Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2026 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2026 Daz Productions Inc. All Rights Reserved.
Comments
FBX filesizes are amazingly small for subd4 characters compared to obj (~10 times smaller) but I don't know if a figure can be exported with it's pose intact (and no skeleton set up). Trying to import into Blender just distorts the figure :/
Wow, that's the best curly model I think I've ever seen... it really captures the way it really looks. I've not been able to recreate the tighter curls at the ends.
In Blender, it did not import the textures correctly, but the zones were OK and re-applying them worked, sort of... the nodes were set up but the image file name was not right, and even afterwards, they seemed to be inverted.
When I exported to Daz, the colors were correct, but there was that 90 degree rotation about the X axis, and something else weird: the scale was itself set to 100%, but each of the individual X, Y, and Z scales were at 100000%. All of these issues were trivial to fix and Bugs looks great in Daz, but it didn't install much confidence.
If it didn't work with the stock importer/exporter, then it looks like Better FBX will work for you.
Forgot to mention that the color "inversion" that I saw in Blender was not present in Daz, without me having to fix it. Ir was as if Blender misinterpreted the image's palette, or something.
I'm loving watching all this animations demos . nice work guys keep em coming
Looks like it works... I'm interested to see if it could import an armature. Looks like Daz FBX import has come a long way.
Probably because it wasn't exported at subd4 . If you could import the FBX you would see this . You can try re-importing the FBX into DS, but often it can't even import the FBX it just exported (no joke)
Thanks for testing.
I will try to rig it using Mixamo and pick up some animations from them.
I may be wrong but Alembic export the mesh with base subd level, higher subd level is not exported (unlike obj export) even if activated in DS4. At least with my tests ! What is your abc export options?
Another question: did you find an efficient way in octane standalone to reassign materials ?
Thanks
Uncheckmark Preserve SubDivision Surfaces
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/plugins/alembic/start
Thanks Pdr0
I must try abc exports again!
That's the part that is simply not true. There is no SubD cage. It's just the base rez mesh.
I can see in Blender that the FBX has 4million faces and can zoom in on the details. The pose being distorted is the major issue. See attached pic. Note that the FBX itself is 160 MB but Blender isn't the best at handling all that data efficiently.
I see what you're doing -
You're probably using the subd "lock" to export the FBX as subdivided mesh. Default export should be subd 0.
But you'd also need reapply the skin weightmaps to have it look approximately "normal" .
The other problem is JCM's/JCJ's/MCM's and any smoothing will not be applied , so it won't look as good as the OBJ or alembic
See this post for more details ; you have to adapt it to blender and reapply the weightmaps
https://www.daz3d.com/forums/discussion/229156/animated-rigged-subd-export
Hi hfilben, maybe you should try the Better FBX importer as well? The stock importer failed miserably, completely janking up the armature, but Better FBX worked perfectly (if you don't mind losing the JCMs, I know, that's a big "if").
That was what I was thinking!! I must found some times to try some tests