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      <title>Blender Discussion - Daz 3D Forums</title>
      <link>https://www.daz3d.com/forums/categories/blender-discussion/feed.rss</link>
      <pubDate>Fri, 06 Mar 2026 20:53:38 +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>Geometry Shell breaking after rigging❗</title>
      <link>https://www.daz3d.com/forums/discussion/756601/geometry-shell-breaking-after-rigging</link>
      <pubDate>Thu, 26 Feb 2026 20:04:22 +0000</pubDate>
      <dc:creator>Yui</dc:creator>
      <guid isPermaLink="false">756601@/forums/discussions</guid>
      <description><![CDATA[<h3><big>How can I stop this from happening</big>⁉️</h3>
]]></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>Diffeomorphic Add-ons Version 5.0.0 Released</title>
      <link>https://www.daz3d.com/forums/discussion/689606/diffeomorphic-add-ons-version-5-0-0-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 5.0.0 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>Daz3D content - Blender DIM access coming??</title>
      <link>https://www.daz3d.com/forums/discussion/756311/daz3d-content-blender-dim-access-coming</link>
      <pubDate>Sun, 22 Feb 2026 19:58:58 +0000</pubDate>
      <dc:creator>voolger</dc:creator>
      <guid isPermaLink="false">756311@/forums/discussions</guid>
      <description><![CDATA[<p>The manual download for the Blender files of Daz3D content I have is very tedious.</p>

<p>Getting to each order page and download individually.</p>

<p>The same can be said for c4d, max and fbx.</p>

<p>Are the busy DAZ3D coders working on implementing a DIM function for acces to the blender files and other file formats?</p>

<p>.....rather than redownloading or manually downloading blend files I&#39;d like Blender to be added to DIM application path, and a DIM Blender download path, and a Blender Content Library Path and Blender specific Install ZIPs for our existing products that have .Blend files available. That&#39;d be totally awesome.</p>
]]></description>
   </item>
   <item>
      <title>OmniHair Root-Tip Bend Shader support for Diffeo?</title>
      <link>https://www.daz3d.com/forums/discussion/756081/omnihair-root-tip-bend-shader-support-for-diffeo</link>
      <pubDate>Thu, 19 Feb 2026 15:06:15 +0000</pubDate>
      <dc:creator>DrGonzo62</dc:creator>
      <guid isPermaLink="false">756081@/forums/discussions</guid>
      <description><![CDATA[<p>Hi,<br />
Are there plans to support <span>[OmniHair Root-Tip Bend]&nbsp;<span>this</span></span> shader in Diffeo?<br />
Seems like more and more hair assets are starting to use this shader.<br />
<br />
I understand that using DAZ hair in Blender is not advised, but frankly, creating nice looking hair in Blender from scratch is not a simple task.<br />
Unstyled hair just simply hanging down isn&#39;t very satisfying.</p>

<p>Thanks.</p>
]]></description>
   </item>
   <item>
      <title>Diffeomorphic and dforce Togatta Hair For Genesis 8</title>
      <link>https://www.daz3d.com/forums/discussion/755076/diffeomorphic-and-dforce-togatta-hair-for-genesis-8</link>
      <pubDate>Wed, 04 Feb 2026 19:49:45 +0000</pubDate>
      <dc:creator>Misarmor</dc:creator>
      <guid isPermaLink="false">755076@/forums/discussions</guid>
      <description><![CDATA[<p>Hey there!<br />
<br />
As the title says, I&#39;m trying to make the Togatta work with Diffeomorphic. My main (and only, really) issue is with the texture (or general color). I just can&#39;t make the color appear only on the top like it would be on DAZ studio.<br />
At first, the hair appears all black, with no texture. That seems to be because the hair curves get imported (or exported?) without volume. They only seem to be 1 vertex thick, so each strand don&#39;t have any faces to display the hair texture on, and that&#39;s even with checking the &quot;render line tesselation sides&quot; like the tutorial here says:&nbsp;<a href="https://diffeomorphic.blogspot.com/p/hair-version-15.html" target="_blank" rel="nofollow">https://diffeomorphic.blogspot.com/p/hair-version-15.html</a>.</p>

<p>Anyway, a few months ago I actually gave the hair some volume (I don&#39;t remember exactly how as this was months ago, something to do with converting the hair to curves and then hair curves maybe?), but the best result I got was this:</p>

