Daz Studio 6.25[.0.x], General Release!

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Comments

  • DavidGBDavidGB Posts: 595

    I will demonstrate my level of ignorance by needing to ask:

    For DS6 to use my RTX 5070 to render, everything (maps, mesh etc) must be able to fit into its onboard VRAM (8 GB). Available shared GPU memory (15.9 GB) doesn't count - is that right?

    While I can see the use for Scene Optimizer (which I bought some time ago but have never used) as and when the DS6 version appears (I don't have enough of a clue what's going on to ask to be a beta tester and get the current DS6 version she's testing), I am thinking that initially with a new scene something like Iray Memory Assistant that gives a ballpark figure for how much VRAM the scene will need would be very handy. On the basis that there's usually more than one person's version of things in the DS world, is there any other utility that will estimate VRAM requirement for a scene that either works in DS6 or is likely to be updated to do so? Otherwise, I suppose it's a case of just starting a render, wait through the lengthy initialising phase, then see if the GPU kicks in ... and look in the Task Manager Performance pane or GPU-Z to see if the RTX's VRAM is full, and how much graphics memory the Intel UHD graphics is using.

  • AndrewJJPAndrewJJP Posts: 779
    edited June 9

    Vanger Chevane said:

    AndrewJJP said:

    What is the correct channel to report bugs? I could not find any bug reporting mechanism so I had to raise a support ticket. I am not asking for support so I don't know if that is correct. I didn't hear anything back (thanks for the report would have been fine).

    Is there any value in posting bugs here, other than alloing other people to see if their problem is specific to them? I.e. does Daz read this?I

     I reported that very critical failure by support ticket & was advised the issue was passed on to the development team.  Here, I'm simply advising fellow users of one thing to never do until/unless it's properly addressed (4.24 had no problem loading data like this) to avoid having up to hours of work lost in the mystical ether with zero warning from a simple mistake.  cool

    I would say this is a valuable forum for people, and your story verifies that! I also know as someone that has run software projects that ignoring a forum like this and asking someone to report somethiing they already feel they wrote of the forum will least mostly to people not bothering, particularly non-technical people. FWIW, I'm not talking about me. I would report things in the correct way, because I think that makes it easier for Daz.

    But i would hope Daz is reading this. If not, I would advise them, professionaly, to do so :) (Except they won't see the advice :D)

    Post edited by AndrewJJP on
  • MartinjfrostMartinjfrost Posts: 418

    I have found that i had a slight improvement on windows version by insuring that the programme was recognised by windows fire wall and allowed through. Still very slow / grinds to a halt and freezes, and i cant save any files im getting this (see attachment) cant save scene, scene subsets or even the crash logs. 

    Ive submitted a ticket and will carry on using 4.25 untill i see that plugins are updated and issues fixed. 

    fail number one.jpg
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  • DoctorJellybeanDoctorJellybean Posts: 9,975
    edited June 9
    AndrewJJP said:

    What is the correct channel to report bugs? I could not find any bug reporting mechanism so I had to raise a support ticket. I am not asking for support so I don't know if that is correct. I didn't hear anything back (thanks for the report would have been fine).

    Is there any value in posting bugs here, other than alloing other people to see if their problem is specific to them? I.e. does Daz read this?

    It is not clear I suppose. Technical questions. https://bugs.daz3d.com/hc/en-us/requests/new?ticket_form_id=23788 It is helpful posting it here.
    Post edited by DoctorJellybean on
  • AndrewJJPAndrewJJP Posts: 779

    DoctorJellybean said:

    AndrewJJP said:

    What is the correct channel to report bugs? I could not find any bug reporting mechanism so I had to raise a support ticket. I am not asking for support so I don't know if that is correct. I didn't hear anything back (thanks for the report would have been fine).

    Is there any value in posting bugs here, other than alloing other people to see if their problem is specific to them? I.e. does Daz read this?

    It is not clear I suppose. Technical questions. https://bugs.daz3d.com/hc/en-us/requests/new?ticket_form_id=23788 It is helpful posting it here.

     

    Thanks, that's what I had done. I'll also post here.

  • SaintSaint Posts: 82

    Okay Daz, Patch Tuesday didn't improve those viewport issues, time to fix it yourselves.

