• Daz 3D
  • Shop
  • 3D Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
  • Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare
  • AI Solutions
  • Download Studio
  • Menu
  • Daz 3D
  • Shop
  • 3d Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
  • Community
    • Our Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare
  • AI Solutions

Notifications

You currently have no notifications.

Loading...
Daz 3D Forums > Search
  • What are the full requirements and steps to become a vendor and sell 3D assets on the Daz 3D store?

    I’d like to understand the complete submission process, including vendor application requirements, accepted asset categories, technical standards for Daz Studio compatibility, file formats, metadata, packaging structure, naming conventions, product thumbnails/promotional renders, licensing rules, quality-control checks, testing requirements, pricing/royalty structure, tax/payment setup, and the approval timeline.
    What should I prepare before applying, and what are the common reasons products are rejected?

    By

    Ollo Ollo May 4 in New Users
  • Easily identify products and assets in DAZ Studio .duf scene files (seeking feedback)

    Hello,

    I checked with a simple scene (a portrait of Olympia 9):

    1. it identified most of the products I used, including some that were hidden in the final render.
    2. it missed one
    3. it saw one that wasn't used

    1 & 2 >

    The one I think were missing is a product by Fabiana whithout metadata (I created them but I'm storing them in another folder) and among the possible match was another product by fabiana, so I though it was the one used, so thought it was missing. It is, but well, it's the expected behaviour because your tool doesn't have access to the relevant .dsx file.

    I opened your tool in another windows and it did find the correct pendant used when I gave it access to the other folder.

    3 >

    The one that was not used is P3D Rowan, because there is a reference to her teeth morph, but with a Current value of 0:

                    "id" : "P3DRowan_head_bs_Teeth",
                    "url" : "/data/Daz%203D/Genesis%209/Genesis%209%20Mouth/Morphs/P3Design/Rowan/P3DRowan_head_bs_Teeth.dsf#P3DRowan_head_bs_Teeth",
                    "parent" : "#Genesis9Mouth",
                    "channel" : {
                        "id" : "value",
                        "type" : "float",
                        "name" : "Value",
                        "visible" : false,
                        "current_value" : 0
                    },
                    "group" : "/Actor"
                },

    I don't know why my scene file is referencing this morph by P3Design and when I opened the scene in Daz Studio, the default value for that morph is 0 so no reason for the scene to save a current value of zero.

    I don't know if it's possible, but for the Possible Match list, if the system was able to only match (in my case) 'data/daz 3d/genesis 9/base/genesis9.dsf' with Genesis 9 Starter Essentials (same with older generations and their respective base file), it would remove a lot of bogus possible matchs and would make that section more useful.

    As it is, it's mainly a listing of the Genesis 9 characters I have installed, and of the clothes and props with, I suppose, Genesis 9 wrongly set as a Compatibility Base (which is one of the most common mistake Daz will do while setting metadata).

    Note that for some reasons, the tool didn't match the use of 'data/daz 3d/genesis 9/base/genesis9.dsf' with Olympia 9.

    Another suggestion: you're currently keeping tracks of shared morphs: could it be possible to show their name in another colour, to make it easier to identify them?

    I'll try with a more complexe scene later, but so far, it's working great yes

    By

    Elor Elor May 4 in Freebies
  • UltraScenery - new(er) territory [Commercial]

    garrett_3d said:

    Ooh, I like this. Added straight into basket. I have several scenery assets that are made up of bones and I can't split them down. Hopefully this should do the trick.

    It won't work with bones.

    In essence, what it is doing is what you would do yourself : load the scene, select one independant element and save it as prop.

    With a products using bones, if you want to have each part controller by one bone as an independant figure, you'll have to do the work yourself:

    1. Hide all bones except the one you want to save.
    2. Export it as an OBJ.
    3. Import it back as OBJ (make sure you're using the same presets on export and import, the easiest way in this case is to use the preset for Daz Studio).
    4. Apply the materials again on the imported OBJ.
    5. Save it as a Figure/Prop.

    Rinse and repeat until every element is independant.

