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	<channel>
      <title>Maya Discussion - Daz 3D Forums</title>
      <link>https://www.daz3d.com/forums/categories/maya-discussion/feed.rss</link>
      <pubDate>Fri, 13 Mar 2026 08:31:31 +0000</pubDate>
         <description>Maya Discussion - Daz 3D Forums</description>
   <language>en-US</language>
   <atom:link href="https://www.daz3d.com/forums/categories/maya-discussion/feed.rss" rel="self" type="application/rss+xml" />
   <item>
      <title>Application compatibility</title>
      <link>https://www.daz3d.com/forums/discussion/749171/application-compatibility</link>
      <pubDate>Sat, 22 Nov 2025 17:49:24 +0000</pubDate>
      <dc:creator>Zoritae</dc:creator>
      <guid isPermaLink="false">749171@/forums/discussions</guid>
      <description><![CDATA[<p>Hi everyone.<br />
I&#39;m wondering if it&#39;s worth getting a Maya license. I&#39;ve always worked with 3ds Max, but Daz no longer supports it.<br />
However, Maya&#39;s support only covers Genesis 8 and earlier, and only up to version 2024.<br />
However, it seems that Blender has better compatibility.<br />
I&#39;d like to hear opinions from people with experience using these applications to get a clearer picture of the viability of each.<br />
Thanks for reading.<br />
Regards.</p>
]]></description>
   </item>
   <item>
      <title>Daz to Maya: 2dm.py ine 31 error.</title>
      <link>https://www.daz3d.com/forums/discussion/677511/daz-to-maya-2dm-py-ine-31-error</link>
      <pubDate>Mon, 11 Mar 2024 22:13:01 +0000</pubDate>
      <dc:creator>vernonsok</dc:creator>
      <guid isPermaLink="false">677511@/forums/discussions</guid>
      <description><![CDATA[<p><span>Hello, I&#39;ve installed the Daz to Maya bridge, but I&#39;m encountering an error when attempting to import my character from Daz into a Maya scene. The error message states: &quot;d2m.py line 31: No module named &#39;pymel&#39;&quot;. Could someone please assist me with resolving this issue?</span></p>
]]></description>
   </item>
   <item>
      <title>Problem with hair functioning from Maya3D in DAZ</title>
      <link>https://www.daz3d.com/forums/discussion/743306/problem-with-hair-functioning-from-maya3d-in-daz</link>
      <pubDate>Wed, 17 Sep 2025 15:45:41 +0000</pubDate>
      <dc:creator>jenslehman20051990</dc:creator>
      <guid isPermaLink="false">743306@/forums/discussions</guid>
      <description><![CDATA[<p><span>Hello everyone, I have a question, does anyone know how to export hair from Maya3D to DAZ3D? The hair is Strand Based and was created in Maya, is it possible to export it in such a way that it can be used with dforce inside DAZ? The problem is that the&nbsp;hair it is not fixing in the head like it should, when simulate it falls from head, and some parts fixes on base of neck, but only in daz studio on maya it is ok, daz undertood that hair comes from botom to top(the part that keeps on head) .&nbsp;</span><strong><span>PS: I want to point out right away that I am asking whether this is possible and what options might be needed for exporting from Maya to DAZ3D. The hair is not made by me but by an acquaintance, and I am unable to provide more information on that matter. I figured it wouldn&rsquo;t hurt to ask you, and maybe I can get some help. Best regards.</span></strong></p>
]]></description>
   </item>
   <item>
      <title>Can't Install Version 2024.2.3.33</title>
      <link>https://www.daz3d.com/forums/discussion/719871/can-t-install-version-2024-2-3-33</link>
      <pubDate>Thu, 06 Feb 2025 09:12:35 +0000</pubDate>
      <dc:creator>papissyahav</dc:creator>
      <guid isPermaLink="false">719871@/forums/discussions</guid>
      <description><![CDATA[<p>Hi.</p>

<p>After downloading&nbsp;version 2024.2.3.33 from Github and following the exact &quot;Manual Installation&quot; on the github page for Daz To Maya, I still get &quot;version 2024.2.3.32&quot; in both Maya and Daz for the plug - and also seem to be miisng the described new features (shaders and such).<br />
Anyone else noticed this, or knows how to solve this?</p>
]]></description>
   </item>
   <item>
      <title>Does the current Maya Bridge work with Maya 2024 on Mac?</title>
      <link>https://www.daz3d.com/forums/discussion/654316/does-the-current-maya-bridge-work-with-maya-2024-on-mac</link>
      <pubDate>Sun, 15 Oct 2023 20:48:50 +0000</pubDate>
      <dc:creator>wsterdan</dc:creator>
      <guid isPermaLink="false">654316@/forums/discussions</guid>
      <description><![CDATA[<p>I&#39;m thinking of downloading a trial for the Mac version of Maya 2024 but I want to know what to expect with regards to moving my DAZ Studio assets to Maya. I&#39;m concerned because there appear to be posts in the forum that haven&#39;t had a response in months or even years.</p>

<p>In particular, I&#39;m looking to move a custom Toon character mesh with 3D Universe&#39;s Aikotoon 3 hair and a Genesis 8 female bodysuit over to Maya.</p>

<p>Does the latest Maya bridge file work well, or will I spend too much of the 30-day trial just getting my character moved over? I&#39;m not too concerned with the textures as the character mesh itself only uses one texture map and I can retexture the coveralls and boots in Maya.</p>

<p>Thanks,</p>

<p>Walt Sterdan</p>
]]></description>
   </item>
   <item>
      <title>exporting from maya to daz3d</title>
      <link>https://www.daz3d.com/forums/discussion/705931/exporting-from-maya-to-daz3d</link>
      <pubDate>Tue, 15 Oct 2024 19:38:02 +0000</pubDate>
      <dc:creator>ekongadorable</dc:creator>
      <guid isPermaLink="false">705931@/forums/discussions</guid>
      <description><![CDATA[<p>please how can i export animation from maya to daz3d?</p>

