The DAZ Export/Import preset for Blender has been messed up for many years. Just use the Cinema4D preset for the export and later on for importing from Blender as well. There is no need to fiddle around with the axes or later in Blender changing the export scale. With the C4d templates in DAZ it fits with Blender. For the mirror either use the avatar as mirror object or use an empty for that. You can also just press ctrl+A and choose All transforms if you want the origin of the shoe snapping to the world center
Thank you for your comment. I never tried the other import/export templates after seeing they're screwed up since I now know the scaling factors and have my avatars stored as .blend - but good to know that there is an easier method. As for the mirroring: some time passed since that video and my workflow has changed a bit. Now I'm getting better results by doing all the placement and adjustments directly on the mesh in Edit Mode which keeps the origin in tact. However I gotta try the Null method. Good Idea. Thanks for that input :-)
Thanks for the nice words. Glad it was helpful. I'm constantly learning and improved the workflow in the meanwhile. Could be that I create an update some day. But - yeah this kind of video is an enormous amount of work, especially for a non native speaker :-)
Even though the process is quite simiIar to shoes there are more joints involved and its more tedous. I don't feel confident enough yet to make a video about that but here are 2 vids you might want to check out: ruclips.net/video/V4clTbmTtzw/видео.html ruclips.net/video/wHfe6t2J4EY/видео.html
Thanks for the fantastic tutorial! 👍👍Have you ever come across the issue, where just after using the transfer utility tool, the shoe suddenly teleports to the side? On import the shoe fits perfectly to the foot but after the transfer it has moved about a foot's width towards to the centre. I've checked the usual suspects in Blender, such as applied transform and moving the origin, but it makes no difference.
Hi. First of all, thanks for your kind words. Glad you liked the video. Second: no, I never had the issue you described. My first guess would be that the figure was somewhat posed and still is and the Transfer Utility is assuming the default pose. Another check would be the Reverse Source Shape From Target in the TU-Settings (I guess) which must be off. Also double check the Generations are the same - I only tried G8M, G8F so far. No other objects in the Scene only the Genesis figure and the imported prop. The process worked for me leaving literally everything on default from start to end of the whole process - except the scaling which I described in the vid. You may want to watch Jay Versluis' video on that topic: ruclips.net/video/-R1WQ4jOWb8/видео.html - I think he ran in a similar problem.
I know this video is old but i am currently trying to do this with an already pre-existing daz clothing item that i have edited in blender, and when i follow everything to make it a clothing item again after importing it back (as an fbx becauee for some reason the obj model i tried isnt showing) part of the object is white, while some other parts are colored (it still shows the complete color texture in rendered mode) and whrn i use the transfer utility option, the clothing piece loses scale and position and i dont know how to fix it.
Sorry to hear that you're in trouble. I only tried .obj for transfer between DAZ Studio and Blender. FBX is a tricky format because there are many variants and I'd use it only to preserve a rigging or animation between applications. It also might be that Blender exports your model in groups. (You might check for multiple meshes in the Blender scene tree) Maybe you want to concentrate on solving your problem with "not seeing" the .obj first. Also YT comments are not the best platform to solve problems like that since it might require sharing some screenshots. So you might consider posting on the DAZ forums instead.
Does this method only work using the feet default pose both for leg and feet? I'm trying to convert a pair of shoes, mid-heel, for a G9 with the legs slightly closed and the feet already gitted in the shoes but when I use the transfer utility the mesh of the shoes became distorted a lot, particularly, in the tip front.
The method described in the video assumes the default pose during the whole process. If your avatar figure's deviates from the default pose you export the posed figure to blender - adjust the clothing to the posed figure - save it as obj - import it to DAZ Studio (-> it should now match the posed figure in Studio) - then using the Transfer Utility you 1. select "Item Shape:" "Current" for the Source, 2. under "More..." you tick "Reverse Source Shape From Target", select the imported obj as target and convert. Worked for me converting a racing suit model posed for something like the unity default pose. However I prefer to use the default pose whenever I can, it simply works better. You may want to look up the DAZ Forums for further information if it still does not work and you need additional adjustments.
@@para476 Thanks For the quick reply! I had already tried all the combinations. I noticed that when I bake the joint rotation from my custom pose the bone's feet go out of the feet. It doesn't seem to affect the transfer utility process, but when I try to use the shoes converted as an asset they are messed up again. My shoes are very pointed and this probably has some impact on the process
If I do the alignment that way the origin's gizmo always was aligned to the world coordinates afterwards sufficiently exact. It's a bit hard to see from here what you did wrong because there are so many settings and options. However ... Alternatively: make sure Transform Option Affect Only Origins is on (. on the keyboard), Transform Orientation is set to Global, Select: Object->Transform->Align to Transform Orientation. Now the gizmo/origin should be aligned to the world origin. If not maybe the Blender community can help. If the gizmo/origin is aligned to the world coordinates and the mirror does not match the avatar's foot you might check the orientation, location or posing of the avatar. The avatar must be all default. Also you might check the scaling. It your Avatar is imported to Blender with a tiny scale inaccuracies may occur. If you still having troubles you might consider an alternate workflow: import the model's .obj, don't touch the transforms in the Object Mode and do the alignment entirely in the Edit Mode by having all vertices selected. That way the origin does not get messed up and the Mirror Modifier should work as expected
The DAZ Export/Import preset for Blender has been messed up for many years. Just use the Cinema4D preset for the export and later on for importing from Blender as well. There is no need to fiddle around with the axes or later in Blender changing the export scale. With the C4d templates in DAZ it fits with Blender.
