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  • Can you provide insights into a better installation strategy?

    I just got done reinstalling all my content again. Then I re-imported all my metadata.

    Perhaps I should have done that first? Maybe the metadata was outdated because I had installed and uninstalled so much content?

    I can find all my content now. So I can go back and redo Categories.

    By

    Ron Knights Ron Knights March 26 in The Commons
  • Need Help From DAZ to Blender and Back!

    Despite the positive seeming title this is more of a call for help, I recently got into DAZ on the side and holy smokes is it an exercise in patience! :)

    This was probably asked and answered multiple times, sorry if this is the wrong place for the topic I don't normally do forum stuff. 

    Currently for practice I'm trying to take the genesis 8 female base mesh into Blender so I can remove the ear and replace it with a flat surface, like an alien head or something.

    Using diffeomorphic, got mesh into blender. So far so good > Select loop around ear and hide it, press L on the ear itself to select the whole ear, press alt+h to unhide the loop i hid earlier and deselect the loop > Delete ear > Create polygons in new hole to make a flat surface > Smooth the area little by little in sculpt mode so it's flat but still organic > Unwrap uv's > Rescale/Realign/Reposition UV island over ear UV to blend texture > Export/Import to DAZ > Apply PBR Skin shader > Try to apply literally any material > Doesn't work? Mesh stays white > Manually apply textures to face, body, arms, it works > try to apply skin material again > Fail, you suck, terrible artist, go work at mcdonalds. 

    So... where did I go wrong?

    I attached an image from DAZ to show the skin "working" and also the error message that comes up when I try to apply a skin material and the other image is the UV's in blender. I'm not worried about the visible seam although it lined up and blends kinda nice without playing with the vertices tooooo much. My issue is when I try to apply materials or assets... computa says no. Any help with this, or any general tips for DAZ that will cause less ulcers moving forward would be fan-fricken-tastic!

    By

    fayke-1 fayke-1 March 26 in Technical Help (nuts n bolts)
  • Revisiting saving material presets

    I too suffer from this (and have for 4 years now...not just with Materials, also with Scenes/SubSets/and Poses) and since DAZ seems to want to pretend it doesn't exist, I had to come up with my own way...

    First of all the PROBLEM is with CMS database, and when a NEW SAVE first writes the "/Default/Saved Files/WHATEVERITIS" catagory field....

    So one work around for a fast save that read about a couple years ago,is to right clicking ont content Library tab and choosing "Stop CMS/SMART" Do your saving then Right Click Content Library tab Again and Choose "Stop CMS/Immediate" and Right Click Content Library AGAIN... (getting old....) and Choose "Start CMS".  So you will see that when you do this it will save the file in under a Second.... EXCEPT now you have no Meta.... So you're going to have to manually but the meta data in with the Content DB editor....

    Now you could also Save it outside of Daz in a TEMP location for a fast save and then copy it into your "Materials" file for the Asset, still won't have metadata and also will the wrong absolute path in file, (though I'm sure you know daz will ignore this and use a relative path for the file..)

    Well that gets old too...

    So the MAIN way I do this now, when I am Setting up my Character (Subsets),Wearables and Material Presets is to Create ALL the files FIRST as a TEXT file in the Character or ASSETS Folder...

    and then change the .txt to .duf 

    Once I have that done I go into folder in DAZ for the file I made, hit refresh... and I see the ! (icon) now I right click Content Library Tab and Open the Content DB Editor.... and then select the new "Material files" Up top, then again in the Catagories, and Then Right and choose "Add Custome Categories to Selected File(s)" I then go to a list I made in text file, of ALL the "Default/Saved Files/"  Catagories that Daz uses.... and Copy this:

    /Default/Saved Files/Preset/Materials

    And then Paste that into the Path(s): field, Hit Accept, Then Accept Again.... and THEN with the Asset selected I hit the (+) sing and save out a Material choosing the file made, and it will save WITH metadata in a second...

    So here is a list of ALL the Default/Saved Files that DAZ writes when you are using the (+) sign to save ( there are more that it uses for when saving out as a Figure/Asset, and if you are having LONG saves while doing THAT, I would suggest NOT checking Set Catagory.... Because THAT is the same field that is causing the Slow down for the these Items... With it unchecked the Asset will save in a few seconds, not minutes...):

    -----------------------------------------

    /Default/Saved Files/Scene

    /Default/Saved Files/Set

    /Default/Saved Files/Prop

    /Default/Saved Files/Preset/Wearables

    /Default/Saved Files/Preset/Materials

    /Default/Saved Files/Preset/Materials/Hierarchical

    /Default/Saved Files/Preset/Layered-Image

    /Default/Saved Files/Preset/Shader

    /Default/Saved Files/Preset/Simulation-Settings

    /Default/Saved Files/Preset/Pose

    /Default/Saved Files/Preset/Pose/Hierarchical

    /Default/Saved Files/Preset/Morph/Apply

    /Default/Saved Files/Preset/Properties

    /Default/Saved Files/Preset/Camera

    /Default/Saved Files/Preset/Render-Settings

    /Default/Saved Files/Preset/Light

    -----------------------------------------------------------------------

    It is Ridiculous to have to do it this way but it is MUCH faster then waiting 5 or 10 minutes PER first save of each item.... also if you later wanted to add a new preset to that file, you can "COPY" that catagory for the Item

    from a similar one to a New MANUALLY created txt file turned into a duf with the method mentioned above (so it is visible in your folder in daz as an ! (icon), then in Content DB Editor with THAT and similar preset type (ie Material) that has Already been saved, open the triangle of the previously saved one under catagories and Right click on the"/Default/Saved Files/Preset/Materials" that it already has and choose Copy Selected Catagories to Listed Files...

    Either way listed above requires alot of MANUAL work.... and while It will Save you time on the Saves, you are SPENDING time doing it Manually, So I too would love it if DAZ would fix this, The simplest way would be for them to create a Box that could be ticked to Save Metadata or NOT save Metadata.  The Code line already exists as it IS an option you can toggle for Metadata in one of Riversofts Converter Scripts... (don't recall which one)

    Last but not least there is Yet ANOTHER option... And that would be to create a new BAREBONES Content Library all together using the Content Directory Manager... Of course doing this requires ALOT of switching Back and forth between the new LOW ASSET BAREBONES Library, and your Main Library which you will THEN also note that everything you quickly saved in your new BAREBONES Library, shows up with NO metadata in your MAIN content Library.....So if you want them to have Metadata in your MAIN you will have to add that manually.... 

    Which is why I eventually settled on the Method of just Manually creating the files myself and then manually adding the Metadata to them before I make my first real save in my MAIN Library.

    By

    mrpenguin76 mrpenguin76 March 25 in Technical Help (nuts n bolts)
  • Rigging a Genesis 9 in Blender

    Hello, 

    I am trying to rig a Genesis 9. I tried Rigigy, MHX and Auto-Rig, everything failed. I don't know what i did wrong and/or what I didn't do. I wish someone could point me toward a tutorial or give me a hint I could work on. Here is what I did until now :

    1. I create a generic Genesis 9 model. I only give him a face, then export it with diffeomorphic in base resolution and View and Render Subd at 0. I tried to export it both in A pose and T pose, with the same end result.

