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Daz 3D Forums > Search
  • Making Morphs for Toon Genesis 9 (Fixed)

    That's right, as Richard and Leana said ~ always check Reverse Deformation and Delta Only in MLP when you import OBJ (ss1)

    I made an example of anime fangs in Blender (Hexagon should be the same...). There's no issue on my side.

    But you're right ~ other MOUTH / TEETH morphs from G9 mostly don't work on G9 Toon as G9 Toon has a different Mouth Node ~

    By

    crosswind crosswind October 2024 in The Commons
  • Converting Blender Environments To Work In DAZ.

    n.aspros123 said:

    lilweep said:

    n.aspros123 said:

    Is it the same principle as adding textures but much more complicated?

    Not more complicated, more tedious because you will have to correct every single surface for every single object.*

    Definitely do not bother rigging doors and chairs. That is a complete waste of time unless you will be constantly rotating doors and chairs or intend to distribute for others. Just ensure the movable parts are imported as separate objects, so you can rotate them freely. 

    *you could try exportng an obj with .mtl or fbx with packed textures from blender, and import that into daz, but i doubt it would give you a good result. Perhaps it could give you a decent starting point, but you still should go through every single surface and check it is correct and add any missing maps, tweak surface settings. MY hunch would be whoever ported that didnt do a good job. People make things too shiny when they should be matte, and make matte things too rough when they should be specular. So really need to completely lookdev an environment from scratch. If there was a USD importer for Daz or a Blender-to-Daz bridge it would be a lot easier, but there isnt.

     

     

    What is the proceedure in Blender to export as .obj with the textures as .mtl or .fbx?

    When you export as obj, you have option to write material file.
    When you import obj, you have option to read material file.  I dont know if mtl file will write normal map, but certainly iray uber will not put normal map into correct slot when importing an obj, so you have to add all those manually.
    I am not familiar with exporting and importing fbx. It has historically been an annoying format to import into daz but is allegedly much better now, perhaps in the beta, not sure if updates have come through to the main release version of daz studio yet.

    Then imported to DAZ Studio and checked?

    After importing, you can render each object to see it looks good, you can check the surfaces tab to see each map is  accounted for and is in the correct slots with appropriate values (normal map will never be in correct slot). If you want me to tell you where each map should go and what each value should be for every possible material type, sorry  that is beyond my abilities. There are probably references out there one could google.

    Map placement doesnt look too arduous as that screenshot shows only 2 maps per object. 1 albedo for Base Color slot and 1 normal map.  So perhaps not too labour intensive to set up maps into correct slots.  Just might need to fine tune roughmess, metallicity, etc.

    By

    lilweep lilweep October 2024 in New Users
  • Smart content not recognising DIM installed content

    The .dsx files are in the Downloads foilder (product descriptions) and Manifests folder (lists of what was placed where). There are also .dsx files in the /Runtime/Support/folder which are used when metadata is imported and which are part of the product zip (plus any exported userdata). Your problem seems to be that the CMS knows about your content (because you logged in to Daz with, in recent builds, the Update Metadata option checked) but when you installed through DIM the database was not updated for some reason (starting DIM just after closing DS can do that, so can security software) and so the system doesn't know the product was installed. I would guess that the files in the Content Library lack a New flag or the product type tags at top-right (actor, wardrobe, materials etc.)

    By

    Richard Haseltine Richard Haseltine October 2024 in The Commons
  • Making Morphs for Toon Genesis 9 (Fixed)

    Richard Haseltine said:

    The issue is (probably) that you are working with a non zero sahpe, so without the reversal you are getting the effect both as directly apleid and as incorporated in your morph. Make sure that the shape is zeroed, or keep the shape, import with the shape still applied and Reverse Deformations enabled in the Morph Loader Pro options - as long as it isn't using scaling those should work.

    Thank you for the info and help, but this probably sounds like a silly question but what do you mean by zeroed? When I load the figure into Daz it is in its intial A Pose, I send the mouth part into Hexagon via the Daz to Hexagon bridge, do the changes then send back to Daz. I get the morph dialog name the morph and click okay, then when I appliy the morph the image above happens to the teeth and tongue.

    The thing is that I can do the exact same thing to Genesis 9 and have no problems, it is just this Toon version that is the problem. I know one thing before importing I have to unparent the mouth outline as trying to import that into Hexagon causes Daz Studio the crash.

