Daz Generations Converter

Other Daz Generations Converter

Absolutely love what you've managed to achieve here mate! Is there any hope for genesis 9 after the males are done?

I have installed g9 but have not used it at all, will probably add that in once Males are done.

Great stuff Chokaphi !
Testing in 3.5 whilst the convert button is now enabled each session, it throws an error for me unless I unload and reload the plugin each time.

Not sure if it's also worth pointing out in the guide that source models should be left in their default base pose rather than trying to set them up in a T-Pose as would normally be done with other conversion methods.

I'm probably a fringe case, but I'll likely stick with the 3DSWrap method in most scenarios.
Only reason being that it does a better job of aligning the whole mesh to the target, and that allows me to generate a normal map from a HD version of the mesh. Of course it takes way more effort to get an end result.

For most people though, this is such a fantastic tool!

Thanks for letting me know that the click monitoring script is still broken, I forgot to work on it.
One of my goals was to avoid any need for the user to have to repose for conversions, the trade off for the simplicity was worth it imo. But it does mean wrap is still the proper route for texture and normal baking.

I have been thinking about including the base figure of each gen as a object file, and changing th converter to just load your source figure and click convert to GX.
Have blender load the correct base figure and convert for you. That eliminates the click source click target and the extra steps to load a base figure.
 
Okay I thought there may be a way to produce G8 textures with G2 textures....
You can use it to convert any version to another. You just need to tweak the template a bit to change the 'Source' and 'Targets'.
In the guidance notes there's a link to the original guide I based it on, which was setup to go from G2 to G3
 
Love this idea, but so far its not working for me. I followed your guide, about 7 times making sure, using several different versions of Blender. I usually export to blender using the poser scaling, but I tried it the way you said, and the imported figures are laying flat, not standing. I am able to convert them, but as you can see I get a giant, with no eyes, and the mostly looks like the target figure. The imported morph makes the giant and changes the plane in which she is oriented, and no eyes, also looks nothing like the source. Tried in 3.5, 3.4, and 3.3 portable, same results.



1683682202309.png


1683685710809.png

Here is the result on the left, and the source on the right. I had to scale the source up like x100 to get the comparison shot.
1683686293425.png
 
Love this idea, but so far its not working for me. I followed your guide, about 7 times making sure, using several different versions of Blender. I usually export to blender using the poser scaling, but I tried it the way you said, and the imported figures are laying flat, not standing. I am able to convert them, but as you can see I get a giant, with no eyes, and the mostly looks like the target figure. The imported morph makes the giant and changes the plane in which she is oriented, and no eyes, also looks nothing like the source. Tried in 3.5, 3.4, and 3.3 portable, same results.



View attachment 243162

View attachment 243170
Here is the result on the left, and the source on the right. I had to scale the source up like x100 to get the comparison shot.
View attachment 243171


The axis and scale are wrong in Blender or Daz (or both) so double check settings. The other thing is when exporting from blender make sure only the model you want to export is selected.

Daz

1683689098275.png


Blender LEGACY Import
1683689147133.png



Blender LEGACY Export
1683689233656.png
 
well heres the settings you show in the guide, so maybe swap this with the one you just posted?
1683689591446.png
 
The axis and scale are wrong in Blender or Daz (or both) so double check settings. The other thing is when exporting from blender make sure only the model you want to export is selected.

Daz

View attachment 243174

Blender LEGACY Import
View attachment 243175


Blender LEGACY Export
View attachment 243176
well it worked pretty damn well. I didn't see that you had a guide on the overview page, and just used the pdf guide that was next to the plugin. Maybe delete or update that. Thanks very much!. This is an exciting result!

1683690767389.png

From Gen8 on left to Gen2 on the right.
 
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well it worked pretty damn well. I didn't see that you had a guide on the overview page, and just used the pdf guide that was next to the plugin. Maybe delete or update that. Thanks very much!. This is an exciting result!

View attachment 243181
From Gen8 on left to Gen2 on the right.

Damn, sorry did not realize the pdf was using the wrong screenshots.

Edit: Glad it worked ok for you.
Updated the pdf to version 3 and tried to clean up the layout a bit. I am terrible at tutorials so let me know if something is unclear or wrong in it.

