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Let's appreciate/discuss today's new releases - ongoing thread
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?
Genesis 8 Eye IssueWell, if so, it should be very easy to fix it, just like the common workflow:
- reset your Version4 figure's pose firstly, set Resolution Level to Base, export it to OBJ file.
- load a G8F or G8.1F base figure, load HeadSplit dFormer on her. Import OBJ via MLP with the option of Attenuate by + HeadSplit dFormer, so as to have separate Head Morph and Body Morph.
- Adjust Rigging to Shape. Then load that Pose Preset (expression) for testing. If there's no issue, ERC Freeze the Head and Body morph. Save morph assets.Then you can further save a new version of this char.
Poser >>> DS " Article "I have version 4.22.0.15 but actually would not matter if it would be a prior version. Is the beta a official release ? I think I had a notification for a update the other day but not sure if it was pointing at the beta release. actually good news if the latest version would offer compatibility to import fully rigged assets allowing to select bodyparts instead of launching in a bone system compatibility mode. will sure be interesting testing it.
List of Products Used - script [Commercial]The product is not released yet in the store.

Have you ever needed a list of your scene’s products? Do you want to use a product from an old scene, but you cannot find which exactly is it? Do you want to add your scene’s used products in a render description in Daz Gallery or in the social media? Then this script will suit your needs. The script can track the products used in the scene based on the nodes, the materials, the geometry and the modifiers used with more than 95% success. It cannot detect Poses, Aniblocks, Expressions and any other product that leaves no trace in the scene tab. The script has the ability to exclude specific products from the list, like “Daz’s Default Resources” or “Local User”. It scans the entire scene, the selected node, or the selected node and its children. You can export a list of selected products in a file (text format), and/or import a list from a (text format) saved file. For each listed product you can open it in content library, see its icon, its SKU and the vendor(s) name, visit its page in Daz Store, or even copy the product’s name into the clipboard.
The script can be used as a standalone item, although it works best with “Autosave Suite” plugin, and “Pins For Libraries” script.
If you have the “Autosave Suite” plugin installed into Daz Studio, the script will automatically detect it and add extra functionality to its features. In this case, you can export your selected products from the list directly into your scene notes, so that they can be saved into the scene file. It can also import a list of products from another old scene, if it has been saved in its scene file, even without loading the file itself into Daz Studio!
If you have the “Pins for Libraries” script, this product will automatically detect it so you can directly interact with it. In this case you have the choice to make some shortcuts in “Pins for Libraries”, for the selected products listed in this script. Then you can use these shortcuts to add these products directly to your current or any new scene.
Take a look at the features through this video.
The product is not released yet in the store.
DAZ Studio Crashed and now all I see after re-loading is "A valid PostgreSQL CMS connection" ...After a sudden crash of BETA 4.22.1.136, DAZ Studio no longer opens the CMS database. Over the years using DAZ Studio (almost 20 yrs), I've simply shut-down the PC and restarted it to re-access the CMS.
I've meticulously followed all of the user posts claiming solutions to this on-going issue with DAZ Studio, but nothing has worked.
I've uninstalled and reinstalled DAZ Studio and DIM multiple times but the CMS will not start. The PC has been shut-down and restarted multiple times.
The CMS directory has been cleared multiple times with no positive results. Metadata has been re-imported multiple times.
What can be done to restore DAZ Studio?
Poser >>> DS " Article "Summoner said:
if you google " Importing a fully rigged figure into daz studio " you might understand my point, there are loads of communities and users trying to figure out this Import possibility even here in the Daz forums ( Since years )
so after finding the solution of full compatible import and trying to build up a plugin for other applications there might come in two scenarios.
1st. Daz was not capable offering such a solution and would be happy having such, supporting this feature.
2ond. Daz considers this as jail break and wants to avoid such a feature resulting with a DS update that breaks the compatible import formats for articulated models
For now a tutorial is like a two edged sword, and the secondary reason of this Article, member reactions give me a clue what could be done with this option.
The FBX importer has been greatly enhanced for many sources in the current beta. FBX import did work anyway, I am told, for Motion Builder files - the issue is that there are a lot of applications exporting FBX and they don't all agree on the details.
Poser >>> DS " Article "if you google " Importing a fully rigged figure into daz studio " you might understand my point, there are loads of communities and users trying to figure out this Import possibility even here in the Daz forums ( Since years )
so after finding the solution of full compatible import and trying to build up a plugin for other applications there might come in two scenarios.
