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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.
Having trouble Importing expressionsPadone 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!
Having trouble Importing expressionsIn 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.
Question About Weight MappingMatt_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?
Question About Weight MappingLucky13guy 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).
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.
Having trouble Importing expressionsYou 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.
Having trouble Importing expressions
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.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:
- In daz studio strike your pose, using bones and morphs.
- Export as pose preset, be sure to include in the preset the bones and morphs you're using.
- In blender import the figure with the necessary morphs, for example body morphs and expressions or face units or FACS if you need them..
- Load your pose preset with the "affect morphs" option.
Having trouble Importing expressionsWorks 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:
- In daz studio strike your pose, using bones and morphs.
- Export as pose preset, be sure to include in the preset the bones and morphs you're using.
- In blender import the figure with the necessary morphs, for example body morphs and expressions or face units or FACS if you need them..
- Load your pose preset with the "affect morphs" option.
Help with ClothingContent 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.
Which formats can Daz Studio read?Bejaymac said:
You aren't doing anything wrong.
When you look inside the file types DS can import, you will find the files are split into "sections", these "sections" are in the same place across all the files of that type. Open a couple of Poser CR2s and you will find the same "sections" in the same place in those files.
The problem with FBX and DAE is that DS expects the "sections" to be in order ie ABCDEF, but with a lot of programs the files come something like CBFEAD, and with some an X or Z might be in there.
Studio's importers just can't cope with files like that, but DS isn't alone in that, I have autodesk's FBX toolkit (the people that made the format), and it struggles to load the same files as DS.
I have taken files and manually restructured them and gotten them to load into DS, but that's a lot of work for little reward.
Ah, ok. That explains why some files work and others don't. Unfortunately I know nothing about programming, so that's out of my skill set. But I did get some .fbx files to work in Daz Studio Beta, so now I can use some of the models I wanted to ^_^
GENERAL FREEBIE REQUESTS part 3Kainjy said:
Fae3D said:
Kainjy said:
Fae3D said:
I feel like I'm missing something, but I seriously can't find free Pokemon figures for Daz Studio (not Blender). I know they would be editorial only, I just want them to make renders for my kid. Shinteo has a couple, but not many, and they are from older games. I would think that someone out there would have converted and rigged some? In fact, I can't even find any paid ones. As popular as they are, this feels odd to me, like I have to be looking in the wrong places.
If you need one I can convert to DAZ.
I have a pokemon for DAZ done by myself but it's a figure: so you have to manually pose joints because G3/G8/G9 poses don't workThank you very much! I would love that, but I'm kind of trying to get several of them, and I don't want to be a bother. And I'm fine with a figure I have to manually pose, I'm not looking for it to use preset poses, just be able to be posed manually. Did you do a Genesis figure (like a "person" version), or did you convert the actual "animal" versions of them from the game? If you converted them, do you happen to know of a good tutorial for really Blender challenged people that might explain how?
I use the original joints (from switch games models) imported in DAZ.
Online on Deviantart you can find a lot of Pokemon in xps format. You can download them and import in Blender (you must have xnalara/xps Blender import plugin installed).
The xps/xnalara models already have joints.. so you can pose in BlenderHmm, I'm not finding a lot of info on the XPS thing. However, someone let me know that you can use FBX in the Daz Beta, and that seems to be working! So looks like I can use some Pokemon now, yay! Thank you for your help ^_^
Diffeomorphic: issues when importing hairi spended the last day creating a character and when i tried to import her with diffeomorphic her hair was just completly broken, here is how she looks in DAZ