<p><img src="https://www.daz3d.com/forums/utility/thumbnail/1947936/FileUpload/eb/07b88fe2b98491601437e565082f67.png" alt="image" /><br />
As you can see, it&#39;s blue everywhere instead of being black on the sides, and blue on the top.<br />
Here&#39;s how the shader editor looks like:<br />
<img src="https://www.daz3d.com/forums/utility/thumbnail/1947941/FileUpload/b3/e3119866bec4f7fe3bd79862ee53b2.png" alt="image" /><br />
So if anybody has any ideas, they&#39;re very welcome.</p>
]]></description>
   </item>
   <item>
      <title>Removed ear meshes still stayed in position when posing in blender</title>
      <link>https://www.daz3d.com/forums/discussion/755891/removed-ear-meshes-still-stayed-in-position-when-posing-in-blender</link>
      <pubDate>Mon, 16 Feb 2026 07:13:38 +0000</pubDate>
      <dc:creator>weiart</dc:creator>
      <guid isPermaLink="false">755891@/forums/discussions</guid>
      <description><![CDATA[<p>Hello all, I&#39;ve imported my character into blender via diffeomorphic. As my character doesn&#39;t have human ears, I removed their meshes, cleared their bones from the parent and removed them entirely. However, when I pose in Pose Mode, the meshes got stucked in space. Why does this happen and how do I resolve this?</p>

<p>&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>TrackTools v2.1 (Blender Add-On): Question about creating intersections and parking lots</title>
      <link>https://www.daz3d.com/forums/discussion/755871/tracktools-v2-1-blender-add-on-question-about-creating-intersections-and-parking-lots</link>
      <pubDate>Sun, 15 Feb 2026 23:13:58 +0000</pubDate>
      <dc:creator>EightiesIsEnough</dc:creator>
      <guid isPermaLink="false">755871@/forums/discussions</guid>
      <description><![CDATA[<p>I purchased the TrackTools v2.1 add-on yesterday, and based on the videos I saw it sounds promising.</p>

<p>I had been successful creating roads on hills, and even curved roads with raised terrain.&nbsp; But I do have one problem, and it is that I am having a hard time creating intersections and parking lots using such Blender add-on.&nbsp; Is there any tutorial that I can rely on for creating intersections and parking lots successfully?</p>
]]></description>
   </item>
   <item>
      <title>Diffeomorphic and Dicktator</title>
      <link>https://www.daz3d.com/forums/discussion/755796/diffeomorphic-and-dicktator</link>
      <pubDate>Sat, 14 Feb 2026 21:22:22 +0000</pubDate>
      <dc:creator>starlight</dc:creator>
      <guid isPermaLink="false">755796@/forums/discussions</guid>
      <description><![CDATA[<p>I&#39;m trying to export a G9 model with Dicktator to blender using diffeomorphic and everything works fine expect for the rig, when I import to Blender there&#39;s no rig on dicktator, I&#39;m using Blender 5.0 with everything updated as far as I know so I don&#39;t know what&#39;s the problem. I checked everything, global settings, import settings and nothing. It&#39;s not hidden either.&nbsp;&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>Diffeomorphic: custom strand based beard imported -&gt; does not follow facial expression</title>
      <link>https://www.daz3d.com/forums/discussion/754976/diffeomorphic-custom-strand-based-beard-imported-does-not-follow-facial-expression</link>
      <pubDate>Tue, 03 Feb 2026 10:22:17 +0000</pubDate>
      <dc:creator>Dissendior</dc:creator>
      <guid isPermaLink="false">754976@/forums/discussions</guid>
      <description><![CDATA[<p>As the subject says: when I import a figure with a beard using Diffeomorphic I struggle to get the beard working with morphs and rig posing around the mouth: The beard does not adjust to the movement of lips, cheeks, chin and so on - whether I try it by using the rig or by using the FACS expression morphs for example.</p>

<ol>
	<li>I&#39;ve created a beard with strand based hair system within Daz and imported the figure into Blender with Diffeomorphic including the FACS Expressions morphs.</li>
	<li>After import I used the &quot;Make hair&quot; tool with following settings:
	<ol>
		<li>Create = Tube, Output = Hair Curves. Whatever I try under the &quot;deform&quot; section - the beard does not adjust to any mesh movement. When I use a proxy the beard adjusts but the hair curves are stretched - it&#39;s not only that the beard moves with the mesh but also the curves themselves get adjusted.</li>
		<li>Create = tube, output = Particles, under &quot;deform&quot; is &quot;Parent to Head&quot; checked -&gt; here the beard moves accordingly to morph and rig changes</li>
		<li>Create = tube, output = Curves, under &quot;deform&quot; is &quot;Parent to Head&quot; checked&nbsp;-&gt; here the beard DOES NOT move&nbsp;accordingly to morph and rig changes</li>
	</ol>
	</li>
</ol>