1st. Daz was not capable offering such a solution and would be happy having such, supporting this feature.
2ond. Daz considers this as jail break and wants to avoid such a feature resulting with a DS update that breaks the compatible import formats for articulated models
For now a tutorial is like a two edged sword, and the secondary reason of this Article, member reactions give me a clue what could be done with this option.
Poser >>> DS " Article "Havos said:
Summoner said:
wolf359 said:
Poser's popularity is more for Standalone Fantasy stuff, a quiet large subdivision of intrests. A creator that makes standallone creatures, animals, Monsters etc. will in this case have allot more success using Poser.
There used to be a highly skilled Character creator named “Sanctumart” who made stand alone creatures for Poser.
He left years for the highly lucrative video game content industry.
I have ALL of his old Poser creatures most of which work in Daz studio as well , CR2 based.Yes he made a quiet impressive series of creatures that I also got and still grab out once in a while. The Phenotypes : Drub, Havoc, Scythe, Shrieker and the most popular " The Horde " quiet amazing what he achived with the old triax system , I was sure admiring he's work, and learned allot from these.
Ds can Import these types of rigs with ease as long as they are Triax based with capsules ( Poser Standart ) but as soon as they are single skinned weight mapped or just Weight mapped they will blow and break.
There are only a Hand full of Poser DS creators that can make full standalones, and mostly they can't make allot of releases due the time it needs to rig them in the Poser/ DS application it self. At least the ones who do sure are passionate users and admierable :)
the old Poser/DS standart model rigging cut the mesh on the joints , in theory they are like assembled props, the comon usage of the poser community, they are a little stuck in the old way's , there are also not many new creators either.
I am pretty sure it is only Poser that splits a rigged character into parts on import. If DS did that once, it stopped doing so long ago.
Yes it seems that the last one From Daz was either V4 M4 or a little later after Gen 2.. When I started to change the rigging style back in 2016 in Poser I encountered allot of similar issues like in DS now getting them bridged with a 3D model creation application, these were also often falling appart. Rigging in Blender for example is a real time saver giving you allot better results and options, there is no doupt about it. Like Haseltine mentioned earlier that FBX has been limmited in imoport for DS making it even more difficult getting external rigs into DS. So my challenge was actually just finding a way how to bring a rigged figure from a external App into DS the same way as it can be done in Poser with selectable bodyparts and not based on a bone selection structure when loaded in the viewport of DS.
This is the Latest I have done for DS that is quiet complex, helping me getting a better workflow and filtering out further conversion Import issues, to be able to Increase Productivity in the near future. Publications will naturally depend on the Interests of DS users as in first hand I am doing all this to fill my personal Library collections
Poser >>> DS " Article "Summoner said:
wolf359 said:
Poser's popularity is more for Standalone Fantasy stuff, a quiet large subdivision of intrests. A creator that makes standallone creatures, animals, Monsters etc. will in this case have allot more success using Poser.
There used to be a highly skilled Character creator named “Sanctumart” who made stand alone creatures for Poser.
He left years for the highly lucrative video game content industry.
I have ALL of his old Poser creatures most of which work in Daz studio as well , CR2 based.Yes he made a quiet impressive series of creatures that I also got and still grab out once in a while. The Phenotypes : Drub, Havoc, Scythe, Shrieker and the most popular " The Horde " quiet amazing what he achived with the old triax system , I was sure admiring he's work, and learned allot from these.
Ds can Import these types of rigs with ease as long as they are Triax based with capsules ( Poser Standart ) but as soon as they are single skinned weight mapped or just Weight mapped they will blow and break.
There are only a Hand full of Poser DS creators that can make full standalones, and mostly they can't make allot of releases due the time it needs to rig them in the Poser/ DS application it self. At least the ones who do sure are passionate users and admierable :)
the old Poser/DS standart model rigging cut the mesh on the joints , in theory they are like assembled props, the comon usage of the poser community, they are a little stuck in the old way's , there are also not many new creators either.
I am pretty sure it is only Poser that splits a rigged character into parts on import. If DS did that once, it stopped doing so long ago.
Diffeo - problem with thigh bending bulgeI have been using this addon on and off for two years and still don't fully understand what you guys are talking about.
I am using 4.11 and 4.1.0.21
But yeah, i wasn't able to match the poses with any method. There always seems to be that slight bulge.
