Moving tS objects to DAZ

Fostman2
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Moving tS objects to DAZ

Post by Fostman2 »

I am stuck. I want to move my Truespace characters to Daz. I export it as dae files. Tried different settings. The new Daz can import dae files, but puts the skeleton outside the character in a weird shape (coloured crosses), but with the right bone names. In tS all is fine. Attached skeleton, etc.

Maybe something wrong with the conversion, so I want to try Collada. But there is now way I can find a download link.

What should I do?

Leo
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RAYMAN
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Re: Moving tS objects to DAZ

Post by RAYMAN »

Truespaces collada doesnt work with bones for export with collada !
Export with an obj file or export with collada without bones and setup your characters in Daz like i pointed
it out. There is a good thread in the workflow ´thread from th daz forum on how to set up in Daz.....
or use your Poser that you got to set it up it works both ways..
DanX
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Re: Moving tS objects to DAZ

Post by DanX »

Best option is to set your object up for rigging in TS depending on what kind of object it is. A mechanical object name each component and group them into one object. Export out using the luuv plug-in in OBJ format. You don’t have to use bones for most mechanical objects.

To rig a character with bones you will need the character setup tools for Daz Studio. Then you can import into Daz studio using the skeleton setup tool tab. Then as long as you have the object grouped correctly you can drag the object from the import list into the skeleton list and Daz will create a bone for each group in your object. Then you will have to adjust each joint to with the another plug-in (joint editor tool ). I have not been able to get anything to import into Daz from any other program with bones intact other than poser so this is the only way I know of hope it helps. There are ok tutorials on how to do this on the Daz website.
Image
tylerzambori
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Re: Moving tS objects to DAZ

Post by tylerzambori »

DanX wrote:Best option is to set your object up for rigging in TS depending on what kind of object it is. A mechanical object name each component and group them into one object. Export out using the luuv plug-in in OBJ format. You don’t have to use bones for most mechanical objects.

To rig a character with bones you will need the character setup tools for Daz Studio. Then you can import into Daz studio using the skeleton setup tool tab. Then as long as you have the object grouped correctly you can drag the object from the import list into the skeleton list and Daz will create a bone for each group in your object. Then you will have to adjust each joint to with the another plug-in (joint editor tool ). I have not been able to get anything to import into Daz from any other program with bones intact other than poser so this is the only way I know of hope it helps. There are ok tutorials on how to do this on the Daz website.

I think the joint editor is part of the set up tools plug in:

http://tinyurl.com/q8ursx"

What's Included & Features
Includes
Skeleton Setup - A tool that allows you to define the hierarchy of a figure’s bones, their geometries, and the relationships between them.
Specify a skeleton’s geometries (notice plurality)
Create and modify parent/child relationships
Establish joint rotation orders individually, or all at once with multiple selection.
Identify which joint parameters to create; twist, bend, curve, etc
Establish welding for bone geometry boundaries; parent/child and other
Establish inverse kinematics (IK) chains; and weights


Joint Editor - A tool that allows manipulation of a figure’s Joint Parameters, along with the ability to create and/or remove bones.
Visually manipulate all Joint Parameters currently supported by DAZ Studio and Poser; without additional tweaking.
Visualize weighting of Joint Parameters in Points, Wireframe or Solid display modes; with the ability to customize display colors and opacity.
Viewport navigation in DAZ Studio compliments your workflow, making editing faster and easier than ever.
Viewport manipulators give faster, easier and more robust control of Joint Parameters.
Optionally limit matrix (joint spheres) rotations to 2 axis for compatibility with Poser; (DAZ Studio does not exhibit the same limitation
with matrix decomposition, thereby avoiding the common “joint sphere popping” during manipulation and sometimes unpredictable results).

CR2 Exporter - An exporter that allows users and content developers alike to export figures to the Poser Character (.cr2) format.
Support of Extensible Parameter (ExP) technology
Option to collect referenced files

Morph Loader - Allows users to add custom and third party OBJ morphs to figures.
Load Individual Wavefront Object (.obj) Morph Targets
Apply OBJ Morphs to an Entire Figure or just Selected Node(s)
Name and Create Root Control Parameter for Loaded OBJ Morphs Automatically


HTH
Fostman2
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Re: Moving tS objects to DAZ

Post by Fostman2 »

I give up. This is too complicated for me and takes too much time to learn. Trying to export as obj with luuv. Although it is installed, I cannot find it at model side. But doesn't matter. Skeleton is not included with obj. So I have to redo skeleton and fittings all over again. Setup tool looks complicated. Late again here. Tomorrow I am going to look at Anim8or.
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RAYMAN
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Re: Moving tS objects to DAZ

Post by RAYMAN »

What do you expect to setup a character after a day ?
You got truespace for so long trying to get it going and you havent discovered luuv ......
Why dont you start a wip and go through from modeling to animation step by step.
You cant learn any of them by giving up all the time ! ;)
Fostman2
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Re: Moving tS objects to DAZ

Post by Fostman2 »

Because I have worked through the Daz manual. I see several things I don't understand and figure out again. Setup manual only is 100 pages and see some complicated things for me. Doing this for a year now and still no light at the end of the tunnel. That is why I am easily irritated. I want to finish my thing. Yesterday went through the Anim8or manual and all looks clear and see no problems. It is a kind of tS, but easier. Complete manual is around 100 pages. I have to get used to the layout of the program, but I know for sure I can make progress very fast. I know, it is not as sophisticated as Daz or tS, but for me it looks perfect. And that is what counts for me.
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RAYMAN
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Re: Moving tS objects to DAZ

Post by RAYMAN »

Fostman I dont know animator very well so i cant help you with that ! ;)
But if it suits your needs go ahead and use it !
DanX
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Re: Moving tS objects to DAZ

Post by DanX »

Frostman2

I hate to see you give up. There is nothing like seeing your first static mesh come to life specially if you figure it out on your own. Do you have poser? In poser you can import 3ds format and it is about the same to rig as in Daz studio. If not have poser stick with Daz studio to set up.
Do you have the skeleton setup tools? ( yes the joint editor and other things listed above come with it. ) A WIP would be a good idea like Rayman suggest because there are lots of people here who freely give help. But there is not much instruction for Daz studio other than very basic stuff on their site.


Is your model a single mesh? Do you have it grouped inside of TS ( like Left shoulder ,left arm, left hand , Hip, torso, Head, left thigh, and so on? If you have it set up this way you are half way there.
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Fostman2
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Re: Moving tS objects to DAZ

Post by Fostman2 »

My goal is to make animation video clips for my music. Music is my passion. I can't promote my music if I can't animate. After one year, I have no patience left. I have studied the free Anim8or now and this is very similar to tS, only much simpler. I has everything I need and nothing I don't need. It has a large community and scripts can be created. And I understand everything. The layout is different as tS and need a few days to get familiar with this. It is very fast (you don't even have to install). Minimum ram is for instance 64 Mb. The first Anim8or video tutorial I saw, was the funniest I have seen.
This is the zip file: http://www.anim8or.com/movies/movies1/easy_eyes.zip"

I don't want to study anymore and move on. That is one of the things you mentioned, I don't have groups. And more things I have to figure out. I don't want that anymore. Anim8or looks right for me. First time I went through a manual and understood everything (in one day).

Leo
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RAYMAN
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Re: Moving tS objects to DAZ

Post by RAYMAN »

The reason why some software have a manual that has 400 pages is because it is a software that has quite many features but
how easy a software is to learn depends on a lot of factors.
Daz studio is easy too and you dont have to read through the manual completly...
But its you who has to work with the soft and its up to you.....

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