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

Daz to Blender - New Bridge Update Ready for Testing

DAZ_samDAZ_sam Posts: 170
March 2021 edited April 2021 in Blender Discussion

Hey Everyone! @DAZ_vish and myself have been working hard on a bunch of new features and fixes for the bridge. We are currently looking for some input and hoping people are willing to let us know if they find any issues. This will have a lot of great changes for morphs with more to come. We still have some work to and will be looking into bugs for the next week so, please let us know! :)
 

A more detailed Changelog in progress here is the changes.

  • New Morph Selection Dialog ( Presets, and More) (Similiar to Unreal and Unity Export)
  • Can now choose how to scale mesh (Real size (cm) , x10, x100 (meters)
  • Morphs will import in with drivers set up currently (Eyelashes and other meshes will be controlled by one shape key)
  • Still needed to be supported for drivers
    - ERCKeyTyped links
    - No drivers on Bone properties (when a morph is controlling a bone)
  • Same Materials will now combine instead of creating duplicates.
  • Fixed Skeletons on imported Props.
  • Fixed locations on Environments
  • Can now import in a pose from a duf file.
  • Will setup settings correctly when Opacity Map is Present. (Eeevee)
  • Will setup settings correctly when using Transmission (Eevee) - Screen Space refraction
  • Basic Support for materials (Irayuber, AoA_Subsurface, omUberSurface, DAZ Studio Default)


You can find the prerelease here:
https://github.com/daz3d/DazToBlender/releases/tag/2.3.0-beta

Updates:
2.3.0.1 Beta
Error Found when directories are being created for Export.
https://github.com/daz3d/DazToBlender/releases/tag/2.3.0.1-beta ;

2.3.0.3 Beta

  • Fixed Skeleton being incorrect for Characters with different sizes than Default Genesis Figures.
  • Fix import failing if Genesis Figure has deleted faces
  • Fixed Ik controllers not working
  • Fixed Limits on morphs
  • Fixed Pose not importing if you aren't in Pose mode.
  • Fixed Morphs being added more than once at export
  • Added Scale of character from Daz
  • Added Checkbox to skip Morphs
  • Added Button to get Morphs being controlled by your choices
  • Added UI to control all the Morphs you exported
  • Tweaked Morph Drivers

https://github.com/daz3d/DazToBlender/releases/tag/2.3.0.3-beta

2.3.0.4 Beta

  • Basic Support for ERCKeyed Drivers (for example the knees and elbows morphs will now be driven automatically)
  • This is a linear comparison so it will not drive the same as Daz Studio Currently.
  • Add Controls in the Ui for Clothing and Hair too.
  • Fix a bug where sometimes Normal Map Strength will be a Color.
  • Fixed some Directory issues that appeared on Mac OS.

https://github.com/daz3d/DazToBlender/releases/tag/2.3.0.4-beta

2.3.0.5 Beta
- Fixed Small Syntax error stopping the plugin from being enabled. 

https://github.com/daz3d/DazToBlender/releases/tag/2.3.0.5-beta

2.3.0.6 Beta

  • Fix Rotation on Hip Custom Shape.
  • Add a list of helpful links to redirect within the UI
  • Pop up the first time with the location of your exports when running the plugin.
  • Get Limits for Morphs Directly from Daz Studio
  • Add a basic search bar to choose your morphs.
  • Fix error when adding pose to bone of rotation order "ZYX"
  • Fix incorrect setup for drivers on the "XYZ" Bones (Daz Order)
  • Fix Error of Erc Keyed Drivers not working on Bones with Negative Rotation.


https://github.com/daz3d/DazToBlender/releases/tag/2.3.0.6-beta
Please post issues here or directly on the GitHub
Thanks!

Post edited by DAZ_sam on April 2021
«12»

Comments

  • gerstergerster Posts: 1,019
    March 2021

    DAZ_sam said:

    • Still needed to be supported for drivers
      - ERCKeyTyped links
      - No drivers on Bone properties (when a morph is controlling a bone)

    Does this mean, that you are working on a solution for shapekeys, controlling bones?

