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Daz 3D Forums > Search
  • How to export from Daz3D to Blender/Godot for GameDev?

    I want to use the characters I create in Daz Studio as a game asset in Godot. To do this, I need the characters to be in a T-pose during import. With a test character I've attempted this in two ways, encountering the following issues:

    • Direct FBX Character Export: 
      • Textures were imported, but the shading was overly glossy, and transparency was lost.
      • Clothing did not align with the custom T-pose, instead sticking to the default A-pose. I couldn't find an option to disable 'Convert Clothing to Static Geometry.'
    •     Blender Bridge:
      • Shading was better, but not all textures/materials were imported. The body texture and material were particularly missing. Even when using 'copy' path mode with 'embedded texture' enabled, as suggested in some tutorials, it still didn’t work.

    Has anyone successfully imported Daz3D characters into Godot or prepared them as game assets in Blender? Any advice on this pipeline would be appreciated.


    Versions:
        DAZ Studio    4.22
        Blender          4.1
        Godot             4.1.3

    By

    ipbv ipbv June 2024 in Blender Discussion
  • Blender Bridge or Diffeomorphic Morphs

    Hi all,

    Please help!

    I have tried countless times to import a G9 character into blender using both the blender bridge or Diffeomorphic with the HD morph plugin by Xin but there doesn't seem to be a clear way to simply import your character into blender with simple morphs like Nipple HD or any morph I have applied to the character in DAZ. 

    Blender Bridge was close by creating shapekeys for the morphs but these are weak and don't actually protrude the nipples. It slightly modifies the mesh but it's barely visible. 

    The diffeomorphic plugin is the most complicated thing plus the xin plugin just makes zero sense. 

    Literally all I want to do is bring in my G9 figure, complete with Nipples and Navel or any other morph like the Bluejaunte feet sole morph etc into blender so it's rigged and I'll redo the textures myself because DAZ has a terrible way of rendering skin that close up has the texture of an orange peel and blender has a more realistic approach to skin which I've managed to finally get my head around - I've imported the G9 figure as an obj, deleted the daz imported material setup and redone everything using the textures from daz, roughness, SSS, diffuse, Specs and the 8k base skin detail normals plus a custom micro normal for better skin. 

    As an OBJ I've gotten the G9 character to look pretty darn photorealistic it's just this pesky morph importing that I don't know how to do because all I want is the character rigged without having to import a dense mesh or have to manually rig and weight paint everything. 

    What am I doing wrong?

    By

    s.dennant s.dennant June 2024 in Blender Discussion
  • Diffeomorphic Add-ons Version 5.0.0 Released

    And still available via git. I have a Bash script that performs pulls for all and rebuilds the import Zip file for Blender.

    By

    brainmuffin brainmuffin June 2024 in Blender Discussion
  • How to import G8F with Anatomical Elements without getting an error message

    Thank you very much, 

    You say “you can wrap a G8F + Genitalia OBJ with floating G8F geometry, but you still can't bring it back to G8F as Morph using Morph Loader Pro” 

    But I don't understand why you can't import it as a Morph because the wrapper is the original G8F geometry?

    Why is the G8F merge in base resolution?

    By

    food.plus13 food.plus13 June 2024 in Technical Help (nuts n bolts)
  • [Diffeo] Problem exporting FBX in Blender

    Padone said:

    FBX doesn't support dual quaternion, so the deformations can't be the same as daz. Once you import FBX in another app you have to activate dual quaternion. For blender it's "preserve volume" in the armature modifier. For maya I don't know. For unity and other game engines I'm afraid there's no dual quaternion, because it is too slow for game engines.

    p.s. FBX bakes the drivers when you export, including jcms, but you can't apply subdivision or other modifiers for this to work. Then again it can't bake dual quaternion.

    p.p.s. Another option is to export as alembic instead of FBX, that will bake everything, if the target application supports alembic.

    Thanks,  It is indeed a problem with dual quaternion, I will try Alembic.

     

    crosswind said:

    You can directly export JCMs via Daz to Unity bridge. I don't have Unity installed but I think it'll work to some extent, though maybe not 100%.

    Thanks, There are many issues with Daz to Unity Bridge, and I will try Alembic first

     

    By

    aRoug aRoug June 2024 in Blender Discussion
  • Why do I need Bryce?

