests of the UnitTests. Once the special Debug version of DazToC4D dll is built and installed, run Daz Studio and load the Test/UnitTests/RunUnitTests.dsa script. Configure the sIncludePath and sOutputPath on lines 4 and 5, then execute the script. Several UI dialog prompts will appear on screen as part of the UnitTests of their related functions. Just click OK or Cancel to advance through them. Results will be written to report files stored in the Test/Reports subfolder.

For more information on running QA test scripts and writing your own test scripts, please refer to How To Use QA Test Scripts.md and QA Script Documentation and Examples.dsa which are located in the Daz Bridge Library repository: https://github.com/daz3d/DazBridgeUtils.

Special Note: The QA Report Files generated by the UnitTest and TestCase scripts have been designed and formatted so that the QA Reports will only change when there is a change in a test result. This allows Github to conveniently track the history of test results with source-code changes, and allows developers and QA testers to notified by Github or their git client when there are any changes and the exact test that changed its result.

6. How to Modify and Develop

The Daz Studio Plugin source code is contained in the DazStudioPlugin folder. The Cinema 4D Plugin source code and resources are available in the /Cinema 4D/appdir_common/plugins/DazToC4D folder.

The DazToC4D Bridge uses a branch of the Daz Bridge Library which is modified to use the DzC4DNS namespace. This ensures that there are no C++ Namespace collisions when other plugins based on the Daz Bridge Library are also loaded in Daz Studio. In order to link and share C++ classes between this plugin and the Daz Bridge Library, a custom CPP_PLUGIN_DEFINITION() macro is used instead of the standard DZ_PLUGIN_DEFINITION macro and usual .DEF file. NOTE: Use of the DZ_PLUGIN_DEFINITION macro and DEF file use will disable C++ class export in the Visual Studio compiler.

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daztoc4d's Issues

latest bridge does not work in latest Mac OS.

Bridge and plugin installed fine from Daz Central. Export from DAZ 4.15 Pro seems fine. Plugin shows up in C4D R24, but when importing character, "please wait...importing", just hangs forever. I've left it for 24+ hours several times. I can't tell if it's doing anything at all behind the scenes, but there's no result. I am on a Mac Pro running OS X 11.4. I don't know what more I can give as afar as info. If you know something more I can tell you, please let me know!

[Redshift] diffuse texture has wrong gamma setting

When using an (s)rgb image as a texture in a Redshift texture node, the gamma checkbox needs to be activated and gamma needs to be set to 2.2.

This is not done right by the plugin and needs to be corrected.

Remark: this applies to all color textures, but not for grayscale textures such as bump, roughness and similar.

Hand morphs not working in IK mode.

The morph transfer process of the DazToC4D to Cinema seems to work fairly smoothly now. However, I can't get the hand morphs to work. The face morphs work fine in the IK mode.

Important Tip for Greatly Improving Cinema4D Joint Deforming

I can't believe I missed this! In Cinema4D, the joint deformer Weight Tag works based on the settings of the Skin tag. By default the Skin tag deforming "Type" is set to "Linear" due to its the fastest to calculate. Regardless of speed, if the "Type" is changed to "Spherical" it makes a huge difference. Once changed to "Spherical", joint deformation will almost look like JCM/ECR have been applied. Mesh kinks and bends in forearms, knees, etc. go away, and like name implies you get a more Spherical deformation rather than a bending deformation.

Bruce

Re-Targeting Character Pose and Animations - Updated

Hi danielbui78,

The attached PDF file is a summary of the Cinema 4D Python script I've been working on, and offering to hand over to your community. This document also summarizes the challenges of transferring animations/pose from one type of Genesis character to another you DAZ or Cinema 4D users that don't understand. Finally, the document has a Python function I wrote to perform the joint value conversion.

Re-Targeting Character Pose and Animations_V2.pdf

Feel free to move or delete this posting as it's not an "Issue".

Bruce Kingsley

C4D extension not appearing in R22

Hello, I'm trying to install the Bridge using Daz Studio 4.15 and Cinema 4D S22
I selected R22 when I installed the bridge and pointed it to my "Maxon Cinema 4D R22" folder.
I can confirm there is a folder named "DazToC4D" inside the "plugins" folder, however when I run C4D I do not see the extension listed.

I can see my Octane extension fine so I'm wondering what could be the issue here?
Any help would be appreciated. Thanks!

