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      <title>Blender Discussion - Daz 3D Forums</title>
      <link>https://www.daz3d.com/forums/categories/blender-discussion/feed.rss</link>
      <pubDate>Tue, 13 Oct 2026 13:08:29 +0000</pubDate>
         <description>Blender Discussion - Daz 3D Forums</description>
   <language>en-US</language>
   <atom:link href="https://www.daz3d.com/forums/categories/blender-discussion/feed.rss" rel="self" type="application/rss+xml" />
   <item>
      <title>Problem with Breastacular for G8F</title>
      <link>https://www.daz3d.com/forums/discussion/762106/problem-with-breastacular-for-g8f</link>
      <pubDate>Sat, 16 May 2026 20:43:25 +0000</pubDate>
      <dc:creator>DrGonzo62</dc:creator>
      <guid isPermaLink="false">762106@/forums/discussions</guid>
      <description><![CDATA[<p>Hi,<br />
I&#39;d like to use this product in order to get higher mesh density in the chest area for sculpting.<br />
The import via Diffeo works fine, but after rendering there is a noticeable green outline around the B-Tac material zone.<br />
I&#39;ve tried several different G8F character materials and on some it&#39;s more noticeable than on others, but still too much though.</p>

<p>Does anyone else have this issue?<br />
My only other option is to omit B-Tac and exporting the figure at subD 2 out of DS, or using a MultiRes modifier in Blender (which doesn&#39;t let me sculpt with shape&nbsp;keys).<br />
Both options significantly increase the vertex count in areas other than the chest as well, which I don&#39;t need. Making the figure way heavier than needed.<br />
Not a huge issue when using 2 or 3 figures in a scene, but this all adds up quickly.</p>

<p>Is there a way to fix that outline issue?<br />
Thanks!</p>

<p>&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>Diffeomorphic not transferring Body Morphs to geograft</title>
      <link>https://www.daz3d.com/forums/discussion/771861/diffeomorphic-not-transferring-body-morphs-to-geograft</link>
      <pubDate>Mon, 28 Sep 2026 23:18:05 +0000</pubDate>
      <dc:creator>forsakenlibrary</dc:creator>
      <guid isPermaLink="false">771861@/forums/discussions</guid>
      <description><![CDATA[<p>Apologies if this is a repeat thread, but I haven&#39;t been able to find a solution to this anywhere.</p>

<p>On using Diffeomorphic (version 5.2.0.3018) to import a DAZ (version 4.23) Genesis 9 character to Blender (version 5.2), I have been unable to get the nipple geografts to follow the other breast morphs I have included in the export. The nipple-specific morph works just fine, but the graft stays in place while trying to reposition the breasts themselves (that is, the &quot;Nipple Length&quot; morph on the geograft functions just fine, but &quot;Breasts Cleavage&quot; has no effect on the geograft mesh).<br />
<br />
I have tried Transfer Shapekeys, but that has no effect both before and after morphs are imported. And I have been importing morphs to both the base body and geograft meshes (even tried without importing morphs to the geograft). And I am certain I have the correct selection order in Blender (I&#39;ve tried both ways). I have also tried a Surface Deform modifier in Blender, but that doesn&#39;t survive after merging the meshes.</p>

<p>Is there something I&#39;m missing? Why would transferring shape keys not work? Is there some little setting I&#39;m overlooking?&nbsp; Love to hear from anyone with ideas on the matter, thanks!<br />
&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>Muck Monster animation</title>
      <link>https://www.daz3d.com/forums/discussion/772391/muck-monster-animation</link>
      <pubDate>Tue, 06 Oct 2026 19:57:28 +0000</pubDate>
      <dc:creator>Scarecrow</dc:creator>
      <guid isPermaLink="false">772391@/forums/discussions</guid>
      <description><![CDATA[<p>Here&#39;s an animation I did of the Muck Monster HD&nbsp;by Joe Quick</p>

<p><span><span id="youtube-ndytKzASjjs"><span><a rel="nofollow" href="http://youtube.com/watch?v=ndytKzASjjs#t="><img src="http://img.youtube.com/vi/ndytKzASjjs/0.jpg" width="640" height="385" alt="image" style="border: 0px;" /></a></span><span></span></span></span></p>

<p>The character was imported to Blender with diffeomorphic.</p>

<p>Thanks for looking!</p>
]]></description>
   </item>
   <item>
      <title>DAZ to Blender 5</title>
      <link>https://www.daz3d.com/forums/discussion/772291/daz-to-blender-5</link>
      <pubDate>Sun, 04 Oct 2026 19:57:39 +0000</pubDate>
      <dc:creator>Alric</dc:creator>
      <guid isPermaLink="false">772291@/forums/discussions</guid>
      <description><![CDATA[<p>Will the DAZ to Blender bridge be updated to work with Blender 5?&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>G9 rig-GNS(Pro) rigified animation export back into daz  HELP PLEASE!??</title>
      <link>https://www.daz3d.com/forums/discussion/771476/g9-rig-gns-pro-rigified-animation-export-back-into-daz-help-please</link>
      <pubDate>Thu, 24 Sep 2026 07:42:40 +0000</pubDate>
      <dc:creator>irkinterAction</dc:creator>
      <guid isPermaLink="false">771476@/forums/discussions</guid>
      <description><![CDATA[<p>Howdy. I exported a figure..... G9........then hooked in up in blender....... rig-GNS(Pro) ...then added animation on it.&nbsp; My tools knowledge outstripped my ability to get it back into DAZ....&nbsp; does&nbsp; know anyone who could help me figure out how to export my animation back into DAZ in duf form?&nbsp; If this were Maya and a game engine I would have already have done it.... maybe.&nbsp; Anyway.&nbsp; My name is Eric/irk .&nbsp; Any help would be appreciated.&nbsp; &nbsp;</p>

<p>&nbsp;</p>

<p>I have been trying to bake DEF bones and save pose preset in diffeo to very little success and the manual for export out of the other thing I am using seems to have stalled out inG8 territory.&nbsp;</p>

