Jump to content

Sign in to follow this  
mcdeimon

Daz to C4D soon!

Recommended Posts

Today 3dtoall has published on his instagram account this:

Soon DazToC4D

 

 

It seems that we will have it soon!

Share this post


Link to post
Share on other sites

I heard that already several times. Thanks for the info, but I will believe it, when I see it :lol:

Share this post


Link to post
Share on other sites
  • Topic Author
  • Yes! You are right, but I hope this time it will be soon :lol:

    Share this post


    Link to post
    Share on other sites

    This would be great.  Hope it happens and works well enough.

    Share this post


    Link to post
    Share on other sites

    DAZ has a pretty good export function with a C4D preset already.  The export format is OBJ for which C4D has improved the import capabilities with each release.  To use, here are some general steps in DAZ:

     

    1. Select Export in DAZ and chose OBJ
    2. On the OBJ export options, select the C4D preset
    3. Make sure that Invert Positive Direction under the X axis is checked.
    4. If you plan to render the model in C4D, then make sure that Disable Write Surfaces is NOT checked.  Otherwise, you will not get your textures.
    5. On OBJ import into C4D, make sure that Flip Z Axis in NOT checked.

    Now, this is just for the models and textures.  I do find that lights do not transfer as well but I always redo the lighting in C4D anyway.  I also rework the textures and clean up some of the modeling so it not one-click easy as these directions imply - there is some work to do afterwards.  As I do not do character animation, I cannot speak to how well those items can be imported or if they can be imported (Riptide Pro users will need to chime in here). 

     

    So if you are waiting for a plugin or for the resurrection of Riptide Pro (whatever became of that plugin?), that does not mean there is no path from Daz to C4D....there is a path but you have to work on it a bit....but that is half the fun.

     

    Dave

    Share this post


    Link to post
    Share on other sites

    I worked on a way to get Daz figures to C4D more than a year ago via FBX. You get a weighted mesh with bones, but some things are not imported by C4D (e.g. default orientation of the joints). You can get the joint controlled morphs, but the connection to the joints have to be done manually via Xpresso. Such a Daz to C4D plugin shall support all these things, so posing can be done directly in C4D. Similar things already exist for Maya and Blender.

    Share this post


    Link to post
    Share on other sites

    Yeah, with Kuroyume's Poser import plugin long-dead, C4D's needed a decent Daz3D importer that fully processes and connects up available morphs, articulation, and so forth.  I'll gladly purchase a license ASAP if this effort ever comes to fruition.

    Share this post


    Link to post
    Share on other sites
    On 5/26/2019 at 5:44 AM, jwiede said:

    Yeah, with Kuroyume's Poser import plugin long-dead, C4D's needed a decent Daz3D importer that fully processes and connects up available morphs, articulation, and so forth.  I'll gladly purchase a license ASAP if this effort ever comes to fruition.

    Hey John

     

    I can highly recommend the People in Motion R2.0.1 Plugin for C4D (works in R20 with the Insydium bridge).

     

    You can load a DAZ character via FBX import and select the DAZ rig (as well as other rig formats). It supports up to Genesis 3, for Genesis 8 you have to perform minor rotation corrections in order to be in T-Pose, but I export Gen8 characters with a T-Pose from DAZ, so that works as well.

     

    All morphs are included (for example facial morphs), if you included them in the FBX export (you can create a template in DAZ for exporting the required morphs).

     

    The People in Motion plugin can automatically create IK objects, offers a walk cycle generator, various poses and basic crowd functionality (stairs, escalators, chairs etc.).

     

    Textures need to be corrected a little (adding bump / normal maps, change some transparencies etc). In order to get the missing maps from the FBX export I use the DAZ Alembic exporter which collects all the maps used in DAZ Studio.

     

    I created some python code for myself to automate this and had it in mind to maybe publish a plugin one day but it would require some more development. However if the 3dtoAll plugin will have this functionality I will get it instead.

     

    Cheers

     

    Share this post


    Link to post
    Share on other sites
    On 5/27/2019 at 10:28 AM, Marander said:

    Hey John

     

    I can highly recommend the People in Motion R2.0.1 Plugin for C4D (works in R20 with the Insydium bridge).

     

    You can load a DAZ character via FBX import and select the DAZ rig (as well as other rig formats). It supports up to Genesis 3, for Genesis 8 you have to perform minor rotation corrections in order to be in T-Pose, but I export Gen8 characters with a T-Pose from DAZ, so that works as well.

     

    All morphs are included (for example facial morphs), if you included them in the FBX export (you can create a template in DAZ for exporting the required morphs).

     

    The People in Motion plugin can automatically create IK objects, offers a walk cycle generator, various poses and basic crowd functionality (stairs, escalators, chairs etc.).

     

    Textures need to be corrected a little (adding bump / normal maps, change some transparencies etc). In order to get the missing maps from the FBX export I use the DAZ Alembic exporter which collects all the maps used in DAZ Studio.

     

    I created some python code for myself to automate this and had it in mind to maybe publish a plugin one day but it would require some more development. However if the 3dtoAll plugin will have this functionality I will get it instead.

     

    Cheers

     

    Seems to be an interesting approach, but...

    - What about HD morphs?

    - What about joint controlled morphs? They are controlled by ERCLinks.

     

    Thanks for the information though. I already thought about just exporting the OBJ and re-rig it. As I use Vray I have to redo the maps anyway.

    Share this post


    Link to post
    Share on other sites
    On 6/2/2019 at 3:12 PM, Visionnext said:

    Seems to be an interesting approach, but...

    - What about HD morphs?

    - What about joint controlled morphs? They are controlled by ERCLinks.

     

    Thanks for the information though. I already thought about just exporting the OBJ and re-rig it. As I use Vray I have to redo the maps anyway.

    About the joint controlled morphs I don't know, never used it.

     

    Yes DAZ HD morphs can only be exported via OBJ export in DAZ unfortunately. But for animation the high poly object might be too heavy anyway.

     

    If you need all the details you could export as OBJ and bake into normal maps (if the existing ones are not sufficient) and then use the exported FBX with the baked maps.
     

    Share this post


    Link to post
    Share on other sites
    18 hours ago, Marander said:

    About the joint controlled morphs I don't know, never used it.

     

    Yes DAZ HD morphs can only be exported via OBJ export in DAZ unfortunately. But for animation the high poly object might be too heavy anyway.

     

    If you need all the details you could export as OBJ and bake into normal maps (if the existing ones are not sufficient) and then use the exported FBX with the baked maps.
     

    Some of the JCMs are quite useful as they correct deformations or can be used for bulging muscles.

    I'd love to bake the hires OBJ into a B&W displacement map. Just don't know, how to do that.

    Share this post


    Link to post
    Share on other sites
    7 hours ago, Visionnext said:

    Some of the JCMs are quite useful as they correct deformations or can be used for bulging muscles.

    I'd love to bake the hires OBJ into a B&W displacement map. Just don't know, how to do that.

    ShaderMap 4 can convert a normal map to displacement (height) map.

    Share this post


    Link to post
    Share on other sites

    Join the conversation

    You can post now and register later. If you have an account, sign in now to post with your account.

    Guest
    Reply to this topic...

    ×   Pasted as rich text.   Paste as plain text instead

      Only 75 emoji are allowed.

    ×   Your link has been automatically embedded.   Display as a link instead

    ×   Your previous content has been restored.   Clear editor

    ×   You cannot paste images directly. Upload or insert images from URL.

    Sign in to follow this  

    • Recently Browsing   0 members

      No registered users viewing this page.

    Latest Topics

    Latest Comments

    ×
    ×
    • Create New...