    By

    Ghosty12 Ghosty12 October 2024 in The Commons
  • perventing dforce fur/hair poke through
    WendyLuvsCatz said:

    crosswind said:

    AFAIK, PAs can make SBH / fur with a Pro version SBH Editor plugin.. then convert curve (facet shape) to a hair figure (grafting figure shape) , as well as apply full version of blended dual loabe hair shader (or omni shader) on them. So the SBH can be fully shaped, morphed, dforce enabled, yada yada ~

    they can also create it from imported fibermesh hair or even leaf hair converted to lines like Blender can do

    PhilW uses exported Carrara hair, many others use Zbrush Fibermesh, I myself have rigged the latter to animals both Fibermesh and Carrara hair keeps vertex order regardless of length so can import it extremely short to use the transfer utility then load the long length with Morphloader, I am guessing this is what some do but only guessing, without their plugin  sadly only my unrigged hairs can be converted to lines and of course not dforceable

    Yea, PA tools support importing hairs made with external applications then give it full PR/PS ready properties as well as on dynamic surfaces. One of my PA friends make sbh with C4D... only too heavy...

    By

    crosswind crosswind October 2024 in Technical Help (nuts n bolts)
  • Making Morphs for Toon Genesis 9 (Fixed)

    The issue is (probably) that you are working with a non zero sahpe, so without the reversal you are getting the effect both as directly apleid and as incorporated in your morph. Make sure that the shape is zeroed, or keep the shape, import with the shape still applied and Reverse Deformations enabled in the Morph Loader Pro options - as long as it isn't using scaling those should work.

    By

    Richard Haseltine Richard Haseltine October 2024 in The Commons
  • perventing dforce fur/hair poke through

    crosswind said:

    AFAIK, PAs can make SBH / fur with a Pro version SBH Editor plugin.. then convert curve (facet shape) to a hair figure (grafting figure shape) , as well as apply full version of blended dual loabe hair shader (or omni shader) on them. So the SBH can be fully shaped, morphed, dforce enabled, yada yada ~

    they can also create it from imported fibermesh hair or even leaf hair converted to lines like Blender can do

    PhilW uses exported Carrara hair, many others use Zbrush Fibermesh, I myself have rigged the latter to animals both Fibermesh and Carrara hair keeps vertex order regardless of length so can import it extremely short to use the transfer utility then load the long length with Morphloader, I am guessing this is what some do but only guessing, without their plugin  sadly only my unrigged hairs can be converted to lines and of course not dforceable

    By

    WendyLuvsCatz WendyLuvsCatz October 2024 in Technical Help (nuts n bolts)
  • Converting Blender Environments To Work In DAZ.

    lilweep said:

    n.aspros123 said:

    Is it the same principle as adding textures but much more complicated?

    Not more complicated, more tedious because you will have to correct every single surface for every single object.*

    Definitely do not bother rigging doors and chairs. That is a complete waste of time unless you will be constantly rotating doors and chairs or intend to distribute for others. Just ensure the movable parts are imported as separate objects, so you can rotate them freely. 

    *you could try exportng an obj with .mtl or fbx with packed textures from blender, and import that into daz, but i doubt it would give you a good result. Perhaps it could give you a decent starting point, but you still should go through every single surface and check it is correct and add any missing maps, tweak surface settings. MY hunch would be whoever ported that didnt do a good job. People make things too shiny when they should be matte, and make matte things too rough when they should be specular. So really need to completely lookdev an environment from scratch. If there was a USD importer for Daz or a Blender-to-Daz bridge it would be a lot easier, but there isnt.

     

     

    What is the proceedure in Blender to export as .obj with the textures as .mtl or .fbx? Then imported to DAZ Studio and checked?

    I've attached a snip of the textures.

    I would like to learn how to rig. Just move chairs and other objects.

    By

    n.aspros123 n.aspros123 October 2024 in New Users
  • perventing dforce fur/hair poke through

    there are 2 types of Dforce fur

    I suspect one is rigged fibermesh converted to curves and the other is Strandbased hair editor fur converted to curves but not being a PA I can only guess

    the long and short of it is,

    one type can be hidden using body parts in the scene outliner, the other needs matching UV density maps in surfaces

    there is no way other than trial an error to tell which is which

    I do know the first type imports into carrara as a rigged mesh but doesn't render as only polylines, the latter doesnt import at all which is what gives me the clue as to how it's made

    By

    WendyLuvsCatz WendyLuvsCatz October 2024 in Technical Help (nuts n bolts)
  • Converting Blender Environments To Work In DAZ.

    n.aspros123 said:

    Is it the same principle as adding textures but much more complicated?

