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FBM for Genesis 8 Female
As per the SOP, you should create an eJCM (Expression JCM) rather than an FBM for fixing the facial morph when Mouth Open is dialed on the figure...
- Export Mikasa with Mouth Open dialed and fix the morph in Blender
- Import the fixed obj with the Name - 'eJCMMikasaMouthOpen' as a delta, and no need to dial it
- Your steps in Property Hierarchy was correct - Mouth Open to 1st Stage, Mikasa Head to 2nd
- Modify its properties properly and save it as a morph asset"V3D Autopose for Genesis 9 Bundle" (Commercial)Ok there is nothing I can do on my side, it must come from the way they made the installation package or something related to the metadata they used for the g9 hands control. I am going to contact Daz to see how they can remake this package whereas in parallel I want to update one of the file (I think the package will be remade while they pack the update).
Please note, for everybody : so far, the button to install the files in a menu and a toolbar may/does not work properly (version 1.0). The fix for me being to add an "s" at the end of a word (stupid mistake = triple headbang!), this should not be long to solve, but I have to handle Daz installer issue in the same time, which could slow down a bit the process (but not a lot).
@Shimrian : here is a little trick I use when I don't want to search some files. Copy "V3DHCG9 Right Hand.dse" and "V3DHCG9 Left Hand.dse" on your desktop. When you want to use one the other script, you just have to drag and drop it on the figure you want (if you work single screen you have to lower DS interface size just when you do that) - you can aslo select your figure and drag and drop the script in the viewport. But this is just a trick, otherwise you can also find them in your content library (because they are there, see the show installed file method mentioned previously), and right click each script and do "create custom action" this way you won't have to look for them, until I solve this issue with the help of Daz team.
How to remove the fancy rig?Padone said:
With diffeomorphic you can import the daz rig alone, without the mhx or rigify human metarig. And in the latest 1.7.2 version this is the default, you first import daz then convert to human metarig if you want to.
Sorry, I'm kinda new to the whole ecosystem. So diggeomorphic is a blender addon that I would use INSTEAD of the bridge, right? So I save to daz scene and import with 1.7.2 of diffeomorphic?
FBM for Genesis 8 FemaleI'm not sure why I can't get it right.
I want to fix the mouth of a G8F - Mikasa for 'Mouth Open'
I fixed it on Blender
Import it back to DAZ
Set Mouth Open controoler and the FBM to 100%
Go to erc hierarchy, dragged the Mouth Open controller to the 1st stage controller.
I also dragged the Mikasa Head controller to 2nd stage controllerTest it, didin't work.
The FBM didn't follow the Mouth Open controller.
Then I tried ERC bake the Mouth open controller, tick the FBM.
It worked.
I checked the FBM on the ERC hierarchy, strangely it made the same structure like my first attempt.
Then...
if I save the morph, load a new mikasa, tested it, didn't work.
I check the FBM on ERC hierarchy, the 1st stage controller is suddenly empty, leaving only the 2nd stage controller with Mikasa Head.
How to do this right?How to remove the fancy rig?With diffeomorphic you can import the daz rig alone, without the mhx or rigify human metarig. And in the latest 1.7.2 version this is the default, you first import daz then convert to human metarig if you want to.
The Nemesis??Depending on SKU numbers, Poser content that also has a Daz Studio version may have smart content support.
Really old Poser only products will install and work in daz studio but were created before smart content existed in Daz Studio and may not have any metadata at all. Use those files manually from the content library directly.
Is AniMate2 an orphan product or what?Eventually, diffeomorphic can export pose presets to daz studio, including face animation. So you can animate in blender, taking advantage of a professional animation package, then export back to daz studio. But personally I just import in blender then animate and render there.
The Nemesis??DarkElegance said:
So, I manually downloaded it. Found the SKU folder in the cloud folder for my daz library(where the files should get installed via the smart content folder). Manually placed them in.
It should, have allowed access to the files...it doesnt. It also doesnt allow the "Update meta-data" option. When clicked it flickers and that is it.You are mixing two different installation methods and that is why it isn't working
The "Cloud" folder is only for products installed with Daz Connect (inside DS). If you place stuff there manually, don't expect them to work.
One doesn't have to use Daz Connect to install stuff and have them appear in "Smart" Content
Attached you can find instructions for manual installation (one needs to refresh metadata manually afterwards)
The Nemesis??You do realize that installing through the Smart Content tab (aka Connect) is not the same as installing with DIM, or manually. Installing manually will not enter the metadata needed to properly display it in Smart Content (although once properly installed, the metadata doesn't really go away unles you delete the product from the database). You are mixing your methods and will get unexpected results. I don't do Connect, so can't really help with that part. I installed the Nemesis with DIM and it shows in Smart Content and in the Product Library, and loads from either one just fine.