Bridge not working at all

The DazToC4D bridge is not working for me at all and wondering how to fix it. The materials do not convert over to octane, instead they convert grey and metallic. When I export out a character in a pose or with hair materials that have been edited, the character goes back to its original t pose OR it imports I’m with massive geometric issues with fingers super long and face super distorted. How can I get an older version of DazToC4D bridge?

Overwriting plugin folder on installation

The last version did overwrite the local plugin folder. In my case the plugin folder in the prefs folder is only a hardlink to another folder on the hdd that is shared by multiple versions of C4D.

The installer did not honor that and just overwrote the link, practically removing all my plugins until I recreate the link.

It is unbelievable unprofessional and amateur-like anyway that DAZ installer does it this way, it should honor the hardlinks if they are there.

I asked about it in the forums but never got any answer whatsoever from DAZ support, so I have to ask here, as this happens, when installing this plugin and so is definitely an issue of the plugin.

Morphs no longer being imported and libdzc4dbridge.dylib

I have updated the bridge to dzc4dbridge.dll.v2022.2.13.26, but now my morphs are no longer being imported, but everything else is perfect. Also, it's likely I am missing something obvious, but in a manual installation, where do I place the libdzc4dbridge.dylib file?

File Locations

I installed the latest bridge into DAZ using the DAZ Install manager and added the Cinema 4D plugin from GitHub into Cinema 4D my plugin directory.
When I used the DAZ File-> Send To -> Cinema 4D, all the dialogs appear to work, I see it exporting and I get a message box stating its complete.
When I run the DAZ menu option in Cinema 4D to import I get a model I exported out of DAZ months ago, I removed the "FIG0" directory in the C:\Users\brucek5\Documents\DAZ 3D\Bridges\Daz To Cinema 4D\Exports\FIG\FIG0. When I run the script again in Cinema 4D nothing happens expect the dialog refreshes, but no error and no import. When I restore the "FIG0", the script again reloads and old model. I've removed and restored the Cinema 4D plugin and the DAX menu goes away and re-appears so I know it's finding the latest plugin.

With all this said, it seems to me the Cinema 4D plugin is looking for the DAZ exported files in a location different than where the DAZ plugin is placing it,

Are these paths hard coded or is there a data file(s) that store the exported paths that I could edit?

FYI - I'm using Cinema 4D R21.

Shader export is a mess

When exporting static props this latest version of the bridge are one big mess when it comes to exporting shaders. Even the quite flawed very first version was way better than this.

Only a diffuse texture is brought over, reflection, normal, bump are all missing. Also in the first version material groups were exported, now you get one material/UV for one object and you loose all metarial information. That leads to manual postwork after importing that is just not doable, because it costs so much time, to rework this into a usable asset.

I will go back to the first version. That had it's problems and did generate the nodes wrong in multiple places, also it had problems in Redshift with specular materials or normal maps plugged into bump nodes, but all in all the first verison needed WAY less postwork than this new version. It is not improved, it is lacking in a lot of places, especially materials and shaders. For me the new version is mostly unusable.

Fresh install, major problems

Worked on a previous version and was able to get the 8.1 move by maxon workflow functioning correctly. Went through multiple version of current plugin version and the outcome is always the same. On mulitiple models. Please update the plugin to work with rigging tools and move by maxon workflow.

image

Alternate between IK and FK?

Hi there, I'm sorry if this has been answered but I can't find how to do this.

After importing a G8 character and clicking the AutoIK button, I get a rig where both the hands and the feet are in IK mode.

Is it possible to change between Ik and FK? (especially for animation purposes)
Thank you ;)

Message Box Meaning & JCM Exports

Greetings,
Again, the last update was great!

Two questions:
1 - What is the underlying meaning of these two message boxes when loading in Cinema 4D?
Try_Joint_Orient
Joint_Orient_Not_Fixed

2 - What determines what JCM get exported? I noticed when I simply export a character in an A-pose, 107 and morphs are exported. When I export an animation of the same character I get 117 morphs.

I have been manually transferring the your JCM morphs and the XPresso scripts of a character I already have exported from DAZ (unfortunately before this latest plugin update). One thing I noticed after I saw the JCM weren't working like in the plugin exports, was the rotation order was different than Cinema 4D default "HPB", once I swapped H and P everything worked. Hopefully I'll never have to do this again now with the new plugin. But I still want to get this existing Cinema 4D project updated with all the possible JCM.

