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By JC Weatherby - 10 Years Ago
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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!

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By Lord Ashes - 10 Years Ago
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Nice. However, keep in mind that any iClone character with DAZ Hair cannot be re-sold as per the DAZ EULA.
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By JC Weatherby - 10 Years Ago
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sw00000p (9/10/2015)
JC Weatherby (9/10/2015) I 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/1. Export Mesh 2. Use a "Lattice Modifier" to conform clothing from your DAZ characters onto your CC characters Blender has a "FREE" lattice modifier! ;)Kind Regards,sw00000p
Looks like a good way to make the clothes fit if they don't fit.
You still have to parent the clothing to the skeleton, do some weight-mapping, then transfer the weights (from the base character mesh) to the clothing mesh... And then, of course, run it back through 3DX with rigging intact. I posted about attempting to Round-trip CC characters through Blender and back to iClone. It's a major headache. See this post: https://forum.reallusion.com/FindPost252658.aspx
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By vidi - 10 Years Ago
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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
Why do you not export the Hair from DAZStudio as obj File?
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By JC Weatherby - 10 Years Ago
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vidi (9/11/2015)Why do you not export the Hair from DAZStudio as obj File?
Short Answer: In DAZ, once an object like a COAT is attached to you character, you cannot export it separately. Even with the object you want selected like so - "COAT" in this example:

You get the whole character in 3DX. Notice the Scene Tree... The top level object is the COAT... but the entire character mesh is present:

Perhaps I've missed a step.
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By vidi - 10 Years Ago
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Short Answer: In DAZ, once an object like a COAT is attached to you character, you cannot export it separately You you need select ignore invisible nodes in the exportsetting .
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By JC Weatherby - 10 Years Ago
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vidi (9/11/2015)
Short Answer: In DAZ, once an object like a COAT is attached to you character, you cannot export it separately You you need select ignore invisible nodes in the exportsetting .
I get the same results with that option selected or not selected.
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By vidi - 10 Years Ago
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indeed very strange, because for me it works :hehe:
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By wendyluvscatz - 10 Years Ago
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If you have Carrara you can use attach skeleton to dress your imported CC FBX then re-export it for 3dxcange
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By prabhatM - 10 Years Ago
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JC Weatherby (9/11/2015)
vidi (9/11/2015)
Short Answer: In DAZ, once an object like a COAT is attached to you character, you cannot export it separately You you need select ignore invisible nodes in the exportsetting . I get the same results with that option selected or not selected. Simply UNPARENT the coat. Delete everything except the coat and export. Don't save the file.
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By CaseClosed - 10 Years Ago
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wendyluvscatz (9/11/2015) If you have Carrara you can use attach skeleton to dress your imported CC FBX then re-export it for 3dxcange
:D! This sounds exciting, but I just want to clarify, because Carrara costs money :). You can import a CC character as an FBX into Carrara, then dress it with DAZ clothing, then export the character, with the clothing (or the clothing alone if you want?) and back into 3DX to use on your CC character in iClone?
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By JC Weatherby - 10 Years Ago
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CaseClosed (9/11/2015)
wendyluvscatz (9/11/2015) If you have Carrara you can use attach skeleton to dress your imported CC FBX then re-export it for 3dxcange:D! This sounds exciting, but I just want to clarify, because Carrara costs money :). You can import a CC character as an FBX into Carrara, then dress it with DAZ clothing, then export the character, with the clothing (or the clothing alone if you want?) and back into 3DX to use on your CC character in iClone?
@wendyluvscatz -- Yes, please clarify! :)
P.S. - Yes, that's just what I want to do - go spend another $170 for a complete 3D package that (might?) enable me to do what Character Creator should do BY DEFAULT ;) Oy... RL, get with the program!
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By vidi - 10 Years Ago
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I would still wait to buy carrara.DAZ makes often huge Discounts on Carrara pro and you can buy it for under $50
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By wendyluvscatz - 10 Years Ago
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Carrara is my program of choice but I am sure you could do the same thing in Blender, I just do not know how. It is simply adding the clothing obj (and it is has to be a mesh or unrigged prop) to the characters rigging. What one does is select the characters root bone usually RL pelvis and the clothing mesh holding shift and go to animation attach skeleton, the clothes in position now shares the characters rigging. It has to be sized to fit prior to doing this and afterwards some weight brushing in the vertex room may be required. The same thing in DAZ studio would be similar to using the transfer utility except DS will not import the FBX in a useable form. I a, certain there are many programs you could in fact do this in, many free, I just am used to Carrara, Cheap or free Metasequoia, Anim8tor and others may also do it I do not know as do not use them.
There is another one spoken of called Boner3D, the name is certainly attention grabbing, it is apparently no longer in development. I find this sad as I am sure many would love a boner.