and here is how she looks in blender



the character is fredda and the hair is fredda hair from nirvana https://web.archive.org/web/20210922182005/https://www.daz3d.com/hd-fredda-and-fredda-hair-for-genesis-8-female (unfortunately she was discontinued a while ago but i managed to buy her before that happened)
bend control for Genesis 9?crosswind said:
You're making muscular morph(s) on G9... so you still have to make corrective morphs (cbs) for bending joints while the muscular morph(s) are dialed.
The standard workflow: Show Hidden Properties in Parameters pane, you can find G9's default cbs for this forearm bend. Then make (with external sculpting software) and import corrective morph, and ERC Link it (Multiply, 2nd Stage) to the muscular morph in Property Hierarchy.
It seems to be more complicated than it seems... I already got confused and didn't understand anything hahaha
bend control for Genesis 9?You're making muscular morph(s) on G9... so you still have to make corrective morphs (cbs) for bending joints while the muscular morph(s) are dialed.
The standard workflow: Show Hidden Properties in Parameters pane, you can find G9's default cbs for this forearm bend. Then make (with external sculpting software) and import corrective morph, and ERC Link it (Multiply, 2nd Stage) to the muscular morph in Property Hierarchy.
Having trouble Importing expressions(Sorry, I know I've been in this forum alot the last few days)
I read through the Diffeo documentaion and I can't seem to get expressions to import.
My intended workflow is to import my character to blender with Diffeo then create poses/expressions (basically scenes without the landscape, just characters) in Daz, then import the poses and expressions through Diffeo onto my character A-pose.
Diffeo has both "import pose" and "import expressions." Pose import works great. I just save as a pose preset in daz and import it. But the pose preset should contain the expression and doesn't. I tried importing the pose preset through the expression import button but that doesn't work either. What am I missing?
If I were to delete the character in blender each time and re-import through easy importer it transfers over the character with the pose and expression, but this isn't going to work for me because I'm spending time modifying materials and creating physics for my character's in blender and dont want to have to redo it every scene.
Face Mojo Animation not working properly in BlenderI'm new to animating and so I'm encountering an issue where the eyes of my animated character are locked and won't move in Blender. In daz studio it works perfectly fine. Once it's baked I use to the daz to blender bridge to export from Daz and then import it into blender. By any chance does anyone know why this happens?
Thanks so much for reading,
- Kodi
Sharing my experience of customising Urban Sprawl 3 and The Streets of Utopia.^ ^ ^ This reminds me in a way of Danny Lyon and The Destruction of Lower Manhattan. What I really wanted to mention though is that I actually live in one of these things (high rise jungle). The city government here sort of pays lip service to 3-D modelling but coverage is spotty at best with all sorts of wild standards (hard to follow for a newbie) and bogus servers eg. File-1, File-2, File-3 and zero metadata to help you sort it all. Download the average "Tree Plan" PDF file (which is often number 4) and the first item on the agenda is usually cutting down all the trees! And none of these files talk to each other.
This might sound like griping, but there is a 40 storey tower going up NOW beside the four brown towers in this city graphic. But it does not appear in the graphic!!!!!
The largest proposed (orange-brown) tower is a 52 storey family condominium. Those "annual meetings" are going to be fun because the going trend is not toward local home ownership but foreign investors buying up blocks of apartments to rent out in perpetuity. Believe me after 40 to 50 years the projects have lost a lot of their shine and you get water and power issues when everything is packed so closely together.
These pictures are from a phpBB forum that I happen to operate on the subject; I'm posting from the "small" 17 storey building immediately to the left of the proposed orange-brown ones. The hole in the ground beside me is not referenced, nor is a major demolition (and two more towers by Tenblock!) ond the extreme left. And there is a Chicago style "EL" planned on the right. Bang bang bang, klink klink klink. One of the guys who presided over this stuff is now in charge of the MTA. Ridden that one lately?
One of the largest fresh water lakes on the planet is located about 2 miles to the south, but it's Watertown, N.Y. that gets the "lake effect", not us.
Anyway when you say "urban sprawl" and you show, or model lots of rebar in a tiny area this is what I'm personally dealing with. The corollary is of course the world class dustup that's going on re: spreading the city out ever more, eg. at some point you have to start building on farmland.
One last comment: it looks as though the DAZ forums are now allowing GIF files - that's new I think - but they won't play back animation, at least not through Firefox on Windows 10 which is what I'm using.
No Smart Content gallery after deleting temporary filesOh, I can be more precise on that, thanks for jumping in, Richard:
- I hit the "Clear..."-button in the Preferences' "Temporary Files" section. Which was where the hell-cycle began. No doubt it was my mistake in first place even hitting that button, as I wasn't expecting it to be affecting more than some temporary scene files. There rly should be an extra warning following this button that this is probably messing up database!
Anyways: I posted this thread at about 4.30pm and it seemingly wouldn't show up even an hour later, so I was convinced this post would (for whatever reason nowadays) never show up and I'm on my own, leading to experiments that might seem funny for an expert/insider. But they're not if you don't know the program's hick-ups or no-do's. The culprit: After investing half the work day fixing this stupid error, I seemingly.. found a way to eventually beat this crap. As it's still early in testing this while writing this, I am careful about calling it "done", but atm I found no further problems of connecting again...
To make it comprehendible and maybe help others in my situation, I took another second today (workflow is gone anyway for this day) to list the road so far, aka "I tried a lot of approaches to fix this mess":
- Un-installed PSQL and Re-Installed Daz > Same issue still
- When trying to re-install PostgrSQL, (furthermore called "PSQL") through the IM, there was an incredible odd issue, showing the program in the IM as having a disk space of "-1 bytes", leading to it getting stuck in the re-install process forever. Getting frustrated I first needed to find out where the PSQL is located eventually and then ventured into the folder to delete the whole PSQL stuff existing there. Re-installed it again > and still same issue.
- Re-installed the entire IM and even repeated the above steps: > Issue still there
- Growing real desperate and out of options, I again started all over and changed even things that worked perfectly before:
- I did change the PostgrSQL's Port from "17237" to "17236" in the "Preferences" window under "CMS Settings" tab.
- Then did a CMS folder "wipe" (renaming the suspiciously part-empty "ContentCluster" folder) manually and
- deleted the whole PSQL folder structure as well, while
- ordering in the Install Manager's "Installed" tab to delete PSQL from the list in order to
- re-install it again through the "default install sets" button, like before.
- It downloaded, and this time installed properly, so taking its fair amount of 2 minutes to progress the bar properly, which seemed like being skipped before, resulting in the malfunctional "-1byte" install. Checked it in the other tab and it now reads 65.6MB as it should and was before.
- This time, when launching Daz 3D, it wasn't popping the message telling me the PSQL connection is dysfunctional and after confirming my account login credentials like on first launch, it connected and listed the smart content stuff as is fraggin should be.

- Only two things that are different after that halfway-catastrophe today are:
- Favourites ofc are gone and need to be reassigned and
- when clicking on the "All Files" section of the Smart Content viewer, I have some empty files floating around, having no icon nor name and apparently pointing to no directory.
- Solution-hint: right-clicking on it and hitting "Explore Product" at least tells you what asset it belongs to, so you can re-import it)
So... hopefully this is it now and I am not forced back to tell otherwise. For now thank you very much for offering an ear and your knowledge, Richard. I very much appreciate the gesture!
Happy posing and creating!
Any way to purchase item removed from store?If you want freebie RPG, usually can find on sketchfab: https://sketchfab.com/3d-models/rpg7-anti-tank-43c5218696bb408685aad2dba447f0fd
I have made a collection of military freebies from sketchfab here: https://sketchfab.com/lilweep/collections/desert-militaria-24cc111823304e52834c4c53250ab3c8
Just download. If not obj, convert to obj first.
Then import into Daz and set up textures, scale, etc.