    Would this allow us in the future, to bring e.g. a DAZ Character with an e.g. an Adult to Child morph to Blender, and the morph will also adjust the amature in Blender. So we can do e.g. an animate adult to child animation in Blender?

  • PadonePadone Posts: 3,012
    March 2021 edited March 2021

    Here it seems the 2.3.0 bridge can't write in the destination folder .. I can read and write from explorer though.

    2021-03-26 08:40:55.088 DEBUG: Unable to open "C:/Users/Alessandro/Documents/DAZ 3D/Bridges/Daz To Blender/Presets/LastUsed.csv" for Reading.
    2021-03-26 08:44:42.225 DEBUG: Unable to open "C:/Users/Alessandro/Documents/DAZ 3D/Bridges/Daz To Blender/Exports/FIG/FIG0/FIG_boneLimits.csv" for writing.
    2021-03-26 08:44:42.226 DEBUG: Unable to open "C:/Users/Alessandro/Documents/DAZ 3D/Bridges/Daz To Blender/Exports/FIG/FIG0/FIG_boneHeadTail.csv" for writing.
    2021-03-26 08:44:42.226 DEBUG: Unable to open "C:/Users/Alessandro/Documents/DAZ 3D/Bridges/Daz To Blender/Exports/FIG/FIG0/FIG_skeletonData.csv" for writing.
    2021-03-26 08:44:42.494 DEBUG: Unable to open "C:/Users/Alessandro/Documents/DAZ 3D/Bridges/Daz To Blender/Exports/FIG/FIG0/FIG.transforms" for writing.
     

    The 1.9.9 bridge works fine.

    The 2.2.2 bridge works fine too.

    Post edited by Padone on March 2021
  • DAZ_samDAZ_sam Posts: 170
    March 2021 edited March 2021

    Padone said:

    Here it seems the 2.3.0 bridge can't write in the destination folder .. I can read and write from explorer though.

    2021-03-26 08:40:55.088 DEBUG: Unable to open "C:/Users/Alessandro/Documents/DAZ 3D/Bridges/Daz To Blender/Presets/LastUsed.csv" for Reading.
    2021-03-26 08:44:42.225 DEBUG: Unable to open "C:/Users/Alessandro/Documents/DAZ 3D/Bridges/Daz To Blender/Exports/FIG/FIG0/FIG_boneLimits.csv" for writing.
    2021-03-26 08:44:42.226 DEBUG: Unable to open "C:/Users/Alessandro/Documents/DAZ 3D/Bridges/Daz To Blender/Exports/FIG/FIG0/FIG_boneHeadTail.csv" for writing.
    2021-03-26 08:44:42.226 DEBUG: Unable to open "C:/Users/Alessandro/Documents/DAZ 3D/Bridges/Daz To Blender/Exports/FIG/FIG0/FIG_skeletonData.csv" for writing.
    2021-03-26 08:44:42.494 DEBUG: Unable to open "C:/Users/Alessandro/Documents/DAZ 3D/Bridges/Daz To Blender/Exports/FIG/FIG0/FIG.transforms" for writing.
     

    The 1.9.9 bridge works fine.

    The 2.2.2 bridge works fine too.
     

    Weird didn't have that happen on one pc but, happened on another pc I tried it on. Anyway pushed a change that should fix this error.

    Thanks for the help!

    Post edited by DAZ_sam on March 2021
  • DAZ_samDAZ_sam Posts: 170
    March 2021

    gerster said:

    DAZ_sam said:

    • Still needed to be supported for drivers
      - ERCKeyTyped links
      - No drivers on Bone properties (when a morph is controlling a bone)

    Does this mean, that you are working on a solution for shapekeys, controlling bones?

    Would this allow us in the future, to bring e.g. a DAZ Character with an e.g. an Adult to Child morph to Blender, and the morph will also adjust the amature in Blender. So we can do e.g. an animate adult to child animation in Blender?

    Exactly that's a problem we currently haven't solved yet but, its a goal. 

  • gerstergerster Posts: 1,019
    March 2021 edited March 2021

    DAZ_sam said:

    gerster said:

    DAZ_sam said:

    • Still needed to be supported for drivers
      - ERCKeyTyped links
      - No drivers on Bone properties (when a morph is controlling a bone)

    Does this mean, that you are working on a solution for shapekeys, controlling bones?