  • Richard HaseltineRichard Haseltine Posts: 110,536

    Saint said:

    Okay Daz, Patch Tuesday didn't improve those viewport issues, time to fix it yourselves.

    They have ben clear that the various different viiewport issues thata re being reported are being investigated. Some people reported that the update helped, so the suggestion was to try it; it wasn't a matter of their saying this was the only fix needed, or even that it would be a fix of any kind for everyone.

  • dbz91007dbz91007 Posts: 19

    DavidGB said:

    I will demonstrate my level of ignorance by needing to ask:

    For DS6 to use my RTX 5070 to render, everything (maps, mesh etc) must be able to fit into its onboard VRAM (8 GB). Available shared GPU memory (15.9 GB) doesn't count - is that right?

    While I can see the use for Scene Optimizer (which I bought some time ago but have never used) as and when the DS6 version appears (I don't have enough of a clue what's going on to ask to be a beta tester and get the current DS6 version she's testing), I am thinking that initially with a new scene something like Iray Memory Assistant that gives a ballpark figure for how much VRAM the scene will need would be very handy. On the basis that there's usually more than one person's version of things in the DS world, is there any other utility that will estimate VRAM requirement for a scene that either works in DS6 or is likely to be updated to do so? Otherwise, I suppose it's a case of just starting a render, wait through the lengthy initialising phase, then see if the GPU kicks in ... and look in the Task Manager Performance pane or GPU-Z to see if the RTX's VRAM is full, and how much graphics memory the Intel UHD graphics is using.

    This is a great question! I'd love to know some secret formulas other artists use to cram as much as possible into complex scenes without overflowing VRAM. It doesn't matter if you have 4, 8, 16 or 32. If I had more VRAM, I would just add more to the scenes. (I'm sure that makes the Daz Shop owners happy.)

    For me, I try to calculate how much the individual pieces use on their own. I use similar lighting, figure distance, and render settings. Then when I add that sub-scene into a larger scene I have an estimate of how much it might add. But to get as close as possible, I have to keep rendering on the same backdrop but with solo figures. (Not invisible. Deleted.) It's more work than it should be, but the VRAM budget doesn't work on credit. I use Scene Optimizer to reduce some aspect of the scene without dropping its visual quality. A figure far from the camera can exist with much less than 4K textures on thousands of polygons.

    The newer assets take advantage of newer video cards and more VRAM. That's not going to slow down. But you can re-shade with lower textures. Several assets out there advertise as "memory friendly" like MMX Resource Saver Shaders Collection 7 for Iray. So you can replace the HD textures with smaller ones. Or you can manually do this using your own image editor by downscaling the image files. Scene Optimizer just makes that easier.

    Having a Render What If feature in Daz Studio would be amazing. It seems like a far-fetched dream that Iray Memory Assistant will get updated, but maybe we can get Daz to provide a new plugin... But first, please fix the viewport. And the hotkeys.laugh

  • DavidGBDavidGB Posts: 595

    dbz91007 said:

    .I use Scene Optimizer to reduce some aspect of the scene without dropping its visual quality. A figure far from the camera can exist with much less than 4K textures on thousands of polygons.

    While I've been away from this for a while, only started using Iray rather than 3Delight when I came back to wanting to render last year, and am only having to worry about an Nvidia card's VRAM since installing DS6 a couple of days ago, as DS4.24 wouldn't use the RTX 5070 card in the new laptop I bought after my old 2017-vinatge one basically crashed trying to render anything, I still have a Poser 6 runtime and a DS2 content/runtime containing texture folders in which are Victoria 3, Stephanie 3, Michael 3 and David 3 textures (plus assorted clothing textures) I resized much smaller to try to stop my anaemic 2002-vintage Windows XP desktop computer falling over when trying to render anything significant with 3Delight in DS 1, 2 and 3 from 2004-2007! Then there were the 'reduced resolution' versions of V3 and M3 DAZ sold for use in deep background, and rendering parts of a scene with transparent backgrounds and compositing in Photoshop (I only had Elements) or the GIMP. I'm familiar with the techniques. However, what's new for me here is having a hard limit - the VRAM size - I'm trying to keep below so I can get the renders at six to ten times the speed CPU renders are taking. Back then I wasn't having to aim at a specific memory limit.

