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      <title>Unity Discussion - Daz 3D Forums</title>
      <link>https://www.daz3d.com/forums/categories/unity-discussion/feed.rss</link>
      <pubDate>Fri, 08 May 2026 08:54:17 +0000</pubDate>
         <description>Unity Discussion - Daz 3D Forums</description>
   <language>en-US</language>
   <atom:link href="https://www.daz3d.com/forums/categories/unity-discussion/feed.rss" rel="self" type="application/rss+xml" />
   <item>
      <title>Daz To Unity Bridges need an update - April 2026 - 6000.3.13f1</title>
      <link>https://www.daz3d.com/forums/discussion/759451/daz-to-unity-bridges-need-an-update-april-2026-6000-3-13f1</link>
      <pubDate>Wed, 08 Apr 2026 16:59:57 +0000</pubDate>
      <dc:creator>plj1225</dc:creator>
      <guid isPermaLink="false">759451@/forums/discussions</guid>
      <description><![CDATA[<p>Assets/Daz3D/Scripts/Editor/DTUConverter.cs(2972,15): error CS0433: The type &#39;JSON&#39; exists in both &#39;SimpleJSON, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null&#39; and &#39;TextMateSharp, Version=2.0.3.0, Culture=neutral, PublicKeyToken=2f2c40f8a499edb3&#39;</p>

<p>Assets/Daz3D/Scripts/Editor/Daz3DBridge.cs(87,32): error CS0433: The type &#39;JSON&#39; exists in both &#39;SimpleJSON, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null&#39; and &#39;TextMateSharp, Version=2.0.3.0, Culture=neutral, PublicKeyToken=2f2c40f8a499edb3&#39;</p>

<p>&nbsp;</p>

<p>&nbsp;</p>

<p>Not a coder so no idea what this means other than none of the bridges work anymore.</p>
]]></description>
   </item>
   <item>
      <title>DazToUnity (NEW version)(Unity 6 compatibility, runtime render pipeline)</title>
      <link>https://www.daz3d.com/forums/discussion/756156/daztounity-new-version-unity-6-compatibility-runtime-render-pipeline</link>
      <pubDate>Fri, 20 Feb 2026 13:42:14 +0000</pubDate>
      <dc:creator>PandaNyxis</dc:creator>
      <guid isPermaLink="false">756156@/forums/discussions</guid>
      <description><![CDATA[<h2>DazToUnity Bridge</h2>

<p>A modernized fork of the <a rel="nofollow" href="https://github.com/daz3d/DazToUnity">Daz3D DazToUnity Bridge</a>, updated for Unity 6 and all three render pipelines &mdash; HDRP, URP, and Built-in.</p>

<p><em>Based on the original work by <a rel="nofollow" href="https://github.com/daz3d/DazToUnity">Daz 3D</a>. This fork focuses on Unity 6 compatibility, runtime render pipeline detection, UPM packaging, and a unified uDTU shader family for all pipelines.</em></p>

<hr />
<h3>1. What&#39;s Different in This Fork</h3>

<p>This fork modernizes the original DazToUnity Bridge with a focus on clean, forward-compatible code:</p>

<p><strong>Unity 6 compatibility</strong></p>

<ul>
	<li>Replaced deprecated <code>FindObjectsOfType</code> with <code>FindObjectsByType</code></li>
	<li>Switched to <code>EditorSceneManager</code> for scene operations</li>
	<li>Removed Unity 2019 dead code paths</li>
	<li>Added safety around <code>AvatarSetupTool</code></li>
</ul>

<p><strong>Runtime render pipeline detection</strong></p>

<ul>
	<li>New <code>RenderPipelineHelper</code> replaces all <code>#if USING_HDRP / URP / BUILTIN</code> preprocessor directives</li>
	<li>Pipeline detection is cached at runtime via <code>GraphicsSettings.currentRenderPipeline</code></li>
	<li>Shader names are runtime properties, not compile-time constants</li>
</ul>

<p><strong>UPM package structure</strong></p>

<ul>
	<li>Installable via Unity Package Manager from a git URL &mdash; no file copying needed</li>
	<li>Proper Runtime and Editor assembly definitions</li>
	<li>SimpleJSON vendor dependency isolated with <code>autoReferenced: false</code></li>
</ul>

<p><strong>Unified uDTU shader family for all pipelines</strong></p>

<ul>
	<li>HDRP and URP: existing Shader Graph shaders (Hair, Metallic, Specular, SSS, Transparent)</li>
	<li>Built-in RP: new ShaderLab surface shaders matching the same property interface</li>
	<li>All three pipelines use the same material conversion path &mdash; no legacy fallback</li>
</ul>

<hr />
<h3>2. How to Install</h3>

<p><strong>Daz Studio Plugin</strong></p>

<ol>
	<li>Go to the <a rel="nofollow" href="https://github.com/Knuffelpanda/DazToUnity/releases">Releases page</a></li>
	<li>Download <strong>dzunitybridge.dll</strong></li>
	<li>Copy the DLL into your Daz Studio plugins folder:<br />
	<code>C:\Daz 3D\Applications\64-bit\DAZ 3D\DAZStudio4\plugins\</code></li>
	<li>Restart Daz Studio</li>
	<li>Verify: <strong>File &rarr; Send To &rarr; Daz To Unity</strong> appears in the menu</li>
</ol>

<p><strong>Unity Plugin &mdash; Option A: UPM / Unity Package Manager (Recommended, Unity 2022.3+)</strong></p>

