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Import blender to daz3d
Import blender to daz3d









import blender to daz3d

I also do not have access to the specific libraries and functions that Houdini provides to developers. The information about creating an armature in Houdini, as you describe it, requires knowledge on how the Houdini API works, and how the functionality is implemented in that software. While I can provide examples of C++ code for Blender, I may not be able to do the same for Houdini. Won't be long now.Īs a language model, I am able to understand and generate code in a variety of programming languages, including C++, but my knowledge is based on text that I have been trained on. I really thought that AI would come for my job last. it knew exactly what I was doing, generated correct comments in the code, and even changed the identifiers to more python-like code conventions. Houdini is well documented but proprietary and I will assume that they didn't set chat loose on their source.īut I also think this is all sort of burying the lead. I think I'll test it by asking it to generate a Houdini hda and see how far it gets, or if it just talks about it. It is I that would have to apply the license, and even then only if and when I chose to distribute the code.īut your point, I think I understand it, is interesting. Displaying source code in a web app does not meet the requirement. It can easily be imagined as the option of first resort.Īs for applying the license to its output, the license triggers when you link to your code, or in the case of Python, import, GPL'ed code. I don't know that answer to your first two questions, but the answer seems obvious: All open source licenses grant the right to observe, understand, improve, extend, and modify the source code.

import blender to daz3d import blender to daz3d

It's hard to extract a proper workflow from the thread because the informations are all over the place.Ĭould somebody please detail their working workflow to get the animation back properly into DAZ? So there is still a problem with the feet not zeroed to the floor in DAZ? Nice! Did you just unlock the rotation, location, and scale in the object properties of the character as a whole, or did you go to every bone and have to unlock each individual bone property individually? After doing that the animation looks almost the same in Blender and Daz (actually the same). This is needed if there are bone translations in the anim. Next, before import of the animation, select the figure and unlock all the properties on the figure. Save the animation after baking the keys. Firstly, I used Simple Rig because it keeps the bone names the same.











Import blender to daz3d