For the mirror either use the avatar as mirror object or use an empty for that. You can also just press ctrl+A and choose All transforms if you want the origin of the shoe snapping to the world center
Thank you for your comment. I never tried the other import/export templates after seeing they're screwed up since I now know the scaling factors and have my avatars stored as .blend - but good to know that there is an easier method.
As for the mirroring: some time passed since that video and my workflow has changed a bit. Now I'm getting better results by doing all the placement and adjustments directly on the mesh in Edit Mode which keeps the origin in tact.
However I gotta try the Null method. Good Idea. Thanks for that input :-)
That's what I've been looking for a long time. Thanks a lot
You're welcome and thank you for your comment.
this tutorial is phenomenal! thanks for the clear and detailed instructions on how to use and modify these crazy 3d assets 👏
Thanks for the nice words. Glad it was helpful. I'm constantly learning and improved the workflow in the meanwhile. Could be that I create an update some day. But - yeah this kind of video is an enormous amount of work, especially for a non native speaker :-)
superb tutorial, thank you!
Thanks. You're welcome.
great turorial thank you!!
Thanks for your comment. Glad you liked the vid.
this is so great thank you!
You're welcome. Glad you liked it.
@@para476 .... just checking, do you have any advice for converting clothing items as well please?
Even though the process is quite simiIar to shoes there are more joints involved and its more tedous. I don't feel confident enough yet to make a video about that but here are 2 vids you might want to check out: ruclips.net/video/V4clTbmTtzw/видео.html
ruclips.net/video/wHfe6t2J4EY/видео.html
Great tutorial dude! THX!
You're welcome!
Thanks for the fantastic tutorial! 👍👍Have you ever come across the issue, where just after using the transfer utility tool, the shoe suddenly teleports to the side? On import the shoe fits perfectly to the foot but after the transfer it has moved about a foot's width towards to the centre. I've checked the usual suspects in Blender, such as applied transform and moving the origin, but it makes no difference.
Hi. First of all, thanks for your kind words. Glad you liked the video. Second: no, I never had the issue you described. My first guess would be that the figure was somewhat posed and still is and the Transfer Utility is assuming the default pose. Another check would be the Reverse Source Shape From Target in the TU-Settings (I guess) which must be off. Also double check the Generations are the same - I only tried G8M, G8F so far. No other objects in the Scene only the Genesis figure and the imported prop. The process worked for me leaving literally everything on default from start to end of the whole process - except the scaling which I described in the vid. You may want to watch Jay Versluis' video on that topic: ruclips.net/video/-R1WQ4jOWb8/видео.html - I think he ran in a similar problem.
Thankyou so much
Thanks. You're welcome.
I know this video is old but i am currently trying to do this with an already pre-existing daz clothing item that i have edited in blender, and when i follow everything to make it a clothing item again after importing it back (as an fbx becauee for some reason the obj model i tried isnt showing) part of the object is white, while some other parts are colored (it still shows the complete color texture in rendered mode) and whrn i use the transfer utility option, the clothing piece loses scale and position and i dont know how to fix it.
Sorry to hear that you're in trouble. I only tried .obj for transfer between DAZ Studio and Blender. FBX is a tricky format because there are many variants and I'd use it only to preserve a rigging or animation between applications. It also might be that Blender exports your model in groups. (You might check for multiple meshes in the Blender scene tree)
Maybe you want to concentrate on solving your problem with "not seeing" the .obj first.
Also YT comments are not the best platform to solve problems like that since it might require sharing some screenshots. So you might consider posting on the DAZ forums instead.
Does this method only work using the feet default pose both for leg and feet?
I'm trying to convert a pair of shoes, mid-heel, for a G9 with the legs slightly closed and the feet already gitted in the shoes but when I use the transfer utility the mesh of the shoes became distorted a lot, particularly, in the tip front.
The method described in the video assumes the default pose during the whole process.
If your avatar figure's deviates from the default pose you export the posed figure to blender - adjust the clothing to the posed figure - save it as obj - import it to DAZ Studio (-> it should now match the posed figure in Studio) - then using the Transfer Utility you 1. select "Item Shape:" "Current" for the Source, 2. under "More..." you tick "Reverse Source Shape From Target", select the imported obj as target and convert. Worked for me converting a racing suit model posed for something like the unity default pose.
However I prefer to use the default pose whenever I can, it simply works better. You may want to look up the DAZ Forums for further information if it still does not work and you need additional adjustments.
@@para476 Thanks For the quick reply!
I had already tried all the combinations.
I noticed that when I bake the joint rotation from my custom pose the bone's feet go out of the feet. It doesn't seem to affect the transfer utility process, but when I try to use the shoes converted as an asset they are messed up again.
My shoes are very pointed and this probably has some impact on the process
having trouble aligning the mirror, control a / rotation isnt accurate
If I do the alignment that way the origin's gizmo always was aligned to the world coordinates afterwards sufficiently exact. It's a bit hard to see from here what you did wrong because there are so many settings and options. However ...
Alternatively: make sure Transform Option Affect Only Origins is on (. on the keyboard), Transform Orientation is set to Global, Select: Object->Transform->Align to Transform Orientation. Now the gizmo/origin should be aligned to the world origin. If not maybe the Blender community can help.
If the gizmo/origin is aligned to the world coordinates and the mirror does not match the avatar's foot you might check the orientation, location or posing of the avatar. The avatar must be all default. Also you might check the scaling. It your Avatar is imported to Blender with a tiny scale inaccuracies may occur.
If you still having troubles you might consider an alternate workflow: import the model's .obj, don't touch the transforms in the Object Mode and do the alignment entirely in the Edit Mode by having all vertices selected. That way the origin does not get messed up and the Mirror Modifier should work as expected