    Not more complicated, more tedious because you will have to correct every single surface for every single object.*

    Definitely do not bother rigging doors and chairs. That is a complete waste of time unless you will be constantly rotating doors and chairs or intend to distribute for others. Just ensure the movable parts are imported as separate objects, so you can rotate them freely. 

    *you could try exportng an obj with .mtl or fbx with packed textures from blender, and import that into daz, but i doubt it would give you a good result. Perhaps it could give you a decent starting point, but you still should go through every single surface and check it is correct and add any missing maps, tweak surface settings. MY hunch would be whoever ported that didnt do a good job. People make things too shiny when they should be matte, and make matte things too rough when they should be specular. So really need to completely lookdev an environment from scratch. If there was a USD importer for Daz or a Blender-to-Daz bridge it would be a lot easier, but there isnt.

     

    By

    lilweep lilweep October 2024 in New Users
  • Fixing pokethrough on dForce strand-based hair

    UncannyValet said:

    AndrewJJP said:

    It strikes me from what you've said that it might be to export to Blender possible to export to Blender with geomerty for the hair, then edit there, then import it back as an OBJ and copy across the materials. I don't do animations, so that would be a workaround for now. I've used the same workaround for the lack of HD morph support when I can be bothered...

    Yes, Daz SBH can be imported to Blender and adjusted there, then brought back into DAz Studio.   You can export as obj and then in Blender convert to Blender's Hair Curves by right clicking: Convert to... Curves.  Then you should be able to use the Hair Curves tools to manipulate the hair.  To export, you will need to do another conversion back to an exportable format.

    Thank you so much for taking the trouble to give such a comprehensive response. Other than point C, which I had discovered with my own shader mixer experiments, I wasn't aware of any of it. It is disappointing to learn of yet another feature that Daz chooses to deny users, and I hope we'll see an end to this practice in their extremely expensive tier, but I'm not holding my breath. Anyway, as you say, it won't be an issue for me here, this is human hair with no unutual colouring requirements.

    I look forward to getting back in front ot the Daz machine to experiment and learn from the information here and those great DA posts. Thanks once again!

    By

    AndrewJJP AndrewJJP October 2024 in The Commons
  • How do you convert a blender environment and import into daz3d?

    benniewoodell said:

    You could just export it out as an obj and that'll import into Daz just fine. You'll have to reattach all the textures in Daz, and if you want doors or windows to open, you'll have to rig it in daz as well, but I bring stuff into daz all the time exported as an obj. 

     

    @benniewoodell  Do you have to attach each texture and how?  How do you rig items? 

    By

    n.aspros123 n.aspros123 October 2024 in Blender Discussion
  • Premier Membership FAQ (Questions Only Please)

    gfdamron1 said:

    I have a Premier membership, but I don't think I've activated it properly. I opened DAZ, logged in, and clicked Update Metadata. I watched the progress bar as it updated the Metadata, and it showed that it successfully completed the update. I then logged out, and closed DAZ. I got a cup of coffee, and restarted DAZ. I don't see any new tools, just the regular things that DS 4.23 has. What steps have I left out?

    That would allow you to download the freeexclusive content, but the plug-ins are separate items not part of the base footprint and plugins cannot be installed through Daz Studio - you need to use Install Manager for that https://www.daz3d.com/forums/discussion/704271/installing-activating-and-accessing-daz-studio-premier-features#latest

    By

    Richard Haseltine Richard Haseltine October 2024 in The Commons
  • Problem loading item after update

    After the update, a few hair items (I didn't check everything) had problems loading. An error box titled "Error opening file" would pop up, saying "An error occurred while reading the file, see the log file for more details". All these items worked just fine before the update. For most of them, uninstalling and reinstalling them caused them to start working again.

    However, this hair is still having the problem. I tried both the Genesis 8 and 9 versions, nothing works. I tried right click -> update metadata, that didn't fix it either.

    I've attached a copy of the log file.