<p>The cleanest install. No files are copied into your Assets folder.</p>

<p>From Unity:</p>

<ol>
	<li>Open your project</li>
	<li>Go to <strong>Window &rarr; Package Manager</strong></li>
	<li>Click <strong>+</strong> &rarr; <strong>Add package from git URL...</strong></li>
	<li>Paste: <code><a href="https://github.com/Knuffelpanda/DazToUnity.git?path=UnityPlugin" target="_blank" rel="nofollow">https://github.com/Knuffelpanda/DazToUnity.git?path=UnityPlugin</a></code></li>
	<li>Click <strong>Add</strong></li>
</ol>

<p>Or edit <code>Packages/manifest.json</code> directly:</p>

<pre>
<code>&quot;com.daz3d.daz-to-unity&quot;: &quot;<a href="https://github.com/Knuffelpanda/DazToUnity.git?path=UnityPlugin&amp;quot" target="_blank" rel="nofollow">https://github.com/Knuffelpanda/DazToUnity.git?path=UnityPlugin&amp;quot</a>;</code></pre>

<p>From Daz Studio (automatic):</p>

<ol>
	<li>Open <strong>File &rarr; Send To &rarr; Daz To Unity</strong></li>
	<li>Enable <strong>Advanced Settings</strong></li>
	<li>Select <strong>UPM Package (Unity 2022.3+)</strong> from the dropdown</li>
	<li>Click <strong>Install Plugin</strong> and select your Unity project root</li>
	<li>Switch to Unity &mdash; the Package Manager resolves the package automatically</li>
</ol>

<p><strong>Unity Plugin &mdash; Option B: .unitypackage (Classic, Unity 2019&ndash;2021)</strong></p>

<ol>
	<li>Open your Unity project and leave it running</li>
	<li>In Daz Studio: <strong>File &rarr; Send To &rarr; Daz To Unity</strong></li>
	<li>Enable <strong>Advanced Settings</strong></li>
	<li>Select your Unity version and render pipeline from the dropdown</li>
	<li>Click <strong>Install Plugin</strong> and select your Unity project root</li>
	<li>A Unity Import Package dialog should appear &mdash; click <strong>Import</strong></li>
	<li>If it doesn&#39;t appear automatically, go to <code>Assets/Daz3D/Support/</code> and double-click the matching package:
	<ul>
		<li><code>DazToUnity HDRP.unitypackage</code></li>
		<li><code>DazToUnity URP.unitypackage</code></li>
		<li><code>DazToUnity Standard Shader.unitypackage</code></li>
	</ul>
	</li>
	<li>For HDRP: add the Daz diffusion profile to your HDRP asset&#39;s diffusion profile list (Project Settings &rarr; HDRP Default Settings)</li>
</ol>

<hr />
<h3>3. How to Use</h3>

<ol>
	<li>Open Daz Studio and add a Figure or Prop to your scene</li>
	<li>Select the top node of your Figure or Prop in the Scene pane</li>
	<li>Go to <strong>File &rarr; Send To &rarr; Daz To Unity</strong></li>
	<li>Select the Asset Folder for your Unity project</li>
	<li>Choose the Asset Type:
	<ul>
		<li><strong>Skeletal Mesh</strong> &mdash; for rigged figures</li>
		<li><strong>Animation</strong> &mdash; for animation clips</li>
		<li><strong>Static Mesh</strong> &mdash; for props and environments</li>
	</ul>
	</li>
	<li>Optionally enable Morphs or Subdivision levels via the checkboxes</li>
	<li>Click <strong>Accept</strong> and wait for the confirmation dialog before switching to Unity</li>
</ol>

<p>Unity will automatically import the FBX and <code>.dtu</code> file, apply materials, and set up the prefab.</p>

<hr />
<h3>4. How to Build</h3>

<p><strong>Requirements:</strong> Daz Studio 4.5+ SDK &middot; Qt 4.8.1 &middot; Autodesk FBX SDK 2020+ &middot; Pixar OpenSubdiv &middot; CMake 3.4+ &middot; Visual Studio 2017+</p>

<pre>
<code>git clone --recurse-submodules <a href="https://github.com/Knuffelpanda/DazToUnity.git" target="_blank" rel="nofollow">https://github.com/Knuffelpanda/DazToUnity.git</a>
cmake -B build \
  -DDAZ_SDK_DIR=&amp;lt;path&amp;gt; \
  -DFBX_SDK_DIR=&amp;lt;path&amp;gt; \
  -DOPENSUBDIV_DIR=&amp;lt;path&amp;gt;
cmake --build build --config Release</code></pre>

<p>The build output is <code>dzunitybridge.dll</code> (Windows) or <code>dzunitybridge.dylib</code> (macOS).<br />
Set <code>-DDAZ_STUDIO_EXE_DIR=&amp;lt;path&amp;gt;</code> to auto-deploy the plugin to your Daz Studio plugins folder after build.</p>

<hr />
<h3>5. How to Test</h3>

<p><strong>Unit tests (Windows, C++):</strong></p>

<ul>
	<li>Build in Debug mode with <code>/EHa</code> (C++ exceptions with SEH) enabled</li>
	<li>In Daz Studio, load <code>Test/UnitTests/RunUnitTests.dsa</code></li>
	<li>Set <code>sIncludePath</code> and <code>sOutputPath</code> on lines 4&ndash;5, then run</li>
	<li>Click through any dialog prompts that appear &mdash; they are part of the tests</li>
</ul>

<p><strong>Automated test cases (Daz Script):</strong></p>

<ul>
	<li>In Daz Studio, load <code>Test/TestCases/test_runner.dsa</code></li>
	<li>Set <code>sIncludePath</code> on line 4, then run</li>
	<li>Results are written to <code>Test/Reports/</code> as JSON and TXT</li>
</ul>

<p><strong>Manual QA:</strong></p>

<ul>
	<li>See <code>Test/QA Manual Test Cases.md</code> for 16 test scenarios</li>
</ul>

