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Daz 3D Forums > Search
  • Converting Corellian corvette 3D model for use in D|S

    I'm not sure I can share the resulting obj, even if it is a free model without the owner permission, but I can point you in the right direction to converting it yourself. Blender seems tricky to stsrt with, but once you know how to do something with it, it is unbelievably easy.

    Import the model into Blender then use the UV Editing tab for all your work flow.

     

    In the top left of the UV window, make sure the little box with two diagonal arrows is active allowing selections from the UV window to sync with the modeling window.

    In the modeling window, select a section of the model (in this example I selected Front.

    Go into editing mode in the modeling window and select all the polygons for that part of the model.

    In the UV window, carefully select just the parts within any given UDIM tile, in this case 1002.

    Only those selected polygons should be active now in the editing window. Right click on this selection within the editing window and go Seperate -> Selection.

    Rename the selection. I went with renaming it to the original UDIM tile name 1002 as the names of the texture files follow this format and this will make it easier to assign textures in DAZ.

    Add a new material and assign it to the selection, again renaming it to 1002.

    Finally, in the UV window simply move the selected polys to the bottom left UDIM tile location, or squarely in the UV grid.

    Repeat for each UDIM tile then export the whole thing as a new obj ready to texture in Daz.

    By

    Mart1n71 Mart1n71 March 2024 in Technical Help (nuts n bolts)
  • Having trouble Importing expressions
    Padone said:

    Well working in blender is a different thing than daz studio. In daz studio you get a gazillion morphs from many PAs but you don't want to import all of them in blender. You carefully choose a subset that you need to animate then you stick with it and import that in blender, all the rest as actor morphs is baked from the viewport when you export since you don't need them for animation.

    Also, though it is possible to import daz poses and animations, the intended workflow is to pose and animate in blender.

    Good point, yeah I think I'm just trying to use it for something it wasn't intended for. Thanks again for all your help!

    By

    josiahmora20 josiahmora20 March 2024 in Blender Discussion
  • Certain object can't be imported using morph loader.

    Yes, I did tick the selected object only. But still not working.

    If I just imported the object NOT through morph loader
    https://prnt.sc/7Xek86Q8iDm5

    the scene info shows the same number between the original and the one from blender. The differences only the name of the object and class.
    Could class differences causes the problem?

    https://prnt.sc/x5vPhi2I73mq

    https://prnt.sc/TkCo4AKFKH-z

    yet it still throws error when through the morph loader.

    can you import it through the morph loader?

    By

    James James March 2024 in Daz Studio Discussion
  • Certain object can't be imported using morph loader.

    OK, I overlooked that... there're 14 objects in Blender. So you try exporting the selected chair only, directly import OBJ into DS and check the polycount, I think it should be 64576... 

    By

    crosswind crosswind March 2024 in Daz Studio Discussion
  • Certain object can't be imported using morph loader.

    Blender 4.0

    import export using the new generation.

     

    Other object sometimes throws error like:
    Error: Facet count mismatch - base does not equal target (142316 != 117830)
    Error: Error matching facets
    Warning: Geometry did not match, failed to create morph.

    By

    James James March 2024 in Daz Studio Discussion
  • The right way to export Victoria 4 into, and out of Daz?

    WendyLuvsCatz said:

    well unlike Genesis+ you don't have to export all of the mesh, just the head

    (with eyelashes etc, whole head)

    as all body parts are separate meshes by bone name

    you then reimport that mesh using morphloader specifying its the head (or whatever other part under attenuate I think (read or watch a tutorial been a while and I used Poser or Carrara personally)

    eyes and mouth you can move the bones manually to fit (again separate meshes)

    creating ExP injection files is another load of fun (I have done it but following DAZ documentation tutorials)

    It took me a while to figure out how to move the eyes and mouth in Daz. It's just a shame that it isn't possible with the eyelashes. Because then everything thing could be corrected in Daz Studio.

    Alas, no.

    crosswind said:

    1. Even with Genesis figures, you don't have to hide or delete anything, just use Filter Objects option when exporting OBJ ( DS version 4.12+, IIRC...). The same settings apply for V4 when exporting to OBJ, there's nothing special.

    2. V4 has no multi-resolutions by default. Leave it alone if you did not convert it to SubD beforehand.

    3. If you use FaceForm Wrap, as the floating geometry, V4's vertex positions must have change after wrapping. Then when importing OBJ with MLP, you'll get the delta with no problem, just by using Reverse Deformations + Deltas Only.

    4. As per my exp., with wrapping V4/G2, in FaceForm Wrap, 1) hide eyelashes, inner mouth, gum, eyes related surfaces, etc. on the floating and fixed geometry with the nodes of Selection Polygons and Subset; 2) Add a Brush Node after Wrapping node to smooth / tweak any distortion / displacement.

    5. After importing OBJ into DS, if there's any rigging issue on eyeballs / mouth cavity, etc., re-rig them as needed.

    Attached is my attempt. I managed to reposition the eyes. But the Lacrimal, lashes, and eye sockets have "dropped". I've tried to fix everything in Blender, but when I try to import it through MLP into Daz, I get the "missing deltas" message.

