G8 OpenPoseRig, Final version, (barring bug fixes), V1.0
Bunch of QOL fixes.
Eliminated the 'prop bones' and managed keep the torso from exploding without them, should make it more suitable for exporting. Very weird poses can cause the torso bones to stick out at the neck but who bends both forward and backwards at the same time eh?
Some quality of life refinements on the icons. Improved the skeleton thickness options. More shaping morphs, most proprtions can be adjusted in some way. If theres something you can't get it to do try scaling the bones individually.
It will fit to G8F without complaint now. If you add extreme morphs the skeleton mesh will distort due to the morph projection not being able to get a 1:1 correlation but it will be usable for most things, even if it is a bit lumpy. Honestly you're better off matching the proportions using the sliders without fitting it, then saving that as a pose/morph preset.
Anyway, here it is, as the French say.
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I suck at tutorials, so if anyone can write up a good work flow please do so. I'll post it in the main text.
In the meantime it helps to read the version details from newest to oldest.
Basically just a Pose Control stick figure rigged for G8, in the form of a scene file for Daz Studio. (daz3d.com)
(Thanks to sdimg for the following guide)
Here's a rough guide to using daz for pose and depth maps...
I know everyone would like a good easy to follow tutorial and i would as well but for now these links and info should be helpful to point you in the right direction.
For controlnet in general and the part on using openpose and depth maps...
A1111 ControlNet extension - explained like you're 5
There's plenty of good guides on youtube as well.
Using daz3d to propely render out depth maps as .exr files...
Quick and dirty depth map guide for Daz3d to ControlNet
Note: This guide is missing the part where you need to invert the depth map so white is nearest to camera.
Also it's no good for those without photoshop so i got a free way as well.
Converting .exr to a normalized and inverted .png file for controlnet with blender and gimp...
Watch the first five to ten minutes of this to get the basics of blender compositor.
Switch blender from filmic color to standard in right panel. Render Properties > Color Management > Standard
Turn on node wrangler in addons as shown in above video and add the viewer node.
Add an image node to compositor and select your .exr depth map from daz3d, connect it to a normalize node and connect that to both the Viewer and Compositor nodes.
If it's working correct you should see your depth map appear as a nice gradient in the background of the compositor.
Go to the top rendering tab and save out as the default png file.
Open it in gimp or similar paint program and invert it and overwrite save.
Use depth map in controlnet with 'none' selected under preprocessor and the depth model along with the pose image from daz and a openpose model in the second controlnet.
Watch video on using multi controlnet if need be.
Note: I tried doing it all in either gimp or blenders compositor but both had issues getting a properly normalized and inverted png out.
Maybe someone else can come up with a easier solution?
Hopefully this will be helpful to at least get going and maybe someone else will be able to make a proper tutorial.
Oh and of course don't forget you can just use the nicely rendered depth maps from daz with any characters or scenes you like with amazing results!
The pose rig will give a bit more variety to stable diffusion outputs though so it's great for that. :)
Also here's a similar good free rig for blender with guides that may also be helpful...
https://toyxyz.gumroad.com/l/ciojz
From Daedalus_7 regarding using Iray in DAZ Studio
To make sure that the hands (and or feet) are properly represented by SD, make sure to render them separately from the skeleton with a Depth Map.
Render Settings to get a good Depth Map:
1) Render Settings > Editor > Filtering >
set the Pixel Filter > Mitchell
and the Pixel Filter Radius to 0.1
2) Choose a high resolution (~1000 pixels on a side).
See their comment for pics.
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Corrected the missing 'Product' folder issue for v0.7. Thanks gurilagardnr
Fixed that in v0.7.1, my bad for leaving a folder out.
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Now with slightly more standard packaging and added G3 rig support via morph slider. Saves a lot of time on having to convert G3 Poses. Simply apply the morph and then apply the pose, animation or aniblock.
Unzip the package into your 'Content' directory as with any Non Daz Install Manager content, (or whatever you have it named, mine's called 'Genesis')
You'll find the figure in \Figures\RoguePilot\OpenPoseRig_v0.7, I've included the full scene, and individual files for the solo figure, lights and render settings. For some reason there seems to be no way to save out the backdrop colour as a separate element so you'll have to set that to black yourself if using anything except the full scene.
Description
This is a bit of a hack job I've put together for my own use but I figured I'd share it.
