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JC Weatherby
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JC Weatherby
Posted 10 Years Ago
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Group: Forum Members
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sjonesdc (9/13/2015) Can one import and use Daz Poses in the form of a .duf file????Poses and animations coming into iClone via 3DX have to be imported using the FBX file format. Same for out-bound poses-animations.
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JC Weatherby
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JC Weatherby
Posted 10 Years Ago
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Group: Forum Members
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@Draian63 - Looking good :)
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Draian63
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Draian63
Posted 10 Years Ago
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JC Weatherby (9/10/2015)
I assume you have a working knowledge of iClone / 3DX / CC and know how to use and export characters from DAZ. IN 3DX6: 1: Open DAZ character with hair-accessories-clothing already on it in 3DX6 2. Select the mesh you want to save in the Scene Tree 3. In the Replace Mesh (V) Panel, select Export Mesh (Y-up). This will export the mesh object as .obj 4. Open the saved .obj 5. In the Normal Panel, select Auto Smooth. This smooth out your verteces so they look natural when you get them into iClone. 6. Export as .iProp IN ICLONE 6: 1. Place your CC character on the stage. 2. Import your .iProp 3. Move/scale into the position you want 4. "Attach" as appropriate. 5. Adjust colors-texture, etc, as necessary. Currently there is no way to conform clothing from your DAZ characters onto your CC characters - but at least you can get them saved when the conform feature becomes available. Let me know what issues you run into with this. Thanks!  Hi JC Weatherby I was inspired by your experience... so I tried following your steps with DAZ shoes as, as well as, hair RL is not providing much choices... (maybe for now!) https://www.youtube.com/watch?v=btoUqTI9HpY
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sjonesdc
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sjonesdc
Posted 10 Years Ago
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vidi (9/13/2015)
I wanted to know if these can be used in iClone via 3Dxchange??? Yes that will work . in DAZ stored the Poses as Keys in the timeline and export Genesis as FBX . Animation option must be selectetd in the exportmenue . In 3D xchange you can extract the Poses in the Performeditor and send to iclone. Thank you vidi,
sjonesdc :hehe:
STILL LEARNING!!!

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CaseClosed
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CaseClosed
Posted 10 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
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Lord Ashes (9/14/2015)
CaseClosed (9/13/2015) Hi LA :) Your links are not working for me "Content not found" I am a little confused by your tutorial description. Please forgive me. Couple of questions... Are you importing a G5 character mesh into DAZ, and then matching a DAZ figure as closely as you can to the G5 body, so that the clothes come as close to fitting as you can get them? Then you export the clothes by themselves? Thanks!! Corrected Links: Chuck More Fit Pack and Chuck Less Fit Pack (This time I tested them and they worked at the time of this post) The Shrink Wrap is a method that allows some of the DAZ body morphs to be applied to iClone characters (i.e. instead of creating a iClone chubby body mesh from scratch you use the existing DAZ body morph). Basically you take an iClone character, align it with a DAZ character, import the iClone character into DAZ, add a DAZ figure and then convince DAZ that the iClone character is clothing for the DAZ figure. Since DAZ clothing is conforming, when you then change the body shape of the DAZ figure it will automatically change the shape of the clothing that the DAZ figure is wearing (in this case the iClone character), So, for example, if you make the DAZ figure fat, the clothing will stretch to accommodate that and the clothing (i.e. iClone character) will also become fat. Then all you do is export the iClone character and use the Replace Mesh option in 3DXChange. The technique works but it is limited to more significant body changes. If you make very subtle body changes the conforming clothing (i.e. iClone character) is not likely to adjust much. For example, I doubt you would get any changes if you adjusted facial morphs...it works more for things like fat, chubby, muscular, athletic, etc. The biggest trick is aligning the iClone character to the DAZ character because a DAZ character is usually taller than a iClone character and the arms (in a T-Pose) are not in the same position (iClone uses fairly straight arms while DAZ has the arms bent forward a bit). The alignment is important because when DAZ does the conforming clothing it bends meshes around the corresponding DAZ body part, so if you iClone arms are lower than the DAZ arms, any body modification to the arms will not get applied to the iClone character. Similarly the stance between an iClone character and DAZ character is a bit different. I don't recall which but one of them has the legs further apart. If you don't adjust for this then any body morphs applied to legs will not properly show up in the iClone character. The goods new is that once you figure of the adjustments that you need to apply to the iClone character to get it to align with the DAZ character, the values will always remain the same. So the next time you are making a different transformation, you can use the same adjustment values. Links are working :) Cool. Using an iClone character as clothes in order to reshape? Nice! Very very clever!!
