Daz Generations Converter

Other Daz Generations Converter

I have the latest and penultimate version of the plugin produced such a result. Tried Blender 3.3 and 3.6.

So you have the same explody figures even when using legacy importer and Keep vertex order? Dammit, now I really want to know what is different for your setups and not mine.
 
So you have the same explody figures even when using legacy importer and Keep vertex order? Dammit, now I really want to know what is different for your setups and not mine.

Yeah. Now I tried Blender 3.4 by disabling all plugins except yours and the legacy importer. The same.

Can you give g2/g8 (obj) to the models you work with ? To test the plugin. Perhaps the problem is on the DAZ side.
 
Yeah. Now I tried Blender 3.4 by disabling all plugins except yours and the legacy importer. The same.

Can you give g2/g8 (obj) to the models you work with ? To test the plugin. Perhaps the problem is on the DAZ side.
Check your messages.
 
Would texture conversion between generations also work with this?

No, for most figures. It might be something I work on down he road by making a conform for baking option..

This tool never changes the models poses, to transfer textures you need the meshes to overlap for baking. So Shape and pose need to be the same. The G2 T-pose does not fully overlap G3 T-pose and G8/G9 are in A-pose.

The tool was made to change the shape while avoiding pose changes to make the shape import into Daz cleanly. If the pose is too far off it can make the morph incompatible with morphs and poses designed for that figure.
 
One thing I've noticed when trying to convert G9 meshes is that compared to the G8 conversions it does a much better job transferring the morphs but it seems like the positioning of the elbows is off compared to the shape of the G2 mesh.
blender_2023-08-04_12-05-19.png

It also causes the rig to look odd when adjusting the rig to shape in Daz, as you can see here.
DAZStudio_2023-08-04_12-09-12.png

Just to test, I saved the morph anyway and applied it in Vam it does still cause the arms to look weird. Any insight on this? I've tried a few different G9s and they all come out about the same way.
 
One thing I've noticed when trying to convert G9 meshes is that compared to the G8 conversions it does a much better job transferring the morphs but it seems like the positioning of the elbows is off compared to the shape of the G2 mesh.
View attachment 276208
It also causes the rig to look odd when adjusting the rig to shape in Daz, as you can see here.
View attachment 276209
Just to test, I saved the morph anyway and applied it in Vam it does still cause the arms to look weird. Any insight on this? I've tried a few different G9s and they all come out about the same way.


G9 has to use a different system than the others converts so I will see what I can do to better keep the bones correct. G9 is honestly nothing like any previous generations and I had to make a special "preshape morph" before the figure transfer happens. This preshape is probably what is causing the bone issues, the other generations focus on keeping the poses but costs the accuracy of the body shape transfer in tradeoff.

You can try matching the scales between models so the shoulders are aligned, adding a auto scale before transfer is something I want to add down the line
 
I'd just like to add my 2 cents.

Chest morphs seem to be slightly offset when converting; the placement of the breasts do not vertically match, so the center of the breast texture ends up higher than it should be. Hopefully that's something that you could fix while working on the arm issue?
 
Unfortunately I have exactly the same problem as Orihimehr and SinFear have Blender 3.3 to Blender 3.6.2 on Windows 10 tried everywhere the same error, have also extra on another PC Windows 11 completely reinstalled and also there the same error.
 
Unfortunately I have exactly the same problem as Orihimehr and SinFear have Blender 3.3 to Blender 3.6.2 on Windows 10 tried everywhere the same error, have also extra on another PC Windows 11 completely reinstalled and also there the same error.

Haven't found a solution?
 