<p>&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>Unable to retarget in Maya</title>
      <link>https://www.daz3d.com/forums/discussion/675021/unable-to-retarget-in-maya</link>
      <pubDate>Thu, 22 Feb 2024 10:41:10 +0000</pubDate>
      <dc:creator>m.sulmanali</dc:creator>
      <guid isPermaLink="false">675021@/forums/discussions</guid>
      <description><![CDATA[<p>Hello everyone. When i use Daz studio tools (Rig or Re-target skeleton) I have this issue with retargeting. I did renaming, unistaling and reinstalling. Re-importing all kind of tasks.&nbsp;Kindly guide me. Thank you</p>
]]></description>
   </item>
   <item>
      <title>Animating Daz characters in Maya and re-importing them back to Daz issue with rotations</title>
      <link>https://www.daz3d.com/forums/discussion/700251/animating-daz-characters-in-maya-and-re-importing-them-back-to-daz-issue-with-rotations</link>
      <pubDate>Wed, 04 Sep 2024 14:16:43 +0000</pubDate>
      <dc:creator>cus.animation</dc:creator>
      <guid isPermaLink="false">700251@/forums/discussions</guid>
      <description><![CDATA[<p>To who ever see&#39;s this, I have been sending character from Daz to Maya in order to animate them there and I have managed to bring them back to Daz by baking the aniation on the joints. When importing the fbx in Daz there seems to be an issue with the rotation of some of the skeletons joint. The issues usually happends with the arm rotations of the character. Does anyone havea a solution to this issue?</p>
]]></description>
   </item>
   <item>
      <title>Daz to Maya with morphs, weight drivers blocked in shape editor, how to do ?</title>
      <link>https://www.daz3d.com/forums/discussion/677221/daz-to-maya-with-morphs-weight-drivers-blocked-in-shape-editor-how-to-do</link>
      <pubDate>Sat, 09 Mar 2024 17:43:58 +0000</pubDate>
      <dc:creator>mail_16710b9131</dc:creator>
      <guid isPermaLink="false">677221@/forums/discussions</guid>
      <description><![CDATA[<p>Hello,</p>

<p>I use Daz to Maya with morphs.</p>

<p>In shape editor, weight drivers are blocked.</p>

<p>How to do, how to use ?</p>

<p>Thanks for help.</p>

<p>&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>Why are so many morphs being exported?</title>
      <link>https://www.daz3d.com/forums/discussion/673961/why-are-so-many-morphs-being-exported</link>
      <pubDate>Thu, 15 Feb 2024 08:50:34 +0000</pubDate>
      <dc:creator>mrpdean_7efbae9610</dc:creator>
      <guid isPermaLink="false">673961@/forums/discussions</guid>
      <description><![CDATA[<p>When exporting&nbsp;an FBX using the Daz To Maya bridge, I select just a few joint corrective morphs that I need to export:</p>

<p>&nbsp;</p>

<p><img alt="" src="https://www.daz3d.com/forums/uploads/FileUpload/7f/0cac49d6a4d0bc1db6459388236b99.jpg" /></p>

<p>&nbsp;</p>

<p>&nbsp;</p>

<p>But what actually gets exported is over 2350 morphs, most of which seem to have nothing to do with the current character!!</p>

<p>It seems to export morphs for every character I have installed.</p>

<p>How can I get it to only export the morphs I have selected and only the ones the currect character needs?</p>

<p>Thanks</p>

<p>&nbsp;</p>

<p><img alt="" src="https://www.daz3d.com/forums/uploads/FileUpload/e7/544f3a5fbba3606a49420bd5e66fb6.jpg" /></p>

<p>&nbsp;</p>

<p>&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>Exporting to Maya with wardrobe props in place</title>
      <link>https://www.daz3d.com/forums/discussion/673176/exporting-to-maya-with-wardrobe-props-in-place</link>
      <pubDate>Thu, 08 Feb 2024 18:01:11 +0000</pubDate>
      <dc:creator>katherine_4a0d2c0d5e</dc:creator>
      <guid isPermaLink="false">673176@/forums/discussions</guid>
      <description><![CDATA[<p>I exported a CeeJay character to Maya via the DazToMaya Bridge.</p>

<p>Most of the character is fine. But there are certain iitems like the buttons that are apparently in order in relation to the other buttons, but not to the character&#39;s shirt.. So, the buttons are&nbsp; in order&nbsp; but out&nbsp; in front and above the character.</p>

<p>The wristwatch is floating free.</p>

<p>&nbsp;</p>

<p>Any tips on making sure everything stays in order?</p>
]]></description>
   </item>
   <item>
      <title>Reduce Material count from Daz to Maya</title>
      <link>https://www.daz3d.com/forums/discussion/655571/reduce-material-count-from-daz-to-maya</link>
      <pubDate>Tue, 24 Oct 2023 16:44:36 +0000</pubDate>
      <dc:creator>iriscavalinha</dc:creator>
      <guid isPermaLink="false">655571@/forums/discussions</guid>
      <description><![CDATA[<p>Hi, I am using Daz3D for the first time and so far it&#39;s going amazing, however there is something that I cannot seem to find the answer for.</p>

<p><br />
I have a default genesis 9 character and used the Texture Atlas to combine textures. Also made sure the textures are correctly assigned in Surfaces.<br />
When I export the character to Maya (using the Daz to Maya Bridge) and open the hypershade, there are loads of materials! (screenshot below)<br />
<br />
Wondering if there is a way of reducing the amount of materials to match the amount of texture sets packed with Texture Atlas. At the moment I have lots of materials that are calling the same textures, but it would be nice to reduce the material count from the get go.&nbsp;<br />
&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>How to transform T-pose to A-pose that the same in Daz</title>
      <link>https://www.daz3d.com/forums/discussion/655106/how-to-transform-t-pose-to-a-pose-that-the-same-in-daz</link>
      <pubDate>Sat, 21 Oct 2023 09:02:26 +0000</pubDate>
      <dc:creator>whosyd</dc:creator>
      <guid isPermaLink="false">655106@/forums/discussions</guid>
      <description><![CDATA[<p>I am using&nbsp;bridge and import Daz model&nbsp;to Maya, find the model is in T-pose,&nbsp;my character&#39;s outfits&nbsp;made in A-pose, so I&#39;m confuse about transforming T-pose to A-pose. If I delete the skeleton, the model will return to A-Pose, but this is not what I expect: D&nbsp;</p>