<hr />
<h3>6. How to Develop</h3>

<p><strong>C++ plugin (<code>DazStudioPlugin/</code>):</strong></p>

<ul>
	<li><code>DzUnityAction</code> &mdash; triggers the export workflow via File &rarr; Send To &rarr; Daz To Unity</li>
	<li><code>DzUnityDialog</code> &mdash; export configuration UI</li>
	<li>The <code>DzUnityNS</code> namespace prevents collisions when multiple bridge plugins are loaded simultaneously</li>
	<li>Uses <code>CPP_PLUGIN_DEFINITION()</code> instead of <code>DZ_PLUGIN_DEFINITION</code> to enable C++ class export across the bridge library boundary</li>
</ul>

<p><strong>C# Unity plugin (<code>UnityPlugin/</code>):</strong></p>

<ul>
	<li><code>Daz3DDTUImporter</code> &mdash; ScriptedImporter for <code>.dtu</code> files, drives the entire import pipeline</li>
	<li><code>DTUConverter</code> &mdash; material and shader assignment</li>
	<li><code>RenderPipelineHelper</code> &mdash; cached runtime pipeline detection, single source of truth for all pipeline branching</li>
	<li><code>DetectRenderPipeline</code> &mdash; manages scripting defines for backwards compatibility</li>
</ul>

<p><strong>Modifying shaders:</strong></p>

<ul>
	<li>HDRP/URP shaders are Shader Graph assets in <code>UnityPlugin/Shaders/uDTU/</code></li>
	<li>Built-in shaders are ShaderLab files in the same folder (<code>uDTU BuiltIn.*.shader</code>)</li>
	<li>All shaders share the same <code>_</code>-prefixed property names so <code>DTUConverter</code> works identically across pipelines</li>
</ul>

<p><strong>Updating the .unitypackage files:</strong></p>

<ul>
	<li>Make changes inside Unity</li>
	<li>Export a new <code>.unitypackage</code> from Unity</li>
	<li>Replace the matching file in <code>DazStudioPlugin/Resources/</code></li>
</ul>
]]></description>
   </item>
   <item>
      <title>How to export a decimated model to Unity using "Decimator for DAZ Studio</title>
      <link>https://www.daz3d.com/forums/discussion/759276/how-to-export-a-decimated-model-to-unity-using-decimator-for-daz-studio</link>
      <pubDate>Mon, 06 Apr 2026 15:02:27 +0000</pubDate>
      <dc:creator>yajingameproject</dc:creator>
      <guid isPermaLink="false">759276@/forums/discussions</guid>
      <description><![CDATA[<p>Hello,<br />
I am currently trying to export a model with reduced polygon count using &quot;Decimator for DAZ Studio&quot; to Unity via &quot;Daz to Unity bridge&quot;.</p>

<p>However, the exported model does not reflect any polygon reduction and remains high-poly.</p>

<p>Is my workflow incorrect?<br />
If so, what would be the correct method?</p>

<p>The store page for &quot;Decimator for DAZ Studio&quot; states:<br />
*&quot;Game Developers - will love being able to create lower poly versions of customized DAZ 3D figures which can be exported directly into popular game engines.&quot;*</p>

<p>So I believe there should be a way to properly export a decimated model for use in Unity.</p>

<p>Does anyone know the correct workflow or solution?</p>
]]></description>
   </item>
   <item>
      <title>[SOLVED] Need help to make it work</title>
      <link>https://www.daz3d.com/forums/discussion/752861/solved-need-help-to-make-it-work</link>
      <pubDate>Mon, 05 Jan 2026 10:57:38 +0000</pubDate>
      <dc:creator>anepher</dc:creator>
      <guid isPermaLink="false">752861@/forums/discussions</guid>
      <description><![CDATA[<p>Hi, the&nbsp;<span>Unity Bridge is not transfering any model for me.<br />
Please can someone help?<br />
I&#39;m using latest version of daz 4.24<br />
saved the sceen with Victoria 8<br />
File -&gt; Send to Unity<br />
<br />
Unity version opened&nbsp;2022.3.62f3, HighDefinition template</span><br />
<br />
No errors just one warning<br />
<br />
The figure is not being imported<br />
<br />
Please can someone help me?<br />
<br />
[SOLVED]<br />
I did not set properly Unity Assets Folder to my own project leaving the default value which was wrong</p>
]]></description>
   </item>
   <item>
      <title>After sending from Dax to Unity, how do you unlock the materials?</title>
      <link>https://www.daz3d.com/forums/discussion/742061/after-sending-from-dax-to-unity-how-do-you-unlock-the-materials</link>
      <pubDate>Thu, 04 Sep 2025 18:49:14 +0000</pubDate>
      <dc:creator>aces321619</dc:creator>
      <guid isPermaLink="false">742061@/forums/discussions</guid>
      <description><![CDATA[<p>multiple repeat attemts to have a Daz character come into untiy with normal eyes/eyelashes.</p>

<p>After talkign with about 10 people, no one knows how to accomplish regular eyes being imported.</p>

<p>The next best effort is to unlock the materials within the inspector so you can adjust the transparency yourself.</p>

<p>Does anyone know how to unlock these materials in the inspector?&nbsp;Inspector itself is unlocked, all materials imported into unity from DAZ are locked - Character was imported as skeletal mesh. Unity 2022.3.55, DAZ 4.24.</p>