    It can be a good idea to try to center each prop and then recreate the scene by placing them correctly, but it can be a headache, depending on how these objects were modelled or saved.

    Some advices on how to do dit: https://www.daz3d.com/forums/discussion/688236/

    By

    Elor Elor May 4 in Daz PA Commercial Products
  • Daz Studio 6 Beta - version 6.25.2026.14722! (Updated May 28, 2026)

    Falco said:

    Are HD morphs fully implemented/functional in the beta, both authoring and using?

    The import tool is limited to PAs, we don't have it and I don't know if it is updated. HD moprhs certainly work in DS 6

    By

    Richard Haseltine Richard Haseltine May 4 in Daz Studio Discussion
  • "Content Package Assist" DAZ Product - User comments?

    I use a separate DIM account (with a dummy email address to satisfy the account requirements) and put all my non-DAZ3D content in there. I also use different prefixes for the various stores with their original SKU so that there is no conflict with another product that might happen to have the same number. Yes, try to match the folder structure as much as possible if using one library. You can use a different Library (you can have more than one) to help organize products by store.

    In Studio, you can actually create additional stores with a script (currently Studio only has DAZ3D and LOCAL USER). It can even be configured to show the Product page from the other store. See Add Store Id [Documentation Center]. Note: make sure you get the details right before doing a wholesale assignment. You cannot change the store data, you must remove it then add it in again. When you remove it , any references to it are replaced with DAZ3D (or maybe LOCAL USER). Try a couple to make sure first. Not sure if it works with DS 6.25, though.

    I categorize everything into one new set of custom categories so that references are all in the same place (mixing DAZ and Rendo, DSON and Poser content all together in a structure I can actually navigate) so that I don't have to hunt different libraries looking for one thing or another. The only thing it won't do is make metadata files, which you can actually do later in Studio if so inclined, and add them back into the new DIM package for later installation if ever the case comes up.

    By

    NorthOf45 NorthOf45 May 3 in Daz Studio Discussion
  • G8 vs G8.1 -= [SOLVED]

    G8.1 uses the same mesh as G8, however the "torso" surface has been split into "head" and "body".

    G8.1 has new UVs, but the G8 ones are also included so G8 textures will work with 8.1.

    Rigging is the same beside the fact that G8.1 uses a new system for expressions.

    The only difference regarding anatomical elements is that both male and female versions are provided for both bases. 

    Morphs specifically made for 8.1 won't be available for G8, however you should have access to G8 morphs when loading G8.1, except for base expressions morphs (though there is a workaround to make those work too).

    Clothes and hair made for G8 should work directly on 8.1. Those made for 8.1 will work with G8 if you change the "compatibility base" in the metadata.

    By

    Leana Leana May 2 in The Commons
  • Data>Cloud

    I assume you can update metadata without downloading any products.

    But if you update a product from inside Daz Studio, it will be downloaded with Daz Connect, and those are two seperate installation methods, and the Connect takes priority.

    By

    felis felis May 2 in Technical Help (nuts n bolts)
  • Black eyes in blender

    Again, that is not when you import in blender, it's right in daz studio that you get black eyes, thus they are exported to blender. The reason is you miss the sclera material. What you need to ask is how to apply the G9 eyes materials in daz studio, that I explained as well but evidently you need a better explanation than what I can do. So perhaps someone else can explain it better.

    https://github.com/Diffeomorphic/import_daz/issues/11

    By

    Padone Padone May 2 in Blender Discussion
  • Black eyes in blender
    Hey, anyone could help me ? When i import eyes in blender, the white part is full black...i didn't nkow how fix Capture of my daz scène

    By

    Another_dude Another_dude May 2 in Blender Discussion
  • Problem with converting pants from Spring Outfit for Genesis 9

    I don't have them.

    But I would suggest to load them onto G9, dial the G8F clone, adjust the legs 6 degrees so they match G8, and export the clothes in base resolution as obj.

    Then select the autofitted clothes on G8F, and go to edit Edit > Object > Geometry > Update Base Geometry (from file). Then load the exported G9-obj (make sure your export and import options match) and click. The G8 pants, should now have the correct shape, and you can save.

