So, you are implying that by converting items, like clothing and props to weight-mapped/DS files we can trim the scene file size by a very significant amount (converting stand alone/old character base meshes to weight mapping has enough problems/headaches to not really make it worth it…)
Never convert Poser figures and conformers to TriAx, they don’t bend any better (in some cases worse), and the INJection system doesn’t work with them, leaving you with a major headache that even a masochistic nutcase like me doesn’t enjoy.
Props with no rigging can be saved using “figure/prop asset”, it’s then a DSON format file in it’s own right with no reference to the original.
The biggest issue for DUF file size is using a DAZ scene file in DS4.5, they can cause huge file sizes and that’s in the compressed version. As a comparison I loaded V4.2 into DS3, injected all of the DAZ morphs I own and saved it as a DAZ scene file, the resultant file was 8.9 MB. I them loaded that DAZ file into DS220.127.116.11 (I’m using the Beta) and saved it as a DUF scene, it took a couple of minutes to save and gave me a compressed DUF of 46.4 MB. I then closed & restarted DS4.5 to clear it’s “cache”, and loaded V4.2 from her CR2 and injected all of her morphs again, saved it as a scene and got a compressed DUF of 1.14 MB, that’s about 22 MB uncompressed.
So your actually better off rebuilding your scenes in DS4.5 from the original files rather than using a DAZ scene file.
After a spot of file comparison the problem appears to be morph related, when I saved V4.2 in DS4.5 it had a long list of “Writing Assets” in the progress window, that is all of the channels with deltas in them being turned into DSF files and the channels get removed from the DUF, that way it works just like Genesis. But with the DAZ version I only got one “Writing Assets” and that was for the mesh & rig, all of the morph deltas are stored in the DUF file. So it’s no wonder the DUF files are huge, it’s got all of the deltas from the figures, conformers, props etc in your scene.