-
New figure and material
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!
Blender file in Daz Studio…You could always export it from 3DS as an OBJ file into Daz if that's possible. And then yeah, use the diffeo plug-in to bring it from Daz to Blender, unless you just import the OBJ into Blender too. I don't know your whole situation, so you might need to go into Daz first. Good luck!
Upgrading poly count of figure permanentlyTutorial here:
Essentially you set the sub-d level of the character as you prefer in Studio, export that character as an .obj, import and sculpt in blender, export back to Studio as an .obj. Transfer the rigging of a base G8 character onto your new high-res model and finally adjust the rigging to fit. Follow the video through - it's a very straightforward process.
Subsequently, all poses and clothing will load/fit. No morphs.. not a single one... will be available on your new character so make sure you export your character with all the morphs you may want to use dialled in first.
You're basically creating a new base character with the skeleton of a G8.
change UV map of geoshellis it possible to make a geoshell of a Gen8 figure and remap the UV so it's uniform in DS or do I need to export it out into something like blender, export out of that and import it back in where it looses the ability to conform with the figure?
CINEMA 2023.2.2 Locks Up on Import Auto-IKWhen I import a standard Genesis 8 charcter with standard clothes from Daz. I do the following steps and it gets stuck on Auto-IK saying Import waiting.
1. Click Genesis Character import.
2. Selected save textures ( tried Ray Tray and Red Shift)
3. Select Auto IK and I get screen Importing Wait... I have waited like 5 minutes. Then I have clicked and closed or it crahsed Cinema 4d. I tried a reinstall of app as well.
Anyone else having this problem and any work around?
Thanks in advance.
Daz Central not recognizing everything installedToo many hard drives. I think I might have installed Daz on an external once. Stuff copied and deleted. I probabaly should just nuke it all and start clean, but before I do, if there ANY WAY to salvage my mess of content? Can I combine directories, re-index, re-metadata, get DIM and DC to agree and recognize everything again or is it a lost cause?
For reference, I have some stuff installed on my C, some on my D, and some on my E, but only my C and E stuff are recognized by DIM and DC. And actually, stuff is installed in my E that isn't recognized while some is. Yet in Daz Studio itself, it's all there, completely fine. The main problem is, I tend to sort it and track it about as well as I do my thoughts which you can probably guess from this post is a lost cause.
I tried nuking the CMS DB and re-metadata'ing, but that didn't seem to fix DIM or DC, it just reloaded everything in Studio.
TL:DR I suck at keeping track of things and sorting. My HDDs are a mess, and despite buying things from Daz and installing them through DIM or DC in the past, they no longer appear in DIM or DC as installed, even though Studio sees them in the directories.Not exporting materials properlyso i don't know what to do at this point. i have tried i don't know how many tutorials to get this right. i am using daz studio to create figure and shape it correctly for what i need. i sometimes add hair and clothing/armor and stuff. i then use the Daz to Blender Bridge and everything goes wrong there. when i use the bridge to import a new genesis figure it imports the mesh and rig just fine. however, the materials are no longer mapped to the mesh and i don't know what to do. here is a blend file that has the wrong materials. i will also post a picture. i am using windows 11 64 bit laptop with an AMD Radeon graphics. Now i have Been told that i need a nivdia graphics card but i was able to do this previously on the same laptop but now i can't get it to work. any help is greatly appreciated.
Content WizardBonjour
Merci Crosswind et Leana pour vos réponses.
Leana : tu m'indiquais 'Pour soumettre un ticket il faut aller dans le Help center' c'est ce que j'avais fait et parmi les icones présentes, j'avais choisis 'Community', les autres ne semblant pas correspondre. J'y suis retourné et j'ai enfin trouvé en haut de l'écran un bouton 'Submit a request', je pense que c'est celui là que j'aurai dû utiliser.
Crosswind : La version que j'utilise est la 1.2 mis à jour du 03/02/2021. et la version de DAZ la 4.21.0.5 Edtion 64 bit
Je suis débutant dur DAZ et ne teste Content Wizard que depuis 2 jours.
Avant j'avais testé Content Package Assist qui me faisait bien un zip installable par DIM mais qui ne me permet pas de définir les métadonnées. Je l'ai donc supprimé.J'avoue que j'ai beaucoup de mal à comprendre le fonctionnement de tout ça, ne parlant pratiquement pas anglais.
J'ai mis quelques fichiers parmis ceux qui me posent problème à l'adresse suivante https://mega.nz/folder/yipDVZRZ#jKXo6BboGSTeC8pzi4gc9g avec un petit texte d'explication sur ce que j'ai fait et des problèmes rencontrés.