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By wendyluvscatz - 10 Years Ago
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https://forum.reallusion.com/Dialogs/SharePost.aspx?PostID=252753 Has some answers on how to do it in Blender.
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By vidi - 10 Years Ago
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It is simply adding the clothing obj (and it is has to be a mesh or unrigged prop) to the characters rigging. What one does is select the characters root bone usually RL pelvis and the clothing mesh holding shift and go to animation attach skeleton, the clothes in position now shares the characters rigging.
I have tested some things , but I get it not to work. The Export Button is greyed out if I want export now Character with the Cloth. If I it parent the CC Hirachy now with dress (for to export all ) I get it not properly in 3D xchange . Also detach and attach skeleton do not work, because I can not attach the whole skeleton any more . Carrara has very strange and limited Rigging workflow for my taste .Also Re Export as FBX with auto converted, I get only a Error message and xdxchange do not import Now I have not Ideas more. Wendy worked it for you ? :)
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By CaseClosed - 10 Years Ago
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wendyluvscatz (9/11/2015) Carrara is my program of choice but I am sure you could do the same thing in Blender, I just do not know how. It is simply adding the clothing obj (and it is has to be a mesh or unrigged prop) to the characters rigging. What one does is select the characters root bone usually RL pelvis and the clothing mesh holding shift and go to animation attach skeleton, the clothes in position now shares the characters rigging. It has to be sized to fit prior to doing this and afterwards some weight brushing in the vertex room may be required. The same thing in DAZ studio would be similar to using the transfer utility except DS will not import the FBX in a useable form. I a, certain there are many programs you could in fact do this in, many free, I just am used to Carrara, Cheap or free Metasequoia, Anim8tor and others may also do it I do not know as do not use them.
There is another one spoken of called Boner3D, the name is certainly attention grabbing, it is apparently no longer in development. I find this sad as I am sure many would love a boner.
Wendy, you're such a tease LOL. Can I ask you, have you actually added clothes in Carrara, with weighting, etc, and re-exported to 3DX, then into iClone, with the clothes on an avatar, as a separate, but rigged, mesh?
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By wendyluvscatz - 10 Years Ago
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CaseClosed (9/12/2015)
wendyluvscatz (9/11/2015) Carrara is my program of choice but I am sure you could do the same thing in Blender, I just do not know how. It is simply adding the clothing obj (and it is has to be a mesh or unrigged prop) to the characters rigging. What one does is select the characters root bone usually RL pelvis and the clothing mesh holding shift and go to animation attach skeleton, the clothes in position now shares the characters rigging. It has to be sized to fit prior to doing this and afterwards some weight brushing in the vertex room may be required. The same thing in DAZ studio would be similar to using the transfer utility except DS will not import the FBX in a useable form. I a, certain there are many programs you could in fact do this in, many free, I just am used to Carrara, Cheap or free Metasequoia, Anim8tor and others may also do it I do not know as do not use them.
There is another one spoken of called Boner3D, the name is certainly attention grabbing, it is apparently no longer in development. I find this sad as I am sure many would love a boner.Wendy, you're such a tease LOL. Can I ask you, have you actually added clothes in Carrara, with weighting, etc, and re-exported to 3DX, then into iClone, with the clothes on an avatar, as a separate, but rigged, mesh? not to CC but iclone characters like Gwyn I have mind you have had issues as iclone recognizes them as standard characters which mucks up transforms but these new ones do not do this so gonna revisit the idea certainly it works on third party stuff like makehuman etc
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By wendyluvscatz - 10 Years Ago
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I had issues again, firstly you cannot save a preset for retargeting for a Character Creation avatar and trying to accept import dialogue error ed out the clothes conform has two bone separate hierarchies for upper lower so a dress you do not weight the bottom which suits softcloth anyway but other outfits need to be separates so I would have to manually do all the facial bones in expression editor sadly the skirt I broke up into sections to stay below 20K limit but that made the cloth sim rather messy
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By JC Weatherby - 10 Years Ago
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Oh boy... As a general note, I would ask people not to post recommendations based on speculation or conjecture. Even our best educated guesses can get us into trouble as interoperability between 3D packages is usually unreliable.
Please only offer solutions you have tested and proven yourself, and please give detailed notes on your process. That will save everyone a lot of time and headache.
Thanks.
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By Lord Ashes - 10 Years Ago
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vidi (9/11/2015) indeed very strange, because for me it works :hehe:
When I select items in DAZ I also get the export for that item. But you can try exporting in FBX (which 3DXchange will also accept) and there you have an option for Don't Export Invisible Meshes (or some similar option). If you first make all your other objects invisible (by clicking the eye icon in DAZ) then you should only export the desired (visible) object. I know this technique definitely works because I used it to shrink wrap my G5 characters.