<p>Finally, I am&nbsp;reluctant&nbsp;to bind pose manually...I believe there is a easy way..</p>

<p>&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>Daz to Maya Golden palace morphs</title>
      <link>https://www.daz3d.com/forums/discussion/647216/daz-to-maya-golden-palace-morphs</link>
      <pubDate>Mon, 21 Aug 2023 20:55:51 +0000</pubDate>
      <dc:creator>Anispappu2</dc:creator>
      <guid isPermaLink="false">647216@/forums/discussions</guid>
      <description><![CDATA[I've been trying to export morphs of golden palace package from daz to maya.... I've tried daz to maya bridge . Didn't work even though it helps to select specific morphs other then golden everything came through.. Same situation with FBX eport too... Doesn't even shows it's properties or morphs in the export tab.... Tried the timeline method too... It worked for static mesh but with rigged mesh it's creating noise all over the model... If anyone has a solution plz post it in a step by step manner.. Thank you in advance. ]]></description>
   </item>
   <item>
      <title>Arnold Rendering and Texture Advice please</title>
      <link>https://www.daz3d.com/forums/discussion/645686/arnold-rendering-and-texture-advice-please</link>
      <pubDate>Tue, 08 Aug 2023 21:31:40 +0000</pubDate>
      <dc:creator>pholland1</dc:creator>
      <guid isPermaLink="false">645686@/forums/discussions</guid>
      <description><![CDATA[<p>I have finally stated to get a handle on importing Daz characters into maya.</p>

<p>BUT, as primarily a 3d animator i dont know much about arnold rendering, texturing, lighting, ect, ect...</p>

<p>Attatched is a simple render of a character i did with arnold using basic settings. What can I do to make it better? should i go into the hyershader and play around with the texture settings? is it a rendering attribute issue?&nbsp;</p>

<p>Any advice would be great, cheers!&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>DAZ to Maya Arnold Renderer</title>
      <link>https://www.daz3d.com/forums/discussion/643751/daz-to-maya-arnold-renderer</link>
      <pubDate>Tue, 25 Jul 2023 18:32:40 +0000</pubDate>
      <dc:creator>achim-schnick</dc:creator>
      <guid isPermaLink="false">643751@/forums/discussions</guid>
      <description><![CDATA[<p><span>Hi.&nbsp;</span><br />
<span>I am just playing with a Testversiion of Maya 2024, but I failed now for some Days to get a Scene with embedded DAZ Textures right into Maya and converting for the Arnold Renderer. All looks some black or grey metallic. The DAZ Bridge works fine, but it</span><span>&nbsp;seems not to touch the Textures, just adds huge Normal Maps.</span><span>&nbsp;And the Maya&#39;s build-</span><span>in Texuture Management tools and Convertes do not work somehow as I want.</span><span>&nbsp;So I don&#39;t have an Idea how to look the properly in the Arnold Renderer. The Maya Hard/Software Renderer works fine, but has not the Possibilities like IRAY or - as I assume Arnold. Found nothing on YT so far. Any Idea to that?</span></p>
]]></description>
   </item>
   <item>
      <title>DAZ to Maya Arnold Renderer</title>
      <link>https://www.daz3d.com/forums/discussion/643746/daz-to-maya-arnold-renderer</link>
      <pubDate>Tue, 25 Jul 2023 18:31:22 +0000</pubDate>
      <dc:creator>achim-schnick</dc:creator>
      <guid isPermaLink="false">643746@/forums/discussions</guid>
      <description><![CDATA[<p><span>Hi.&nbsp;</span><br />
<span>I am just playing with a Testversiion of Maya 2024, but I failed now for some Days to get a Scene with embedded DAZ Textures right into Maya and converting for the Arnold Renderer. All looks some black or grey metallic. The DAZ Bridge works fine, but it</span><span>&nbsp;seems not to touch the Textures, just adds huge Normal Maps.</span><span>&nbsp;And the Maya&#39;s build-</span><span>in Texuture Management tools and Convertes do not work somehow as I want.</span><span>&nbsp;So I don&#39;t have an Idea how to look the properly in the Arnold Renderer. The Maya Hard/Software Renderer works fine, but has not the Possibilities like IRAY or - as I assume Arnold. Found nothing on YT so far. Any Idea to that?</span></p>
]]></description>
   </item>
   <item>
      <title>Eyelashes Not Rendering in Arnold Renderer</title>
      <link>https://www.daz3d.com/forums/discussion/643636/eyelashes-not-rendering-in-arnold-renderer</link>
      <pubDate>Tue, 25 Jul 2023 06:10:51 +0000</pubDate>
      <dc:creator>pholland1</dc:creator>
      <guid isPermaLink="false">643636@/forums/discussions</guid>
      <description><![CDATA[<p>I am not a surefacer,</p>

<p>but I asked my friend and he held me a bit. Not enough to fix the problem, but it seems the shaders are not hooked up to Arnold. We tried manually hooking up the phong with the eyelashes to the renderer. That didn&#39;t work but then we switched the phong to another type and that seemed to do something in the renderer. but it still showed the outline of the geo as a shadow.</p>

<p>any thoughts? advice? Have you guys had this issue?</p>

<p>Any help would be appreciated.&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>Maya 2023 Daz Import Menu Error</title>
      <link>https://www.daz3d.com/forums/discussion/582456/maya-2023-daz-import-menu-error</link>
      <pubDate>Thu, 04 Aug 2022 07:57:17 +0000</pubDate>
      <dc:creator>RFB532</dc:creator>
      <guid isPermaLink="false">582456@/forums/discussions</guid>
      <description><![CDATA[<p>In Maya 2023 when I click &quot;Daz Import&quot; on the Maya shelf I get this error. How do I fix it? Thanks</p>