    2. I import it in Blender with only the base Genesis 9 settings.

    3. Once in Blender, I merge by distance and do an All Transform te be sure everything is at the same scale.

    4.I try to rig, as written above I tried the diffeomorphic rigify and MHX. I tried importing with the Daz bridge and using the blender rigify and also tried with auto-rig pro, nothing worked.

     

    8. I also tried to scale my character by 100 before binding the rig. But it did not work neither.

    Every time I end up with a unusable monster who can't even move his legs or arms because some widget are missing or don't work.

    Thanks in advance for your wise informations.

    Fred

     

    By

    cochise3960 cochise3960 March 25 in Blender Discussion
  • Sculpting Strand-Based Hair [SOLVED]

    MrRogerSmith said:

    jmucchiello said:

    barbult said:

    Copied and pasted from a post I made in April 2025: 

    With Geometry Editor tool active, you can export the "curves" hair, move the vertices in a modeler, and with the Geometry Editor still active, import your modified OBJ to DS to create a morph. You do not have to be a PA to do that. I have made several morphs for PA dForce (strand-based) hair products that way.  I have posted this in the forums a couple of times at least. You can even simulate in DS and export that and reimport it as a morph. The key is to have the Geometry Editor tool active during export and import. There can be millions of vertices in some of these hairs, so the morph creation can take some time.

    How does someone who doesn't even understand "export the curves hair" step and has never run a modeler even begin to do this? Asking for a friend. :) I posted elsewhere looking for help with upside down hair and this seems like the right solution, if only I knew anything about Blender.

     

    You hide everything in the scene except the hair, put it at base resolution, activate the geometry tool, and export the hair as an .obj via the File menu.  WP Guru has some good videos like this one showing how to export/reimport to make morphs in Blender.

    The OBJ export options now include one to export only seelcted geometry, so the hiding step is no longer required.

    To be honest though I wouldn't start my journey in Blender with these strand-based hairs.  They are quite dense and trying to make the morph in Blender's edit mode isn't nearly as easy as sculpting it.  Working with so many vertices is probably a bit too advanced for someone brand new to Blender.

    By

    Richard Haseltine Richard Haseltine March 25 in Technical Help (nuts n bolts)
  • Sculpting Strand-Based Hair [SOLVED]

    jmucchiello said:

    barbult said:

    Copied and pasted from a post I made in April 2025: 

    With Geometry Editor tool active, you can export the "curves" hair, move the vertices in a modeler, and with the Geometry Editor still active, import your modified OBJ to DS to create a morph. You do not have to be a PA to do that. I have made several morphs for PA dForce (strand-based) hair products that way.  I have posted this in the forums a couple of times at least. You can even simulate in DS and export that and reimport it as a morph. The key is to have the Geometry Editor tool active during export and import. There can be millions of vertices in some of these hairs, so the morph creation can take some time.

    How does someone who doesn't even understand "export the curves hair" step and has never run a modeler even begin to do this? Asking for a friend. :) I posted elsewhere looking for help with upside down hair and this seems like the right solution, if only I knew anything about Blender.

     

    You hide everything in the scene except the hair, put it at base resolution, activate the geometry tool, and export the hair as an .obj via the File menu.  WP Guru has some good videos like this one showing how to export/reimport to make morphs in Blender.

    To be honest though I wouldn't start my journey in Blender with these strand-based hairs.  They are quite dense and trying to make the morph in Blender's edit mode isn't nearly as easy as sculpting it.  Working with so many vertices is probably a bit too advanced for someone brand new to Blender.

    By

    MrRogerSmith MrRogerSmith March 25 in Technical Help (nuts n bolts)
  • An Attempt of a "Limited Time Freebie" Message Only Email Alert Thread Part 2

    New bi-weekly batch of “Limited-Time Free” from Fab (until April 7 at 9:59 AM ET).

    • Stone Golem. A rigged monster character. Unity and Unreal formats.
    • Scrapopolis - Steampunk village. A mostly exterior (one small interior) environment, with a few props. Unreal format.
    • Not useful for Daz: Advanced Universal Spawner. Unreal code.

    With Fab freebies, you can choose a Personal or Professional license. I always switch to the Professional license (since it’s free and gives you more).

    Note that these are usually in Unreal or sometimes Unity, Godot, Blender, or generic 3D formats, so will require some work to convert for use in Daz.


    I’m not aware of any tool for straight conversion from Unreal to Daz. so it takes a couple steps. First, convert from Unreal Engine to Blender format, then export/import between Blender and Daz. This article covers some ways of doing the conversion from Unreal to Blender: “Exporting from Unreal Engine to Godot, Unity or Blender”. Then from Blender to Daz, you can use one of the various tools, such as Diffeomorphic.

    Please take replies and discussion to the discussion thread. Let’s keep this thread “Announcements Only”, as it was intended.

    By

    FizzleMyth FizzleMyth March 24 in Freebies
  • Pose Morph is shifting figure up/down (along hip Y), but only if the hip is rotated along X

    In general, if a partial body morph (PBM) is purely made with vertex position change (e.g. by sculpting) rather than simple Transforms of other bones, it doesn't need ERC Freeze.

    Not sure how you made the morphs, but if you ever did Adjust Rigging to Shape as well as ERC Freezed that whole belly morph property, ERC Bake it firstly with Edit Mode, then check if it works well when posing hip bone... 

    Surely you can remake the morph by export / import its OBJ with MLP but firstly delete the DSF file of the old one... and do it with a Base figure with default zeroed A-Pose or T-Pose. 

    By

    crosswind crosswind March 24 in Technical Help (nuts n bolts)
  • [RELEASED] BLENDER T.V. Studio! | 1000+ New Blender Butttons! | Official support thread [Commercial]

     

    Welcome to Blender T.V. Studio

     

    Blender T.V. Studio (DAZ to Blender Edition) is the new name for our system. We rebranded from FAST Animation Studio Tools so we could start charging you less for the add-on. Check the new price on our store page, and you'll agree — you are getting a much more advanced system for a very fair cost. We have added over 20,000 lines of new code since the original DAZ Store release, and the system is now far more powerful.

    We have also fixed a large number of issues and made major optimizations across the entire add-on. We are currently completing a full overhaul for the next update, including upgrading to Blender 5.1 with Python 3.13.9 (up from Python 3.11), and converting the add-on to Blender’s new extension system for faster load times, easier installs, and significantly reduced error risk. This new system allows Blender to handle all dependency management automatically, making the add-on more stable and easier to maintain across platforms.

    As a result, Mac support will be much easier to deliver — once the 5.1 upgrade is complete in the next few days, we expect Mac compatibility to follow shortly after, likely within a couple of weeks or sooner. After Mac is complete, if there is demand, we will begin testing and upgrading the add-on for Linux as well.

     

    Built-In A.I. Video Generation

     

    We also added a full video generator built directly into the add-on that uses your personal Runway API Key. That means you only pay Runway, there are no overages from us, and you get a top-tier image and video generation system built directly into Blender. We’ve got Text-to-Video, Image-to-Video, Video-to-Video, and even Image-to-Image, which uses Google’s Nano Banana image editor and supports up to 3 reference images, plus 4K upscaling.

