How export OBJ from 3DS Max to Daz

rickfoxxx74331700rickfoxxx74331700 Posts: 186
edited December 1969 in New Users

I tried using the presets of 3DS and DAZ but I can't get the right scale.

Does anyone know some workaround or the right settings for export OBJ from 3DS Max to Daz?

Thanks in advance.

Comments

  • kaotkblisskaotkbliss Posts: 2,914
    edited December 1969

    I've picked up a few models in Max (The creator was nice enough to also include obj files as well) I imported them into Hexagon first at 0.09 scale before sending to Daz. Daz might be the same scale.

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    I just use a 1:1 scale which seems to work fine

  • SixDsSixDs Posts: 2,384
    edited December 1969

    There are two scenarios that might apply here. One is that you are actually creating models in 3DS and then exporting them as Lightwave objects for use in DAZ Studio. If the former is the case, then you have the ability to control scale during export and can make the adjustments that are required for DS compatibility. The problem is, the actual adjustments will depend upon the scale you are actually using in 3DS to create the model. If you are using the native scale (I unit = 1 metre), then you need to scale up by a factor of about 100 to achieve the correct size in Daz Studio. Of course, if you are modelling at any other scale (which is possible) you will need to make adjustments based on that.

    The second scenario is a little trickier. In this scenario you are using models (either .obj format or 3DS format converted to .obj format) that someone else has created in 3DS. The problem here, as you might guess from reading scenario 1, is that you have no way of knowing what settings where used by the creator, either natively or in export, unless they explicitely state it (which they unfortunately rarely do in my experience). So importing such models into Daz Studio (or any other 3D application) is a bit of a crapshoot scale-wise. You could try .01 ( or .09 as a previous poster has used), and hope that that does it. But there is simply no standard that may work in every case. It really comes down to trial-and-error, unfortunately.

    (PS: I think I got the scaling right for 3DS to Daz Studio at 1:100, but anyone knowing better please feel free to correct me if I have it wrong or backwards - I think that is correct)

  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    Don't forget the DAZ|Studio import dialog has a little drop-down list of presets, one of which gives the right scale setting and x/y/z rotation precedence for something originally created in 3DS MAX. This assumes, though, that it was built to the correct scale in 3DS MAX to begin with, not just "big enough to be a good size on screen".

    Something to watch for with 3DS models is that they can be created from reshaping the primitive shapes that exist in 3DS MAX, and creating symmetrical paired parts by manipulating a duplicate of these parts. This means that if they're exported with the wrong settings, all you get when you import into any other program is those unduplicated, unmanipulated bits and pieces, sometimes exploded all over your workspace. (I don't have 3DS MAX, so I don't know what this setting is, I only know it makes a lot of otherwise great-looking spaceship models un-importable.)

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    Don't forget the DAZ|Studio import dialog has a little drop-down list of presets, one of which gives the right scale setting and x/y/z rotation precedence for something originally created in 3DS MAX. T
    Unfortunately, from experience that preset is incorrect on two fronts. Firstly because it rotates items 90 degrees on the Z axis and secondly because it scales things up monstrously.

    This could be because I'm using an older version of 3DS Max, but I can import my older OBJ's into the new versions without scaling or rotation issues so I doubt this is the case.

  • Richard HaseltineRichard Haseltine Posts: 102,931
    edited December 1969

    Are you using a non-default unit of measurement in 3DS, or not working to actual size but using an exported figure as a guide?

  • rickfoxxx74331700rickfoxxx74331700 Posts: 186
    edited December 1969

    Thanks for responding.

    I'm using 3ds Max 2014. And I export as OBJ using default settings preset for DAZ(Image attached) I use default unit of measurement in 3DS.

    As HeraldOfFire said the import dialog from DAZ won't work.

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  • macleanmaclean Posts: 2,438
    edited December 1969

    Does the model actually import to Daz Studio, but is invisible? Some newer versions of Max have a problem with obj import. The Opacity setting is at zero, making the object invisible. All you need to do is drag the Opacity slider in DS to 100%.

    mac

  • rickfoxxx74331700rickfoxxx74331700 Posts: 186
    edited December 1969

    maclean said:
    Does the model actually import to Daz Studio, but is invisible? Some newer versions of Max have a problem with obj import. The Opacity setting is at zero, making the object invisible. All you need to do is drag the Opacity slider in DS to 100%.

    mac

    I know that. My issue is the scaling.

  • macleanmaclean Posts: 2,438
    edited January 2015

    In that case, I can only tell you what I do.

    I have Max set to Generic Units. I export with no preset, and I import to DS at Custom - 100%, then re-export for Poser.

    This may seem roundabout. but my workflow is slightly peculiar. I prefer to map everything outside of Max, and I have script presets for imp-ex on my DS toolbar, so it's very fast and easy to do.

    mac

    Btw, I use Max 8, not 2014. But there shouldn't be any difference.

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    Post edited by maclean on
  • fgmop1fgmop1 Posts: 0

    here, there is an example between scales. if you follow theses steps the obj file fits corretly in daz studio.

    i leave the link:

     

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  • MikeDMikeD Posts: 301

    Ok! Today I made a very interesting discovery! I exported a cube of 1m sides from 3ds (2016) to .obj, as DAZ preset with a scale factor of 1.0 (and "y and z axis inverted as Poser" option checked). Then I imported it to DAZ3d with 100% scale! It should matched the dimensions of a cube, I created from DAZ pirimatives, but it didn' t! 3DS cube was smaller than expected! I set the opacity of daz cube to 50% and then I scaled up the 3ds cube to match one each other! The DAZ cube was 2.54 times bigger than the one from 3ds (254% scale factor). Then I exported the cube from 3ds as DAZ preset with a scale of 2.54! When I imported it to Daz3d they had a perfect match! If we consider the fact that an inch is 2.54cm, propably something in the code, between export of 3ds and import of DAZ3d changes the scale between inches and cm. It works like the DAZ3d to expect an object to be imported in inches and it automatically converts it to cm, by scale it down! Try yourselves to export an object from 3ds with 2.54 scale factor and daz will import it correctly! I' ll continue this test tomorrow as I have an animation render in DAZ3d right now! If I' ll confirm it, I' ll post again, with some images!!!

  • Richard HaseltineRichard Haseltine Posts: 102,931

    OBJ doesn't have a cale, hence the need for scale presets to account for the way different applications interpret the units. I guess you had Max set to work in inches, if you set it to work in cm it would perhaps give the right scale at 100%.

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