The Issue: If I select an asset in the Scene/Outliner tab, or adjust a slider in the Parameters pane, Daz Studio completely drops the viewport's shortcut focus. To use a basic viewport hotkey (like framing an object or switching tools), I am now forced to perform an extra, arbitrary left-click back inside the 3D viewport just to wake the hotkeys up.
Not only that, if you click in empty space in the viewport you also lost the thing you had selected in Scene tab. .
Not an issue to me... that's also the default behavior in DS4 for years, i.e. if you want to select nothing in Scene pane, just click the empty area in Viewport...
Of course, but beside the point. In DS4 you don't have to click in the viewport before you can frame something.
Have you tried this with your 3D Mouse, and any other updated plug-ins that are not part of the core application distribution, disabled? As with crosswind I am not seeing this.
Richard are you saying the 3d mouse (I read this as 3dconnexion) is supported in studio 6? I thought I had read it was depreciated. or wait does that just mean "soon to be killed" ? why would this be done its honsestly such a game changer for working in Daz.
Some of my DAZ purchased DAZ content is not showing up in my directories in DAZ 6. I have checked my directory paths, updated and reimported my metadata, but with no luck. An example is attached.
It uses .Daz formats which are not supported in DS 6.
So you can open it in DS4 and resave it.
This always confuses me; they have the import code for these formats running in DS4; why not update just the import code to run in DS6 and save everyone the extra hassle? We don't need to save in that format, it would just be a one-way importer updating existing code...
The code stacks for ds4 and ds6 are incompatible. You can't just "import the code" between. They started a DS5 project over five years ago and ended up with DS6 because the underlying library, QT, had a major version upgrade twice since DS4 (which is 15 years old).
The code stacks for ds4 and ds6 are incompatible. You can't just "import the code" between. They started a DS5 project over five years ago and ended up with DS6 because the underlying library, QT, had a major version upgrade twice since DS4 (which is 15 years old).
I never said "import the code". I said they had the "import code" and suggested that they could update that. Not the ability to export nor save in the old formats, just import.
The algorithms for importing the earlier file formats should still be valid. I didn't suggest just cutting and pasting code from DS4 to DS6, but that updating just the import code for the formats should be possible.
By your statement, you seem to suggest that they shouldn't have been able to update their importers for any of these formats, yet they did:
It uses .Daz formats which are not supported in DS 6.
So you can open it in DS4 and resave it.
This always confuses me; they have the import code for these formats running in DS4; why not update just the import code to run in DS6 and save everyone the extra hassle? We don't need to save in that format, it would just be a one-way importer updating existing code...
The .Daz format was already problematic in DS4 due to various changes made to it along the years, so the import code for it was likely complex and it already failed for some of these files. Moreover that code might have relied on features of Qt4 which have changed a lot and would make conversion a hassle. So not spending resources to support a format which has been deprecated for at least a decade probably seemed like a good choice.
What they could have done would be displaying a message telling you to convert them when you try to load them.
It uses .Daz formats which are not supported in DS 6.
So you can open it in DS4 and resave it.
This always confuses me; they have the import code for these formats running in DS4; why not update just the import code to run in DS6 and save everyone the extra hassle? We don't need to save in that format, it would just be a one-way importer updating existing code...
The .Daz format was already problematic in DS4 due to various changes made to it along the years, so the import code for it was likely complex and it already failed for some of these files. Moreover that code might have relied on features of Qt4 which have changed a lot and would make conversion a hassle. So not spending resources to support a format which has been deprecated for at least a decade probably seemed like a good choice.
What they could have done would be displaying a message telling you to convert them when you try to load them.
That would be more helpful, for sure. I understand needing to focus on newer assets and newer users, but it still bites a bit that because I spent forty or fifty thousand dollars on DAZ assest that are now too difficult for them to support simply because they're ten or so years old; it does lessen my desire to spend much now, on the off-chance I'm still around in ten or fifteen years and I won't be able to just open them without jumping through hoops using legacy software.
It uses .Daz formats which are not supported in DS 6.
So you can open it in DS4 and resave it.
This always confuses me; they have the import code for these formats running in DS4; why not update just the import code to run in DS6 and save everyone the extra hassle? We don't need to save in that format, it would just be a one-way importer updating existing code...
The .Daz format was already problematic in DS4 due to various changes made to it along the years, so the import code for it was likely complex and it already failed for some of these files. Moreover that code might have relied on features of Qt4 which have changed a lot and would make conversion a hassle. So not spending resources to support a format which has been deprecated for at least a decade probably seemed like a good choice.
What they could have done would be displaying a message telling you to convert them when you try to load them.
That would be more helpful, for sure. I understand needing to focus on newer assets and newer users, but it still bites a bit that because I spent forty or fifty thousand dollars on DAZ assest that are now too difficult for them to support simply because they're ten or so years old; it does lessen my desire to spend much now, on the off-chance I'm still around in ten or fifteen years and I won't be able to just open them without jumping through hoops using legacy software.
You may be able to import the Poser format version, if there is one, and use its DS presets, as long as they are not in .ds format. But a lot of content was updated, especially Plat Club stuff.
It uses .Daz formats which are not supported in DS 6.
So you can open it in DS4 and resave it.
This always confuses me; they have the import code for these formats running in DS4; why not update just the import code to run in DS6 and save everyone the extra hassle? We don't need to save in that format, it would just be a one-way importer updating existing code...