    Would this allow us in the future, to bring e.g. a DAZ Character with an e.g. an Adult to Child morph to Blender, and the morph will also adjust the amature in Blender. So we can do e.g. an animate adult to child animation in Blender?

    Exactly that's a problem we currently haven't solved yet but, its a goal. 

    Good to hear that someone is working on this issue.

    I was really shocked that Blender doesn't adjust the armature, when using shape keys.

    Maybe you consider developing the DAZ solution for this issue as a generic Blender plugin, so the hohle Blender community benefit from your solution.

    I thinking of an plugin which maybe can connect the amature to some verticies of the model and maybe a bake button which bakes the the amature to the shape keys.

    It would be also awesome if you could bring also a generic conforming props to Blender (I'm also surprised that Blender doesn't have conforming props yet).

    What be in any case great if you could contribute to Blender that way.

    Post edited by gerster on March 2021
  • PadonePadone Posts: 3,012
    March 2021 edited March 2021

    @DAZ_sam I can confirm 2.3.0.1 works fine. Thank you for the fast fix !

    @gerster I wouldn't be too optimistic about the morphing armature. Blender can't do it afaik, unless you rewrite the armature modifier that is.

    Post edited by Padone on March 2021
  • gerstergerster Posts: 1,019
    March 2021

    Padone said:

    @DAZ_sam I can confirm 2.3.0.1 works fine. Thank you for the fast fix !

    @gerster I wouldn't be too optimistic about the morphing armature. Blender can't do it afaik, unless you rewrite the armature modifier that is.

    Maybe DAZ can contribute such a rewrite of the armature modifier to Blender or hire a Blender Developer to do so?
    That the Genesis platform works well in Blender is also in the interest of DAZ. wink

  • PadonePadone Posts: 3,012
    March 2021

    @gerster Well then, while we're at the wish list, the daz armature modifier could also support triax so we can export G1 G2 figures with correct deformations cheeky.

  • margravemargrave Posts: 1,822
    March 2021

    I haven't had a chance to test this one yet, but there's some issues I have with 2.0 and I'd like to know if this fixes them:

    1. All symmetrical bones in Blender need to be suffixed with *.L and *.R, so Blender can do pose flipping and mirroring. The default skeleton that's created when you import from Daz Studio doesn't do this, so poses can't be flipped. If you convert to Rigify, it does rename the bones appropriately, however...
    2. The bone roll on the arms and shoulders isn't set properly, so if you do flip poses in Rigify the arms go all over the place. This can be solved by manually clearing the bone roll before you convert to Rigify, however that will also rotate the constraints that keep limbs from bending too far.
    3. There's some weirdness when you convert to Rigify, where the top of the chest (near the shoulder bones) has a big depression in it. This makes female breasts stick out like the front of a shoe.
  • margravemargrave Posts: 1,822
    March 2021

    gerster said:

    It would be also awesome if you could bring also a generic conforming props to Blender (I'm also surprised that Blender doesn't have conforming props yet).

     It does. There's the Shrinkwrap modifier and the Data Transfer modifier.

  • DAZ_samDAZ_sam Posts: 170
    March 2021

    margrave said:

    I haven't had a chance to test this one yet, but there's some issues I have with 2.0 and I'd like to know if this fixes them:

    1. All symmetrical bones in Blender need to be suffixed with *.L and *.R, so Blender can do pose flipping and mirroring. The default skeleton that's created when you import from Daz Studio doesn't do this, so poses can't be flipped. If you convert to Rigify, it does rename the bones appropriately, however...
    2. The bone roll on the arms and shoulders isn't set properly, so if you do flip poses in Rigify the arms go all over the place. This can be solved by manually clearing the bone roll before you convert to Rigify, however that will also rotate the constraints that keep limbs from bending too far.
    3. There's some weirdness when you convert to Rigify, where the top of the chest (near the shoulder bones) has a big depression in it. This makes female breasts stick out like the front of a shoe.

    I will need to look into it in the next update. The current work for Rigify was filled with a lot of problems. It's on our list of fixes needed.  

