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Custom Thumbnails
That's not an issue as metadata do not rely on absolute path other than relative path. As long as you correctly configure all your Daz Library paths in: F2 - Content - Content Directory Manager, there should be no problem...
But I'm lost ~~ I don't know if there're any other issues on your side, so :
- firstly, post a screenshot of your Content Directory Manager, let's confirm if there're correct settings.
- secondly, right click on a product with no thumbnail in Smart Content - Edit Metadata, follow the steps in the attached screenshots ~~Decimator for Daz StudioPls confirm one thing beforehand : You want to use this decimated Alien as a normal G3M figure in DS ?
1st, Decimator plugin is used for decimate figure and export it to other format for use in non DS application (gaming, movie... etc.). And AFAIK, DS cannot save decimated resolution in any DUF format files and cannot correctly load in LOD mesh. So that's why you saw nothing after dialing it.
2nd, if the answer to the above question is Yes.( Though I vaguely see less benefit that you may get from it... ). You cannot make it in the above way. Instead, you can :
- Import Alien30% OBJ into the scene, rig it on the original Alien with the settings in ss1. Unfit it.
- Import Alien30% OBJ again onto the rigged Alien with MLP (Reverse + Delta Only). Dial the morph and Lock it.
- Adjust Rigging to Shape and ERC Freeze the fixing morph. Now you can use this decimated Alien as a G3M ~The cons is that you might have to make some necessary corrective morphs on this Alien30%, for the purpose of posing it correctly ~~
Custom ThumbnailsIn XML, it uses slash not backslash ~~ No worry.
And you better attach the dsx file in here that I can check. At the same time, I give you the metadata files of the same product of mine. You extract 3 files in the zip to your rumtime\support folder, and re-import DSX file with that Script.
There maybe no RE store in you database, but it should work to put into LOCAL USER ...
Decimator for Daz StudioI bit the bullet and installed Daz Studio 4.22 BETA this afternoon so that I could explore Decimator. I seem to be getting Decimator to do what it does. I think I am correctly exporting a figure with a newly created LOD and importing the LOD. Where I am having a problem is that when I select the newly imported LOD, the figure disappears in the viewport. Here’s what I have tried many times - first with a G8F alien figure with and without clothing and finally with the G3M alien figure in the screen captures below.
- Load a G3M figure; the figure has more than 1 million faces.
- Launch Decimate => Prepare Selected Node(s); this appears to automatically decimate to a lower resolution. I further lowered the resolution in Decimator. See figure 1.
- Create a lower resolution LOD
- Export the lower resolution figure in OBJ format
- Load original figure again
- Use Edit/Object/Geometry/Add Level of Detail to import the lower resolution OBJ file
- When I select the lower resolution LOD, the figure disappears in the viewport although the bounding box (and eyelashes for G8F) remain. See figure 2.
Tonight alone I have watched many time Jay Versluis’ two videos on Decimator - Getting Started with the Decimator in DAZ Studio (2021) and Decimating your Characters and combining textures with Daz Studio (2023).
Can anyone point out what I’m doing wrong? Thanks in advance.
SOLVED - Remove ERC Freeze From Multiple Morphs1stly, I'm not 100% sure but you're making a G8F's clone on G2F, is that correct ?
2ndly, to clear the frozen ERC on a morph property, you can do it with ERC Bake (Delta Add, Add, Substract)... which is just under ERC Freeze menu item in Edit mode. Then, re-rig it, refreeze ERC and re-save morph asset(s).
Just in case... if you encounter errors for whatever any reason when processing ERC Bake, you also can: with the morph dialed, export the figure to OBJ file. Delete the morph property as well as the saved DSF file in data folder. Import OBJ with MLP, then rig it and ERC Freeze...
Custom Thumbnailscrosswind said:
I only use Content Wizard which never fails me. Not 100% sure of Content Package Assistant, but I think it should use the same mechanics of writing metadata.
The XML file you mentioned should be just the DSX file, pls check the file extention... (in Properties of the file or tick show extentions in settings if you use Windows File Browser).
And try opening the DSX file with Notepad++, scroll down to check if there's a section of Support Assets...(like the one in the attached screenshot). If there is, try using the below script to re-import that DSX file.
https://www.daz3d.com/forums/discussion/618456/add-to-smart-content
Yeah, as I mentioned in that other thread to you a made about a month ago, I need to reinstall about 400 3rd party assets into Smart Content and the Content Wizard is very slow and awkward to use to do that whereas Content Package Assist I can install one of these every 30 secs or so. But, the problem with Content Package Assist is the thumbnails are about a 80% chance not to show up. I wish Daz had a native support option for installing 3rd party content (hopefully AI will make this way better in the future). At any rate, I'll try this and let you know!
