DazStudio To GLB exporter Testers Wanted

So i'm creating a DazStudio dsa script that exports from daz to glb formate nothing extra is needed for it to work just the single script and DazStudio which I currently have it running in Daz4.2X and Daz6.0 I have no other versions on my end to test. and what this can do so far is pretty huge in itself, why I need a couple testers I have stuff mainly for G8 and don't use 8.1, 9 or any of the others and i'm curiuse how it will work for other users

I included a list of everything it's currently capable of but the main thing that made me want want to build this is that Daz does not really support exporting merged anatomy with full moph support and this does it really well check out the list below for all the features

This exporter can:

* **Export DAZ models to GLB/glTF**

  * `.glb` single file

* **Export character geometry**

  * body mesh
  * clothing
  * hair
  * eyelashes
  * accessories
  * fitted items

* **Export props and environments**

  * rooms
  * furniture
  * scene props
  * static environment meshes
  * grouped/null-parented scene objects

* **Export rigging**

  * bones
  * skeleton hierarchy
  * skin weights
  * inverse bind matrices
  * skinned meshes

* **Export morph targets**

  * figure morphs
  * clothing morphs
  * attachment morphs
  * anatomy/geograft morphs

* **Export animation**

  * BVH skeletal animation
  * root/hip translation
  * DAZ morph animation
  * environment mesh animation as morph-cache targets

* **Handle geografts/anatomy**

  * export grafts separately
  * merge grafts/anatomy into the body
  * remove hidden/overlapping body faces
  * smooth seams
  * harmonize skin-like materials

* **Handle clothing/body cleanup**

  * remove body polygons under clothing
  * reduce poke-through
  * repair or rebuild fitted clothing weights

* **Export materials**

  * DAZ/Iray-to-glTF PBR conversion
  * base color
  * roughness
  * metallic
  * normal maps
  * emissive maps
  * opacity/cutout materials
  * glass/wet/eye material handling

* **Export and process textures**

  * embed textures in GLB
  * resize textures
  * bake opacity maps into PNG alpha
  * include or skip character/environment textures separately

* **Exclude specific content**

  * exact-name exclusion for nodes, meshes, objects, shapes, geometry, materials, and surfaces
  * wildcard exclusions when wanted

* **Generate helper lists**

  * mesh/node/surface name list
  * morph target list
  * bone hierarchy tree

* **Save presets**

  * full exporter settings
  * morph lists
  * exclusion lists
  * anatomy merge lists
  * environment animation lists

Updated with link to anyones who wants to try it


https://drive.google.com/drive/folders/1bSCZKy6I030F71l56IRMQ7j8qA9FPGnY?usp=sharing

Post edited by RedDragoon78_dc96eaefcd on

Comments

  • Hey, I'm trying to do that exact export right now! Using 8.1 currently. Let me know if you want to share the script

  • TugpsxTugpsx Posts: 887

    Definately something of interest. 

  • umblefuglyumblefugly Posts: 120

    I actually have glTF 2 export in my shattering plugin, tailored for the plugin of course, but very cool stuff man. Any examples?

    glTF2.PNG
    1920 x 1080 - 1M
  • TugpsxTugpsx Posts: 887

    umblefugly said:

    I actually have glTF 2 export in my shattering plugin, tailored for the plugin of course, but very cool stuff man. Any examples?

    Where is the shattering plugin available? 