<p>&nbsp;</p>

<p>&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>Anyone animating in DAZ but rendering in Blender on a remote Linux server?</title>
      <link>https://www.daz3d.com/forums/discussion/770676/anyone-animating-in-daz-but-rendering-in-blender-on-a-remote-linux-server</link>
      <pubDate>Fri, 18 Sep 2026 08:11:18 +0000</pubDate>
      <dc:creator>Little Melon</dc:creator>
      <guid isPermaLink="false">770676@/forums/discussions</guid>
      <description><![CDATA[<p>Hey everyone,</p>

<p>&nbsp;</p>

<p>I&#39;m working on a 3D visual novel. I do all my posing and animations with Genesis figures in DAZ Studio (Windows), but I recently got access to a Linux supercomputer where I can render. The catch is that it&rsquo;s purely Linux and headless, so DAZ won&#39;t run there at all - only Blender.</p>

<p>Has anyone here set up a workflow like this? What&#39;s the cleanest / laziest way to get scenes from DAZ into Blender without having to spend 30 minutes fixing materials (skin SSS, eyes, hair transparency) on every single scene?</p>

<p>Do you stick to Diffeomorphic, bake to Alembic (<code>.abc</code>), or something else? Any tips or scripts for packing <code>.blend</code> files and rendering them smoothly on Linux via CLI?</p>

<p>&nbsp;</p>

<p>Would love to hear how you guys tackle this. Thanks!</p>
]]></description>
   </item>
   <item>
      <title>What do you think about Globalskin addon?</title>
      <link>https://www.daz3d.com/forums/discussion/718511/what-do-you-think-about-globalskin-addon</link>
      <pubDate>Fri, 24 Jan 2025 15:11:04 +0000</pubDate>
      <dc:creator>camilo</dc:creator>
      <guid isPermaLink="false">718511@/forums/discussions</guid>
      <description><![CDATA[<p>I&#39;m not happy with how the skin looks in Blender after exporting with Diffeomorphic or Daz to Blender Bridge. Maybe it will look better with Genesis 9 characters, but for now I&#39;m sticking with Genesis 8 because I don&#39;t want to buy more characters for now. There is this addon on Blendermarket that promises to work with Genesis 8 called Globalskin <a href="https://blendermarket.com/products/globalskin-ultimate-skin-shader" target="_blank" rel="nofollow">https://blendermarket.com/products/globalskin-ultimate-skin-shader</a>. It looks promising but I still have one concern. The renders on the site look realistic, but at the same time they look like the author has overdone the bump maps and the skin looks too rough. Maybe it can be fixed by changing the values on some sliders, but I would like to know your opinion about this addon before I buy it. If you think that addon isn&#39;t worth it, I&#39;ll be happy to hear about other approaches to get a realistic skin with low effort, if they exist.</p>
]]></description>
   </item>
   <item>
      <title>Importing new outfits for a DAZ model imported into blender</title>
      <link>https://www.daz3d.com/forums/discussion/765041/importing-new-outfits-for-a-daz-model-imported-into-blender</link>
      <pubDate>Thu, 25 Jun 2026 06:07:55 +0000</pubDate>
      <dc:creator>hellofellad</dc:creator>
      <guid isPermaLink="false">765041@/forums/discussions</guid>
      <description><![CDATA[<p>So I need help with importin new outfits for a DAZ character I imported into blender with diffeomorphic. I tried using the &#39;Changing Outfits&#39; guide by diffeomorphic and it seems to be outdated. Would really appreciate it if someone could help with this.Thanks</p>
]]></description>
   </item>
   <item>
      <title>Diffeomorphic Export HD with Geograft -Mouth Issue</title>
      <link>https://www.daz3d.com/forums/discussion/770436/diffeomorphic-export-hd-with-geograft-mouth-issue</link>
      <pubDate>Mon, 14 Sep 2026 21:20:35 +0000</pubDate>
      <dc:creator>Freddy</dc:creator>
      <guid isPermaLink="false">770436@/forums/discussions</guid>
      <description><![CDATA[<p>I&#39;m having this issue when exporting HD characters to Blender using Diffeomorphic. The mouth on the HD version of the mesh seems to have issues (shape keys are broken). The mouth and the main body mesh have broken shape keys. I can&#39;t post my own image here for some reason but it looks like Neo in the Matrix when his mouth was being sealed...</p>

<p>Any help is appreciated.</p>

<p><img alt="" src="https://www.slashfilm.com/img/gallery/the-correct-order-to-watch-the-matrix-franchise/intro-1708109421.webp" /></p>
]]></description>
   </item>
   <item>
      <title>Creating templates for Daz  products in Blender.</title>
      <link>https://www.daz3d.com/forums/discussion/769551/creating-templates-for-daz-products-in-blender</link>
      <pubDate>Sun, 30 Aug 2026 05:14:29 +0000</pubDate>
      <dc:creator>Philippi_Child</dc:creator>
      <guid isPermaLink="false">769551@/forums/discussions</guid>
      <description><![CDATA[<p><span>[Creating templates for Daz&nbsp; products in Blender.]&nbsp;</span>How is this done since blender can not read .duf files?&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>Xin's HD Morph Add-on 2.0.0 Error</title>
      <link>https://www.daz3d.com/forums/discussion/769686/xin-s-hd-morph-add-on-2-0-0-error</link>
      <pubDate>Tue, 01 Sep 2026 06:46:02 +0000</pubDate>
      <dc:creator>mark212160</dc:creator>
      <guid isPermaLink="false">769686@/forums/discussions</guid>
      <description><![CDATA[<p>Blender 5.2.0</p>

<p>Diffeomorphic 5.2.0.3018</p>

<p>Xin&#39;s HD Morph 2.0.0</p>

<p>Steps:</p>

<p>- Import a G8F via Diffeomorphic&#39;s manual import</p>

<p>- Merge Rigs</p>

<p>- Import standard morphs, including Head, Expression, FACS, Body, JCMs, Flexions</p>

