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

Diffeomorphic DAZ Importer version 1.7.0 released

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Comments

  • LazyBearLazyBear Posts: 7
    December 2023 edited December 2023

    Thanks a lot !!
    I looked up how to do this after reading your comment and realized that Diffeomorphic actually has an option for transforming a mesh into a shapekey.
    I thought I was going to have to learn how to use software like R3DS Wrap but I'm glad I was wrong.

    So I did what you said and recreated the shapekey in the eyes base mesh using the baked eyes mesh, and everything seems to work once exported to Unreal Engine.
    I was able to apply a face animation (a short speaking animation) that I had previously created for Genesis 8.1 Basic Female, play it on my character inside Unreal Engine and then switch the head morph on/off at runtime, and everything seems to work fine.
    Thank you very much!
    I'll keep experimenting with Diffeomorphic and see where it takes me.
     

    p.s. As for implementing morphing armatures that's what Thomas did in blender. You can't just "pose" the armature because the geometry will follow the deforming bones. You need to enter edit mode and modify the rest pose.

    I was thinking of something like this:
    https://www.youtube.com/watch?v=Qoboh-da_9Q
    I tried this method on a morph that modifies the body a lot (so initially I got some deformations on the hands when I played an animation inside Unreal Engine and activated the morph at runtime) and, even if it does seem to correct the deformations, it's a lot of work and it's error-prone because you have to place the bones correctly.

    I'll probably go for a code-based approach instead, to get something more precise and automatic.
    But since it's rather complicated and time-consuming, at least for me, I'll concentrate on Genesis 8.1 Basic Female for now, add simple morphs, clothes, hair and stuff like that.

    I will probably start by adding a simple component that will abstract the mesh from the rest of my code. This way, I'll be able to swap meshes if an ERC morph is too complicated to fix and it's simpler to use a custom mesh that's already been baked. And for the V2, when I've got the time and motivation, I'll make the necessary changes to be able to modify the armature when necessary so I can reuse the Genesis 8.1 Basic Female mesh and its morphs.

    Post edited by LazyBear on December 2023
  • PadonePadone Posts: 3,995
    December 2023 edited December 2023

    The idea to add a corrective shape key for the armature transformation is very interesting, thank you for that. Unfortunately I don't think it works fine, that is, the interpolation for bones and meshes is different so intermediate shapes may not match, also this way the animation should be limited to bone rotations. The idea works fine for the initial and final shape, but then we may just use a figure switching instead, that's much more efficient.

    Nevertheless, again, very interesting idea thank you.

    p.s. Now reported to Thomas. https://bitbucket.org/Diffeomorphic/import_daz/issues/1874/

    Post edited by Padone on December 2023
  • andar_9andar_9 Posts: 2
    December 2023

    Hey all, i'm having issues with nipple (Headlights) and genitalia (tested both NGFV and GP) material shells not importing with their unique UV maps. Setting Shell Material to Geometry Nodes in the Global Settings and importing as a HD mesh instead does not fix the problem. Any ideas?

  • quenhoai2003_cc2f734902quenhoai2003_cc2f734902 Posts: 7
    December 2023

    ThomasLarsson said:

    Stable version 1.7.3 of the DAZ Importer and MHX Runtime system is a bugfix release. In particular, it fixes a bug that prevented older characters to be imported under Blender 4. This version can be downloaded from https://www.dropbox.com/scl/fi/3hdkujzb7yvgqsx226zpz/import_daz_mhx_rts_v1_7_3.zip?rlkey=oqugyrheyn2sma3zmxmxd2m3d.

    -------------------------

    Version 1.7.2 of the DAZ Importer and MHX Runtime system has been released. It can be downloaded from https://www.dropbox.com/scl/fi/avm8al0hvr9hcr3lr78xd/import_daz_mhx_rts_v1_7_2.zip?rlkey=ytanxu07xotsozcuhhv1pa7tb.