<p>Thanks</p>
]]></description>
   </item>
   <item>
      <title>The exported model’s hair has too many polygons when using it in Unity.</title>
      <link>https://www.daz3d.com/forums/discussion/746661/the-exported-model-s-hair-has-too-many-polygons-when-using-it-in-unity</link>
      <pubDate>Wed, 22 Oct 2025 18:13:28 +0000</pubDate>
      <dc:creator>yajingameproject</dc:creator>
      <guid isPermaLink="false">746661@/forums/discussions</guid>
      <description><![CDATA[<p>I exported a character from Daz Studio to use in Unity after applying a hairstyle.<br />
However, when I checked it in the Unity Editor, the hair looked noisy or grainy, as shown in the second image.<br />
After checking further, it seems the hair alone exceeds 40,000 polygons.<br />
How can I reduce the polygon count while keeping the hair&rsquo;s appearance similar to how it looks in Daz Studio (as in the first image)?</p>

<p>&nbsp;</p>

<p>Here is the model I&rsquo;m using:</p>

<p><a href="https://www.daz3d.com/shizuka-hd-character-and-hair-for-genesis-8-female" target="_blank" rel="nofollow">https://www.daz3d.com/shizuka-hd-character-and-hair-for-genesis-8-female</a></p>
]]></description>
   </item>
   <item>
      <title>Genesis 9 - DazToUnity - Bad fingers / bones</title>
      <link>https://www.daz3d.com/forums/discussion/656311/genesis-9-daztounity-bad-fingers-bones</link>
      <pubDate>Sat, 28 Oct 2023 19:25:08 +0000</pubDate>
      <dc:creator>onsterion</dc:creator>
      <guid isPermaLink="false">656311@/forums/discussions</guid>
      <description><![CDATA[<p>Hi,</p>

<p>I have a problem with the models with the fingers when use the unity bridge i created a video for explain mouch better the situation.</p>

<p>Video link:&nbsp;<a rel="nofollow" href="https://www.youtube.com/watch?v=qy4d9eZ5Dc0">https://www.youtube.com/watch?v=qy4d9eZ5Dc0</a></p>

<p>&nbsp;</p>

<p>A more then 3 months are passed and no solution for errors in this bridge, no answers in support (<span>Request #444249</span>), no answers in github (<a href="https://github.com/daz3d/DazToUnity/issues/7" target="_blank" rel="nofollow">https://github.com/daz3d/DazToUnity/issues/7</a>).</p>

<p>&nbsp;</p>

<p>Regards.-</p>
]]></description>
   </item>
   <item>
      <title>Genesis 3 blendshapes to Unity Visemes</title>
      <link>https://www.daz3d.com/forums/discussion/741511/genesis-3-blendshapes-to-unity-visemes</link>
      <pubDate>Sat, 30 Aug 2025 23:12:06 +0000</pubDate>
      <dc:creator>bhoffman67</dc:creator>
      <guid isPermaLink="false">741511@/forums/discussions</guid>
      <description><![CDATA[<p>I&#39;ve been able to get a Gen3m from Daz 4.24 into Unity 2022.3 but having trouble trying to match the blendshapes up.<br />
<br />
<img alt="" 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" />&nbsp;&nbsp;<img alt="" 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" /></p>
]]></description>
   </item>
   <item>
      <title>Genesis 3 blendshapes to Unity Visemes</title>
      <link>https://www.daz3d.com/forums/discussion/741516/genesis-3-blendshapes-to-unity-visemes</link>
      <pubDate>Sat, 30 Aug 2025 23:14:03 +0000</pubDate>
      <dc:creator>bhoffman67</dc:creator>
      <guid isPermaLink="false">741516@/forums/discussions</guid>
      <description><![CDATA[<p>I&#39;ve been able to get a Gen3m from Daz 4.24 into Unity 2022.3 but having trouble trying to match the blendshapes up.<br />
<br />
&nbsp;&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>Visemes to Unity</title>
      <link>https://www.daz3d.com/forums/discussion/626001/visemes-to-unity</link>
      <pubDate>Wed, 22 Mar 2023 20:17:20 +0000</pubDate>
      <dc:creator>Gazzalodi</dc:creator>
      <guid isPermaLink="false">626001@/forums/discussions</guid>
      <description><![CDATA[<p>First question though.&nbsp; Is anyone still using Unity with Daz3d or has everyone gone over to UE5?&nbsp; I&#39;d hate to be putting effort into something I&#39;ll never be able to get assistance with.&nbsp; Most of the online video tutorials are several years old at this point and don&#39;t take into accound the Daz - Unity bridge, so are pretty confusing to figure out.</p>

<p>Real question.&nbsp; I&#39;ve bridged a character from Daz to Unity.&nbsp; Character shows up great, everything attached, and after several days of pulling my hair out, the materials are making the trip as well.&nbsp; But one thing that I can&#39;t find are all the visemes and other morphs I checked to go as well.&nbsp; I&#39;ve tried to follow along in some tutorials but they always use keyboard shortcuts in Unity or something and don&#39;t explain how to get the the spot to see the blendshapes.&nbsp; Could someone point me in the right direction?</p>