<p>- Import Daz Favorites, including Zev&#39;s Breast Control, Bend Control, Tongue Control, Expression Smoother</p>

<p>- Specify the working directory for Xin&#39;s add-on</p>

<p>- Specify the base mesh as the G8F mesh</p>

<p>- Switch to HD mesh generation tab, specify Generate Rigged HD, set HD subdivision to 3, check Import base morphs and Copy other meshes, press Generate HD mesh, and the errors shown in the screenshot occur.</p>
]]></description>
   </item>
   <item>
      <title>Diffeomorphic UDIM Artefact</title>
      <link>https://www.daz3d.com/forums/discussion/769691/diffeomorphic-udim-artefact</link>
      <pubDate>Tue, 01 Sep 2026 07:25:04 +0000</pubDate>
      <dc:creator>mark212160</dc:creator>
      <guid isPermaLink="false">769691@/forums/discussions</guid>
      <description><![CDATA[<p>Blender 5.2.0</p>

<p>Diffeomorphic 5.2.0.3018</p>

<p>G8F material:&nbsp;FW Rebekah HD for Victoria 8</p>

<p>Steps:</p>

<p>- Import a G8F via Diffeomorphic&#39;s manual import</p>

<p>- Merge Rigs</p>

<p>- Import standard morphs, including Head, Expression, FACS, Body, JCMs, Flexions</p>

<p>- Import Daz Favorites, including Zev&#39;s Breast Control, Bend Control, Tongue Control, Expression Smoother</p>

<p>- Save Local Textures with All Mesh checked</p>

<p>- Merge Materials with every setting unchecked, including Ignore Bump Strength</p>

<p>- Switch to Edit Material tab, set Face as Active Material, press Make UDIM Textures, change Image Size to 4096, check Combine Texture Types and all material zones, and press OK</p>

<p>- Set Face as Active Material, press Overwrite Materials, check only Torso, Lips, Legs, Fingernails, Toenails, Face, EyeSocket, Arms, and press OK</p>

<p>- Switch to Cycles GPU, and the following artefact occurs on the whole G8F mesh.</p>
]]></description>
   </item>
   <item>
      <title>[Diffeomorphic] Workflow?</title>
      <link>https://www.daz3d.com/forums/discussion/769636/diffeomorphic-workflow</link>
      <pubDate>Mon, 31 Aug 2026 17:33:54 +0000</pubDate>
      <dc:creator>evilded777</dc:creator>
      <guid isPermaLink="false">769636@/forums/discussions</guid>
      <description><![CDATA[<p>I know I can do this better. Right now, every scene is completely built in Studio and then moved to Blender. That means any hair has to be done each time, any material tweaks have to be done each time... and etc.</p>

<p>I feel like there is an intended workflow where I can move my character to blender and do all that stuff, then reuse that character by importing just poses and perhaps clothing. I know this is all well documented, but putting the pieces together as a beginner is daunting. Am I right or wrong in my assumption that I should be able to build my character in Blender and then pull in the sets, poses and clothes as needed? If I&#39;m right, can someone point me in the right direction as to what steps I should be taking here? And if I&#39;m wrong, just holler that I&#39;m wrong.</p>

<p>Thanks!</p>
]]></description>
   </item>
   <item>
      <title>Diffeomorphic Easy Import Default Settings?</title>
      <link>https://www.daz3d.com/forums/discussion/769341/diffeomorphic-easy-import-default-settings</link>
      <pubDate>Thu, 27 Aug 2026 01:57:25 +0000</pubDate>
      <dc:creator>JD</dc:creator>
      <guid isPermaLink="false">769341@/forums/discussions</guid>
      <description><![CDATA[<p>When using &quot;Easy Import DAZ&quot; is there a way to keep the operator presets default or persistent? I&#39;m steamlining my workflow and it would be great if the current preset I saved was the default so it would be one less thing to click or remember.</p>

<p>Thanks.&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>issues reimporting wearables modified in blender, eyebrows</title>
      <link>https://www.daz3d.com/forums/discussion/769261/issues-reimporting-wearables-modified-in-blender-eyebrows</link>
      <pubDate>Mon, 24 Aug 2026 22:54:30 +0000</pubDate>
      <dc:creator>mangosteins</dc:creator>
      <guid isPermaLink="false">769261@/forums/discussions</guid>
      <description><![CDATA[<p>I wanted to change the shape of and location of the eyebrows for my character, i imported the character into blender, modified the brows but after i export the brows from blender and import into daz the transform are lost and the size is super <span>[...]</span> tiny, I tried the different unit measurement conversion options on the import obj screen in daz and tried both blender and daz for the metric units but its still dislocated and tiny when i import the brows.&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>Diffeomorphic Add-ons Version 5.2.0 Released</title>
      <link>https://www.daz3d.com/forums/discussion/689606/diffeomorphic-add-ons-version-5-2-0-released</link>
      <pubDate>Mon, 03 Jun 2024 13:01:32 +0000</pubDate>
      <dc:creator>ThomasLarsson</dc:creator>
      <guid isPermaLink="false">689606@/forums/discussions</guid>
      <description><![CDATA[<p>Version 5.2.0 of the DAZ Importer, MHX Runtime System and BVH and FBX Retargeter have been released. They can be downloaded from<br />
<br />
DAZ Importer:&nbsp;<br />
<a rel="nofollow" href="https://www.dropbox.com/scl/fi/30jlo03jzd5a3fq647efc/import_daz-5.2.0.zip?rlkey=wp2ku7h4c16lq8kabxe62gt8b&amp;st=gf09ki3v">https://www.dropbox.com/scl/fi/30jlo03jzd5a3fq647efc/import_daz-5.2.0.zip?rlkey=wp2ku7h4c16lq8kabxe62gt8b&amp;st=gf09ki3v</a><br />
<br />
MHX Runtime System:&nbsp;<br />
<a rel="nofollow" href="https://www.dropbox.com/scl/fi/swl13odwoqd0eu7a39avt/mhx_rts-5.2.0.zip?rlkey=8f7kypxv52vhleoy3rjns43vc&amp;st=cfh6d9oc">https://www.dropbox.com/scl/fi/swl13odwoqd0eu7a39avt/mhx_rts-5.2.0.zip?rlkey=8f7kypxv52vhleoy3rjns43vc&amp;st=cfh6d9oc</a><br />
<br />
BVH and FBX Retargeter:&nbsp;<br />
<a rel="nofollow" href="https://www.dropbox.com/scl/fi/sl5vlvnc5xza4bpi71kad/retarget_bvh-5.2.0.zip?rlkey=sn3bkdsn77eryl5qxzu1y16gt&amp;st=49d3cold">https://www.dropbox.com/scl/fi/sl5vlvnc5xza4bpi71kad/retarget_bvh-5.2.0.zip?rlkey=sn3bkdsn77eryl5qxzu1y16gt&amp;st=49d3cold</a><br />
<br />
The add-ons have been tested on Blender 3.6 and 5.2. They should run on Blender versions from 3.0 onwards.<br />
<br />
The main reason for this release is compatibility with Blender 5.2. There are also various bug fixes.</p>

