-
Make Human and Daz Studio
yuyu.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.
Make Human and Daz StudioOh, 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!
Export Daz SettingsI don't know about render settings, but you can save your layout and then import it back. (window - style - save style as)
Make Human and Daz Studioyuyu.atem said:
Hi everyone! I see more than 7 years have passed since your last posts; I wonder if difficulties you described in your posts between MakeHuman and Daz have been fixed, now. I would like to create my charaters in MakeHuman and import them to Daz, so I wonder if it's still also complicated as it looked in 2016, or if it's simpler, now. I created a character who is almost exactly how I would like in MakeHuman, so I would prefer avoid to have to entirely recreate him in Daz...
Could you tell me how I could import my character from MakeHuman to Daz, please? If I do it, what would be the resolution in Daz? Are MakeHuman figures still a low resolution, once imported to Daz?
Thank you in advance for your answer!
Nope. DAZ seems to only care about exporting their products for use in other apps instead of DS unfortunately
Make Human and Daz StudioHi everyone! I see more than 7 years have passed since your last posts; I wonder if difficulties you described in your posts between MakeHuman and Daz have been fixed, now. I would like to create my charaters in MakeHuman and import them to Daz, so I wonder if it's still also complicated as it looked in 2016, or if it's simpler, now. I created a character who is almost exactly how I would like in MakeHuman, so I would prefer avoid to have to entirely recreate him in Daz...
Could you tell me how I could import my character from MakeHuman to Daz, please? If I do it, what would be the resolution in Daz? Are MakeHuman figures still a low resolution, once imported to Daz?
Thank you in advance for your answer!
Daz to Blender Face RigIn diffeomorphic you can import the facs rig for G81. Differently from daz studio, in blender it will also work for G3 G9. Then with the facs rig you can import facecap/livelink mocaps.
Is there any way to infinitely increase the length of props?WendyLuvsCatz said:
as tedious as it is one solution is to create induvidual links and use parametric rigging
free tutorial by Catherine https://www.daz3d.com/forums/discussion/54021/legacy-rigging-for-props-tutorial
if you can find her latest reupload

or Sickleyield
I actually have a brief tutorial somewhere on the forum too but cannot find it
may need to google,
this is very easy to do in my preferred software Carrara, similar workflow but one can just keep clicking duplicate to make the chain
other modelling programs probably have similar advantages
D|S you would need to position each duplicated link pair (torus primitives )
then export an obj with write groups checked
import it into figure set up pane by right clicking add geometry and drag each polymesh into a hierarchy
then set limits on each bone
(Carrara I can do them all at once applying ball joint IK to children I would hate doing this in DAZ studio so no intention of trying)
or don't
can parent each torus in turn in the scene menu, set limits, use constraints pointing at the previous one
either method too much work for me
Sorry 'bout that, missed one. It's not handy and it's in a "safe place" somewhere I'm sure. Probably could use a little updating so one day I should revisit the topic.
I think Sickleyield has a decent chain or tail tutorial over at Deviantart.
And The WP Guru has some video tutorials over at YouTube.
cloth simulationNot 100% sure of how they did it...but to me, the quickest way is to dial Open Skirt morphs first and reshape it with Blender or ZB, import back to DS and simulate. Tweak dynamic surface params to make some subtle change as needed...
Genesis 9 eye morphs export/import and movement woesHello everyone - I think I must be missing something obvious...? I fix my G9 eyes until I'm happy, export and re-import etc... but once re-imported, they do not pass the eye look side-side test... They did before my export. I have the same issue with other parts i.e. mouth.
My typical process is this :- I change the scale of the eyes if need be (on the body)
- X, Y, Z translations etc on the body's eye morph until it looks okay
- I test side-side and up-down movements for eyeball poke-through and tweak accordingly
- Once I'm happy, I re-export the body AND the eyes as base resolution OBJ's
- Re-import them as morph, with the eyes sharing the same name as the body's morph, albeit with the "Deltas Only" or "Deltas with ERC Links" (tried both.. same difference)
- Save the morphs
I modify the eye through the body because nothing seems to apply directly on the seperate eye mesh itself.. it just does crazy movements instead.
Then I delete my character, reload character, dial morph, eyes look fine.. until I move them... It seems my custom eye morph only succeeds in placing the eyes where they belong, but any hope of movement is gone.. Whereas the movements were good with my tweaks dialed in before the export.
My only working work-around has been to disregard making eye morphs entirely, and doing an ERC freeze with my dials for the eyes/mouth morphs applied so that when I dial the body morph, my manual changes are brought back on their respective dials..
What am I doing wrong? Are eye morphs meant to be done by somehow morphing the eyes obj outside of daz only? And scaling/positionning is not considered a morph ?
Here are some pics to illustrate the problem..
Importing / applying body morph

