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I suspect this remark ws made by someone who is promoting another company and their 3d product. The characters offered for Daz Studio are fantastic. Graphic and realistic
It's not the tool, it's the artist. I agree completely.
I'm not going to argue with you, I'm just telling you why people don't engage with these demands. You can take it or leave it.
Insisting that a video of a character dancing for ten seconds in a dForce dress would only be a proper demonstration if the character had been walking is pretty unreasonable. No one is going to bother to take it upon themselves to render these very specific things just to prove something they already know.
I think a request for an example of their hand keyed animation is reasonable, personally.
So do I! But insisting that it has to be multiple characters, in multiple locations, all talking, at least ten minutes long (and now also apparently with ragdoll physics) is too restrictive for people to readily have examples on hand, because they do not sit around mimicking wolf's videos. And no one is going to create a new video just to prove they can do something (they could spend that time actually working on their own projects).
I don't think Wolf was asking anyone to create anything new specifically for a demonstration.
I think we was himself demonstrating the foolishness of anyone wishing to create a long animation
consisting of several characters doing many things, without the assistance of mocap software.
He was asking to be shown, because he knows that it hasn't been done, and would be too
time-consuming to do in the manner approved by the purists.
In other words, if you insist that it should be done in a certain way, show me where it's been done that way!
It has been done that way of course but to expect to find the single individual that has done that to both of read his request in the DAZ forums and respond to it is even more unlikely.
Sure, if you ask people "show me hand-keyed animation" they'll usually respond with examples. If you ask people for "their pure hand keyed animated works with multiple talking humans in multiple environments of ten minute length or more (coincidentally matching the length and content of other videos)" they're not going to bother.
Just like when asked to show dForce working for animation I linked someone's video of a dance. And when it was insisted that obviously that didn't count to show dForce could be used in animation and I needed to make an animation with a walk cycle (coincidentally matching the length and content of another video)...I didn't bother. Why would I? Why would anyone? We don't actually care so much that a person thinks they can't do something we know we can do, that's okay, all it means is that person won't use the tool we are finding useful to ourselves, we don't need to prove things to them.
Hmmmm, nah...I see exactly what wolf was saying...people who complain just do that...complain. Complaints should almost always come with suggestions and examples. Artist use references and cheats all the time. There is no limitation when it comes to making art.
It's sort of like how film "purists" don't consider a film made with a video camera a "film" because it doesn't have the "look"...however, while look and style are important to a degree...you should never loose sight of the story you are trying to tell. I've seen people use the same techiniques in filmmaking to tell a story just using a video camera (I myself has done this) and the only thing that someone could knock against them is that they used a video camera. Are you kidding me?
Sure. And I'm explaining why nobody is ever going to replicate wolf's videos to demonstrate that they can do something when they are working on other things, regardless of how good they are, making this sort of overly specific callout meaningless.
I'm not sure it really matters in the end. In the end the only person who can ever change a person's mind is that one person. No amount of gyrations, or proof, or exhibits will really work, until that other person chooses to change or have an open mind.
I think there is something to be said, anyway for not conforming to the status quo. It is a bit boring to be like everyone else. So if somone brands your hobby as 'not art' enjoy the notoriety.
There was a time when photoshop was considered not art. And now photo manipulation is a staple of many artistisc endeavors and you can't make an advertisement almost without using it.
...hm I wonder if one could go through Poser then to Daz?
...I'm talking about importing .lwo and .3ds files into Daz (don't have Lightwave or I'd be using that almost exclusively)
I'll go onto freebie sites like ShareCG find a really nice model only to discover it is in one of the above formats. Yeah, I can import into Hexagon, convert to a .obj. and then send to Daz, however, doing so strips the model of all the mapping information and I get a long laundry list of individual meshes, which is particularly troublesome if they are in a different language (I had to re-texture a transit a bus model once where everything was labelled in German, fortunately I have a reasonable understanding of that language, not so much when I converted a model of a Citroen D sedan which was all labelled in French).
No, I tried Unity to DAZ, DAZ to Unity, Unity to Poser, Poser to Unity, Unity to Poser to DAZ, Unity to DAZ to Poser and FBX import and export between Poser and Unity always worked best with anything going to or from DAZ worst. Of course with only 3 apps in this list that's not saying alot.