<p>In Script Editor it&nbsp;says:</p>

<p>DazToMaya.run()<br />
# Error: ModuleNotFoundError: file C:\Users\X9Main\Documents\maya\modules\DazToMaya\scripts\d2m.py line 31: No module named &#39;pymel&#39;</p>
]]></description>
   </item>
   <item>
      <title>Need help with Re-target Skeleton tool</title>
      <link>https://www.daz3d.com/forums/discussion/639421/need-help-with-re-target-skeleton-tool</link>
      <pubDate>Sat, 24 Jun 2023 06:16:56 +0000</pubDate>
      <dc:creator>pholland1</dc:creator>
      <guid isPermaLink="false">639421@/forums/discussions</guid>
      <description><![CDATA[<p>I got the daz rig into the new maya scene.&nbsp;</p>

<p>the basic controls were showing. I thon opened Daz studio Tools for maya and tried to update the rig like the &quot;Daz Bridges Tutorial: Daz to Maya 1.6&quot; showed. but at best it just added a hip controller and at worst didnt connect the skeleton to the mesh.</p>

<p>I tried looking in the forums and found a few pages that i thought could help but were ultimately a dead end.&nbsp;</p>

<p><a rel="nofollow" href="https://www.daz3d.com/forums/discussion/556466/issue-on-the-option-rig-or-re-target-skeleton-daztomaya-1-8-with-maya-2020-or-2022-versions#latest">this thread seemed to have the same issue but for maya 2022</a></p>

<p>has anyone figured out what the issue?</p>
]]></description>
   </item>
   <item>
      <title>Daz2Maya config</title>
      <link>https://www.daz3d.com/forums/discussion/637521/daz2maya-config</link>
      <pubDate>Sat, 10 Jun 2023 12:37:41 +0000</pubDate>
      <dc:creator>reaper989</dc:creator>
      <guid isPermaLink="false">637521@/forums/discussions</guid>
      <description><![CDATA[<p>maya error&nbsp;<br />
\\maya\\2023\\prefs\\scripts\\d2m.cfg<br />
<br />
whole error line if it helps<br />
Error: FileNotFoundError: file F:\maya\modules\DazToMaya\scripts\d2m.py line 2527: [Errno 2] No such file or directory: &#39;F:\\maya\\2023\\prefs\\scripts\\d2m.cfg&#39;</p>

<p>&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>OFFICIAL DazToMaya Bridge 2022 (SEPTEMBER UPDATE): What's New and How To Use It</title>
      <link>https://www.daz3d.com/forums/discussion/574846/official-daztomaya-bridge-2022-september-update-what-s-new-and-how-to-use-it</link>
      <pubDate>Sun, 19 Jun 2022 14:45:00 +0000</pubDate>
      <dc:creator>danielbui78</dc:creator>
      <guid isPermaLink="false">574846@/forums/discussions</guid>
      <description><![CDATA[<p><strong>The September Update for the DazToMaya Bridge is now available on Daz Central and Daz Install Manager.&nbsp; It has some changes to the UI which may take users familiar with the old version time to get used to.&nbsp; Here&#39;s what&#39;s new:</strong></p>

<ol>
	<li>Updated to latest Daz Bridge Library v2.2</li>
	<li>Fixes morph undo bug (distorted faces on export)</li>
	<li>Geograft Material support</li>
	<li>Prelim steps for supporting Geograft morphs (exported blendshapes)</li>
</ol>

<blockquote>
<h3>New Menu Location:</h3>

<p><a rel="nofollow" href="https://www.daz3d.com/forums/uploads/FileUpload/1b/7b2889ab8105242738a7df290f6af5.png"><img alt="" src="https://www.daz3d.com/forums/uploads/FileUpload/1b/7b2889ab8105242738a7df290f6af5.png" /></a></p>
</blockquote>

<p>You will need to install the Maya Plugin using the new integrated Maya Plugin Installer.&nbsp; Access this from the Advanced Settings box of the new DazToMaya Bridge UI.</p>

<p>&nbsp;</p>

<h3>How to Install the Maya Plugin</h3>

<ol>
	<li>The Daz Studio Plugin comes embedded with an installer for the Maya Bridge module. From the Daz To Maya Bridge dialog, there is now section in the Advanced Settings section for Installing the Maya module.</li>
	<li>Click the &ldquo;Install Plugin&rdquo; button. You will see a window popup to choose a folder to install the Maya module. The starting folder should be the default location for maya plugins and modules.
	<ul>
		<li><a rel="nofollow" href="https://www.daz3d.com/forums/uploads/FileUpload/8c/f8226cfda908804d6adfb61c6f463d.png"><img alt="" src="https://www.daz3d.com/forums/uploads/FileUpload/8c/f8226cfda908804d6adfb61c6f463d.png" /></a></li>
	</ul>
	</li>
	<li>On Windows, the path to install modules should be &ldquo;Documents\maya\modules&rdquo;. On Mac, the path should be &ldquo;/Users//Library/Preferences/Autodesk/maya/modules&rdquo;.</li>
	<li>For most Maya setups, you should be able to just click &ldquo;Select Folder&rdquo;. You will then see a confirmation dialog stating if the plugin installation was successful.</li>
	<li>If Maya is running, you will need to restart for the Daz To Maya Bridge module to load.</li>
	<li>In Maya, you should now see a &ldquo;DazToMaya&rdquo; tab in the Maya Shelf toolbar. Click this tab to find the DazToMaya options.<br />
	<a rel="nofollow" href="https://www.daz3d.com/forums/uploads/FileUpload/81/8a7a87701c9a7f8fcb4f22b54c9339.png"><img alt="" src="https://www.daz3d.com/forums/uploads/FileUpload/81/8a7a87701c9a7f8fcb4f22b54c9339.png" /></a></li>
	<li>If you have tabs disabled in the Maya Shelf, you may need to click the &ldquo;cog&rdquo; icon and select &ldquo;Shelf Tabs&rdquo; to find and select the &ldquo;DazToMaya&rdquo; tab.</li>
	<li>From the DazToMaya tab of the Shelf, you should now see an icon for &ldquo;DAZ IMPORT&rdquo;. You are done installing Daz To Maya Bridge!</li>
	<li>If you recieve an error when trying to click the &quot;DAZ IMPORT&quot; icon, make sure you have <a rel="nofollow" href="https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2022/ENU/Maya-Scripting/files/GUID-2AA5EFCE-53B1-46A0-8E43-4CD0B2C72FB4-htm.html">PyMEL installed</a>.</li>
</ol>

