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      <title>Blender Discussion - Daz 3D Forums</title>
      <link>https://www.daz3d.com/forums/categories/blender-discussion/feed.rss</link>
      <pubDate>Sat, 13 Jun 2026 09:14:54 +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>DazStudio To GLB exporter Testers Wanted</title>
      <link>https://www.daz3d.com/forums/discussion/763941/dazstudio-to-glb-exporter-testers-wanted</link>
      <pubDate>Tue, 09 Jun 2026 20:34:39 +0000</pubDate>
      <dc:creator>RedDragoon78_dc96eaefcd</dc:creator>
      <guid isPermaLink="false">763941@/forums/discussions</guid>
      <description><![CDATA[<p>So i&#39;m creating a DazStudio dsa script that exports from daz to glb formate nothing extra is needed for it to work just the single script and DazStudio which I currently have it running in Daz4.2X and Daz6.0 I have no other versions on my end to test. and what this can do so far is pretty huge in itself, why I need a couple testers I have stuff mainly for G8 and don&#39;t use 8.1, 9 or any of the others and i&#39;m curiuse how it will work for other users</p>

<p>I included a list of everything it&#39;s currently capable of but the main thing that made me want&nbsp;want to build this is that Daz does not really support&nbsp;exporting merged anatomy with full moph support and this does it really well check out the list below for all the features</p>

<p><strong>This exporter can:</strong></p>

<p>* **<strong>Export DAZ models to GLB/glT</strong>F**</p>

<p>&nbsp; * `.glb` single file</p>

<p>* **<strong>Export character geometry</strong>**</p>

<p>&nbsp; * body mesh<br />
&nbsp; * clothing<br />
&nbsp; * hair<br />
&nbsp; * eyelashes<br />
&nbsp; * accessories<br />
&nbsp; * fitted items</p>

<p>* **<strong>Export props and environments</strong>**</p>

<p>&nbsp; * rooms<br />
&nbsp; * furniture<br />
&nbsp; * scene props<br />
&nbsp; * static environment meshes<br />
&nbsp; * grouped/null-parented scene objects</p>

<p>* **<strong>Export rigging</strong>**</p>

<p>&nbsp; * bones<br />
&nbsp; * skeleton hierarchy<br />
&nbsp; * skin weights<br />
&nbsp; * inverse bind matrices<br />
&nbsp; * skinned meshes</p>

<p>* **<strong>Export morph targets</strong>**</p>

<p>&nbsp; * figure morphs<br />
&nbsp; * clothing morphs<br />
&nbsp; * attachment morphs<br />
&nbsp; * anatomy/geograft morphs</p>

<p>* **<strong>Export animation</strong>**</p>

<p>&nbsp; * BVH skeletal animation<br />
&nbsp; * root/hip translation<br />
&nbsp; * DAZ morph animation<br />
&nbsp; * environment mesh animation as morph-cache targets</p>

<p>* **<strong>Handle geografts/anatomy</strong>**</p>

<p>&nbsp; * export grafts separately<br />
&nbsp; * merge grafts/anatomy into the body<br />
&nbsp; * remove hidden/overlapping body faces<br />
&nbsp; * smooth seams<br />
&nbsp; * harmonize skin-like materials</p>

<p>* **<strong>Handle clothing/body cleanup</strong>**</p>

<p>&nbsp; * remove body polygons under clothing<br />
&nbsp; * reduce poke-through<br />
&nbsp; * repair or rebuild fitted clothing weights</p>

<p>* **<strong>Export materials</strong>**</p>

<p>&nbsp; * DAZ/Iray-to-glTF PBR conversion<br />
&nbsp; * base color<br />
&nbsp; * roughness<br />
&nbsp; * metallic<br />
&nbsp; * normal maps<br />
&nbsp; * emissive maps<br />
&nbsp; * opacity/cutout materials<br />
&nbsp; * glass/wet/eye material handling</p>

<p>* **<strong>Export and process textures</strong>**</p>

<p>&nbsp; * embed textures in GLB<br />
&nbsp; * resize textures<br />
&nbsp; * bake opacity maps into PNG alpha<br />
&nbsp; * include or skip character/environment textures separately</p>

<p>* **<strong>Exclude specific content</strong>**</p>

<p>&nbsp; * exact-name exclusion for nodes, meshes, objects, shapes, geometry, materials, and surfaces<br />
&nbsp; * wildcard exclusions when wanted</p>

<p>* **<strong>Generate helper lists</strong>**</p>

<p>&nbsp; * mesh/node/surface name list<br />
&nbsp; * morph target list<br />
&nbsp; * bone hierarchy tree</p>