  • One more viewport issue I haven't seen reported anywhere else: the handling of transparency in anything other than Iray preview has changed for the worse. I'm trying to pose characters holding drinks, and the glass and liquid inside are both entirely invisible unless I'm in hidden line or wireframe modes or running Iray preview. This makes it very difficult to both pose the fingers correctly and to see how to morph the fluid appropriately (the glass creator provided appropriate morphs). The transparency here is refractive, not cutout.

    Are others seeing this?

  • crosswindcrosswind Posts: 9,845
    edited June 10

    barbult said:

    crosswind said:

    barbult said:

    I accidentally posted this in the Beta forum, but it is a bug in the Beta, too.

    DS6 General Release Main Toolbar Disable Problem:

    • I customized my layout to disable the Main toolbar in the Activities section.
    • I clicked Apply and the Main toolbar was gone from my toolbar.
    • I clicked Accept.
    • I saved my custom layout.
    • I closed DS6.
    • When I reopen DS6, the Main toolbar is back (Enabled) even though I disabled it.
    • I can reload my saved custom layout and the Main toolbar goes away again.
    • I have to repeat reloading my saved custom layout every time I open DS6.

    Why doesn't DS6 open with the last used layout state when it is reopened? DS4 does not have this problem. My Main tool bar stays properly disabled.

    I followed the steps but couldn't reproduce the issue...

    I'm not aware of the cause by now... but if you go to the folder: %appdata%\DAZ 3D\Studio6 with File Browser, open Layout.dsx with Notepad++, can you locate a code line: <ToolBar Location="Top" Name="Main"/> ?  If you can, it means that the layout was not correctly saved for some reason...

    Alternatively, if you right-click on the toolbar, uncheck Main (screenshot 1), then close / relaunch DS6, see if the issue persists ?

    @crosswind thank you for trying to repeat the problem.

    Yes, the appdata layout.dsx contains   <ToolBar Location="Top" Name="Main"/>. 
    Yes, right click on the toolbar and unchecking main works (temporarily). These are the details of what temporarily means:

    • I can close and reopen DS6 repeatedly without Main toolbar coming back. The layout.dsx file continues to omit the line about the Main toolbar. So far so good.
    • Now I save the layout as a new layout, so I can reload it later.I can close and reopen DS6 repeatedly without Main toolbar coming back. The layout.dsx file continues to omit the line about the Main toolbar. So far so good.
    • Now with DS6 open, I reload the layout I previously saved. The Main toolbar is not displayed (good!). But, the layout.dsx has been changed to include <ToolBar Location="Top" Name="Main"/> again. BAD. The DS6 interface remains correct with no Main toolbar displayed and Main shown unchecked in the toolbar when right clicking. But, because the layout.dsx as been modified incorrectly, as soon as I close DS6 and reopen it, the Main toolbar is back! BAD.

    My normal process for saving a layout is to immediately load that layout after saving it. That way the last used layout is saved, in case DS crashes before closing. I probably did that without even thinking about it when first documenting the steps that you tried. The step of reloading the layout right after saving was not included in those steps. If you have time, could you try this scenario again, reloading the saved layout right after saving?

    DS6 General Release Main Toolbar Disable Problem:

    • I customized my layout to disable the Main toolbar in the Activities section.
    • I clicked Apply and the Main toolbar was gone from my toolbar.
    • I clicked Accept.
    • I saved my custom layout
    • I reloaded my saved layout
    • I closed DS6.
    • When I reopen DS6, the Main toolbar is back (Enabled) even though I disabled it.
    • I can reload my saved custom layout and the Main toolbar goes away again.
    • I have to repeat reloading my saved custom layout every time I open DS6.

    Yep, I tried the updated scenario and could reproduce the issue.    

    The culprit is that when you load the saved layout, Main toolbar set as Disabled in Activities in F3 is reset as Enabled (On) for some reason... though the saved Layout was correctly saved.

    I think It's a bug related to loading Layout. A ticket is needed loh.

    Post edited by crosswind on
  • crosswindcrosswind Posts: 9,845
    edited June 10

    Jack of Spades said:

    One more viewport issue I haven't seen reported anywhere else: the handling of transparency in anything other than Iray preview has changed for the worse. I'm trying to pose characters holding drinks, and the glass and liquid inside are both entirely invisible unless I'm in hidden line or wireframe modes or running Iray preview. This makes it very difficult to both pose the fingers correctly and to see how to morph the fluid appropriately (the glass creator provided appropriate morphs). The transparency here is refractive, not cutout.