    Hansmar said:

    Hi IanTP. The Bryce/Daz bridge does no longer work, unfortunately, probably because the Bryce version is old and DAZ Studio has been updated many times. You can export to mesh and import meshes into DAZ Studio, though.

    Many thanks for the comment. 

    By

    IanTP IanTP June 2024 in Bryce Discussion
  • Why do I need Bryce?

    Hi IanTP. The Bryce/Daz bridge does no longer work, unfortunately, probably because the Bryce version is old and DAZ Studio has been updated many times. You can export to mesh and import meshes into DAZ Studio, though.

    By

    Hansmar Hansmar June 2024 in Bryce Discussion
  • How to import G8F with Anatomical Elements without getting an error message

    crosswind said:

    That's right, you can't.

    The genitalia is grafted (conformed with merged geometry) on G8F figure by using the technique of Auto Hiding the underlying polygons on G8F.  Though they're merged but they're still two figures. So you have no way to import the holistic OBJ of G8F + genitalia onto G8F itself... Geometry does not match.

    We usually have 2 ways of making morphs to deform the genitalia: 1) make the morph on G8F ; 2) make the morph on the genitalia itself. The latter is pretty simple: you just select the genitalia and export it with Base resolution to external software, sculpt and import the OBJ as morph(s).

    As for the former, before exporting G8F to OBJ, you have to either unfit the genitalia, or activate Geometry Editor to make the genitalia's geometry floating.

    Thank you very much, I understand better now

    1/ How to either unfit the genitalia?

    2/ How to activate Geometry Editor to make the genitalia's geometry floating?

    3/ According to you, is it possible to wrap G8F + genitalia with R3DS Wrap? Normally I should have the shape of G8F + genitalia, but only with the geometry of G8F.

    Thanks

    By

    food.plus13 food.plus13 June 2024 in Technical Help (nuts n bolts)
  • How to import G8F with Anatomical Elements without getting an error message

    That's right, you can't.

    The genitalia is grafted (conformed with merged geometry) on G8F figure by using the technique of Auto Hiding the underlying polygons on G8F.  Though they're merged but they're still two figures. So you have no way to import the holistic OBJ of G8F + genitalia onto G8F itself... Geometry does not match.

    We usually have 2 ways of making morphs to deform the genitalia: 1) make the morph on G8F ; 2) make the morph on the genitalia itself. The latter is pretty simple: you just select the genitalia and export it with Base resolution to external software, sculpt and import the OBJ as morph(s).

    As for the former, before exporting G8F to OBJ, you have to either unfit the genitalia, or activate Geometry Editor to make the genitalia's geometry floating.

    By

    crosswind crosswind June 2024 in Technical Help (nuts n bolts)
  • How to import G8F with Anatomical Elements without getting an error message

    felis said:

    If you are making a morph for the genitals, you shall only import those to morph loader pro - and in base resolution.

    Even though it is a geograft, you must handle the genitals on its own.

    Thank you, if I understand correctly, I can't import G8F with genitalia?

    By

    food.plus13 food.plus13 June 2024 in Technical Help (nuts n bolts)
  • Let's appreciate/discuss today's new releases - ongoing thread

    brainmuffin said:

    benniewoodell said:

    brainmuffin said:

    benniewoodell said:

    @brainmuffin no, not that one. I don't think I can link it here, but if you google Fix: Import Mixamo Animations with Genesis 9 - DAZ Studio, that's the one you want. 

    What's your channel name?

    My channel is Bennie Woodell on youtube, but that's not my video that I gave the text to google search for.

    this one?
     

    That's the one!

    By

    benniewoodell benniewoodell June 2024 in The Commons
  • Let's appreciate/discuss today's new releases - ongoing thread

    benniewoodell said:

    brainmuffin said:

    benniewoodell said:

    @brainmuffin no, not that one. I don't think I can link it here, but if you google Fix: Import Mixamo Animations with Genesis 9 - DAZ Studio, that's the one you want. 

    What's your channel name?

    My channel is Bennie Woodell on youtube, but that's not my video that I gave the text to google search for.

    this one?

    By

    brainmuffin brainmuffin June 2024 in The Commons
  • Let's appreciate/discuss today's new releases - ongoing thread

    brainmuffin said:

    benniewoodell said:

    @brainmuffin no, not that one. I don't think I can link it here, but if you google Fix: Import Mixamo Animations with Genesis 9 - DAZ Studio, that's the one you want. 