<p>----------------------------------------------------------------</p>

<p>&nbsp;Version 5.1.0 of the DAZ Importer, MHX Runtime System and BVH and FBX Retargeter have been released. They can be downloaded from<br />
<br />
DAZ Importer:&nbsp;<br />
<a rel="nofollow" href="https://www.dropbox.com/scl/fi/xhzuuk8b7ljc9q6e82elh/import_daz-5.1.0.zip?rlkey=dne3g99ooizo6oq5jx3w4owln&amp;st=7jghklqg">https://www.dropbox.com/scl/fi/xhzuuk8b7ljc9q6e82elh/import_daz-5.1.0.zip?rlkey=dne3g99ooizo6oq5jx3w4owln&amp;st=7jghklqg</a><br />
<br />
MHX Runtime System:&nbsp;<br />
<a rel="nofollow" href="https://www.dropbox.com/scl/fi/op24pkdexyvrp5jnu7gae/mhx_rts-5.1.0.zip?rlkey=y3zsymz5duukmgxwmfbfjzwc2&amp;st=uezatm0b">https://www.dropbox.com/scl/fi/op24pkdexyvrp5jnu7gae/mhx_rts-5.1.0.zip?rlkey=y3zsymz5duukmgxwmfbfjzwc2&amp;st=uezatm0b</a><br />
<br />
BVH and FBX Retargeter:&nbsp;<br />
<a rel="nofollow" href="https://www.dropbox.com/scl/fi/qozj9a8jfidcwjwo4g0xf/retarget_bvh-5.1.0.zip?rlkey=0aabdno78nxq7byl7fe16mqj6&amp;st=a3aeo55q">https://www.dropbox.com/scl/fi/qozj9a8jfidcwjwo4g0xf/retarget_bvh-5.1.0.zip?rlkey=0aabdno78nxq7byl7fe16mqj6&amp;st=a3aeo55q</a><br />
<br />
The add-ons have been tested on Blender 3.6 and 5.1. They should run on Blender versions from 3.0 onwards.<br />
<br />
The main reason for this release is compatibility with Blender 5.1. Apart from various bug fixes, performance has also been improved, as announced <a rel="nofollow" href="https://diffeomorphic.blogspot.com/2026/02/performance-boost.html">here</a>.</p>

<p>---------------------------------</p>

<p>Version 5.0.0 of the DAZ Importer, MHX Runtime System and BVH and FBX Retargeter have been released. They can be downloaded from<br />
<br />
DAZ Importer:&nbsp;<br />
<a rel="nofollow" href="https://www.dropbox.com/scl/fi/8b5z3cy6kd9pcxeo17bh1/import_daz-5.0.0.zip?rlkey=udvj5mbw4f1psmvrnt8949ed5">https://www.dropbox.com/scl/fi/8b5z3cy6kd9pcxeo17bh1/import_daz-5.0.0.zip?rlkey=udvj5mbw4f1psmvrnt8949ed5</a><br />
<br />
MHX Runtime System:&nbsp;<br />
<a rel="nofollow" href="https://www.dropbox.com/scl/fi/0nf018loxjpy0nbe26zpr/mhx_rts-5.0.0.zip?rlkey=dd33350oazwagkund3puqt7up">https://www.dropbox.com/scl/fi/0nf018loxjpy0nbe26zpr/mhx_rts-5.0.0.zip?rlkey=dd33350oazwagkund3puqt7up</a><br />
<br />
BVH and FBX Retargeter:&nbsp;<br />
<a rel="nofollow" href="https://www.dropbox.com/scl/fi/0ftrenp005ub78ov5fek0/retarget_bvh-5.0.0.zip?rlkey=c27jhf4pxc3scpu0ffmil197d">https://www.dropbox.com/scl/fi/0ftrenp005ub78ov5fek0/retarget_bvh-5.0.0.zip?rlkey=c27jhf4pxc3scpu0ffmil197d</a><br />
<br />
The add-ons have been tested on Blender 3.6, 4.5 and 5.0. They should run on Blender versions from 3.0 onwards.<br />
<br />
The main reason for this release is compatibility with Blender 5.0. Several other bugs have also been fixed.</p>