<p>* **<strong>Save presets</strong>**</p>

<p>&nbsp; * full exporter settings<br />
&nbsp; * morph lists<br />
&nbsp; * exclusion lists<br />
&nbsp; * anatomy merge lists<br />
&nbsp; * environment animation lists</p>
]]></description>
   </item>
   <item>
      <title>[Diffeomorphic] Facial morphs not showing up during import.</title>
      <link>https://www.daz3d.com/forums/discussion/764156/diffeomorphic-facial-morphs-not-showing-up-during-import</link>
      <pubDate>Thu, 11 Jun 2026 21:48:09 +0000</pubDate>
      <dc:creator>phil.m.rae</dc:creator>
      <guid isPermaLink="false">764156@/forums/discussions</guid>
      <description><![CDATA[<p>I have this model I&#39;m trying to import, but when I do, I notice that what few facial morphs the model has are suddenly missing when the model is imported into Blender.</p>

<p>I don&#39;t know what&#39;s going on or how to fix it. The underlying Genesis model the head is attached to still has its morphs. Though locked to drivers, of which I don&#39;t know where their properties are without going into the Vertex Groups tab&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>Daz to blender bridge not showing up in Daz</title>
      <link>https://www.daz3d.com/forums/discussion/552931/daz-to-blender-bridge-not-showing-up-in-daz</link>
      <pubDate>Thu, 24 Feb 2022 15:41:25 +0000</pubDate>
      <dc:creator>Spike-n-Art</dc:creator>
      <guid isPermaLink="false">552931@/forums/discussions</guid>
      <description><![CDATA[<p>I have just installed the Daz to blender bridge and there is no longer a scripts option on the menu bar.</p>
]]></description>
   </item>
   <item>
      <title>Importing pose in blender</title>
      <link>https://www.daz3d.com/forums/discussion/764041/importing-pose-in-blender</link>
      <pubDate>Wed, 10 Jun 2026 12:53:50 +0000</pubDate>
      <dc:creator>bilyatboring</dc:creator>
      <guid isPermaLink="false">764041@/forums/discussions</guid>
      <description><![CDATA[<p>Importing pose is a bit tedious, first you click import pose then locate it in the file browser and apply. Its too many clicks to locate to the folder and disrupt the flow. Is there a way to simply open the pose directory in blender file browser and double click to apply the pose ?&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>DAZ to Blender bridge installed via DIM but not available in DAZ Studio 6</title>
      <link>https://www.daz3d.com/forums/discussion/763981/daz-to-blender-bridge-installed-via-dim-but-not-available-in-daz-studio-6</link>
      <pubDate>Wed, 10 Jun 2026 01:44:38 +0000</pubDate>
      <dc:creator>Calv</dc:creator>
      <guid isPermaLink="false">763981@/forums/discussions</guid>
      <description><![CDATA[<p>The title says it all really.</p>

<p>I&#39;ve tried using DAZ Studio 4.24 for this but it crashes ever since I&#39;ve been using DAZ Studio 6.</p>

<p>I&#39;ve tried asking DAZ Studio 6 AI chat about it but it&#39;s quite bad imo.</p>

<p>I&#39;ve tried asking GPT-5 but it&#39;s leading me on a wild goose chase (yet again I might add).</p>

<p>Does anyone know what I might be doing wrong?</p>

<p>Thanks.</p>

<p>&nbsp;</p>
]]></description>
   </item>
   <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] Massive deformations caused by poses and animations when using the MHX rig</title>
      <link>https://www.daz3d.com/forums/discussion/763621/diffeomorphic-massive-deformations-caused-by-poses-and-animations-when-using-the-mhx-rig</link>
      <pubDate>Sat, 06 Jun 2026 09:47:05 +0000</pubDate>
      <dc:creator>bigoskar00</dc:creator>
      <guid isPermaLink="false">763621@/forums/discussions</guid>
      <description><![CDATA[<p>I was testing some poses with some of my characters and I realized that when I convert the rig into MHX and then I try to import a pose the character gets extremely distorted, here are some examples first with the base daz rig where there are no distortions when I use one of my poses</p>

<p><img alt="" src="https://i.imgur.com/JQ43893.png" /><img alt="" src="https://i.imgur.com/D2WRQI8.png" /></p>

<p>and here is how this same pose looks if I use MHX</p>

<p><img alt="" src="https://i.imgur.com/c68pxjk.png" /><img alt="" src="https://i.imgur.com/una50qi.png" />the same happens with animations. If I import an action and the animation moves the character beyond its static position it completly breaks, here is one example again doing a comparison of the same animation using both the base daz rig and the MHX rig</p>