FYI - I'm assuming your plugin imports the morphs the same way standard FBX morphs are imported. On my manual implementation, I used Cinema 4D's morph tag in "Relative Point" mode. In this mode, all the morph mesh objects are not saved in the file, because the tag saves the relative points from the meshes within the tag. This makes a hug difference in the Cinema 4D file size (from 77mb to only 7mb). Animations are also much faster.

Also if you're interested, I could provide you with a Redshift skin shader that uses sub-surface scattering (SSS) that looks more realistic than a standard Redshift shader.

Thanks again for a great plugin!

Morphs to Relative Points

I started to write a Python script to Bridge exported morph tag this is linked to meshes in absolute mode of Position, Rotation, Scale and Point to a new morph tag of relative mode in non-linked Points only, then deleting all the morph mesh objects. Do this will greatly reduce the file size and improves Cinema 4D performance.

While working on this, I was looking at the Bridge code with the ambition of proposing a place in the Bridge code where this option could be inserted before the JCM code is created. I found in the Morphs.py file a function "morphs_to_delta" which is called by "manual_import_genesis" in CustomImports.py with the comment "HIDDEN". I can't find anywhere where manual_import_genesis is being called. Before I re-invert the wheel, is this called from somewhere else or a "work in Progress"?

I was also looking at making rotational order changeable, as I commonly use the default "HPB" rather than the Bridge "YZX".

Bruce Kingsley.

Facial morphs not working in C4D R23?

So after doing auto-IK to the new Genesis 8.1 model from DAZ i can't seem to get the created facial morph linked..

Morph tag is set to animate, and i do see animation on the pose morph tag sliders, but nothing seems to happen when linked. Only thing i can think of is that it's because i'm on R23 or it's the model i'm using..

Also, since i'm new to morph tags i'm not entirely sure i am linking the correct objects..

Screenshot for reference:
https://gyazo.com/e0bf0a01a31fb0e4e6faa647bb8e0cee

Suggest Making Option for Re-Rigging Axis

I suggest making an option to not re-rig the character joints axis (such as in Geneses 8 and 8.1) so they remain in the native "A" pose with rotational values of zero like when exporting from DAZ using the Export .FBX.

Daz to C4D Bridge triggers Norton 360 and Joints not aligned

Just wanted to let you know that the latest release of the bridge (two weeks prior to this message) triggers my virus protection software. Telling the software to ignore it was easy, but I thought you should know.

Also, I don't know what I am doing wrong, but somehow, the joints of my Genesis 8 model are still not aligned properly. If you like I can send screen grabs of my results. Joint alignment issues aside, this is a great plug in.

Installed the latest version as told, this is a mess

In some of my issues here I was told to install the latest version since it has "improved" a lot.

The opposite is the case.

Instances are no longer exported correctly, instances are exported as nulls containing nothing.

The "save with textures" dialog does not work correctly It cannot be dismissed. If I dismiss it it pops up multiple times, I dismiss every time and then the scene comes up empty.

If I do save the scene the requester also comes up again and again, This time at least the scene appears.

Compared to the old version this is unusable. Where can I download the old version of the plugin. At least I had that halfway working after correcting some of the texture handling in the Python scripting.

C4D R21

有关中文日文等用户名的解决方案,同样适用于C4D2023。(The solution for Chinese and Japanese user names is also applicable to C4D2023.)

修改方法如下:
用notepad或记事本打开C4D的安装目录下\plugins\DazToC4D\lib中的DtuLoader.py文件,第30行,with open(dtu, "r'') as data:这句改成:
with open(dtu, 'r', encoding='utf-8') as data:
ok,愉快的玩耍吧。
问题说明,还是python的json包编码老问题。

The modification method is as follows: Use notepad or Notepad to open the DtuLoader.py file in \plugins\DazToC4D\lib under the C4D installation directory, line 30, with open(dtu, "r"') as data: Open (dtu,"r," code ="utf-8") as data: OK, have fun. Problem description, or python 's json package coding old problem.