<p>Attached you can see what I mean - when the mouth is open the hairs remain their position. I&#39;m a little bit confused by all the possibilities how to create hair in Daz and Blender and might miss something very basic - sorry for that in advance.</p>

<p>Can someone tell me what I&#39;m doing wrong? Maybe I&#39;ll stick with Blender&#39;s particle system as this seems to work best with daz strand based hair but at least I&#39;d like to understand what&#39;s going on here.</p>
]]></description>
   </item>
   <item>
      <title>Question About Diffeomorphic and Object Data</title>
      <link>https://www.daz3d.com/forums/discussion/755421/question-about-diffeomorphic-and-object-data</link>
      <pubDate>Mon, 09 Feb 2026 07:21:15 +0000</pubDate>
      <dc:creator>MrRogerSmith</dc:creator>
      <guid isPermaLink="false">755421@/forums/discussions</guid>
      <description><![CDATA[<p>I am struggling to understand how Diffeo processes object data when importing to Blender.</p>

<p>&nbsp;</p>

<p><em><strong>Scene 1</strong></em></p>

<p>1. I move a Daz character 100 on the X axis.<br />
2. I save that scene and export it via Diffeo.<br />
3. The character shows up in Blender with a zero value on the X axis but visually the transform is applied.</p>

<p>Okay, I can follow that.</p>

<p>&nbsp;</p>

<p><strong><em>Scene 2</em></strong><br />
<br />
1. I move a Daz character 100 on the X axis.<br />
2. I save that as a pose preset.<br />
3. I zero the character&#39;s pose, undoing the translation.<br />
4. I save that zeroed scene and export it via Diffeo.<br />
5. The character shows up in Blender zeroed and without any visual transform<br />
6. I use Diffeo to import the saved pose preset and I make sure to check &quot;affect object&quot; (and &quot;affect bones&quot;, although I don&#39;t think that matters).<br />
7. Nothing happens.&nbsp; There is no change in the character&#39;s object data and visually there is no change.</p>

<p>This confuses me.&nbsp; The Daz save pose preset option does save the transforms of the base character, and clearly Diffeo can read that data since it does so when importing an already posed character.&nbsp; So why aren&#39;t those base transforms imported via the pose import tool?</p>
]]></description>
   </item>
   <item>
      <title>Daz to Blender HD morphs</title>
      <link>https://www.daz3d.com/forums/discussion/754676/daz-to-blender-hd-morphs</link>
      <pubDate>Fri, 30 Jan 2026 15:35:31 +0000</pubDate>
      <dc:creator>apik26</dc:creator>
      <guid isPermaLink="false">754676@/forums/discussions</guid>
      <description><![CDATA[Hi everyone,

I've recently gotten into Daz (it's been really fun learning a lot of new things). I'm trying to add HD navel morphs to my G9 model. The morph looks best at viewport subdivision level 3. What would be the best way to export this into Blender using the Diffeomorphic addon?

I've tried exporting normally, but the morph doesn't appear. If I export with the HD checkbox (without HD convention) checked, it just creates two models in Blender that look identical-and neither has the HD navel morphs(nor do they have MultiResolution modifier). 

I've read through many of the Diffeomorphic addon explanations on this topic, but most of them are outdated and werent clear enough atleast for me. 


I'd really appreciate any help, especially step-by-step guide, so that I can always revist it. if possible. Thanks in advance!

Sorry, I'm sure this has been asked countless times. ]]></description>
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   <item>
      <title>Problem importing expressions after merging model the genesis 9 in blender</title>
      <link>https://www.daz3d.com/forums/discussion/754331/problem-importing-expressions-after-merging-model-the-genesis-9-in-blender</link>
      <pubDate>Sun, 25 Jan 2026 23:16:12 +0000</pubDate>
      <dc:creator>Lantern</dc:creator>
      <guid isPermaLink="false">754331@/forums/discussions</guid>
      <description><![CDATA[<p>It turns out that when importing the model into Blender using the &ldquo;Diffeomorphic&rdquo; add-on, when I import the facial model expressions after merging the eyebrow, eyelash, eye, and mouth models from the &ldquo;CJ Raine&rdquo; model with the facial model, some expressions stop working or break<br />
<br />
The model I am using is CJ Raine HD For Genesis 9<br />
<a href="https://www.daz3d.com/cj-raine-hd-for-genesis-9?srsltid=AfmBOoqd1A4lSLlK660GOmUPszFlRYVj7RgYZTzkPHqHU1JqGxOlt8KG" target="_blank" rel="nofollow">https://www.daz3d.com/cj-raine-hd-for-genesis-9?srsltid=AfmBOoqd1A4lSLlK660GOmUPszFlRYVj7RgYZTzkPHqHU1JqGxOlt8KG</a></p>