Merci de votre aide.Hello
Thank you Crosswind and Leana for your answers.
Leana: you told me 'To submit a ticket you have to go to the Help Center', which is what I had done, and among the icons present, I had chosen 'Community', as the others didn't seem to correspond. I went back and finally found a 'Submit a request' button at the top of the screen, I think that's the one I should have used.
Crosswind: The version I'm using is 1.2, updated 03/02/2021, and the DAZ version is 4.21.0.5 Edtion 64 bit.
I'm a DAZ beginner and have only been testing Content Wizard for 2 days.
I had previously tested Content Package Assist, which produced a zip that could be installed by DIM, but which didn't allow me to define the metadata. So I deleted it.I have to admit that I'm having a lot of trouble understanding how all this works, as I speak practically no English.
I've uploaded a few of the files I'm having trouble with to the following address https://mega.nz/folder/66ZklKTD#nb_uTaCnE8ZhCo-jkXKweQ with a short explanation of what I've done and the problems I've encountered.
Thanks for your helpeR Auto Breast AnimatorIf you're interested in soft body you may like to give diffeomorphic a try. You can import the figure in blender with full softbody features. Other than having the advantage of using a full featured professional 3d package to customize and animate your daz figure. Iray materials are converted quite good.
https://diffeomorphic.blogspot.com/
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Advanced/Simulation
[SOLVED] : Can't add new asset to a categoryAs far as I understand, after saving the preset, this item immediately becomes an asset, but it will not be able to be categorized with .addToCategories in the following cases:
1) When .addToCategories is applied to an object that was retrieved using Pane and .getSelectedAssets()
2) When the asset has not been manually categorized beforehand or has no additional metadata (e.g. compatibility, product, etc.).In my case .addToCategories did its job when I assigned a product .createProductFromAssets and referenced the object retrieved via .findAssetsForFile
NPR and DAZ - post your renders, experiences and recipes.Yes, animations were from Unity.
Many assets in Unity store include animations as well.
Daz characters after transferring to Unity and changing to Humanoid
(easy to make in import options in Unity) can take any humanoid animations
available as free or paid assets in Unity store.
How to make daz3d able to find my moved item?OK, if you use Searching by Metadata, after re-organizing the folders, i.e. the location of the items has been changed, you won't get the searching result because the items lost their metadata. In this case, you have to use Searching by Files Names though that'll take much longer...
If you wanna use Searching Metadata, resave your figure assets to the newly-created destination folder rather than directly moving the files, or re-save them as presets and assign categories.
Where is the "Product Library"?Or from D/S export out an .obj. Import it into a 3D modelling program and export out the uv template with that. There are also a few uvmap utility programs such as UVMapper.
In D/S with the item selected in the viewport, on the dropdown tab for type of view there is one for the UVmap. One could take a screengrab of that area.
Garment import incorrectly. Garment does not follow the figure's poses correctly.Richard Haseltine said:
Even with the correct settings, the Transfer Utility is very literal - it just matches the rigging to the base figure (or another template if you choose that option). The further the outfit is from the skin the more refienment the rigging is likely to requier 9or, of course, you could use dForce to simulate and not worry about rigging).
Good news, i managed to fix "Transfer Utility" misplacing the garment, now only the rigging problem of the garment persists. You mentioned dForce, can you please walk me through that, i only know import and export in Daz Studio.
Garment import incorrectly. Garment does not follow the figure's poses correctly.Hello guys, i hope this finds you well. So i've been working on creating a garment for a figure that i have inside of Daz Studio. The process i took is this:
1- Add the figure from the Daz Library into Daz Studio. I did some adjustments like; shortening the torso, lenghtening the legs and adding a pair of shoes.
2- Export the modified figure as .OBJ, and import it into Clo 3d.
3- Make the garment using Clo 3d.Now, since i've finished making the garment in Clo 3d, i want to import it into Daz Studio and bind it to the figure's skeleton so it can follow the figure's mouvement nicely. Here is the process:
1- Select every piece of the garment, click "export (selected)" and export it as .OBJ.
2- Import it into Daz Studio with base setting.====>*The problem i find here: https://ibb.co/zmr8zqv
3- Select the Garment and go to "Edit" "Object" "Transfer Utility..."
4- Set the "Scene Item" under "Source" to my figure's name. Set the "Scene Item" under "Target" to my garment.====>*The problem i find here: https://ibb.co/JmYzSgMAs you can see, bad base gives bad results, It's what's happening here, the garment is imported incorrectly so problems will follow.