    After you run a fast parallel render using our AWS Parallel Render System, 250 frames in about 12 to 20 minutes, you can add up to 10 seconds of new footage with almost no work. You can add effects, new characters, or new backgrounds to video renders you’ve already made in Blender while leaving the rest of the footage the same. You can even take single-frame renders of perfect Blender scenes and feed them into the Image-to-Video generator to create upgraded video content that strongly uses your original content as reference and helps you create the ultimate videos.

    You can also create brand-new images with Nano Banana using up to 3 image references, which can be renders or any image at all, and then use those results to create Image-to-Video generations or anything else you want. The sky’s the limit. We like to take iRay renders from DAZ Studio of the same characters used in our Blender renders and use them to enhance our Cycles renders so they look like iRay, with no extra work involved.

     

    A Full Television Workflow in Blender

     

    This is a full television production workflow inside Blender! It includes our complete DAZ Studio system. With the combination of our A++ DAZ Studio importer and video generation, you can create highly character consistent AI-enhanced videos inside Blender based on your favorite DAZ Studio characters. That's what we do, we're using AI video generation in conjunction with our already blazing fast DAZ import system to crank out scenes of our TV show faster than you've ever seen.

     

    Advanced DAZ Import Pipeline

     

    With 1-Click, import Genesis 3, 8, 8.1, and 9 characters, props, and environments directly into Blender. Mixamo animation, pose preset animation, and lip sync (like Mimic / Azure) can be added during import. You can freely combine face/body animations—for example: Mixamo body + pose-preset face, Azure lip sync for face + pose-preset body, or any combination of the 3 animation import styles—giving you fast, precise control over your character’s performance.

    Combined with DAZ Studio's pre-rigged environments and dynamic props, you get a fully built foundation for creating TV-quality scenes.

    Creating animation at this level could take weeks. With our optimized workflow, you can output up to two minutes of animation per workday, and more as you learn the system.

     

    1000+ New Buttons for Blender

     

    Blender TV Studio includes the full Diffeomorphic add-on (300+ DAZ buttons), plus our nearly 800 additional buttons - both small and large comprehensive features - added throughout Blender to speed up every part of production. We like to say it's like you get '50 Blender add-ons in 1' with all of our features. Go ahead and check out the last few promo images to the right and see exactly what we mean.

    For tools we do not include, the add-on provides an AI Script Generator with automatic error fixing. Describe what you need, get a working script, and assign it to its own panel button in 1-Click.

     

    Mixamo Pro Included

     

    We created the Mixamo Pro Add-on from Adobe's version and made it even better. You can now re-add animations to your characters without risk of rig distortion. It also includes a 1-Click Mixamo downloader that lets you download all 2,000 animations at once.

    Altogether, this system adds more than 1,000 new buttons to Blender. Most operators include multi-line tooltips that you can toggle on or off. Built-in AI documentation system you can access from Blender header, answers questions about the add-on or Blender itself, that means no wondering how to do Blender tasks or how the add on operates.

    Blender TV Studio speeds up every aspect of Blender. Our operators are everywhere in Blender, replacing old workflows and removing inefficiency, and that gives you a smoother, faster, and far more enjoyable production experience.

     

    *** NOTE: This product requires a serial number to activate. This process is handled by the vendor through the Blender Plugin itself upon installation.

     

    Watch Blender T.V. Studio in Action

     

    Watch our tutorial playlist here

     

     

    • More Features than 50 Blender add-ons Combined

       

      *Tested against a completely reasonable selection of add-ons.

