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I have eliminated all PA folders!
I'm a Luddite. I think all that work could be eliminated by just using a more sensible way of arranging content.
Look into a filing cabinet. See all the folders arranged in alphabetical order.
No need for metadata, etc.
I have eliminated all PA folders!Smart Content is one way of accessing content - it has nothing to do with instalaltion method, as long as metadata is available. One could install manually and import the metadata, or even create new metadata inside DS, and Smart Content (and the other database-driven views) would still work. The other installation method, through DS, is called Daz Connect and is perfectly compatible with using only the Content Library to access the installed content.
Can diffeomorphic add on transfer the geograft bones from DAZ3d to blender?Yes ~ You can import with Merge Geograft option, but the geograft's bones are set as invisible under Custom bone collections. So after import is done, go to Data tab > Bone Collections > Custom, turn its Visible on.
I have eliminated all PA folders!I just used DIM, configured to install to the drive and library name I chose. I use Smart Content extensively. Sometimes Daz does a poor job on metadata, and I have to correct it, because they left half of the files uncategorized, etc. I found this to be the easiest for me. It allows easy installation of updates and easy uninstalling or reinstalling. Daz Connect was a horrible experience for me. I completely purged it years ago and I stick with DIM now. I don't buy very much from other stores, but I do have freebies from people like AllenArt (Laurie). For those I usually create DIM packages with Content Package Assist and make my own metadata for them.
Sagan: A DAZ Studio to Blender Alembic Exporterstarslinger said:
It seems that sagan is not exporting any of the default genesis 9 strand based eyebrows. At least when I try to import them in blender they dont show up at all.
For fiber brows to work at all, you must have saved the scene file. This is because Sagan needs to parse the asset file to get the eyebrows' topology. What is stored in the mesh data is just an array of vertices with no information on how they are arranged into strands.
I found something. If you turn on log details under the Help menu, you'll see something like:
2025-12-11 07:35:44 node_type_decoder.cpp:111 - G9 Eyebrows Fiber Style 01: g9EyebrowFibers
2025-12-11 07:35:44 raw_fibers.cpp:366 - found fiber object: G9 Eyebrows Fiber Style 01
2025-12-11 07:35:44 raw_fibers.cpp:259 - geometry had no polyline_list
2025-12-11 07:35:44 raw_fibers.cpp:315 - couldn't find appropriate geometry
2025-12-11 07:35:44 raw_fibers.cpp:372 - couldn't get fiber object: G9 Eyebrows Fiber Style 01
2025-12-11 07:35:44 raw_fibers.cpp:383 - couldn't find appropriate raw fibers
2025-12-11 07:35:44 recursive_init_node_decoder.cpp:167 - couldn't get raw fibers for: G9 Eyebrows Fiber Style 01I got this to work by using the G9 eyebrow fibers that came with Sylvia 9, but it must be done inconsistently (big surprise). I'll see what is different about the JSON and figure something out. Getting really tired of this kind of crap.
Sagan: A DAZ Studio to Blender Alembic Exporterstarslinger said:
It seems that sagan is not exporting any of the default genesis 9 strand based eyebrows. At least when I try to import them in blender they dont show up at all.
Strange. I tested that with Sylvia 9, and it worked fine. I'll look into it.
Can you make it possible for base export directory to not be hardcoded to one global location? Personally I prefer keeping alembic files bundled with project directories, so putting all alembic files in one global folder makes my organization more difficult.
Sure, I'll make the option part of the configuration.
Refining a character mesh in Blender - can't get it to workThanks for the explanation, Padone.
I haven't tried to import a character in HD yet. Is there an advantage to this vs multiressing a standard def character in Blender?
Just doing all the subD in Blender?Thanks!
Sagan: A DAZ Studio to Blender Alembic ExporterIt seems that sagan is not exporting any of the default genesis 9 strand based eyebrows. At least when I try to import them in blender they dont show up at all. Can you make it possible for base export directory to not be hardcoded to one global location? Personally I prefer keeping alembic files bundled with project directories, so putting all alembic files in one global folder makes my organization more difficult.
