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© 2026 Daz Productions Inc. All Rights Reserved.
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Hey, just found the time and verified it. Yes, changing it to burley works like a charme. That's a good work around, until this is fixed by DAZ.
Not sure what you mean exactly with a completly transparent skin, the issue is like Padone described a troublesome setting in the shader. All you need to do is set Random Walk to Burley for the nails and it should work fine...?
However, there is no hurry because of me to fix this. As long there's no general geocraft support and ShapeKeys with Armature support, I can't using the bridge for my work anyways.
Just wanted to report the bug with the nails.
I've noticed that if I add a morph for export, the plugin will also export any morphs that contain that morph name. For example, if I add "pJCMThighSide_85_L" to my export list, it will also export "pJCMThighSide_85_L_Posey" and "Karyssa_pJCMThighSide_85_L" even though those were not added for export.
I want to only export the exact morphs selected, rather than everything that matches the name.
@unizen I believe that is useful to export the outfit jcms. That is, you only have to select the figure jcms and the outfit jcms will be exported with it. Otherwise you would have to select jcms both for the figure and every piece in the outfit that would be quite annoying and time consuming. Also jcms need to be optimized anyway since right now they spread over all the objects even where they do not belong and do nothing, but take memory anyway. If I understand correctly by @DAZ_sam this will be fixed in the next release.
Hello
I have noticed an (there's more than one) annoying issue: Simply Enabling and Disabling the IK in Blender(Hands/Shins) deforms the Character (changes the position and rotation of the affected bones)
How to avoid this?
Thank You
With the newest version I don't get any morph export window, I only can check "include morphs" which seems to export my entire morph library and takes forever.
Edit: The morph export window opens with 8.1 characters but it doesn't with 8.0
Only the added morphs in the list are exported. If the morphs in the export list are connected, corresponding drivers are set up after importing into Blender.
It is a known issue and we are planning to work on it.
We cannot reproduce it. The Morph export window shows up when the 'Include Morphs' is checked for both 8.1 and 8 figures. Can you share specific details to reproduce it?
Thank you.
I know that it works for other people but apparently not for me. I tried reinstalling the scripts and even Daz and I tried the beta and released version of Daz. There's not much to it to reproduce it though. When I load a normal G8 base into the scene and open the DaztoBlender bridge and check morphs included, it just immediatly starts exporting all morphs for me without any window popping up. I don't have this issue with any 8.1 character.
When trying to apply Rigify to a G8/8.1 model the follow error message occurs:
Python: Traceback (most recent call last): File "C:\Users\workspace\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\DTB\__init__.py", line 140, in execute trf.toRigify(db, self) File "C:\Users\workspace\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\DTB\ToRigify.py", line 157, in toRigify dsk.swap_fvgroup(db) File "C:\Users\workspace\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\DTB\DtbShapeKeys.py", line 652, in swap_fvgroup vgs = dobj.vertex_groups AttributeError: 'NoneType' object has no attribute 'vertex_groups' location: <unknown location>:-1
The rig gets applied but it doesn't work correctly, all the facial bones seem to be locked into place. In the newest version of DaztoBlender, is Rigify supposed to be supported?
I've am having the same issue. Updated both sides of the bridge but when I "include morphs" I don't see a selection window it just goes staright to trying to export all morphs with the figure and crashes. I can export without morphs, which I was hoping that option would at least include the basic expressions and vismes but there are no shape keys included.
Rigify is not supported now. We are working to support it in future versions of the bridge.
We will look into this issue and come up with a fix.
Thanks.
I have a minor issue with morphs:
1) I import Daz 8 Female to Blender with big set of morphes
2) There is a full list of morphes in Daz To Blender Tab and a big number of corresponding shape keys
3) save *.blend file and close blender
4) open blender & open seved file
5) there are no morphs in morphs list (DtB tab), but shape keys are in place
6) Refresh All DAZ Figures does not help
7) Most of Shape Keys are locked with drivers, so cant be changed manually
8) Its possible to still to delete driver on needed shape key and adjust manually (thats the reason its minor issue and not major). But that approach seems wrong and in some cases might lead (i think) to wrong transforms (when there are dependencies between morphs/shape keys)
Thanks in advance
I've looked around, but could not find any mention of this problem... maybe it's just me. Or, more likely, I'm doing something wrong.
The DazToBlender bridge (2.3.1.1) doesn't like to import all sorts of poses.
Imported a Genesis8 female to Blender. Used "Import Pose" to import one of the standard G8 poses. Works fine.
Posed model in Daz. Saved it as a "pose preset".
Try to import in Blender... pose turns into a slightly slanted base pose.
Where's the problem? Is it me or a bug in the bridge?
I have same problem. Any non-default pose is imported incorrectly. Posted a ticket on that, but i think I was misunderstood, snce i was talking about 3d-party poses for DAZ, sold on other sites
I have the same problem. Sometimes when exporting the figure it doesn't show me the exported morph list and I have to restart blender and re-export it several times until the list is shown to me.
Is there a way to close and open the eyes with just the rig?
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On the Daz side the script has an export Morphs function. How do we import these Morphs on the Blender side? The script has a function for figures, props and poses but no Morphs?
TROUBLE WITH ANIMATION OF EYES EXPORT
Why animation of the Tear Shape, Lushes and Eyebrow expressions don't get exported? I make a blink animation, but Teard Shape and Lushes don't follow. It was working before recent update. I tried everything: reinstall, clean up all asset files, installed most current Blender and DAZ. I use Female G8.1.
Please help. See images attached
Going off this rather cryptic statement, what is the current status of this plugin for MacOS? Only works for High Sierra like the shop page says, or, like Daz itself now, also on operating systems released within the past four years (like Github seems to suggest)?
To answer myself and anyone else wondering, seems to work just fine on Big Sur.
Did ya'll change something? the shapekeys no longer work going into Blender within the shapekey area and so will not work with Rokoko.
Please help.
Is there a solution?
1) I upload morphs to G8F
2) Export to Blender
3) Open Blender and import G8F
4) Gives an error with the Driver
5) But G8F with corrective morphs works correctly.
6) I save the file in Blender
7) I open the same file, but the morphs no longer work