    As a quick test. I even created a morph for V4.2 in Blender. When I tried to load the morph through MLP, "No deltas".

    No  matter what I do, everything just comes up as having no deltas. Right now, I feel like smashing my face into a blender - turned up to full.

    NylonGirl said:

    That is two cats in a row.

    It'd be three, but my boy doesn't stay still for very long ^^'

    Thank you for the replies.

    By

    N-RArts N-RArts March 2024 in The Commons
  • Recommend me a free alternative to photoshop

    It's not free, but it's a one-time payment (and they have 30% off at the moment): Affinity Photo. A lot of stuff is similar to Photoshop, any Photoshop brushes will import nicely (but not styles and actions), and if you feel lost in the software, they have plenty of videos: basic tutorials, advanced tutorials, and "artists show you how they do it" videos (these are on Youtube).

    By

    joanna joanna March 2024 in The Commons
  • Having trouble Importing expressions

    Well working in blender is a different thing than daz studio. In daz studio you get a gazillion morphs from many PAs but you don't want to import all of them in blender. You carefully choose a subset that you need to animate then you stick with it and import that in blender, all the rest as actor morphs is baked from the viewport when you export since you don't need them for animation.

    Also, though it is possible to import daz poses and animations, the intended workflow is to pose and animate in blender.

    By

    Padone Padone March 2024 in Blender Discussion
  • Remove Items from 'Lost and Found' Tab

    ...and if Show Assets brings no Product to you (it happens if items have no / or lost metadata for some reason... ), you can go to Content Library - Products - L - LOCAL USER, Ctrl + A to select all, then RMB  menu - Remove Orphaned References. (do it page by page if there're many items...)

    By

    crosswind crosswind March 2024 in Daz Studio Discussion
  • Converting V4 textures to Genesis 3,8,9 Methodology

    Thanks for your reply, Richard.

    I'm sorry, but I'm not sure I fully got what you were saying. Your explanation was a bit too fast and lacking detail for me to follow and I'm just lost. With the add-ons that create the V4 UV to the Genesis figures, by selecting the V4 UV set under Surfaces and exporting the Genesis 8 figure, are you saying the exported OBJ should have the V4 UV's when I then import the OBJ into Blender? If so, this doesn't seem to be the case and perhaps I'm missing something because the UV's appear to be the G8F when I look at them in Blender.

    The help is greatly appreciated, I just need a slower explanation about what I should be doing.

    By

    ObscuroArcanum ObscuroArcanum March 2024 in Daz Studio Discussion
  • How to preserve the texture on the model in the obj file when exporting it

    1) Actually you exported all objects... If you just want to export the character, select the character in Scene pane first, then import with the options as attached screenshot 1 (using Filter Objects option)

    2) OBJ Exporter uses the Node Names rather than the Labels you see in Scene pane to export the selected objects. Check the Node Names via Edit - Figure - Scene Identification...

    3) "Collect" means all Diffuse maps from the selected objects(s) will be exported to a "Map" sub-folder and this sub-folder will be quoted in .mtl file along with .ojb file. Then after importing obj file in other software, you'll see the diffuse maps assigned on the surfaces accordingly.

    By

    crosswind crosswind March 2024 in Technical Help (nuts n bolts)
  • Having trouble Importing expressions

    Padone said:

    In your example, since you use the CXCM morphs to make an expression, then you save that in the daz preset. Thus in blender you have to import the CXCM morphs for your poses to work. The CXCM morphs can be imported as "daz favorites" in easy import, or as "custom morphs" after easy import, if this is what you miss.

    Be aware that, if you want in blender the exact same deformations as daz studio, then you also have to import jcms and the figure custom morphs. The easy way to do this is to use "baked correctives" in easy import.

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Import/Easy Import DAZ

    p.s. Another way, if you don't want to import morphs, is to bake to bones in daz studio, with edit > figure > bake to transforms, this way you can save a pose preset using bones instead of morphs. But this will only work for expressions using bones, it will not work for expressions using shapes as FACS for example. This basically means this works for G8, but not for G81 G9 which use FACS. 

    Ook, thank you! I think I'm finally following. Honestly though, you might consider adding the feature to import the pose with expression ontop of the character without use of morphs. Clearly Diffeo is capible of doing this as I can import a character from easy importer with the pose AND expressions. If you're not using an expression on your a-pose but want to later it's such a hassle to go back and search for all the sliders you used and then import each one.

     

    I appreciate your help with all of this!

    By

    josiahmora20 josiahmora20 March 2024 in Blender Discussion
  • Having trouble Importing expressions

    In your example, since you use the CXCM morphs to make an expression, then you save that in the daz preset. Thus in blender you have to import the CXCM morphs for your poses to work. The CXCM morphs can be imported as "daz favorites" in easy import, or as "custom morphs" after easy import, if this is what you miss.

    Be aware that, if you want in blender the exact same deformations as daz studio, then you also have to import jcms and the figure custom morphs. The easy way to do this is to use "baked correctives" in easy import.

