Releases: daz3d/DazToC4D
DazToCinema4D 2022.1.7
This is a bugfix release with the following changes:
- Bugfixed embedded installer requirement for destination folder be named "plugins" in all lower-case.
- Fixed Animation Exports.
- Fixed a number of bugs causing imports with Morphs enabled to fail.
- Updated to latest Daz Bridge Library
- Please main release post at DazToCinema4D 2022.1 for more information.
Installation instructions can be found on the main github page.
DazToCinema4D 2022.1.4.8
New in this version:
- C++ rewrite of Daz Studio Plugin
- Integration with Daz Bridge Library
- Bugfixed "Save Project with Assets" on Cinema 4D r25 and 26
- Baking Subdivision Levels with corrected Weight maps
- Automated Normal Map Generation
Move By Maxon Support + More!
Morph Updates
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Users are able to update the morph options before export
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Added a Morph Controller group which stores controllers of every morph that is not hidden in Daz and organized by similar groups in Daz
-
Proper support for FACs morphs
- Morphs that control bones translations and rotations are now being set up automatically
-
Convert morphs to delta morphs
- This will significantly reduce file sizes and memory usage
-
General morph optimizations
- Deleted morphs that shouldn't have been included on the children objects (i.e. morphs that use a logic of checking if the figure has the
bone, an alias, or the morph itself on the children object)
- Deleted morphs that shouldn't have been included on the children objects (i.e. morphs that use a logic of checking if the figure has the
-
Support for Move By Maxon Facial Capture Data
- Automatically connect the morphs, the head rotations, and eye rotations all with a few clicks
General Bridge Updates
- Automatically connect the morphs, the head rotations, and eye rotations all with a few clicks
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Plugin Location has been moved -- new menu named “Daz 3D”
- Under There you will find DazToC4D and the new tool Connect Genesis 8.1 to Move By Maxon
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Fixed the bug where Auto-IK will fail if you close the DazToC4D before running it
-
Removed the necessity of the default language to be set to English
-
Stored paths are relative for easier file sharing
- This means if you collect textures in the Daz export you could share the export with another computer if you save it in the same
locations (\Documents\DAZ 3D\Bridges\Daz to Cinema 4D)
- This means if you collect textures in the Daz export you could share the export with another computer if you save it in the same
-
Fixed a bug that it will not pick up animation was detected when the first frame the skeleton was at zero position and rotation
Still in Progress
- Updates to Redshift are still pending
- Added Redshift Wrapper
- Better support for Poses with Joint Corrections
- Can now export out a pose and have the Orientation fixed and reapply the pose.
Reapplying the pose can cause issues still
- Can now export out a pose and have the Orientation fixed and reapply the pose.
Old Version for Archive
This Version was Created in February with small updates to support R23
Daz to Cinema 4D - New Update
Morph Updates
- Morphs Drivers are automatically being set up, this includes JCMs and 8.1 Facs System.
- Set up in an Xpresso Tag under the body of the Genesis Character.
- Uses Python Node to contain the conversion of Daz ERC Properties to Cinema 4D
- Morphs will Be renamed to Match the Name in Daz.
- Some Morph Optimization has been created. Will Delete any morphs that “shouldn’t” be on the children objects. For example JCMs for the
legs appearing on the hair.
Material Updates
- Automated the Standard Materials to Create Materials that follow a PBR Standard.
- This is done automatically from Values in Daz and Can see the difference from updating in Daz as well.
- Given New Controls to Control the Multiplier for the Bump, Normal, and Subsurface Scattering Strength.
- Redshift Fixes:
- Fixed Normal Map input being incorrect changed to Tangent Space Normal
- Changed Normal Map level to 0.5
- New dropdown menu to choose bump type (this is a temporary fix to the code)
Rigging Updates
- Orientation on Joints are now Fixed at Import to match what you see in Daz Studio
- This will allow you to rotate the joints as if it was still in Daz.
- Does not get applied when Animation or a Pose is exported from Daz.
- Fixed Eye Controls not being Visible for single eyes.
- Fixed the orientation on the Control Rig’s Joints to Match the Daz Joints
Other Fixes
- Changes made to Iterator Classes to fix Python 2 compatibility
- Add an Environment/Prop Export option this will allow for faster transfer when you do not want to transfer a character.
To Be Fixed.
- The New update will leave some issues on original Material Conversions this will be relooked at in Future Updates
- A new control rig or IK/FK Switches will be added for a more friendly Rig.
- Joint Orientations to be fixed on Daz Character with a Pose or Animation.
Bug Fixes + Basic Setup For Move By Maxon
- Fix Error Causing Cinema 4D To Crash and Setting Window to not open on R24.
- Fix Color Error Causing Color Conversion to be incorrect.
- Fixed Morph Bug Causing Morphs to Disable after reaching strength of 100%
- Add an Option to Autoweight a figure if it comes in with Subdivision (Currently Subdivision is not fully Supported)
- Updated the Genesis 8.1 Facial Morphs Preset to Match what should be exported to Use them with Move By Maxon
- Added Basic Functionality of Getting Facial Animation from Move By Maxon on a Genesis 8.1 Character.
- Import Face Capture.
- Create Pose Morphs and Press Create All Pose Morphs.
- Press Auto-IK and Go to the Setting Window.
- In the link box select the Face Capture's Created object with the pose morph tag.
- Make sure to put the Pose Morph Tag from Edit to Animate.
- Select Connect Morphs.
- Further Testing and Integration to Come.
Cinema 4D New Beta! Morphs, Joint Orientation, Materials + More!
Morph Updates
- Morphs Drivers are automatically being set up, this includes JCMs and 8.1 Facs System.
- Set up in an Xpresso Tag under the body of the Genesis Character.
- Uses Python Node to contain the conversion of Daz ERC Properties to Cinema 4D
- Morphs will Be renamed to Match the Name in Daz.
- Some Morph Optimization has been created. Will Delete any morphs that “shouldn’t” be on the children objects. For example JCMs for the
legs appearing on the hair.
Material Updates
- Automated the Standard Materials to Create Materials that follow a PBR Standard.
- This is done automatically from Values in Daz and Can see the difference from updating in Daz as well.
- Given New Controls to Control the Multiplier for the Bump, Normal, and Subsurface Scattering Strength.
- Redshift Fixes:
- Fixed Normal Map input being incorrect changed to Tangent Space Normal
- Changed Normal Map level to 0.5
- New dropdown menu to choose bump type (this is a temporary fix to the code)
Rigging Updates
- Orientation on Joints are now Fixed at Import to match what you see in Daz Studio
- This will allow you to rotate the joints as if it was still in Daz.
- Does not get applied when Animation or a Pose is exported from Daz.
- Fixed Eye Controls not being Visible for single eyes.
- Fixed the orientation on the Control Rig’s Joints to Match the Daz Joints
Other Fixes
- Changes made to Iterator Classes to fix Python 2 compatibility
- Add an Environment/Prop Export option this will allow for faster transfer when you do not want to transfer a character.
To Be Fixed.
- The New update will leave some issues on original Material Conversions this will be relooked at in Future Updates
- A new control rig or IK/FK Switches will be added for a more friendly Rig.
- Joint Orientations to be fixed on Daz Character with a Pose or Animation.