Also I do know there is still a bug in the selection code so you may have to disable and renable the plugin in blender if it refuses to light up.
 
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Hey, just wondering if G9 support is in the works? Love this tool adn I've gotten a few G9 models lately I'd love to get working! I might have to give R3DS Wrap a shot.
 
Help please...
This happens every time, even with default meshes
Untitled.png
I tested different versions of Blender 3.3
 
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Help please...
This happens every time, even with default meshes
View attachment 266776
I tested different versions of Blender 3.3

Check that you are using the Legacy obj import and export and that the "keep vertex order" is checked. Keep vertex order needs to be checked on import and export. If it is off on import you get the mess you see, if off on export you will get a mess in Daz.

Legacy is the safest choice since the new obj importer was broken (scrambled vertex order) for Blender versions 3.1 ~ 3.4

That photo is what happens when blender renumbers the vertex, its like taking a connect the dots puzzle and randomly changing the numbers, it's not gonna make a pretty picture.
 
Please check if I'm doing everything right

It looks like you have all the settings and steps in Daz and Blender correct. The only thing i saw odd was your file sizes are quite different than my *.obj exports for g2 and g8. My G2 objects are ~3.4 MB and my G8/8.1 objects ~2.6 MB

What Daz version are you using and can you open the *.obj with notepad (obj are just text files) and see if your stating vertex values are close (within rounding error to these. Should start around line 5, the first set of numbers are the position of vertex 0 and each line is the next vertex 1,2,3 etc..

# Genesis2Female
v 10.0997 134.98099 11.142301
v 9.84272 135.26199 11.161599
v 10.1054 135.261 11.027799
v 10.3961 134.912 10.983399
v 10.0767 134.70398 11.228898
v 9.7845793 135.04802 11.269601
v 15.535999 138.77499 -7.0622597
v 8.9613895 149.88901 -0.86006784
v 13.683699 136.37399 3.4524794
v 4.9878702 149.517 0.62502885
v 10.4767 135.229 10.801698
v 10.5978 134.856 10.863698


AND
o Genesis8Female
v -0.001740676 111.97462 11.059723
v 0 89.412392 6.3577704
v 0.0025155433 156.58678 3.0274453
v -0.00096316793 179.31194 3.0742748
v 0 93.571503 -6.1142902
v 0 99.104599 -9.0015087
v 0 100.91199 -9.3475885
v 0.00062001159 102.55309 -9.1978321
v -0.0010922441 163.00084 9.6697674


Also if you want to, lets test two thing, starting from the simplest.
In Daz:
Can you use morphloader in Daz the base G2 *.obj file you exported and try and import as a morph to the g2 figure. Same test with the G8 *.obj and Daz g8 figure.

It should say something tat Daz recognizes the figure is a non corrupt file.

1688949643814.png


That tests the Daz export files.

Now to check the files in Blender,
  • Click Edit > Preferences...
  • In the Display panel of the Interface tab,
  • tick Developer Extras
  • Select one of the imported object files and select EDIT MODE.
  • 1688949817019.png
  • Also click the blue vertex select from above screenshot
  • Click viewport overlays button
  • 1688950020374.png
  • Now click the new "Indices" checkbox
1688949930623.png




Now you will see all the vertex ID's Just click the left center nipple vertex of each figure.
G8 - That should be vertex 6569
1688950242971.png



G2 - should be vertex 0
1688950169870.png
 

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open the *.obj with notepad

"# Exported from DAZ Studio 4.21
mtllib g8.mtl

# Genesis8Female
v 0 111.993 11.0073
v 0 89.412392 6.3577704
v 0 156.58202 3.0314701
v 0 179.30901 3.07477
v 0 93.571503 -6.1142902
v 0 99.104599 -9.0015087
v 0 100.91199 -9.3475885
v 0 102.554 -9.1964493
v 0 163.005 9.6726408"

and every string until 109 starts with "v 0"
Genesis2 has the same lines as in your post