<p>&nbsp;</p>

<p>You can find more information about the updated DazToMaya Bridge with these resources:</p>

<ul>
	<li><a rel="nofollow" href="https://github.com/daz3d/DazToMaya">DazToMaya Bridge on Github</a></li>
	<li><a rel="nofollow" href="https://github.com/daz3d/DazToMaya#3-how-do-i-install-the-daz-to-maya-bridge">Installation Instructions for DazToMaya Bridge (Githhub)</a></li>
	<li><a rel="nofollow" href="https://github.com/daz3d/DazToMaya#4-how-do-i-use-the-maya-bridge">How to use the DazToMaya Bridge (Github)</a></li>
	<li><a rel="nofollow" href="https://github.com/daz3d/DazToMaya/releases">Download the latest updates and bugfixes (Github Release Page)</a></li>
	<li><a rel="nofollow" href="https://www.daz3d.com/maya-bridge#faq">DazToMaya FAQ (daz3d.com)</a></li>
</ul>

<p>&nbsp;</p>

<h1><strong>How to Install DazToMaya Bridge v2022</strong></h1>

<p><span><span id="youtube-H3ukRuEyLCM"><span><a rel="nofollow" href="http://youtube.com/watch?v=H3ukRuEyLCM#t="><img src="http://img.youtube.com/vi/H3ukRuEyLCM/0.jpg" width="640" height="385" alt="image" style="border: 0px;" /></a></span><span></span></span></span></p>

<p>&nbsp;</p>

<p>More tutorials coming soon...</p>

<p>&nbsp;</p>
]]></description>
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   <item>
      <title>Error: "Pose Not Achieved" in update to DazToMaya</title>
      <link>https://www.daz3d.com/forums/discussion/460051/error-pose-not-achieved-in-update-to-daztomaya</link>
      <pubDate>Mon, 21 Dec 2020 00:02:41 +0000</pubDate>
      <dc:creator>jumaiy2016</dc:creator>
      <guid isPermaLink="false">460051@/forums/discussions</guid>
      <description><![CDATA[<p>Hello! I&#39;ve been having lots of fun with the updated DazToMaya, but when I try to send animations from Maya to Daz I get the&nbsp;error &quot;Pose not achieved&quot;. All I was doing was moving the hip control and keying it so basically my Genesis 8 figure was squatting then standing up straight.&nbsp;</p>

<p>This is part of what my script editor says. Keep in mind I am very new to Maya and I know nothing about coding or Python so I have NO idea what any of this mean. Please help!</p>

<p>&nbsp;</p>

<p>&nbsp;</p>

<p>Proceeding with unsaved file.// Warning: file: C:/Users/jumai/OneDrive/Documents/maya/scripts/DAZTools.mel line 208: Could not reach pose on lShldrTwist translate, rotate. //&nbsp;</p>

<p>// -- Connection from lShldrTwistAddNode to lShldrTwist.translate may need to be broken.</p>

<p>// -- IK may need to be disabled on this joint.</p>

<p>// Warning: file: C:/Users/jumai/OneDrive/Documents/maya/scripts/DAZTools.mel line 208: Could not reach pose on lForearmTwist rotate. //&nbsp;</p>

<p>// -- IK may need to be disabled on this joint.</p>

<p>// Warning: file: C:/Users/jumai/OneDrive/Documents/maya/scripts/DAZTools.mel line 208: Could not reach pose on rShldrTwist translate, rotate. //&nbsp;</p>

<p>// -- Connection from rShldrTwistAddNode to rShldrTwist.translate may need to be broken.</p>

<p>// -- IK may need to be disabled on this joint.</p>

<p>// Warning: file: C:/Users/jumai/OneDrive/Documents/maya/scripts/DAZTools.mel line 208: Could not reach pose on rForearmTwist rotate. //&nbsp;</p>

<p>// -- IK may need to be disabled on this joint.</p>

<p>// Warning: file: C:/Users/jumai/OneDrive/Documents/maya/scripts/DAZTools.mel line 208: Could not reach pose on lThighTwist translate, rotate. //&nbsp;</p>

<p>// -- Connection from lThighTwistAddNode to lThighTwist.translate may need to be broken.</p>

<p>// -- IK may need to be disabled on this joint.</p>

<p>// Warning: file: C:/Users/jumai/OneDrive/Documents/maya/scripts/DAZTools.mel line 208: Could not reach pose on rThighTwist translate, rotate. //&nbsp;</p>

<p>// -- Connection from rThighTwistAddNode to rThighTwist.translate may need to be broken.</p>

<p>// -- IK may need to be disabled on this joint.</p>

<p>// To disable IK, constraints, and expressions, you can use the Modify-&gt;DisableNodes menu.</p>

<p>// Other connections can be broken using the Script Editor.</p>

<p>// Or, to reset the saved pose on a joint, select the joint and enter &#39;dagPose -reset -name bindPose1&#39;.</p>

<p>// Error: file: C:/Users/jumai/OneDrive/Documents/maya/scripts/DAZTools.mel line 208: Pose not achieved. See diagnostics in Script Editor. //&nbsp;</p>
]]></description>
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   <item>
      <title>Dex (DSON Exchange) plugin for Maya</title>
      <link>https://www.daz3d.com/forums/discussion/278111/dex-dson-exchange-plugin-for-maya</link>
      <pubDate>Mon, 17 Sep 2018 10:57:38 +0000</pubDate>
      <dc:creator>dexplugin</dc:creator>
      <guid isPermaLink="false">278111@/forums/discussions</guid>
      <description><![CDATA[<p>Hi Everyone,</p>