<p><img alt="" src="https://i.imgur.com/ftA6D9f.png" /></p>

<p><img alt="" src="https://i.imgur.com/h4Nc3FG.png" /></p>

<p>&nbsp;</p>

<p>is there any solution to this problem? Or am I out of luck and will have to just&nbsp;the basic Daz rig and forget about using any of the fancy rigs like MHX or rigify?</p>
]]></description>
   </item>
   <item>
      <title>Editing DAZ environments in Blender and exporting them back to DAZ</title>
      <link>https://www.daz3d.com/forums/discussion/763441/editing-daz-environments-in-blender-and-exporting-them-back-to-daz</link>
      <pubDate>Thu, 04 Jun 2026 21:50:15 +0000</pubDate>
      <dc:creator>bronyswvg</dc:creator>
      <guid isPermaLink="false">763441@/forums/discussions</guid>
      <description><![CDATA[<p>I need to edit some DAZ environments in a way that isn&#39;t possible within DAZ. For example I want to add some destruction effect to a wall or whole building so I need 3rd party software for this like Blender, but I want this environment back to DAZ for rendering. How do I properly export from environment form DAZ (or import directly to Blender) and then re-export it back to DAZ without losing materials, textures etc?&nbsp;Is diffeomorphic good choice for such task? Or should I use something else?</p>
]]></description>
   </item>
   <item>
      <title>Sagan: A DAZ Studio to Blender Alembic Exporter</title>
      <link>https://www.daz3d.com/forums/discussion/428856/sagan-a-daz-studio-to-blender-alembic-exporter</link>
      <pubDate>Thu, 13 Aug 2020 02:37:01 +0000</pubDate>
      <dc:creator>TheMysteryIsThePoint</dc:creator>
      <guid isPermaLink="false">428856@/forums/discussions</guid>
      <description><![CDATA[<h2>Get Sagan</h2>

<p><a rel="nofollow" href="https://iwasserious.com/sagan/download.php">Get the Latest Version of the Sagan Alembic Exporter</a></p>

<p><a rel="nofollow" href="https://drive.google.com/drive/folders/1rd5wjf58A9E5pQfV2Kp2E7jA6FjcDZGD?usp=sharing">Earlier versions</a></p>

<p>Note: Currently, after installing, you must manually configure Sagan to appear in DAZ Studio&#39;s menu. Go to Windows | Workspace | Customize... and see the <a rel="nofollow" href="https://www.daz3d.com/forums/uploads/FileUpload/48/66a9988ddb95b1a57b6bc8846c30a5.png">attached image</a>. Basically, find Sagan on the left-side pane under Miscellaneous, and drag it to the desired location on the Menus tab of the right-side pane. Under Main Menu Bar | File, for example.</p>

<p>You may also want to right-click on Sagan on the left-side pane and select &quot;Change Keyboard Shortcut&quot; and choose something like Alt-S.</p>

<p>&nbsp;</p>

<h2>Torkuda&#39;s tutorials</h2>

<p><a rel="nofollow" href="https://rumble.com/v1lky4l-installing-diffeomorphic-daz-to-blender-pipline-tutorial-1.html">Installing Diffeomorphic</a></p>

<p><a rel="nofollow" href="https://rumble.com/v1ojvso-installing-sagan-alembic-daz-to-blender-pipline-tutorial-1.html">Installing Sagan Alembic</a></p>

<p><a rel="nofollow" href="https://rumble.com/v1qx3ag-handling-materials-daz-to-blender-pipline-tutorial-3.html">The actual process of exporting including how to properly link materials</a></p>

<p>&nbsp;</p>

<h2>Bug/TODO list (not necessarily in order):</h2>

<ul>
	<li>Export only selected node, and presumably its children.</li>
	<li>Derive from DzExporterAction? DzActionMgr?</li>
	<li>Look in SDK docs FAQ section for info on how to save settings, i.e. DzSettings class</li>
	<li>Implement applet to extract hair cap geometry.</li>
</ul>
]]></description>
   </item>
   <item>
      <title>Fixing corrective morph issue on (merged) geograft on diffeomorphic [FIXED]</title>
      <link>https://www.daz3d.com/forums/discussion/750926/fixing-corrective-morph-issue-on-merged-geograft-on-diffeomorphic-fixed</link>
      <pubDate>Sun, 14 Dec 2025 19:18:17 +0000</pubDate>
      <dc:creator>Misarmor</dc:creator>
      <guid isPermaLink="false">750926@/forums/discussions</guid>
      <description><![CDATA[<p>Hey there,</p>

<p>So I&#39;m having this issue with a geograft on Blender, after importing it from DAZ using diffeomorphic. Basically, this geograft comes with its own corrective morphs, because it extends to the thigh. However, those don&#39;t seem to get imported when I import the character on Blender. Does anybody know how I can import those morphs, and how to set them up properly? Thanks in advance for your answers.</p>
]]></description>
   </item>
   <item>
      <title>Creating Animations on Blender then exporting to Daz3D</title>
      <link>https://www.daz3d.com/forums/discussion/762396/creating-animations-on-blender-then-exporting-to-daz3d</link>
      <pubDate>Wed, 20 May 2026 20:06:17 +0000</pubDate>
      <dc:creator>Viper141</dc:creator>
      <guid isPermaLink="false">762396@/forums/discussions</guid>
      <description><![CDATA[<p>Hey,</p>

