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

How does daz3d import an external model with bones?

30799420793079942079 Posts: 16
January 2022 edited January 2022 in Blender Discussion

How does daz3d import an external model with bones? I tried to import in FBX format, but nothing happened. The scene is blank because daz3d does not support external bones?

Post edited by 3079942079 on January 2022

Comments

  • Richard HaseltineRichard Haseltine Posts: 107,953
    January 2022

    I assume you mean Daz Studio? That doesn't really import rigging, except parametric Poser rigging, I'm afraid. Still, the geometry should import.

  • 30799420793079942079 Posts: 16
    January 2022 edited January 2022

    Richard Haseltine said:

    I assume you mean Daz Studio? That doesn't really import rigging, except parametric Poser rigging, I'm afraid. Still, the geometry should import.

    It's daz3d,Well, I gave up this method. I want to make a character accessory with bones. I made a new bone in daz3d. How does this new bone interact with the bones of the character model? Is how to let the character model control the new bone?

    Post edited by Richard Haseltine on January 2022
  • Richard HaseltineRichard Haseltine Posts: 107,953
    January 2022

    Daz 3D is the company, and without a space the website. The aplication is Daz Studio (unless you mean Carrara).

    If you want to be able to fit the item to the fiugre, assuming ti is a weight mapped figure, use Edit>Figure>Transfer Utility, set the Source to the figure and the target to the item you wish to fit (which must line up with the figure as loaded). That will project the base rig (bone placement and weights) into the target model. You can then edit the weight or add additional bones with the Node Weightpaint Brush tool and the Joint Editor tool.

  • 30799420793079942079 Posts: 16
    January 2022 edited January 2022

    Richard Haseltine said:

    Daz 3D is the company, and without a space the website. The aplication is Daz Studio (unless you mean Carrara).

    If you want to be able to fit the item to the fiugre, assuming ti is a weight mapped figure, use Edit>Figure>Transfer Utility, set the Source to the figure and the target to the item you wish to fit (which must line up with the figure as loaded). That will project the base rig (bone placement and weights) into the target model. You can then edit the weight or add additional bones with the Node Weightpaint Brush tool and the Joint Editor tool.

    Thank you. I have another question. Can I sell my original deformation in the official mall?

    Post edited by Richard Haseltine on January 2022
  • Richard HaseltineRichard Haseltine Posts: 107,953
    January 2022

    3079942079 said:

    Richard Haseltine said:

    Daz 3D is the company, and without a space the website. The aplication is Daz Studio (unless you mean Carrara).

    If you want to be able to fit the item to the fiugre, assuming ti is a weight mapped figure, use Edit>Figure>Transfer Utility, set the Source to the figure and the target to the item you wish to fit (which must line up with the figure as loaded). That will project the base rig (bone placement and weights) into the target model. You can then edit the weight or add additional bones with the Node Weightpaint Brush tool and the Joint Editor tool.

    Thank you. I have another question. Can I sell my original deformation in the official mall?

    As long as they are all your own work, rather than starting from other morphs (unles you separate your chnages to a custom morph and provide a preset to aply that and the other morphs, if present) then yes you can sell defomrmations as morph assets. If you mean new props or figures, again as long as they are all your own work rather than modifications of existing content yes.

  • 30799420793079942079 Posts: 16
    January 2022 edited January 2022

    Richard Haseltine said:

    3079942079 said:

    Richard Haseltine said:

    Daz 3D is the company, and without a space the website. The aplication is Daz Studio (unless you mean Carrara).

    If you want to be able to fit the item to the fiugre, assuming ti is a weight mapped figure, use Edit>Figure>Transfer Utility, set the Source to the figure and the target to the item you wish to fit (which must line up with the figure as loaded). That will project the base rig (bone placement and weights) into the target model. You can then edit the weight or add additional bones with the Node Weightpaint Brush tool and the Joint Editor tool.

    Thank you. I have another question. Can I sell my original deformation in the official mall?

    As long as they are all your own work, rather than starting from other morphs (unles you separate your chnages to a custom morph and provide a preset to aply that and the other morphs, if present) then yes you can sell defomrmations as morph assets. If you mean new props or figures, again as long as they are all your own work rather than modifications of existing content yes.

    OK, I created a character mask and fixed it to the head of the character model by modifying the parent object of the item. Maybe the position of the model is offset because the coordinate axis positions of the two items are different. Can DAZ studio modify the coordinate axis position? I try to move the mask position after binding the parent object, but rereading the scene position will return to the original place. Maybe the mask coordinate position will be fixed after binding the parent? Of course, I have tried the software's transfer bone weight function, but the mask will deform.

    Post edited by Richard Haseltine on January 2022
  • Richard HaseltineRichard Haseltine Posts: 107,953
    January 2022

    If the mask is a modification of the base mesh you can't distribute it (free or commercially).

    If it is offset from its original position then that probably means you used a different perset in the OBJ export and import dialogues, or possibly in the modelling application's options, or moved it in the process of modifying. You can position it correctly in Daz Studio, export as OBJ using the Daz Studio preset, and the option to export selected only, then reimport it using the Daz Studio preset to bake the adjustments. Once it lines up you should be able to use the Transfer Utility, but be aware that there are a lot of bones in the face rig and you may not want all of them affecting the mask (depending on how rigid it should be) so you may need to do quite a bit of weight editing

  • 30799420793079942079 Posts: 16
    January 2022 edited January 2022

    Richard Haseltine said:

    If the mask is a modification of the base mesh you can't distribute it (free or commercially).

    If it is offset from its original position then that probably means you used a different perset in the OBJ export and import dialogues, or possibly in the modelling application's options, or moved it in the process of modifying. You can position it correctly in Daz Studio, export as OBJ using the Daz Studio preset, and the option to export selected only, then reimport it using the Daz Studio preset to bake the adjustments. Once it lines up you should be able to use the Transfer Utility, but be aware that there are a lot of bones in the face rig and you may not want all of them affecting the mask (depending on how rigid it should be) so you may need to do quite a bit of weight editing

    As you said, transferring weights does lead to the distortion of my model, so I need to deal with a lot of weights. So I use another method. In the scene object collection window in the upper right corner, I pull my model below the character's head bone, and then successfully bind the face without twisting. However, once I read the file, the position will shift, and the imported model state position is correct, I haven't moved the model. I loaded the deformation of the character model. This may be the reason.

    In fact, I'm making body parts of monsters, such as tails and tentacles. I expect to have independent bones (should DAZ studio be able to create bones for external models?), Moreover, it can be bound to the character model, and the transfer utility seems to cover the original bones of the model。

    Post edited by Richard Haseltine on January 2022
  • Richard HaseltineRichard Haseltine Posts: 107,953
    January 2022

    Yes, you can add custom bones (Joint Editor tool right-click menu) or simply import an OBJ into the Figure Setup pane (right-click in the groups section) and set up bones there if there is no need to match a target figure at all.

  • SDevSDev Posts: 158
    January 2022

    Richard Haseltine said:

    Yes, you can add custom bones (Joint Editor tool right-click menu) or simply import an OBJ into the Figure Setup pane (right-click in the groups section) and set up bones there if there is no need to match a target figure at all.

    That is really sad - hope 5.0 is improving and let us import at least any fbx rigged model ...

  • PadonePadone Posts: 4,001
    January 2022

    There's this from blender to daz

    https://www.daz3d.com/forums/discussion/67464/

    https://sites.google.com/site/millighostmix/home

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