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Cinema 4D F.A.Q (Updated: 2007 Jul 13 6:44 pm)
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Subject: Anyone Importing DAZ Genesis Characters Into C4D That Were Exported From DAZ Stu
I've see mention of a plugin at DAZ 3D that exports their charactes into FBX format for use in C4D at the following page:
Has anyone imported characters from DAZ Studio that were exported with this plugin? Wondering what peoples experiencs are in using this. In particular for use of the new DAZ character model called Genesis. If somene has pleae indicate the version of C4D you are using for these imports. I am using C4D R12. Thanks in advance.
The only experience I have is exporting Genesis using the Collada export from DAZ Studio. Default settings seem to leave materials very shiny and the transparency seems broken.
My recent test was in R13 Visualise, but I think the results were similar back when I tried it with R12.
Even at version 4, my impressions of DS are still quite lukewarm; feels clunky and disorganised. I think I'll be sticking with my aging Poser and InterPoser Pro for the moment.www.CambrianMoons.com
I played with the FBX exporter during its 30 day trial period. All imports were into the R13 Demo.
It seems to work as well as expected. The transmaps for eyelashes had to be cut from the transparency channel and pasted into the alpha channel, for example. But it got the basic diffuse, bump, displacement maps correct.
The rig was simplified by the time it got to C4D, but only a c4d exporter or a DSF importer would solve that!
I think because of the new rigging in R13 there was no IK. With only FK on the rig you'd go insane doing more than minor tweaks.
I can't remember any real difference between FBX and Collada. Perhaps if I had tried animation then FBX would shown its advantages.
(There were a couple of updates of DS4 where Collada was broken, but its working again in the latest build.)
Thanks everyone for the feedback. A while back I used to import Poser characters and C4D objects into Vue and do my renders from inside Vue. I recently started checking the integration of Vue xStream into C4D and am thinking of doing more final scene work inside of C4D now. The one main part missing now are the Poser characters. I thought about Daz 3D Genesis toon as well so that's why I was asking about it.
I used to import Poser characters (.psz files) into Vue and manipulate them quite well within Vue. I don't think C4D can read the Poser file format of .psz because when I try to I get an error. So I guess I need a plugin to give me comparable flexibility to what I have when I import Poser items into Vue?. What is the best tool to import Poser characters into C4D that will allow me to work with them as easily as I could when I imported them into Vue?
Quote - What is the best tool to import Poser characters into C4D that will allow me to work with them as easily as I could when I imported them into Vue?
I use InterPoser Pro in all my C4D / Poser images. Worth trying out the demo version with your demo C4D:
Quote - Thanks in advance, prixat, I really appreciate your help! :-)
sorry for the delay, I had problems installing to a new machine.
Going from XPpro-32 to w7-64 seems to break a few things in DS4 including the collada export. ...but I got another 30 days of FBX.
Check out the plugin Kobold Charakteranimation for Cinema 4D! They have imported Victoria 3 to Cinema 4D and it runs with their own rig. Their rig has none of the shortfalls we know from Poser, just incredible! They have a Morph-Room where they organized several hundred morphs, I did not know before I tried this how many wonderful DAZ morphs there are. I mailed them and they gave me a somewhat limited trial version.
Find the material that's covering the eye. It's called something like 'Eye Moisture' or maybe 'Cornea', depending on your FBX settings etc..
It will need reducing to a simple transparency. In general, all the materials had to have the specular width reduced by more than half!
If you show the material settings we can get more specific.
daz studio seems to import via fbx to c4d quite well, there has been the odd positional error of props that i had made and parented to figure not coming in properly placed but i bet i hadnt placed the axis in the centre of the prop doh - its just the textures that seem to take forever (and assigning them) thats the killer for me at the momentA cleaved head no longer plots.
For non genesis figures I am using interposer pro.
for genesis it just easier for me to use the Daz obj exporter with the "collect textures" option and back in C4d use rip tide pro to import.
This may not be an option for most who have upgrade beyond R11.5 (I have not)
as Riptide stopped development after that version I am told.
I dont know the current state of the R16 obj importer regarding texture handling etc.
I am using the built in FBX exporter in Daz Studio 4.7. and then importing in to C4d R15 on Mac. After much experimentation I have managed to sort out the texturing issues most people seem to experience. I am also able to get a full range of face, hair and tongue morphs using the following morph export rules:
I'm not sure What CTRLVS does as removing it seems to have no effect.
The problem is when it comes to full body pose morphs. For example, if I use the rule 'Arms' I get the pose controls Arms up, Arms forward etc. However they only affect the mesh and not the joints. Also using more than one at a time causes strange distortions. Is there a particular command that needs to be entered to get the morphs to conform to the skeleton? or is this just a limitation when importing to C4D?
I have searched extensively online for a list of Morph Export Rules but no one seems to have posted one. I have found people suggesting the rule 'arms.CTRL' but this doesn't seem to do anything for me. I believe this kind of command may be for older versions.
Something else I have noticed is that the rule 'head' needs to be completely lower case in order to work. Trying the rule 'arms' or 'hands' does nothing, for it to do anything it must be 'Arms' or 'Hands' (capitalised as it appears in the pose control menu in Daz). Conversely using the rule 'Head' does nothing, is there something that I am just not getting here? This appears to be a very odd naming convention.
Any help would be greatly apreciated. Thanks.
have found that in daz studio if you click on the gear icon of the morph you are currently using it brings up a new dialog and on this it shows the the morph used to put in the export rules :) so just manually add this at time of export
JOBS A GOOD UNA cleaved head no longer plots.