<p>I hope I won&#39;t be breaking any rules by writing here or saying what I used.</p>

<p>&nbsp;<br />
I&#39;ve been trying to create animations on Blender and importing them to Daz, I have tried Rig-GNS Pro 4.3, it works in some cases, but when I create animation pushups like for pushups, it kind of breaks mainly the limbs, they do the oppsite thing. I also tried Differmorphic, mainly MHX (still new) I can&#39;t seem to get it to either export properly or if it even works.&nbsp;</p>

<p>So I&#39;ve been doing it ona Genesis 8.1 Female Base, I can&#39;t seem to get it right, Ver,&nbsp; Daz3D 4.24, Blender 5.0. I can give a more detailed explnation tomorrow if needed.&nbsp;</p>

<p>I just hope this is possible at least, because I really like to create my own aniamtions and use them myself than pre-built animations.</p>
]]></description>
   </item>
   <item>
      <title>Hitchens: A DAZ Studio to Blender Live Link</title>
      <link>https://www.daz3d.com/forums/discussion/612756/hitchens-a-daz-studio-to-blender-live-link</link>
      <pubDate>Mon, 02 Jan 2023 18:04:32 +0000</pubDate>
      <dc:creator>TheMysteryIsThePoint</dc:creator>
      <guid isPermaLink="false">612756@/forums/discussions</guid>
      <description><![CDATA[<p>I was soooo close to finishing this last night that I even took the day off from work to today finish it :)</p>

<p>In the release notes for Sagan v3, I talked a little about a new plugin, LotP and I&#39;d like to describe one of the things it can do: Transfer a G8 armature to Blender for animating, and send the baked animation back to DS. No BVH, or FBX, no foot sliding or other slight errors. You just press a button and it transfers the animation to DS (Well, you just run a script until I make it an addon).</p>

<p>Actually, I am getting a little ahead of myself because 1) There&#39;s a typo in one of my data files that causes the shin or feet to not rotate properly, and what I just succeeded in doing is transfering a single frame, with the assumption that I could now do it for any arbitrary number of frames.</p>

<p>The images I&#39;ve included was the result of:</p>

<ol>
	<li>Using LotP to transfer the character armature from DS to Blender and creating a proxy rig how DS expects things.</li>
	<li>Fixing a few bone orientations in the Pelvis, Thighs, Feet, and Toes in the source animation.</li>
	<li>Running a script to retarget the animation (&quot;retarget&quot; is a bit overwrought because it just copies bone rotations)</li>
	<li>Baking the resultant animation ( I plan to make a preset for Auto Rig Pro, and it should work with Animation Layers).</li>
	<li>Running another script to send the pose back to DS.</li>
</ol>

<p>That&#39;s it. Now there&#39;s just a little bit of polishing to be done. But notice that the results in DS and Blender are pretty much exact, less JCMs that were not applied in Blender. And by the way, another capability that I&#39;m going to add to LotP is to apply the JCM&#39;s morph at desired frames by getting the morph from DS as it currently is, not having to worry about parsing finding/parsing morph files or slowing down the armature when it doesn&#39;t even matter.</p>

<p>So, I need to find and fix the feet/shin typo, and then export all frames over the entire animation range. Shouldn&#39;t take very long, knock on wood.</p>

<p>Whelp, I can&#39;t upload images, so there&#39;s that.</p>

<p>Edit: <a rel="nofollow" href="https://drive.google.com/file/d/1UqNidQ3u_RCXfonDnWLoKc10TAk-coVn/view?usp=share_link">DS.jpg</a> <a rel="nofollow" href="https://drive.google.com/file/d/1r1qNyVFC9F6cYkWWgkZW4Bh40RrBZ1ii/view?usp=share_link">Blender.jpg</a></p>

<p>&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>[diffeomorphic] some hairs look like plastic in cycles</title>
      <link>https://www.daz3d.com/forums/discussion/762536/diffeomorphic-some-hairs-look-like-plastic-in-cycles</link>
      <pubDate>Fri, 22 May 2026 18:50:11 +0000</pubDate>
      <dc:creator>bigoskar00</dc:creator>
      <guid isPermaLink="false">762536@/forums/discussions</guid>
      <description><![CDATA[<p>so I have this issue with diffeomorphic where some of the hairs that I export looks like they are made from plastic. This only happens with some hairs, while&nbsp;some look perfectly fine off the box and others look fine in eevee for some reason some look weird in cycles and only in cycles</p>

