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fbx/dae model files not importing properly
I am tryign to import models to daz as a reference point to make a model but when i try to import a fbx file or a dae file the model vetex explodes or the bones are are mangled. i tried exporting from blender and making sure the model transforms are applied and the export options match the directions. i also tried exporting and then reconverting using the fbx convertion tool and the result is the same
The Mac FAQI did crash D|S a few times prior before I started and learned I had to be very careful just where I put my mouse pointer. But once the render got going, no issues. I did have to install the outfit, it appears to not be included in the Essentials packages or whatever. After looking at recent Nvidia postings, I am wondering if D|S was updated to fix rendering times. That math really messed with my head so I guess it is me.
Also, I loaded the G9 Core characters last evening and was shocked to find none with metadata. I used the ones included in the G9 essentials load to copy the data and this morning I did a full metadata reinstall via the DB Maintenance. And a large number of other products showed up in Smart Content after that. I have no clue if that is a quirk of the MM4 and DIM or D|S itself. I've not ran into it before on the iMac, MM1 or Win 10/Win11 computers.
Mary
[Tool] Daz Content InstallerHi everyone,
for a little over a month, I've been working on a tool to automate the process of importing third-party assets into DAZ Studio, and I believe it’s now mature enough to share with the community.
This tool was primarily designed for third-party assets but also works seamlessly with assets from the DAZ store.Key Features:
- Asset Tracking: Unlike manual imports, the tool keeps track of the files you add to your library, allowing you to easily remove third-party assets when needed.
- Nested Archive Support: The tool can handle nested archives, which are often found in bundled assets.
- Limitations: The tool cannot import assets if: There’s no manifest file and none of the predefined folder structures (e.g.,
data,People) are present.
Platform Support:
Currently, the tool is available for Windows (64-bit only). While removing the 64-bit limitation is possible, I opted to focus on this version since most users are on 64-bit systems, and it improves the performance of archive extraction.
Known Issue:
If a file path becomes too long during extraction, the process might fail. To address this, I’m considering adding a feature to rename archives before extracting them.
Feedback Request:
The current version is v0.9, and I’d love to hear feedback from anyone willing to test it. Let me know what works well, what doesn’t, and any features you’d like to see added in future versions!
Download:
GitHub Page: DazContentInstaller
Prebuilt binaries: ReleasesScreenshot:
Thank you, and I look forward to your feedback!
Transfer Utility Problems1. export g3m with subd 0 as obj.
2. import the obj
3. use transfer utility
A) check the "uv space" option, run utility => crash
B) run transfer utility with default settings => works. run transfer utility again, using the new figure as target (overwriting it) => utility hangs at 22%, studio has to be force-closed
C) run transfer utility, using copy morphs option (all or some favorites) and check the "sub components" option. => utility hangs at 22%
red eyes in filatoon character imported in BlenderBe sure you use the "toon" preset in easy import. Specifically the toon eyes are geografts so "merge geograft" must be checked, otherwise you see the artifact in your picture.
The Sun Tower won't load? [Solved]The Sun Tower won't load?
Sun Tower
https://www.daz3d.com/sun-tower
Anyone know why?
Error report.
2024-12-07 13:39:57.341 [INFO] :: Received file to open: N:\My Daz3D Library\Environments\Architecture\Dies Nefastus\Materials\Sun Tower\Building.duf
2024-12-07 13:39:57.348 [INFO] :: Prepare asset load (open): /Environments/Architecture/Dies Nefastus/Materials/Sun Tower/Building.duf
2024-12-07 13:39:57.348 [INFO] :: Locking viewport redraw...
2024-12-07 13:39:57.348 [INFO] :: Viewport redraw locked.
2024-12-07 13:39:57.365 [VERBOSE] :: Native format content directories: 10
2024-12-07 13:39:57.365 [VERBOSE] :: Poser format content directories: 1
2024-12-07 13:39:57.365 [VERBOSE] :: Other import format content directories: 0
2024-12-07 13:39:57.365 [INFO] :: Begin asset load (open): /Environments/Architecture/Dies Nefastus/Materials/Sun Tower/Building.duf
2024-12-07 13:39:57.367 [INFO] :: Clearing the scene...
2024-12-07 13:39:57.369 [INFO] :: *** Scene Cleared ***
2024-12-07 13:39:57.369 [INFO] :: Determining missing assets...
