Here is what drives me nuts with your software. When you want to pose or move your character the control axis is either right on top
of the thing you want to move as a finger, or so far away that it is not even in the same room as with moving a character. It needs to
be smart and be in the sceen you are in, and not on top of the thing you want to move. Or have a button on it to move the control
wherever you want it, so you can see what you are doing.
And it drives me nuts that I cannot put all the expressions I use everyday in one place, because they are for different characters,
so they don’t show up. So I have to stick some in Actors, Wardrobe and Props and some in Render and flip back and forth between
them just to put the right expression or pose on a character. If we want to stick stuff in the wrong category who are you to make
it where we can’t, it is arrogance on your part. (Like Bill Gate telling me I cannot go into my own folders, it is my computer not his.)
And it drives me nuts that I cannot make my own expressions and move the face, mouth and tongue as I wish. They should
be able to move just as a body part as a hand, finger or leg etc. The eyes you can move, but that is it. If you zoom in on the
face then parts should show up to click on and the axis control comes up as any other part of the body. To do it on the fly.
People say that Daz3D is just a toy for those with no talent and just pose Barbie dolls, why not do as Cinema 4D has finally
done and put in a sculpting tab that leads to a place where you can have very precise tools, instead of the junk they
have in Zbrush or 3Ds Max etc. which have no precision and you can only move goop around, and to make a straight line
is very hard. Make the tools (brushes) as in Photoshop the Polygonal Lasso Tool could be used to make lines or shapes in
the mesh and push a key as Shift or Alt at the end of the loop to either raised or lowered the mesh, as a line between robot parts
on a body. Planes to flatten parts, built in preset objects as 3D Coat, things like that would blow Zbrush away as a production
tool. The software would not be a toy but become a production tool, and being able to export to any other tools and render tools.
Think big and keep it easy to use.
There are multiple methods to posing a character in DAZ Studio. Some like to use the node seelction tool and the Parameters Tab while others use the Universal Tool. I think there is at least 5 different ways one can modify the characters pose in DS. I stick to the node selection tool and Parameter Tab myself.
With content in DS, either natice DS content or Poser content you can organize it several ways as well. I cannot give you any help or advice with the Content Manager within DS since I do not use it but you do have the ability to sort your content anyway you wish. DS native conent is extremely flexable for otganization as DS does not care how you do it as long it is all installed with in the Content or My Library folder.
Facial expressions are found on the Parameter Tab under the heading “Actor” if it is Genesis. If its a Gen4 or Gen3 figure then available expressions are listed as morphs. Normally one needs to select the head first inorder to see them. Please note that with the Gen3 and Gen4 figures that you need to have a morph pack installed to have all the expressions instead of just a few.
DAZ Studio was not designed to be a modeling app. You can adust the figures using D-Formers within DS but that is a per scene adjustment if you use them. If you need to make adjustments to any mesh you have the option of using Hexagon or Blender since they are both free or any 3D Modeling app that you already own.
Ease of use comes with learning. No major production tool is easy to use but instead, sophisticated. All 3D apps have their own native file types, methods for rigging and ways for working on surfaces. As a result there is no universal and perfect way of getting models from one to another without some sort of work involved for the end user in the app it is going to. Though Autodesk tries to provide a good method with FBX, it is not perfect. OBJ is the most universal 3D file output but it cannot carry any rigging info or unique shader information for each app. While I too would like to see bridges be developed between DAZ Studio and other apps such as 3D Studio Max, Lightwave, Maya, Blender and so on, DAZ3D cannot do it alone or be solely responsable for it.