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Lord Ashes
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Lord Ashes
Posted 10 Years Ago
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Group: Forum Members
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urbanlamb (9/13/2015) I dont see why you can't make clothes in whatever software you like and use it on a CC avatar it will just act like the clothes that are from iclone previous versions and not conform but since we are making them from scratch we can conform them in the software. The problem with doing that is that you need an FBX version of the G6 or CC character in order to do this and you need to know how to re-rig the new mesh to the iClone bone structure. As far as I know this requires applying weight maps (or automatic weight maps) to the mesh to indicate how it will bend with the iClone bone structure. To get a FBX version of the G6 or CC character you need to have 3DXChange PIPELINE (PRO does not export FBX) or you need to use the 3DXChange PIPELINE Trial to export one. This process should work for a G6 character but it may not work for a CC character because it looks like changing CC meshes (such as CC clothing, CC eyeballs, etc) is prevented. For example, if you Export Mesh a CCCloth mesh, 3DXchange will allow it. If you modify such as mesh and use Replace Mesh to apply the modification to the CCCloth, 3DXchange accepts it and shows it. However, when you put the results into iClone, iClone does not show it. If you move back to 3DXchange, the mod will be there...back to iClone...no mod. I am guessing this is an intentional prevention so that RL can sell their CC PIPELINE edition software. This applies to the Export/Replace Mesh function. I have not tried to do the same by replacing the mesh in an FBX character and then re-importing the FBX character.
"We often compare ourselves to the U.S. and often they come out the best, but they only have the right to bear arms while we have the right to bare breasts" Bowser and Blue, Busting The Breast
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Lord Ashes
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Lord Ashes
Posted 10 Years Ago
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Group: Forum Members
Last Active: Last Year
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Visits: 1.6K
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CaseClosed (9/13/2015) Hi LA :) Your links are not working for me "Content not found" I am a little confused by your tutorial description. Please forgive me. Couple of questions... Are you importing a G5 character mesh into DAZ, and then matching a DAZ figure as closely as you can to the G5 body, so that the clothes come as close to fitting as you can get them? Then you export the clothes by themselves? Thanks!! Corrected Links: Chuck More Fit Pack and Chuck Less Fit Pack (This time I tested them and they worked at the time of this post) The Shrink Wrap is a method that allows some of the DAZ body morphs to be applied to iClone characters (i.e. instead of creating a iClone chubby body mesh from scratch you use the existing DAZ body morph). Basically you take an iClone character, align it with a DAZ character, import the iClone character into DAZ, add a DAZ figure and then convince DAZ that the iClone character is clothing for the DAZ figure. Since DAZ clothing is conforming, when you then change the body shape of the DAZ figure it will automatically change the shape of the clothing that the DAZ figure is wearing (in this case the iClone character), So, for example, if you make the DAZ figure fat, the clothing will stretch to accommodate that and the clothing (i.e. iClone character) will also become fat. Then all you do is export the iClone character and use the Replace Mesh option in 3DXChange. The technique works but it is limited to more significant body changes. If you make very subtle body changes the conforming clothing (i.e. iClone character) is not likely to adjust much. For example, I doubt you would get any changes if you adjusted facial morphs...it works more for things like fat, chubby, muscular, athletic, etc. The biggest trick is aligning the iClone character to the DAZ character because a DAZ character is usually taller than a iClone character and the arms (in a T-Pose) are not in the same position (iClone uses fairly straight arms while DAZ has the arms bent forward a bit). The alignment is important because when DAZ does the conforming clothing it bends meshes around the corresponding DAZ body part, so if you iClone arms are lower than the DAZ arms, any body modification to the arms will not get applied to the iClone character. Similarly the stance between an iClone character and DAZ character is a bit different. I don't recall which but one of them has the legs further apart. If you don't adjust for this then any body morphs applied to legs will not properly show up in the iClone character. The goods new is that once you figure of the adjustments that you need to apply to the iClone character to get it to align with the DAZ character, the values will always remain the same. So the next time you are making a different transformation, you can use the same adjustment values.
"We often compare ourselves to the U.S. and often they come out the best, but they only have the right to bear arms while we have the right to bare breasts" Bowser and Blue, Busting The Breast
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vidi
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Group: Forum Members
Last Active: Last Month
Posts: 10.8K,
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I wanted to know if these can be used in iClone via 3Dxchange??? Yes that will work . in DAZ stored the Poses as Keys in the timeline and export Genesis as FBX . Animation option must be selectetd in the exportmenue . In 3D xchange you can extract the Poses in the Performeditor and send to iclone.
------------------------------------------------------------------- liebe Grüße vidi
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sjonesdc
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sjonesdc
Posted 10 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 1.6K,
Visits: 9.6K
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vidi (9/13/2015) Not quite sure to have understood your question correctly, but you can export and import as fbx . because a duf is a inhouse DAZ Format
The reason for the question is there are poses for sale and they are in a .duf file. I wanted to know if these can be used in iClone via 3Dxchange???
sjonesdc :hehe:
STILL LEARNING!!!

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vidi
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Group: Forum Members
Last Active: Last Month
Posts: 10.8K,
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Not quite sure to have understood your question correctly, butyou can export and import as fbx . because a duf is a inhouse DAZ Format
------------------------------------------------------------------- liebe Grüße vidi
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