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RFilms
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RFilms
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 72,
Visits: 487
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That's confusing but I got your point. I still love how CC handles the conversion, very smooth with no seem-breaking :)
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Kelleytoons
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Kelleytoons
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 9.2K,
Visits: 22.1K
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It's a good question - why diffuse and not normals? I thought about that myself. Diffuse, of course, are inside of FBX files. As is the UV coordinates. Normals are not. So it's possible the dev just went ahead and used the UVs found there and, knowing this was Transformer (and thus Genesis) used the UVs of the Genesis figures for the rest of the maps that had to be "found" (somewhat unscientifically -- I'm writing a routine which finds them much better but even IT has to make some assumptions at times). So I guess that's the answer -- an assumption made that should not be made. But in the RL dev's defense, Daz is a VERY weird program, and not only do the devs follow absolutely NO standards when it comes to their files, even Daz itself is full of many different possibilities and cobbled together items. Which is most likely why they say the new version, 5.0, won't even support the majority of Daz scripts (and possibly not even Daz legacy items, although that would be hard to understand).
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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RFilms
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RFilms
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 72,
Visits: 487
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That's a bummer :P Thank you so much Kellytoons. Though it correctly converted diffuse map to CC uvmaps, i wonder why not normals. But that's fine. I can actually make better bormals in zbrush and more realistic fabric with skingen (as the fabric is actually his skin technically ;) )
Have a great day mate!
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Kelleytoons
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Kelleytoons
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 9.2K,
Visits: 22.1K
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Yeah, this is why I always advise folks to check with me before they buy anything from Daz. This guy is the worst case scenerio from Daz (well, actually the 8.1 figures are the worst case but for much the same reason). The dev, Joe Quick, uses a custom UV map for a Genesis figure. CC3 isn't designed to work with those. Worst, even trying to use, say, SkinGen to put a Genesis map onto the remapped CC3 avatar won't work, because CC3 expects it to follow the same UV mapping as any "normal" Genesis figure. Just to be clear - we're not always talking odd, non-human types like this that have "normal" mapping. There are puppets, monsters, all kinds of creatures that Daz devs who are well-behaved use Genesis mapping conventions for. It's just that some don't, and Joe is one of them. Now, the good news is you CAN bring this character in correctly to iClone, if that's your ultimate goal, using 3DX. Just drag and drop the FBX into 3DX and it will convert him to a Genesis 8 figure (NOT a CC3 one, you have to remember). Then send him to iClone and there you can load in all the maps he's missing (he has a few others than just the normals depending on what version of him you want). All will be well and it will animate like a Gen 8 figure (just not a CC3 one). Again, if you want to buy something and have any concerns about it just ask me first. Unless it's VERY new I can most likely check it out for you in advance and tell you of any issues you might find.
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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RFilms
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RFilms
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 72,
Visits: 487
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Thanks :) See this one if you have? https://www.daz3d.com/teddy-bear-for-genesis-8-malei might buy more to save time but now i'm a little afraid if they really work well with CC.
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Kelleytoons
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Kelleytoons
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 9.2K,
Visits: 22.1K
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Let me know exactly what item(s) you're talking about. My Python script works with a lot of things, but there are some devs who even fool me. Having some items that definitely don't work always helps (a link to the Daz page is always the best).
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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RFilms
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RFilms
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 72,
Visits: 487
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Well, i'm sorry but by Destination folder, i meant exactly this it's the DAZ CONTENT/RUNTIME/TEXTURES/WHEREVER THOSE ARE LOCATED folder Didn't work but will go through your channel in depth this weekend for sure. I might get a solution there OR if possible, PLEASE make a video to properly rename the textures in RUNTIME, re-placing them accordingly, and importing character with proper maps through Transformer. Will really appreciate it as I must be doing something wrong.
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Kelleytoons
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Kelleytoons
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 9.2K,
Visits: 22.1K
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It's not the "destination" folder, it's the DAZ CONTENT/RUNTIME/TEXTURES/WHEREVER THOSE ARE LOCATED folder that needs to have the right names for the textures. I know it's a bit complicated, but if you do follow my channel there are some examples listed there. If you also let me know exactly what Daz item you are trying to fix I can be of more help.
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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RFilms
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RFilms
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 72,
Visits: 487
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Kelleytoons (7/13/2021) Yes, there is a naming convention but it's nothing you can do anything about.
It has to do with where the maps are placed and how THEY are named. If the maps are all in the same directory (specifically, the same as the diffuse maps) AND share a name that makes sense (like if the diffuse is "Face.diffuse" and the normals is "Face.normal") then they get applied properly. Otherwise it's a crapshoot.
Ok, so i tried this by re-naming maps in daz character's destination folder with proper naming (from face-base-n1 to face-base-normal and so on), re-assigning to character, exporting fbx and importing by Transformer to CC. IT DIDNT WORK :( i still get only diffuse. So i guess naming is perhaps hardcoded somewhere or am i doing it wrong?
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RFilms
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RFilms
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 72,
Visits: 487
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Hi Kelly, Thank you very much for your reply. After posting this, i actually searched for this topic and found your youtube channel. Excellent stuff my friend. I'll try testing the naming thing and see if it works..
Cheers!
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