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Import/Easy Import DAZ

    p.s. Another way, if you don't want to import morphs, is to bake to bones in daz studio, with edit > figure > bake to transforms, this way you can save a pose preset using bones instead of morphs. But this will only work for expressions using bones, it will not work for expressions using shapes as FACS for example. This basically means this works for G8, but not for G81 G9 which use FACS.

    By

    Padone Padone March 2024 in Blender Discussion
  • Question About Weight Mapping

    Matt_Castle said:

    Lucky13guy said:

     for some reason, I'm getting spots that I just can't remove (circled in red in the attached image).

    One pain with DS's weight painting tools is that they insist that all bone weights be normalised at all times. (Put differently, the total weights on that vertex must always add up to 100%).

    As such, to remove weight from a vertex in one group, it does this by shifting any weight you remove to all the other groups that vertex is currently weighted to.

    However, if the vertex is not weighted to any other groups, it then refuses to remove the weight, as it doesn't know where it can move it to. As such, to remove this weight, you will have to instead add it to a different group.

    (I really wish I had better ways to import weighting from Blender, where I much prefer the tools).

    Ahh. Ok. Can the same be said about adding weight? Will it remove weight from that vertex in other groups, assuming they exist? 

    By

    Lucky13guy Lucky13guy March 2024 in The Commons
  • Question About Weight Mapping

    Lucky13guy said:

     for some reason, I'm getting spots that I just can't remove (circled in red in the attached image).

    One pain with DS's weight painting tools is that they insist that all bone weights be normalised at all times. (Put differently, the total weights on that vertex must always add up to 100%).

    As such, to remove weight from a vertex in one group, it does this by shifting any weight you remove to all the other groups that vertex is currently weighted to.

    However, if the vertex is not weighted to any other groups, it then refuses to remove the weight, as it doesn't know where it can move it to. As such, to remove this weight, you will have to instead add it to a different group.

    (I really wish I had better ways to import weighting from Blender, where I much prefer the tools).

    By

    Matt_Castle Matt_Castle March 2024 in The Commons
  • Automated Tools for Pose Packs creation? (for PA's)

    As Leana says, all the "product" set up (metadata and so on) is doen in-house by Daz.

    By

    Richard Haseltine Richard Haseltine March 2024 in Daz Studio Discussion
  • Having trouble Importing expressions

    You have to import a figure with morphs, because poses use morphs. If you don't import the morphs then the poses won't work. Sorry I can't make it more simple than that if you still don't understand may be someone else will explain it better.

    By

    Padone Padone March 2024 in Blender Discussion
  • Having trouble Importing expressions
    Padone said:

    Works fine here. In daz studio a "pose" may include both bones and morphs, so be sure to import in blender the morphs you're using for the pose, if any. Then you can import the pose with the "affect morphs" option. Be aware that body morphs are incompatible with IK, so if you use body morphs for the pose then you can't load the pose in a IK rig as MHX or rigify, the daz rig will always be fine.

    steps:

    1. In daz studio strike your pose, using bones and morphs.
    2. Export as pose preset, be sure to include in the preset the bones and morphs you're using.
    3. In blender import the figure with the necessary morphs, for example body morphs and expressions or face units or FACS if you need them..
    4. Load your pose preset with the "affect morphs" option.
    Thanks so much for the thorough response! I think I see the step I missed- So you're saying that when I first import my character I have to tick the boxes for expressions, vismes, facs, etc then when I import a pose it will use those morphs to create the expression on my character? But it makes sense to import the character in A pose then apply poses and expressions as I go for each scene of my comic, and in A pose she doesn't use the morphs for a smile for example, so do I just need to write down which morphs created a smile in Daz after making the expression, then import the morphs by navigating to the Daz library where they're stored? I think I'm still missing something.

    By

    josiahmora20 josiahmora20 March 2024 in Blender Discussion
  • Having trouble Importing expressions

    Works fine here. In daz studio a "pose" may include both bones and morphs, so be sure to import in blender the morphs you're using for the pose, if any. Then you can import the pose with the "affect morphs" option. Be aware that body morphs are incompatible with IK, so if you use body morphs for the pose then you can't load the pose in a IK rig as MHX or rigify, the daz rig will always be fine.

    steps:

    1. In daz studio strike your pose, using bones and morphs.
    2. Export as pose preset, be sure to include in the preset the bones and morphs you're using.
    3. In blender import the figure with the necessary morphs, for example body morphs and expressions or face units or FACS if you need them..
    4. Load your pose preset with the "affect morphs" option.

    By

    Padone Padone March 2024 in Blender Discussion
  • Help with Clothing

    Content creators have no way to make and fix FBM / PBM on the wearables for the character's shape that users customize... If you do need that shape, you have to always fix the distortion yourself.

    If the geometry in the area of cleavage / under breasts are badly distorted, a better way is always to export the wearable to external modeling software for fixing and import back OBJ to update the generated FBM / PBM on the wearables, or make a corrective morph.

    By

    crosswind crosswind March 2024 in New Users
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