    By

    fireblast fireblast October 2024 in Technical Help (nuts n bolts)
  • Premier Membership FAQ (Questions Only Please)

    I have a Premier membership, but I don't think I've activated it properly. I opened DAZ, logged in, and clicked Update Metadata. I watched the progress bar as it updated the Metadata, and it showed that it successfully completed the update. I then logged out, and closed DAZ. I got a cup of coffee, and restarted DAZ. I don't see any new tools, just the regular things that DS 4.23 has. What steps have I left out?

    By

    3DSaga 3DSaga October 2024 in The Commons
  • Gen 8 updater will not install

    Same error there... nothing changed. You can try another way: manually extract the content folders from IM package (under Content folder !) files to your Daz Library root directory. Then re-import metadata to cms database.

    If there's an uncompressing error or sth., it means your IM packages are really corrupt ~~

    By

    crosswind crosswind October 2024 in Technical Help (nuts n bolts)
  • Premier Questions

    jced said:

    Hello,

    I'm a bit confused about the new Daz3D offering and its "Premier" version:

    Exclusive assets available only via subscription: What happens if I use these exclusive assets to create a character, export it to Blender for adjustments, and then import it back into Daz3D? Does this mean that if I cancel my subscription, my work will become unusable because it relies on these exclusive assets?

    Does it really make sense to lock some content behind the "Premier" subscription, making it unavailable for purchase in the Daz3D store? Wouldn't it make more sense for the subscription to cover the software itself, to fund its optimization and improvement (for example, when can we expect multi-core CPU support for the viewport and other core features)? If this approach continues, what guarantees do we have that the most interesting resources do not end up locked behind the Premier subscription, to the detriment of the store?

    Personally, I don't like working online and I hate paying a subscription fee for assets that don't interest me. Can't you offer a subscription for the software only, and of course at a price adapted accordingly?

    I think some of us will have had that exact same thought about exporting an exclusive asset elsewhere. The follow on thought I had, and I'm certain others will have had too, was if you use an exclusive asset in a commercial product, what license does it fall under and is that license perpetual based on one month of Premier subscription during the month it was exclusive?

    I've more thoughts too, such as does someone who subscribes to a month of Premier in 3 months time get the previous months exclusive assets and, if not, when someone takes a break from Premier and resubscribes at a later date, do they get back the exclusive assets of the months during which they were previously subscribed.

    I'm sure there are answers to all that, but it's all rather complicated to navigate from an end-user perspective.

    By

    Ainm Ainm October 2024 in The Commons
  • Premier Questions

    Hello,

    I'm a bit confused about the new Daz3D offering and its "Premier" version:

    Exclusive assets available only via subscription: What happens if I use these exclusive assets to create a character, export it to Blender for adjustments, and then import it back into Daz3D? Does this mean that if I cancel my subscription, my work will become unusable because it relies on these exclusive assets?

    Does it really make sense to lock some content behind the "Premier" subscription, making it unavailable for purchase in the Daz3D store? Wouldn't it make more sense for the subscription to cover the software itself, to fund its optimization and improvement (for example, when can we expect multi-core CPU support for the viewport and other core features)? If this approach continues, what guarantees do we have that the most interesting resources do not end up locked behind the Premier subscription, to the detriment of the store?

    Personally, I don't like working online and I hate paying a subscription fee for assets that don't interest me. Can't you offer a subscription for the software only, and of course at a price adapted accordingly?

    By

    jced jced October 2024 in The Commons
  • How do you change the pictures in Smart Content?

    jhogenboom_da69c035a9 said:

    That picture of the person instead of the building was in the zip file from DAZ. So updating metadata would have given that back, right?

    I don't know... I don't have that product. If Daz had it fixed, updating metadata with Connect would fix it. However, Daz Connect is not able to Update Metadata just for one selected Product, it updates All ! So... you probably have this one fixed, but others are messy again.

    But, as I said before, if you never fix wrong metadata on the bought products, you'll feel nothing... Then just go ahead.

    By

    crosswind crosswind October 2024 in The Commons
  • How do you change the pictures in Smart Content?

    That picture of the person instead of the building was in the zip file from DAZ. So updating metadata would have given that back, right?

    By

    jhogenboom_da69c035a9 jhogenboom_da69c035a9 October 2024 in The Commons
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