    The main improvements in this release are:

    • Support for Blender 4 (bone collections, principled shader version 2, hair curves).
    • Major performance boost for morph loading.
    • Improved support for older rigs with triax weights.
    • Bugfixes. 

    This release has been tested with Blender 2.83, 3.6 and 4.0, but should  run on intermediate Blender versions too.

    ----------------

    Version 1.7.1 of the DAZ Importer and MHX Runtime system has been released. It can be downloaded from https://www.dropbox.com/s/7mj32wh3bnn4rwe/import_daz_mhx_rts_v1_7_1.zip.

    This is primarily a bugfix release. A number of serious bugs were discovered right after the 1.7.0 release. Those have now been eliminated, so I recommend everybody to update to the new version. Safely Installing a New Version.

    There are also a few new features. The most obvious one is that the user interface has been rearranged. The DAZ Importer now takes up two tabs in the User Interface (N-panel), DAZ Setup and DAZ Runtime. One or both of these tabs can be hidden.
    Support for making pose presets has been improved.
    The internal working of the MHX rig has been changed. However, there is a conversion tool for old MHX rigs, so they can still be used with the latest release.

    Original post:

    Finally, version 1.7.0 of the DAZ Importer and MHX Runtime system has been released. It can be downloaded from https://www.dropbox.com/s/vpku2n8dhqmua37/import_daz_mhx_rts_v1_7_0.zip.

    The plugins have been tested with Blender 2.83 and Blender 3.5 under Windows 7 and Windows 10, but should work with intermediate versions as well.

    The most signicant new features in this release are:

    • Support for Genesis 9 characters.
    • Support for Blender 3.5, in particular the new mixing nodes.

    There are also some other improvements and many bugfixes.

    The documentation has moved to the Bitbucket wiki. It is not quite up-to-date, but I didn't want to postpone the release further. Here are links to the wikis:

    I'm newbie and Thanks for your great free tool. amazing share. I tested with Genesis 8 and all MORPH import is ok. When I tested with animal (non-Genesis, dog, dragon ..etc) I can not import MORPH. What can I import dog's MORPH from DAZ to Blender?

    Thanks!!

  • PadonePadone Posts: 3,995
    December 2023 edited December 2023

    @andar If you use multiple shells you may have to fix them in daz studio before exporting, since blender only imports the "surface visibility" and not the "face group visibility". Then geonode shells are experimental you better use material shells.

    @quenhoai You can import as custom morphs, the standard morphs only work for the genesis figures.

    Post edited by Padone on December 2023
  • quenhoai2003_cc2f734902quenhoai2003_cc2f734902 Posts: 7
    December 2023 edited December 2023

    Padone said:

    @quenhoai You can import as custom morphs, the standard morphs only work for the genesis figures.

     Thanks for your fast reply.

    My animal is Poser Figures(.cr2), then I convert Figures to Weight Mapping to become a DAZ Figures. I'm import it to Blender OK but I can not use it's Morph, Expressions .....

    like this: 

     

     

    I think I need prepare some step in DAZ before export to Blender, How can I do for this tech?

    Thank you very much!

    Screenshot 2023-12-14 111757.png
    374 x 285 - 38K
    Post edited by quenhoai2003_cc2f734902 on December 2023
  • PadonePadone Posts: 3,995
    December 2023

    Sorry I'm not an expert on poser to daz conversion, what you do seems right to me. I mean you load as cr2 then convert to general weight then save as duf. For morphs I'm not sure if daz converts to dsf. You can try deleting the poser asset after conversion to daz, if you can use the figure in duf format in daz studio then it should export fine to blender.

    As a last resort you can always export your morphs as obj then load in blender as shapekeys.

  • quenhoai2003_cc2f734902quenhoai2003_cc2f734902 Posts: 7
    December 2023

    Padone said:

    Sorry I'm not an expert on poser to daz conversion, what you do seems right to me. I mean you load as cr2 then convert to general weight then save as duf. For morphs I'm not sure if daz converts to dsf. You can try deleting the poser asset after conversion to daz, if you can use the figure in duf format in daz studio then it should export fine to blender.

