where is the .obj file for a duf file to export to Hexagon or silo ?
I wanted to try exporting G2 to my modelling program but cannot find a .obj file. Is there no such file for .duf because I started looking for other obj files and could only find some in my runtime geometries folder. Do you have to export them as obj and then import that file to your modelling program. I am just learning this stuff and so far I have only started on new project to model, not importing anything so it took me by surprise that I couldn't find a obj file for G2 anywhere.
Comments
Yes, we have to export them as .obj files to get .obj files.
Depending upon what you're doing, either the surface nodes or the bone nodes is the better choice.
If you're using Hexagon it's easier to just send it straight to Hex using the Daz to Hexagon bridge. For other programs you'll have to export the obj yourself. Make sure to remember to export it as base resolution or any morphs you create for it won't work.
Thank you for replying, now a couple more questions...I used the bridge to send to hexagon and also tried to export as obj to open in silo but doing it either way I find no options to choose surface or bone nodes nor where to make sure it is at base resolution. Are these settings inside DS?
yes the base resolution setting if Sub-D (subdivided) has been applied is in DS in the Parameters Pane
Yes, we have to export them as .obj files to get .obj files.
Depending upon what you're doing, either the surface nodes or the bone nodes is the better choice.
Where do I find options for surface or bone nodes? thank you szark I found where to turn off subd
Where do I find options for surface or bone nodes? thank you szark I found where to turn off subd
During the File > export > .obj dialogue ...
These are the settings I use, Hexagon is the modeler I use.
For morphing, want nodes [because that will keep the bone parts].
For texturing want the surfaces.
I have no idea about how the other modelers handle texture images, but Hexagon does have some issues with some forms and of course the memory. Life is much easier to simply scrap the texture images first in D/S, then make the .obj export.
For morphing the triax family in Hexagon, I prefer the bridge. Sends it over in one piece and one can use the uv & paint brushes as well to morph. For longer projects, save the project file. Normally one has D/S open, sends to Hexagon, quick morph, send back to the still open D/S and creates the morph. IF one is working on a longer project, Hexagon will probably throw a tizzy fit. In which case, one closes D/S, re-opens Hexagon and opens last known good project file and continue work. When done, export out the tiny .obj file to the desktop or wherever ... close Hexagon. Open D/S, select triax figure, strip it, send it to Hexagon .... in Hexagon import in the finished morphed .obj file ... it should still be the same size as the tiny one from D/S [unless one is intentionally morphing otherwise] ... THEN delete the unmorphed .obj in Hexagon and rename the .obj file to be EXACTLY what it should be. i.e. Genesis, not Genesis (2). Then send that morphed .obj back over the bridge to D/S and make the morph.
n.b. IF the new morph incorporates ANY other morphs [bought or free], then the figure should be dialed up according BEFORE receiving the .obj file to further morph it. This is so one can do the "reverse shape" so one's new morph is only one's own work.
Where do I find options for surface or bone nodes? thank you szark I found where to turn off subd
During the File > export > .obj dialogue ...
These are the settings I use, Hexagon is the modeler I use.
For morphing, want nodes [because that will keep the bone parts].
For texturing want the surfaces.
I have no idea about how the other modelers handle texture images, but Hexagon does have some issues with some forms and of course the memory. Life is much easier to simply scrap the texture images first in D/S, then make the .obj export.
For morphing the triax family in Hexagon, I prefer the bridge. Sends it over in one piece and one can use the uv & paint brushes as well to morph. For longer projects, save the project file. Normally one has D/S open, sends to Hexagon, quick morph, send back to the still open D/S and creates the morph. IF one is working on a longer project, Hexagon will probably throw a tizzy fit. In which case, one closes D/S, re-opens Hexagon and opens last known good project file and continue work. When done, export out the tiny .obj file to the desktop or wherever ... close Hexagon. Open D/S, select triax figure, strip it, send it to Hexagon .... in Hexagon import in the finished morphed .obj file ... it should still be the same size as the tiny one from D/S [unless one is intentionally morphing otherwise] ... THEN delete the unmorphed .obj in Hexagon and rename the .obj file to be EXACTLY what it should be. i.e. Genesis, not Genesis (2). Then send that morphed .obj back over the bridge to D/S and make the morph.
n.b. IF the new morph incorporates ANY other morphs [bought or free], then the figure should be dialed up according BEFORE receiving the .obj file to further morph it. This is so one can do the "reverse shape" so one's new morph is only one's own work.
I do not get that file> export popup window with the options...I get my windows explorer opening instead , where do I find that obj dialogue? this seems to be real hassle for me....lol thanks for your help patience I appreciate it
During the File > export > .obj dialogue ...
These are the settings I use, Hexagon is the modeler I use.
For morphing, want nodes [because that will keep the bone parts].
For texturing want the surfaces.
I have no idea about how the other modelers handle texture images, but Hexagon does have some issues with some forms and of course the memory. Life is much easier to simply scrap the texture images first in D/S, then make the .obj export.
For morphing the triax family in Hexagon, I prefer the bridge. Sends it over in one piece and one can use the uv & paint brushes as well to morph. For longer projects, save the project file. Normally one has D/S open, sends to Hexagon, quick morph, send back to the still open D/S and creates the morph. IF one is working on a longer project, Hexagon will probably throw a tizzy fit. In which case, one closes D/S, re-opens Hexagon and opens last known good project file and continue work. When done, export out the tiny .obj file to the desktop or wherever ... close Hexagon. Open D/S, select triax figure, strip it, send it to Hexagon .... in Hexagon import in the finished morphed .obj file ... it should still be the same size as the tiny one from D/S [unless one is intentionally morphing otherwise] ... THEN delete the unmorphed .obj in Hexagon and rename the .obj file to be EXACTLY what it should be. i.e. Genesis, not Genesis (2). Then send that morphed .obj back over the bridge to D/S and make the morph.
n.b. IF the new morph incorporates ANY other morphs [bought or free], then the figure should be dialed up according BEFORE receiving the .obj file to further morph it. This is so one can do the "reverse shape" so one's new morph is only one's own work.
I do not get that file> export popup window with the options...I get my windows explorer opening instead , where do I find that obj dialogue? this seems to be real hassle for me....lol thanks for your help patience I appreciate it
I'm using "City Limits" for layout ...
File > Export > select .obj file ... browser window appears for where to save it to ... then that popup appears.