<p>------------------------------------------------------</p>

<p>Version 4.5.0 of the DAZ Importer, MHX Runtime System and BVH and FBX Retargeter have been released. They can be downloaded from<br />
<br />
<strong>DAZ Importer</strong>: <a rel="nofollow" href="https://www.dropbox.com/scl/fi/hp422s4cibjtofs0w41v0/import_daz-4.5.0.zip?rlkey=48iudwd2yea9y1vw51hixzxpw">https://www.dropbox.com/scl/fi/hp422s4cibjtofs0w41v0/import_daz-4.5.0.zip?rlkey=48iudwd2yea9y1vw51hixzxpw</a><br />
<br />
<strong>MHX Runtime System</strong>: <a rel="nofollow" href="https://www.dropbox.com/scl/fi/y4foq3hjg8i23qozdcuyo/mhx_rts-4.5.0.zip?rlkey=n15uyij9ouoclmaqqmpe5tq92">https://www.dropbox.com/scl/fi/y4foq3hjg8i23qozdcuyo/mhx_rts-4.5.0.zip?rlkey=n15uyij9ouoclmaqqmpe5tq92</a><br />
<br />
<strong>BVH and FBX Retargeter</strong>: <a rel="nofollow" href="https://www.dropbox.com/scl/fi/z140z8ai58zw89zv1cl2e/retarget_bvh-4.5.0.zip?rlkey=1cs5th0jau8tm12dc1a6ofhb3">https://www.dropbox.com/scl/fi/z140z8ai58zw89zv1cl2e/retarget_bvh-4.5.0.zip?rlkey=1cs5th0jau8tm12dc1a6ofhb3</a><br />
<br />
The add-ons have been tested on Blender 4.5 and 3.0, and should run on intermediate Blender versions as well.<br />
<br />
This is mainly a bugfix release in order to keep in sync with Blender versions. However, there are some new features:</p>

<ul>
	<li>Better support for UTF-16 (Chinese and Japanese characters)</li>
	<li>The Retarger editing functions have been replaced by <a rel="nofollow" href="http://diffeomorphic.blogspot.com/2025/07/animation-layers.html">animation layers</a>.</li>
</ul>

<p>--------------------------------------------------------------------------------------------------------------------------------------------------------------</p>

<p>Version 4.4.0 of the DAZ Importer, MHX Runtime System, and FBX and BVH Retargeter have been released. They can be downloaded from</p>

<ul>
	<li>DAZ Importer: <a rel="nofollow" href="https://www.dropbox.com/scl/fi/ikl7ewt2vyry4yokmexee/import_daz-4.4.0.zip?rlkey=6icungsgz5e2jf1xrfp4tu6a1">https://www.dropbox.com/scl/fi/ikl7ewt2vyry4yokmexee/import_daz-4.4.0.zip?rlkey=6icungsgz5e2jf1xrfp4tu6a1</a></li>
	<li>MHX Runtime System: <a rel="nofollow" href="https://www.dropbox.com/scl/fi/wr5pe0azugvoqwx071uy1/mhx_rts-4.4.0.zip?rlkey=yj839xajudf5rzeuln9l4u1vi">https://www.dropbox.com/scl/fi/wr5pe0azugvoqwx071uy1/mhx_rts-4.4.0.zip?rlkey=yj839xajudf5rzeuln9l4u1vi</a></li>
	<li>BVH and FBX Retargeter: <a rel="nofollow" href="https://www.dropbox.com/scl/fi/jp7t4j6q9r00y0b7ufhxx/retarget_bvh-4.4.0.zip?rlkey=aecabc76pafykzqh54m9d6y1v&amp;st=ap5ywyda">https://www.dropbox.com/scl/fi/jp7t4j6q9r00y0b7ufhxx/retarget_bvh-4.4.0.zip?rlkey=aecabc76pafykzqh54m9d6y1v&amp;st=ap5ywyda</a></li>
</ul>

<p>The previous stable version 4.3.0 does not work with Blender 4.4 due to an API change.<br />
<br />
Apart from working with Blender 4.4, there are also many bugfixes and some other changes.</p>

<ul>
	<li>Internal data used by the DAZ Importer have been moved to a single complex property, to avoid unnecessary cluttering of the custom properties (<a rel="nofollow" href="http://diffeomorphic.blogspot.com/2025/01/custom-properties-cleanup.html">http://diffeomorphic.blogspot.com/2025/01/custom-properties-cleanup.html</a>).</li>
	<li>Improvements to Rigify, both for animals (<a rel="nofollow" href="https://bitbucket.org/Diffeomorphic/import_daz/issues/2350/implement-rigify-conversion-for-daz-dog">https://bitbucket.org/Diffeomorphic/import_daz/issues/2350/implement-rigify-conversion-for-daz-dog</a>) and adding extra Rigify bones (<a rel="nofollow" href="http://diffeomorphic.blogspot.com/2025/02/adding-extra-bones-to-rigify.html">http://diffeomorphic.blogspot.com/2025/02/adding-extra-bones-to-rigify.html</a>)</li>
	<li>Scripting improvements (<a rel="nofollow" href="http://diffeomorphic.blogspot.com/2025/03/scripting-improvements.html">http://diffeomorphic.blogspot.com/2025/03/scripting-improvements.html</a>)</li>
</ul>

<p>--------------------------------------------------------------------------------</p>

<p>Version 4.3.0 of the DAZ Importer and MHX Runtime System have been released. They can be downloaded from</p>

<ul>
	<li>DAZ Importer: <a rel="nofollow" href="https://www.dropbox.com/scl/fi/uraafocct3c6384yc17rw/import_daz-4.3.0.zip?rlkey=juujj59alt459xumopzn3xmz2">https://www.dropbox.com/scl/fi/uraafocct3c6384yc17rw/import_daz-4.3.0.zip?rlkey=juujj59alt459xumopzn3xmz2</a></li>
	<li>MHX Runtime System: <a rel="nofollow" href="https://www.dropbox.com/scl/fi/law40jz2q8qvr8okruhdx/mhx_rts-4.3.0.zip?rlkey=sk6t6zafaoqdoxdwwz956yljp">https://www.dropbox.com/scl/fi/law40jz2q8qvr8okruhdx/mhx_rts-4.3.0.zip?rlkey=sk6t6zafaoqdoxdwwz956yljp</a></li>
</ul>