  • DAZ_samDAZ_sam Posts: 170
    March 2021

    @Padone  @gerster 

    Thanks, guys yeah we will have to see. What possibilities we have to deal with morphing armature in the future. 

  • margravemargrave Posts: 1,822
    March 2021

    DAZ_sam said:

    margrave said:

    I haven't had a chance to test this one yet, but there's some issues I have with 2.0 and I'd like to know if this fixes them:

    1. All symmetrical bones in Blender need to be suffixed with *.L and *.R, so Blender can do pose flipping and mirroring. The default skeleton that's created when you import from Daz Studio doesn't do this, so poses can't be flipped. If you convert to Rigify, it does rename the bones appropriately, however...
    2. The bone roll on the arms and shoulders isn't set properly, so if you do flip poses in Rigify the arms go all over the place. This can be solved by manually clearing the bone roll before you convert to Rigify, however that will also rotate the constraints that keep limbs from bending too far.
    3. There's some weirdness when you convert to Rigify, where the top of the chest (near the shoulder bones) has a big depression in it. This makes female breasts stick out like the front of a shoe.

    I will need to look into it in the next update. The current work for Rigify was filled with a lot of problems. It's on our list of fixes needed.  

    Glad to hear it's being taken care of.

    There are some more details and some pictures in a thread I made recently:

    https://www.daz3d.com/forums/discussion/481161/to-rigify-problems-partial-fix

  • marblemarble Posts: 7,203
    March 2021

    I see no mention of geografts but I seem to remember that this bridge doesn't support them - is that still the case?

  • gerstergerster Posts: 1,019
    March 2021

    marble said:

    I see no mention of geografts but I seem to remember that this bridge doesn't support them - is that still the case?

    Only the DAZ anatomical details are supported, but not third party geocrafts. frown
    I hope we'll se in the future a generic geocraft support.

  • marblemarble Posts: 7,203
    March 2021

    gerster said:

    marble said:

    I see no mention of geografts but I seem to remember that this bridge doesn't support them - is that still the case?

    Only the DAZ anatomical details are supported, but not third party geocrafts. frown
    I hope we'll se in the future a generic geocraft support.

    Which makes it a non-starter for now and for many of us, I would assume.  

  • DAZ_samDAZ_sam Posts: 170
    March 2021

    @marble

    We will definitely be looking to add proper support for Geografts in the future definitely a lot in progress right now. 

  • DAZ_samDAZ_sam Posts: 170
    March 2021

    We released a few more changes that are ready to be tested you find it here :)


    https://github.com/daz3d/DazToBlender/releases/tag/2.3.0.3-beta

  • PadonePadone Posts: 3,012
    April 2021 edited April 2021

    @DAZ_sam

    As for 2.3.0.3 it seems jcms don't work. That is, I can export them and I see the driven morphs in blender, but they have no effect when I pose the figure. Below an example with G8F. I see other people at github reporting similar issues but I'm not sure how much they understand it, I mean, I see confused comments.

    edit. jcms work fine in 1.9.9

    Test scene included it's G8F with basic wear.

    steps:

    1. export the test scene with forearm jcms
    2. import in blender
    3. pose the forearm
    jcm-daz.jpg
    158 x 121 - 9K
    jcm-blender.jpg
    277 x 161 - 18K
    jcm-bug.jpg
    254 x 198 - 24K
    duf
    duf
    g8f-basic.duf
    151K
    Post edited by Padone on April 2021
  • DAZ_samDAZ_sam Posts: 170
    April 2021

    Padone said:

    @DAZ_sam

    As for 2.3.0.3 it seems jcms don't work. That is, I can export them and I see the driven morphs in blender, but they have no effect when I pose the figure. Below an example with G8F. I see other people at github reporting similar issues but I'm not sure how much they understand it, I mean, I see confused comments.

    edit. jcms work fine in 1.9.9

    Test scene included it's G8F with basic wear.

    steps:

    1. export the test scene with forearm jcms
    2. import in blender
    3. pose the forearm

    Thank you for checking in. 
    So the JCMs are working as intended, for now. The example you shared right now is a type of driver in Daz we haven't support yet. "ERCKeyed" In the UI you will get controls for any morphs that can be controlled. So for example in my export, I chose all the Base JCM morphs and I still have access to these morphs since it is ERCKeyed.