<p>Thanks</p>
]]></description>
   </item>
   <item>
      <title>Just Notice DazToUnity Latest does not Support Unity 2022</title>
      <link>https://www.daz3d.com/forums/discussion/676346/just-notice-daztounity-latest-does-not-support-unity-2022</link>
      <pubDate>Sun, 03 Mar 2024 06:49:04 +0000</pubDate>
      <dc:creator>nokoteb99</dc:creator>
      <guid isPermaLink="false">676346@/forums/discussions</guid>
      <description><![CDATA[<p><span>[DazToUnity] <span>It</span></span> says it supports up to 2021.3LTS, no wonder my transfers are not working on it. Have DAZ made any updates of a DTU bridge that works with 2022 or do i just have to make my Unity project in 2021.3?</p>
]]></description>
   </item>
   <item>
      <title>Daz Golden Palace Gens g8.1f -&gt; Unity</title>
      <link>https://www.daz3d.com/forums/discussion/739721/daz-golden-palace-gens-g8-1f-unity</link>
      <pubDate>Mon, 11 Aug 2025 11:43:33 +0000</pubDate>
      <dc:creator>NoSading0711</dc:creator>
      <guid isPermaLink="false">739721@/forums/discussions</guid>
      <description><![CDATA[<p>I&#39;m a beginner and I&#39;m using Golden Palace Gens for my G8.1 character.&nbsp; However, when I export my character to Unity using the Daz to Unity tool, the morphs for the Golden Palace Gens parts aren&#39;t exported.&nbsp; I&#39;ve confirmed that the Golden Palace Gens are in my character&#39;s sub-levels, but I need to animate them.&nbsp; However, there&#39;s no corresponding morph in Unity&#39;s skinned mash for the Golden Palace Gens parts, preventing me from creating animations related to the Golden Palace Gens.&nbsp; Is there any way to resolve this issue?</p>
]]></description>
   </item>
   <item>
      <title>SOS Rig Bug in the Unity</title>
      <link>https://www.daz3d.com/forums/discussion/737846/sos-rig-bug-in-the-unity</link>
      <pubDate>Fri, 25 Jul 2025 19:00:47 +0000</pubDate>
      <dc:creator>notify_third_party_products</dc:creator>
      <guid isPermaLink="false">737846@/forums/discussions</guid>
      <description><![CDATA[<p>Hey, I was wondering I imported avatars from Daz3D to Unity and I tried to use mixamo&#39;s animation,but Daz3D&#39;s Rig keeps having problems. Everything looks fine in the outline in the parent-child relationship, but Unity has no way to recognize arm and shoulder.</p>

<p>Does anyone know how to fix this please? I&#39;ve tried different avatars and all have more or less rig problems.</p>
]]></description>
   </item>
   <item>
      <title>Unity Puppetmaster problem with Daz Genesis model.</title>
      <link>https://www.daz3d.com/forums/discussion/735976/unity-puppetmaster-problem-with-daz-genesis-model</link>
      <pubDate>Mon, 07 Jul 2025 14:29:56 +0000</pubDate>
      <dc:creator>letsplaykai9</dc:creator>
      <guid isPermaLink="false">735976@/forums/discussions</guid>
      <description><![CDATA[<p>Hello, I have bought the Unity asset &quot;Puppetmaster&quot;, and up until recently it has been working fine on my Daz Genesis 8/8.1&nbsp;Model (I have been switching between the two for the past few months), but seems to be only recently it has been breaking, the ragdoll model has been flying off screen so far that Unity says they have to bring my character closer into the scene as it has gone too far away, and his joints have been flying everywhere around the scene, and I can say that it is not my setup of Puppetmaster as I tried it on my previous Accurig model&nbsp;(Reallusions free rigging tool) and it worked fine, but the reason I don&#39;t switch to Accurig is because I need facial expressions/morphs, which Daz offers for free. My model has broke before but it was as simple as a re-export or a setting or two changed from Daz or Unity side, but now I can&#39;t seem to fix it, at all. I don&#39;t know if this helps, but the in-built Unity ragdoll system works fine with my Daz models, its just Puppetmaster that is breaking.&nbsp;If anyone has the solution to this, it would help a ton.</p>
]]></description>
   </item>
   <item>
      <title>Multlayered Shader Geoshell / Skin Layers Paints/Tatoo/Blood other</title>
      <link>https://www.daz3d.com/forums/discussion/719856/multlayered-shader-geoshell-skin-layers-paints-tatoo-blood-other</link>
      <pubDate>Thu, 06 Feb 2025 01:29:58 +0000</pubDate>
      <dc:creator>ARealiti</dc:creator>
      <guid isPermaLink="false">719856@/forums/discussions</guid>
      <description><![CDATA[<p>THE SHADER IS GRANTED TO ANYONE WHO WANTS IT UNDER&nbsp;<span>MIT License AND IS SUBSTANTIALLY THE PROPERTY OF DAZ NOT ME I JUST ALTERED IT.</span></p>

<p>Shader to do&nbsp;Multlayered Shader Geoshell / Skin Layers Paints/Tatooes/Blood other, 3 layers here shown as two layers of body paint over 3rd layer skin, can change to do as many layers as required, each layer has Map/Strength for Diffuse, Normal, Height, Opacity, Roughness with overall Subsurface which could also be layered others like Metalic could be added this way to each layer.</p>

<p>This is really useful for Geoshells which are used to add tatoo, blood, dirt, paint and also for other Geoshells I would say.</p>

<p>Geoshell overlays as shader layering with this shader and very good performance as the Geoshells are just done as shader layering not as geometry, i.e. only the Genesis 8.1 geometry pictured here in Unity with the 2 Geoshell layers converted to shader layer combination in Unity with no Geoshell geometry. This also means the Geoshell layers can animate in Unity with the Genesis character, Geoshells at the moment only export as static Mesh geometry from Daz.</p>

<p><img alt="" src="https://www.daz3d.com/forums/uploads/FileUpload/6f/7e4fed3dadc62cdac591569d9a80b2.png" /></p>
]]></description>
   </item>
   <item>
      <title>Unity JCM Controller Script</title>
      <link>https://www.daz3d.com/forums/discussion/572711/unity-jcm-controller-script</link>
      <pubDate>Thu, 09 Jun 2022 00:26:25 +0000</pubDate>
      <dc:creator>Roland1234</dc:creator>
      <guid isPermaLink="false">572711@/forums/discussions</guid>
      <description><![CDATA[<p>I&#39;m writing a script to drive JCMs in Unity but am having trouble undestanding the JCM .dsf files correctly. I think it&#39;s the formulas node that has what I need but sometimes it looks like this:</p>