    Are others seeing this?

    More options were added to Draw Settings to control how materials look in Viewport....

    So, with Texture Shaded, load Draw Settings pane, then you can either set Max Refraction Weight to non 1.0 value, e.g. 0.99... or brutally turn off Enable Opacity. 

    If you choose to turn off Enable Opacity, but see no change in Viewport, you have to move your mouse cursor or Zoom In/Out to refresh Viewport... (It looks like a bug to me...) 

    Post edited by crosswind on
  • Richard HaseltineRichard Haseltine Posts: 110,536

    crosswind said:

    Jack of Spades said:

    One more viewport issue I haven't seen reported anywhere else: the handling of transparency in anything other than Iray preview has changed for the worse. I'm trying to pose characters holding drinks, and the glass and liquid inside are both entirely invisible unless I'm in hidden line or wireframe modes or running Iray preview. This makes it very difficult to both pose the fingers correctly and to see how to morph the fluid appropriately (the glass creator provided appropriate morphs). The transparency here is refractive, not cutout.

    Are others seeing this?

    More options were added to Draw Settings to control how materials look in Viewport....

    So, with Texture Shaded, load Draw Settings pane, then you can either set Max Refraction Weight to non 1.0 value, e.g. 0.99... or brutally turn off Enable Opacity. 

    If you choose to turn off Enable Opacity, but see no change in Viewport, you have to move your mouse cursor or Zoom In/Out to refresh Viewport... (It looks like a bug to me...) 

    You can also use the Universal Drawstyle to mix different modes, which may help (e.g. have the glass in wireframe and the figure in a solid mode so that you can see when the wires start to clip).

  • AstroFoxAstroFox Posts: 8

    Potential D6 bug and shaders. 

    I have a character I have used for a couple of years now who has a Colorworks shader for her hair color. When I open her in D6 the hair becomes a bright neon ball. 

    She loads fine in both D4 and the D2026 Public Build too, only issue is in the new D6.


    The shader applied is this one https://www.daz3d.com/colorwerks-hair-shaders-for-iray 

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  • emu42emu42 Posts: 51

    Hi, all! I noticed quite the increase in memory consumption with Daz 6. I attached a screenshot from task manager showing Daz 4.24 und Daz 6.25 with the exact same scene loaded. It is one of my larger scenes containing 13 characters and ~70,000 UltraScatter-generated instances of various props. As you can see, memory usage more than doubled.

    Hoping to see some optimizations here. RAM is currently not exactly cheap.

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  • halvardeqhalvardeq Posts: 15

    At least the community can apparently make progress on the Viewport issues.

    With the SDK released, plugin developers are taking action:

    Orbit Pivot Lock v1.5 — test build
    ===================================

    WHAT IT IS
    Daz Studio 6 (2026) has a viewport navigation bug: the orbit pivot drifts off
    your character — or collapses onto the camera itself — and never recovers.
    Symptoms: orbiting whips the view away from the character, navigation goes
    wild after you dolly through a figure or use WASD fly mode, and the viewport
    headlamp brightness pumps as you move.

    This plugin keeps the orbit pivot on your character automatically:
     - When you start a mouse orbit, the pivot is silently placed at the
       character's depth (no visible jump).
     - A watchdog repairs the collapsed-pivot state (caused by WASD fly mode and
       wheel zoom) within half a second.
     - Works with the selected bone (select the head to orbit the face), the
       selected figure (pivots on its hip), or the first figure in the scene if
       nothing is selected.

    After several hours of testing, it appears to work around the problem quite nicely.   The catch is that you must have at least one object loaded.

    Hopefully the dev will make the plugin public after a bit more testing.

  • bluejauntebluejaunte Posts: 2,126

    halvardeq said:

    At least the community can apparently make progress on the Viewport issues.