<p>The previous stable version 4.2.1 does not work with Blender 4.3 due to an API change. The new version has also been tested with Blender 4.4 alpha, so there is a reasonable chance that it will work with the future Blender 4.4.<br />
<br />
The previous release contained two more add-ons, DAZ Rigging and Shell Editor, which depended on the DAZ Importer. Because dependencies between add-ons lead to lots of complications, they have been reintegrated into the main add-on. Instead the DAZ Importer has been modularized. Many tools are not loaded by default, to keep down the complexity of the add-on for the casual user, cf the posts on <a rel="nofollow" href="http://diffeomorphic.blogspot.com/2024/11/modularization.html">Modularization </a>and <a rel="nofollow" href="http://diffeomorphic.blogspot.com/2024/11/modularization-complete.html">Modularization Complete</a>.<br />
<br />
Support has been added for <a rel="nofollow" href="https://bitbucket.org/Diffeomorphic/import_daz/issues/2235/a-first-filatoon-approximation">Filatoon</a>, a new shader in DAZ Studio 4.23 to draw toon style figures.</p>

<p>Import of morphed characters without first exporting a dbz file has been improved, even if it does not work quite as well as the dbz pipeline. I will write something about that later.</p>

<p>------------------------------------------------</p>

<p><strong>Diffeomorphic Add-ons Version 4.2.1 Released</strong></p>

<p>It is time for a new stable release of the DAZ Importer and the other Diffeomorphic add-ons. The main novelty is that the add-ons have been converted to Blender extensions in Blender 4.2, cf the posts on&nbsp;<a rel="nofollow" href="http://diffeomorphic.blogspot.com/2024/08/blender-extensions-and-gpl.html">Blender Extensions and GPL</a> and&nbsp;<a rel="nofollow" href="http://diffeomorphic.blogspot.com/2024/10/addon-scripting-and-blender-extensions.html">Addon Scripting and Blender Extensions</a>. The add-ons can also be installed in earlier versions of Blender. As usual, several bugs have also been fixed.<br />
<br />
The DAZ Studio export script (export_to_blender.dsa) has also been updated and should be copied to the Scripts folder in a DAZ Studio directory. The specialized HD export script (export_highdef_to_blender.dsa) has been merged with the main export script and is now obsolete. Old versions of the script still work in most situations.</p>

<p><strong>DAZ Importer</strong></p>

<p>The DAZ Importer is a Blender add-on for importing native DAZ Studio files (.duf, .dsf) into Blender. It also contains some tools to make the assets more animation friendly.<br />
Download:<br />
<a rel="nofollow" href="https://www.dropbox.com/scl/fi/hka5ej1dv65gk04p1pn5x/import_daz-4.2.1.zip?rlkey=9ukju1y5zai4pryp5atblcbe9">https://www.dropbox.com/scl/fi/hka5ej1dv65gk04p1pn5x/import_daz-4.2.1.zip?rlkey=9ukju1y5zai4pryp5atblcbe9</a><br />
Documentation:<br />
<a rel="nofollow" href="https://bitbucket.org/Diffeomorphic/import_daz/wiki/Home">https://bitbucket.org/Diffeomorphic/import_daz/wiki/Home</a><br />
&nbsp;</p>

<p><strong>MHX Runtime System</strong></p>

<p>The MHX Runtime System is a Blender add-on for posing the MHX rig, that can be generated by the DAZ Importer.<br />
Download:<br />
<a rel="nofollow" href="https://www.dropbox.com/scl/fi/ry8nwojh62s3y23w4g5bp/mhx_rts-4.2.1.zip?rlkey=mx0worrq46afetxumvmo8yhg8">https://www.dropbox.com/scl/fi/ry8nwojh62s3y23w4g5bp/mhx_rts-4.2.1.zip?rlkey=mx0worrq46afetxumvmo8yhg8</a><br />
Documentation:<br />
<a rel="nofollow" href="https://bitbucket.org/Diffeomorphic/mhx_rts/wiki/Home">https://bitbucket.org/Diffeomorphic/mhx_rts/wiki/Home</a><br />
&nbsp;</p>

<p><strong>BVH and FBX Retargeter</strong></p>

<p>The purpose of the BVH and FBX Retargeter is loading animations from BVH or FBX files to a given armature, and editing these animations in various useful ways. It can also import facial animations in FaceCap, LiveLink, VMD and FBX formats.<br />
Download:<br />
<a rel="nofollow" href="https://www.dropbox.com/scl/fi/qh6czqobslto9q0ea6kh6/retarget_bvh-4.2.1.zip?rlkey=g9xpumgp6xzh94frzromb8psy">https://www.dropbox.com/scl/fi/qh6czqobslto9q0ea6kh6/retarget_bvh-4.2.1.zip?rlkey=g9xpumgp6xzh94frzromb8psy</a><br />
Documentation:<br />
<a rel="nofollow" href="https://bitbucket.org/Diffeomorphic/retarget_bvh/wiki/Home">https://bitbucket.org/Diffeomorphic/retarget_bvh/wiki/Home</a><br />
<br />
<br />
The next two add-ons were recently spawned from the DAZ Importer in order to keep down its size somewhat. They contain rather specialized tools that are probably not of interest to most users. They are also poorly documented and result in warnings about policy errors. The the previous release there was a third add-on for exporting pose presets back to DAZ Studio, but that has been merged with the main DAZ Importer add-on again.<br />
<br />
<strong>Important: The DAZ Importer must be enabled first, before any of these two add-ons can be used.</strong><br />
&nbsp;</p>

<p><strong>DAZ Rigging</strong></p>

<p>Some specialized tools for rigging certain types of figures, link chains and tails.<br />
Download:<br />
<a rel="nofollow" href="https://www.dropbox.com/scl/fi/xqgb698891hlwqr3bon7z/rig_daz-4.2.1.zip?rlkey=k5mhdxlwi7civx5uzrozk6svz">https://www.dropbox.com/scl/fi/xqgb698891hlwqr3bon7z/rig_daz-4.2.1.zip?rlkey=k5mhdxlwi7civx5uzrozk6svz</a><br />
Documentation:<br />
<a rel="nofollow" href="https://bitbucket.org/Diffeomorphic/rig_daz/wiki/Home">https://bitbucket.org/Diffeomorphic/rig_daz/wiki/Home</a><br />
&nbsp;</p>