<p>I&#39;m a long-time DAZ 3D user and also an avid 3D generalist. My most used tool is Maya, and for some time now I&#39;ve been working on a plugin for Maya to help facilitate the pipeline between it and DAZ Studio. I wanted to share what I&#39;ve done here and solicit feedback from the community. I&#39;d love to know what people think and if it would be useful in some people&#39;s workflows.</p>

<p>I&#39;m aware that there are already a few products available in the DAZ marketplace that bridge the gap between Maya and Daz Studio. I think it&#39;s fantastic that users are being provided with the kind of automation that these products provide. I believe the software I&#39;ve written tackles this issue in a different way and so I hope it can be a useful addition to the community.</p>

<p>I call it <strong>Dex</strong>, which is short for <strong>DSON Exchange</strong>.&nbsp;The plugin is designed to import .duf files from a users DAZ 3D Library directly in to Maya, without the need for having to export from DAZ studio first. In case the reader is not aware, the term DSON is short for Daz Scene Object Notation and refers to the format used to specify DAZ assets and files, hence the name &quot;DSON Exchange&quot;.<br />
The plugin itself is not 100% complete yet. I need to do a lot of testing to ensure it can properly import as many assets as possible.</p>

<p>I&#39;ve prepared a screencast of the main features of the plugin and published it here:</p>

<p><span><span id="youtube-Q9UGtguQoDQ"><span><a rel="nofollow" href="http://youtube.com/watch?v=Q9UGtguQoDQ#t="><img src="http://img.youtube.com/vi/Q9UGtguQoDQ/0.jpg" width="640" height="385" alt="image" style="border: 0px;" /></a></span><span></span></span></span><br />
Please take a look; I would love to hear your comments. Also, it&#39;s my first screencast, so please be patient <img alt="smiley" src="https://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/regular_smile.png" title="smiley" /></p>

<p>These are the main features of Dex:</p>

<p>- <strong>Browser</strong>:<br />
&nbsp; Dex provides a browser for browsing your DAZ 3D Library and selecting files for import. Any .duf file in your library will show up in the browser. It provides the same thumbnail icons as are displayed in DAZ Studio. The user double-clicks a file to begin the import. Here&#39;s what it looks like in Maya (browsing the &quot;Characters&quot; folder of the Genesis 8 Female product):</p>

<p><img src="https://www.daz3d.com/forums/utility/thumbnail/804871/FileUpload/9d/efe0b060efe91018d11efbef69d7db.png" alt="image" /></p>

<p>Here&#39;s the link to the full size version:&nbsp;<a href="https://drive.google.com/open?id=1Daq4jaIO6SpgD70-yBYEtmdeaTsP0TiR" target="_blank" rel="nofollow">https://drive.google.com/open?id=1Daq4jaIO6SpgD70-yBYEtmdeaTsP0TiR</a></p>

<p>- <strong>DAZ Asset Types</strong>:<br />
&nbsp; Dex will import Characters, Clothing (which will conform as expected), Pose files, and Material files. In the case of clothing, poses, and materials, these will be added to the currently selected figure (already imported).</p>

<p>- <strong>Renderers</strong>:<br />
&nbsp; Dex will automatically generate materials for either Arnold 5.0 and up, or Redshift 2.0 and up. I plan to include support for more rendering packages in the future, particularly Octane and VRay.&nbsp;</p>

<p>- <strong>JCM&#39;s</strong>:<br />
&nbsp; DAZ 3D models are all expertly rigged for use in animation. One of the most useful features of their models are the Joint Controlled Modifiers (Morphs?), or JCM&#39;s. As you may know, the JCM&#39;s provide life-like morphs to be applied to a model when certain joints are in certain positions, greatly enhancing the realism. Dex automatically reads the JCM&#39;s for any character or wearable that it imports.</p>

<p>- <strong>Joint Connections</strong>:<br />
&nbsp; I don&#39;t know what the official name for this is. In some files (Genesis 8 characters, for example), there are specifications for linking the movement of one joint with others. When the first joint, moves, the others are affected proportionally. A good example of this is with the eyes of the Genesis 8 characters. When the eyes are rotated up-down or side-side, the joints controlling the eyelids are also affected in a subtle but realistic way. They&#39;re not JCM&#39;s, exactly, but essential to retain all the realism found in DAZ Studio. Dex imports these as well.</p>

<p>- <strong>Pose and Shape Modifiers</strong><br />
&nbsp; In Daz Studio, there is an area of the interface that allows the user to dial-in Pose and Shape modifiers. Examples of Pose modifiers include &quot;Arms Up-Down&quot;, &quot;Arms Front-Back&quot;, and the various expression and viseme dials. Examples of Shape modifiers include &quot;Height&quot;, &quot;Body Size&quot;, and Character modifiers like &quot;Victoria 8&quot;. Dex provides a UI that replicates this behavior. The user can dial in these modifiers using the appropriate slider, and the effect will be applied to the character. It&#39;s important to note that Pose and Shape modifiers do not simply affect the mesh of the figure in question. In cases like the &quot;Victoria 8&quot; modifier, joints within the underlying skeleton itself are repositioned within the model in order to keep them in the right place. Similarily, Pose modifications are applied to the joints themselves, and not the mesh.<br />
&nbsp; When Pose and Shape modifiers are first used, an attribute is generated in the Maya scene that can be used for animation keying.</p>

<p>Here&#39;s an image of the Pose Modifiers browser:</p>

<p><img alt="" src="https://doc-0s-c8-docs.googleusercontent.com/docs/securesc/j7a2fhcv1r0cu68r1n06s4s99egk65gq/h288j3io83mn1foich4ev7c32csv4587/1537142400000/07244715609080767891/00054399591313936174/1DlhnTKmGXicL79zKZKt_JoSWpHzED-F_?e=view" /><img src="https://www.daz3d.com/forums/utility/thumbnail/804876/FileUpload/6b/99bfc5b55e82709accba47582166ad.png" alt="image" /></p>

<p>Full size:&nbsp;<a href="https://drive.google.com/open?id=1DlhnTKmGXicL79zKZKt_JoSWpHzED-F_" target="_blank" rel="nofollow">https://drive.google.com/open?id=1DlhnTKmGXicL79zKZKt_JoSWpHzED-F_</a></p>