<div>&quot;formulas&quot; : [<br />
&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;{<br />
&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&quot;output&quot; : &quot;Genesis8Female:#pJCMThighFwd_115_L?value&quot;,<br />
&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&quot;operations&quot; : [<br />
&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;{ &quot;op&quot; : &quot;push&quot;, &quot;url&quot; : &quot;lThigh:/data/DAZ%203D/Genesis%208/Female/Genesis8Female.dsf#lThigh?rotation/x&quot; },<br />
&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;{ &quot;op&quot; : &quot;push&quot;, &quot;val&quot; : [ -115, 1, 0, 0, 0 ] },<br />
&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;{ &quot;op&quot; : &quot;push&quot;, &quot;val&quot; : [ -57, 0, 0, 0, 0 ] },<br />
&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;{ &quot;op&quot; : &quot;push&quot;, &quot;val&quot; : 2 },<br />
&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;{ &quot;op&quot; : &quot;spline_tcb&quot; }<br />
&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;]<br />
&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;}<br />
&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;]</div>

<p>other times something like this:</p>

<div>&quot;formulas&quot; : [<br />
&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;{<br />
&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&quot;output&quot; : &quot;Genesis8Female:#pJCMThighSide_85_L?value&quot;,<br />
&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&quot;operations&quot; : [<br />
&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;{ &quot;op&quot; : &quot;push&quot;, &quot;url&quot; : &quot;lThigh:/data/DAZ%203D/Genesis%208/Female/Genesis8Female.dsf#lThigh?rotation/z&quot; },<br />
&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;{ &quot;op&quot; : &quot;push&quot;, &quot;val&quot; : 0.01176471 },<br />
&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;{ &quot;op&quot; : &quot;mult&quot; }<br />
&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;]<br />
&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;}<br />
&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;]</div>

<p>Is there some documentation somewhere on how to interpret these values?</p>
]]></description>
   </item>
   <item>
      <title>Where is the scene?</title>
      <link>https://www.daz3d.com/forums/discussion/728506/where-is-the-scene</link>
      <pubDate>Fri, 25 Apr 2025 02:10:23 +0000</pubDate>
      <dc:creator>kirascurro</dc:creator>
      <guid isPermaLink="false">728506@/forums/discussions</guid>
      <description><![CDATA[<p>just exported this environment (<a rel="nofollow" href="https://www.daz3d.com/my-secret-garden">https://www.daz3d.com/my-secret-garden</a>) from Daz 4.23 to Unity 6 in Windows 11. the scene was highlighted in Daz during the bridge installation and <span>the Bridge seemed to install ok</span>. I have Daz in my Unity assets and in the top menu. But where is the actual .duf file? i know it won&#39;t be a .duf in Unity, but I thought i&#39;d have a scene or something to click on. I found a URP folder under Assets/Daz3D/Support in Unity and imported that too, but no change. What am I missing? Did I need to create a new scene in Unity and add a plane or something to it? there is a sample scene in Unity that i planned on deleting when i got the Daz scene in, but it didn&#39;t import to the sample scene either.</p>
]]></description>
   </item>
   <item>
      <title>Post your DAZ to Unity renders</title>
      <link>https://www.daz3d.com/forums/discussion/441967/post-your-daz-to-unity-renders</link>
      <pubDate>Fri, 09 Oct 2020 11:55:36 +0000</pubDate>
      <dc:creator>Artini</dc:creator>
      <guid isPermaLink="false">441967@/forums/discussions</guid>
      <description><![CDATA[<p>Please show your results with DAZ content rendered in Unity.</p>

<p>Just for start - Holt 8 riding over the terrain in Unity</p>

<p><a href="https://www.daz3d.com/holt-8" target="_blank" rel="nofollow">https://www.daz3d.com/holt-8</a></p>

<p><span><span id="youtube-4VtR-k9tWKE"><span><a rel="nofollow" href="http://youtube.com/watch?v=4VtR-k9tWKE#t="><img src="http://img.youtube.com/vi/4VtR-k9tWKE/0.jpg" width="640" height="385" alt="image" style="border: 0px;" /></a></span><span></span></span></span></p>

<p>&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>Sending a Set to Unity</title>
      <link>https://www.daz3d.com/forums/discussion/718061/sending-a-set-to-unity</link>
      <pubDate>Mon, 20 Jan 2025 17:00:41 +0000</pubDate>
      <dc:creator>leo04</dc:creator>
      <guid isPermaLink="false">718061@/forums/discussions</guid>
      <description><![CDATA[<p>I have a project that is an Architectural Set with many props/objects in it.&nbsp; I have all the items grouped in one main group.</p>

<p>How do I send this to Unity?</p>

<p>I have tried several times but don&#39;t get anything.</p>

<p>Thanks.</p>
]]></description>
   </item>
   <item>
      <title>Face Looks Rubbish in Unity</title>
      <link>https://www.daz3d.com/forums/discussion/707111/face-looks-rubbish-in-unity</link>
      <pubDate>Wed, 23 Oct 2024 10:44:31 +0000</pubDate>
      <dc:creator>jaglister02_485fe28fef</dc:creator>
      <guid isPermaLink="false">707111@/forums/discussions</guid>
      <description><![CDATA[<p>I can usually work most things given time, but I am getting frustrated.</p>

<p>I am using the Donnie (Trump) character, gen 9. Export using bridge to Unity. It looks OK but not the same detail as looking at it in Daz, by far.</p>

<p>I have the Jaw oddly open fixed , via other posts. This is strange in its self. but ok, there is a bit of a workaround. Annoying. but ok.</p>

<p>But trying to get the same look from Daz to Unity, I just can&#39;t get it after several days of trying many ways, I am finally frustrated enough to post.</p>

<p>I am guessing it is in some kind of mesh detail setting? I thought this would be sorted in the Bridge.</p>