    As a last resort you can always export your morphs as obj then load in blender as shapekeys.

    Yes, I will try. Thank you very much. 

  • andar_9andar_9 Posts: 2
    December 2023 edited December 2023

    Padone said:

    @andar If you use multiple shells you may have to fix them in daz studio before exporting, since blender only imports the "surface visibility" and not the "face group visibility". Then geonode shells are experimental you better use material shells.@quenhoai You can import as custom morphs, the standard morphs only work for the genesis figures.

    I can confirm that the issue appears to be 1.7.3 specific. Importing the same character with 1.6.2 includes the UV map, that is missing from the 1.7.3 import.
    Will elaborate on this more later after some more testing. 

    Post edited by andar_9 on December 2023
  • PadonePadone Posts: 3,995
    December 2023 edited December 2023

    daz studio 4.21.0.5, blender 4.0.2, diffeomorphic 1.7.3.1955

    @andar_9 I can't reproduce the issue here everything works fine unless there's specific steps or settings to use. Apart that you may have to fix the visibility as explained above.

    my steps:

    1. in daz studio load G8F with golden palace and headlights
    2. fix the shells so that they use the surface visibility, and not the face group visibility
    3. export to blender

     

    Post edited by Padone on December 2023
  • LazyBearLazyBear Posts: 7
    February 2024

    Hey Padone,
    I saw that you and Thomas had added the armature transformation technique.
    Thanks for that!
    I haven't had a chance to try it out yet, but if I can get the corrective pose exported to Unreal Engine, it might make it possible to keep just one mesh, like we discussed.
    For the moment, I've opted for several baked meshes, as indicated in my previous post, and I swap them at runtime in Unreal Engine when necessary.

    I've also recently switched to the HD import, which seems to produce a slightly better mesh than the standard import, even at subdivision 0 (particularly at eye/mouth level).
    As expected, having to maintain several meshes has added more work for me in Blender.
    What's more, the HD import sometimes works strangely and seems more complex than the standard import.
    So I've automated my workflow to make my work easier, and in doing so I've noted a number of points that I'd like to pass on to you and Thomas.
    Note that I'm still using version 1.7.2.1935 of Diffeomorphic.


    1/
    There is an error in the "Convert Morphs To shapekeys" function when it is called by a script.
    Line 1047, replace the line:

    items = dict([(key, key) for key in rig.keys() if not self.specialKey(self, key)])

    by :

    items = dict([(key, key) for key in rig.keys() if not self.specialKey(key)])

    (just remove "self, ")

    Also, if the mesh has no shapekeys (ob.data.shape_keys is None), the script will fail.

    I think there's also a problem with the drivers, but I'm not sure if it's linked to the Convert Morphs To Shapekeys function.
    It seems that when converting morphs to shapekeys, some drivers end up pointing to invalid shapekeys.
    You can see this kind of message in the console:

    ERROR (bke.fcurve): C:\Users\blender\git\blender-v400\blender.git\source\blender\blenkernel\intern\fcurve_driver.cc:170 dtar_get_prop_val: driver has an invalid target to use (path = key_blocks["pJCMAbdomen2Fwd_40"].value)

     

    2/
    There are a few Diffeomorphic functions that I haven't managed to call via script without first modifying them.
    I'm not a python developer or a plugin developer on Blender, so maybe it's just me that hasn't figured out how to use them.
    For example :
    Convert to shapekeys: I don't get the impression that you can convert shapekeys "by label" as you can via the popup.
    In my case, I've duplicated what's done in GeneralMorphSelector.invoke() in a function so that I can call it and fill in the variables that are used by the code and then fill in the "items" variable with the morph labels.
    Perhaps it would also be interesting to be able to provide a list of morph names (so as not to convert everything).