Diffeo - problem with thigh bending bulgeFor custom figures you also need to import the custom jcms, it's "baked correctives" in easy import.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Morphs/Import Baked Correctives
p.s. In easy import there's presets for the variuos generations from G1 to G9 so using the presets you get the correct settings. Then of course it is possible to exclude something if you don't need it.
Poser >>> DS " Article "I passed some time today with this material room setup and it works quiet well. It sure is a learning curve, so thank your for the help! The new Import format is also on its best way communicating with DS.
these the first results that I got with the test figure for glow effects in DS





I am pretty happy with the results and speed, so the rest will come with a little more practice. All this was well worth the time Investments and finnaly this last Programm (DS) on my list can also carry the model range without having to go through a total rebuild. "Cool"
Diffeo - problem with thigh bending bulgeHello,
I load a G9 with all the morphs, jcms, flexions etc, apply a pose but i get a different result compared to when i import the baked pose.
Right is baked, note the weird bulge on top of the thighs on the left. Using 4.1. Any ideas?Rendo migrations and the risk of duplicate purchasesVexillus said:
@memcneil70 Thank you for this! Creating my metadata was also suggested to me in another thread but I would very much prefer if this were to be implemented at source. Anyways, I can still work through the content pane; it is just a bit more cumbersome.
@Vexillus A less cumbersome option (and my longtime personal preference) for accessing items is Content Library > Products > 0-Z. Instead of opening the Content Library and clicking on the Daz folder, look 2 or 3 folders down, and you will find a folder called "Products." Click on it, and a Numero-alphabetic set of folders will open. Click on the first numeral/letter of your desired product and scroll to its appropriate alphabetic place. Initial articles ("the" and "a") are disregarded, and products sporting them are alphabetized according to the next letter afterwards. With the exception of 2 or 3 products, the thousands of products I have purchased here I've found exactly where I'd expect them to be in the Products folder. Bon chance!
Rendo migrations and the risk of duplicate purchases@memcneil70 Thank you for this! Creating my metadata was also suggested to me in another thread but I would very much prefer if this were to be implemented at source. Anyways, I can still work through the content pane; it is just a bit more cumbersome.
I also came upon this thread (https://www.daz3d.com/forums/discussion/684086/daz-where-s-my-metadata-answered-though-not-solved), where someone got a reply from support suggesting that the metadata issue would possibly be sorted at source. I certainly hope that that would be the case and if there are any further developments or information about this, I would like to know!Rendo migrations and the risk of duplicate purchases@Vexillus the product should be completely Smart Content capable but you will need to add the metadata yourself from scratch. Because she is usable on 3 base characters, G9, G8.1, and G8 you will need to link the morphs/materials to each base character in turn. If you have done this before you should have no issues, it is just tedious. But after you are done, she will show up in Morphs and Materials. I didn't see a character preset listed.
Earlier in this thread I linked to a YouTube video on how to load metadata if you haven't done this before. This video helped me learn metadata years ago.
Mary
Poser >>> DS " Article "Richard Haseltine said:
Summoner said:
Richard Haseltine said:
Summoner said:
Richard Haseltine said:
DS 4 has always used a single skin with modifiers, that is how all of the Genesis figues work, and Genssi 3+ use a single weight map for each joint (Genssi 1 and 2 used the TriAz system, with separate maps for each axis). Although FBX import of rigged figures has been limited until now (though it did support FBX files that matched the Motion Builder spec) the latest beta version has seen it greatly improved.
Verry Interesting, I was aware that DS is using single weight looking at the tecnical specs. Note I only run a DS that is totally empty, just loading building folders until now to test if Poser models load, that just use mechanical functions, now there is an additional folder for creation of individual DS assets. So no Genessis installed !
May I ask, Has Genesis 3+ been fully rigged in external applications or manually WM painted in Daz Studio ?
Would be interesting to know as I barely see standalone creatures, humans, animals released by 3rd party. There are a few but it might be a case of 1:1000 the rest is rather based on Genesis Morphs. I tried FBX import but in most cases the model will blow up, secondarly is that it is causing the model to be in compatible mode controlled through only the bones like in 3D apps and not by selecting body Parts. This might all be due my inexperience with DS and I missed something specific to activate the bodypart selection after Import.