    • What's Included and Features

      • Blender T.V. Studio (DaztoBlender)
      • DAZ Studio to Blender Import
        • Daz Studio to Blender import (Genesis 3, 8, 8.1, and 9)
        • Import Daz Studio character with Pose Preset
        • Import Daz Studio character with Azure Lip Sync
        • Import Daz Studio character with Mixamo
        • Import Daz Studio character with Mixed Animations
        • One-click backup + reimport from panel
        • Open or edit character backups in Daz Studio only
        • Auto Lip Sync Mapping System
        • Open Mixamo button
        • Mixamo → Daz Studio Retargeting Panel
        • Access all Diffeomorphic website links easily
        • Access all Daz Studio website links easily
      • Fast Parallel Render System
        • Installs AWS Deadline Studios Add-on 4U
        • Take A Simple 2–3 Page Setup Tutorial
        • Render 250 Frames in 12–20 Minutes
        • You Get Parallel Rendering w/ No Extra Fees
        • Perfect for Cycles (Normally Takes Hours)
        • Never Wait for Long Renders Again
      • Fast AI Automation Tools
        • Automate Tasks in Blender
        • Use AI to Generate Scripts in 1 Click
        • Detect and Fix Errors Automatically
        • Save Scripts as Permanent Buttons
        • 25,000-Line Adv. OpenAI System
        • Auto Fix Scripts in the Text Editor
        • Optimize Text Editor Buttons
        • Ask Blender Questions Using AI
        • Ask Addon Questions Using AI
        • Both Accessible Right on the Header
        • Uses Best AI Models to Get Answers
      • Fast Lighting Tools
        • Edit Lights with Mouse Wheel Nudge
        • Edit All Lights in a Collection
        • Edit Individual Lights
        • One-Click Multi-Light Setup
        • Add Three-Point Lighting Setup
        • Parent Three-Point Lights to Object in One Click
        • Add Ambient HDRI in One Click
      • Fast Camera Tools
        • Transform Cameras with Nudge
        • Cycle Cameras Forward
        • Cycle Cameras Backward
        • Add Camera Centered to View
        • Move Current Camera to View
        • Move Current Camera to View and Keyframe
        • Auto-Resize Camera to View
        • Auto-Resize Camera When Cycling
        • Easier Camera Selection
        • Easier Camera Deletion
        • Easier Camera Binding
      • Fast Transform Tools
        • All Tools on A Panel
        • All Tools on A Floating Panel
        • All Tools on The Context Menu
        • Transform with Mouse Wheel Nudge
        • Auto Toggle Overlays While Transforming
        • Pose Mode Bone Nudging
        • Camera Position Nudging
        • Vertex, Face, and Edge Nudging
      • Fast Animation Tools
        • Fast Animation Editing
        • Fast Mocap Performance Editing
        • Animation Library (save|reimport animations)
        • Walk-Cycle Animation Extender
        • Suite of Buttons for Manual Animation
        • On: Timeline, DS, GE, SE, Sequencer
        • Quick Set Start and End Frame
        • Quick Jump Start and End Frame
        • Jump Forward or Backward by 1–5 Frames
        • Auto Toggle Timeline Overlays
        • One-Click Editor Switching (ex: Timeline)
        • Auto Keyframe Timer (less mistakes)
        • Add Audio and Video Button
        • Select and Delete Markers Buttons
      • Fast Edit Mode Tools
        • Work in Edit Mode with More Precision
        • Nudge Transform Vertexes
        • Nudge Transform Edges
        • Nudge Transform Faces
        • Auto Toggle Overlays While Transforming
        • Easier Access to Edit Mode Operators
        • Easier Access to View Operators
        • #1 Click See-Through (Wireframe + X-Ray in one)
      • Auto Lip Sync (like Mimic)
        • Create lip sync from audio file
        • Use with Daz Studio morphs
        • Use with Blender shape keys
        • Use with Blender Grease Pencil
        • Fast, easy setup
        • Add lip sync when importing Daz Studio character
        • Add lip sync to Daz Studio character after import
        • Lip sync system uses text files like Mimic
        • Create those text files in one click
        • Fast lip sync animation editing
        • Uses Microsoft Azure for super-high accuracy phoneme detection
        • More phonemes than Mimic (40 vs 17)
      • Fast Speech Bubble Tools
        • Add Beautiful, Cartoony Speech Bubbles in 1 Click
        • Add Speech Bubble Text with Your Voice
        • Text Auto-Centers Perfectly in Bubble
        • Uses Geometry Nodes (easy customization)
        • Speech Bubbles Are Animatable and Fully Morphable
      • Multi-Level Context Menu
        • 200+ Items on the Menu
        • The Menu Is Customizable
        • The Menu Color Is Customizable
        • Rarely Need Keyboard
        • Base Menu Items Include:
        • ===============
        • 1. Save and Auto Restart
        • 2. Full Screen Toggle
        • 3. Show Console
        • 4. Voice Search for Operators
        • 5. Open F3 Menu
        • 6. Open Quick Favorites
        • 7. Open Default Blender Menu
        • 8. Organize Panels
        • 9. Restart Blender
        • 10. View Selected
        • 11. Open Documentation
        • ===============
        • *See below for more...
      • Multi-Level Context Menu
        • Extra context-menu items:
        • 1) Show Move: X|Y|Z|XYZ
        • 2) Show Rotate: X|Y|Z|XYZ
        • 3) Show Scale: X|Y|Z|XYZ
        • 4) Show All Move/Rotate/Scale
        • 5) Show View Switchers
        • 6) Show DAZ Diffeomorphic Links
        • 1-click to add these items to the menu
        • 1-click to remove them
        • Only one pack shows at a time
      • Multi-Level Context Menu
        • These are the sub menus...
        • To our giant right click menu...
        • Each contains new|default tools...
        • New items are discussed elsewhere...
        • ====================
        • Animation Menu|Animation Tools
        • Cursor Menu|Cursor Tools
        • Edit Menu|Edit Mode Tools
        • Extras 1 Menu|New|Default Tools
        • Extras 2 Menu|New|Default Tools
        • File Menu|File Tools
        • Mode Menu|Mode Tools
        • Object Menu|New|Default Tools
        • Outliner Menu|Outliner Tools
        • Parent Menu|Parenting Tools
        • Pose Menu|Pose Mode Tools
        • Sequencer Menu|Sequencer Tools
        • Transform Menu|Nudge Transform Tools
        • View Menu|View Switching Tools
        • Startup Menu|Startup File Tools
        • ====================
      • Fast Header Buttons
        • Save File, Preferences, and Scripts
        • Open Preferences Panel
        • Open Quick Favorites
        • Wireframe + X-Ray Toggle
        • Set Active Camera Feature
        • Add Camera from Viewport
        • Cycle Cameras Backward
        • Cycle Cameras Forward
        • Center Current Camera
        • View Selected Object
        • Show-Active Outliner|Viewport
        • Save and Enter Material Preview
        • Toggle N Panel
        • Advanced Local Mode+ALM Menu
        • Ask A.I. Blender/Add-On Questions
      • 1-Click Green Screen Keying
        • Key Green Screen in 1-Click
        • Video Appears on a Mesh Plane
        • Video Syncs to Sequencer Clip
        • Edit Plane+Clip as a Single Unit
        • Includes Fast Editing Tools
        • Includes floating green screen keying panel
      • Features #1
        • Append Sounds and Markers into New File
        • Append Everything into New File
        • Fastest Blender Theme Editor
        • Best Auto Save System (Never lose a file)
        • 4 Easy-Access Material Properties Buttons
        • – Separate
        • – Clean Unused Materials
        • – Delete Vertices/Edges/Faces
        • – Separate and Disable
        • 7 New Buttons for Outliner Panel
        • – Add and Remove Keyframes for Collections
        • – Move to Collection Button
        • – Advanced Select and Delete Buttons
        • – Rename Button
        • – Expand and Collapse Collections
        • Bundled Mixamo Pro Add-on
        • – Pro Version Updated for Blender 4.4
        • – Download All Mixamo Anim in 1-Click!
        • – No Distortion When Re-Applying Anim!
        • – Better Apply Animation to Control Rig!
        • Bundled Diffeomorphic Add-on
        • – Official “DAZ to Blender” Bridger!
        • – Includes 300+ Powerful DAZ Tools!
        • – Top Add-on for Daz Studio Assets!
      • Features #2
        • 1-Click Add Laugh Tracks
        • Customizable Helpful Beep Alerts
        • Advanced Local Mode (Disable not Hide)
        • Auto Sets Common Blender Prefs
        • Auto Enables Common Add-ons
        • Create 3D Text from Voice
        • Find Blender Commands with Voice
        • Auto Backup TV Scripts to Email
        • Auto + Manual Error Reporting
        • 3 Customer Feedback Options
        • Create Normal Maps from Images
        • YouTube Downloader
        • Custom Splash Screen Creator
        • Print Total Scene Poly Count
        • Disable High-Poly Objects
        • Auto Keyframe with Shut Off Timer
        • Prompt Pose Mode When Select a Rig
        • Force Solid Mode (Crash Recovery)
        • Force Simplify Mode (Crash Recovery)
        • Restart Prompt When Install Add-on
        • Fast Windows Search Feature
        • Hire a Blender Programmer Button
        • Hire a Blender Artist Button
        • Better Viewport Render Animation
        • Why Can’t I Render Tips
      • Features #3
        • Delete All Actions Except Current
        • Batch Import FBX Files
        • Create Bone List from Selected Rig
        • Edit Premade 3D Assets Faster
        • Toggle Black | White Icons (Light Themes)
        • Viewport Sky Mode (Solid Mode)
        • Delete User Prefs + Restart
        • Remove Unused Materials Button
        • Reduce Scene Lag Button
        • Toggle N Panel Visibility
        • Save + Backup Startup File
        • Delete + Backup Startup File
        • Save + Backup Startup File + Restart
        • Delete + Backup Startup File + Restart
        • GLTF File Cleaner (Remove Empties)
      • The Collection System
        • Each collection has 1 animated character+props
        • Relocate Collections
        • – Move all anim in a collection to any frame
        • – Keeps timing offsets perfectly intact
        • – Adds markers around anim range
        • – Auto-sets visibility keys at markers
        • – Keeps scenes fast by hiding inactive characters
        • – Great for organizing character anim quickly
        • Refresh Collections
        • – Sets up ALL collections like Relocate Collections
        • – Doesn't move anim. Performs following tasks
        • – Rebuilds START/END markers across entire scene
        • – Re-applies visibility keys for every collection
        • – Auto-hides everything outside its animation span
        • – Keeps viewport responsive in heavy scenes
        • – Prepares scenes much faster for rendering
      • Specifications:
        • Supported OS: Windows 11. macOS Almost done...See below.
        • Supported Daz Studio Versions: 4.20+
        • Supported Blender Versions: 4.5+ (latest recommended)
        • Supported Blender Render Engines: Eevee & Cycles
        • Supported Daz Content: Genesis 3, 8, 8.1, 9
        • *(Genesis 1,2 Support is limited. Tell us if you need!)