<p>here are some examples:</p>

<p>the hair is <a href="https://www.daz3d.com/alyssa-ponytail-hair-for-genesis-8-females?srsltid=AfmBOorllVCJVUcgEAn377Nk6OHSMRtskKLNoroaZkQIysz0kr4z5sS5" target="_blank" rel="nofollow">https://www.daz3d.com/alyssa-ponytail-hair-for-genesis-8-females?srsltid=AfmBOorllVCJVUcgEAn377Nk6OHSMRtskKLNoroaZkQIysz0kr4z5sS5</a></p>

<p><a rel="nofollow" href="https://i.imgur.com/UXLLyDV.png"><img alt="" src="https://i.imgur.com/UXLLyDV.png" /></a></p>

<p>before someone asks I know about light paths and how some hairs need the light paths to be cranked up, this are the numbers that I used for this preview</p>

<p><img alt="" src="https://i.imgur.com/UIoGTpj.png" /></p>

<p>and as a comparison here is the exact same hair with nothing changed in eevee</p>

<p><img alt="" src="https://i.imgur.com/jp01Cj7.png" />as you see it looks more natural like actual hair</p>

<p>this happens with a few of the hairs that I use but not with all of them, some look perfectly fine in cycles right out of the box with no issues, here are some examples</p>

<p><img alt="" src="https://i.imgur.com/Xo5GbQM.png" /></p>

<p><a href="https://www.daz3d.com/hs-smooth-bob-hair-for-genesis-9-8-and-81-females?srsltid=AfmBOoqBxoX8wrPR8r16_skLlON1-EzRI6d63WaFbMamleXyiVEUPfId" target="_blank" rel="nofollow">https://www.daz3d.com/hs-smooth-bob-hair-for-genesis-9-8-and-81-females?srsltid=AfmBOoqBxoX8wrPR8r16_skLlON1-EzRI6d63WaFbMamleXyiVEUPfId</a></p>

<p><img alt="" src="https://i.imgur.com/Z5fuELb.png" /></p>

<p><a href="https://www.daz3d.com/catrina-hair-for-genesis-9?srsltid=AfmBOoo4JKaFtE7dMbGkYQKngYKRKFJeXp_LXuSAqd0SV-ehxGtD7q3A" target="_blank" rel="nofollow">https://www.daz3d.com/catrina-hair-for-genesis-9?srsltid=AfmBOoo4JKaFtE7dMbGkYQKngYKRKFJeXp_LXuSAqd0SV-ehxGtD7q3A</a></p>

<p><img alt="" src="https://i.imgur.com/QnTS1JD.png" /></p>

<p><a href="https://www.daz3d.com/fe-refined-short-hair-for-genesis-8-and-genesis-9?srsltid=AfmBOorUr7ASQ0wLtNuFOynAQ7EZpkX_Jr2N3yAdbKYSRelIWOUSAgo6" target="_blank" rel="nofollow">https://www.daz3d.com/fe-refined-short-hair-for-genesis-8-and-genesis-9?srsltid=AfmBOorUr7ASQ0wLtNuFOynAQ7EZpkX_Jr2N3yAdbKYSRelIWOUSAgo6</a></p>

<p>those three hairs looks fine in cycles and eevee, I have no issues with those</p>
]]></description>
   </item>
   <item>
      <title>Wetness (tears) on imported Daz characters via diffeomorphic looks dry and flat in Blender</title>
      <link>https://www.daz3d.com/forums/discussion/762471/wetness-tears-on-imported-daz-characters-via-diffeomorphic-looks-dry-and-flat-in-blender</link>
      <pubDate>Thu, 21 May 2026 16:45:00 +0000</pubDate>
      <dc:creator>Lylahl1212</dc:creator>
      <guid isPermaLink="false">762471@/forums/discussions</guid>
      <description><![CDATA[Hi, basically when I import a character from Daz via diffeo with tears, the tears are coming through dry, ive tried various different ones, mainly geoshells but the same issue occurs. Ive made sure the import unused textures setting is on in global settings in the Diffeomorphic menu in Blender. I've messed around in the node editor for the geoshell but it just seems to make things worse. Ive searched Google and all kinds for the passed 3 days trying to sort his out.