The .Daz format was already problematic in DS4 due to various changes made to it along the years, so the import code for it was likely complex and it already failed for some of these files. Moreover that code might have relied on features of Qt4 which have changed a lot and would make conversion a hassle. So not spending resources to support a format which has been deprecated for at least a decade probably seemed like a good choice.
What they could have done would be displaying a message telling you to convert them when you try to load them.
That would be more helpful, for sure. I understand needing to focus on newer assets and newer users, but it still bites a bit that because I spent forty or fifty thousand dollars on DAZ assest that are now too difficult for them to support simply because they're ten or so years old; it does lessen my desire to spend much now, on the off-chance I'm still around in ten or fifteen years and I won't be able to just open them without jumping through hoops using legacy software.
You may be able to import the Poser format version, if there is one, and use its DS presets, as long as they are not in .ds format. But a lot of content was updated, especially Plat Club stuff.
Thanks, I am keeping three versions of DAZ Studio running at the moment on two computers; a 2012 iMac is running a 32-bit version to keep lip sync active and a version of DS4 to import older assets with a version of 6 to keep current (as well as a Beta, so four versions in total). Still, I'd love to need just one.
Comments
bluejaunte provided a free 3D mouse plugin for DS6. https://www.daz3d.com/forums/discussion/759601/bj-3dconnexion-3d-mouse-plugin-for-daz-studio-6
Some of my DAZ purchased DAZ content is not showing up in my directories in DAZ 6. I have checked my directory paths, updated and reimported my metadata, but with no luck. An example is attached.
Additional: I found what I was looking for under Smart Content but I cannot get it to load.
File Formats
From the "Evergreen" Thread:
Product https://www.daz3d.com/fantasy-hovel
It uses .Daz formats which are not supported in DS 6.
So you can open it in DS4 and resave it.
This always confuses me; they have the import code for these formats running in DS4; why not update just the import code to run in DS6 and save everyone the extra hassle? We don't need to save in that format, it would just be a one-way importer updating existing code...
The code stacks for ds4 and ds6 are incompatible. You can't just "import the code" between. They started a DS5 project over five years ago and ended up with DS6 because the underlying library, QT, had a major version upgrade twice since DS4 (which is 15 years old).
I never said "import the code". I said they had the "import code" and suggested that they could update that. Not the ability to export nor save in the old formats, just import.
The algorithms for importing the earlier file formats should still be valid. I didn't suggest just cutting and pasting code from DS4 to DS6, but that updating just the import code for the formats should be possible.
By your statement, you seem to suggest that they shouldn't have been able to update their importers for any of these formats, yet they did:

The .Daz format was already problematic in DS4 due to various changes made to it along the years, so the import code for it was likely complex and it already failed for some of these files. Moreover that code might have relied on features of Qt4 which have changed a lot and would make conversion a hassle. So not spending resources to support a format which has been deprecated for at least a decade probably seemed like a good choice.
What they could have done would be displaying a message telling you to convert them when you try to load them.
That would be more helpful, for sure. I understand needing to focus on newer assets and newer users, but it still bites a bit that because I spent forty or fifty thousand dollars on DAZ assest that are now too difficult for them to support simply because they're ten or so years old; it does lessen my desire to spend much now, on the off-chance I'm still around in ten or fifteen years and I won't be able to just open them without jumping through hoops using legacy software.
You may be able to import the Poser format version, if there is one, and use its DS presets, as long as they are not in .ds format. But a lot of content was updated, especially Plat Club stuff.
Thanks, I am keeping three versions of DAZ Studio running at the moment on two computers; a 2012 iMac is running a 32-bit version to keep lip sync active and a version of DS4 to import older assets with a version of 6 to keep current (as well as a Beta, so four versions in total). Still, I'd love to need just one.
When I open the DS6 Beta Help Browser (F1), warnings and an error are logged:
2026-08-20 01:50:32.770 [WARNING] :: Mixed Content: The page at 'https://docs.daz3d.com/public/software/dazstudio/6/start'; was loaded over HTTPS, but requested an insecure element 'http://www.daz3d.com/skin/frontend/enterprise/daznew/images/logo/daz-logo-main.png'. This request was automatically upgraded to HTTPS, For more information see https://blog.chromium.org/2019/10/no-more-mixed-messages-about-https.html
2026-08-20 01:50:32.882 [WARNING] :: \src\sdksource\interface\panes\dzhelppane.cpp(500):
2026-08-20 01:50:42.676 [WARNING] :: Mixed Content: The page at 'https://docs.daz3d.com/public/software/dazstudio/6/start'; was loaded over HTTPS, but requested an insecure element 'http://www.daz3d.com/skin/frontend/enterprise/daznew/images/logo/daz-logo-main.png'. This request was automatically upgraded to HTTPS, For more information see https://blog.chromium.org/2019/10/no-more-mixed-messages-about-https.html
2026-08-20 01:50:42.689 [ERROR] :: Uncaught ReferenceError: addInitEvent is not defined
2026-08-20 01:50:42.716 [WARNING] :: Mixed Content: The page at 'https://docs.daz3d.com/public/software/dazstudio/6/start'; was loaded over HTTPS, but requested an insecure element 'http://www.daz3d.com/skin/frontend/enterprise/daznew/images/logo/daz-logo-main.png'. This request was automatically upgraded to HTTPS, For more information see https://blog.chromium.org/2019/10/no-more-mixed-messages-about-https.html
2026-08-20 01:50:42.737 [WARNING] :: \src\sdksource\interface\panes\dzhelppane.cpp(500):
Fix the display scaling issue please.