1695947608092.png
1695947621961.png
1695947648324.png

I got some problems here, but I have no idea about how to solve this..... Could anyone give me any advice?
I use it to transfer G8F to G2F, and it seems there is no problem with rigging though.....
1695947769184.png
 
我尝试了 Blender 3.3.3、3.3.5 和 3.3.8 版本,没有任何设置更改
所以。。。我在另一台以前没有安装过的 PC 上安装了 DazStudio。而 g8.obj 仍然有错误的顶点位置。我想他们错了,因为与 G8 不同,G2 的值与您的值完全相同。我尝试选择不同的导出预设,将其中的比例更改为 100% 并重置轴转换,似乎只有文件大小发生了变化
https://pixeldrain.com/u/VzoEaEDF

:困惑:只是我的 DS 无法正常工作(而且看起来没有人有这个问题。因为他们不使用使用预定义顶点的脚本,所以也许
我的问题是一切都严格按照教程进行,即使在删除并重新安装插件后,我仍然无法点亮按钮
 
Chokaphi updated Daz Generations Converter with a new update entry:

1.1.0 Release to support Blender 4.x

This adds one feature and one utility, and allows use in Blender versions >4.x

Feature: The tool will attempt to match scales of models before running the conversion script. This helps keep the proper T pose for G2 figures.
Choices are
  • Scale to Match source: Source is scaled to match the Target then the Morphed output is then re-scaled back to match the source
  • Scale to Match Target: Source is scaled to match the Target.
  • No Scaling
Utility: Added...

Read the rest of this update entry...
 
e same problem then you. Did you find
Hello Orihimehr,

I experience exactly the same problem then you. Did you find the solution?
I just bought HeadShop 2024 and I am stuck with this problem.

View attachment 348423
Have you tried the latest version? It has added it own import/export options in the DazGen tab. Those always respect vertex order.

Are you on Linux or using Blender in a Virtual Machine? Can you upload the meshes you are having the issue with so I can check teh vertex ID's?
 
Have you tried the latest version? It has added it own import/export options in the DazGen tab. Those always respect vertex order.

Are you on Linux or using Blender in a Virtual Machine? Can you upload the meshes you are having the issue with so I can check teh vertex ID's?
Hello Chokaphi,

I work without Virtual Machine in W10. I tried with Blender 3.3.0 and 4.0.2
I used the last version of the converter which is labeled 1.2.0 in VAM HUB page but appears as 1.1.0 in Blender.
I tried both OBJ (legacy) importer and the one of the converter.
I have vertex id 0 for G2 and 6569 for G8 in middle of left nipple.

P.S.: My OBJ files were refused as attachments. I don't know how to upload them.
 
Last edited:
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.

View attachment 267249

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.
  • View attachment 267250
  • Also click the blue vertex select from above screenshot
  • Click viewport overlays button
  • View attachment 267252
  • Now click the new "Indices" checkbox
View attachment 267251



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
View attachment 267254


G2 - should be vertex 0
View attachment 267253
Hello Chokaphi,

It seems that my DAZ studio produces the same files as the one of Orihimehr ...

# Exported from DAZ Studio 4.22
mtllib Female_G2.mtl

# 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
v 10.4516 134.57901 11.040998
v 9.2723808 135.155 11.445699
v 10.650701 135.36299 10.6237
v 10.8255 134.827 10.705899

# Exported from DAZ Studio 4.22
mtllib Female_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
v 0 164.276 11.2041
v 0 163.27901 9.6935911
v 0 156.757 3.5140703
v 0 90.979301 -4.0320101
v 0 160.51898 9.2808199
v 0 160.66 9.3865814
v 0 161.414 9.3900814
v 0 161.62199 9.379981
v 0 161.595 8.9170504
v 0 161.72301 9.0516596

As the ones of Orihimehr they have also the same size: 2.1 Mb for G2 and 1.6Mb for G8
I put the files in attachments as .txt so you can try them on your setup if you have time.

Re-importing then in DAZ via Morph Loader was successful with one more comment for G8: "No deltas for morph, skipping node."
Both G2 and G8 are basic Female without morph.
 

Attachments

  • Female_G8.txt
    1.6 MB · Views: 0
  • Female_G2.txt
    2.1 MB · Views: 0
  • G8_DAZ_Import.png
    G8_DAZ_Import.png
    4.1 KB · Views: 0
Hello Chokaphi,

It seems that my DAZ studio produces the same files as the one of Orihimehr ...