    What's your channel name?

    My channel is Bennie Woodell on youtube, but that's not my video that I gave the text to google search for.

    By

    benniewoodell benniewoodell June 2024 in The Commons
  • Let's appreciate/discuss today's new releases - ongoing thread

    emanuela1 said:

    Has anyone tried Mixamo Rigged G9? Sounds interesting, but does it works? Usually the compatibility between mixamo and DAZ characters reaches up to g2, to transfer Mixamo movements to DAZ for g8 you need to import them with g2 and then transfer the movement from g2 to g8 with the appropriate scripts (this is the only method I know) . Also, is there anything similar for g8?

     

    I bought it, but can't get it to work correctly.

    By

    brainmuffin brainmuffin June 2024 in The Commons
  • Let's appreciate/discuss today's new releases - ongoing thread

    benniewoodell said:

    @brainmuffin no, not that one. I don't think I can link it here, but if you google Fix: Import Mixamo Animations with Genesis 9 - DAZ Studio, that's the one you want. 

    What's your channel name?

    By

    brainmuffin brainmuffin June 2024 in The Commons
  • How to import G8F with Anatomical Elements without getting an error message

    If you are making a morph for the genitals, you shall only import those to morph loader pro - and in base resolution.

    Even though it is a geograft, you must handle the genitals on its own.

    By

    felis felis June 2024 in Technical Help (nuts n bolts)
  • How to import G8F with Anatomical Elements without getting an error message

    Hi everyone

    I made a Morph of the genital part of G8F but I have to load and select the genital part of G8F each time to apply the Morph.

    Do you know a way to import G8F with its genital part using Morph Loader Pro without getting the famous error message “Geometry does not match”?

    I've tried “Load Morphs for' to Primary Figure from Graft” but I still get the error message.

    I don't really understand what “geo grafted” is... Is this related to my problem?

    I even tried to make a Wrap with R3DS but it doesn't work with the genital part.


    Thanks
    (title edited by mod)

    By

    food.plus13 food.plus13 June 2024 in Technical Help (nuts n bolts)
  • distortions after import from blender

    I have a strange problem. Hopefully somebody can help.

    I exported to blender (using the bridge) a G9 figure with the G9 feminine shape appllied.

    I did one sculpt on the head and reimported via Morph loader pro.

    That was successful, but when I used the slider to apply the morph, it added not just the morph, but also a morph that I never made (a bodily distortion that got stronger as I applied more of the slider).

    I reinstalled G9 Starter essentials thinking that might have something to do with it, but no happiness

    Since I am using the bridge, there is nothing I need to adjust when exporting. I guess it might be possible that my obj export settings from blender need some tweeking. If that could be the problem, perhaps somebody could tell be which successful export setting they have used.

    Aside from that, any ideas what might be going wrong?

    By

    mcorr mcorr June 2024 in Technical Help (nuts n bolts)
  • Nipples doesn't fit with breast texture (Genesis 9 Female)

    Elor said:

    Magic Dragon 3D said:

    Could you tell me how I can get Lara's textures from the assets to put them into Photoshop so I can fix it? When putting the textures back into Daz, will I have to do UV Re-mapping, right? Because I don't understand much about UV mapping to be honest, so there's a good reason to learn it now.

    I can't help you on how to fix the textures, I don't use Photoshop and I never tried to do it with Affinity Photo, but the body textures should be in Runtime/Textures/[Vendorname]/[ProductName] in the library folder where you installed the product.

    Another way to find where they are stored is by selecting the figure with the textures loaded, using the Surface Selection tool to click anywhere on the torso with the Surface Panel open, and them hover your mouse curse over Base Color. Here's an example with Michael 9:

    I won't pretend to be an expert on UV maps (I only touched them one time on one item blush) but I never had to change them when I modified textures for props and clothes and I don't think you'll have to change them.

    Thanks! I managed to find the torso textures, now I can change them in Photoshop and import them again to Daz. 

    By

    Magic Dragon 3D Magic Dragon 3D June 2024 in The Commons
  • Importing Daz model to Blender at specific scale (1/12 and 1/18)

    In blender you can import expressions in the resize or transform panels, for example 1/12 is ok.

    By

    Padone Padone June 2024 in Blender Discussion
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