How to save a morph created with Blender for an item with unused vertices?Hello,
It's about a outfit sold elsewhere, an halter dress with a belt.
When I decided to create a FBM for each of these items, I did my usual process:
- Export as .obj files with OBJ Companion.
- Open the .obj files in Blender.
- Use the various tools and brushes in Blender to first get the dress to properly fit over the character's body, then adjust the belt over the dress.
- Export each item from Blender as .obj.
- Ask OBJ Companion to create the various morphs.
Everything was fine with the dress, the morph applied as intended, but for some reasons, while OBJ Companion seemed to able to create a morph for the belt, it actually pushed the belt more inside the dress that it was already…
I didn't initially thought it could be a problem with unused vertices, so I re-did the whole process twice
before trying to import the belt morph using Morph Loader Pro: I was then greated by an error message telling me the geometry didn't match and I remember a message by @crosswind about the subject, but could not find it again.What I did then is:
- I deleted the unused vertices using the geometry editor
- I imported the morph I created
And when I tried to save the morph, Daz told me I needed to save the asset before I could save a morph for it.
As far as I know, I have two solutions to save the belt with the unused vertices removed:
- Replacing the original files with the modified version.
- Saving it as a different belt.
I also suppose I could contact the vendor, and I'll likely do it, but in the meantime, if there is not adverse effect, I would prefer to use the first solution, because I have created metadata for that outfit.
What the best way to solve the problem and save the morph I created?
Refining a character mesh in Blender - can't get it to workSorry my fault I tested without jcms, it works fine with just weightmaps. Not sure how existing shapekeys are interpolated when we create new geometry, it may be a linear interpolation possibly causing the "flat effect". You could try a little smoothing on the affected jcms to see how it works.
p.s. In general though creating new geometry on a rigged figure is expected to cause issues, you should be careful with that. Just reshaping aka moving vertices is fine. If you want to sculpt HD preserving the jcms then one way is to import as HD and sculpt with multires.
Daz to Unity export no longer workingIt all happens all of sudden, it used to work great for a while, whenever I finish export the daz assets, a daz bridge pop up windows would appear in Unity to let me do addition tweaks, that's the singal that the export was a success, and all my mat and morph would appear correclty in Unity.
But now, the daz pop window no longer appear in unity whenver I finish an export. the export part on Daz didn't get any error, I didn't change any settings, but the export just get nullified on unity's part, if I forced to import assets from the folder, I'd miss all my materials and textures on the character
already tried to reinstall daz to unity bridge and it doesn't fix it.
What did I do wrong? how can I fix it?
The 'Eat Your Food and Like It' Complaint ThreadComplaint: Well my morning went to the screwed up side. I had Daz Studio open, looking like a screen background when I opened DIM with the idea to download more old content. And started downloading, installing. Three hours later I closed DIM and faced Daz Studio staring at me. I didn't waste time banging my head. Closed Studio. Reopened DIM, ate lunch, and it was open. Sorted by Install Date, Recent First and uninstalled. Thankfully I had saved the zips. After all moved over to Ready to Install, sorted by A - Z and carefully to install. And search out the texture sets at that point. Finally done with this part. Still have to open Daz Studio and check metadata, add my extra layers and make sure all have thumbnails. There are days when you wonder if this hobby is fun or work. On the other hand, I had another deep look at some of my Runtime. Thank you Jack Tomalin for Parkside.
Xivon Environment Assets - Wow but OuchFSMCDesigns said:
Xellosz said:
WendyLuvsCatz said:
I need to use an earlier version of Twinmotion to import the diffuse textures original file paths
probably not available to people "buying" it for free now
so that and chasing up all the other maps, consolidation of materials is likely the most off putting thing
a lot can be solved by simply exporting maps to a bespoke folder for your project, I jst prefer to avoid bloating all my drives needlessly
Xivon textures are extra nested in many subfolders making using original paths extra excruciating
Fugazi does this too
otherwise, it's easy to use and had lots of other awesome features
terrain sculpting and painting, brushing animated foliage, full weather system with volumetric clouds and rain, snow, fog, particles to name a few
I am just wary now about discussing or suggesting TM to others because of a lot of pushback and moderation in the past
there is absolutely NOTHING in it for me
if anything I suspect they want people to stay in DAZ studio and buy extra products such as Ultrascenery to do what TM does for free
Thx for the info.