2024-12-07 13:39:57.397 [WARNING] :: Invalid node selection for "preset_material" type.
2024-12-07 13:39:57.397 [WARNING] :: Error loading asset: N:/My Daz3D Library/Environments/Architecture/Dies Nefastus/Materials/Sun Tower/Building.duf
Operation failed
2024-12-07 13:39:57.411 [INFO] :: Unlocking viewport redraw...
2024-12-07 13:39:57.411 [INFO] :: Viewport redraw unlocked.
[Solved]
I got it to load.
Uninstalled and reinstalled the product, and then looked into the folders and dragged and dropped a .duf file into Daz and it worked.
Outline thickness of Filatoon rendered in Blender/DiffeomorphicI am using Blender 4.2.1 and Diffeomorphic 4.3.0.2413 (development version). I can import a filatoon character from DAZ to Blender and see it in viewport, which is great.
I understand light contol is not working yet for filatoon but when I rendered it, outlines of the character were too thick and different from the ones in DAZ. In addition, the outlines are not visible in viewport but appear in render. May I ask how I can control the outline thickness in Blender? I tried to find it in vain.
Thanks
Using hair created with XGen (Maya) on genesis characters in DAZPAs have the ability to import hair curves, regular users do not. If you want to import a curve-based hair into DS, you need to mesh it and import it as an OBJ.
The Mac FAQmemcneil70 said:
Yeah, someone loves to dump a product's files into General and Other without assigning correct Metadata. It drives me nuts. But when I run across it in a script, I am never sure if it was needed there or not.
That's QA who decides where stuff goes, and anything that doesn't fit "anything else" goes there, like tutorials, manuals, examples
The Mac FAQYeah, someone loves to dump a product's files into General and Other without assigning correct Metadata. It drives me nuts. But when I run across it in a script, I am never sure if it was needed there or not.
The Mac FAQmemcneil70 said:
Well, I made a copy of ContentCluster, moved it to where I could drop it to Library and move it over, but it seemed to move into place on its over without the 'copy' extension. I did find the copy I had made had one file extra, 'postmaster.pid' to I dropped that one into the file.
I tried the stop/start on the CMS but it didn't work. The first time all the products in Smart Content disappeared, but stayed in the Content Library. I closed D|S then uninstalled all the products, including both Daz Studios (I am only working in the Beta) and reinstalled the items back.
Smart Content continues to show the thumbnails for the product, but inside the tip files have the ! symbol and say there are no files, but Content Library versions of the same files show the correct tip files and can be opened or loaded into the scene. I tried again Content DB Maintenance's Process Metadata que and Re-import Metadata. I have also refreshed the files' pakages' data in DIM and the metadata there.
Is it possible that this is an M4 system issue?
No, I dont think it's processor related.
postmaster.pid is the process id of the postgres postmaster running process. (pid = Process ID)
Anc the metadata issues you showed are among one of the my C66 graphics plugin readme file which proably have some bad metadata as it's installed into General.The Mac FAQI looked at the Help Log and there are a large number of error files. Some referring to the 'cloud' some saying missing asset file?
2024-12-06 08:53:18.217 [WARNING] :: /src/sdksource/cloud/dzcloudtasknotifier.cpp(201): Error in metadata for product 'UltraScenery - Swamp 2 of 2' (80721), metadata for file '/environments/landscapes/ultrascenery/ecologies/ta swamp 10/ta swamp 10 mat.duf' has no corresponding file
2024-12-06 08:53:18.262 [WARNING] :: /src/sdksource/cloud/dzcloudtasknotifier.cpp(201): Error in metadata for product 'C66 Graphics Plug-in SDK' (83341), metadata for file '/general/code 66/c66 graphics plug-in sdk/c66 api documentation.dsa' has no corresponding file
2024-12-06 08:53:18.262 [WARNING] :: /src/sdksource/cloud/dzcloudtasknotifier.cpp(201): Error in metadata for product 'C66 Graphics Plug-in SDK' (83341), metadata for file '/general/code 66/c66 graphics plug-in sdk/c66 sdk sample script.dsa' has no corresponding file
2024-12-06 08:53:21.436 [WARNING] :: /src/sdksource/contentmanagement/dzassetmgr.cpp(13944): Missing asset file: Shader Presets/AlvinBemar/GreeblesGenerator/3Delight/ABGreebles Details Bump 3DL 1.duf