<p><strong>Shell Editor</strong></p>

<p>Contains some tools for manipulating shells imported from DAZ Studio.Download:<br />
<a rel="nofollow" href="https://www.dropbox.com/scl/fi/bqh6cu4o33jdpwr4nspct/shell_edit-4.2.1.zip?rlkey=09ls8m6em95dicc4kvk54r000">https://www.dropbox.com/scl/fi/bqh6cu4o33jdpwr4nspct/shell_edit-4.2.1.zip?rlkey=09ls8m6em95dicc4kvk54r000</a><br />
Documentation:<br />
<a rel="nofollow" href="https://bitbucket.org/Diffeomorphic/shell_edit/wiki/Home">https://bitbucket.org/Diffeomorphic/shell_edit/wiki/Home</a></p>

<p>&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>How can I adapt this catchlight technique, from armoured avian, to 8.1?</title>
      <link>https://www.daz3d.com/forums/discussion/768986/how-can-i-adapt-this-catchlight-technique-from-armoured-avian-to-8-1</link>
      <pubDate>Wed, 19 Aug 2026 16:06:56 +0000</pubDate>
      <dc:creator>mangosteins</dc:creator>
      <guid isPermaLink="false">768986@/forums/discussions</guid>
      <description><![CDATA[<p><span><span id="youtube-dNhfPJMgAKk"><span><a rel="nofollow" href="http://youtube.com/watch?v=dNhfPJMgAKk#t="><img src="http://img.youtube.com/vi/dNhfPJMgAKk/0.jpg" width="640" height="385" alt="image" style="border: 0px;" /></a></span><span></span></span></span></p>

<p>This will make sense if you see the video. The idea is to remove other reflections from other parts of the eye except the eye moisture and parent a area light to the neck bone then shape the area light to your desired shape and you get a perfect, modfular catchlight that you can use gobos on as well. Its easy on g9 cause that what he uses in the video but when I try to adapt and do it for g8.1 I can never get the reflection to overlap the iris when targeting just the eye moisture.&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>G8F Geografts Material</title>
      <link>https://www.daz3d.com/forums/discussion/768846/g8f-geografts-material</link>
      <pubDate>Mon, 17 Aug 2026 21:17:01 +0000</pubDate>
      <dc:creator>JD</dc:creator>
      <guid isPermaLink="false">768846@/forums/discussions</guid>
      <description><![CDATA[<p>I&#39;m using diffeomorphic easy import to import a character with 2 geografts<br />
1. Headlights<br />
2. Golden Palace<br />
<br />
The materials seem to import correctly, until I zoom in and the bump and normal maps are not applied correctly. The bump and normal for the golden palace geograft appears to apply correctly, but it looks like it takes over of the G8F figure&#39;s materials and does not apply the bump and normal materials of the figure.<br />
<br />
I&#39;m not sure how to fix so, send help pls. Thanks</p>
]]></description>
   </item>
   <item>
      <title>Why do my eyes look like this?</title>
      <link>https://www.daz3d.com/forums/discussion/768921/why-do-my-eyes-look-like-this</link>
      <pubDate>Tue, 18 Aug 2026 21:22:06 +0000</pubDate>
      <dc:creator>mangosteins</dc:creator>
      <guid isPermaLink="false">768921@/forums/discussions</guid>
      <description><![CDATA[<p>g8.1 female, the shader setup for the surface pupil is pinned to the right and cornea surface on the left. The eyes are super glossy and reflective and when i adjust the sliders there is no notible change.&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>is it possible to use the lip texture and normal from one character and use it on another g8.1?</title>
      <link>https://www.daz3d.com/forums/discussion/768606/is-it-possible-to-use-the-lip-texture-and-normal-from-one-character-and-use-it-on-another-g8-1</link>
      <pubDate>Fri, 14 Aug 2026 06:15:10 +0000</pubDate>
      <dc:creator>mangosteins</dc:creator>
      <guid isPermaLink="false">768606@/forums/discussions</guid>
      <description><![CDATA[<p>I see the lips surface but part of the lip and normal and texture is also on the face surface and blends into the lips on the lips surface in the sahder editor, is it possible to somehow use the lips and normal from a different character, the one on the left and properly impose and blend the new lips and normal for the lips and face surfaces? I wanted to use the lips on the left on the character on the right.<br />
<br />
the lip surface in the shader editor seemed simple enough but some of the surrounding and texture and normal is also in the face surface so i wasnt sure how to get that to work.&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>Morphs sub categories?</title>
      <link>https://www.daz3d.com/forums/discussion/768611/morphs-sub-categories</link>
      <pubDate>Fri, 14 Aug 2026 06:28:11 +0000</pubDate>
      <dc:creator>JD</dc:creator>
      <guid isPermaLink="false">768611@/forums/discussions</guid>
      <description><![CDATA[<p>Is there a way to add morphs sub categories like how the &quot;Head&quot; category has sub categories to make parts of the morph grouped together?<br />
<br />
I want to import expressession morphs, but have it categorized under the &quot;Expressions&quot; category. That way I can look through the expressions and add/organize morph expressions in its own subcategories.</p>
]]></description>
   </item>
   <item>
      <title>shape my imported character in blender with daz morphs then transfer those values back to daz?</title>
      <link>https://www.daz3d.com/forums/discussion/768626/shape-my-imported-character-in-blender-with-daz-morphs-then-transfer-those-values-back-to-daz</link>
      <pubDate>Fri, 14 Aug 2026 07:57:39 +0000</pubDate>
      <dc:creator>mangosteins</dc:creator>
      <guid isPermaLink="false">768626@/forums/discussions</guid>
      <description><![CDATA[<p>I think it would be much easier to have an organized workflow for shaping my character if i did it in blender but is there a way to send those value changes back to daz so the sliders are correct?&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>How to remove a morph category from panel?</title>
      <link>https://www.daz3d.com/forums/discussion/768496/how-to-remove-a-morph-category-from-panel</link>
      <pubDate>Wed, 12 Aug 2026 22:39:25 +0000</pubDate>
      <dc:creator>JD</dc:creator>
      <guid isPermaLink="false">768496@/forums/discussions</guid>
      <description><![CDATA[<p>I imported some custom morphs. I changed the Drivers from &quot;Rig&quot; to &quot;Mesh&quot; to see what it does and it created a separate Morphs category called &quot;Mesh Shape Keys&quot; in the DAZ Runtime (version 5.1.0.2859) panel. Going to the DAZ Setup panel, I couldn&#39;t find a way to delete the category in the &quot;Mesh&quot; category because the option to remove it was greyed out. I was able to find the shape keys and custom properties and remove them, but I couln&#39;t figure out how to remove the category.<br />
<br />
How do I remove the morph category I created, &quot;MD Body Joint Bends&quot; from the panel?</p>
]]></description>
   </item>
   <item>
      <title>Import morph?</title>
      <link>https://www.daz3d.com/forums/discussion/768466/import-morph</link>
      <pubDate>Wed, 12 Aug 2026 21:30:32 +0000</pubDate>
      <dc:creator>JD</dc:creator>
      <guid isPermaLink="false">768466@/forums/discussions</guid>
      <description><![CDATA[<p>I have a question about importing morphs. My situation is that I imported a character and then converted the daz rig to the MHX rig. Will I still be able to add morphs to my character now that it is converted to the MHX rig, or do I have to add all the morphs I want before converting to the MHX rig?<br />
<br />
I read something on the blog about finalizing and that makes it where importing morphs isn&#39;t doable? Or did I read that wrong and I can always import morphs as I need them for my character?</p>
]]></description>
   </item>
   <item>
      <title>Subsurf vs Subdivision modifier?</title>
      <link>https://www.daz3d.com/forums/discussion/768396/subsurf-vs-subdivision-modifier</link>
      <pubDate>Wed, 12 Aug 2026 00:28:03 +0000</pubDate>
      <dc:creator>JD</dc:creator>
      <guid isPermaLink="false">768396@/forums/discussions</guid>
      <description><![CDATA[<p>I noticed that when using Diffeomorphic to import something from Daz that has SubDivision, Diffeomorphic will add a &quot;Subsurf&quot; modifier. If I add a &quot;Subdivision&quot; modifier, it will be called &quot;Subdivision&quot; modifier. Is there a difference between &quot;Subsurf&quot; and &quot;Subdivision&quot; modifiers or does diffeomorphic just rename the &quot;Subdivision&quot; modifier as &quot;Subsurf&quot;?</p>
]]></description>
   </item>
   <item>
      <title>Lips shading, how can i improve the transition between the face and the lips?</title>
      <link>https://www.daz3d.com/forums/discussion/768261/lips-shading-how-can-i-improve-the-transition-between-the-face-and-the-lips</link>
      <pubDate>Mon, 10 Aug 2026 11:16:26 +0000</pubDate>
      <dc:creator>mangosteins</dc:creator>
      <guid isPermaLink="false">768261@/forums/discussions</guid>
      <description><![CDATA[<p>When i make adjustments to the lips, reflectivity or gamma or other stuff the seam between the face and lips becomes sharper and more obvious, how can i reduce this effect so its a cleaner seperation?</p>
]]></description>
   </item>
   <item>
      <title>[Diffeomorphic] Material Tools?</title>
      <link>https://www.daz3d.com/forums/discussion/768176/diffeomorphic-material-tools</link>
      <pubDate>Sun, 09 Aug 2026 14:15:01 +0000</pubDate>
      <dc:creator>evilded777</dc:creator>
      <guid isPermaLink="false">768176@/forums/discussions</guid>
      <description><![CDATA[<p>At some point I had access to Material Tools, I remember playing with them.</p>