Even that these Models are now Imported fully compatible into DS with all specs Incl all morphs, single skinned in Blender. I could not find any way importing these models in FBX into Daz studio that sure would be a great advantage for other options.
I might have to try installing Genessis and make a reversed setup like I use to load my models into DS if they are also single skinned , reversing the process I use would generate a fully working Genessis for poser ( In Theory ) this If Genessis is using the common single skinning.
As far as I know the figures were rigged in DS, though I suppose it is possible Motion Builder was used. The improved FBX import iss till only in the beta branch, the General Release has not yet been updated to a build including that. Still, the DS rigging tools are geneally quite well regarded by those with more, and more serious, hands-on experience than me so I don't think that would have been a great hardship.
Genesis 1 and 2 use single-skinning (groupin is just for bone selection) but they use the triAx rigging system, similar to Poser's rigging, rather than the more common single bend modifiers (as found in Genesis 3+, which is why those have separate bend and twist bones).
ok Woow this is sure allot of workmanship now day's, Painting articulations all by hand " Remembering me the storry of Gepetto making the wooden doll that is getting alive " He crafted it also all by hand. Considering all the advanced technology that is already since decades on the market. So a real piece of Art I would say.
I had a look at the rigging options in DS and yes they are quiet advanced if I compare them with Poser basic ones, not talking about the setup room, but both are not compareable with tools on Figure creation programs like Blender with optional plugins. All this is actually not relevant as DS does not grant a direct Import "Officially". Each is totally Individual and naturally a case of preferences for the end User.
For me I do not use the Poser Riging tools I Plainly use external rigging tools and now the same with DS no matter what type of model it would be . In Poser there is just the need to use these tools for slight fixes and the joint editor, In DS after a little more then 48h there is no more need of any Paint tools it takes "my new format" as if it were part of the Programm with all built in options, I just need to encode it into DS format with the standart DS import tools and the model is ready to go.
Important to know is that my Poser models are totally incompatible with DS, when loading a CR2 into Daz studio they break and Joints are cut, because they are rigged in simple weights and not in the traditional poser triax or unimesh way. The main reason why I searched over 5 years for a solution and the right format.
you made me really curious, so as soon as I get a little time and finished my whole setup I will have to Install these Genessis, allot of renders and options that come with them sure look amazing and advanced, I am not really the one who is playing with these dolls but I love to look at the technical specs, giving me a good opportunity to learn a little more.
They break because DS does not attempt to import Poser weight maps. Daz did try to suport Poser's external morph system, with limited success as the format of the load command seemed to chnage with every sevice release; quite possibly that was at least part of the reason for not trying to read Poser weight maps (DS can write them when exporting CR2s, however).
Well this is certanly understandable, just what I thought. Poser basically still is using Triax Weight Paint with a mix of capsules, really confusing, the simple skinning was an attempt of Smith Micro giving the artist the posibility to evolve, but they never did. None of the creators ever used the features, they are stuck on the Triax even with La Femme. The key solution for DS would of been using the CR2 import option with Simple skinned CR2 models but a difficult task if none of the creators ever crafted these models. So for Daz there sure is no need to add a support for models formats that are not generally generated especially not if just one makes them :)
However bringing crafted models like complex creatures into DS fully articualted and ready to go from Blender or other 3D apps is only possible through Poser as far as I figured out. There seems not to be any alternative shortcut, unless one is willing to WM paint all the bendings and setup the bone structure manually with the DS tools from a static Import, witch would be the alternative but for a creator not very productive and quiet timeconsuming.
Decimator plugin -- only polygons are removed?Well, Decimator doesn't remove those vertices for you... You have to tick "Remove Unused Vertices" when exporting the prop to OBJ...
And don't 1stly export to DAE as it won't really remove unused vertices though it has such an option. If you do need a DAE format to Blender, export to OBJ than import it to DS, then export to DAE.
Poser >>> DS " Article "Summoner said:
Richard Haseltine said:
Summoner said:
Richard Haseltine said:
DS 4 has always used a single skin with modifiers, that is how all of the Genesis figues work, and Genssi 3+ use a single weight map for each joint (Genssi 1 and 2 used the TriAz system, with separate maps for each axis). Although FBX import of rigged figures has been limited until now (though it did support FBX files that matched the Motion Builder spec) the latest beta version has seen it greatly improved.
Verry Interesting, I was aware that DS is using single weight looking at the tecnical specs. Note I only run a DS that is totally empty, just loading building folders until now to test if Poser models load, that just use mechanical functions, now there is an additional folder for creation of individual DS assets. So no Genessis installed !
