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Any way to "merge" products in the database?
Richard Haseltine said:
Jusrt bear in mind that changes made to the original product's Vendor data will not survive a product update, and won't be exported as Userdata.
Yes, that's right. So one has to add 'user's files' as Support Files (Assets) to the Product in Content DB Editor and Export User Data. Then no matter how the product is updated, always Re-import User Data + Product Metadata together after update.
Need To Download EverythingMigration procs. - (The fastest way... and you don't need to re-download / re-install anything via DIM)
A0. Backup 'C:\Program Files\DAZ 3D'
A1. Backup 'C:\Users\Public\Documents\DAZ 3D\InstallManager' from you old PC
A2. Backup '%AppData%\DAZ 3D\Studio4\' and '%appdata%\DAZ 3D\Studio4 Public Build\' (DS Layouts)
A3. Export User Data... in Content Database Maintenance.
B. Backup your current Daz Library or Libraries into a hard disk or SSD. (if you have already done so, just plug them into your new PC)
C. Install all necesary software (PostgreSQL, DS, DIM...etc.) in your new PC. Restore A0, A1 and A2 to your new PC.
D. Configure DIM first then configure the paths to your Daz Libraries in DS - F2 - Content Directory Manager
E. Re-import Product metadata + User DataPS: The safest and even much faster way is to backup / restore cms database but it requires more DBA skills...
importing higher subd meshes as morphs for G9 (and older) figuresj11011 said:
Hello everyone,
If I export G9 base resolution mesh to Blender, do some sculpting, I can then reimport back into Daz as a morph no problem, everything works fine, works with unmorped base figure, or male/female morphs the same.
But I want to work in more detail on the figure, exporting higher subd to Blender is not a problem, it does export from Daz and import into Blender ok, but trying to get back into Daz I get the "Geometry did not match".
I tried googling a solution for this, but couldn't find a solution, though I did see a few hints that Daz by design doesn't permit this, just wanted to confirm if this is the case? The rumour was that some special in house tool is being used to do this sort of thing?
Hi, did you find any solutions?
Exporting cameras to blenderPadone said:
diffeomorphic can correcty import daz cameras
Thanks, I tried installing diffeomorphic but it doesn't work at all for me in blender. I just get a blank UI, and a missing "DAZ Importer" tab. I tried v1.7.0 and v1.7.1 and blender v2.93 and v3.3 and get the same issue. I'm sure I've done something wrong, but the diffeomorphic install documentation seems very out of date and the website is extremely disorienting to navigate. I don't see any issue tracker on the bitbucker so I have no idea how to proceed. Any suggestions?
Any way to "merge" products in the database?There are a few thigs you can do without physically merging the assets, depending on your workflow.
If you use Smart Content, setting the Compatibility will create the proper dependencies. Right clickon the Materials folder, and select Edit Metadata. You can add another Compatibility to the one that exists.
If using Content Library, you can create Links to the original material presets and move them (yes, move them) where you want, like, to a Materials sub-folder for the converted G9 version. Select the Assets in the Materials folder, right-click on one of them and select "Create Links for Asset..."
You can do both, too, if you don't always use the same process.
Any way to "merge" products in the database?I used the RSSY Clothing Converter and Hair Converter to convert my huge library of Genesis 8 assets into Genesis 9-compatible objects. My problem is that this process created new products for all of the converted items, so I now have to click the Genesis 9 Converted product to add the hair and then find the original Genesis 8 product to apply the materials.
Is there any way to combine the two products together in the metadata/database? I'm not seeing an obvious way, but maybe it's staring me right in the face.
Genesis 8 or 8.1 shapes on genesis 9?Hey there, can someone tell me what I'm doing wrong here. I've gotten the method using Transfer Utility to work a couple times, but other times I'm getting a "geometry did not match" error when using Morph loader pro to bring in the G9 morph.
Some context:
-I understand things need to be in base resolution before exporting the morph
-What I'm trying to do here is transfer a lot of my G8 library over to G9, so I want to be able to eventually set this up to most efficiently do multiple iterations of this process one after the other
Here are the steps I'm using:
Step 0 - Already, I've created a Gen 8.1 fitted G9 OBJ file using the steps in WP Guru's Youtube video that was posted in this thread. (Load in a G9 and G8.1 base model, fit the G9 model to the G8.1, export the new G9 fitted model). This has successfully been used twice to create new G9 Shape morphs, so I believe I do not need to ever re-do this process again (correct me if I'm wrong).
