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WOW !!
I was not aware that this was now freeware.
I looked at it several years ago
My Pipeline is fully stacked with Blender,Maya, Iclone but I grabbed and installed a Mac OS Akeytsu license for my old Imac just to tinker while I am rendering over on my main PC
Thanks!!
Animated with Akeytsu:

Well the part about having everything available is what I think would be the best use of "the cloud". It would be nice if every time a scene was loaded or something was added to a scene, those things were downloaded from a remote server if they're not installed locally, and then they disappear again after the scene is closed. Then there would be no issue wih having a million things installed and most of them forgotten, and less issues with conflicts between installed items. And for the people who are concerned about bandwidth, maybe those items could be stored in a cache so frequently used items don't have to be downloaded every time.
@wolf359 Your argument is circular. You keep bringing up entrenched pipeline habits, but what I'm talking about is specifically an improved pipeline. I'm also not talking strictly about drawing in existing Blender/Maya/Unreal etc. users, but more for keeping existing Daz users in the Daz ecosystem when they "outgrow" DS instead of switching to the ecosystem of their current program. I really only touch DS these days to build characters and export characters and other assets out, so the ability to do that natively in Houdini, for example, would be a massive improvement for my workflow. Daz doesn't make money off of me using DS; they make money selling content, which I have continued to buy despite DS being reduced to a necessary evil for me. If I want to use, for example, a MetaHuman in Unreal, I have to:
Even after all that rigamarole, I'm left with a figure that is a well-designed but very limited face (no option for non-human features, for example) on a body over which you have almost no control, with relatively few choices for hair and even fewer for clothing. That is Epic's native workflow for their own character design system, and it SUUUUUUUUUUCKS. Even if Daz operated a website for character creation that functioned largely the same as MetaHuman Creator, you would have far more options for customization and far more control over what your character looked like.
There's also something more basic that you're missing, which is that I'm not saying this is the direction Daz is likely to go, or should go, or that they would be successful if they did. It's just what I want. DS is REALLY, REALLY GOOD for character creation and customization, arguably best-in-class, but other programs are better at basically every other part of a 3D workflow, so why not take what makes DS good and port it into other programs?
Integration into other areas is fine. But Daz should be sorting the issues that they/the customer base already have. Like better customer service (listening to their customers). Removing bits of the program that are defunct (like is Filament still supported?). Having the latest version of the program working on Mac, like it does on Windows. And every other age old gripes that other users have. But hey, that's just how I see it.
@Gordig
I don’t use UE5 but I am sure there are more options now for customization of the Metahumans
(Not free though)
which is a fools gambit because people eventuality realize that in ecosystem content is the best option for their production pipelines as opposed allowing third parties(WHOM THEY DO NOT CONTROL) to be the single point of failure in their productions& business models.
Look at what happen to the poser market after Daz stopped producing the.CR2 based figure formats.

Or more recently ,look at what is happening to Insydium now that Maxon finally created a production quality native particle VFX system for C4D.
Reallusion wisely realized the folly of such extreme dependency on third party figure content years ago
hence the creation of Character creator and at present the majority of the Iclone user base uses
the native CC4 figures despite the fact that CC4 “imports”
Genesis 1,2,3,8,9 and their clothing.
I get it.. you do not want to give up the “Daz studio experience” comfort bubble when creating characters for Houdini.
However you seem to be ignoring the burden that Daz would have to endure trying to replicate the “ Daz studio experience” in external programs, that could release a update at any given moment that breaks compatibility.
(do the Daz “bridges” even support the latest version of Maya,C4D or Blender, as July 21 ,2024??
and even where they do you always get a compromised version of genesis in the external app due to proprietary Daz figure tech with DS dependencies.)
This typically forces users to stay with older versions of their main 3DCC (if possible) and forego the latest new features of Maya, Houdini or C4D just to maintain that “ Daz studio experience”.
Fair enough, But this thread was started ,by the OP, on the premise that Daz is somehow missing out on some great
“untapped market/huge opportunity"
I think this is a flawed premise.
And your personal “Ideal scenario” is based on the notion that Daz should try to prevent people from completely migrating away from buying Daz content when they become fully steeped in other Eco systems.(Blender,Maya,C4D,Iclone)
Hobbyists usally cannot afford to tinker with anything other than Blender so their buying habits are likely not affected any way
Professional studios for games & films will want to own ALL of the rights to their assets for further IP monetization in future,
So trying to keep them on the “content reservation” is probably a wasted effort IMHO as clinging to the Daz content eco system is more of a hinderance than an advantage due both licensing and the
long term compatibility maintainance issues I outlined earlier.
You can keep talking, but it's not going to make me stop wanting what I described.
Yes. Daz3d's biggest weakness after compatibility has always been how heavy it is compared to other engines. They could gain so much if they focused more on optimization tricks, functions that figure out what slows down our renders and gives use options to solve or lessen those issues and bottlenecks. There's many scenes that render easily in Unreal, but that brick Daz unless you buy a super computer.