     

    Mac Support Available on Request

     

    Mac support is now available on request. We are incredibly close to finishing the full Mac update, and we are actively working on it every day. Most Blender-only features should work the same on Mac as they do on Windows because Blender itself is cross-platform. The final testing is focused on finding any remaining Windows-only file paths or system-specific code that needs to be updated for macOS.

    If you want to start using Blender T.V. Studio on Mac before the final verified Mac release, you can request the Mac version now. You may run into a small number of remaining issues while testing, but we expect them to be limited. If you report an error, we will fix it/send you an update, the same day.

    We expect the Mac version to be fully tested/verified within the next 2 weeks. If you choose to become a 'product tester' of our Mac beta version, you'll speed up 'the Mac version availability' for yourself and everybody. And of course, if it turns out to be more than you bargained for, the add-on is fully refundable within 30 days.

     

    View on DAZ Store

     

    Open DAZ Store Page

    You can also reach us at our 'Main Support' link: [email protected]!

    By

    DBlendRMaster DBlendRMaster March 22 in Daz PA Commercial Products
  • WHEN... will DAZ3D learn...

    Matt_Castle said:

    TheMysteryIsThePoint said:

    No one will ever convinve me that when there was ultimate freedom to determine how the framework would work, that the only way to make an extensible framework was to load all the morphs.

    This is fundamentally flawed.

    You are completely missing my point. Completely. You bring up, in fine detail, the problem space that a design is supposed to navigate and provide a satisfactory user experience. It doesn't. It is irrelevant if the problem space is convoluted or not; that is what the design was supposed to account for. If it does, it is a good design. If it does not, it is a bad design. Ful stop. No ammount of hand waving or creating empathy for the complexity of the problem can mutate this fact: the design was supposed to account for that. That is why architects make as much money as they do: the buck stops with their design. There is nothing else to blame.

    Let's look at how the Genesis 9 figure works.

    Let's not. If it is complicated, and I'm sure that it is, it was the design that determined literally everything that you wrote. There is no other place to lay the details of the current state of affairs but at the feet of the original design. Saying "But it is a hard problem" does not mean that an inefficient design is some how excusable. Engineers get paid to make the proper space/time tradeoffs until the user experience is satisfactory. I know of no principle that says that that is the engineer's responsibility "unless the problem is hard, in which case you can go with O(n^2) and expect no one to call you on it".

    Genesis 9 is a mesh that is weighted to follow the bones of a virtual armature. This is strictly inaccurate to how people actually move, but as a technique it's been used for decades because the full physical modelling and simulation of a skeleton, how muscles fit to it, how those muscles fit against each other, where the internal organs go, where fat layers sit and how the skin is attached and stretches over all of that would be ludicrously intensive, and a weighted mesh is generally an acceptable compromise.

    Even more so if you are prepared to go in and create corrective morph shapes to improve the weighted shape to something closer to physically accurate.

    And G9 does quite a lot of those. Here's a list of the primary Corrective Blend Shapes of Genesis 9:

    body_cbs_shoulder_x30n_l; body_cbs_shoulder_x30p_l; body_cbs_shoulder_z55p_l; body_cbs_shoulder_x30n_r; body_cbs_shoulder_x30p_r; body_cbs_shoulder_z55n_r; body_cbs_upperarm_x95n_l; body_cbs_upperarm_y110n_l; body_cbs_upperarm_z40n_l; body_cbs_upperarm_z90p_l; body_cbs_upperarm_y110n_z40n_l; body_cbs_upperarm_y110n_z90p_l; body_cbs_upperarm_x95n_r; body_cbs_upperarm_y110p_r; body_cbs_upperarm_z40p_r; body_cbs_upperarm_z90n_r; body_cbs_upperarm_y110p_z40p_r; body_cbs_upperarm_y110p_z90n_r; body_cbs_forearm_y75n_l; body_cbs_forearm_y135n_l; body_cbs_forearm_y75p_r; body_cbs_forearm_y135p_r; body_cbs_hand_y28n_l; body_cbs_hand_z70n_l; body_cbs_hand_z80p_l; body_cbs_hand_y28p_r; body_cbs_hand_z70p_r; body_cbs_hand_z80n_r; body_cbs_head_x25p; body_cbs_head_x30n; body_cbs_neck1_x25n; body_cbs_neck1_x40p; body_cbs_neck1_y22p_l; body_cbs_neck1_y22n_r; body_cbs_neck1_z40n_l; body_cbs_neck1_z40p_r; body_cbs_spine3_x35p; body_cbs_spine3_z20n_l; body_cbs_spine3_z20p_r; body_cbs_spine2_x40p; body_cbs_spine2_z24n_l; body_cbs_spine2_z24p_r; body_cbs_spine1_x35p; body_cbs_spine1_z15n_l; body_cbs_spine1_z15p_r; body_cbs_pelvis_x25n; body_cbs_pelvis_x25n; body_cbs_thigh_x35p_l; body_cbs_thigh_x90n_l; body_cbs_thigh_x115n_l; body_cbs_thigh_z90p_l; body_cbs_thigh_x115n_z90p_l; body_cbs_thigh_x35p_r; body_cbs_thigh_x90n_r; body_cbs_thigh_x115n_r; body_cbs_thigh_z90n_r; body_cbs_thigh_x115n_z90n_r; body_cbs_shin_x90p_l; body_cbs_shin_x155p_l; body_cbs_shin_x90p_r; body_cbs_shin_x155p_r; body_cbs_foot_x45n_l; body_cbs_foot_x65p_l; body_cbs_foot_z45n_l; body_cbs_foot_x65p_r; body_cbs_foot_x45n_r; body_cbs_foot_z45p_r; body_cbs_toes_x40p_l; body_cbs_toes_x60n_l; body_cbs_toes_x40p_r; body_cbs_toes_x60n_r

    And this is a list that omits things like all the ones on the fingers or toes. This is just the larger joints.

    Now, if we look at the first on the list, body_cbs_shoulder_x30n_l, this is a shape which is intended to be active when the left shoulder's X rotation is negative 30 (shoulder for shoulder, x30n for negative 30 x, and _l for left).

    We immediately have our first case for wanting bottom-up links. We do not want to have the primary bend parameters of a joint to need to be changed every time someone wants to hitch a new control to them. So, in this case, another file, not the primary rigging, will have to tell Daz Studio that body_cbs_shoulder_x30n_l is something that should be linked to the shoulder's X rotation. And, fundamentally, why have an entirely separate file to do that? Why not have it in the header section of body_cbs_shoulder_x30n_l? DS can look in the top of the file.

    Okay, now let's suppose we want to install another character on to G9. Victoria 9's morph changes the shape enough that the original CBS shapes are no longer quite right, so she's going to need her own CBSs.