<p>-&nbsp;<strong>Human-IK</strong><br />
&nbsp; The Human-IK rig can be applied to Genesis 3 and 8 characters as long as the character is in the default pose and position. Once added, Pose Modifiers and imported Pose files that affect the body of the character will no longer work as expected. However, facial expression modifiers and assets will continue to work normally, as they are not affected by the Human-IK rig. Shape modifiers that do not affect the skeleton will work properly. Any shape modifiers that do affect the skeleton (eg: Height, Victoria 8) should be applied before applying the Human-IK rig.</p>

<p>A few things that are <strong>NOT</strong> in place yet:<br />
IK Rig:<br />
&nbsp; The Human-IK rig is useful for most workflows, but characters with HIK applied lose the ability to be affected by Pose Modifiers and Pose .duf files.&nbsp;Eventually, Dex will provide a custom IK rig to supplement the existing FK system that will allow Pose modifiers and assets to be used.</p>

<p>Genesis 1 and 2 Skin Binding:<br />
Genesis and Genesis 2 figures will import, but their joint skinning (the process that determines how a particular joint affects the associated mesh) do not import properly, resulting in unrealistic deformations. Theses figures use a different system than Genesis 3 or 8 (this may be the Tri-Ax process that has been mentioned by DAZ in the past?), and I haven&#39;t properly handled it. Therefore, Genesis and Genesis 2 figures and associated assets are not currently supported.</p>

<p>There are also a number of other issues I need to work on, and polishing to be done, before I&#39;d be willing to expose the plugin to the public.</p>

<p>Some technical notes:<br />
The plugin is mix of Python and C++. I like pyhon for building user interfaces and file I/O, and prefer C++ for the nitty-gritty of translating DSON to useable Maya assets.<br />
I believe the performance is quite good. The Genesis 8 Female character takes somewhere between 5 and 10 seconds to import on my (relatively powerful) computer. The vast majority of this time is spent finding and applying the JCM&#39;s. Pose and Material files are imported almost instantly.&nbsp;</p>

<p>To DAZ: I wanted to stress how fantastic the DSON format is for CG graphics exchange. Basing a format on JSON was an inspired choice because of its ubiquity. It would have been much harder to complete a plugin like this if .duf and .dsf files were not in such a widely supported format.</p>

<p>Thanks for taking the time to read all this. As I mentioned, I would love to hear what DAZ users think about the plugin. And I would also love to hear from the DAZ people themselves. Would Dex be a constructive addition to the DAZ marketplace?</p>

<p>In the meantime I&#39;ll continue working on the plugin <img alt="smiley" src="https://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/regular_smile.png" title="smiley" /></p>

<p>Michael</p>

<p>&nbsp;</p>

<p>&nbsp;</p>
]]></description>
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   <item>
      <title>Daz to Maya - Plugins not appearing in Maya 2020</title>
      <link>https://www.daz3d.com/forums/discussion/512266/daz-to-maya-plugins-not-appearing-in-maya-2020</link>
      <pubDate>Wed, 04 Aug 2021 15:56:14 +0000</pubDate>
      <dc:creator>zluuminhz</dc:creator>
      <guid isPermaLink="false">512266@/forums/discussions</guid>
      <description><![CDATA[<p>Hi there seems to be an update 2 days ago of the plugin, which made the plugin no longer active in maya 2020.<br />
It doesn&#39;t even appear in the Plugin Manager.<br />
I try to install it manually from github but it doesn&#39;t work either.<br />
<img alt="" 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" /></p>
]]></description>
   </item>
   <item>
      <title>Import MEL script error</title>
      <link>https://www.daz3d.com/forums/discussion/624236/import-mel-script-error</link>
      <pubDate>Sat, 11 Mar 2023 12:33:35 +0000</pubDate>
      <dc:creator>Maliketh</dc:creator>
      <guid isPermaLink="false">624236@/forums/discussions</guid>
      <description><![CDATA[<p>So I have installed everything and even installed the PyMEL but after all that when I try to import a character i get this error code&nbsp;</p>

<p># Error: RuntimeError: file C:\Users\os\Documents\maya\modules\DazToMaya\scripts\d2m.py line 2403: Error occurred during execution of MEL script<br />
line 1: line 1: Cannot find procedure &quot;FBXImportMode&quot;.</p>

<p>&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>Daz to Maya Bridge Rigging Bugs</title>
      <link>https://www.daz3d.com/forums/discussion/622036/daz-to-maya-bridge-rigging-bugs</link>
      <pubDate>Sat, 25 Feb 2023 06:33:01 +0000</pubDate>
      <dc:creator>dustinmeyer1234</dc:creator>
      <guid isPermaLink="false">622036@/forums/discussions</guid>
      <description><![CDATA[<p>ok well I have tried everywhere to get this answer I guess this is the only place anymore sense it seems all develop is silent for the daz to maya bridge so here we go. in Maya 2023 I am unable to save a generated rig using the daz to maya bridge. step one currently the bridge is broken when generating the rig, in their official video when you import the rig you just hit the button to generate the rig button thingy and it show it generating&nbsp;with full facial controls, which this no longer works you get this error.&nbsp;</p>

<p>// Error: file: C:/Users/UserName/Documents/maya/modules/DazToMaya/scripts/DAZTools.mel line 1694: Connection not made: &#39;hip_scaleConstraint1.constraintScaleX&#39; -&gt; &#39;hip.scaleX&#39;.&nbsp; Destination attribute must be writable.<br />
// Error: file: C:/Users/UserName/Documents/maya/modules/DazToMaya/scripts/DAZTools.mel line 1694: Could not add constraint or connections.</p>

