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joint rotations not aligned due to error in python #53

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Gurgaljev opened this issue Apr 5, 2023 · 2 comments
Open

joint rotations not aligned due to error in python #53

Gurgaljev opened this issue Apr 5, 2023 · 2 comments
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@Gurgaljev
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Gurgaljev commented Apr 5, 2023

This is a followup to a comment in #50 - tried your suggestion but did not solve the issue.

When i import the joint rotations all remain zeroed - the window stays at saying 'importing - please wait'. Your idea was right that this could mean the python script has stopped (and i remember the correction of the joint rotations being the last step in earlier versions)
So the imported figure looks like the first screenshot - the console log of python in C4d reads like the second screenshot

i work on mac with DS 4.21 and C4D R19
was able to reproduce the same thing when importing to C4D R20

My tests were with plain G9 the way it loads (with or without materials) - i get the same result with G8
Screen Shot 2023-04-05 at 15 57 26
Screen Shot 2023-04-05 at 15 56 45

@danielbui78 danielbui78 self-assigned this Apr 14, 2023
@danielbui78 danielbui78 added the bug Something isn't working label Apr 14, 2023
@danielbui78 danielbui78 added the fixed Issue is resolved. label Jul 3, 2023
@danielbui78
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The latest bridge update should fix the joint rotation and alignment issues on both G8 and G9. I've tested it with Python 2.7.14 final on R21, lower versions may also work. Please let me know if there are any other problems.

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@Gurgaljev
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Thank you for trying and sorry for the long delay with an answer...
I tried the new version last year and it did not change anything in R19 and R20, so i used a different setup.

But now i am back for different characters and at least found a workaround that works in R19 and R20 (maybe this helps someone looking for help here)
The issue seems to be hidden in the creation of materials. I can also add a screenshot of the console in C4D:
Screen Shot 2024-06-12 at 14 41 49

It is similar to the old error, just this time he expects a float and gets unicode.

At that point the script stops and so later steps, especially the crucial fix of joint rotations is not performed.

The workaround is to simply delete the materials in Daz before export ;-)
I replaced everything with the standard Daz Material (light grey) and do not use any textures.
A model exported that way imports without any problems and also the joint rotations are adapted!
So the only thing needed to do is export it twice - and get the materials across from the import where the script crashes ;-)

Maybe this is even easy to fix but for me it is also ok that way - so it works fine for the newer versions of C4D there is no reason to put more time into it (after all i have heard from another developer there seems to be some bug in the older python versions if C4D that was corrected with version R21 - maybe this is also the culprit here)

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