<p>However, when I import the expressions from the &quot;CJ Raine&quot; facial model, but with the eyebrow, eyelash, eye, mouth, and face models unmerged, the facial expressions and others work fine when separated</p>

<p>I don&#39;t know if it&#39;s something related to the model or if I&#39;m doing something wrong</p>

<p>&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>Problem Exporting a Pose with Diffeomorphic [SOLVED]</title>
      <link>https://www.daz3d.com/forums/discussion/754481/problem-exporting-a-pose-with-diffeomorphic-solved</link>
      <pubDate>Tue, 27 Jan 2026 17:58:43 +0000</pubDate>
      <dc:creator>MrRogerSmith</dc:creator>
      <guid isPermaLink="false">754481@/forums/discussions</guid>
      <description><![CDATA[<p>I have relied on <a rel="nofollow" href="https://diffeomorphic.blogspot.com/2021/04/save-pose-preset.html">the instructions laid out here</a>.&nbsp; Using Diffeomorphic, I imported a Genesis 8.1 model into Blender, added the Simple IK rig, and then did a single keyframe pose.&nbsp; I saved the pose as an action.&nbsp; Then I tried to use Diffeo to &quot;Save Pose Preset.&quot;&nbsp; However, back in Daz the pose does not load correctly.&nbsp; Any suggestions?</p>

<p>I&#39;ve <a rel="nofollow" href="https://mega.nz/file/r4EFjDzS#VUMUImhEkyxdgu1XnnchVXtRUDL1X8IVJqYbcwufuS4">uploaded a screen record here</a>.</p>
]]></description>
   </item>
   <item>
      <title>Does Blender has posing system like daz3d?</title>
      <link>https://www.daz3d.com/forums/discussion/753896/does-blender-has-posing-system-like-daz3d</link>
      <pubDate>Mon, 19 Jan 2026 04:21:12 +0000</pubDate>
      <dc:creator>James</dc:creator>
      <guid isPermaLink="false">753896@/forums/discussions</guid>
      <description><![CDATA[<p>In blender there are too many bones when try to pose a charcater. And the IK FK is so complex. Why can&#39;t there&#39;s something like daz. No visible bones, ik fk no need for toggle.&nbsp;<br />
Is there?</p>
]]></description>
   </item>
   <item>
      <title>Getting "Strength" morphs into Blender? (Genesis 9/Anime)</title>
      <link>https://www.daz3d.com/forums/discussion/753986/getting-strength-morphs-into-blender-genesis-9-anime</link>
      <pubDate>Tue, 20 Jan 2026 17:48:00 +0000</pubDate>
      <dc:creator>elevester</dc:creator>
      <guid isPermaLink="false">753986@/forums/discussions</guid>
      <description><![CDATA[<p>Working on a anime-styled Genesis 9 figure, using (afaik) latest versions of Daz Studio (4.24.0.4) and the Daz to Blender Bridge (2024.2.17.107), using Blender 4.5 LTS for the Bridge step since it throws errors in 5.0.</p>

<p>Is there a way to get a working &quot;Strength&quot; morph into Blender?</p>

<p>I don&#39;t know the exact terminology - by &quot;Strength morph&quot; I mean ones like the <strong>Base Anime Eye Blink Crescent Strength</strong> pose control morph that relies on the <strong>Base Anime Eye Blink Crescent (Left/Right)</strong> morphs for its actual effect, which is to shape the curve of the already closed eyelids. The Strength morph does get brought into Blender over the Bridge, but it simply does nothing, while all the other presumably &quot;normal&quot; morphs that I&#39;ve tried work as expected. I am exporting the entire Pose Controls category of morphs with the figure, no others.</p>