Shrink Wrap:
1. Export a character from iClone to DAZ as OBJ 2. Add DAZ figure to project 3. Use transfer utility to make DAZ thing that the iClone character is clothing for the DAZ figure 4. Use the more obvious body morphs on the DAZ character which will cause the corresponding change in the DAZ clothing (i.e. the iClone character) 5. Set DAZ character as invisible 6. Export as FBX (so that you have the Ignore Hidden Meshes option) 7. Re-import into iClone
The process is a bit more complicated, actually, because the DAZ studio figure and the iClone figures don't line up exactly so the morphing does not affect the iClone character properly. However, with some adjustments in 3DXchnage, the shrink wrap process works. You can see the results in my G5 Chuck Less Fit Pack (http://city.reallusion.com/ContentPreview.aspx?i=JICc76a58a68a3f69784) and my G5 Chuck More Fit Pack (http://city.reallusion.com/ContentPreview.aspx?i=JIC1ba33a892ed7c1dc8).
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By Lord Ashes - 10 Years Ago
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CaseClosed (9/11/2015)
wendyluvscatz (9/11/2015) If you have Carrara you can use attach skeleton to dress your imported CC FBX then re-export it for 3dxcange:D! This sounds exciting, but I just want to clarify, because Carrara costs money :). You can import a CC character as an FBX into Carrara, then dress it with DAZ clothing, then export the character, with the clothing (or the clothing alone if you want?) and back into 3DX to use on your CC character in iClone?
I have not played with Blender too much but I know that Blender does import FBX version of iClone characters without a problem. So Blender might be a free solution (as opposed to Carrara). From what I have read, but have not tried, Blender has a Shrink Wrap option where you can conform mesh to another, so you should be able to use that to make conforming clothing.
The alternative, if you are okay with manipulating existing meshes to make new clothing, is to export your iClone mesh using Export Mesh in 3DXchange (this makes an OBJ file), then using whatever editor to edit the mesh, and then reimporting the new mesh using the Replace Mesh in 3DXchange. This works as long as you don't change the number of vertices in the mesh (i.e. can add or remove parts of the mesh). In such a case, you can make different modifications to the original mesh and save them as OBJ files. Next load the original mesh in DAZ, load the modified OBJ files as Morphs and you will get sliders that will transform the original mesh to the various changed meshes. Now you can use DAZ to apply a bit of that, a little of this and so on until you are happy. When you are happy, export out as OBJ file (that should work since you will have no other objects in the project) and the use the Replace Mesh in 3DXchange to re-apply it to the iClone bone structure.
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By CaseClosed - 10 Years Ago
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Lord Ashes (9/13/2015)Shrink Wrap: 1. Export a character from iClone to DAZ as OBJ 2. Add DAZ figure to project 3. Use transfer utility to make DAZ thing that the iClone character is clothing for the DAZ figure 4. Use the more obvious body morphs on the DAZ character which will cause the corresponding change in the DAZ clothing (i.e. the iClone character) 5. Set DAZ character as invisible 6. Export as FBX (so that you have the Ignore Hidden Meshes option) 7. Re-import into iClone The process is a bit more complicated, actually, because the DAZ studio figure and the iClone figures don't line up exactly so the morphing does not affect the iClone character properly. However, with some adjustments in 3DXchnage, the shrink wrap process works. You can see the results in my G5 Chuck Less Fit Pack ( http://city.reallusion.com/ContentPreview.aspx?i=JICc76a58a68a3f69784) and my G5 Chuck More Fit Pack ( http://city.reallusion.com/ContentPreview.aspx?i=JIC1ba33a892ed7c1dc8).
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!!
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By Lord Ashes - 10 Years Ago
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vidi (9/12/2015)
It is simply adding the clothing obj (and it is has to be a mesh or unrigged prop) to the characters rigging. What one does is select the characters root bone usually RL pelvis and the clothing mesh holding shift and go to animation attach skeleton, the clothes in position now shares the characters rigging.
I have tested some things , but I get it not to work. The Export Button is greyed out if I want export now Character with the Cloth. If I it parent the CC Hirachy now with dress (for to export all ) I get it not properly in 3D xchange . Also detach and attach skeleton do not work, because I can not attach the whole skeleton any more . Carrara has very strange and limited Rigging workflow for my taste .Also Re Export as FBX with auto converted, I get only a Error message and xdxchange do not import Now I have not Ideas more. Wendy worked it for you ? :)
As far as I know, you cannot modify CC Cloth in this manner. In 3DXchange you can export the CCCloth layer (if it is the only layer selected) but if you make changes to it and then Replace Mesh the changes, they will appear in 3DXchange but not in iClone. Having said that I am not sure what happens if you export the all the layers individually, modify them, gather them all together, re-rig them to an iClone bone structure and run that through 3DXchange to re-import them. However, I am dubious that this will work if the Replace Mesh does not work. I have seen people post that the CCCloth works on morphs and thus it cannot be edited directly outside. Not sure what that means. If you deform a mesh you have just created a morph so as long as you don't add or subtract from the mesh, it should be possible to create different clothing using a morph system. I am suspecting that RL has blocked this intentionally because it they will be launching the CC PIPELINE which will enable us to modify CCCloth.