Vertex numbers are correct
g8.pngg2.png

Import works fine. I've changed morphs in blender before

Also, conversion G3 to G2 have the same result
 
"# Exported from DAZ Studio 4.21
mtllib g8.mtl

# Genesis8Female
v 0 111.993 11.0073
v 0 89.412392 6.3577704
v 0 156.58202 3.0314701
v 0 179.30901 3.07477
v 0 93.571503 -6.1142902
v 0 99.104599 -9.0015087
v 0 100.91199 -9.3475885
v 0 102.554 -9.1964493
v 0 163.005 9.6726408"

and every string until 109 starts with "v 0"
Genesis2 has the same lines as in your post

Vertex numbers are correct
View attachment 267289View attachment 267290

Import works fine. I've changed morphs in blender before

Also, conversion G3 to G2 have the same result


I am really stumped, everything looks like it should work, all the vertexes look to be correct, the scale from also looks fine.

Really the only time I have seen your error was when the vertex order was scrambled that's why I wanted to check that and that you had imported the correct obj files(I have made that mistake before).

You can try and delete the blender plugin and reinstall it but I really have absoluty no idea of why it is not working for you. I can only speculate that some random setting in Blender is interfering or some random bug in my python code that is not throwing an error.

Can you upload your g3 and g8 test objects and the exact version of Blender? Perhaps I can replicate it from your files.
 
Can you upload your g3 and g8 test objects and the exact version of Blender?
I tried Blender 3.3.3, 3.3.5 and 3.3.8 versions, without any settings changes
So... I installed DazStudio on another PC where there were no previous installations. And g8.obj still has the wrong vertex positions. I guess they are wrong, because unlike G8, G2 has exactly the same values as yours. I tried to choose different export presets, changing the scale to 100% in them and resetting the axis conversion, and it seems that only the file size changes
https://pixeldrain.com/u/VzoEaEDF

:confused: it's just that my DS does not work correctly( and it looks like no one has this problem. Because they don't use scripts that work with predefined vertices, maybe
 
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Your figures look fine, I think this is all on my plugin's side. I think there is some corruption in the conversion JSON's so I will remake the female database while working on the male's data.
 
Chokaphi updated Daz Generations Converter with a new update entry:

Did you know that Daz makes Male models too! Who knew...

The is the first release version of Daz Generations.
  • Adds Male model support
  • Adds Genesis 9 support
  • Fixes mesh selection code that required plugin to be reloaded before recognizing selections.
  • Adds Repair deformed eyes
  • Add Repair deformed mouth
  • Add Recover from subdivided meshes.
Cleans up code and UI.

Repair options are designed to automate fixing the eye and mouth issues that occur with Daz fit to figure and Wrap3D.
It is not...

Read the rest of this update entry...
 
I tried Blender 3.3.3, 3.3.5 and 3.3.8 versions, without any settings changes
So... I installed DazStudio on another PC where there were no previous installations. And g8.obj still has the wrong vertex positions. I guess they are wrong, because unlike G8, G2 has exactly the same values as yours. I tried to choose different export presets, changing the scale to 100% in them and resetting the axis conversion, and it seems that only the file size changes
https://pixeldrain.com/u/VzoEaEDF

:confused: it's just that my DS does not work correctly( and it looks like no one has this problem. Because they don't use scripts that work with predefined vertices, maybe

Have you solved your problem?
I have exactly the same problem.
 
No
Now I think there is something wrong with the way Blender works on my PC, because the script gives me the same result when using new obj importer too

I have the latest and penultimate version of the plugin produced such a result. Tried Blender 3.3 and 3.6.
 
No
Now I think there is something wrong with the way Blender works on my PC, because the script gives me the same result when using new obj importer too

One thing I forgot to ask, are you using Blender in a Virtual Machine? I know I had issues when I tried to use my VM to test multiple Blenders in a clean environment.

I tried the g2 and g8 you provided and tested them in a clean Blender 3.4 and it converts correctly, I just have no clue why it does not work for you. Can you give Blender 3.4 or 3.6 a try?

I developed the plugin on 3.3.0 setup with VS code for development and I used 3.4.1 and 3.5 when testing the packaged install zip to make sure install and script paths are correct.

Just retested the figures you had uploaded before. This is G2 and G8 base and the G8 >G2 and G2>G8 conversions. There is no change since we have no Delta's between stock shape but it doesn't explode :(
1691080373585.png
 
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