  • TugpsxTugpsx Posts: 887

    RedDragoon78_dc96eaefcd said:

    So i'm creating a DazStudio dsa script that exports from daz to glb formate nothing extra is needed for it to work just the single script and DazStudio which I currently have it running in Daz4.2X and Daz6.0 I have no other versions on my end to test. and what this can do so far is pretty huge in itself, why I need a couple testers I have stuff mainly for G8 and don't use 8.1, 9 or any of the others and i'm curiuse how it will work for other users

    I included a list of everything it's currently capable of but the main thing that made me want want to build this is that Daz does not really support exporting merged anatomy with full moph support and this does it really well check out the list below for all the features

    This exporter can:

    * **Export DAZ models to GLB/glTF**

      * `.glb` single file

    * **Export character geometry**

      * body mesh
      * clothing
      * hair
      * eyelashes
      * accessories
      * fitted items

    * **Export props and environments**

      * rooms
      * furniture
      * scene props
      * static environment meshes
      * grouped/null-parented scene objects

    * **Export rigging**

      * bones
      * skeleton hierarchy
      * skin weights
      * inverse bind matrices
      * skinned meshes

    * **Export morph targets**

      * figure morphs
      * clothing morphs
      * attachment morphs
      * anatomy/geograft morphs

    * **Export animation**

      * BVH skeletal animation
      * root/hip translation
      * DAZ morph animation
      * environment mesh animation as morph-cache targets

    * **Handle geografts/anatomy**

      * export grafts separately
      * merge grafts/anatomy into the body
      * remove hidden/overlapping body faces
      * smooth seams
      * harmonize skin-like materials

    * **Handle clothing/body cleanup**

      * remove body polygons under clothing
      * reduce poke-through
      * repair or rebuild fitted clothing weights

    * **Export materials**

      * DAZ/Iray-to-glTF PBR conversion
      * base color
      * roughness
      * metallic
      * normal maps
      * emissive maps
      * opacity/cutout materials
      * glass/wet/eye material handling

    * **Export and process textures**

      * embed textures in GLB
      * resize textures
      * bake opacity maps into PNG alpha
      * include or skip character/environment textures separately

    * **Exclude specific content**

      * exact-name exclusion for nodes, meshes, objects, shapes, geometry, materials, and surfaces
      * wildcard exclusions when wanted

    * **Generate helper lists**

      * mesh/node/surface name list
      * morph target list
      * bone hierarchy tree

    * **Save presets**

      * full exporter settings
      * morph lists
      * exclusion lists
      * anatomy merge lists
      * environment animation lists

    Updated with link to anyones who wants to try it


    https://drive.google.com/drive/folders/1bSCZKy6I030F71l56IRMQ7j8qA9FPGnY?usp=sharing

    The link only shows the png images not the script or plugin files. 

  • open the studiobridge folder copy the 2 files in there into your scripts folder in daz then run the script from your scripts folder

  • umblefuglyumblefugly Posts: 120

    Tugpsx said:

    umblefugly said:

    I actually have glTF 2 export in my shattering plugin, tailored for the plugin of course, but very cool stuff man. Any examples?

    Where is the shattering plugin available? 

    It is currently submitted here at DAZ still in PASS. 

  • TugpsxTugpsx Posts: 887

    RedDragoon78_dc96eaefcd said:

    open the studiobridge folder copy the 2 files in there into your scripts folder in daz then run the script from your scripts folder

    Thanks for sharing, the script file is now showin in the folder. You may want to create a document folder and move the png image files into that folder to reduce the confusion.
    Interesting enough there is too much information in a single  interface. Consider making Tabs for the various sections and have the user reference the readme document for further information.

    First run, the aniamtion did not export. On a read through it appears the user will have to export the animation as BVH and reimport into the tool for it to work, lets discuss. I sent you a PM.
     

  • TugpsxTugpsx Posts: 887

    umblefugly said:

    Tugpsx said:

    umblefugly said:

    I actually have glTF 2 export in my shattering plugin, tailored for the plugin of course, but very cool stuff man. Any examples?

    Where is the shattering plugin available? 

    It is currently submitted here at DAZ still in PASS. 

    Thanks for the update. 

  • TugpsxTugpsx Posts: 887
    edited 12:01AM

    This is the image of an updated DS6 version of Daz Widget Tester as a sampler. I have not shared the code, I'll wait on Rechards response before moving forward.

    Screenshot 2026-06-17 185630.png
    403 x 613 - 41K
    Post edited by Tugpsx at
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