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Daz 3D Forums > 3rd Party Software > Blender Discussion

Yay I got the DazToBlender thingie working !

ibr_remote aka infinity10ibr_remote aka infinity10 Posts: 538
July 2020 in Blender Discussion

First, I wanted to check if I could manually install the Blender part of the Bridge script to my custom Blender add-ons folder.  That does not work, people, so don't bother !  It is hard-coded to the default location for Blender add-ons.  Just let DIM Installer handle the installation.  Follow the instructions provided at the Daz2Blender product page. Now, I show you what I get in this thread.

Comments

  • ibr_remote aka infinity10ibr_remote aka infinity10 Posts: 538
    July 2020 edited July 2020

    So after I run the script in DSPro, I switch to Blender3D 2.8xxx

    I use default workspace. So, where is this Daz2Blender tab ?  You must do this first >>>

     

     

    FindingDaztoBlenderTab_LI.jpg
    1014 x 776 - 621K
    Post edited by ibr_remote aka infinity10 on July 2020
  • ibr_remote aka infinity10ibr_remote aka infinity10 Posts: 538
    July 2020

    After you click on that almost invisible little thingie, you get this:

     

    MorefindingD2Btab_LI.jpg
    1012 x 786 - 620K
  • ibr_remote aka infinity10ibr_remote aka infinity10 Posts: 538
    July 2020

    Click on that and you see a small window appear. Click on that to import your Genesis 3 or 8 prepared by Daz Studio pro in the previous step.  You do not need to manage file locations of the assets, because it is all hidden from your view.  The software will do everything.  After a Very Long Time, you will see this:

     

    finallyimported0.jpg
    526 x 935 - 80K
  • ibr_remote aka infinity10ibr_remote aka infinity10 Posts: 538
    July 2020 edited July 2020

    But you do not see Genesis imported !!  No worries ! In the hierarchy window, click on the topmost item of the imported figure. Then in Object mode, in the View options, choose Frame Selected.  Your view will change to show the whole Genesis 3/8 figure.  It imports very large, because I am using Blender default scale.  But it does import !

    finallyimported.jpg
    526 x 935 - 57K
    Post edited by ibr_remote aka infinity10 on July 2020
  • ibr_remote aka infinity10ibr_remote aka infinity10 Posts: 538
    July 2020 edited July 2020

    Well, I suppose the rest is whatever you want to do with the asset inside Blender3D.  

     

    I do have one point for Daz3D engineers: Please correct this typo when you next re-compile the Bridge script for Blender:

     

    recompileyourfixedtypo_LI.jpg
    390 x 550 - 147K
    Post edited by ibr_remote aka infinity10 on July 2020
  • ibr_remote aka infinity10ibr_remote aka infinity10 Posts: 538
    July 2020 edited July 2020

    I realise the thumbnails are so small....  I have uploaded the large versions to my gallery at Deviantart.  If you need to check the details, please see here:

     

    To find the drawer handle to open up the drawer of tabs where Daz2Blender is stored:

    http://fav.me/de21nuh

     

    To see where the Daz2Blender tab is among your installed add-ins (yours may differ from mine, but the location in the default workspace is in that location).

    http://fav.me/de21o04

     

    Press the tab and a small window pops up. Press the button inside the small window to load the Genesis 3 or 8 figure (which had been previously processed by the script inside Daz Studio).

    The script will take a long time to work ! Be Patient, please.  When it is done, you will see this in the hierarchy pane:

    http://fav.me/de21o3k

     

    BUT YOU CANNOT SEE THE FIGURE IN THE MAIN WINDOW !  Do not panic. The default scale of Blender3D is too small to show the Genesis 8 (or 3) figure.  So do this:

    Click on the top most item of the Genesis 8 (or 3) figure), then in Object mode, choose View, then choose Frame Selected. Ta-Da.... 