<p>What am I missing please?</p>

<p>Really hoping to do small animations, to use as memes, on X. Anything I learn I will post back on here, to help other people.</p>

<p>&nbsp;Sorry if I am missing info, but I have never had to ask a question before. I am stumped. Haven&#39;t used Daz or Unity in a year or 2, and I may be missing something obvious</p>

<p>Cheers</p>
]]></description>
   </item>
   <item>
      <title>Gen9, what decides what figures should be standalone?</title>
      <link>https://www.daz3d.com/forums/discussion/716026/gen9-what-decides-what-figures-should-be-standalone</link>
      <pubDate>Fri, 03 Jan 2025 15:14:35 +0000</pubDate>
      <dc:creator>rasmusazu</dc:creator>
      <guid isPermaLink="false">716026@/forums/discussions</guid>
      <description><![CDATA[<p>Hey there,<br />
<br />
I am really curious about what decides what figures should be split into their own mesh when exporting to Unity. When exporting Genesis 9 models, they get split up into:<br />
Genesis9.shape (The body),<br />
Genesis9Eyelashes.shape,<br />
Genesis9Eyes,<br />
Genesis9Mouth,<br />
Genesis9Tear<br />
<br />
However, when I add another figure, the mesh gets merged into Genesis9.shape, I dont really see it being different from the rest, so I am really curious on what decides it.</p>
]]></description>
   </item>
   <item>
      <title>Genesis 9 missaligned fingers fix</title>
      <link>https://www.daz3d.com/forums/discussion/689471/genesis-9-missaligned-fingers-fix</link>
      <pubDate>Sun, 02 Jun 2024 15:17:02 +0000</pubDate>
      <dc:creator>rasmusazu</dc:creator>
      <guid isPermaLink="false">689471@/forums/discussions</guid>
      <description><![CDATA[<p>Hey hey folkes,<br />
<br />
I figured I&#39;d share this here since I had a hell of a time figuring this out.<br />
<br />
So, if you&#39;re having issues with the fingers (Mainly the thumb and pinkie) sticking out or rolling in the wrong direction when setting up the avatar for your Gen9 character. Try going back into Daz Studio and renaming the fingers &quot;rCarpal1&quot;, &quot;rCarpal2&quot; and so on (And of course lCarpal1 on the left hand), however dont rename the thumbs, I dont know if that can mess anything up, but I havent had any issues keeping the name as &quot;r_thumb1/l_thumb1&quot;.<br />
You dont have rename the children under each finger however. Only the first joint in the finger chain. (I also disable rotation limits when exporting).<br />
<br />
Hope this saves someone the hours of trial and error I had to do over the last few weeks.<br />
<br />
*EDIT*<br />
Another tip; Rename each and every bone with the name &quot;hip&quot; to &quot;Hips&quot;, that should stop Unity from complaining when using Mixamo animations, also keeping the names consistent seems to allow the tool to merge all the skeletons so you dont have 10 different version of the same skeleton due to eyebrows/eyes/etc each having their own skeleton.</p>
]]></description>
   </item>
   <item>
      <title>DAZ3D to Unity (via Bridge) + Mixamo animations: Best workflow for Genesis 8?</title>
      <link>https://www.daz3d.com/forums/discussion/709691/daz3d-to-unity-via-bridge-mixamo-animations-best-workflow-for-genesis-8</link>
      <pubDate>Mon, 11 Nov 2024 09:57:12 +0000</pubDate>
      <dc:creator>Castor</dc:creator>
      <guid isPermaLink="false">709691@/forums/discussions</guid>
      <description><![CDATA[<p>Hi everyone,</p>

<p>I&#39;m experiencing some issues with Mixamo animations on Genesis 8 characters exported through DAZ to Unity Bridge. While static animations (like idles) work fine, locomotion animations show problems - particularly with foot placement and exaggerated leg spreading (characters walk like ducks).</p>

<p>Has anyone found a reliable workflow to make this combination work properly? Any tips on settings or steps I might be missing?</p>

<p>Thanks in advance!</p>
]]></description>
   </item>
   <item>
      <title>Anyone tried exporting to unity 6 ?</title>
      <link>https://www.daz3d.com/forums/discussion/706411/anyone-tried-exporting-to-unity-6</link>
      <pubDate>Fri, 18 Oct 2024 06:52:36 +0000</pubDate>
      <dc:creator>aweswan</dc:creator>
      <guid isPermaLink="false">706411@/forums/discussions</guid>
      <description><![CDATA[<p>Curious if it work or if some things have broken&nbsp;etc</p>
]]></description>
   </item>
   <item>
      <title>Please help me!! How to set UV in the UV_St DSF file in Unity</title>
      <link>https://www.daz3d.com/forums/discussion/709681/please-help-me-how-to-set-uv-in-the-uv-st-dsf-file-in-unity</link>
      <pubDate>Mon, 11 Nov 2024 08:45:05 +0000</pubDate>
      <dc:creator>448449157</dc:creator>
      <guid isPermaLink="false">709681@/forums/discussions</guid>
      <description><![CDATA[<p>&nbsp; &nbsp; <span>&quot;uv_set_library&quot;</span> : [</p>

<p>&nbsp; &nbsp; &nbsp; &nbsp; {</p>

<p>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span>&quot;id&quot;</span> : <span>&quot;Base Female&quot;</span>,</p>

<p>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span>&quot;name&quot;</span> : <span>&quot;Base Female&quot;</span>,</p>

<p>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span>&quot;label&quot;</span> : <span>&quot;Base Female&quot;</span>,</p>

<p>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span>&quot;vertex_count&quot;</span> : <span>21556</span>,</p>

<p>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span>&quot;uvs&quot;</span> : {</p>

