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Some general tips/tricks about Daz Gen 9 import into CC

Posted By Kelleytoons Last Year
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Kelleytoons
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Just a few videos I made recently about importing Daz Gen 9 figures into CC4:

https://www.youtube.com/watch?v=6PDDZZHgfQA&lc=UgxKW_ufb1XPt-wjMeR4AaABAg&ab_channel=MikeKelley
https://www.youtube.com/watch?v=UzREPWq3vAw&t=21s&ab_channel=MikeKelley
https://www.youtube.com/watch?v=b9tHZGQIOIE&ab_channel=MikeKelley



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Mike "ex-genius" Kelley
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With boots, it's not actually the hidden mesh issue.
It either has something to do with the way G9 presents shoes by default, or developer omission to properly identify shoes.
Thus confusing CC about the content type.

All you need to do, is, after applying boots reskin them with Figure > Transfer Utility with the following settings and you get a smooth transform in CC

https://forum.reallusion.com/uploads/images/0812c3e7-14f6-44fc-a562-30a0.jpg

All settings are default except those you need to set:
Source
Target
Item Shape
Projection Template
Set Content Type




Kelleytoons
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Yeah as I often say I know almost nothing about Daz - including even where to find that Transfer utility (in my Daz I don't have a "Figure" menu item.  Can you tell me exactly where to find it?)

It's weird though that just having a wrongly identified item would cause the entire import to fail so spectacularly (it comes in as a Cronenberg nightmare).  Why wouldn't just the shoes be wrong?  I think there's more to it than this.

Edit: Okay, found that transfer option, although in my version of Daz it doesn't have the same options as yours (it's missing "Consider Lines as Rigid" so I can't checkmark it).  But even without those extra options it does appear to work, so thanks!  I really should let all my followers (for some reason many thousands) know about this but I'll definitely credit it to you.

Still weird that THIS would crash the entire figure.  So even if it's wrong on the Daz end RL should clean this up on theirs.



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You can also get it by right-clicking on the Scene Tab, then Assets,Transfer Utility.
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Played with Manilekk tonight. Came up with slightly different routine.
The idea was to export in Geometry Editor mode which allows tentacles export while preserving the original shape for the most part.
Yeah, there is no substitution to graft scripting in CC, but at least it requires less effort to fit it onto the head.




Discovered a bug in a way. If you enable soft physics for the hair which has morphs, the morphs would stop working in both iClone and CC.
And there is no way to recover. So watch out...
You may load clothed Camila (from Template content) to the scene and check her hair morphs. Most of them do almost nothing. :ermm: :Whistling:
This was working in previous CC/iClone update. I loaded Camila I saved custom a couple of month ago and morphs are working fine.
Got to write it up in FT

Update: Problem with hair morphs was caused by setting Conformable Area. Once physics is activated after that and played, morphs are getting a permanent damage.




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Works Great in both - CC and iClone.

There is however something that needs to be handled.
RL does not allow white spaces in material names, while DAZ does.
(I think RL only allows letters, numbers and underscore in material names. Anything else is getting replaced with underscore)
As a result no textures for materials with white space in a name in .duf are applied.

https://forum.reallusion.com/uploads/images/40cde245-8e7d-45bd-a385-76ec.jpg

https://forum.reallusion.com/uploads/images/f6e79dd4-4ad7-464f-8e66-2a73.jpg
In the above, "Neck" has the texture, bu the "Jacket_Base" does not




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My script does check and fix that, Mr. G, but if you're finding it does not please let me know which Daz file in particular and I'll give it a check.

In particular the clothing routines had to be modified from my prop processing ones, and in the process I *may* have screwed up some things.  So far I'm finding about a 95% success rate (which is pretty high - even my prop processing will fail from time to time).  But I definitely want as much feedback as possible to fix this as well as I can (Daz developers are sometimes all over the board so sometimes it's almost impossible).



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Oh, and you said something about this working in CC4?

Honestly I didn't even know Python was IN CC4, let alone it could run my scripts.  However, since Pillow isn't installed in my CC4 Python (and since I'm completely confused as to where I'd even start doing that - my own tutorials show how to do it in iClone 7 but, again, I wasn't aware CC4 HAD Python) I'd appreciate just a heads up where to get started on that (I wish RL had gone with just ONE Python for all the common products because it's a pain to get them to all match up).



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Regarding the outfit I used. It was the Sci-Fi Captain outfit. I put it on Matt, saved it as .duf and used that to run the script.
Textures for materials which had an "_" like in the example I posted did not apply. All other with "straight" names did apply.

Regarding CC, yes they finally added support for API in CC with some update. The routine for installing PIP and the modules is pretty much the same as in iClone 7 or 8.
The only difference is, that the name of the executable and location is:

C:\Program Files\Reallusion\Character Creator 4\Bin64\CharacterCreatorpy.exe

So the Path in Environment is needed for convenience and then:

CharacterCreatorpy.exe C:\Program Files\Reallusion\Character Creator 4\Bin64\scripts\Python\get-pip.py
CharacterCreatorpy.exe -m pip install pillow


And then the same way other modules install goes...






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