Good News / Bad News on DazToC4D

Let's start with the good news: I loaded DazToC4D on different builds of C4D starting with r19 to r24. All successfully loaded a figure.
r19 - I was successful in loading Genesis 8 with updated textures and IK controls in the A and the T pose.
I tried to repeat the process with Genesis 8.1 but kept getting loading errors for IK controls.
I moved on to try the other builds.
r21 - r24 worked pretty much the same.

DAZ Script Error

When running the script in DAZ, the log shows thee following error:
2022-03-24 18:28:11.020 [WARNING] :: Script Error: Line 401
2022-03-24 18:28:11.021 [WARNING] :: TypeError: Result of expression 'oProperty.getMin' [undefined] is not a function.
2022-03-24 18:28:11.021 [WARNING] :: Stack Trace:
()@C:/Program Files/DAZ 3D/DAZStudio4/scripts/support/DAZ/DzCinema 4DMorphSelectionDialog.dsa:401

THE RIG DOES NOT DEFORM THE SAME WAY FOR SOME REASON!

Hello, DAZ!

As you can clearly see here(https://ibb.co/ZmsVmqX) the leg, when moved to the side(like in the photo) gives me that deformation, but when i do it in DAZ, i get this(https://ibb.co/PQy2jbF) which looks far better and so much more realistic than inside of CINEMA 4D.
WHY AM I GETTING DIFFERENT RESULTS? In DAZ i selected the character and exported it as .FBX, then i went to CINEMA 4D and imported the .FBX of the character, and i get different deformations? WHAT'S THE MATTER? WHY?
This is the character Im working with(Torment 8.1 | Daz 3D).
So does anyone know how to fix this?

To add to this miserable turn of event, check this out: https://mega.nz/file/QmUGgSob#TmQEGDeiDI7sd3WJHeQI89QRinX5HuNqst1o5TLBv3g
Now the jaw is also malfunctioning for reasons unknown

Programs Im using: Cinema 4d R21(switched back to it, because DAZC4D Bridge is not updated yet to support CINEMA 4D 2024) and DAZ STUDIO 4.21.0.5 Pro

[Windows 10] Installation ignores symlinks and overwrites them

This is a critical problem.

The installation routine installs the C4D plugin forcibly into the standard C4D plugin location, creating a "plugins" folder, if none is there. In my case there is a symlink in that position, leading to another folder where the plugins actually are. There are multiple causes for doing it this way, one of them to be able to use the plugins from multiple C4D versions (yes, I know that I can set the plugin folder location in the C4D prefs, but that leads to other problems, and symlinks are a tested solution on Windows).

The installation routine needs to honor that symlink, instead of simply overwriting it with a new plugins folder, that is standard Windows functionality and I have no idea how a behaviour like this get's through QA. Every time I install an update all my plugins vanish, since again the symlink was overwritten by the installation routine. This is highly annoying.

If the installation routine is not able to do this correct (and I guess it is probably created by the DAZ people not knowing what they do), at least there needs to be a dialogue asking for an installation folder instead of simply overwriting stuff.

DAZStudio crashes immedietly when trying to export

Whenever I try to export any character in Daz Studio v4.20.0.2 the app crashes immedietly and I get this error:

<error>
   <what>INT_DIVIDE_BY_ZERO</what>
   <process>
     <name>DAZStudio.exe</name>
     <id>18832</id>
   </process>
   <module>D:\DAZ 3D\Install Path\Applications\64-bit\DAZ 3D\DAZStudio4\plugins\dzc4dbridge.dll</module>
   <address>0033:000000000AEDD040</address>
   <function>
     <name>getSDKVersion</name>
     <offset>137440</offset>
   </function>
   <file></file>
   <line>
     <number></number>
     <offset></offset>
   </line>
 </error>

Sending a Toon Generation character to C4d: the morphs are missing

My problem has to do with the Daz3d to C4d bridge. I use the latest version of C4d and Daz3d.
I tried a couple of times the Send to C4d button with a Toon Generation figure. When I go into C4d and openup the Daz3d plugin in C4d It finds the figure that I exported, but it is completely black which has to do with the Materials of which the color and reflectance channels are not checked. Once I have done that I get a color but it is all very shiny. Apart from that, the morphs do not show at all. I have seen a tutorial where there is a special null object created whith sliders for each morph. But that was a with Genesys 8 figure.
So what do I do wrong. Is the morph conversion only for Genesys figures? Please help me out. It is important for me to have the facial morphs in C4d.

