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Browse this wiki to find out everything you need to know about how to download, build and use Daz Max Bridge.
Please remember that currently this project is in a super-alpha stage. There are no releases or binaries and it does not have the basic feature set complete. It is here now so everyone can get started with Daz-Max as soon as possible.
If you have no idea what this project is, read the introduction below. If you want to know more about how it all fits together look at the Overview page. When ready see Getting Started for how to build and use the project.
What is the purpose of this project?
To enable the use of Daz assets in 3DS Max quickly and easily.
Why is it needed?
Interchange formats are limited, by their design (e.g. OBJ - no skinning data) or implementation (e.g. FBX - buggy) making the transfer of assets time consuming and frustrating.
What does it do?
Take a set of props or figures from Daz, and create counterparts in Max, complete with all world transforms, morphs, skinning data and materials which operate in Max just how they did in Daz.
How does it do it?
By providing bespoke plugins for both tools that are highly coupled for maximum efficiency and robustness, both to eachother and their host applications, enabling the quick transfer of data between the two.
How do I use it?
- Start Daz, create or load your asset, and export it just as you would to an OBJ or FBX.
- Load Max, and open the import script.
- Set the filename & run the script, then see your asset appear.
What does it consist of?
- A plugin for Daz
- A MaxScript script for Max
- A .NET tool library for the MaxScript for Max
- A .NET importer plugin for Max
What can't it do? (What it cant do yet)
- Allow editing of morphs or pose once in Daz
- Transfer advanced hair and cloth systems
- Transfer joint deformation controllers
- Transfer rigging
- Transfer smoothing parameters
- Create subsurface or other advanced materials
What is it not? (What it will never do)
An interchange or storage format - the files generated are for single use only and no guarantees are made about their layout. Neither will material maps be copied.
- Materials of geografted geometry are missing
- Create HSS materials for skin
- Transfer basic rigging
- Re-import single components (e.g. just vertex positions for when a morph changes)
- Export to shared memory
- Transfer joint deformers
Next: Overview