<p>I remember seeing a warning message that was related to this at some point previously when doing preliminary pipeline tests with other models months ago, something about making possibly destructive changes to apply these types of morphs before exporting, but that message no longer even shows up when using the Bridge exporter (I&#39;m pretty sure I also answered yes to the changes every time it did show up?).</p>

<p>It seems&nbsp;this type of morph functions in some special way that maybe isn&#39;t compatible with Blender (or the Bridge?), but is there something that could be done to get it to work in Blender?</p>

<p>&nbsp;</p>

<p>P.S. Also, just to have something that could maybe achieve the same effect, I tried creating a separate custom morph (dev load generic Genesis 9 figure, apply the anime crescent blink with the Strength morph at 100%, save .obj, load as a morph), but some information ends up missing in that process as well. The custom baked morph works identically to the original morphs on the generic figure, but when applied to an actual anime-proportioned figure, it no longer matches up (the eye only closes half-way). Trying to create the custom morph based on an anime figure instead of the generic one includes all the other shape changes (even if loading the morph .obj into the same figure it was created from), effectively doubling up all the sliders to create a horrific mess.</p>

<p>Tips on the custom morph baking front would be appreciated as well, if there&#39;s no way to bring the original morph functionality into Blender as-is ...</p>
]]></description>
   </item>
   <item>
      <title>Daz to Blender Bridge for Blender 5</title>
      <link>https://www.daz3d.com/forums/discussion/753146/daz-to-blender-bridge-for-blender-5</link>
      <pubDate>Fri, 09 Jan 2026 05:33:13 +0000</pubDate>
      <dc:creator>wintoons</dc:creator>
      <guid isPermaLink="false">753146@/forums/discussions</guid>
      <description><![CDATA[<p>Hi there,&nbsp;<br />
Just a question I want to ask, does the bridge support Blender 5.0?<br />
<br />
&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>Mesh hair to curve hair conversion error occurred</title>
      <link>https://www.daz3d.com/forums/discussion/753256/mesh-hair-to-curve-hair-conversion-error-occurred</link>
      <pubDate>Sat, 10 Jan 2026 06:10:33 +0000</pubDate>
      <dc:creator>miner123</dc:creator>
      <guid isPermaLink="false">753256@/forums/discussions</guid>
      <description><![CDATA[<p><span>In Blender 4.5, when using the hair tool(</span>Diffeomorphic<span>), </span><span>Failed to convert tubes to hair curves</span><span>? The hair asset is Rita Hollywood Curls G8.</span></p>
]]></description>
   </item>
   <item>
      <title>model ported to blender is orange?</title>
      <link>https://www.daz3d.com/forums/discussion/753816/model-ported-to-blender-is-orange</link>
      <pubDate>Sun, 18 Jan 2026 06:36:33 +0000</pubDate>
      <dc:creator>ubergamer62</dc:creator>
      <guid isPermaLink="false">753816@/forums/discussions</guid>
      <description><![CDATA[<p>So I imported a model from daz3d into blender but for some reason it looks nothing like daz3d&#39;s render. The skin is more unneccesarily detailed and has an orange tint when in daz3d its white and natural. it looks ugly in blender</p>

<p>&nbsp;</p>

<p>How do I fix this?</p>
]]></description>
   </item>
   <item>
      <title>Multiple skeletons when importing a model</title>
      <link>https://www.daz3d.com/forums/discussion/753506/multiple-skeletons-when-importing-a-model</link>
      <pubDate>Wed, 14 Jan 2026 20:31:19 +0000</pubDate>
      <dc:creator>Lantern</dc:creator>
      <guid isPermaLink="false">753506@/forums/discussions</guid>
      <description><![CDATA[<p>Is there a way to import a model into Blender without this model importing more than one skeleton?</p>

<p>I want to import a model into Blender so I can use it with its expressions. However, since all the skeletons are separate. I decide to join all the model skeletons and merge the separate models.&nbsp;</p>