Best Regards

Henk van Schilt

JCM Reading Incorrect Joint Axis - Source of Problem Found

I haven't found where in the code where the joint axis is determined for the corrective morphs, but morphs that should be linked to the "P" axis, is linked to the "H" axis. I'm guessing the other axis are incorrect too.

I'll keep looking in the code to find what defines this.

Bruce,

[Redshift] Bump/Normal Issues

I am using it on C4D R21 with Redshift.

There are multiple problems.

The bump strength is set to 0.05, that is way too small, 0.5 would be way better.

Normal Maps are plugged into a bump node, that is correct, but in the node the bump type is incorretly set to "height map" instead of "tangent space normal". That is extremely annoying, since one has to correct that in each and every shader which can be a lot of work. This is not understandable anyway, since it is a very basic Redshift setting and was implemented completely wrong, probably because of a lack of understanding how bump works in Redshift.

DAZ plugin does not load in MacOS 10.13

The new C++ plugin does not load in MacOS 10.13 HighSierra (maybe build with wrong library version/framework).

I use DAZ studio 4.20.0.2 and here is the output from the about installed plugins dialog:
daz2c4d

Regards,
Stefan

Manual installing to Daz studio.

Hey.
Issue: Don't understand how to and cant find way for manual install script to daz3d.

With installing to cinema I don't have any issues. It's already work.

In Daz I see script in "scrips" folder in content library. But I don't see it in "send to" menu.

Is it right that I need to press f3 and make action? OK. I know it, but can't do it.

So if you have a little bit time could you add more Detailed instructions to Readme or into repository

Thank you very much and have a good day!

FBX with Morphs got distorted when import to C4D

Hi,
Currently I used FaceMojo to have facial mocap and in DAZ it works perfectly but when I exported it out as FBX, the facial morphs work perfectly accept when the head rotation. It scaled the head when it rotates (As you can see from the videos)

https://youtu.be/oIwprBXqVPc

p/s: I used Bridge for C4D already or export alembic but it didn't keep the face morphs but the head turned left right perfectly.

If you need more information, please let me know :)

joint rotations not aligned due to error in python

This is a followup to a comment in #50 - tried your suggestion but did not solve the issue.

When i import the joint rotations all remain zeroed - the window stays at saying 'importing - please wait'. Your idea was right that this could mean the python script has stopped (and i remember the correction of the joint rotations being the last step in earlier versions)
So the imported figure looks like the first screenshot - the console log of python in C4d reads like the second screenshot

i work on mac with DS 4.21 and C4D R19
was able to reproduce the same thing when importing to C4D R20

My tests were with plain G9 the way it loads (with or without materials) - i get the same result with G8
Screen Shot 2023-04-05 at 15 57 26
Screen Shot 2023-04-05 at 15 56 45

Can't Import Morphs or JCMs into C4D

Hi there. Maybe I'm doing something wrong (first time using the Bridge) but here's what I've tried so far:

-I select a character in Daz
-Select "Daz to C4D"
-I Check the "Morphs" checkbox and add the morphs I want as you can see here:
2023-09-16 01_48_44-

(I also clicked on the buttons to add JCMs for legs, arms and torso)

Inside C4D, I import the character, and use the Auto IK thing, I then get these objects:
2023-09-16 01_46_57-Cinema 4D 2023 2 0 -  Untitled 4 _  - Main

1 - Shouldn't there be a "Genesis8Female Morph Controller Group"? (or something with a similar name)
2 - I also don't see the JCMs working when I pose the character (for example, the knees look super weird when the character kneels)

I'm using Cinema 4D 2023.2.0
I'm also using the Bridge version I downloaded from "DazCentral" but after that I also tried downloading the updated Bridge DLL from GitHub

Thanks in advance ;)

Geograft morphs not exporting

Hi all,

I'm running into the problem that morphs of certain geografts aren't getting exported or are not appearing in Cinema 4D.
I have checked the box to export the morphs and selected the morphs i want to export.

Mistake in Morphs.py

The bridge is not removing linked mesh morphs resulting in large file size. Making the below change made a Cinema 4D file go from 263MB to 19MB, plus animation and UI performance was much faster.

In the file Morphs.py, line 28:
if type(pm_tag) != "c4d.modules.character.CAPoseMorphTag":

should be (qoutes removed):
if type(pm_tag) != c4d.modules.character.CAPoseMorphTag:

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