Missing item icons suddenly showing up in Smart ContentSorry in advance for the long writeup!
I recently upgraded to a new hard drive, but I'm not sure if this problem is related. The background of the move is that I have Daz installed on the D drive. I had the computer shop copy the contents of the old D to a new larger drive, which is my new D drive and the old D drive is now the E drive. The new D drive eventually will only contain Daz store content while the E drive (formerly the D drive) will only contain saved files, assorted non-Daz content, etc. Eventually I'll clean up each drive - removing the Daz installed content on the newly named E drive and the saved files, etc on the new D drive - but for now I've renamed the root folders with "Defunct-" to prevent accidental usage of stuff on the wrong drives, while retaining the contents just in case. This work was done last week and I have been using Daz with minimal trouble for days since. However, I've suddenly noticed in Smart Content a lot of "!"-with-triangle icons for products that I specifically remember had normal picture icons in the past. Most of my Daz store items are not affected, but enough are that it's visually annoying - plus I actually am used to recognizing the product by its icon picture. The "!" icon items do, however, work with no observed probems.
Also going on is the perpetual nag: "Configuration of system has changed. To use content installed using DAZ Connect, the content owner must re-authenticate" on starting Daz. I have no plans to do this, as I never use Daz Connect intentionally and have not done so accidentally in months. I've certainly not logged in since the drive upgrade last week, which is when I first noticed this problem.
The first thing I tried was uninstalling/reinstalling an affected item in DIM, which changed nothing. (I usually install with Daz Central but use DIM for special-use, problem scenarios.)
On closer inspection of the metadata, I find that the problem is always some tiny change of the file name - an extra underline, or "males" instead of "male(s)" or some other minor difference like that. I can readily fix it if I take the name of the dsx file seen in Content DB Editor and update the files in runtime/support.
The first thing I thought - since I actually do software support - is that something happened to the file name while transferring from one drive to another. But the fact that the differences do vary caused me to question that initial assumption, and when I looked at the still-existing files on the E drive, they have the "bad" name also. The files were copied correctly with the names they had prior to the new drive. Yet surely, I would have noticed all these missing icons when using Daz last week.
So two questions:
1) Any ideas on why this suddenly cropped up, apparently in conjunction with copying the files from one drive to another (even though the file names are the same in both locations)?
2) Is there anything else I need to do, or be aware of or alert to, other than rename the .dsa, dsx and .jpg files in runtime/support to what Content DB Editor seems to think they should be named? One thing that catches my eye is that all of these affected items have nothing in the Files and (usually) Scene IDs sections while similar unaffected items appear to. But - as noted - I have yet to have any actual problems using the affected items. They apply, work as expected, render, save, open, with no apparent issues.
ETA this example
Note how the file with today's date/timestamp has what Content DB Editor seems to think the correct name is - the difference is the comma, which I've pointed out with the red arrow. It appears that just opening to look at it creates this new .dsx file with the correct name. The files from 12/16/2022 - when I installed my existing content on this computer when it was built last December - have the old name. If I update them, the picture icon appears again instead of the "!" icon. Note here that Files is empty, but in this example, Scene IDs was actually populated.
UltraScenery - new(er) territory [Commercial]The thumbnails are part of the metdata. Yes, DIM installs them. By logging in, you have allowed Daz Studio to connect to the network and update metadata. That metadata will supersede metadata installed by DIM. The main reason for not logging in is to prevent you from accidentally or intentionally installing or updating products within Daz Studio. When you are a DIM user, installing from Daz Studio creates an extra set of files, wastes computer disk space, and breaks some products like UltraScenery and other script products.A way to better organize contentRichard Haseltine said:
I take it you are using the Content Library>Daz Studio Formats, sicne you are seeing the folders for the PA name (which, given th stylistic differences between PAs, can be quite handy).
One option is to right-click on a file or files, Copy then in a different location (even a different Content Directory) go to a more logical, for you, loacation and right-click>Paste - that will create a link to the original file, so updates will still work and so will metadata, plus you don't waste as much disc space as you might with a real copy. There is a sample script which can be used to bulk-link a whole block of files (e.g everything for a particular product) http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/specific_ui/create_asset_links/start
Another option would be to use categories, which appear in their own section of the content Library pane plus Smart Content and the Presets tabs in most property panes (e.g. Posing, Shaping, or Surfaces). You can catgorise seelcted files via right-click menu. Again, by leaving the files where they were this avoids the risk of breaking updates and doesn't consume as much disc space.
Minor correction richard, copy/paste creates a copy of the DUF/PNG, not a 'link'(DJL).
Also, link files can be broken by updates. If the file path, or file names, are changed in any way, it renders the DJL unusable.