<p>But because I did that, when I try to import the facial expressions/morphs (FACS) from Daz Studio to my model in Blender, for some reason they break.&nbsp;<br />
<br />
<br />
Edit: I forgot to mention that I use the Diffeomorphic add-on to import models from DAZ to Blender.</p>
]]></description>
   </item>
   <item>
      <title>Diffeomorphic DAZ Importer version 1.7.0 released</title>
      <link>https://www.daz3d.com/forums/discussion/632636/diffeomorphic-daz-importer-version-1-7-0-released</link>
      <pubDate>Sun, 07 May 2023 05:30:33 +0000</pubDate>
      <dc:creator>ThomasLarsson</dc:creator>
      <guid isPermaLink="false">632636@/forums/discussions</guid>
      <description><![CDATA[<p>Stable version 1.7.3 of the DAZ Importer and MHX Runtime system is a bugfix release. In particular, it fixes a bug that prevented older characters to be imported under Blender 4. This version can be downloaded from <a rel="nofollow" href="https://www.dropbox.com/scl/fi/3hdkujzb7yvgqsx226zpz/import_daz_mhx_rts_v1_7_3.zip?rlkey=oqugyrheyn2sma3zmxmxd2m3d">https://www.dropbox.com/scl/fi/3hdkujzb7yvgqsx226zpz/import_daz_mhx_rts_v1_7_3.zip?rlkey=oqugyrheyn2sma3zmxmxd2m3d</a>.</p>

<p>-------------------------</p>

<p>Version 1.7.2 of the DAZ Importer and MHX Runtime system has been released. It can be downloaded from<a rel="nofollow" href="https://www.dropbox.com/scl/fi/avm8al0hvr9hcr3lr78xd/import_daz_mhx_rts_v1_7_2.zip?rlkey=ytanxu07xotsozcuhhv1pa7tb"> https://www.dropbox.com/scl/fi/avm8al0hvr9hcr3lr78xd/import_daz_mhx_rts_v1_7_2.zip?rlkey=ytanxu07xotsozcuhhv1pa7tb</a>.</p>

<p>The main improvements in this release are:</p>

<ul>
	<li>Support for Blender 4 (bone collections, principled shader version 2, hair curves).</li>
	<li>Major performance boost for morph loading.</li>
	<li>Improved support for older rigs with triax weights.</li>
	<li>Bugfixes.&nbsp;</li>
</ul>

<p>This release has been tested with Blender 2.83, 3.6 and 4.0, but should&nbsp; run on intermediate Blender versions too.</p>

<p>----------------</p>

<p>Version 1.7.1 of the DAZ Importer and MHX Runtime system has been released. It can be downloaded from <a rel="nofollow" href="https://www.dropbox.com/s/7mj32wh3bnn4rwe/import_daz_mhx_rts_v1_7_1.zip">https://www.dropbox.com/s/7mj32wh3bnn4rwe/import_daz_mhx_rts_v1_7_1.zip</a>.</p>

<p>This is primarily a bugfix release. A number of serious bugs were discovered right after the 1.7.0 release. Those have now been eliminated, so I recommend everybody to update to the new version. <a rel="nofollow" href="https://diffeomorphic.blogspot.com/2022/11/safely-installing-new-version.html">Safely Installing a New Version</a>.<br />
<br />
There are also a few new features. The most obvious one is that <a rel="nofollow" href="http://diffeomorphic.blogspot.com/2023/06/new-user-interface.html">the user interface has been rearranged</a>. The DAZ Importer now takes up two tabs in the User Interface (N-panel), DAZ Setup and DAZ Runtime. One or both of these tabs can be hidden.<br />
<a rel="nofollow" href="http://diffeomorphic.blogspot.com/2023/07/hierarchical-pose-presets.html">Support for making pose presets has been improved</a>.<br />
<a rel="nofollow" href="http://diffeomorphic.blogspot.com/2023/07/mhx-properties-are-now-id-properties.html">The internal working of the MHX rig has been changed</a>. However, there is a conversion tool for old MHX rigs, so they can still be used with the latest release.</p>

<p><strong>Original post:</strong></p>

<p>Finally, version 1.7.0 of the DAZ Importer and MHX Runtime system has been released. It can be downloaded from <a rel="nofollow" href="https://www.dropbox.com/s/vpku2n8dhqmua37/import_daz_mhx_rts_v1_7_0.zip">https://www.dropbox.com/s/vpku2n8dhqmua37/import_daz_mhx_rts_v1_7_0.zip</a>.</p>

<p>The plugins have been tested with Blender 2.83 and Blender 3.5 under Windows 7 and Windows 10, but should work with intermediate versions as well.</p>

<p>The most signicant new features in this release are:</p>

<ul>
	<li>Support for Genesis 9 characters.</li>
	<li>Support for Blender 3.5, in particular the new mixing nodes.</li>
</ul>

<p>There are also some other improvements and many bugfixes.</p>

<p>The documentation has moved to the Bitbucket wiki. It is not quite up-to-date, but I didn&#39;t want to postpone the release further. Here are links to the wikis:</p>