<p>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span>&quot;count&quot;</span> : <span>23223</span>,</p>

<p>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span>&quot;values&quot;</span> : [</p>

<p>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [ <span>0.569236</span>, <span>0.550367</span> ],</p>

<p>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [ <span>0.567632</span>, <span>0.552205</span> ],<br />
....</p>

<p>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span>&quot;polygon_vertex_indices&quot;</span> : [</p>

<p>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [ <span>454</span>, <span>24</span>, <span>21569</span> ],</p>

<p>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [ <span>18739</span>, <span>24</span>, <span>21569</span> ],</p>

<p>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [ <span>14679</span>, <span>70</span>, <span>22667</span> ],<br />
....<br />
How to use the data in &quot;polygonurtex_indice&quot;, where the UV points on the edges are always misaligned</p>

<p>&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>Tutorial to fix eyes, eye lashes, and hair</title>
      <link>https://www.daz3d.com/forums/discussion/707966/tutorial-to-fix-eyes-eye-lashes-and-hair</link>
      <pubDate>Mon, 28 Oct 2024 09:18:24 +0000</pubDate>
      <dc:creator>thebruiserlife</dc:creator>
      <guid isPermaLink="false">707966@/forums/discussions</guid>
      <description><![CDATA[<p>Im using Unity 2022.3 SRP-- latest daz Studio-- 8.1 figure.</p>

<p>Using the bridge I get everything in fine except have white eyes, solid eye lashes and hair looks like crap. Ive seen mention there is tutorials to fix these issues but for the life of me I can not find them. Could somone please link me to a step by step guide to fix these please.</p>
]]></description>
   </item>
   <item>
      <title>Daz to Unity Bridge - Geograph morphs not porting to unity</title>
      <link>https://www.daz3d.com/forums/discussion/702416/daz-to-unity-bridge-geograph-morphs-not-porting-to-unity</link>
      <pubDate>Mon, 23 Sep 2024 11:31:39 +0000</pubDate>
      <dc:creator>tomford</dc:creator>
      <guid isPermaLink="false">702416@/forums/discussions</guid>
      <description><![CDATA[<p>Hello all,</p>

<p>I&#39;m trying to port a Daz genesis 8 female figure with advanced p*ssy to unity with its morphs. However no matter what I try, there are issues. Firstly, when exporting to Unity, the geograph is parented to the base figure and moves along with it when the base figure is moved. This is good. When in unity however, the blenshapes that control the geograph are being ported with the figure and not with the geograph. So, when inspecting the base figure, the morph is there as a blendshape and does impact the geometry of the base figure, but does not impact the geometry of the geograph. When inspecting the geograph in unity, there are no blendshapes despite them being selected in the moprh export. Any ideas on what settings I may be missing or is this a known issue?</p>

<p>&nbsp;</p>
]]></description>
   </item>
   <item>
      <title>Graft bone weights are lost after export from Daz to Unity?</title>
      <link>https://www.daz3d.com/forums/discussion/706426/graft-bone-weights-are-lost-after-export-from-daz-to-unity</link>
      <pubDate>Fri, 18 Oct 2024 09:41:57 +0000</pubDate>
      <dc:creator>wm2024</dc:creator>
      <guid isPermaLink="false">706426@/forums/discussions</guid>
      <description><![CDATA[<p>Are grafts supposed to retain their weights towards bones outside the graft? This is not mentioned in the official documentation of the bridge. However, I have a strong suspicion that, after getting thru the Daz-to-Unity bridge, they lose weights for bones outside the graft.</p>

<p>I have a female-morphed G9 figure with GoldenPalace graft on it. When I put her in a pose where legs are wide apart, the graft looks fine inside Daz: the vertices of the graft spread slightly to reach for the contour of the graft for the spread legs. However, after I export the figure to Unity engine and apply the pose (using an animation that I also exported from Daz for this pose or just by rotating the GameObject joints), the legs are spread but the part of the mesh that corresponds to the graft is left unchanged.&nbsp;</p>

<p>Only the outer ring of polygons stretches to fill the gap between the default graft&#39;s shape and the space that the graft needs to fill. But the inner vertices of the graft ignore the pose entirely. It looks as if (aside from the outer ring of polygons) the graft is some rigid accessory (like a ring, or a horn would be), not something from flesh that should stretch with the rest of the body.</p>

<p>This looks poorly because of the wide flat &quot;bands&quot;. The stretched polygons lose skin detail both in the diffuse/sss textures and the normal map. Moreover, issues with normals crop up later on. When I export morphs that change the shape of the graft (e.g. &quot;GPL_Majora_Contour Fix 3&quot;), some polygons of the graft (while looking fine in Daz) get behind the outer polygons in Unity, and for those polygons the normals seem to flip. They become dark or invisible and often turn into big rectangular holes.&nbsp;</p>

<p>Here is my (very long) post of how I tried to solve the issue, without much success so far. Can&#39;t post it here because of the screenshots.<br />
<a href="https://f95zone.to/threads/golden-palace-g9-graft-bone-weights-are-lost-after-export-from-daz-to-unity.229326/" target="_blank" rel="nofollow">https://f95zone.to/threads/golden-palace-g9-graft-bone-weights-are-lost-after-export-from-daz-to-unity.229326/</a></p>

<p>Conceptually, I think there must be different use cases with grafts: in some cases (like horns) the graft actually has to stay rigid and only have non-zero bone weights to the bones of the graft itself. But in other cases (like GP) it&#39;s a part of the skin and needs to have similar bone weights as the vertices around the graft. How is this differentiated?</p>

<p><a href="http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_mapping_a_figure/start" target="_blank" rel="nofollow">http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_mapping_a_figure/start</a> seems to only cover weight painting on figure, not grafts.</p>
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