    With the SDK released, plugin developers are taking action:

    Orbit Pivot Lock v1.5 — test build
    ===================================

    WHAT IT IS
    Daz Studio 6 (2026) has a viewport navigation bug: the orbit pivot drifts off
    your character — or collapses onto the camera itself — and never recovers.
    Symptoms: orbiting whips the view away from the character, navigation goes
    wild after you dolly through a figure or use WASD fly mode, and the viewport
    headlamp brightness pumps as you move.

    This plugin keeps the orbit pivot on your character automatically:
     - When you start a mouse orbit, the pivot is silently placed at the
       character's depth (no visible jump).
     - A watchdog repairs the collapsed-pivot state (caused by WASD fly mode and
       wheel zoom) within half a second.
     - Works with the selected bone (select the head to orbit the face), the
       selected figure (pivots on its hip), or the first figure in the scene if
       nothing is selected.

    After several hours of testing, it appears to work around the problem quite nicely.   The catch is that you must have at least one object loaded.

    Hopefully the dev will make the plugin public after a bit more testing.

    Where is this from? In any case, I can't deny it made me chuckle a little. 3D mouse users would've never even noticed.

  • Batman_SidBatman_Sid Posts: 10
    edited June 13

    Hi everyone, this is what I ended up building this morning after finding the Daz 6 SDK. Not a perfect solution, but it fixes the thing that was making Daz 6 unworkable for me and my game dev friend.

    You probably know the symptoms. You orbit and the view whips off away from your character. You move through a figure and the camera starts spinning on the spot. It handles worse the further out you get, and the viewport brightness pumps up and down while you move around.

    Turns out it's all the same bug. When the camera moves through or past your subject, its focal distance collapses to zero and Daz never puts it back. The orbit pivot is the focal point, so from then on you're orbiting your own lens. Aim doesn't recover it either, that's broken too. Not a GPU thing, happens on anything.

    So the plugin just keeps the pivot locked on your subject. Whatever you have selected is the pivot. A figure pivots on its hip, a bone pivots on that bone, and if nothing's selected it grabs the first figure in the scene. There's a panel under Window > Panes with an on/off switch and a few options, the readme in the zip covers the rest.

    Side note for SpaceMouse users. I'm running bluejaunte's BJ 3DConnexion plugin (lifesaver, since official support got dropped) and I was getting weird behaviour on tilt as well. Same root cause, the broken focal point was feeding into the rotation. My plugin detects when the SpaceMouse is flying and stays completely out of the way, so the two play nice together. Tilt's been a lot better for me since.

    Install is one DLL into the Daz 6 plugins folder with Daz closed. Removing it is deleting that same file. Built against 6.25.2026.14722, Windows only, and that's the only build I've tested. If it doesn't load on yours, it's not for yours.

    I only built this to fix my own problem, but hopefully it helps a few of you out as well. Took Daz 6 from unusable to something my friend and I are actually happy working in. Hopefully Daz get to the root cause soon, the digging is all here if anyone there wants it. Over to you, Daz.

    https://gofile.io/d/1U2tSY

    Post edited by Batman_Sid on
  • Batman_SidBatman_Sid Posts: 10

     

    Where is this from? In any case, I can't deny it made me chuckle a little. 3D mouse users would've never even noticed.

    I was definitely noticing the bugs using the space mouse. But shit, I couldn't even do that without your plugin, so thanks. BTW is your camera manager on Daz 6 or coming to it? I use that thing daily.

     

  • Batman_SidBatman_Sid Posts: 10
    edited June 11

     

    Where is this from? In any case, I can't deny it made me chuckle a little. 3D mouse users would've never even noticed.

    My bad, got too excited. 

     

    Post edited by Batman_Sid on
  • DoctorJellybeanDoctorJellybean Posts: 9,975

    AstroFox said:

    Potential D6 bug and shaders. 

    I have a character I have used for a couple of years now who has a Colorworks shader for her hair color. When I open her in D6 the hair becomes a bright neon ball. 

    She loads fine in both D4 and the D2026 Public Build too, only issue is in the new D6.


    The shader applied is this one https://www.daz3d.com/colorwerks-hair-shaders-for-iray 

    The current Public Build and DS 6 General Release is the same version; 6.25.2026.14722. Does it render correctly?

  • bluejauntebluejaunte Posts: 2,126

    Batman_Sid said:

     

    Where is this from? In any case, I can't deny it made me chuckle a little. 3D mouse users would've never even noticed.