<p><a rel="nofollow" href="https://bitbucket.org/Diffeomorphic/import_daz/wiki/Home">DAZ Importer</a><br />
<a rel="nofollow" href="https://bitbucket.org/Diffeomorphic/mhx_rts/wiki/Home">MHX Runtime System</a></p>
]]></description>
   </item>
   <item>
      <title>Shrink Wrap</title>
      <link>https://www.daz3d.com/forums/discussion/753446/shrink-wrap</link>
      <pubDate>Wed, 14 Jan 2026 00:35:41 +0000</pubDate>
      <dc:creator>daniel.harbich</dc:creator>
      <guid isPermaLink="false">753446@/forums/discussions</guid>
      <description><![CDATA[Can anyone help me with a problem I'm currently trying to solve with DAZ Support? 

Since the last update (DAZ Studio), my OBJs created with Blender can no longer be loaded with the Morph Loader. Everything seems to be okay, no warning/error message, but when you move the slider to 100%, everything suddenly becomes completely distorted.

I received the following response from DAZ Support.

"Old objects might be a problem, but newly exported objects shouldn't be. Are you trying to use old objects exported from Blender as morphs? I also know Blender has a function to fix vertex orders when something like this happens. I believe it might be Sort Elements? I'm not really certain. It also has a shrink wrap function so if you have the old shapes as objects, you can export a new figure from DS and shrink wrap it to the old object to create a new one to import into Daz Studio.
 
Are all your shapes saved as morphs or objects"

Can anyone also explain to me what the current workflow is from DAZ to Blender and Blender to DAZ? Maybe I'm doing something wrong after all.

]]></description>
   </item>
   <item>
      <title>How to Create this Shape in Blender?</title>
      <link>https://www.daz3d.com/forums/discussion/753056/how-to-create-this-shape-in-blender</link>
      <pubDate>Wed, 07 Jan 2026 23:54:03 +0000</pubDate>
      <dc:creator>cjfea</dc:creator>
      <guid isPermaLink="false">753056@/forums/discussions</guid>
      <description><![CDATA[<p>Good day.&nbsp; I&#39;m trying to model a farmhouse dining table in blender.&nbsp; I downloaded a free model to use as a guide for the leg.&nbsp; How do I produce the shape of the upper portion of this table leg?&nbsp; I thought it was bevel vertices; however, that doesn&#39;t seem to be the case.&nbsp; Thanks.</p>

<p><img alt="" src="https://www.daz3d.com/forums/uploads/FileUpload/c3/71a1f5a5d4b242e33fca00aa682c9c.png" /></p>
]]></description>
   </item>
   <item>
      <title>[Solved] Look at the camera in Blender</title>
      <link>https://www.daz3d.com/forums/discussion/752956/solved-look-at-the-camera-in-blender</link>
      <pubDate>Tue, 06 Jan 2026 19:06:50 +0000</pubDate>
      <dc:creator>camilo</dc:creator>
      <guid isPermaLink="false">752956@/forums/discussions</guid>
      <description><![CDATA[<p>I already have the Look At Me script for Daz, and it works fine, but I already exported the figure to Blender using Diffeomorphic, did some changes, and moved the camera. How can I make the eyes track the camera or look at it inside Blender? I don&#39;t want to go back to Daz and apply all the changes to the figure just to move the eyes. I see that I can select the eye bones, change the view to camera, and start moving the bones until they point directly to the camera, but I would like to use a method that automates the process, so the eyes move as I move the camera, or at least that I can click a button to do it.</p>
]]></description>
   </item>
   <item>
      <title>Convert blender to.obj</title>
      <link>https://www.daz3d.com/forums/discussion/752896/convert-blender-to-obj</link>
      <pubDate>Mon, 05 Jan 2026 22:37:47 +0000</pubDate>
      <dc:creator>Philippi_Child</dc:creator>
      <guid isPermaLink="false">752896@/forums/discussions</guid>
      <description><![CDATA[<p>Can I convert a blender file to .obj to use in Daz studio? I know there is a program in the store for converting items to use in DS. But I&#39;m cheaping out at the moment. Lol</p>
]]></description>
   </item>
   <item>
      <title>Diffeomorphic - The Correct Geograft Workflow?</title>
      <link>https://www.daz3d.com/forums/discussion/752536/diffeomorphic-the-correct-geograft-workflow</link>
      <pubDate>Fri, 02 Jan 2026 15:39:31 +0000</pubDate>
      <dc:creator>3DIO</dc:creator>
      <guid isPermaLink="false">752536@/forums/discussions</guid>
      <description><![CDATA[<p>I asked about this a few weeks back but it was hidden in a thread with a description for an earlier problem, so best I ask it here in a dedicated Blender thread instead.&nbsp;&nbsp;I need to get Genesis 9 and its Anatomical Elements Geografts out of Daz Studio, into Blender for some sculpting, and then back into Daz Studio so that the sculpt can be dialled in as a morph.</p>