I think with the bridges (DAZ to Unity, Unreal, Blender, Maya, Cinema 4D), etc... crossing between programs is even more accepted than before, and there is now the "common enemy" the AI.
How is AI the enemy? I use AI on every project i have with DS.
As for the original topic, there are way to many assets, environments, clothing, etc that are not optimized for DS use on mid level PCs. I have a long list of PAs I will not buy from because their work is either way to detailed to use, or just bloated and unable to use once you add anything else into the scene.
AI is good with postwork in the case of DAZ. It's like PS but on automation steroids.
Why do some artists hate it? Most of the time, the problem is that AI's work is sold as a human's work. So the problem is not with the AI as it's just a tech, but how people use it.
AIs can do some basic things, and people fear their jobs because of that, and people live in fear.
If you make a 3d model with AI, it will probably be full of extra triangles, and errors + texture errors etc...; in some ways, it will be way worse than photogrammetry. Good for a base idea, but it needs lots of work to get a good model out of it.
Back to the topic:
Rule 1: If you see the picture of the mesh, the white and gray render, and it's heavy, you might have problems with it.
I love the rustic-cottage as it has good, fine details, but if you look at this picture, you see the difference in how the Cabinet was cleared up vs how the Sofa is probably from photogrammetry.
Name : Cabinet
Label : Cabinet
Class : DzNode
Vertices : 390 / 390
Triangles : 49 / 49
Quads : 353 / 353
Total Faces : 402 / 402
Total Lines : 0 / 0vs
Name : RC Sofa
Label : RC Sofa
Class : DzNode
Vertices : 50 077 / 50 077
Triangles : 20 003 / 20 003
Quads : 0 / 0
Total Faces : 20 003 / 20 003
Total Lines : 0 / 0100 vs 10000, so 100 times more data. Those two items will look the same detail level if you are not looking at them from inches.
Rule 2: Everything comes with 8k -16k texture. (Read the file list) You might have problems with it.
Why? Fine details, close-ups need good texture, okay. But not everything needs that detail, and a good material setting is easier. (It could be even heavier than the texture. So be careful with that too.)
+
Rule 3: It comes with a million textures. (Read the file list) You might have problems with it.
Why? Do every tile on the ground have its own texture? Is there a need for it?
If you could use the same texture for multiple items in a scene, that's more GPU-friendly.
Xivon Environment Assets - Wow but OuchXellosz said:
WendyLuvsCatz said:
I need to use an earlier version of Twinmotion to import the diffuse textures original file paths
probably not available to people "buying" it for free now
so that and chasing up all the other maps, consolidation of materials is likely the most off putting thing
a lot can be solved by simply exporting maps to a bespoke folder for your project, I jst prefer to avoid bloating all my drives needlessly
Xivon textures are extra nested in many subfolders making using original paths extra excruciating
Fugazi does this too
otherwise, it's easy to use and had lots of other awesome features
terrain sculpting and painting, brushing animated foliage, full weather system with volumetric clouds and rain, snow, fog, particles to name a few
I am just wary now about discussing or suggesting TM to others because of a lot of pushback and moderation in the past
there is absolutely NOTHING in it for me
if anything I suspect they want people to stay in DAZ studio and buy extra products such as Ultrascenery to do what TM does for free
Thx for the info.
I think with the bridges (DAZ to Unity, Unreal, Blender, Maya, Cinema 4D), etc... crossing between programs is even more accepted than before, and there is now the "common enemy" the AI.
How is AI the enemy? I use AI on every project i have with DS.