Does anyone know of any tears that will just work when ported to Blender? This was with "So Sad Tears"]]></description>
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   <item>
      <title>Diffeo: Imported custom morphs affecting other morphs as well</title>
      <link>https://www.daz3d.com/forums/discussion/762351/diffeo-imported-custom-morphs-affecting-other-morphs-as-well</link>
      <pubDate>Wed, 20 May 2026 12:41:08 +0000</pubDate>
      <dc:creator>DrGonzo62</dc:creator>
      <guid isPermaLink="false">762351@/forums/discussions</guid>
      <description><![CDATA[<p>Hi,<br />
I started using imported custom morphs a lot more frequently lately and I&#39;m running into an issue to where an imported custom morph for lips will also affect a prior morph on the body mesh for the thighs&nbsp;for example. Dialing up the new lip morph will also dial up the thigh shape key.</p>

<p>Do custom morphs need to be imported in a specific order so that they don&#39;t interfere with other morphs? Do I have to use a vertex group for any new morph to only affect that part of the mesh?<br />
I looked at the documentation and didn&#39;t see any mentioning of that, or that there can be issues like I&#39;m experiencing.<br />
Morphs imported via Favorites usually don&#39;t give me any issue, but I would prefer not having to go back to that.</p>

<p>Any thoughts?<br />
Thanks!&nbsp;<img alt="yes" src="https://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/thumbs_up.png" title="yes" /><br />
&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>skin bug with facs</title>
      <link>https://www.daz3d.com/forums/discussion/761736/skin-bug-with-facs</link>
      <pubDate>Sun, 10 May 2026 11:21:52 +0000</pubDate>
      <dc:creator>Another_dude</dc:creator>
      <guid isPermaLink="false">761736@/forums/discussions</guid>
      <description><![CDATA[<p><span dir="auto"><span dir="auto">Salut, quelqu&#39;un pourrait-il m&#39;aider ? Lorsque j&#39;utilise des curseurs facs et des expressions facs, j&#39;obtiens cette d&eacute;formation sur mon mod&egrave;le G9. </span></span><br />
<span dir="auto"><span dir="auto">Est-ce que je fais quelque chose de mal ?</span></span></p>

<p>&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>DAZ Hair Cards look flat in Blender Cycles after Diffeomorphic import</title>
      <link>https://www.daz3d.com/forums/discussion/762111/daz-hair-cards-look-flat-in-blender-cycles-after-diffeomorphic-import</link>
      <pubDate>Sat, 16 May 2026 21:21:16 +0000</pubDate>
      <dc:creator>VoidR</dc:creator>
      <guid isPermaLink="false">762111@/forums/discussions</guid>
      <description><![CDATA[Hello.
I import characters from DAZ Studio into Blender using Diffeomorphic.

I have a problem with hair cards: in Cycles the hair looks too matte and almost has no highlights. It seems DAZ hair shaders do not convert properly.

Could someone explain:

1.what is the correct shader setup for DAZ hair cards in Blender 5?

2.are there any good tutorials or node setups specifically for DAZ hair in Blender?]]></description>
   </item>
   <item>
      <title>[diffeomorphic] can you check the morphs used to create a character inside of blender</title>
      <link>https://www.daz3d.com/forums/discussion/761861/diffeomorphic-can-you-check-the-morphs-used-to-create-a-character-inside-of-blender</link>
      <pubDate>Tue, 12 May 2026 16:20:06 +0000</pubDate>
      <dc:creator>bigoskar00</dc:creator>
      <guid isPermaLink="false">761861@/forums/discussions</guid>
      <description><![CDATA[<p>so here is the situation, I created a character in DAZ and imported it into blender using diffeo but because of some issues that I had with my computer the hard drive where I had all my scene assets from daz studio got erased. I would like to recreate said character in DAZ studio so that I can further modify it, be able to add some changes or new clothes, but I cant for the life of me remember what were the morphs that I used to create them. But the blender file with the original exported character&nbsp;still exists since I had them in a different hard drive than the one that died down</p>

<p>so my question is, can I check the morphs that were used in the creation of said character inside of blender? Or am I out of luck?</p>
]]></description>
   </item>
   <item>
      <title>Deleting materials when deleting a figure as well? [Solved]</title>
      <link>https://www.daz3d.com/forums/discussion/761786/deleting-materials-when-deleting-a-figure-as-well-solved</link>
      <pubDate>Mon, 11 May 2026 18:28:22 +0000</pubDate>
      <dc:creator>DrGonzo62</dc:creator>
      <guid isPermaLink="false">761786@/forums/discussions</guid>
      <description><![CDATA[<p>Hi,<br />
How can I delete all the materials for a character once imported into Blender when I no longer need that figure?</p>

<p>In DAZ when you delete a figure all references are gone as well.<br />
When I delete an imported character in Blender, all its materials and images stay behind when using Clean Up, even when I used &quot;Select Hierarchy&quot; before deleting it.</p>

<p>Is the a way to do the same thing in Blender? Deleting a character along with all materials and images used?<br />
Actually deleting the entire hierarchy and not just the meshes?<br />
I know how to delete materials in Blender, but how do I know which ones are no longer used and which ones still are?<br />
Adding Fake User to the materials of a figure that I&#39;d like to keep can be pretty tedious for something more complex.</p>

<p>Thanks!<br />
&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>Dicktator Shell, Diffeomorphic &amp; SSS</title>
      <link>https://www.daz3d.com/forums/discussion/761621/dicktator-shell-diffeomorphic-sss</link>
      <pubDate>Fri, 08 May 2026 18:36:21 +0000</pubDate>
      <dc:creator>ppahull</dc:creator>
      <guid isPermaLink="false">761621@/forums/discussions</guid>
      <description><![CDATA[Importing dicktator (G8M) from daz to blender, I notice the shell is a node group. That means when I apply the SSS to the Principled BDSF inside the shell node, it doesn't work properly, as the shell is not a mesh itself (that's my guess). Is there a way to fix that?