    I will also suggest to check the weightmaps. There might needs some corrections.

    By

    felis felis April 30 in The Commons
  • New Marvelous Designer update broke morph imports (geometry does not match)?

    Pinkus said:

    I am having similar issues.

    What I noted is that if I export from DAZ with "Write UV coordinates", I get an error using Morph Loader Pro "Vertex Count mismatch 11052:12140 (Base:Morph)", I checked that MD sees 11052 vertices in app, thus it is adding the extras during export, not during import (ofc, the count is for a specific example). It seems it is caused by how the vertices are exported with UV information...

    If I uncheck "Write UV coordinates", the count remains consistent, but now MD mess up the vertex ordering, and the resulting morph from Morph Loader Pro is useless.

    PS: tested with both weld and unweld in the MD export, doesn't change the resulting extras.

    Yes, I could reproduce the same result. There's no such an issue with MD 2025 (by checking "Write UV Coordinates" when exporting in DS ~~), so it's a new bug in MD 2026.

    We have to wait for the fix ~ 

    By

    crosswind crosswind April 28 in Daz Studio Discussion
  • New Marvelous Designer update broke morph imports (geometry does not match)?

    I am having similar issues.

    What I noted is that if I export from DAZ with "Write UV coordinates", I get an error using Morph Loader Pro "Vertex Count mismatch 11052:12140 (Base:Morph)", I checked that MD sees 11052 vertices in app, thus it is adding the extras during export, not during import (ofc, the count is for a specific example). It seems it is caused by how the vertices are exported with UV information...

    If I uncheck "Write UV coordinates", the count remains consistent, but now MD mess up the vertex ordering, and the resulting morph from Morph Loader Pro is useless.

    PS: tested with both weld and unweld in the MD export, doesn't change the resulting extras.

    By

    Pinkus Pinkus April 27 in Daz Studio Discussion
  • Genesis 9 - How do you work with masculine figures content?

    Tomhip said:

    So recently I have finally started to use some G9 characters, and its has not been a great experience.

    The issue: Finding masculine poses and clothing in the vast sea of feminine content. This issue was of course non existent in previous generations as they were a separate figures.

     

    What is everybodys strategy? Self curated library folders? Adding categories in Smart Content? Some way of hacking tags into products?

    It is a bit of a problem, as it was with Genesis figures. Problematic for both finding content to load in Daz Studio and for shopping in the store.

    I deal with it the same way I deal with all of the issues (a lot of us have thousands of content items installed, names/titles are usually inadequately descriptive, missing metadata and Smart Content errors, etc.) related to finding content : I consult an outside database I maintain of my content. I maintain lists in MS Word.  Some people prefer spreadsheets.  I just find it much easier than messing with either Content Library or Smart Content.  Much easier to add notes and cross-list this way.

    So, for Genesis 9 hairs, I just read through the Genesis 9 hair lists--male and female.  If it's a unisex hairstyle, then it appears in both lists.

    By

    rcourtri_789f4b1c6b rcourtri_789f4b1c6b April 26 in The Commons
  • Let's appreciate/discuss today's new releases - more ongoinger thread

    Havos said:

    felis said:

    I will normally autofit using the base character, to avoid any influence from character morphs.

    Then after autofitting, I will see if there is any noticable issues, like the croth.

    And if, set it to base resolution and export as obj, and import to blender. In blender correct the issues - though that of course requires that you know blender or another modeller. After correction export it back to Daz Studio and update geometry Edit > Object > Geometry > Update Base Geometry (from file).

     

    I am pretty sure that autofit works on the clone and target base shapes alone, and creates the dsf files based on those. An morphs or poses on the character you are fitting to are irrelevant to the product created. However both will effect how you view the fit when it is applied to your character, since the fit you see will have been adjusted for morphs using Auto Follow.

     

    That is why I autofit to a base character. To see if the clothing fit in default shape, and if not correct the default shape.

    By

    felis felis April 26 in The Commons
  • How to Import Complete Animations To blender

    As for fbx, tried 480 frames from daz to blender and works fine here, had no issues with the default settings so no idea what you may have wrong. Blender 4 and 5 are better to handle fbx so you may try them instead, but blender 3 worked fine too.