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By CaseClosed - 10 Years Ago
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Lord Ashes (9/13/2015)...to make new clothing, is to export your iClone mesh using Export Mesh in 3DXchange (this makes an OBJ file), then using whatever editor to edit the mesh, and then reimporting the new mesh using the Replace Mesh in 3DXchange. This works as long as you don't change the number of vertices in the mesh (i.e. can add or remove parts of the mesh). In such a case, you can make different modifications to the original mesh and save them as OBJ files. Next load the original mesh in DAZ, load the modified OBJ files as Morphs and you will get sliders that will transform the original mesh to the various changed meshes. Now you can use DAZ to apply a bit of that, a little of this and so on until you are happy. When you are happy, export out as OBJ file (that should work since you will have no other objects in the project) and the use the Replace Mesh in 3DXchange to re-apply it to the iClone bone structure.
Can you also load the morphs (OBJs) into 3Dxhange and use the puppet tool to morph between them in iClone?
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By vidi - 10 Years Ago
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As far as I know, you cannot modify CC Cloth in this manner. In 3DXchange you can export the CCCloth layer (if it is the only layer selected) but if you make changes to it and then Replace Mesh the changes, they will appear in 3DXchange but not in iClone. Having said that I am not sure what happens if you export the all the layers individually, modify them, gather them all together, re-rig them to an iClone bone structure and run that through 3DXchange to re-import them. However, I am dubious that this will work if the Replace Mesh does not work. I have seen people post that the CCCloth works on morphs and thus it cannot be edited directly outside. Not sure what that means. If you deform a mesh you have just created a morph so as long as you don't add or subtract from the mesh, it should be possible to create different clothing using a morph system. I am suspecting that RL has blocked this intentionally because it they will be launching the CC PIPELINE which will enable us to modify Cloth. Maybe you have misunderstood, :)I wrote not about CC Cloth. I wanted bind a additional mesh to a skeleton. In Maya it seems to work , but I can not export because I have only the LT Version for testing.
Can you also load the morphs (OBJs) into 3Dxhange and use the puppet tool to morph between them in iClone?
yes that is what we have since iclone 5 ,but it is not really the best solution , so I hope we get better Tools finally :)
I have also a Tutorial :D
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By urbanlamb - 10 Years Ago
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vidi (9/13/2015)
Maybe you have misunderstood, :)I wrote not about CC Cloth. I wanted bind a additional mesh to a skeleton. In Maya it seems to work , but I can not export because I have only the LT Version for testing. yes that is what we have since iclone 5 ,but it is not really the best solution , so I hope we get better Tools finally :)
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. I think by christmas we may have an option to import clothing into the CC that we made etc and then make our own substances when I saw the set up of the thing a light bulb went off as to the motivation for them suddenly selling the substance designer kit at the very start it all started to make sense lol. Anyhow no reason why to not make clothes just add them on and re-export the avatar into the 3dexchange and stick him back in iclone. The only question to me would be if he is still morphable in his body but if I understand reallusions coding methods there is some id thing they include in the mesh or whatever and since that will not have been altered one would think he can still fit into the CC if you send him there from iclone.
Anyhow when i get done the hair I will find out I guess. :) (maybe tonight)
edit: Rampa posted a link to a site I just tried its very cool https://clara.io/ I think you will get what you need from that site I just used it quickly to convert a file and it works very nicely the only thing you might need to delete the pose or clear it. Better then Maya LT :)
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By CaseClosed - 10 Years Ago
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I have also a Tutorial :D
:D!
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By sjonesdc - 10 Years Ago
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Can one import and use Daz Poses in the form of a .duf file????
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By vidi - 10 Years Ago
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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
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By sjonesdc - 10 Years Ago
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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???
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By vidi - 10 Years Ago
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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.
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By Lord Ashes - 10 Years Ago
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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.
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By Lord Ashes - 10 Years Ago
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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.
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By CaseClosed - 10 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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By sjonesdc - 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,
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By Draian63 - 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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By JC Weatherby - 10 Years Ago
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@Draian63 - Looking good :)
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By JC Weatherby - 10 Years Ago
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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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