Step 1 - Load in Gen 8.1 base model
Step 2 - Import the G8.1 fitted G9 OBJ file (Note: it comes in at base resolution)
Step 3 - Run Transfer Utility on the fitted model (remembering to uncheck "Parent to Source Figure" in the dialog)
Step 4 - Hide Gen 8.1 base model and select it
Step 5 - Apply morph from Parameters tab to model (this also changes the visible fitted model's shape)
Step 6 - Select the fitted model and export it as an OBJ (make sure Filter Objected is selected to be safe)
Step 7 - Delete fitted model from scene
Step 8 - Load in Gen 9 figure and select it
Step 9 - Use Morph Loader Pro to apply the exported OBJ shape morph to the Gen 9 figure (Remembering to set reverse deformations to Yes)
What am I missing here? Thanks!
Testing hair with Diffeomorphic 1.6.2 and problems with hair shineUse easy import with the defult options, the armatures will be automatically merged this way and that's how the daz figures are supposed to work in blender, keeping separate armatures isn't any good. As for wiggle if the bones are driven with daz morphs then you can't move them in blender, again use easy import with default options to get all bones posable by default.
In general if you're new to blender/daz then use easy import to simplify the process for thngs you don't understand, that's what it's for.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Import/Easy Import DAZ
Or describe the exact steps to reproduce the issue if you believe there's a bug.
Proper way to fit custom shoes?Hi All,
Been working on some G9 shoes and am wondering how to future proof / make them work for multiple character shapes. I originally modeled them around the base G9 Feminine shape and have tested them with the 30+ different character shapes with mostly good results.
Process I'm using (correct way or not, no idea) for importing shoe obj for some background.
- import shoe as .obj
- convert prop to figure with triax weight mapping option selected
- fit shoe to G9 (makes mesh shrink wrap to foot and looks horrible to be expected)
- open morph loader pro, add new morph using the original shoe .obj with reverse transform enabled and set slider to 100% to get the original shoe shape back
The shoes autofit nicely to most character shapes, but characters with toe length adjustments tend to cause the shoe to distort / follow the contour of the toes too much.
Process for the problematic character shapes:
- export out the wonky looking autofit shoe shape and custom character shape as individual obj's
- import both into blender, edit shoe in blender so it looks good on new character, export as "xyz shoe fix" obj
- zero out the original G9 reverse shoe morph from before
- load new "xyz shoe fix" obj as morph with same settings as above, set new morph to 100%, shoe looks good on new character
Is there a more efficient way to do it without making a dozen character specific fit fix morphs? Is is possible to make a "G9 default foot shape" morph that resets the characters feet to the base feminine shape without overriding the rest of the custom characters body shape? I'm waiting for someone to release some morphs for G9 like the Realfeet / Sweetfeet for G8 so I'll have to make a a slew of shoe morphs for those

(also read about adding rigity maps to stop the shoes from deforming as much, that's beyond me at this point)
I know its hard to reply without screenshots, I'll work on adding some later on.
TLDR: The best process for loading in shoe .obj so it magically works on all G9 characters.
Unable to see Runtime folder with all my textures in my Content LibraryThat's right... Since there's no metadata, you may only try to search 'by Files' with a key word from the product. Or you may manually install this 3rd-party product to Smart Content (cms), or with some product like Content Wizard.
Exporting cameras to blenderdiffeomorphic can correcty import daz cameras
Get/Set options on invoked action DzUpdateGeometryActionSee http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log_4_21_0_5#4_20_1_68 , in particular (I think)
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The “Update Base Geometry…” action (DzUpdateGeometryAction) can now be triggered from script with a settings Object (
const QVariantMap&if calling from C++), via DzAction::triggerWithSettings(), to control its operation-
If a
RunSilentproperty istruethe “Update Base Geometry” dialog is not displayed - the “Update Vertex Positions (from current shape)” option is the default choice -
If an additional
UpdateVertexPositionsBoolean property istrue, the “Update Vertex Positions (from current shape)” option is discretely chosen-
If an additional
FilenameString property is not empty (provides the full path of a file to import), the “Update Vertex Positions (from file)” option is discretely chosen
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If an additional
UpdateFullGeometryBoolean property istrueand an additionalFilenameString property is not empty (provides the full path of a file to import), the “Update Full Geometry (from file)” option is discretely chosen -
An additional
ImporterObject property can be used to provide importer options
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Displacement map seamsI want to create a displacement map for a workaround of creating HD morph. Here are my steps:
- Sending the character to zbrush with GoZ
- Subdivide the chararactor 5 times.
- Creating morphs
- Export displacement map with ZPlugin -> Multi Map Exporter
- Import exported map into daz
The displacement map works, but seems like the entire torso was pushed outwards. I have no idea how to fix this, I alse tried method mentioned here but with no luck.
Does anyone successfully create a displacement map from zbrush? Please help.
Clothing Converter Heelscrosswind said:
Converting high heels shoes is a bit cumbersome from G8 - G9 or vice versa. It's easy for the vendors to do so but not for us since we don't have the original project files...