I just don't understand the baked correctives thing. They do appear in shapekeys after i load them from the menu (doesn't seem to work from easy import) but in DAZ they don't show up at all. I have no idea what the right values are.Poser >>> DS " Article "wolf359 said:
Poser's popularity is more for Standalone Fantasy stuff, a quiet large subdivision of intrests. A creator that makes standallone creatures, animals, Monsters etc. will in this case have allot more success using Poser.
There used to be a highly skilled Character creator named “Sanctumart” who made stand alone creatures for Poser.
He left years for the highly lucrative video game content industry.
I have ALL of his old Poser creatures most of which work in Daz studio as well , CR2 based.Yes he made a quiet impressive series of creatures that I also got and still grab out once in a while. The Phenotypes : Drub, Havoc, Scythe, Shrieker and the most popular " The Horde " quiet amazing what he achived with the old triax system , I was sure admiring he's work, and learned allot from these.
Ds can Import these types of rigs with ease as long as they are Triax based with capsules ( Poser Standart ) but as soon as they are single skinned weight mapped or just Weight mapped they will blow and break.
There are only a Hand full of Poser DS creators that can make full standalones, and mostly they can't make allot of releases due the time it needs to rig them in the Poser/ DS application it self. At least the ones who do sure are passionate users and admierable :)
the old Poser/DS standart model rigging cut the mesh on the joints , in theory they are like assembled props, the comon usage of the poser community, they are a little stuck in the old way's , there are also not many new creators either.
Poser >>> DS " Article "So I worked a little more on this new system in DS the past days, removing some slight issues in some cases and learning a little how to use Daz Studio.
This all could give me the opportunity making a statistical ballance between Poser and Daz Studio that gave me quiet a surprising result when it comes to standallone models, fantasy creatures, Monsters etc. Popularity in this section is about 3 to 5 times higher for Poser then for Daz Studio, I am quiet surprised about this result. So Daz Studio seems having a high Popularity when it comes soley for the Genessis Morphs ( Genessis based releases ) and Poser's popularity is more for Standalone Fantasy stuff, a quiet large subdivision of intrests. A creator that makes standallone creatures, animals, Monsters etc. will in this case have allot more success using Poser. This little project made me also realize that the Poser usage is still large but moved more to the Chinese regions and are very silent users.
The Import system for Daz Studio is quiet amazing and could offer some quiet amazing new features, if in future there would be an Increase of Interests for other then just Genessis based models. These surprising conclusions are quiet interesting that one could only realize after bringing in other options. It also answers the question why there is almost none to just little Interest for such a thread ( Article ) that could bring in new types of models into Daz Studio, increasing the range of creator interests that would support new types of models.
I wil continue little by litte with this project and see what the future might bring ( Silently ) hoping also to reach some DS users like I do for Poser.
here are the latest shots of standallone creatures made for DS that sure came out surprising well ....

Camezard and Bedu PosesWith hierarchical poses, all items are included in the file at some point, parented to a node somewhere. (The metadata does not identify the pose files "with Bedu" as hierarchical poses (H.Pose), so it is a bit confusing). Seeing as Bedu is a Genesis 8 Male character, I simply searched for Genesis, and found one parented to "abdomen" under the Camezard node tree. All Genesis 8 Male characters are a Genesis 8 Male, so there is no need to specify the exact character, which would preclude using any other.
Using the Transfer utility to transfer bones from Genesis 8/9 to a propAs Wolf said, you chose a wrong way.. i.e. rigging a figure from very beginning 'cause that'll be a long journey to get the final usable result... Like the standalone figure - Mister Bobble, making it took much more time than making a common character starting from a Genesis Base figure.
In fact, rigging an OBJ with a donor skeleton is not really a big deal, but making corrective morphs is, if you understand how a typical Genesis figure works... So as others said, the correct way is to make / sculpt your character base on a Genesis X Base figure and import OBJ as morphs.
And I have to say even if you use Transfer Utility to rig it, the common workflow won't work in your case. You may refer to my posts in this thread to rig your Prop: https://www.daz3d.com/forums/discussion/comment/8734511/#Comment_8734511
As the very first step after importing you Prop OBJ, align Genesis Base figure to the Prop as much as possible ! before going for the steps in that thread. Then Adjust Rigging to Shape, Posing, etc. will work, however, you still have no corrective morphs. Even if you can transfer morph targets of corrective morphs with Transfer Utility, you'll lose all ERC Links on them, then the workload of fixing them will be huge.