# Exported from DAZ Studio 4.22
mtllib Female_G2.mtl

# 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
v 10.4516 134.57901 11.040998
v 9.2723808 135.155 11.445699
v 10.650701 135.36299 10.6237
v 10.8255 134.827 10.705899

# Exported from DAZ Studio 4.22
mtllib Female_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
v 0 164.276 11.2041
v 0 163.27901 9.6935911
v 0 156.757 3.5140703
v 0 90.979301 -4.0320101
v 0 160.51898 9.2808199
v 0 160.66 9.3865814
v 0 161.414 9.3900814
v 0 161.62199 9.379981
v 0 161.595 8.9170504
v 0 161.72301 9.0516596

As the ones of Orihimehr they have also the same size: 2.1 Mb for G2 and 1.6Mb for G8
I put the files in attachments as .txt so you can try them on your setup if you have time.

Re-importing then in DAZ via Morph Loader was successful with one more comment for G8: "No deltas for morph, skipping node."
Both G2 and G8 are basic Female without morph.
Can you give me a screenshot of your Daz export settings? Here are mine.

I think you do not have "Write Normals" checked since I don't see them in your file, byt that does't break conversions. I'm hoping there is a setting that I thought was unimportant that is causing the explosions

Also in the plugin you are Clicking on the Female Converter and not the Male Converter right?
1711842978490.png
 
Last edited:
Can you give me a screenshot of your Daz export settings? Here are mine.

I think you do not have "Write Normals" checked since I don't see them in your file, byt that does't break conversions. I'm hoping there is a setting that I thought was unimportant that is causing the explosions

Also in the plugin you are Clicking on the Female Converter and not the Male Converter right?
View attachment 350545
Indeed, "Write normals" was missing and checking this parameter doesn't solve the problem.
But now the size of the files are 3.4Mb for G2 and 2.6Mb for G8.
I put the new files in attachments. Can you check the files on your setup to see if the problem comes from DAZ or from the pulgin in Blender?
 

Attachments

  • DAZ_Export.png
    DAZ_Export.png
    25.7 KB · Views: 0
  • Female_G2.txt
    3.3 MB · Views: 0
  • Female_G8.txt
    2.6 MB · Views: 0
Can you give me a screenshot of your Daz export settings? Here are mine.

I think you do not have "Write Normals" checked since I don't see them in your file, byt that does't break conversions. I'm hoping there is a setting that I thought was unimportant that is causing the explosions

Also in the plugin you are Clicking on the Female Converter and not the Male Converter right?
View attachment 350545
Hello Chokaphi,

In order to investigate de source of the problem, could you send me a DAZ OBJ export of a Basic G8 Female (no morph)?
I will compare it with the mine and try to find out the cause of the difference.

Best Regards,

Dorian
 
Unfortunately it still doesn't work for me I follow your instructions but now always do it with Auto-Fit even if it can sometimes take a little while then load the obj with your software repair eyes and mouth here and export again with your software and follow your instructions normally.

For textures I use these instructions

And for the pose this source
 
I have been trying to trace why some can use the plugin while it fails for others. I have finally replicated the issue by using Blender in an Virtual Machine.
Same Blender version, Base PC, same OS just one virtual and one not. The root cause seems to be Blender is inconsistent bitch...

So one of the steps we do is Subdivide the Source Model, this provides more vertices and helps smooth the mesh for conversion. Blender is not creating the same vertex order when you use the subdivide function.
So say you have a G8 source:
Stock is 16,560 verts
We subdivide and new verts are created:
New model has 262,513 verts

Blender is not consistently creating the verts in the same order on different systems.

I am still deciding what I can do to work around this issue. I may just give up using subdivision, it helped smooth the transfers but slows transfers down and makes the database larger. I would have to recreate every characters data from scratch thou so FML
 
Back
Top Bottom