2024-12-06 08:53:21.436 [WARNING] :: /src/sdksource/contentmanagement/dzassetmgr.cpp(13944): Missing asset file: Shader Presets/AlvinBemar/GreeblesGenerator/3Delight/ABGreebles Details Bump 3DL 2.duf
2024-12-06 08:53:21.437 [WARNING] :: /src/sdksource/contentmanagement/dzassetmgr.cpp(13944): Missing asset file: Shader Presets/AlvinBemar/GreeblesGenerator/3Delight/ABGreebles Details Bump 3DL 3.duf
2024-12-06 08:53:21.437 [WARNING] :: /src/sdksource/contentmanagement/dzassetmgr.cpp(13944): Missing asset file: Shader Presets/AlvinBemar/GreeblesGenerator/3Delight/ABGreebles Details Displacement 3DL 1.duf
2024-12-06 08:53:21.437 [WARNING] :: /src/sdksource/contentmanagement/dzassetmgr.cpp(13944): Missing asset file: Shader Presets/AlvinBemar/GreeblesGenerator/3Delight/ABGreebles Details Displacement 3DL 2.duf
2024-12-06 08:53:21.438 [WARNING] :: /src/sdksource/contentmanagement/dzassetmgr.cpp(13944): Missing asset file: Shader Presets/AlvinBemar/GreeblesGenerator/3Delight/ABGreebles Details Displacement 3DL 3.duf
2024-12-06 08:53:21.438 [WARNING] :: /src/sdksource/contentmanagement/dzassetmgr.cpp(13944): Missing asset file: Shader Presets/AlvinBemar/GreeblesGenerator/Iray/ABGreebles Details Bump Iray 1.duf
2024-12-06 08:53:21.438 [WARNING] :: /src/sdksource/contentmanagement/dzassetmgr.cpp(13944): Missing asset file: Shader Presets/AlvinBemar/GreeblesGenerator/Iray/ABGreebles Details Bump Iray 2.duf
2024-12-06 08:53:21.439 [WARNING] :: /src/sdksource/contentmanagement/dzassetmgr.cpp(13944): Missing asset file: Shader Presets/AlvinBemar/GreeblesGenerator/Iray/ABGreebles Details Bump Iray 3.duf
2024-12-06 08:53:29.262 [INFO] :: Processed 165 metadata files in 13 seconds
2024-12-06 08:53:35.487 [INFO] :: Could not open file :
File does not exist.This is from the bottom of the log. And seems to be repeated thoughout the log.
The Mac FAQWell, I made a copy of ContentCluster, moved it to where I could drop it to Library and move it over, but it seemed to move into place on its over without the 'copy' extension. I did find the copy I had made had one file extra, 'postmaster.pid' to I dropped that one into the file.
I tried the stop/start on the CMS but it didn't work. The first time all the products in Smart Content disappeared, but stayed in the Content Library. I closed D|S then uninstalled all the products, including both Daz Studios (I am only working in the Beta) and reinstalled the items back.
Smart Content continues to show the thumbnails for the product, but inside the tip files have the ! symbol and say there are no files, but Content Library versions of the same files show the correct tip files and can be opened or loaded into the scene. I tried again Content DB Maintenance's Process Metadata que and Re-import Metadata. I have also refreshed the files' pakages' data in DIM and the metadata there.
Is it possible that this is an M4 system issue?
diffeo hair tool, hair curve can not follow body movement synchronouslyI use diffeo hair tool to create hair curves and proxy hair with cloth simulation. I import a vmd animation but hair curve can not follow in some frames. It looks like head throw away hairs.
one picture is what i saw in blender, another is what i get in render result in same frame
Textures appear black in build in Unreal 5.4, but fine in editorBy the way, I think it's a bridge issue.
It seems to only be affecting my characters I imported with the bridge, and only some of them, and a few levels,
But most of the levels i added appear unaffected, and there are definitely some levels that were using bridge import and they're still fine
so honestly I don't know what's going on here.The Mac FAQHi Totte,
I first checked my file's structure and did fix a naming issue. Uninstalled, reinstalled, no joy.
Then I opened up my MacBook Pro, and its version of D|S Beta and verified my permissions in 'files and folders'. (Even though I have the same version of Sequoia 15.1.1, they are laid out differently for the laptop and desktop versions. Not fun to match up.)
I have repeatedly tried touse Content Database Maintenance to re-import Metadata, but the tip files still show with that exclamation point image and say "Could not open file: File does not exist." Yet on the Content Library tab, everything is fine, tip files show up, product is able to be loaded into the screen, materials applied...