<p>ok so I found people having hte same issues on the github and on discord and even on the forums here, the solution is to set the sourse to none which boom it generates the rig full of facial bones. this is where the curial issues is when you save the files and reopen the file the generated rig&nbsp;disappears. you cannot save it as the new control rig. so making animation edits to animation over time impossible, you cannot reference this as well into larger scenes. is there any fix or work around for this being able to save the rig so when I re-open the file I can continue where I left off? I am getting no response on the official github or even on discord on how to get around this I have spent many nights trying to figure this out. is there still development being done to the daz to maya bridge? at this point if I want to use maya&nbsp;in this pipeline&nbsp;I am going to have to re-rig these characters just so I can animate them...</p>

<p>&nbsp;</p>
]]></description>
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   <item>
      <title>SOLVED - Unable to "Rig or Re-Target Skeleton"</title>
      <link>https://www.daz3d.com/forums/discussion/513061/solved-unable-to-rig-or-re-target-skeleton</link>
      <pubDate>Sun, 08 Aug 2021 13:02:10 +0000</pubDate>
      <dc:creator>duckbomb</dc:creator>
      <guid isPermaLink="false">513061@/forums/discussions</guid>
      <description><![CDATA[<p>Hello!&nbsp; I posted this on the Github page, as well, but I thought I would post it here because it seems like I can&#39;t be the only one with this issue.&nbsp; I fully wiped and re-installed my machine, and I&#39;m still seeing it, so I&#39;ve concluded that it&#39;s more to do with the files or the plug-in than me fat-fingering something.</p>

<p>I&#39;m able to import a G8 character into Maya, but when I attempt to rig the skeleton (so that I can animate it and bring it back to DAZ) it always fails at the same point.&nbsp; Here is my output, anybody see this?:</p>

<p>&nbsp;</p>

<p>DazToMaya Complete!<br />
import maya.mel as mel<br />
mel.eval(&#39;DAZTools&#39;)<br />
// Warning: ...&nbsp;&nbsp; &nbsp;string $jnts[] = {$topJoint, &quot;hip&quot;, &quot;pelvis&quot;, &quot;lThighBend&quot;, &quot;lThighTwist&quot;, &quot;lShin&quot;, &quot;lFoot&quot;, &quot;lMetatarsals&quot;, &quot;lToe&quot;, &quot;lSmallTo //<br />
// Warning: &quot;C:/Users/kylej/Documents/maya/modules/DazToMaya/scripts/DAZTools.mel&quot; line 1789.2266 : Redeclaration of variable &quot;$jnts&quot; shadows previous declaration at line 1747. Previous value will be overwritten by explicit initializer. //<br />
---- Running DAZ Rigger v1.02 ----<br />
// Warning: file: C:/Users/kylej/Documents/maya/modules/DazToMaya/scripts/DAZTools.mel line 491: New name contains invalid characters. Illegal characters were converted to &quot;_&quot;. //<br />
---- Geometries grouped ----<br />
// Error: file: C:/Users/kylej/Documents/maya/modules/DazToMaya/scripts/DAZTools.mel line 1694: Connection not made: &#39;hip_scaleConstraint1.constraintScaleX&#39; -&gt; &#39;hip.scaleX&#39;.&nbsp; Destination attribute must be writable. //<br />
// Error: file: C:/Users/kylej/Documents/maya/modules/DazToMaya/scripts/DAZTools.mel line 1694: Could not add constraint or connections. //</p>
]]></description>
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   <item>
      <title>issue on the option "Rig or Re-target Skeleton" - DazToMaya 1.8 with Maya 2020 or 2022 versions.</title>
      <link>https://www.daz3d.com/forums/discussion/556466/issue-on-the-option-rig-or-re-target-skeleton-daztomaya-1-8-with-maya-2020-or-2022-versions</link>
      <pubDate>Sun, 13 Mar 2022 17:08:14 +0000</pubDate>
      <dc:creator>aescalle_654802c013</dc:creator>
      <guid isPermaLink="false">556466@/forums/discussions</guid>
      <description><![CDATA[<p>Hi,<br />
I get this issue on the option &quot;Rig or Re-target Skeleton&quot; - DazToMaya 1.8 with Maya 2020 or 2022 versions.</p>

<p>When I click on the option, nothing change on the model. No new rig. The model stay in T position.<br />
These new things appears in the Maya&#39;s Outliner:<br />
- Geometry<br />
- ExportSetup<br />
- hip_ctrl_zero</p>

<p>I get this error message:<br />
<strong>// Error: file: C:/Users/MACPRO03/Documents/maya/modules/DazToMaya/scripts/DAZTools.mel line 1694: Could not add constraint or connections.</strong></p>

<p>I have tried to reinstall several time the DazToMaya plugin. Doesn&#39;t want to work even with the github files...</p>

<p>&nbsp;</p>

<p>The complete log error message is:</p>

<p>// Warning: file: C:/Users/MACPRO03/Documents/maya/modules/DazToMaya/scripts/DAZTools.mel line 491: New name contains invalid characters. Illegal characters were converted to &quot;_&quot;. //&nbsp;<br />
---- Geometries grouped ----<br />
// Error: file: C:/Users/MACPRO03/Documents/maya/modules/DazToMaya/scripts/DAZTools.mel line 1694: Connection not made: &#39;hip_scaleConstraint1.constraintScaleX&#39; -&gt; &#39;hip.scaleX&#39;.&nbsp; Destination attribute must be writable. //&nbsp;<br />
// Error: file: C:/Users/MACPRO03/Documents/maya/modules/DazToMaya/scripts/DAZTools.mel line 1694: Could not add constraint or connections. //&nbsp;</p>

<p>&nbsp;</p>

<p>Is someone to help or get same issue ?</p>

<p>Thank you in advance for a help ;-)</p>
]]></description>
   </item>
   <item>
      <title>Bridge No Longer Works Maya 2023</title>
      <link>https://www.daz3d.com/forums/discussion/577636/bridge-no-longer-works-maya-2023</link>
      <pubDate>Mon, 04 Jul 2022 21:34:09 +0000</pubDate>
      <dc:creator>dustinmeyer1234</dc:creator>
      <guid isPermaLink="false">577636@/forums/discussions</guid>
      <description><![CDATA[<p>bridge no longer works with maya 2023 guess Ill have to use the blender bridge for now until this get fixed.</p>
]]></description>
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