May I ask, Has Genesis 3+ been fully rigged in external applications or manually WM painted in Daz Studio ?
Would be interesting to know as I barely see standalone creatures, humans, animals released by 3rd party. There are a few but it might be a case of 1:1000 the rest is rather based on Genesis Morphs. I tried FBX import but in most cases the model will blow up, secondarly is that it is causing the model to be in compatible mode controlled through only the bones like in 3D apps and not by selecting body Parts. This might all be due my inexperience with DS and I missed something specific to activate the bodypart selection after Import.
Even that these Models are now Imported fully compatible into DS with all specs Incl all morphs, single skinned in Blender. I could not find any way importing these models in FBX into Daz studio that sure would be a great advantage for other options.
I might have to try installing Genessis and make a reversed setup like I use to load my models into DS if they are also single skinned , reversing the process I use would generate a fully working Genessis for poser ( In Theory ) this If Genessis is using the common single skinning.
As far as I know the figures were rigged in DS, though I suppose it is possible Motion Builder was used. The improved FBX import iss till only in the beta branch, the General Release has not yet been updated to a build including that. Still, the DS rigging tools are geneally quite well regarded by those with more, and more serious, hands-on experience than me so I don't think that would have been a great hardship.
Genesis 1 and 2 use single-skinning (groupin is just for bone selection) but they use the triAx rigging system, similar to Poser's rigging, rather than the more common single bend modifiers (as found in Genesis 3+, which is why those have separate bend and twist bones).
ok Woow this is sure allot of workmanship now day's, Painting articulations all by hand " Remembering me the storry of Gepetto making the wooden doll that is getting alive " He crafted it also all by hand. Considering all the advanced technology that is already since decades on the market. So a real piece of Art I would say.
I had a look at the rigging options in DS and yes they are quiet advanced if I compare them with Poser basic ones, not talking about the setup room, but both are not compareable with tools on Figure creation programs like Blender with optional plugins. All this is actually not relevant as DS does not grant a direct Import "Officially". Each is totally Individual and naturally a case of preferences for the end User.
For me I do not use the Poser Riging tools I Plainly use external rigging tools and now the same with DS no matter what type of model it would be . In Poser there is just the need to use these tools for slight fixes and the joint editor, In DS after a little more then 48h there is no more need of any Paint tools it takes "my new format" as if it were part of the Programm with all built in options, I just need to encode it into DS format with the standart DS import tools and the model is ready to go.
Important to know is that my Poser models are totally incompatible with DS, when loading a CR2 into Daz studio they break and Joints are cut, because they are rigged in simple weights and not in the traditional poser triax or unimesh way. The main reason why I searched over 5 years for a solution and the right format.
you made me really curious, so as soon as I get a little time and finished my whole setup I will have to Install these Genessis, allot of renders and options that come with them sure look amazing and advanced, I am not really the one who is playing with these dolls but I love to look at the technical specs, giving me a good opportunity to learn a little more.
They break because DS does not attempt to import Poser weight maps. Daz did try to suport Poser's external morph system, with limited success as the format of the load command seemed to chnage with every sevice release; quite possibly that was at least part of the reason for not trying to read Poser weight maps (DS can write them when exporting CR2s, however).
Poser >>> DS " Article "Richard Haseltine said:
Summoner said:
Richard Haseltine said:
DS 4 has always used a single skin with modifiers, that is how all of the Genesis figues work, and Genssi 3+ use a single weight map for each joint (Genssi 1 and 2 used the TriAz system, with separate maps for each axis). Although FBX import of rigged figures has been limited until now (though it did support FBX files that matched the Motion Builder spec) the latest beta version has seen it greatly improved.
Verry Interesting, I was aware that DS is using single weight looking at the tecnical specs. Note I only run a DS that is totally empty, just loading building folders until now to test if Poser models load, that just use mechanical functions, now there is an additional folder for creation of individual DS assets. So no Genessis installed !
May I ask, Has Genesis 3+ been fully rigged in external applications or manually WM painted in Daz Studio ?
Would be interesting to know as I barely see standalone creatures, humans, animals released by 3rd party. There are a few but it might be a case of 1:1000 the rest is rather based on Genesis Morphs. I tried FBX import but in most cases the model will blow up, secondarly is that it is causing the model to be in compatible mode controlled through only the bones like in 3D apps and not by selecting body Parts. This might all be due my inexperience with DS and I missed something specific to activate the bodypart selection after Import.