But actually all heels could be 100% perfectly converted across generations as long as we know the tricks + knowing one modeling / sculpting software. Key steps as below:
0) Well use Clone to align 2 figures, try to make them have the same feet poses AMAP. Save G9's feet pose as a High Heels Pose Preset ( very important! );
1) Load high heels to G8, auto-fit high heels to G9 with G8's Clone
2) Export G8's high heels to obj file. Import it to G9's high heels with Morph Loader Pro to make a 'Base Fix' morph dial (import options: Reverse deformations + Delta only)
3) Reset G9's pose, apply G9's High Heels Pose Preset
4) Export G9 figure + G9's high heels to obj file. In Blender or Zbrush... tweak the high heels' shape by sculpting. Import back to Ds to update 'Base Fix' morph on the heels
5) Check all cbs (corrective morphs) in hidden properties of high heels by rotating G9's feet. Fix them if there's distortion, as well as bs (base shape) of the characters you use. Fix them as needed.I ever converted some. Here's an example.
Thank you, I'll give this a try.
Plasticity: Size reference problemAre you exporting/ importing in the right orientation?
What is the orientation in Plasticity?
Anyway you can change it by changing the import orientation in DS, or reexport from Plasticity with the relevant axis mirrored.
Clothing Converter HeelsConverting high heels shoes is a bit cumbersome from G8 - G9 or vice versa. It's easy for the vendors to do so but not for us since we don't have the original project files...
But actually all heels could be 100% perfectly converted across generations as long as we know the tricks + knowing one modeling / sculpting software. Key steps as below:
0) Well use Clone to align 2 figures, try to make them have the same feet poses AMAP. Save G9's feet pose as a High Heels Pose Preset ( very important! );
1) Load high heels to G8, auto-fit high heels to G9 with G8's Clone
2) Export G8's high heels to obj file. Import it to G9's high heels with Morph Loader Pro to make a 'Base Fix' morph dial (import options: Reverse deformations + Delta only)
3) Reset G9's pose, zero Clone, apply G9's High Heels Pose Preset
4) Export G9 figure + G9's high heels to obj file. In Blender or Zbrush... tweak the high heels' shape by sculpting. Import back to Ds to update 'Base Fix' morph on the heels
5) Check all cbs (corrective morphs) in hidden properties of high heels by rotating G9's feet. Fix them if there's distortion, as well as bs (base shape) of the characters you use. Fix them as needed.I ever converted some. Here's an example.
Daz export, Unity import, cloth collision and peek through?Two parts to this...
I've managed to figure out just about every hurdle I've come across with getting Daz chars working with Unity. The only thing still vexxing me - like 'very close to rage quitting gamedev' vexxing me.. it's now 10pm, been working on this nearly 15 hours and no closer to figuring anything out - is skin peeking through clothing during Unity animation.
I've tried Magica Cloth 1 and 2 to try to brute force cloth simulation / collisions. I've tried Unity's built in cloth simulation.. worked even less.
What is the right way to do this? Any and all suggestions are appreciated!
Part 2..
The only thing that seems to / should work is scaling my clothing a few percent larger than the character body. If there's an attribute slider? (not sure the correct term.. being able to adjust a specific property of a item) it works fine. But only if there's a coded attribute. When I go to export, any manual scaling via the scaling sliders doesn't happen. For example: I'll 150% scale something - obviously way too big, but I should see SOMETHING from this - but during the export process everything gets scaled right back down to 100%, then blown back up to 150% at the end. I've noticed it happens for a lot of things.. T / A poses getting reset especially. Why does Daz do this? In the past I've had to Bake Joint Rotations for exports to work properly, but then I'm screwed if I want to go back and work on the character in Daz.
Help?
Plasticity: Size reference problemJames said:
Well, mmm 1% somehow is not correct for plasticity. It comes shorter than 179.95cm.
But I can just scale it to 179.95cm in plasticity.If you are going from DS to Plasticity and back to DS try to avoid any scaling as that will potentially be baked into your mesh when you go back (assuming you use matching import/export settings in bot applications). Does Plasticity have an option to set world scale or the like? That will tell you what its base unit it and you can immediately get the scaling to use from that.
3rd party HDRI in dazI must be missing something here, when I do the things you all have said to do, I still cannot get the HDRI to load into the scene, nor can I get any way to import one. I can make HDRI files in Bryce 7.1 Pro, which I think should be able to be used in DAZ Studio, but they won't import, and neither will any others I grab from online 3rd party sources. I have the one HDRI called FMEE GreenHills which loads from the Smart Content pane, no trouble. It has the 3Delight version and the Iray version. My PC cannot handle Iray, so I use the 3delight version. I know that HDRI's do work for 3Delight, as this one does. Is there a way to import them into the content library?
FBX file to Daz