<p>Now I don&#39;t. The Wiki has a mysterious entry about &quot;enabling the&nbsp;Material Tools feature&quot;, and I&#39;m not sure if that means I have to turn something on in settings or exactly what that means. But those material tools are not on the Materials panel.</p>

<p>What I have managed to mess up now? :)</p>
]]></description>
   </item>
   <item>
      <title>micro detail normals not showing on the model in blender?</title>
      <link>https://www.daz3d.com/forums/discussion/768126/micro-detail-normals-not-showing-on-the-model-in-blender</link>
      <pubDate>Sat, 08 Aug 2026 17:36:44 +0000</pubDate>
      <dc:creator>mangosteins</dc:creator>
      <guid isPermaLink="false">768126@/forums/discussions</guid>
      <description><![CDATA[<p>imported g8.1 female model with differmorhic into blender, do i need to change the shader setup? not sure what to do with the empty texture cordinate node.&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>Help, issues with eyes after import, visible ring around iris and clipping</title>
      <link>https://www.daz3d.com/forums/discussion/768116/help-issues-with-eyes-after-import-visible-ring-around-iris-and-clipping</link>
      <pubDate>Sat, 08 Aug 2026 16:40:19 +0000</pubDate>
      <dc:creator>mangosteins</dc:creator>
      <guid isPermaLink="false">768116@/forums/discussions</guid>
      <description><![CDATA[<p>Genesis 8.1 female, imported through differmorphic, the area between the iris and sclera has a ring of contrast im not sure how to fix. It also looks like there is clipping of something and im not shure what that is either.&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>What went wrong?</title>
      <link>https://www.daz3d.com/forums/discussion/764756/what-went-wrong</link>
      <pubDate>Sun, 21 Jun 2026 16:23:29 +0000</pubDate>
      <dc:creator>evilded777</dc:creator>
      <guid isPermaLink="false">764756@/forums/discussions</guid>
      <description><![CDATA[<p>So, learning all this Blender stuff. Finally got something I was happy with. Did some minor post in PS then exported it and well, it looks like hot crap.</p>

<p>You&#39;d think I was new.&nbsp; I&#39;m used to high contrast, lots of shadow... my images never look like this when I&#39;m done. Even the signature looks horrible. The raw render looks so much better, but even if I do no postwork and I try to post it somewhere it looks awful.</p>

<p><img alt="" src="https://www.daz3d.com/forums/uploads/FileUpload/ee/bc20e4de1eeea2c9809b9a75acb5d7.jpg" /></p>
]]></description>
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