    Even looking past how you drive her CBSs (it's much more practical to just hitch them onto the base ones rather than have to set up all the rotation multipliers separately), her CBSs however need to only activate when her shape does. So you want all those new shapes to have a link to her main morph. Now, Daz *could* put all those links in her shape, but that would mean that if Daz decided she needed an extra CBS they'd missed before, then that means adding a new CBS, and also adding links to it into her main morph file, and generally causing havoc with versioning. If those links could only be saved into her file, it would also be a nuisance any end user deciding that she needed an extra CBS, because then they would have to edit her file, and re-edit it every time a product update came through.

    As such, it is better for the links for character specific CBSs to be bottom-up links exist in those CBS files themselves.

    ~~~~~

    Now, even if we for some reason assume that it was even viable to have only top-down links, Daz Studio still needs to know more about each DSF file attached to the figure it has than just what its file name is.

    Firstly, DS needs to know what the morph should actually be called on the user side. It's all very useful to have a behind the scenes convention for file names, but they're ugly and unfriendly on the user side. "Victoria9_figure_ctrl_Character.dsf" is informative for technical purposes, and avoiding spaces in the file name makes certain things easier (although admittedly Daz have been inconsistent about enforcing that as a standard), but "Victoria 9" is what end users want to see.

    DS also needs to know what the limits of that morph are. Is this something like a height slider which can go from -100% to 100% to make the character taller or shorter, or is this a character morph that would be an eldritch horror if it were dialled in backwards?

    They need to know whether the morph should be shown to the user at all. Imagine if all the CBS files across every character were permanently visible.

    They need to know "hey, this slider has a picture to help the user see what it does".

    They need to know "this slider is tinted light blue to help differentiate it as a morph from the G9 Body Morphs set, where as this shade of yellow implies that it's a core character."

    To be functional, DS needs at least this "metadata" about every morph, even if it does not attempt to load any of the actual shape information about the morph. This is not feasible to encode into a filename. Even if you tried, you'd end up with a colossal problem every time you had to update something, because now that old scene file where everyone's Daz Studio is expecting that a character should have 50% of some morph file with an outrageous file name dialled in now can't find that filename any more.

    So, Daz Studio needs this information before it can display the figure controls correctly, and thus it has to load this information about every DSF file.

    Now, at present, this is all deliberately stored at the top of the morph files. Daz Studio can look in the top of the file and read that information. And, indeed, it actually stops when it gets to the end of that, and does not load the morph shape itself until the morph is actually activated on the figure. You can see this in the log file if you activate a morph you haven't yet; it will tell you that the morph deltas for that morph have just been loaded.

    ~~~~~

    The only even marginally feasible workaround I could see to this that doesn't force the user to manually specify what morphs they want loaded is permanently maintaining a database for every last figure (be it Genesis, a clothing item, a car, etc) and prop which collates all of this stuff and just that stuff. But that would itself need to be rebuilt every time the figure's morph library changed. And this would necessitate a large increase in the amount of drive space used by morphs, because not only do the morphs themselves still need to contain the information in order for such a database to know what to do with them, the database would itself end up duplicating all of that. 

    But if you have a suggestion for how Daz Studio could genuinely work by just being able to skim read file names and not know anything about what's inside them, then by all means, let us know. We would all love Daz Studio to be faster.

    And you've proven my point better than I ever could. You've pointed out in much greater detail that I knew how to, that the design has serious inefficiencies where some tradeoff should have been sough, but wasn't.

    Otherwise, your claim that you're unconvinced by the solution they've implemented is empty.

    OK, I guess we will just have to let history be the judge.

    That's probably the best argument for Open Source-ing DAZ Studio that I've ever heard.

    That I think would be a bad idea, because ultimately the entire Daz infrastructure relies on having a concrete framework upon which others can build and work. Making that kind of thing work requires oversight and direction.

    What you've accomplished is to clarify your opinion that DAZ would not be capable of providing oversight and direction. Open Source has worked out exceedingly well for so many projects that I'm not going to bother to name any of them.

    That said, except for a couple of their more proprietary techs, Daz Studio formats are mostly well documented.

    If I am wrong, then pease excuse me, but you have never actually tried to write a non-trivial plugin, have you? The problem with what you wrote above is that, yes, DSON is better documented than the SDK, and JSON is to some degree self documenting, but the problem is that DAZ Studio is not a purely data-driven application, i.e. the DSON does not tell you the whole story. As you say, I suppose I can forgive DAZ for not documenting their secret sauce for HD and autofitting since it is a rare far-seeing company that realizes that holding on to their IP, no matter how trivial it is probably retards the growth of their product, but there are things that you simply cannot divine how DAZ Studio goes from DSON to finished geometry from looking at it. And there are important things that a programmer needs to know that have nothing to do the data format.

    If someone else was of a mind to, they could absolutely make another program read Daz Studio format directly (maybe even as a direct Blender plug-in, for example), and handle things that way.

    This is the same falsity that I keep hearing over and over, by people who I'd wager have never written a non-trivial plugin. Knowing the DSON like the back of one's hand is not sufficient to duplicate everything DAZ Studio does. There is a lot of functionality in DAZ code, as opposed to the DSON. Again, it is not a purely data-driven app. There's logic in the code. I know this for a fact because I've been figuring things out for Sagan for 7 years now. Like memory ownership rules. In C++, when a function accepts a pointer, does it take ownership of that memory? Do I still have to free it up? Does it deep copy it, or just copy the pointer? Can I pass a local object or does it have to be on the heap? There's very little const correctness in the SDK, so will the function modify my object or not? It's very, very difficult to correctly guess all of these things, and even the shortest, simplest, yes-or-no questions go ignored in the SDK forum, if only a dev can answer it.

    By

    TheMysteryIsThePoint TheMysteryIsThePoint March 22 in The Commons
  • Sculpting Strand-Based Hair [SOLVED]

    barbult said:

    Copied and pasted from a post I made in April 2025: 

    With Geometry Editor tool active, you can export the "curves" hair, move the vertices in a modeler, and with the Geometry Editor still active, import your modified OBJ to DS to create a morph. You do not have to be a PA to do that. I have made several morphs for PA dForce (strand-based) hair products that way.  I have posted this in the forums a couple of times at least. You can even simulate in DS and export that and reimport it as a morph. The key is to have the Geometry Editor tool active during export and import. There can be millions of vertices in some of these hairs, so the morph creation can take some time.

    How does someone who doesn't even understand "export the curves hair" step and has never run a modeler even begin to do this? Asking for a friend. :) I posted elsewhere looking for help with upside down hair and this seems like the right solution, if only I knew anything about Blender.

     

    By

    jmucchiello jmucchiello March 21 in Technical Help (nuts n bolts)
  • WHEN... will DAZ3D learn...

    TheMysteryIsThePoint said:

    No one will ever convinve me that when there was ultimate freedom to determine how the framework would work, that the only way to make an extensible framework was to load all the morphs.

    This is fundamentally flawed.

    Let's look at how the Genesis 9 figure works.