Just unzip it to your daz scenes folder and open it in Studio. It will probably fail to find the image2.jpg file on first load, just point it to the file in the same directory. The image is a simple gradient for the Iray environment, you can pick your own if you want.
Choosing the viewport renderer works as well as Iray.
The figure will accept most G8 poses, seems to fail on anything involving props. There's a couple of helper morphs for the size of the 'circles' and push modifiers for the 'lines' which you can play with, they're mostly set up ok for me.
If you need multiple figures you can duplicate the one in scene. Scale doesn't matter with lone figures but use the overall figure scale to get different comparable sizes.
If you want to get it into an existing scene, for now I'd suggest saving the file with only the figure in it and then merging it into your existing scene. You can then duplicate the figure as many times as you need and apply pose presets created from your existing characters.
There's probably a better workflow that you'll find about ten minutes after you needed it.
Like I said, it's a bit of a hack so sequential saving recommended. Janky AF sometimes.
If there's enough interest I'll see about putting a proper figure package together, it's been a while since I did one though so that might take a bit of effort.
FAQ
Comments (18)
有没有考虑把手加上去?
haven´t tried it yet, but it´s a great idea, I´ll give it a try later on :D
Brilliant. Easy to work with. Though... Fell apart when I tried replacing the models in a Daz Scene I already created with this figure (saved as a character preset). Very excited about the premise of this though... will save a lot of work.
Thanks. Judging by the level of interest it looks worthwhile for me to make a friendlier version.
For now I'd suggest saving the file with just the figure in it and then merging it into your existing scene. You can then duplicate the figure as many times as you need and apply pose presets created from your existing characters.
There's probably a better workflow that you'll find about ten minutes after you needed it.
@RoguePilot It's going off topic, but gave me wonderful results -- Use Diffeomorphic DAZ Importer into Blender, set up a rudimentary scene, rendered an image, and depth map (then inverted it), and used Controlnet that way.... Really great results. Now if I can get your lil dude to copy the pose, and add that via multi-controlnet... that'd be even better I suppose.
Keep up the great work. I think you're onto something that'll be huge.
cool, got the same but as fxb or for blender?
Something like this?
https://toyxyz.gumroad.com/l/ciojz?layout=profile&recommended_by=library
please make one for blender
OP aswered before:
"Something like this?
https://toyxyz.gumroad.com/l/ciojz?layout=profile&recommended_by=library"
@hexc0de cool! thanks for sharing
By the way, it's extremely smooth for animation and takes aniblocks well. You can generate a full png sequence very quickly.
Also added a bit to the about section regarding multi characters.
"If you need multiple figures you can duplicate the one in scene. Scale doesn't matter with lone figures but use the overall figure scale to get different comparable sizes, although ControlNet seems to be a bit of a Dougal regarding perspective.
If you want to get it into an existing scene, for now I'd suggest saving the file with only the figure in it and then merging it into your existing scene. You can then duplicate the figure as many times as you need and apply pose presets created from your existing characters."
Which character aniblock working with this ?
@juvesatriani Hi. G8F but should work with G8M, it's not as if there's anything different to see. I've got some G3 poses and animations that I want to use myself, so I'll be adding that tomorrow hopefully. Should be a simple change to the joint rotations.
Thanks for this . Been a while not using daz anymore since SD literally almost produce what I wanted (nice bloom - glow and hyper realistic complex scenes )
Something which my machine always struggle when doing in DAZ Studio .
Now it seem time to reinstall just for this . Thanks again
I've got a 3060 and a 1080 running together for Iray, still too slow. I originally dismissed SD as a gimmick when it first came out, egg firmly on face now. Happily. There should be a lot of crossover between SD users and DAZ users soon, combining quick low quality 3D renders with controlnet and img2img seems to be a good way to go.
Same here, left DAZ for SD. I'm getting much better stuff with SD, but maybe installing G8/G3 base with poses may be an idea.
What a brilliant idea! I was thinking of rendering out a whole bunch of 768x768 images of my favourite poses, and then auto-detecting them in the Auto1111 GUI and saving as pose presets for StableDiff, but this is SO much better if it works.
I still think ControlNet Depth and NormalMap give better control of poses than Pose does, but they also affect body shape more, which gives less freedom.
I'm looking forward to trying this out - thank you for sharing it!
Try using multiple ControlNets and render passes from Daz Studio (Iray depth canvas).