Importing / applying eye morph

Eyes looking okay after importing eye morph

Eye look side-side test fail after import

Good movements before export
Whereas before I exported the morphs etc (so with my manual fixes on the sliders) - these might be from a different character I did, but same idea






Anybody can help me? I am not sure how to solve this..
Is there any way to infinitely increase the length of props?as tedious as it is one solution is to create induvidual links and use parametric rigging
free tutorial by Catherine https://www.daz3d.com/forums/discussion/54021/legacy-rigging-for-props-tutorial
if you can find her latest reupload

or Sickleyield
I actually have a brief tutorial somewhere on the forum too but cannot find it
may need to google,
this is very easy to do in my preferred software Carrara, similar workflow but one can just keep clicking duplicate to make the chain
other modelling programs probably have similar advantages
D|S you would need to position each duplicated link pair (torus primitives )
then export an obj with write groups checked
import it into figure set up pane by right clicking add geometry and drag each polymesh into a hierarchy
then set limits on each bone
(Carrara I can do them all at once applying ball joint IK to children I would hate doing this in DAZ studio so no intention of trying)
or don't
can parent each torus in turn in the scene menu, set limits, use constraints pointing at the previous one
either method too much work for me
Daz importing rigged .fbx figure without turning it into melted cheeseEven though I've been using Daz for quite some while, I'm afraid I'm an old head on old shoulders so many things are beyond my capacity to grasp and retain. However, there is one thing I would love to see a resolution to and that is the ability to import a rigged figure with its rigging intact.
This is, or was, a rigged .fbx figure.I appreciate that .fbx isn't a Daz standard, but as it seems to be accepted by a lot of programs, will Daz ever pick this up?
I know I can import a non-rigged .fbx absolutely fine, it's just the rigged ones that blow a raspberry at me. Any advice from Dazzers or Dazetes?
Thank you
How to a export prop edited in geometry.How can I save and export a prop I edited in the geometry editor? By that, I mean to also import that same prop with shader parts and all.
GENESIS 9 - MORPH LOADER PRO [PROBLEM MORPHS]Blender's default Unit is meter while DS is centimeter, pls first ensure that you export from DS with 100%, import and export from Blender with 1%. If the issue still sustains, better post a screenshot.
GENESIS 9 - MORPH LOADER PRO [PROBLEM MORPHS]Almost certainly you used a different preset on the OBJ export and the Morph Loader Pro import - OBJ has no inherent sale, or orientation, so the presets tell Daz how the values should convert for the OBJ. Using the same preset ensures that the process is properly reversed. Try an OBJ export (of anything) and note which preset is used, then cancel and redo your morph import setting the same preset.
Minor issue with Ye Old LibraryI'm pretty sure something is wrong when installing through DIM then because I reinstalled it and when I was logged in with DAZ Studio to update the metadata, a warning briefly appeared that said "two products failed". It's also the only product I've noticed in DIM that does not show a tiny thumbnail when installed.
Custom Morph Question : Dialed Morphs for character preset, etc…......? so help-troubleshooting-view log file; when i remove everything but the char:
2023-09-04 17:05:09.492 [DEBUG] :: [
{
"title": "LOCAL USER",
"guid": "00000000-0000-0000-0000-000000000000",
"files": [
"/Scenes/new_char.duf"
],
"nodes": [
"Genesis 2 Female",
"Environment Options"
]
}
]when i import the scene with the unsaved char(unsaved so as to be able to 'Reverse Deformation':
2023-09-04 17:11:49.501 [DEBUG] :: [
{
"title": "LOCAL USER",
"guid": "00000000-0000-0000-0000-000000000000",
"files": [
"/Scenes/new_char.duf"
],
"nodes": [
"Genesis 2 Female",
"Appeal Dress",
"ActualHair2",
"HiLoShoes",
"Bella Mane Hair G3",
"Environment Options"
]
}
]
when the scene is loading there is a lot a references to 'Evolution';Minor issue with Ye Old LibraryI installed through DS, so never had DIM metadata. I can't see anything else that might account for the difference.
Custom Morph QuestionBoth in order to guard against license infringement, should you wish to share the morph, and for straightforward use you should import your modified shape with the reverse deformation option, then use ERC Freeze to link your morph to the originals as a controller so that dialling it up with set all of the required shapes and enable any corrective links.
Custom Morph Question : Dialed Morphs for character preset, etc…For Daz products http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/metadata/list_products_used/start
Trouble creating morph for Gen9 using Blender 3.4jussir said:
None of this actually works ....
So you export at base resolution and with no attachments, make sure that the Blender options are set to preserve vertex order on Import and export, and use tools which do not add or remove geometry but solely move it around? How and where is it failing?