    Genesis 9 is a mesh that is weighted to follow the bones of a virtual armature. This is strictly inaccurate to how people actually move, but as a technique it's been used for decades because the full physical modelling and simulation of a skeleton, how muscles fit to it, how those muscles fit against each other, where the internal organs go, where fat layers sit and how the skin is attached and stretches over all of that would be ludicrously intensive, and a weighted mesh is generally an acceptable compromise.

    Even more so if you are prepared to go in and create corrective morph shapes to improve the weighted shape to something closer to physically accurate.

    And G9 does quite a lot of those. Here's a list of the primary Corrective Blend Shapes of Genesis 9:

    body_cbs_shoulder_x30n_l; body_cbs_shoulder_x30p_l; body_cbs_shoulder_z55p_l; body_cbs_shoulder_x30n_r; body_cbs_shoulder_x30p_r; body_cbs_shoulder_z55n_r; body_cbs_upperarm_x95n_l; body_cbs_upperarm_y110n_l; body_cbs_upperarm_z40n_l; body_cbs_upperarm_z90p_l; body_cbs_upperarm_y110n_z40n_l; body_cbs_upperarm_y110n_z90p_l; body_cbs_upperarm_x95n_r; body_cbs_upperarm_y110p_r; body_cbs_upperarm_z40p_r; body_cbs_upperarm_z90n_r; body_cbs_upperarm_y110p_z40p_r; body_cbs_upperarm_y110p_z90n_r; body_cbs_forearm_y75n_l; body_cbs_forearm_y135n_l; body_cbs_forearm_y75p_r; body_cbs_forearm_y135p_r; body_cbs_hand_y28n_l; body_cbs_hand_z70n_l; body_cbs_hand_z80p_l; body_cbs_hand_y28p_r; body_cbs_hand_z70p_r; body_cbs_hand_z80n_r; body_cbs_head_x25p; body_cbs_head_x30n; body_cbs_neck1_x25n; body_cbs_neck1_x40p; body_cbs_neck1_y22p_l; body_cbs_neck1_y22n_r; body_cbs_neck1_z40n_l; body_cbs_neck1_z40p_r; body_cbs_spine3_x35p; body_cbs_spine3_z20n_l; body_cbs_spine3_z20p_r; body_cbs_spine2_x40p; body_cbs_spine2_z24n_l; body_cbs_spine2_z24p_r; body_cbs_spine1_x35p; body_cbs_spine1_z15n_l; body_cbs_spine1_z15p_r; body_cbs_pelvis_x25n; body_cbs_pelvis_x25n; body_cbs_thigh_x35p_l; body_cbs_thigh_x90n_l; body_cbs_thigh_x115n_l; body_cbs_thigh_z90p_l; body_cbs_thigh_x115n_z90p_l; body_cbs_thigh_x35p_r; body_cbs_thigh_x90n_r; body_cbs_thigh_x115n_r; body_cbs_thigh_z90n_r; body_cbs_thigh_x115n_z90n_r; body_cbs_shin_x90p_l; body_cbs_shin_x155p_l; body_cbs_shin_x90p_r; body_cbs_shin_x155p_r; body_cbs_foot_x45n_l; body_cbs_foot_x65p_l; body_cbs_foot_z45n_l; body_cbs_foot_x65p_r; body_cbs_foot_x45n_r; body_cbs_foot_z45p_r; body_cbs_toes_x40p_l; body_cbs_toes_x60n_l; body_cbs_toes_x40p_r; body_cbs_toes_x60n_r

    And this is a list that omits things like all the ones on the fingers or toes. This is just the larger joints.

    Now, if we look at the first on the list, body_cbs_shoulder_x30n_l, this is a shape which is intended to be active when the left shoulder's X rotation is negative 30 (shoulder for shoulder, x30n for negative 30 x, and _l for left).

    We immediately have our first case for wanting bottom-up links. We do not want to have the primary bend parameters of a joint to need to be changed every time someone wants to hitch a new control to them. So, in this case, another file, not the primary rigging, will have to tell Daz Studio that body_cbs_shoulder_x30n_l is something that should be linked to the shoulder's X rotation. And, fundamentally, why have an entirely separate file to do that? Why not have it in the header section of body_cbs_shoulder_x30n_l? DS can look in the top of the file.

    Okay, now let's suppose we want to install another character on to G9. Victoria 9's morph changes the shape enough that the original CBS shapes are no longer quite right, so she's going to need her own CBSs.

    Even looking past how you drive her CBSs (it's much more practical to just hitch them onto the base ones rather than have to set up all the rotation multipliers separately), her CBSs however need to only activate when her shape does. So you want all those new shapes to have a link to her main morph. Now, Daz *could* put all those links in her shape, but that would mean that if Daz decided she needed an extra CBS they'd missed before, then that means adding a new CBS, and also adding links to it into her main morph file, and generally causing havoc with versioning. If those links could only be saved into her file, it would also be a nuisance any end user deciding that she needed an extra CBS, because then they would have to edit her file, and re-edit it every time a product update came through.

    As such, it is better for the links for character specific CBSs to be bottom-up links exist in those CBS files themselves.

    ~~~~~

    Now, even if we for some reason assume that it was even viable to have only top-down links, Daz Studio still needs to know more about each DSF file attached to the figure it has than just what its file name is.

    Firstly, DS needs to know what the morph should actually be called on the user side. It's all very useful to have a behind the scenes convention for file names, but they're ugly and unfriendly on the user side. "Victoria9_figure_ctrl_Character.dsf" is informative for technical purposes, and avoiding spaces in the file name makes certain things easier (although admittedly Daz have been inconsistent about enforcing that as a standard), but "Victoria 9" is what end users want to see.

    DS also needs to know what the limits of that morph are. Is this something like a height slider which can go from -100% to 100% to make the character taller or shorter, or is this a character morph that would be an eldritch horror if it were dialled in backwards?

    They need to know whether the morph should be shown to the user at all. Imagine if all the CBS files across every character were permanently visible.

    They need to know "hey, this slider has a picture to help the user see what it does".

    They need to know "this slider is tinted light blue to help differentiate it as a morph from the G9 Body Morphs set, where as this shade of yellow implies that it's a core character."

    To be functional, DS needs at least this "metadata" about every morph, even if it does not attempt to load any of the actual shape information about the morph. This is not feasible to encode into a filename. Even if you tried, you'd end up with a colossal problem every time you had to update something, because now that old scene file where everyone's Daz Studio is expecting that a character should have 50% of some morph file with an outrageous file name dialled in now can't find that filename any more.

    So, Daz Studio needs this information before it can display the figure controls correctly, and thus it has to load this information about every DSF file.

    Now, at present, this is all deliberately stored at the top of the morph files. Daz Studio can look in the top of the file and read that information. And, indeed, it actually stops when it gets to the end of that, and does not load the morph shape itself until the morph is actually activated on the figure. You can see this in the log file if you activate a morph you haven't yet; it will tell you that the morph deltas for that morph have just been loaded.

    ~~~~~

    The only even marginally feasible workaround I could see to this that doesn't force the user to manually specify what morphs they want loaded is permanently maintaining a database for every last figure (be it Genesis, a clothing item, a car, etc) and prop which collates all of this stuff and just that stuff. But that would itself need to be rebuilt every time the figure's morph library changed. And this would necessitate a large increase in the amount of drive space used by morphs, because not only do the morphs themselves still need to contain the information in order for such a database to know what to do with them, the database would itself end up duplicating all of that. 