My workflow is basically importing the character and graft, then merging them together with the diffeomorphoc merge geografts tool.]]></description>
   </item>
   <item>
      <title>Help with diffeomorphic</title>
      <link>https://www.daz3d.com/forums/discussion/761546/help-with-diffeomorphic</link>
      <pubDate>Thu, 07 May 2026 18:20:03 +0000</pubDate>
      <dc:creator>cosmicdawnseries</dc:creator>
      <guid isPermaLink="false">761546@/forums/discussions</guid>
      <description><![CDATA[<p>So I&rsquo;m exporting DAZ figures to Blender, and everything works fine, morphs, poses, etc. However, when I use the Rigify option to rig the character, the poses and morphs stop working. Does anyone know of a workaround where I can import DAZ models, keep all the morphs and poses from DAZ, but also use Rigify on the character for animation? Thanks!</p>
]]></description>
   </item>
   <item>
      <title>Black eyes in blender</title>
      <link>https://www.daz3d.com/forums/discussion/761131/black-eyes-in-blender</link>
      <pubDate>Sat, 02 May 2026 06:20:21 +0000</pubDate>
      <dc:creator>Another_dude</dc:creator>
      <guid isPermaLink="false">761131@/forums/discussions</guid>
      <description><![CDATA[Hey, anyone could help me ? When i import eyes in blender, the white part is full black...i didn't nkow how fix

Capture of my daz scène 

]]></description>
   </item>
   <item>
      <title>How to Import Complete Animations To blender</title>
      <link>https://www.daz3d.com/forums/discussion/760796/how-to-import-complete-animations-to-blender</link>
      <pubDate>Sun, 26 Apr 2026 13:53:55 +0000</pubDate>
      <dc:creator>nokoteb99</dc:creator>
      <guid isPermaLink="false">760796@/forums/discussions</guid>
      <description><![CDATA[<p>I tried exporting my character( basic G8Male cause it&#39;s not really for rendering or animating this specific character but to convert the animation to VMD format) with an animation on him to FBX. The Animation was 120+ frames. When i import the FBX, it only has 100 frames. What&#39;s going on?</p>

<p>That was just the Daz to FBX Export method.</p>

<p>I hear about Diffeomorphic but that seems even more difficult and i have diffeomorphic but when i have sent a character with animation applied the character just comes in to blender like upside down and there&#39;s zero frames of animation.&nbsp;</p>

<p>HOw do you actually get a basic character with animation via Daz FBX import into Blender or Diffeomorphic but get the entire animation and also if Diffeomorphic not have things like the character be upside down or twisted etc?</p>

<p>I have Blender 3.6. And Daz 4.24</p>
]]></description>
   </item>
   <item>
      <title>Blender Modifiers to Daz3d [Solved]</title>
      <link>https://www.daz3d.com/forums/discussion/760716/blender-modifiers-to-daz3d-solved</link>
      <pubDate>Sat, 25 Apr 2026 15:10:47 +0000</pubDate>
      <dc:creator>aidanthomas77</dc:creator>
      <guid isPermaLink="false">760716@/forums/discussions</guid>
      <description><![CDATA[<p>Hello, I am Prepping a Structure in Blender to export to Daz3d, I have the Boolean Modifier (Difference) Applied to some of the Meshes and when I import the Structure into Daz3D as an Obj&nbsp;the Modifiers Disappear. As a Note I have the Option &quot;Apply Modifiers&quot; Enabled when Exporting From Blender, But the same Problem still Occurs.</p>
]]></description>
   </item>
   <item>
      <title>Camera culling not working? [solved]</title>
      <link>https://www.daz3d.com/forums/discussion/760566/camera-culling-not-working-solved</link>
      <pubDate>Thu, 23 Apr 2026 15:15:06 +0000</pubDate>
      <dc:creator>DrGonzo62</dc:creator>
      <guid isPermaLink="false">760566@/forums/discussions</guid>
      <description><![CDATA[<p>Hi,<br />
I&#39;m working on a scene and I&#39;d like to reduce Cycles render times by hiding objects that are not visible in the frame.<br />
I enabled camera and distance culling for all objects in the scene (ALT-Click), and also enabled Simplify / Camera and Distance culling in render prefs.</p>

