I am sitting here having my morning coffee and need have a little "Rant."
Yea as the title says, Well at least for Cinema4D.
The 1st times i used it, i kind of liked it, but after some usage i see it has several issues.
While the idea is noble, but it has issues that needs to be addressed.
This is probably not the correct place to give directly feedback to them but i want to share my experience using the Bridge.
So others can know what they are in for in case they try it out..
* AutoRig feature issues.
When you import the model you get the joints/bones as well, unless you just import a pure static object. ie a prop.
The Auto-IK button will create the controls for you.
You can choose from a Standard T-pose and the A-Pose used in Daz.
All great and dandy.. or is it.
However. when using the Auto-IK feature you will get a 2nd set of joints/bones.
This is like wtf.
You either use the existing joints/bones and add extra if needed and rebind.
or you rebind to mesh to the new joints/bones.
using 2 sets of joints/bones is stupid.
In some cases you want it but not in general.
In the image, the green bones(original) are binded to the mesh.
The purple one is the new joints/bones added.
Almost all "Green" bones have a constraint tag added to them after pressing the Auto-IK button.
They are constraint to the purple joints/bones.. basically "virtually" attached to the purple bone.
Not only does this clutter things up.
This can also cause frame lagging of the joints/bones when animating/simulating.
Cinema4D does things in hierarchical order from top to bottom in the obj-manager.
This can result in a frame lagging if the priority of the constraints or other things are not correct.
or they have the same priority but you have the original joints/bones above the purple one and other reasons.
* Morph Pose issues.
So i wanted to see how the morph controls was exported from Daz to Cinema.
What it does is create a Xpresso tag on a null object for the controls.
Nothing abnormal about this, i do this myself all the time.
But when you you open up the Xpresso tag and see whats going on.....
Nodes from Italy,, Do i need to say more..
Who ever thought this was a good idea should be hanged by their balls.
Want to do some small changes in pose morph X or Y.. good luck...
* Material issues.
When doing a normal export from Daz as a fbx file. you will get your materials in a sane way.
As in, the textures are in the color/diffuse channel "actually 2 different channels in c4d, but some apps call diffuse for color."
Any who, the material the bridge makes is just a mess.
it seems like it tries to do some sort of SSS setup on the material.
But the end result is just bad and you spend equal amount of time fixing the material than just making a new one.
Material Conversion isn't doing a good job either.
for example. Converting the materials to RedShift it creates a shader-graph of the materials. (i don't mind this. i prefer it over the New Node graph).
But instead of using the proper RS Skin Node, Its uses the Rs Standard Material.
If you want to do SSS. the RS Skin Node should be used. not the RS Std Mat.
But more so.. it just converts the "Broken" material into a RedShift material.
So you might as well just create a new material from scratch.
I been testing the Plugin on two different C4D version and my conclusion is.
The DazToC4D sucks and is not really worth using.
Once you need to deal with multiple characters it becomes a too time consuming cleaning up all this mess.
You're probably way better off just rigging using the cinema4d builtin rigging tools.
However. you can use it once and create a rig template that you will use on other daz models of same size.
That way you only need to clean up 1 rig. but materials still needs to be manually fixed tho for your imports.
The hole idea behind a plugin like this is to make our life easier, but this plugin isn't doing that.
Yea as the title says, Well at least for Cinema4D.
The 1st times i used it, i kind of liked it, but after some usage i see it has several issues.
While the idea is noble, but it has issues that needs to be addressed.
This is probably not the correct place to give directly feedback to them but i want to share my experience using the Bridge.
So others can know what they are in for in case they try it out..
* AutoRig feature issues.
When you import the model you get the joints/bones as well, unless you just import a pure static object. ie a prop.
The Auto-IK button will create the controls for you.
You can choose from a Standard T-pose and the A-Pose used in Daz.
All great and dandy.. or is it.

However. when using the Auto-IK feature you will get a 2nd set of joints/bones.
This is like wtf.
You either use the existing joints/bones and add extra if needed and rebind.
or you rebind to mesh to the new joints/bones.
using 2 sets of joints/bones is stupid.
In some cases you want it but not in general.

In the image, the green bones(original) are binded to the mesh.
The purple one is the new joints/bones added.
Almost all "Green" bones have a constraint tag added to them after pressing the Auto-IK button.
They are constraint to the purple joints/bones.. basically "virtually" attached to the purple bone.
Not only does this clutter things up.
This can also cause frame lagging of the joints/bones when animating/simulating.

Cinema4D does things in hierarchical order from top to bottom in the obj-manager.
This can result in a frame lagging if the priority of the constraints or other things are not correct.
or they have the same priority but you have the original joints/bones above the purple one and other reasons.
* Morph Pose issues.
So i wanted to see how the morph controls was exported from Daz to Cinema.
What it does is create a Xpresso tag on a null object for the controls.
Nothing abnormal about this, i do this myself all the time.
But when you you open up the Xpresso tag and see whats going on.....
Nodes from Italy,, Do i need to say more..

Who ever thought this was a good idea should be hanged by their balls.
Want to do some small changes in pose morph X or Y.. good luck...
* Material issues.
When doing a normal export from Daz as a fbx file. you will get your materials in a sane way.
As in, the textures are in the color/diffuse channel "actually 2 different channels in c4d, but some apps call diffuse for color."
Any who, the material the bridge makes is just a mess.
it seems like it tries to do some sort of SSS setup on the material.
But the end result is just bad and you spend equal amount of time fixing the material than just making a new one.
Material Conversion isn't doing a good job either.
for example. Converting the materials to RedShift it creates a shader-graph of the materials. (i don't mind this. i prefer it over the New Node graph).
But instead of using the proper RS Skin Node, Its uses the Rs Standard Material.
If you want to do SSS. the RS Skin Node should be used. not the RS Std Mat.
But more so.. it just converts the "Broken" material into a RedShift material.
So you might as well just create a new material from scratch.
I been testing the Plugin on two different C4D version and my conclusion is.
The DazToC4D sucks and is not really worth using.
Once you need to deal with multiple characters it becomes a too time consuming cleaning up all this mess.
You're probably way better off just rigging using the cinema4d builtin rigging tools.
However. you can use it once and create a rig template that you will use on other daz models of same size.
That way you only need to clean up 1 rig. but materials still needs to be manually fixed tho for your imports.
The hole idea behind a plugin like this is to make our life easier, but this plugin isn't doing that.