    But if you have a suggestion for how Daz Studio could genuinely work by just being able to skim read file names and not know anything about what's inside them, then by all means, let us know. We would all love Daz Studio to be faster.

    Otherwise, your claim that you're unconvinced by the solution they've implemented is empty.

    That's probably the best argument for Open Source-ing DAZ Studio that I've ever heard.

    That I think would be a bad idea, because ultimately the entire Daz infrastructure relies on having a concrete framework upon which others can build and work. Making that kind of thing work requires oversight and direction.

    That said, except for a couple of their more proprietary techs, Daz Studio formats are mostly well documented. If someone else was of a mind to, they could absolutely make another program read Daz Studio format directly (maybe even as a direct Blender plug-in, for example), and handle things that way.

    By

    Matt_Castle Matt_Castle March 21 in The Commons
  • Daz Studio 4.24[.0.x], General Release!

    Andrew_C said:

    So obviously the latest update, DS 4.24.0.4, was mostly about removing 3Delight, but I noticed today that there are update to the default resources & tutorials. What is that update for? couldnt find any info on it.

    Metadata update for Scene Builder scripts for the resources and templates; I don't have the lessons installed so not sure if is the same.

    By

    Omniflux Omniflux March 21 in Daz Studio Discussion
  • product library "sort by" options

    memcneil70 said:

    @manekiNeko, by any chance do you have your shopping carts or download documents and if not, can you use your Order History?

    I have recently gone through this on my MacMini M4 and then a Windows 11 and did clean new installs of my products, including freebies and other site purchases. I started with the Default Resources that DIM has you do, and made sure they were in the correct paths and after that I had DIM sorted by Order Date and my online Product Library also by Order Date. I had to be careful not to exceed a certain amount during the month, so I had to be careful. After the essential stuff, I went for my plug-ins, scripts, Genesis Core characters, and then it was selecting by type of product an assortment (environments, hairs, poses, wardrobe, ...) so I would have some stuff to play with. But I avoided items I knew I hadn't used EVER, or had caused me issues, it took me around five months for half of my Runtime. And that is cleaning up missing metadata, thumbnails and stuff. I still have others to install. 

    I do agree with you it would be so much easier to be able to match DIM and the Product Library's sorts up. The closest I got was selecting a PA's store and pulling up everything I own. Or using key words in DIM for specific items. The hardest is texture sets that are bought separate from the main item and don't have a clean name connection. I am still tracking those down.

    Mary

    i'm sorry to hear you had to go through this too.. and well, if i use DIM i can sort differently/more efficiently, like by SKU. thank you for having mentioned the textures tho, i might have overlooked that. i have probably most of my zips on a usb or two, like emergency rescues, but i'd prefer a clean install through DIM, even if that means redownload - those i have can stay as backup. 

    it's not for tomorrow anyway. i knew i wouldn't reinstall on this old acer again because it never was optimal, and now i'm on linux so it's twice as complicated so even if i had reinstalled it would be a pain... but i just learned today that my old nvidia won't even work any more on the newest linux, no drivers supported. so we'll see this summer or later, if/when i can afford a "new" old laptop :/

    By

    manekiNeko manekiNeko March 20 in The Commons
  • product library "sort by" options

    @manekiNeko, by any chance do you have your shopping carts or download documents and if not, can you use your Order History?

    I have recently gone through this on my MacMini M4 and then a Windows 11 and did clean new installs of my products, including freebies and other site purchases. I started with the Default Resources that DIM has you do, and made sure they were in the correct paths and after that I had DIM sorted by Order Date and my online Product Library also by Order Date. I had to be careful not to exceed a certain amount during the month, so I had to be careful. After the essential stuff, I went for my plug-ins, scripts, Genesis Core characters, and then it was selecting by type of product an assortment (environments, hairs, poses, wardrobe, ...) so I would have some stuff to play with. But I avoided items I knew I hadn't used EVER, or had caused me issues, it took me around five months for half of my Runtime. And that is cleaning up missing metadata, thumbnails and stuff. I still have others to install. 

    I do agree with you it would be so much easier to be able to match DIM and the Product Library's sorts up. The closest I got was selecting a PA's store and pulling up everything I own. Or using key words in DIM for specific items. The hardest is texture sets that are bought separate from the main item and don't have a clean name connection. I am still tracking those down.

    Mary

    By

    memcneil70 memcneil70 March 20 in The Commons
  • Sculpting Strand-Based Hair [SOLVED]

    barbult said:

    Copied and pasted from a post I made in April 2025: 

    With Geometry Editor tool active, you can export the "curves" hair, move the vertices in a modeler, and with the Geometry Editor still active, import your modified OBJ to DS to create a morph. You do not have to be a PA to do that. I have made several morphs for PA dForce (strand-based) hair products that way.  I have posted this in the forums a couple of times at least. You can even simulate in DS and export that and reimport it as a morph. The key is to have the Geometry Editor tool active during export and import. There can be millions of vertices in some of these hairs, so the morph creation can take some time. 

    OH MY GOD IT WORKED, IT ACTUALLY WORKED!

    BARBULT I LOVE, YOU YOU HAVE NO IDEA.

    Seriously, thank you!  That is amazing!  All of a sudden I own dozens of hairs that seem viable again. 

    laugh

    By

    MrRogerSmith MrRogerSmith March 20 in Technical Help (nuts n bolts)
  • Sculpting Strand-Based Hair [SOLVED]

    Copied and pasted from a post I made in April 2025: 

    With Geometry Editor tool active, you can export the "curves" hair, move the vertices in a modeler, and with the Geometry Editor still active, import your modified OBJ to DS to create a morph. You do not have to be a PA to do that. I have made several morphs for PA dForce (strand-based) hair products that way.  I have posted this in the forums a couple of times at least. You can even simulate in DS and export that and reimport it as a morph. The key is to have the Geometry Editor tool active during export and import. There can be millions of vertices in some of these hairs, so the morph creation can take some time.

    By

    barbult barbult March 20 in Technical Help (nuts n bolts)
  • Hair converter

    If the files don't have metadata (which is likely the case) it might not be recognized as hair by the script, but you can use force conversion to convert it anyway.

    By

    Leana Leana March 19 in The Commons
  • DIM default resources updates for 4.23+

    Metadata update for Scene Builder scripts for the first two, not sure on the third.

    By

    Omniflux Omniflux March 19 in The Commons
  • Help applying texture maps from a Scetchfab prop-SOLVED

    Jan_Scrapper said:

    Oh, my goodness...I used an online program to convert to an obj and the surface names were totally different!

    I thought, somehow you are seeing original surface names...I imported the FBX file into DS, which I did NOT know it would do!!!

    Thank you so much!!!

    I am well on my way to applying all of the textures.

    Learn something new everytime I open Daz Studio!!  What a powerful piece of software!!!

     

    rigged animated FBX files mostly import too in the past years versions of DAZ Studio

    they updated it a while back 

    By

    WendyLuvsCatz WendyLuvsCatz March 18 in Technical Help (nuts n bolts)
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