    Import Custom Morphs: I don't know if it's possible to specify the file(s) to import?
    I didn't see if it was possible to override "LS.theFilePaths" directly, so I've added a parameter to do this.

    Transfer shapekeys: I don't get the impression that you can transfer all the shapekeys (the equivalent of the popup when everything is ticked).

    It might be interesting to update these functions so that users can call them in their scripts.
    For my part, I've made some quick changes to make it work, but they're more workarounds than anything else, so it's not worth submitting a patch.


    3/
    I had a lot of trouble getting the HD import to work.
    I have the impression that there are differences with the standard import that I can't explain.

    One of the most important is that I can't get the morphs imported properly for the HD mesh with Easy Import.
    I've done a lot of tests and in the end I'm not sure what's going on, but it seems to be linked to the HD mesh transforms.
    Indeed, if I do an HD import and keep the base mesh ("keep base meshes" in global settings), the two meshes are perfectly aligned in Blender, but the HD mesh doesn't have its transforms applied.
    I think that's why the shapekeys aren't transferred correctly, because the functions that do the transfer in Diffeomorphic return an error when the transforms aren't applied.
    It's just a guess, maybe I'm wrong, but it's the most logical explanation I've come up with for why morphs imported during HD import are causing a problem.
    Finally, I got round the problem by not importing any morphs with Easy Import during an HD import.
    I then manually call up the standard and custom morph import functions on the HD mesh after applying the transforms to all the meshes, and it seems to work fine.

    I've also had the odd case of some shapekeys being duplicated (with .001 .002 in their names).
    At first, I thought this was due to changes I'd made to the python code but even after reverting everything, I still had the problem.
    Unfortunately, I couldn't find the cause of these duplicates. The strange thing was that the shapekeys that were duplicated didn't all work, so it was necessary to check which one was right and delete the others.
    If I have any more information about this, I'll repost a message.

  • PadonePadone Posts: 3,995
    February 2024

    @AlternateDreams Unfortunately to report bugs it is essential that you update to the developement version first, that's 1.7.4 now, reporting from 1.7.2 makes little sense since a number of bugs are fixed and changes are done. Thomas does all the code so for questions on scripting you better ask at bitbucket.

    As for HD it uses multires so HD morphs are not supported, only the HD shape is, plus the base resolution morphs of course. Then you can convert HD morphs to displacement maps using the HD addon by Xin.

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Advanced/HD Meshes

  • brainmuffinbrainmuffin Posts: 1,267
    April 2024

    I did a new git clone and tried installing in Blender 4.0.2 again. There is no error, but it does not install. Anyone have ideas?

  • brainmuffinbrainmuffin Posts: 1,267
    April 2024

    Perhaps I stand corrected. For this in the console on the command line:

    IsADirectoryError: [Errno 21] Is a directory: '/home/brainmuffin/Documents/Diffeomorphic/TT/import_daz/'

  • brainmuffinbrainmuffin Posts: 1,267
    April 2024

    After creating a zip, this is what Blender gives as an error when trying to enable:

    Loading DAZ Importer v 1.7.4
    Traceback (most recent call last):
      File "/home/brainmuffin/Programs/BlenderProgs/blender-4.0.2-linux-x64/4.0/scripts/modules/addon_utils.py", line 364, in enable
        mod = importlib.import_module(module_name)
      File "/home/brainmuffin/Programs/BlenderProgs/blender-4.0.2-linux-x64/4.0/python/lib/python3.10/importlib/__init__.py", line 126, in import_module
        return _bootstrap._gcd_import(name[level:], package, level)
      File "<frozen importlib._bootstrap>", line 1050, in _gcd_import
      File "<frozen importlib._bootstrap>", line 1027, in _find_and_load
      File "<frozen importlib._bootstrap>", line 1006, in _find_and_load_unlocked
      File "<frozen importlib._bootstrap>", line 688, in _load_unlocked
      File "<frozen importlib._bootstrap_external>", line 883, in exec_module
      File "<frozen importlib._bootstrap>", line 241, in _call_with_frames_removed
      File "/home/brainmuffin/.config/blender/4.0/scripts/addons/import_daz/__init__.py", line 113, in <module>
        importModules()
      File "/home/brainmuffin/.config/blender/4.0/scripts/addons/import_daz/__init__.py", line 110, in importModules
        mod = importlib.import_module("." + modname, anchor)
      File "/home/brainmuffin/Programs/BlenderProgs/blender-4.0.2-linux-x64/4.0/python/lib/python3.10/importlib/__init__.py", line 126, in import_module
        return _bootstrap._gcd_import(name[level:], package, level)
      File "<frozen importlib._bootstrap>", line 1050, in _gcd_import
      File "<frozen importlib._bootstrap>", line 1027, in _find_and_load
      File "<frozen importlib._bootstrap>", line 1006, in _find_and_load_unlocked
      File "<frozen importlib._bootstrap>", line 688, in _load_unlocked
      File "<frozen importlib._bootstrap_external>", line 883, in exec_module
      File "<frozen importlib._bootstrap>", line 241, in _call_with_frames_removed
      File "/home/brainmuffin/.config/blender/4.0/scripts/addons/import_daz/daz.py", line 33, in <module>
        from .fileutils import SingleFile, JsonFile, JsonExportFile
      File "/home/brainmuffin/.config/blender/4.0/scripts/addons/import_daz/fileutils.py", line 161, in <module>
        DF = DataFolders()
      File "/home/brainmuffin/.config/blender/4.0/scripts/addons/import_daz/fileutils.py", line 119, in __init__
        for file in os.listdir(folder):
    FileNotFoundError: [Errno 2] No such file or directory: '/home/brainmuffin/.config/blender/4.0/scripts/addons/import_daz/data/restposes'

     

  • brainmuffinbrainmuffin Posts: 1,267
    April 2024

    I made a better zip and now it installs. Does Blender no longer support directory based installs?

  • PadonePadone Posts: 3,995
    April 2024

    Sorry I can't help with git, I always do manual install both in daz and blender because it is easier for me and it works fine.

  • poheva6210poheva6210 Posts: 3
    April 2024

    I noticed that in 1.7.4 the pose library does not have the option to import previews of poses. Has this been removed?

  • PadonePadone Posts: 3,995
    April 2024 edited April 2024

    reported to Thomas

    https://bitbucket.org/Diffeomorphic/import_daz/issues/2000/

    update. Fixed in the latest commit.

    Post edited by Padone on April 2024
  • poheva6210poheva6210 Posts: 3
    April 2024

    Thank you so much Padone.  

  • LazyBearLazyBear Posts: 7
    September 2024 edited September 2024

    Hello,
    I wanted to know if there is an estimated date for the next version of Diffeomorphic please?
    There seem to be a lot of commits at the moment so it might be a bit risky to get the development branch and it would be a shame to take the previous stable version (I have to apply local modifications to the code so I might as well start with the new code that uses Blender extensions).

    Post edited by LazyBear on September 2024
  • PadonePadone Posts: 3,995
    September 2024

    Yes Thomas is fixing bugs and refactoring some settings. He's rapidly reaching a point where features are stable though, there's just a couple issues left. How long I can't tell but I guess one month top before the 4.2.1 development version could go to stable release. Of course I may be wrong.

  • LazyBearLazyBear Posts: 7
    September 2024

    Padone said:

    Yes Thomas is fixing bugs and refactoring some settings. He's rapidly reaching a point where features are stable though, there's just a couple issues left. How long I can't tell but I guess one month top before the 4.2.1 development version could go to stable release. Of course I may be wrong.

    Thanks.

  • SFoxSFox Posts: 2
    November 2024

    Hello,
    I noticed that the FACS expressions are generating some distortions on the eyes, teeth and tongue for G9 (haven't tested previous versions TBH). This happens when "Transfer to Face Meshes" is enabled, which is necessary to get the morphs working with eyelashes and eyebrows. Distortions don't happen when this option is not enabled, but then the brows and lashes do not follow the morphs anymore. Seems like a dead end in both cases.