I've only had this happen a few times, but it can still happen.
A way to better organize contentI take it you are using the Content Library>Daz Studio Formats, sicne you are seeing the folders for the PA name (which, given th stylistic differences between PAs, can be quite handy).
One option is to right-click on a file or files, Copy then in a different location (even a different Content Directory) go to a more logical, for you, loacation and right-click>Paste - that will create a link to the original file, so updates will still work and so will metadata, plus you don't waste as much disc space as you might with a real copy. There is a sample script which can be used to bulk-link a whole block of files (e.g everything for a particular product) http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/specific_ui/create_asset_links/start
Another option would be to use categories, which appear in their own section of the content Library pane plus Smart Content and the Presets tabs in most property panes (e.g. Posing, Shaping, or Surfaces). You can catgorise seelcted files via right-click menu. Again, by leaving the files where they were this avoids the risk of breaking updates and doesn't consume as much disc space.
Cascadeur Import to DAZ3d Results a bit of Distortion[Cascadeur Import to DAZ3d Results a bit of Distortion] I'm experimenting with cascadeur, and I import a fbx file.
It's just a simple pose.
The result is I find a distortion on the male chest.
https://prnt.sc/CFFg4GeaOpDJ
I tried to move the bone, but it doesn't seem affecting the geometry.3rd Party automatic content installer?DIM does allow content from other sources to be installed, if it is properly set up. The sample scripts even include one that could be configured, by changing the last line, to add metadata noting the store of origin and enabling the right-click More Information command to open a product or readme page on the host site.
New figure and materialcrosswind said:
Well, since there's a MPFB 2.0 from MakeHuman, I suggest you try that first...
Thank you very much! Do you mean I should import the MakeHuman character into Blender by the MPFB 2.0, and them, import it from Blender to Daz, or only use it in Blender?
Thank you in advance for your answer!
New figure and materialyuyu.atem said:
crosswind said:
As the best practice, if you create new character with Blender, pls use Genesis X figure as the base for sculpting, then you import the character's morph back to DS. In this way, you'll have a fully-rigged new character and you may load texture maps from other character on it or create new materials..
As for MakeHuman character that you wanna bring into Daz, one of the good ways is to use Wrap3D/4D, i.e. use Genesis base figure to wrap MakeHuman figure and import back to DS.
There're quite a few tutorials on Daz3D channel of youtube, you may take a look first.
Hi I am realizing I dindn't see your answer, thank you very much!
I don't know Wrap3D at all; if I understand well, it's software different from Daz, is it that? I don't find how to download it...Thank you in advance for your answer!
That's right, but it's not a freeware, and not cheap. It used to be R3DS Wrap (3D/4D)...now it's Wrap in here -: https://faceform.com/
Well, since there's a MPFB 2.0 from MakeHuman, I suggest you try that first...
FAQ: DAZ Zip Files & Poser Figures/Props in DSPlease put your question in the post body and the title - Daz 3D Forums
1) selectively inbstalling/uninstalling by any method will have the same beenfits - and othe methods would be less error prone. You would not mess up the database, but unless you reimported metadata nor would the content management system know about the content - and if you uninstalled it you would then need to find the product in the products list in the Content Library, right-click on the container, and delete to remove it - again, using an actuial isntall tool would avoid this. You don't need to have most products in the database to use them but soem tools (including AutoFit) do need the metadata.
2) Poser content goes into the content directory in just the saem way as Ds content, it's only where it shows in the UI that changes.
Make Human and Daz StudioThank you very much, it looks interesting!

In fact, I'm not sure if I want an anime look or not, I didn't really do it on purpose, but by dint of shiping the face, trying to obtain what I imagined, I obtained that, and it was very close to what I wanted. I don't realize what it would be like with a more photorealistic style, neither if it would be possible to keep this shape with a more photorealistic style... Do you thonk it would be possible?
Anyway, for the hair, I would like somting more realistic. Since the MakeHuman Hair 06 has a shape close to what I want, is it possible to use the Blender Hair tool add-on (https://bartoszstyperek.gumroad.com/l/hairtool) to create a more realistic materail and then, import it as an assset for Daz? Or else, do you know a more realsitic Daz hair that would correspond to this shape? I wonder also if it's possible to convert the eyebrows and eyelashes I used in MakeHuman into Daz asset, because, I would like to keep them on my character...
Thank you in advance for your advice!
Exporting from DAZ to Blender FBX Model ProblemDryreL said:
I found the solution. Import your fbx model into Blender and press Alt + G, Alt + R, Alt + S while in Pose Mode. Don't forget to select all bones. If you press a it will select all of them. And that's it!
This solution worked for me as well (at least to get the rig back into resting pose in Blender). Also saved me from having to rig it myself!