<p>VERSIONS IN USE:</p>

<p>- Blender 4.3.2<br />
- Daz Studio 4.24.0.3<br />
- Diffeomorphic (Whatever the latest version is as of two weeks ago)</p>

<p>The problem I&#39;m having is that after sculpting the Anatomical Elements and bringing it back into Daz Studio as a morph, dialling-in the morph causes the female genitals to drop to the floor, and the male genitals to distort in a sort of arc shape.&nbsp; Ideally, I need to know which settings to use at each stage of export and import between Blender and Daz Studio.</p>

<p>Can&#39;t figure out what I&#39;m doing wrong, so any help on this would be much appreciated!</p>

<p>&nbsp;</p>
]]></description>
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   <item>
      <title>Diffeomorphic - G9 White Eyes in Blender</title>
      <link>https://www.daz3d.com/forums/discussion/752166/diffeomorphic-g9-white-eyes-in-blender</link>
      <pubDate>Tue, 30 Dec 2025 11:02:11 +0000</pubDate>
      <dc:creator>James</dc:creator>
      <guid isPermaLink="false">752166@/forums/discussions</guid>
      <description><![CDATA[<p>Importing G9 using FBX Compatible in Blender makes the whole surface of the eyes white. The eyemoisture surfaces (outer) and the eyes surface (inner)<br />
Is there a fix for this?&nbsp;<br />
I want to render in EEVEE.&nbsp;</p>
]]></description>
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   <item>
      <title>How to transfer  in Daz simulated cloth to blender?</title>
      <link>https://www.daz3d.com/forums/discussion/751941/how-to-transfer-in-daz-simulated-cloth-to-blender</link>
      <pubDate>Sat, 27 Dec 2025 15:50:27 +0000</pubDate>
      <dc:creator>James</dc:creator>
      <guid isPermaLink="false">751941@/forums/discussions</guid>
      <description><![CDATA[<p>In daz there&#39;s morph loader.<br />
But in blender what to use?<br />
Is diffeomorphic has such feature?&nbsp;</p>
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      <title>[solved] Diffeomorphic - How to import the non standard Morphs?</title>
      <link>https://www.daz3d.com/forums/discussion/751846/solved-diffeomorphic-how-to-import-the-non-standard-morphs</link>
      <pubDate>Fri, 26 Dec 2025 16:38:53 +0000</pubDate>
      <dc:creator>James</dc:creator>
      <guid isPermaLink="false">751846@/forums/discussions</guid>
      <description><![CDATA[<p>Genesis 9<br />
How to import the non standard Morphs?&nbsp;<br />
Such as PTF Life - Angry, etc.&nbsp;</p>

<p>I tried to use Favorite morphs.&nbsp;<br />
I selected some morphs as fav.<br />
But then what get&#39;s imported is nothing I&#39;ve selected.&nbsp;</p>

<p>It just import the same standard FACS morphs.&nbsp;<br />
<br />
****<br />
After reading other thread, it turns out pose control is not a morph.<br />
But it can still be imported to blender by using custom morph.&nbsp;<br />
I just need to get the path&nbsp;<br />
And select all the files using import custom morph in blender.&nbsp;<br />
Not sure if clicking as favorite is needed though.&nbsp;</p>

<p>&nbsp;</p>
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   <item>
      <title>Importing older models from DS to Blender.</title>
      <link>https://www.daz3d.com/forums/discussion/751521/importing-older-models-from-ds-to-blender</link>
      <pubDate>Mon, 22 Dec 2025 14:10:23 +0000</pubDate>
      <dc:creator>Fremmen</dc:creator>
      <guid isPermaLink="false">751521@/forums/discussions</guid>
      <description><![CDATA[Hello, I am curious is there a way to import older models like Victoria 4, and Cookie into Blender? I have tried a few ways to bring Cookie into Blender but every time she becomes static, I am unable to pose her.]]></description>
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