TL;DR: My garment is imported incorrectly: https://ibb.co/zmr8zqv | My garment does not follow the figure's poses correctly: https://ibb.co/JmYzSgM
Thanks in advance guys, Would hope if someone could help me here. Thanks
Blender file in Daz Studio…Hi all !
I'm asking me if it was possible to import 3dsmax file (environnement) in Daz Studio ?
I've found the free plugin to export to 3dsmax but not the opposite...
Make Human and Daz Studioyuyu.atem said:
Thank you very much for your answer!
Well, since I am a biginner with Daz, I don't realize what is the most difficult to do... It's just I past a quite long time before to obtain the face I wanted in MakeHuman (the time to learn to use the software, I guess), so now I obtained the face I wanted, I am hesitating to completly give it up and restart to zero with Daz... But I reconize Daz seems very more powerful than MakeHuman !If I import my MakeHuman character into Blender, is it possible to use Daz or Poser wing assets with it? The wings are one of the first reasons for which I would need Daz, because its would be very difficult too create wings for MakeHuman, or create entirely new wings in Blender...

Certainly. There's an official Daz to Blender bridge, and another addon - Diffeomorphic Daz Importer. Both of them can export Daz assets to Blender for being used by your MH figure.
I wonder also what will be the difference of resolution between these different possibilities (a MakeHuman character imported into Blender or impoted into Daz, a MakeHuman character converted into Genesis 1 then converted into Genesis 8, or a Genesis 8 character like FirsBastion was talking about).
If you consider to use MPFB 2.0, the answers could be found in the release notes on MH webpages. As per my exp. in Blender, the resolution of MH will be preserved in Blender. As for the one converted to Daz, honestly I dunno as I've never done it before. If your MH figure has very high resolution with details, I'm afraid you'll lose them no matter how you convert them...
Thank you in advance for you answer!
Make Human and Daz StudioThank you very much for your answer!
Well, since I am a biginner with Daz, I don't realize what is the most difficult to do... It's just I past a quite long time before to obtain the face I wanted in MakeHuman (the time to learn to use the software, I guess), so now I obtained the face I wanted, I am hesitating to completly give it up and restart to zero with Daz... But I reconize Daz seems very more powerful than MakeHuman !If I import my MakeHuman character into Blender, is it possible to use Daz or Poser wing assets with it? The wings are one of the first reasons for which I would need Daz, because its would be very difficult too create wings for MakeHuman, or create entirely new wings in Blender...

I wonder also what will be the difference of resolution between these different possibilities (a MakeHuman character imported into Blender or impoted into Daz, a MakeHuman character converted into Genesis 1 then converted into Genesis 8, or a Genesis 8 character like FirsBastion was talking about).
Thank you in advance for you answer!
Daz Skin in BlenderHello all! This is my first posting here, so please be gentle. I hope I don't mess up or say something that I'm not supposed to.
So I've been learning Blender since March 2022. Within the last few weeks, I've taken up Daz for character creation (the other add-ons just don't seem to compare). My question is about skin shading and node setup. I use Diffeomorphic to import my models from one to the other. In Daz, they look phenomenal in the viewport. When I export them to Blender, however, they look ATROCIOUS! I'm sure this is because of the rendering engine, but I digress. I have developed my own node setup that gives me control over skin tone and shininess. While they certainly look good, I am aiming for more realism. I recently watched a YouTube tutorial that includes using maps that (I don't think) come with models called Cavity and Translucency. I wound up substituting in the Bump and Subsurface Scattering, but I'm still not pleased, since I no longer know how to control the skin tone or shininess like I had with my previous setup. Any advice?
Edit - I tried to attach screenshots, but it keeps saying "Failed to write file to disk"
. . . because of course it did . . .Make Human and Daz Studioyuyu.atem said:
Oh, it's too bad ! So, do you think that to try to import a character from MakeHuman to Daz can nevertheless be useful, or do you recommand to import it into another program like Blender? I would wanted to use Daz features like hair, clothes or poses, with my Makehuman character, but I don't know if it's possible without to import him into Daz, neither even if it's relevant to do it... Maybe is there a better way to anime and "equip" my character?
Thank you in advance for your advice!
Depends on your use in DS. If just for static figures for backgrounds, it can ge very useful, but for a main character, it will never compare to an actual DAZ genesis figure. You would be better off trying to recreate your character with one of the DAZ genesis figures since you want to use the poses, clothes and hairs.