<p>However, it doesn&#39;t look like Blender is culling anything.<br />
When I manually hide those objects instead, my render times drop significantly, as expected.<br />
And btw, all those objects are individual meshes and not just part of a single large object that would remain visible because parts of it are still in the frame.</p>

<p>So, does this feature simply not work at all? Or am I doing something wrong?</p>

<p>Thanks!</p>

<p>Image left: current camera fulcrum<br />
Middle: enabled culling for ALL objects<br />
Right: enabled culling in render prefs<br />
Blender 5.0<br />
&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>diffeomorpic forearm twist not following hand on mhx ik</title>
      <link>https://www.daz3d.com/forums/discussion/760581/diffeomorpic-forearm-twist-not-following-hand-on-mhx-ik</link>
      <pubDate>Thu, 23 Apr 2026 20:43:44 +0000</pubDate>
      <dc:creator>cloud.zero1.jb</dc:creator>
      <guid isPermaLink="false">760581@/forums/discussions</guid>
      <description><![CDATA[<p>When I rotate the hand of my models on G9 or G8 the forearms do not follow the twist. MHX rig with ik<br />
blender 4.4.3&nbsp;<br />
diffeo 4.5.0.2681</p>
]]></description>
   </item>
   <item>
      <title>Diffeomorphic Add-ons Version 5.1.0 Released</title>
      <link>https://www.daz3d.com/forums/discussion/689606/diffeomorphic-add-ons-version-5-1-0-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>&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>Pants not being imported properly with diffeomorphic</title>
      <link>https://www.daz3d.com/forums/discussion/760381/pants-not-being-imported-properly-with-diffeomorphic</link>
      <pubDate>Tue, 21 Apr 2026 07:36:22 +0000</pubDate>
      <dc:creator>Misarmor</dc:creator>
      <guid isPermaLink="false">760381@/forums/discussions</guid>
      <description><![CDATA[<p>Hi</p>

<p>I&#39;m running into a weird issue I&#39;ve not run into before, with some pants my character is wearing.<br />
Basically, for some reason, the pants don&#39;t display, and they get imported as an armature...</p>

<p><img src="https://www.daz3d.com/forums/utility/thumbnail/1964361/FileUpload/be/46f7839c45eb65501984eeb985baed.png" alt="image" /></p>

<p>This above is a screenshot of the pants not appearing</p>

<p><img src="https://www.daz3d.com/forums/utility/thumbnail/1964366/FileUpload/9d/556d17f269ba04d5505e7c7310d577.png" alt="image" /></p>

<p>And here are my object properties. The pants asset is the &quot;midday sweatpants&quot;. Note that on import, the armature and object are hidden by default, and that unhiding them doesn&#39;t change anything.<br />
I&#39;ve managed to import this character with pants in the past without issues, and I don&#39;t know why it&#39;s not working anymore :/ i&#39;ve also tried many import options (merging geografts/not, merging rigs/not...) Without any luck.</p>

<p>Any input is greatly appreciated.<br />
&nbsp;</p>

<p>I&#39;ve also not moved the install directory of the pants asset, and the directory list is still the same in diffeo&#39;s options.</p>
]]></description>
   </item>
   <item>
      <title>Some morphs not working in Blender</title>
      <link>https://www.daz3d.com/forums/discussion/760371/some-morphs-not-working-in-blender</link>
      <pubDate>Tue, 21 Apr 2026 04:40:40 +0000</pubDate>
      <dc:creator>csorbacsaba555</dc:creator>
      <guid isPermaLink="false">760371@/forums/discussions</guid>
      <description><![CDATA[<p>So I&#39;ve imported a model into Blender, the point is some morphs in daz runtime didn&#39;t work, or I can&#39;t see some morph/shape in the &quot;shape keys&quot; section - like the eyes_closed -.<br />
<br />
How can I fix it? I use the newest Blender and DAZ, no, I don&#39;t use the &quot;Daz to Blender&quot; addon, I&#39;ve use addons from&nbsp;Diffeomorphic website</p>
]]></description>
   </item>
   <item>
      <title>The facial control in Genesis 8 uses some issues from Genesis 9</title>
      <link>https://www.daz3d.com/forums/discussion/760276/the-facial-control-in-genesis-8-uses-some-issues-from-genesis-9</link>
      <pubDate>Sun, 19 Apr 2026 18:50:57 +0000</pubDate>
      <dc:creator>3386373076</dc:creator>
      <guid isPermaLink="false">760276@/forums/discussions</guid>
      <description><![CDATA[<p>I used the facial controller from 8 on the face of 9, and then exported it to Blender. Apart from my own bones being functional, the facial controller did not react at all.</p>
]]></description>
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