My importer combines the trans and diffuse maps (creating if necessary), and adds vertex colour and normal data if missing - as a result I pack alot of 'white' structures into the resultant file but I only need 4 shaders.ĭaz models (like probably most organic models) makes liberal use of transparency maps further the nature of the models prohibits depth sorting before drawing. Its not that they are hard to support, its that there are so many different combinations you either need a very comprehensive importer or very comprehensive shader set and model class. Most importantly the materials have all sorts of 'odd' configurations - things like bump and transparency maps with no diffuse map. (I'm talking 3 different textures for the EYE!) third party products), so you will need to resize them in the pipeline depending on your engine/api. Daz has 'Decimator', a plugin which can reduce the poly count, though I don't even use it on the Daz models I use in my XNA project as they render perfectly fast the count is about ~130,000 polys for V4 (base female human model). I haven't seen any open source CR2 importers you could modify easily for your project - it looks as if usually people start on one then give up halfway through and writing one myself I can see why!ĭaz models are very high poly but I dont think this is as much of an issue as people make out. The latest version (8 I believe) had about 5 new sections when I tried to import it using the CR2 importer I've been working on. Further that spec is for an older format. Check out Kuroyume's CR2 spec () to see what I mean.ĬR2 files make liberal use of external references so you will need to process OBJs in full to support CR2s. Poser CR2 files support the poly group rigging but are horrifically complex. The OBJ format does not support vertex weights, or skeletons (though I suppose you may be able to pack one in with something like empty poly groups, I doubt it would be pretty).ĭaz can convert these falloff zones to vertex weights when exporting to FBX and the results are pretty good - I'm sure a modeller could do better if they were working with vertex weighting natively but its unlikely you'll notice unless the limbs are at extremes. (I think this is used to maintain compatibility with Poser certainly i've seen posts on their forums of people saying vertex weighting would be easier when creating clothing) These groups deform with respect to a single bone based on spherical falloff zones defined for each axis of rotation. As opposed to vertex weighting, Daz models consist of many distinct poly groups which correspond to bones. The problems can be resolved easily with a text editor - but it is still another stage in your pipeline no matter how small.Īn important point to consider is rigging. In my experience OBJ transports fine between 3DS Max & Daz Studio but the associated MTL material files do not I am not sure whether this is due to Daz or Max (probably a bit of both). Plugins can be purchased to export to CR2 (Poser Characters) and FBX. In regards to open source projects I am not sure (I emailed and haven't had a response yet).īear in mind however that most of the content sold in Daz's store and in other marketplaces like Renderosity have their own licenses.ĭaz Studio is free and can import/export OBJ and COLLADA files as standard. I know this was asked a while back but i've spent some time on this for my own project so in case anyone else wants to know here are the results of my experiments (assuming you are thinking of skinned characters):ĭaz is venturing (tentatively) into the 3d assest market and as such their new EULA does permit use of their models (& derived) in computer games with a couple of restrictions:
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