Even that these Models are now Imported fully compatible into DS with all specs Incl all morphs, single skinned in Blender. I could not find any way importing these models in FBX into Daz studio that sure would be a great advantage for other options.
I might have to try installing Genessis and make a reversed setup like I use to load my models into DS if they are also single skinned , reversing the process I use would generate a fully working Genessis for poser ( In Theory ) this If Genessis is using the common single skinning.
As far as I know the figures were rigged in DS, though I suppose it is possible Motion Builder was used. The improved FBX import iss till only in the beta branch, the General Release has not yet been updated to a build including that. Still, the DS rigging tools are geneally quite well regarded by those with more, and more serious, hands-on experience than me so I don't think that would have been a great hardship.
Genesis 1 and 2 use single-skinning (groupin is just for bone selection) but they use the triAx rigging system, similar to Poser's rigging, rather than the more common single bend modifiers (as found in Genesis 3+, which is why those have separate bend and twist bones).
ok Woow this is sure allot of workmanship now day's, Painting articulations all by hand " Remembering me the storry of Gepetto making the wooden doll that is getting alive " He crafted it also all by hand. Considering all the advanced technology that is already since decades on the market. So a real piece of Art I would say.
I had a look at the rigging options in DS and yes they are quiet advanced if I compare them with Poser basic ones, not talking about the setup room, but both are not compareable with tools on Figure creation programs like Blender with optional plugins. All this is actually not relevant as DS does not grant a direct Import "Officially". Each is totally Individual and naturally a case of preferences for the end User.
For me I do not use the Poser Riging tools I Plainly use external rigging tools and now the same with DS no matter what type of model it would be . In Poser there is just the need to use these tools for slight fixes and the joint editor, In DS after a little more then 48h there is no more need of any Paint tools it takes "my new format" as if it were part of the Programm with all built in options, I just need to encode it into DS format with the standart DS import tools and the model is ready to go.
Important to know is that my Poser models are totally incompatible with DS, when loading a CR2 into Daz studio they break and Joints are cut, because they are rigged in simple weights and not in the traditional poser triax or unimesh way. The main reason why I searched over 5 years for a solution and the right format.
you made me really curious, so as soon as I get a little time and finished my whole setup I will have to Install these Genessis, allot of renders and options that come with them sure look amazing and advanced, I am not really the one who is playing with these dolls but I love to look at the technical specs, giving me a good opportunity to learn a little more.
Poser >>> DS " Article "Summoner said:
Richard Haseltine said:
DS 4 has always used a single skin with modifiers, that is how all of the Genesis figues work, and Genssi 3+ use a single weight map for each joint (Genssi 1 and 2 used the TriAz system, with separate maps for each axis). Although FBX import of rigged figures has been limited until now (though it did support FBX files that matched the Motion Builder spec) the latest beta version has seen it greatly improved.
Verry Interesting, I was aware that DS is using single weight looking at the tecnical specs. Note I only run a DS that is totally empty, just loading building folders until now to test if Poser models load, that just use mechanical functions, now there is an additional folder for creation of individual DS assets. So no Genessis installed !
May I ask, Has Genesis 3+ been fully rigged in external applications or manually WM painted in Daz Studio ?
Would be interesting to know as I barely see standalone creatures, humans, animals released by 3rd party. There are a few but it might be a case of 1:1000 the rest is rather based on Genesis Morphs. I tried FBX import but in most cases the model will blow up, secondarly is that it is causing the model to be in compatible mode controlled through only the bones like in 3D apps and not by selecting body Parts. This might all be due my inexperience with DS and I missed something specific to activate the bodypart selection after Import.
Even that these Models are now Imported fully compatible into DS with all specs Incl all morphs, single skinned in Blender. I could not find any way importing these models in FBX into Daz studio that sure would be a great advantage for other options.
I might have to try installing Genessis and make a reversed setup like I use to load my models into DS if they are also single skinned , reversing the process I use would generate a fully working Genessis for poser ( In Theory ) this If Genessis is using the common single skinning.
As far as I know the figures were rigged in DS, though I suppose it is possible Motion Builder was used. The improved FBX import iss till only in the beta branch, the General Release has not yet been updated to a build including that. Still, the DS rigging tools are geneally quite well regarded by those with more, and more serious, hands-on experience than me so I don't think that would have been a great hardship.
Genesis 1 and 2 use single-skinning (groupin is just for bone selection) but they use the triAx rigging system, similar to Poser's rigging, rather than the more common single bend modifiers (as found in Genesis 3+, which is why those have separate bend and twist bones).
