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For DS this is completely not true. You can put pz2s in any Poser-mapped runtime in DS in any folder and they'd work fine. I keep all pz2 character skins in "Character" folder and I put all hair, regardless of hr2 or cr2 in Hair, for example with additional pz2s for colors right near the hair itself. DS 'sees' any poser content anywhere in Poser-mapped runtime.
Edited: oops, didn't notice the date ^^"
Hmm, unfortunatly this links to 4shared and the only way to download anything from there is to install their executable afaik, which I don't care to do. This has caused me to miss out on things at times and I personally wish people found another way, such as ShareCG to share things. If there is another way to get this without doing anything against Richard's wishes I would appreciate it.
Thank you very much and it still works today ;)
This is really a convenience especially for those who have a lot of Poser only files and keep them in separate runtimes, or for those who use both Poser and Studio and have both Content/Libraries and Runtimes. Many Poser files if they support Studio, only have Studio mat files to apply Studio surface settings. They don't have Studio style data files. So, instead of loading an item from a runtime, then navigating to a content/library to apply materials, you can do it all in one place. In my 'runtimes' I put the material files in a sub-folder of the object they apply to whether they also have studio-style materials or not.
It's not supposed to work the other way around because that's what content/libraries are for. Studio won't set the script that reads duf files in motion unless there's a corresponding poser file in the folder. Otherwise people's content would become incoherent and wildly unmanageable for most users.
Just rename the existing png to match the duf and pz2 filename. You should end up with three files: filename.png, filename.duf (or filename.dsa for studio 3), and filename.pz2.