A sample of my Help Log:
2024-12-05 10:57:51.471 [INFO] :: Processed 81 metadata files in 3 seconds
2024-12-05 10:58:06.373 [WARNING] :: /src/sdksource/cloud/dzcloudtasknotifier.cpp(201): Could not adjust thumbnail path from support path: /Runtime/Support/DAZ_3D_14812_Genesis_Starter_Essentials.dsx
2024-12-05 10:58:06.379 [WARNING] :: /src/sdksource/cloud/dzcloudtasknotifier.cpp(201): Could not adjust thumbnail path from support path: /Runtime/Support/DAZ_3D_16280_Genesis_2_Starter_Essentials.dsx
2024-12-05 10:58:06.380 [WARNING] :: /src/sdksource/cloud/dzcloudtasknotifier.cpp(201): Could not adjust thumbnail path from support path: /Runtime/Support/DAZ_3D_21630_Genesis_3_Starter_Essentials.dsx
2024-12-05 10:58:06.382 [WARNING] :: /src/sdksource/cloud/dzcloudtasknotifier.cpp(201): Could not adjust thumbnail path from support path: /Runtime/Support/DAZ_3D_86958_Genesis_9_Starter_Essentials.dsx
2024-12-05 10:58:06.384 [WARNING] :: /src/sdksource/cloud/dzcloudtasknotifier.cpp(201): Could not adjust thumbnail path from support path: /Runtime/Support/DAZ_3D_42071_Genesis_8_Starter_Essentials.dsx
2024-12-05 11:22:53.149 [INFO] :: Could not open file :
File does not exist.But the files are there in Content Library and in my file structure as loaded by DIM. I have loaded all the mandatory files DIM comes up with initially, and I did a number last night of other 'essentials' and LAMH and many with 'Ultra' in the name, Measure Metrics, some of my plug-ins, and some other things I find useful to start with. Then I stopped when I found the issue with the tip files in Smart Content. But after each attempt to fix, I have uninstalled, reinstalled the files, making sure the PostreSQL CMS for Mac gets in there first.
Is there any other package that must be ran for Smart Content and I have missed it?
Appreciate any help,
Mary
The Mac FAQmemcneil70 said:
The three ports are USB C. Most of the things I have to plug in are USB A. Regarding downloading my products, I tried transferring from a Win 10 to a Win 11 last year (?) and I have been finding the occasional corrupted/broken file. With a large hard drive I have the room to store the DAZ zip files. Right now I am moving the files from my old external to the new hard drive which I was worried would die before I could get this here.
Unfortunately, uninstalling and reinstalling the files I had already downloaded did not fix the missing product's item's thumbnails. Gagh, I know it has happened to others, so I will have to google it and track down the fix.
Thumbnail directory is set in DIM (if that is different it ont showup I think)
also, sometimes just reimport metadata for the smart content does the jobI want to lighten the scene, I am not sure how to do it properlyI most of time just use Spotlights but it's up to your preferences.... Better avoid the lights being reflected on specular surfaces by tweaking the lights' postions, or you can use ghost lights if there're too many specular surfaces in the scene. But this scene is simple...
As for the long sleeves on that jacket, it's by design... Do you have Mesh Grabber... or know some modeling software like Blender ? For example, push the sleeves up by using Mesh Grabber... or tweak it in Blender and import the shape as a morph.
Bake Filatoon shader for blenderPadone said:
If it is black it means you need to update, then import as usual the filatoon shader will be converted to eevee. Note that cycles can't render filatoon same as iray can't, so you need to render with eevee.
You guys are amazing. All materials were black with 4.2.1 but I can now see the filatoon shader working in Blender after installing development version of Diffeo.
Just quick question, I turned off all lighting sources with sphere mesh totally black in Eevee, but the filatoon character was still lighted. Would you give any hint to control lighting for the filatoon character? Thanks again.
Show Us Your Bryce Renders Part 13Bunyip02, sorry, but the Space Station 1 OBP will not be imported into Bryce for me. Nothing happens when I click 'import' in the Objects library. Anyone else: did you succeed in importing it?
I used one of Bunyip02's space ships with an example scene from the Deep Space 1 HDRI set. I modified the intensity and HDRI-effect, as well as the position of the sun and the other items to get this view.