    I was definitely noticing the bugs using the space mouse. But shit, I couldn't even do that without your plugin, so thanks. BTW is your camera manager on Daz 6 or coming to it? I use that thing daily.

     

    You did? I never noticed anything like that. That would be surprising since I use direct 3d mouse input with no Daz Studio driven orbits of any kind.

    Yeah all my plugins have a DS6 update submitted day 1. Just needs to all get through QA now. Will appear in DIM one of these days.

  • jasper12364jasper12364 Posts: 0

    was working fine now all model disrregard shape and appear as base adult models

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  • develooperdevelooper Posts: 7
    edited June 11

    I am using Daz Studio with an RTX 5070 graphics card. All the texts in the user interface appear blurry and in low resolution. I didn't experience this issue in previous versions of Daz Studio; it started happening with this current release. How can I fix this UI blurriness problem?

     

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    Post edited by develooper on
  • DavidGBDavidGB Posts: 595

    develooper said:

    I am using Daz Studio with an RTX 5070 graphics card. All the texts in the user interface appear blurry and in low resolution. I didn't experience this issue in previous versions of Daz Studio; it started happening with this current release. How can I fix this UI blurriness problem?

     

    I have an RTX 5070 (laptop) GPU, which Windows is set to use for DS6 (the Program window, not just renders) and I'm not seeing any such problem. So I don't think it's your graphics card.

  • develooperdevelooper Posts: 7
    edited June 11

    develooper said:

    I am using Daz Studio with an RTX 5070 graphics card. All the texts in the user interface appear blurry and in low resolution. I didn't experience this issue in previous versions of Daz Studio; it started happening with this current release. How can I fix this UI blurriness problem?

    The text in the pop-up windows looks normal, but the main texts in the interface appears in low resolution. 2K res pc monitor. Windows 11.

     

     

     
    Post edited by develooper on
  • jfsmith4581jfsmith4581 Posts: 0

    DoctorJellybean said:

    junkgoshere said:

    Do all plug-ins and scripts work now?

    3rd Party scripts and plugins need to be updated by their respective creators. Now that DS 6 has reached General Release status, the scripts and plugins can be updated and released.

             

                                   Trying to find updates has been very hard. haven't seen anything yet on DIM. and haven't seen any from other sites. So far my only choice is to load everything in Daz 4.24 then save the scene and then open it in Daz 6... this is costing me a lot of time and headach!!! 

     

  • jfsmith4581jfsmith4581 Posts: 0

    DoctorJellybean said:

    junkgoshere said:

    Do all plug-ins and scripts work now?

    3rd Party scripts and plugins need to be updated by their respective creators. Now that DS 6 has reached General Release status, the scripts and plugins can be updated and released.

    Trying to find updates has been very hard. haven't seen anything yet on DIM. and haven't seen any from other sites. So far my only choice is to load everything in Daz 4.24 then save the scene and then open it in Daz 6... this is costing me a lot of time and headach!!! 

     

     

  • jfsmith4581jfsmith4581 Posts: 0
    edited June 12

    DoctorJellybean said:

    junkgoshere said:

    Do all plug-ins and scripts work now?

    3rd Party scripts and plugins need to be updated by their respective creators. Now that DS 6 has reached General Release status, the scripts and plugins can be updated and released.

    Trying to find updates has been very hard. haven't seen anything yet on DIM. and haven't seen any from other sites. So far my only choice is to load everything in Daz 4.24 then save the scene and then open it in Daz 6... this is costing me a lot of time and headach!!! 

     

     

    Post edited by Richard Haseltine on
  • Richard HaseltineRichard Haseltine Posts: 110,536

    jfsmith4581 said:

    DoctorJellybean said:

    junkgoshere said:

    Do all plug-ins and scripts work now?

    3rd Party scripts and plugins need to be updated by their respective creators. Now that DS 6 has reached General Release status, the scripts and plugins can be updated and released.

    Trying to find updates has been very hard. haven't seen anything yet on DIM. and haven't seen any from other sites. So far my only choice is to load everything in Daz 4.24 then save the scene and then open it in Daz 6... this is costing me a lot of time and headach!!! 

    No plug-ins have been updated yet, when they are I am sure it will be announced by their authors.  don't know that any scripts have had an update as such, though some work anyway.

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