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
Eliminated the 'prop bones' and managed to brute force/finesse the maths to keep the torso from exploding without them, suck it Pythagorus.
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.
Additional blood, sweat, tears and sheer bloody mindedness.
I'm stopping here on this, it feels like a 1.0
I'm in the middle of making 'skeleton gloves' that can be used with this or G8.
FAQ
Comments (12)
Using the full scene, or building a scene by adding elements one by one, I keep getting a transparent background in the final PNG render from Daz.
Open Pose reads that as white, it seems.
What is it that I am doing wrong?
Very excited to try this tool! It's been fussy to try and pose by dragging around the Open Pose rig in the webui.
I'm guessing you don't have the backdrop enabled.
You'll need to have the 'Environment' tab showing.
Change the 'Type' setting from none to backrop and set the colour or image that you want.
When i saw these stick figures the first time i wondered how it would work when you use DAZ for this but instead use model with a skin with the same colour coding as the stick figure uses. Do you know if that would work?
I'm afraid not. The models in SD have been trained on the stick figure so they wouldn't recognize a 'thick' colour coded model. You can still use the pre-processor on a standard Genesis figure, this figure is mainly for those with a more specialised use case.
OOOOOOOOOOOOOOOOOOOOOOOOOOOH
It needs the model for it.. (I never used it).
I think i will have a stab at it today.
Thank you for the explanation.
edit: Aw It's windows :(
This is pretty cool, and it works well... but would it be better to make it as a set of clothing so you can apply it to any DAZ rig ? I haven't used DAZ recently but i THINK you can custom weight clothing
wow, you weren't wrong about being terrible at tutorials. It's like it's a collection of random thoughts.
You also need to make it clear at the top that this figure is for G8F, it makes a big difference.
Great work.
Just a reminder, this is only for female 8 figure, so if you want to have male figure to pose you need to add a female 8 character, make your pose, and after you add a figure go,"edit-figure, fit to" and select your character. After that you just hide your genesis character and render.
If the dev could add a male figure, it would be great, so that we can use our saved scenes.
Nevertheless, this is a great too.
Thank you!
Super COOL ! it works ! thank you very much.
Maybe there will be a male character and/or G8.1 at least ? But it's already a superb product !
PS : I use the Texture Shaded to export in JPEG format
It would be really helpful if this would be updated for ControlNet 1.1 which includes hand/finger bones.
I know you have added hands that can work using a depth map, but that makes things un-necessarily more complicated.
"who bends both forward and backwards at the same time eh?"
*best Agent Smith impression* Clearly you've never seen... The Matrix.