    Any recommendation on how to get it work properly ? If not, I'll have to find the shapekeys and delete them manually. Although this may break other morhps.

    Screenshot is G9, base model with no morph applied (for testing), Blender 4.2, Diff 4.2.1.

    Thanks,

    expressions-distortion.png
    1434 x 1644 - 2M
  • PadonePadone Posts: 3,995
    November 2024

    The current version is 4.3.0.2404 an it works fine, please use that. There was a previous commit where rigidity was disabled by default for performance reasons, but it is fixed now and much faster. If for some reason you want to use the old version then be sure rigidity is enabled in the global settings.

    https://bitbucket.org/Diffeomorphic/import_daz/downloads/

  • SFoxSFox Posts: 2
    November 2024

    Really appreciate the quick response. Updating the plugin fixed this issue !
    Note that the add-on version in Blender still indicates 4.2.1, even after a full uninstall/reinstall. But I was able to see the right version number in the DAZ Setup panel.
    --
    Unrelated: morphs transfer to clothes seem to fail entirely when the character has a necklace on. So I had to import the clothes and necklace separately.
    --
    Lastly, 2 suggestions. I could see the value of new options for:
    1) merging or skipping duplicate morphs at import. Useful when there's some duplicates coming from load favorites or DAZ favorites, for instance.
    2) "bake everything but selection" for "Morphed (Characters)" imports. This would be helpful to keep the list of sliders that are generated in the Runtime panel short. The idea being to only keep the morphs specifically selected by the user editable in Blender, while the rest would be baked for convenience.
    --
    Anyway, love the plugin ! It's much more consistant than the "official" one. Thanks for the hard work ! 
     

     

    version-mismatch.png
    1716 x 400 - 133K
  • PadonePadone Posts: 3,995
    November 2024

    We never experienced the necklace issue, perhaps it is a specific item triggering something, please check the blender console for errors and let us know. Also provide a link to the product page of the assets you't using to eventually reproduce the issue.

    As for point 1, favorites are meant to import custom morphs, not standard morphs which are already imported.

    As for point 2, this sounds as a duplicate of dbz + favorites, or at least I can't see the difference.

  • zairmonibutcewzairmonibutcew Posts: 0
    December 2024 edited December 2024

    Hello. I want to create a G8 character in Daz and then import the finished character into Blender. For the past few days, I've been trying to import a model from Daz3D 4.23, Genesis 8 Female, with the Advanced [Anatomical Elements] or Golden Palace add-on, including its morphs. I'm using "Diffeomorphic, Daz to Blender" for this purpose. Either the model gets imported with the mesh altered by the "Advanced [Anatomical Elements] / Golden Palace" add-ons but without the genital morphs, or the original model from Daz3D is imported separately, with the Advanced [Anatomical Elements] or Golden Palace model applied along with the add-on's morphs.

    Now my question is: what should I do to ensure that the model imported from Daz 4.23 includes all "JCMs, flexions, and morphs" of the G8 model and one of the add-ons, "Advanced [Anatomical Elements] / Golden Palace"?

    (Edited by mod)

    Post edited by frank0314 on December 2024
  • PadonePadone Posts: 3,995
    December 2024

    Usually in blender we don't want all the geograft morphs, because blender can use ik for posing instead of morphs, so you just import the shape morphs you need for animation, this can be easily done with daz favorites in easy import. Also be sure to update first.

    https://bitbucket.org/Diffeomorphic/import_daz/downloads/

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Morphs/Import DAZ Favorites

  • denisdezmanddenisdezmand Posts: 2
    January 27

    Hello everyone. I have a problem like this: blender doesn't see the file imported from DAZ, I set everything up according to the instructions. The file itself is in the folder with the extension test.dbz

     
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