Poser >>> DS " Article "wolf359 said:
Daz Studio can't be without Poser and poser cant be without Daz Studio for a good evolution and a long lasting future…….
For the DS staff this could be a hint for the future allowing external Rigged import in a more flexible way,
@Summoner
You seem to be under a very common misconception that people still have about the Daz business model.Daz’s primary product is content for the Genesis models
Daz studio is the FREE loss leader platform that secured an environment for it’s content buyers to create high quality renders
of the products they purchased from the Daz content storeDaz used to exclusively create Poser native content but eventually Daz
(wisely) realized that Poser was the single point of failure in their business model thus after some very concerning instability in poser’s ownership Daz inc decided to create their own “figure posing and rendering” program called “Daz studio”Your figures look interesting but you must understand that Daz has ZERO business incentive to enable Daz Studio to fully support external figure import that does not foment the sale of Daz store content for the figure.
It makes no economic sense for them to do so.
Nothing will stop you from offering variations ,morphs , clothings etc yourself of course.Blender is a much better FREE option for those who want to import figure from various sources as blender has a different business model being open source and primarily supported by a Foundation
along with the Blender marketplace and Donations.
Today in 2024 Daz is self sustaining ,uses it own native formats for figures and has Zero need for the existence of poser…ZERONote that Daz has dedicated Bridge plugins for sending Genesis figures out to the major 3DCC’s & game engines but nothing to send genesis figures over to poser.
https://www.daz3d.com/daz-bridges
while ironicaly The Renderosity marketplace is heavily subsidized by the sales of Daz Genesis figure morphs and content if you look at the top selling items over there.I am pretty much aware of these business models and these are pretty common. Yes blender is giving in this sence allot more flexibility but is not the choice the common Poser/DS uf users that just like playing to relax like in a game. It needs a little more technical knowledge then just load a doll, put some clothes on and pose then hit render :)
Limmiting to much a creator has not a long term future especially not in these day's when technology is evolving at such a speed. Personally I got the choice jumping on any application I wish and I already thought of it allot of times, so thought first give it a shot with DS as yes Poser is having a big fall and there businessplan is a big fail.
Avoiding a missunderstanding is that poser for a Creator can quiet give some advantages for DS just like using Blender, Personally I do not tend byting my self into just one and rather use all I can , keeps me flexible and each has its own little advantage.
your explonation sure hits the Nail and is verry true !
Irony:
"I would also not say to prefere the hammer, so I will not use the screwdriver to place the screw, and hit it in with the hammer"
Poser >>> DS " Article "Richard Haseltine said:
DS 4 has always used a single skin with modifiers, that is how all of the Genesis figues work, and Genssi 3+ use a single weight map for each joint (Genssi 1 and 2 used the TriAz system, with separate maps for each axis). Although FBX import of rigged figures has been limited until now (though it did support FBX files that matched the Motion Builder spec) the latest beta version has seen it greatly improved.
Verry Interesting, I was aware that DS is using single weight looking at the tecnical specs. Note I only run a DS that is totally empty, just loading building folders until now to test if Poser models load, that just use mechanical functions, now there is an additional folder for creation of individual DS assets. So no Genessis installed !
May I ask, Has Genesis 3+ been fully rigged in external applications or manually WM painted in Daz Studio ?
Would be interesting to know as I barely see standalone creatures, humans, animals released by 3rd party. There are a few but it might be a case of 1:1000 the rest is rather based on Genesis Morphs. I tried FBX import but in most cases the model will blow up, secondarly is that it is causing the model to be in compatible mode controlled through only the bones like in 3D apps and not by selecting body Parts. This might all be due my inexperience with DS and I missed something specific to activate the bodypart selection after Import.
Even that these Models are now Imported fully compatible into DS with all specs Incl all morphs, single skinned in Blender. I could not find any way importing these models in FBX into Daz studio that sure would be a great advantage for other options.
I might have to try installing Genessis and make a reversed setup like I use to load my models into DS if they are also single skinned , reversing the process I use would generate a fully working Genessis for poser ( In Theory ) this If Genessis is using the common single skinning.
Poser >>> DS " Article "DS 4 has always used a single skin with modifiers, that is how all of the Genesis figues work, and Genssi 3+ use a single weight map for each joint (Genssi 1 and 2 used the TriAz system, with separate maps for each axis). Although FBX import of rigged figures has been limited until now (though it did support FBX files that matched the Motion Builder spec) the latest beta version has seen it greatly improved.