As for the original topic, there are way to many assets, environments, clothing, etc that are not optimized for DS use on mid level PCs. I have a long list of PAs I will not buy from because their work is either way to detailed to use, or just bloated and unable to use once you add anything else into the scene.
Xivon Environment Assets - Wow but OuchWendyLuvsCatz said:
I need to use an earlier version of Twinmotion to import the diffuse textures original file paths
probably not available to people "buying" it for free now
so that and chasing up all the other maps, consolidation of materials is likely the most off putting thing
a lot can be solved by simply exporting maps to a bespoke folder for your project, I jst prefer to avoid bloating all my drives needlessly
Xivon textures are extra nested in many subfolders making using original paths extra excruciating
Fugazi does this too
otherwise, it's easy to use and had lots of other awesome features
terrain sculpting and painting, brushing animated foliage, full weather system with volumetric clouds and rain, snow, fog, particles to name a few
I am just wary now about discussing or suggesting TM to others because of a lot of pushback and moderation in the past
there is absolutely NOTHING in it for me
if anything I suspect they want people to stay in DAZ studio and buy extra products such as Ultrascenery to do what TM does for free
Thx for the info.
I think with the bridges (DAZ to Unity, Unreal, Blender, Maya, Cinema 4D), etc... crossing between programs is even more accepted than before, and there is now the "common enemy" the AI.
HDRI, billboards, viewport screens, etc... were the basic fast imports and exports. If I buy something, I want to get it to work, fit into my GPU. If it doesn't fit into my GPU or it's reported to be too hard (commercial-center) I don't buy it. So any idea to get it working is a good idea.
Xivon Environment Assets - Wow but OuchI need to use an earlier version of Twinmotion to import the diffuse textures original file paths
probably not available to people "buying" it for free now
so that and chasing up all the other maps, consolidation of materials is likely the most off putting thing
a lot can be solved by simply exporting maps to a bespoke folder for your project, I jst prefer to avoid bloating all my drives needlessly
Xivon textures are extra nested in many subfolders making using original paths extra excruciating
Fugazi does this too
otherwise, it's easy to use and had lots of other awesome features
terrain sculpting and painting, brushing animated foliage, full weather system with volumetric clouds and rain, snow, fog, particles to name a few
I am just wary now about discussing or suggesting TM to others because of a lot of pushback and moderation in the past
there is absolutely NOTHING in it for me
if anything I suspect they want people to stay in DAZ studio and buy extra products such as Ultrascenery to do what TM does for free
The New Mac FAQbrookwell.brian said:
I recently upgrade to the Sequoia 15.7.2 operating system. Most of my purchased assets are now missing or unusable. They appear in the Lost and Found and are inaccessible. I tried a reinstall of the assets to no effect. Anyone have any suggestions to help?
If they are in Lost and Found they aren't missing, but their metadata is not being found. You can check theya re accessible either by loading them or by looking in the Content Library under Daz Studio Formats (or Poser formats, depending on the type of content). If the files are present but not correctly categorised (Lost and Found is a catch-all category) then it may be related to one of the postgreSQL issues discussed previously in this thread.
fbx export animation not working not workingThere are two sides of this, you have the export and then you have the import into some other application, both can cause problems so you really need to give a little more ifnormation of what it is that is not working.
FBX is a very complex specification so it is difficult to make a generic export (or import) that work everywhere, so if you have a specific issue it may help tweaking one or more of the parameters in the export dialog.
Using Daz to open a dsi. file.................Hi,
How could I open/import a dsi. file in DAZ?
Thank you!
Tried to fix PostqreSQL error by reinstalling Daz studio twice and restarting, now can't login.I use Notron 360 for gamers when it comes to security software. And yes, I did try the part where I made Daz Studio show up on their allowed applications for both windows firewall and that.
no dice. and again, DIM allows my login just fine, but now Daz studio is refusing to let me login.
as for it working.... it just recently stopped working. it only started glitching out when I tried to update metadata and stuff because images were showing as broken in the smart content menu.... and then the postqreSQL thing stopped working. so that's when I tried to reinstall things to get things working again.










