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
Added switchable hands and feet. You can fit G8 gloves and shoes if you want.
Removed the youth morph for reasons and replaced it with some more flexible limb morphs.
Improved the line thickness adjustment helpers. You'll need to adjust the thickness of the limbs and central core separately and the sliders work backwards for some baffling reason.
Quick render settings options to switch between Iray, OpenGL, 3Delight, and Viewport Render.
Also added an experimental Iray canvas setting. Youll need Gimp or Photoshop or some program that can handle EXR files. Don't ask me how to use them in Automatic1111.
I've been trying to get an FBX export to work but have been unable to. If anyone could do that, feel free to distribute it.
I was going to add a G8 Male morph but there's no need, it works fine without it.
It's past midnight, I'm tired, here it is, go away and have fun.
FAQ
Comments (25)
Greetings,please tell me how should I install your files? I have DAZ 4.2, but I don't know how to use your files,which folder should I put these files?
Hi, unzip it so that the 'data, Figures and Runtime' folders sit inside your 'content' folder, whatever you named it.
Use them from the content library rather than from smart content.
Yeeeeeesssss!!!!!!!! I have a big library of Daz content as I got really into it a few years ago. I am not very good at Blender, so this is amazing ... can't wait to throw it around. YOU ROCK!!!
Thanks. Same here, that's how it started, a small tool for myself. Just got out of hand, bit like DAZ really.
how do I use this? what program do i need?
It's a stick figure rigged for the Genesis8 and Genesis3 figures,from Daz Studio (daz3d.com), free posing, animation and rendering software.
All the base figures are free and there's a whole communities worth of free pose presets and characters.
When I say free what I really mean is it'll suck the cash out of your pocket if you lose control. They make money off of the sellable content. It is a lot of fun though.
This is great! May I ask if it's possible to adjust the thickness of the bone? ControlNet seems to have difficulty recoginzing the pose as the bones are a little bit too thick (especially the face area)
Yest, under Actor/Adjustments, the Limb Thickness and Core Thicness sliders. They're separate and work in reverse because DAZ but they work.
@RoguePilot awesome, thank you so much! Do you think it's possible to reduce the thickness of the face even more?
@cheerykey You can click the small cogwheel on the Limb Thickness slider (top right). This opens a short menu. Click "Parameter Settings..." Then in the new dialog, change the "Max" setting (right in the middle of the dialog) from 100% to 200%. Accept.
Now the slider goes from 0-200, and it will be possible to make the limbs (which includes the face) even thinner.
@transformerman awesome, this works! thank you so much
@cheerykey @transformerman Thanks for that. I'm getting a better version ready to release. Got caught up in feature creep though, adding 'skeleton' hands. To speed things up I'll probably put those as a separate glove item that I can continue to work on, another advantage being that they should just work on G8 directly.
@RoguePilot nice! looking forward to the new version!
@cheerykey It's up, I can move on now. It's always the final step that's the hardest.
@RoguePilot awesomeeeee, I can't thank you enough for this!
can someone please do a tutorial for this?
I second this, If anyone can write up a good work flow please do so.
I'll post it in the main text.
In the meantime if you read the version details from oldest to newest it may help.
Have you ever used the program Daz 3D or Daz Studio? There are a lot of tutorials on the basics of that program. Which you need to know in order to use this figure and render out an image for Open Pose to use.
Great work RoguePilot and thanks for sharing this!
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...
Thank you very much. Taught me a few things there. I use the blender video editor for making stereoscopic VR videos. It never occurred to me that it could convert exr.
@RoguePilot Yeah it's so far the only way i found to convert them properly for free. It's just a bit of an awkward process at the moment. Either gimp or blender should be able to do all steps on thier own but unless im missing something they both have issues.
Blender compositor doesn't do a proper quality invert like gimp and i can't get gimp to convert .exr to png on it's own as it doesn't normalize properly. We're trying to get 32bit .exr data into 8bit .png while getting a clean quality gradient, normalizing and inverting in one go.
So for now this was only way to do it for free. Im going to see if there's any alternatives sometime but this at least get's a clean depth map in png format for now. Any ideas?
Hopefully controlnet will eventually accept .exr and higher quality .png files at some point with an invert switch and we can do away with these steps.
Have you tried just using the depth maps alone with normal scenes? I find that's enough for me but the pose rig gives stable diffusion a lot more creativity in outputs.
@sdimg Hi, I've been messing with the blender node editor. If you put a math multiplier for -1 before the normalise node it inverts the image. I wasn't sure it would work because the values go from 0 : 1 to -1 : 0. The normaliser doesn't care though, I'm assuming it truncates the value range whatever it is.
@RoguePilot I just tried and it appears to have same issue as invert or flipping black and white in ColorRamp, In my test image which has object close to camera and stuff distant. The gradient inverting in blender is not smooth and over bright like it's being compressed or clipping when you compare to gimp invert.
Though i just played around a bit and it looks like logarithm gets a better gradient if you plug from image to normalize to math. Plug normalize into top logarithm value and set bottom to around 0.01. It produces a better gradient although not quite as perfect as gimp it's good enough to take that out of the steps. Thanks for pointing me to it.
Do you know if using cmd line imagemagic might be a better way as that thing seems it can do everything and might be a much better solution?
I don't understand how I open this in automatic1111, it has a lot of folders.
I thought it would be 3 images, one for the skeleton, one for the hands, and one for the details of the hand. but now I understand that I have to use it in blender and generate the images myself
Not blender, DAZ Studio. DAZ3d.com. The front page and all the notes on the versions will make it clearer.