    And you see:

    http://fav.me/de21ofd

     

     

     

     

    Post edited by ibr_remote aka infinity10 on July 2020
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,010
    July 2020

    cehck how ironic wink

  • barbultbarbult Posts: 26,160
    July 2020
    WendyLuvsCatz said:

    cehck how ironic wink

    Somebody forgot to run the spellcehcker!

  • ibr_remote aka infinity10ibr_remote aka infinity10 Posts: 538
    July 2020

    laugh

     

  • seanrseanr Posts: 0
    July 2020

    LOL, that typo is too fuggin ironic. laugh

    This will definitely come in handy, though - thank you! Only question now would be how to pull the same bridge tool into Bforartists (I only use pure blender for prepping projects to send to SheepIt since they don't support 2.9x which B4a is built on). If I figure that out, I'll add that to this thread.

  • Richard HaseltineRichard Haseltine Posts: 107,876
    July 2020
    ibr_remote aka infinity10 said:

    Well, I suppose the rest is whatever you want to do with the asset inside Blender3D.  

     

    I do have one point for Daz3D engineers: Please correct this typo when you next re-compile the Bridge script for Blender:

    I believe you would find that the typo pre-dates Daz' taking the project over. Since the code is open source it doesn't have to be fixed by Daz (though I suspect if people want to help with the English in the dialogues it would make more sense to get together and submit a comrehensive fix rather than run through the admin tasks invovled for a single typo).

  • benniewoodellbenniewoodell Posts: 1,999
    July 2020
    seanr said:

    LOL, that typo is too fuggin ironic. laugh

    This will definitely come in handy, though - thank you! Only question now would be how to pull the same bridge tool into Bforartists (I only use pure blender for prepping projects to send to SheepIt since they don't support 2.9x which B4a is built on). If I figure that out, I'll add that to this thread.

    Hey @seanr I use Sheepit too and I love it. If you find a workaround to the 500mb blender filesize with the Daz characters from this bridge, please let me know. It's not the end of the world to render the characters myself and the backgrounds with sheepit and comp them, but I'd love to do it all once if possible. I've got like 120K points right now saved up as a lot of nights I just turn it on to bank points for when I need them, so I want to have some fun! 

  • brainmuffinbrainmuffin Posts: 1,267
    July 2020
    ibr_remote aka infinity10 said:

    First, I wanted to check if I could manually install the Blender part of the Bridge script to my custom Blender add-ons folder.  That does not work, people, so don't bother !  It is hard-coded to the default location for Blender add-ons.  Just let DIM Installer handle the installation.  Follow the instructions provided at the Daz2Blender product page. Now, I show you what I get in this thread.

    I had to install the Blender add-on by hand, once I found where DIM placed it, so I'm not sure why it didn't work for you.

  • ibr_remote aka infinity10ibr_remote aka infinity10 Posts: 538
    July 2020

    @brianmuffin I store myBlender3D preferences elsewhere but the Bridge installation insists on C User AppData Remote Blender etc etc .  My Blender preferneces are not on C drive, you see. 

     

  • ibr_remote aka infinity10ibr_remote aka infinity10 Posts: 538
    July 2020
    Richard Haseltine said:
    ibr_remote aka infinity10 said:
    I believe you would find that the typo pre-dates Daz' taking the project over. Since the code is open source it doesn't have to be fixed by Daz (though I suspect if people want to help with the English in the dialogues it would make more sense to get together and submit a comrehensive fix rather than run through the admin tasks invovled for a single typo).

    Was not aware of the pre-dated coding. Anway, makes sense to fix everything all at one go, of course.

  • brainmuffinbrainmuffin Posts: 1,267
    July 2020
    ibr_remote aka infinity10 said:

    @brianmuffin I store myBlender3D preferences elsewhere but the Bridge installation insists on C User AppData Remote Blender etc etc .  My Blender preferneces are not on C drive, you see. 

     

    Well, it doesn't work very well and needs hundreds of hours of development time before it can be used, so perhaps a future version will not be so picky.

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