    We are looking to support it in the near future. Benefit with this new approach any morph in Daz will be connected if you export out its connected morphs as well. 

     

    Screenshot 2021-04-01 092638.png
    211 x 946 - 51K
  • PadonePadone Posts: 3,012
    April 2021 edited April 2021

    @DAZ_sam Thank you for your reply, I'm not sure to understand though. Are you saying that the forearm jcms are not supported, so there's no way to get them working ? If so then 1.9.9 may be a better option for the time being, where jcms do work. I mean, jcms are very basic features if they don't work then honestly I don't see any "benefit with this new approach". It's a bug to fix, not a benefit.

    So may be I miss something or I didn't understand correctly what you mean.

    Post edited by Padone on April 2021
  • DAZ_samDAZ_sam Posts: 170
    April 2021

    Padone said:

    @DAZ_sam Thank you for your reply, I'm not sure to understand though. Are you saying that the forearm jcms are not supported, so there's no way to get them working ? If so then 1.9.9 may be a better option for the time being, where jcms do work. I mean, jcms are very basic features if they don't work then honestly I don't see any "benefit with this new approach". It's a bug to fix, not a benefit.

    So may be I miss something or I didn't understand correctly what you mean.

    Sorry if I am unclear. I agree it's a bug that needs to be fixed and we are working on it. The approach that was created before was just an estimate in 1.9.9. Since the skeleton was incorrect and had to be fixed it broke the hard-coded drivers that were created before. 

    The new approach unfortunately still has a type of driver in Daz that isn't supported but, the benefit when we do get it fixed you can use any morph you like in Daz and won't be limited to just the morphs we preset up beforehand.

    The state of Daz To Blender before we started working on it was, it works as long as nothing changes so unfortunately, we have a lot to fix as we fix other problems. Just want to make sure it's clear though that we aren't saying morph fix is complete. We just fixed a bunch of problems and it's in a better state than before. 

  • PadonePadone Posts: 3,012
    April 2021

    @DAZ_sam Ok now it's clear thank you for your reply. I agree the original daz to blender 8 was entirely hard coded on the G8 figure and that's why I didn't like it myself. So you're working on a more general approach that will have benefits but it's not complete yet. That's clear.

  • DAZ_samDAZ_sam Posts: 170
    April 2021

    Padone said:

    @DAZ_sam Ok now it's clear thank you for your reply. I agree the original daz to blender 8 was entirely hard coded on the G8 figure and that's why I didn't like it myself. So you're working on a more general approach that will have benefits but it's not complete yet. That's clear.

    Your timing is pretty funny. Was working on an idea for ERCKeyed Drivers and it worked out pretty well.
    https://github.com/daz3d/DazToBlender/releases/tag/2.3.0.4-beta
    I definitely don't think it's perfect but, it's a way better approach than before. If you don't mind would love to know what you think. 

  • PadonePadone Posts: 3,012
    April 2021 edited April 2021

    @DAZ_sam As for 2.3.0.4 I get the following error in blender when I try to enable the addon. Then my opinion is that jcms is a very essential feature and that they should get #1 priority. So I believe it's good you're working on it. I mean, it does little sense to have other fancy features if jcms don't work.

    daz studio 4.15.0.2, blender 2.92.0

    Read prefs: C:\Users\Alessandro\AppData\Roaming\Blender Foundation\Blender\2.92\config\userpref.blend

    Loading DAZ
    File paths cleared
    DAZ loaded
    import_daz updater verbose is enabled
    import_daz Updater: Read in JSON settings from file
    Load settings from C:/Users/Alessandro/import-daz-settings-28x.json
    Files Should be Exporting to : C:\Users\Alessandro\Documents\DAZ 3D\Bridges\Daz To Blender\Exports
    Traceback (most recent call last):
      File "C:\Program Files\blender-2.92.0-windows64\2.92\scripts\modules\addon_utils.py", line 351, in enable
        mod = __import__(module_name)
      File "C:\Users\Alessandro\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\DTB\__init__.py", line 23, in <module>
        from . import DtbShapeKeys
      File "C:\Users\Alessandro\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\DTB\DtbShapeKeys.py", line 200
        dist = str((float(key_1) - float(key_0)))
           ^
    SyntaxError: invalid syntax