Also the naming conventions from Poser FBX export is so much cleaner than DAZ's naming conventions to say nothing of the ease of picking the morphs & configuration how the FBX was going to be exported from Poser compared to the confoundedly obscure, odd, and difficult to remember process that one must use to export morphs in FBXes from DAZ Studio,
I did that with Poser Pro 2014 Game Dev and DAZ Studio 4.9.x about 1 year ago.
So well then, OK I did that a year ago, and there have certainly been upgrades to both Poser and DAZ Studio since then so give it a try.
Unity itself has an FBX export asset given as a freebie product in their Asset Store by Unity Technologies under the Unity Essentials menu entry; give it a try. Be a good opportunity for you to test Unity's freebie Octane Render plugin.
...I only have Pro 2012 and rarely use that. I am mainly looking to import .3ds/.lwo vehicles, spaceships, aircraft and the like not characters.
Poser imports lwo so does Carrara.
a pp2 from Poser of it or obj from Carrara should work in DAZ studio.
And yes my Unity, Mixamo, iClone charater creator and other FBX files loaded with morphs and rigging in Poser 11.1 Pro.
Animated
saved as a cr2 and loaded in DAZ studio converting to weightpainting one could pose them there too with rotate parameters.
...again not looking to do this with characters so I don't think weight mapping will pose any issues.
The only issue with conversion to .obj in another programme is like I mentioned, all the mapping data is lost and I get these long lists of individual mesh components that are a pain to group into actual surfaces.
Wish I knew.
This nirvana that is Studio 5; I've asked what will 5 allow that 4.5plus cannot?
So far, I've had no response.
Daz Studio 4.x is remarkably stable; version 5.x (with a new SDK) would have a selection of new bugs to stamp on, plus all those plugins that ceased to work.
There is a cost involved in what Daz do, they need to justify it commercially; sooner or later I would expect it to make an appearance, but to me, the next version is likely to be 4.11...
My guess, and I'm as likely to be wrong as anyone else who tried to predict the future.
But I really would love to know what folks are hoping for that a new itteration is required (other than font-scaling for 4K displays).
When I do that the 'Groups' as some other programs call them are treated as Surfaces in DAZ Studio on a 1 to 1 basis.
Extend beyond what?
You term extend suggests that they had different plans that were changed due to some unknown reason.
I'm a Software Engineer.
I use (amongst others) C#, MVC, CSS and ASP.net; I also use a number of plugins.
I presume by the previous discussions, that I'm not actually a Software Engineer as I don't code in Assembler, or at least C and C++.
I use the best tools for the current job; the tools are constantly changing and upgrading (well it's usually an upgade
).
As ever, folks get fixated on the tool, and not the objective.
THIS ^
I am being specific based on a reasonable sample based on my expected usage.
My expected usage is the only thing that matters to me when choosing a tool
or Digital or physical
When a keyframe purist tries to impose his standard of tool
usage on me I simply impose my own standards
on his methods to see if his way manual is rational for a single operator like myself
or for time sensitive $$client guided$$ animation sequences.
I do alot of manual keyframing BTW depending on the situation
I also impose my expected usage standard on new software features
when considering implementing them into my pipeline
People do it all the time with render engines.
If Someone Claims a render engine is really fast but is only showing stills
of matte finish opaque objects rendering in seconds.
it is not unreasonble to ask :
"Before in invest in this, show me some blurry reflective materials and glass with caustics and skin with SSS
and animation with camera movement so when get a realistic assesment of its true speed/quality etc."
...on a number of occasions I've ended up with a long list in the scene tab that reads "model (or object) 001, 002, 003, [...] 253...", and so on.
...not all of us are animators or have the desire to create animations. Rendering speed is just as important to us "single framers" particularly if you are into creating a graphic novel or series series of illustrations for a story.
Not an unknown reason as such. Just about every update to Studio 3 included an update to the SDK and required a recompile of all the plugins - including the 3rd part plugins. This was untenable and drew a great deal of negative comment.
Now, if you look at the release notes/change log, you'll see comments about updating the SDK to 4.x.y.z, SDK minimum is 4.5.0.100 - this means that any plugin compiled with the 4.5.0.100 SDK will still work - and note that there was a break between 4.0 and 4.5. From assorted comments in many other threads Daz has indicated they do not want to break this compatibiliity if they can avoid it, but the QT upgrade will definitely break compatibility.
Where do you go to download latest version of SDK?
Unsure if there's something more recent, but I think here: https://www.daz3d.com/forums/discussion/5855/daz-studio-4-5-sdk-production-release-4-5-0-114#latest
Thanks. I thought it was quite old relative to the current DS version but then that's correct.