But if you can accept those ugly shapes around the joints after posing it, that may be all right ~~ Like the example I attached, I rigged a standalone Mervin Prop with TU, you can see there's no corrective morphs working on it... while even Bobble has nearly 50 corrective morphs...
Request for Train InteriorsThere's a 56. I'm a murder/mystery and coding nerd, not a train buff, but these two things look suspiciously close to me. I have probably committed heresy from your viewpoint but we're professional fudgers. 'It's almost that thing' is good enough 95% of the time.
The Daz store has some great train interiors that can't be rendered externally because they look like a throat lozenge, rather than a train. What we're trying to do is create the *illusion* of that amazing interior from the platform and then shift into the fully detailed interior for the main scenes and there's only one PA that has come close to doing this in the past. Dogz.
Timblewee's stuff on Sketchfab is superb from the exterior (check the Phong angles after import and you'll probably have to triangulate the mesh which isn't ideal depending on the model) but a bit useless internally. Dogz interiors are, frankly, unbeatable as far as I'm concerned. I could almost smell the interior of the Commuter Carriage model when I first rendered it! The obvious step is to combine the two but it's not a drag-and-drop operation.
So many movies use trains to set up scenes and scenarios that I'm surprised there hasn't been a Daz model which covers this. You want a great interior? No problem! You want to be able to view it from the platform or in an environment? Mumble....
Step up Dogz... our credit card awaits.
Using the Transfer utility to transfer bones from Genesis 8/9 to a propIs your figure derived from the existing G8 or G9 mesh without changing the poly count? If so, import as a morph rather than trying to re-rig it.
If your figure is a complete standalone creation and vaguely resembles a base character then you can use the Transfer Utility (Edit -> Object -> Transfer Utility) to copy the skeleton from a G8 or G9 base present in the scene but you will probably encounter severe distortion when you come to bend the joints, even after you've adjusted the rigging to try to fit the mesh (Joint Editor Mode -> Right Click -> Edit -> Adjust Rigging to Shape). The corrections for this can be quite complex.
You will also have issues with no rig for the eyes/mouth in this scenario and will have to manually create them if needed. Generally, it's far, far, far easier to derive your new character from an existing base and create a morph with the added bonus that the morph *is* distributable, either free or commercially.
A bit more info is needed I think and a screen grab of your masterpiece wouldn't go amiss either if it wouldn't violate the forum rules.
Buy Something That Doesn't Work in Carrara? Post your Questions and Workarounds here. (please)What I do when things don't work in Carrara is load in DS then set the item to low and export as obj
then import it still in DS and usually try one of two things
1. Transfer rigging from original item
or
2. Transfer rigging fro g8 to item
then export them as you do and see if it works in Carrara.
Using the Transfer utility to transfer bones from Genesis 8/9 to a propTransfer Utility works on the mesh as imported, any transforms applied within the scene will be ignored. It sounds as if you at least need to adjust your OBJ import settings, or export adn reimport using the same preset in the options dialogue for both operations (which wil bake in the scene transformations).
Spine IK optionIn the blogspot for Diffeomorphic, it shows that there's an option to create a Spine IK controller, but no matter which version of Blender I use to import a model, those options are not showing up. By default, I still use 3.0, but I even tried it in 3.6, and it still wasn't there. Pretty sure I have the most recent version of the add-on installed as well. So I found a guide from Royal Skies on YouTube that details how to create one using a new bone between Spine 2 and Spine 3 (on an MHX rig, it's Spine-1 and Chest). The issue I'm running into is that the Chest and bones above that are changing position between Pose and Edit modes, essentially squishing the upper torso, and I'm not sure if it has to do with the driver the guide shows, or perhaps the constraints order that already exist for those bones. I asked on the YouTube video about this, but since the video is 4 years old by now, I doubt I'll ever get an answer. So I've come here to ask (perhaps the amazing Padone) how I would go about mimicking the process of how Diffeomorphic would create that. Basically, just manually do what the program would have if I had the option available. I'm sure it's probably something simple. Any help?
Diffeo - problem with thigh bending bulgeJust pose in DAZ, save and import via easy import into blender, opposed to importing apose into daz and then loading the pose via load pose or laod pose from scene.