    As for diffeomorphic, you first import the figure in rest pose without animation, then import the daz pose preset with the animation.

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Posing/Import Action

    By

    Padone Padone April 26 in Blender Discussion
  • How to Import Complete Animations To blender

    I tried exporting my character( basic G8Male cause it's not really for rendering or animating this specific character but to convert the animation to VMD format) with an animation on him to FBX. The Animation was 120+ frames. When i import the FBX, it only has 100 frames. What's going on?

    That was just the Daz to FBX Export method.

    I hear about Diffeomorphic but that seems even more difficult and i have diffeomorphic but when i have sent a character with animation applied the character just comes in to blender like upside down and there's zero frames of animation. 

    HOw do you actually get a basic character with animation via Daz FBX import into Blender or Diffeomorphic but get the entire animation and also if Diffeomorphic not have things like the character be upside down or twisted etc?

    I have Blender 3.6. And Daz 4.24

    By

    nokoteb99 nokoteb99 April 26 in Blender Discussion
  • Let's appreciate/discuss today's new releases - more ongoinger thread

    felis said:

    I will normally autofit using the base character, to avoid any influence from character morphs.

    Then after autofitting, I will see if there is any noticable issues, like the croth.

    And if, set it to base resolution and export as obj, and import to blender. In blender correct the issues - though that of course requires that you know blender or another modeller. After correction export it back to Daz Studio and update geometry Edit > Object > Geometry > Update Base Geometry (from file).

     

    I am pretty sure that autofit works on the clone and target base shapes alone, and creates the dsf files based on those. An morphs or poses on the character you are fitting to are irrelevant to the product created. However both will effect how you view the fit when it is applied to your character, since the fit you see will have been adjusted for morphs using Auto Follow.

     

    By

    Havos Havos April 26 in The Commons
  • Blender Modifiers to Daz3d [Solved]

    Booleans will typically result in ngons, daz studio is more limited than blender handling ngons, thus not everything will import fine. Below an example that's similar to your scene, where daz studio fails to compute the geometry. One workaround is to triangulate before export, or use the triangulate option in the obj exporter.

    By

    Padone Padone April 26 in Blender Discussion
  • Jun Xi is broken and cant use her anymore

    ok i was able to provide an update so far.....what i did was i did a fresh clean install of the gen 8.1 characters affected and now they are loading fine basically deleted there morphs and cloud folder uninstall them cleared the dson cache and then reinstall the characters and now they load ok, i did something like that for jun xi and her's was different (i did a manual install for her without using the dim and first i updated her metadata and then install and she was able to load fine i dont know what had happen but i think its probably due to the metadata being relied on too much causing these issues so i uncheck the metadata on the login page for now :(

    By

    Puma283f Puma283f April 26 in Technical Help (nuts n bolts)
  • Render your buys! ALL TIME Challenges

    The Fallout image was rendered in Blender using the Cycles render engine.  I used the Diffeomorphic script to export from DAZ Studio, then the Diffeomorphic Blender add-on to import into Blender.  After that I did manually tweak every Blender material because although Diffeomorphic does a reasonable job I still like to get the best results possible.  If the models predate iRay in DAZ Studio I don't think it would be a lot of work to convert the 3D-Lite materials to iRay.  Plus you only have to do it once for each model and you can save it to your library for future use.

    By

    Fire Angel Fire Angel April 25 in The Commons
Previous Next
Adding to Cart…

Daz 3D is part of Tafi

Connect

DAZ Productions, Inc.
7533 S Center View Ct #4664
West Jordan, UT 84084

HELP

Contact Us

Tutorials

Help Center

Sell Your 3D Content

Affiliate Program

Documentation Center

Open Source

Consent Preferences

JOIN DAZ

Memberships

Blog

About Us

Press

Careers

Bridges

Community

In the Studio

Gallery

Forum

DAZ STORE

Shop

Freebies

Published Artists

Licensing Agreement | Terms of Service | Privacy Policy | EULA

© 2026 Daz Productions Inc. All Rights Reserved.