    Post edited by Padone on April 2021
  • DAZ_samDAZ_sam Posts: 170
    April 2021

    Padone said:

    @DAZ_sam As for 2.3.0.4 I get the following error in blender when I try to enable the addon. Then my opinion is that jcms is a very essential feature and that they should get #1 priority. So I believe it's good you're working on it. I mean, it does little sense to have other fancy features if jcms don't work.

    daz studio 4.15.0.2, blender 2.92.0

    Read prefs: C:\Users\Alessandro\AppData\Roaming\Blender Foundation\Blender\2.92\config\userpref.blend

    Loading DAZ
    File paths cleared
    DAZ loaded
    import_daz updater verbose is enabled
    import_daz Updater: Read in JSON settings from file
    Load settings from C:/Users/Alessandro/import-daz-settings-28x.json
    Files Should be Exporting to : C:\Users\Alessandro\Documents\DAZ 3D\Bridges\Daz To Blender\Exports
    Traceback (most recent call last):
      File "C:\Program Files\blender-2.92.0-windows64\2.92\scripts\modules\addon_utils.py", line 351, in enable
        mod = __import__(module_name)
      File "C:\Users\Alessandro\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\DTB\__init__.py", line 23, in <module>
        from . import DtbShapeKeys
      File "C:\Users\Alessandro\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\DTB\DtbShapeKeys.py", line 200
        dist = str((float(key_1) - float(key_0)))
           ^
    SyntaxError: invalid syntax

    It was being worked on this entire month and we will definitely keep updating it with hopefully some feedback from the community.

    Anyway sorry about the silly mistake on my part.
    https://github.com/daz3d/DazToBlender/releases/tag/2.3.0.5-beta
    Fixed the error seems to load on my end now. 

  • PadonePadone Posts: 3,012
    April 2021 edited April 2021

    @DAZ_sam As for 2.3.0.5 you got it now the forearm jcms work fine. Here I get the same issue as before with the thigh jcms though. That is, I see the driven shape keys in blender but they don't affect the figure when posing. Then the progress is noticeable and useful thank you for your nice work.

    jcm-forearm.jpg
    240 x 214 - 19K
    jcm-daz.jpg
    154 x 186 - 13K
    jcm-blender.jpg
    273 x 158 - 18K
    jcm-bug.jpg
    335 x 181 - 28K
    Post edited by Padone on April 2021
  • DAZ_samDAZ_sam Posts: 170
    April 2021

    @Padone thanks for the notes! I looked into it more and found the error in the formula and a few others. 
    Crossing my fingers this works for you :) 
    https://github.com/daz3d/DazToBlender/releases/tag/2.3.0.6-beta

  • PadonePadone Posts: 3,012
    April 2021 edited April 2021

    @DAZ_sam The new jcms seem to work fine here nice job. There's a minor issue that the jcms are trasfered to every mesh in the figure, even if they don't have jcms in daz studio, even if they don't have the necessary driven bones. Below an example where the G8F thigh jcms are transfered to the toulouse hair. If it can help you can use the test scene above g8f-basic.duf for testing.

    As a side note the jcm names don't need to include the figure name in the prefix, since shapekeys are relative to the object and different objects can have the same names for shapekeys. Removing the figure prefix would make the shapekeys more readable. If this is not necessary for other things I mean.

    edit. Also please note that expressions in blender gets a 256 characters limit. So you may want to limit the numbers precision to save space.

    https://developer.blender.org/T47896

     

    jcm-bug.jpg
    273 x 433 - 39K
    expressions.jpg
    215 x 81 - 6K
    Post edited by Padone on April 2021
  • DAZ_samDAZ_sam Posts: 170
    April 2021

    @Padone 
    Thanks for the notes we are aware of both the issues. 

    We will fix up the character length issue before launch but, fixing the extra morphs is an issue we are planning for the next update. 

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