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Daz 3D Forums > Search
  • Minor issue with Ye Old Library

    I'm having a minor but odd little problem with Predatron's Ye Old Library sets - it seems none of their content can be added to the Categories section in the Content panel.  I've been adding a lot of folders from various products to gather all my fantasy props into a single category, but every time I try to add anything from Ye Old Library, it just adds an empty folder. I've tried logging in through Studio to update the metadata, etc, but it only appears to be that product. Does anyone know why this might be happening? Nothing else wrong with the product, it's just weird. Thanks in advance.

    By

    SnowSultan SnowSultan September 2023 in The Commons
  • Syntax errors - How do I fix them?

    How do I fix a syntax error as shown in this error log extract:

    2023-09-03 12:06:34.998 [INFO] :: Prepare asset load (open): /Vehicles/Mely3D/Military truck/Truck/MT Truck 1050 Base.duf

    2023-09-03 12:06:34.998 [INFO] :: Locking viewport redraw...

    2023-09-03 12:06:34.998 [INFO] :: Viewport redraw locked.

    2023-09-03 12:06:35.042 [INFO] :: Native format content directories: 1

    2023-09-03 12:06:35.042 [INFO] :: Poser format content directories: 3

    2023-09-03 12:06:35.043 [INFO] :: Other import format content directories: 0

    2023-09-03 12:06:35.043 [INFO] :: Begin asset load (open): /Vehicles/Mely3D/Military truck/Truck/MT Truck 1050 Base.duf

    2023-09-03 12:06:35.044 [INFO] :: C:/Users/chris/OneDrive/Documents/DAZ 3D/Studio/My Daz Connect Library/data/cloud/1_53167/vehicles/mely3d/military truck/truck/mt truck 1050 base.duf (1,1): Syntax error - expected '{' or '['

    2023-09-03 12:06:35.044 [INFO] :: Error loading asset: C:/Users/chris/OneDrive/Documents/DAZ 3D/Studio/My Daz Connect Library/data/cloud/1_53167/vehicles/mely3d/military truck/truck/mt truck 1050 base.duf

    2023-09-03 12:06:35.044 [INFO] :: Operation failed

    Some background.  This did open and load in a previous install on Daz3d, on a Win8.1 gaming laptop.  Some assets, though, when I did a fresh install on a Win10 gaming laptop, no longer load.  I've uninstalled and done a clean reinstall of Daz and DIM, and they still throw up these syntax errors.

    By

    Scooternjng Scooternjng September 2023 in Technical Help (nuts n bolts)
  • Why do some environments render better than others?

    WendyLuvsCatz said:

    yes

    TIFthe largest image file option so has the most information

    while it is still lacks metadata for lighting it's not too bad converted to Radiance HDR in Gimp

    and yes empty scene with a spherical lens and camera with zero rotations about eye height (or height you want rendered) 2:1 ratio

    it need not be large if you do a background too and just use it for dome with it not visible

    Purrfect thx! 

    By

    Federmann Federmann September 2023 in New Users
  • Did I stumble upon a pro hair/wardrobe tip: include older generations in your scene but hide them

    Did I stumble upon a pro hair/wardrobe tip: include older generations in your scene but hide them

    ... probably not ... frown

    Mostly working with G8 I never really had an oversight of all the resources that were available to me from older generations (Genesis, Genesis 2 and Genesis 3) that I could use (results may vary) on my G8 figures. Today I was looking for a military uniform that I knew I had bought, so with a little excursion to the Daz shop, I knew the keyword was 'army' and I had those for G2 and G3. Then I realized I could use so much more materials (in this case meaning wardrobe, hair etc.) from those generations (having bought not tons but still a fair amount of them) but I never quite knew how to quickly access those. Then finally I figured out that when I include female and male figures from Genesis, Genesis 2 and Genesis 3 in my scene I could quickly survey what I have for them with "Filter By Context" on and subsequently decide whether there is something to my liking for my G8 figures. I then 'discovered' that "Filter By Context" also works when you turn off the visibility for those Genesis  1,2,3 figures. 

    I grouped these older Genesis figures with their visibility switched off and then saved them as a scene subset (File --> Save as --> Scene subset) so I will be able to import them in other scenes (I also could make them part of my standard scene but for now I want to assess the possible overhead of my solution).

    Now I do know the Daz shop also offers various hair and wardrobe converters, but I would have to buy 12 of them (three generations, female and male, hair and wardrobe) which is a bit much for occasional use of an older resource (to be fair these converter add-ons also promise a better fit for the converted items so not having those converters you would have to do a little more post-autofit tweaking). These hair and wardrobe converters would also fill up your G8 hair and wardrobe products pane (I would assume) with lots of stuff you will NEVER use (some G1, G2, G3 stuff is too basic or too dated or just looks awful).

    Am I the last to discover that including older generations in your scene (but hide them) is a good way to see what you've got with regard to hair/wardrobe from older generations that might be interesting for your current Gen 8 (or 9) character. Obviously this would work too should you predominantly work with G9 and have an 'invisible' G8 included in your scene so as to maintain a view on G8 resources.  I must say that the G8 to G9 converters I  do consider buying because working with G9 is a bit limited or even frustrating without quick access to my costly warehouse of G8 stuff.

    Possibly you know of a much smarter way to have all your resources from older generations just a few mouse-clicks away or even better (always was disappointed that "Filter by context" could not be customized to show items for both sexes ... or can it? Let alone be a bit more transgenerational in a clever way so you still would know which Generation an item belongs to).

    By

    Federmann Federmann September 2023 in New Users
  • Why do some environments render better than others?

    yes

    TIFthe largest image file option so has the most information

    while it is still lacks metadata for lighting it's not too bad converted to Radiance HDR in Gimp

    and yes empty scene with a spherical lens and camera with zero rotations about eye height (or height you want rendered) 2:1 ratio

    it need not be large if you do a background too and just use it for dome with it not visible

    By

    WendyLuvsCatz WendyLuvsCatz September 2023 in New Users
  • Creating portals and cutting characters and object

    Open photoshop import the maps base map of the object then erase half the map. Open Daz Studio select figure and apply the cut opacity map I find this works faster than using the Geometry map method.

    By

    shadowyartsdirty shadowyartsdirty September 2023 in Technical Help (nuts n bolts)
  • Daz Studio feature request - Copy co-ordinates

    Not quite the same but there is a script to move the selected object into the centre of your viw port: mcjComeHere. Also, you can alt-drag from the library to import a new item to a specified place within the viewport.

    By

    SofaCitizen SofaCitizen September 2023 in Product Suggestions
  • Diffeomorphic DAZ Importer version 1.7.0 released

    Padone said:

    If you trasfer morphs to face meshes that should take care of the eyemoisture too, together with eyelashes and eyebrows. You can check what shapekeys are transferred and eventually transfer manually, it's morphs > transfer shapekeys.

    Yeah, i did manually transfer them.
    You can replicate it quite easily like this:
    Import g9, load arial9 head morph, transfer, dial head morph - deformed eyemoisture.
    I have had issues with eyemoisture before, but i always assumed it was because of my lack of understanding of the plugin.
    This is just a minor issue and i could just use eyemoisture from a baked import. would be cool if there was a solution though.

    By

    dmnmf dmnmf September 2023 in Blender Discussion
  • Simple way of fixing snaggy teeth in G8 import results from HeadShop?

    [removed links to pictures]

    After this epic failure, my HeadShop managed to do one other face transfer that I would rate 2.3 out of 10, but definitely progress compared to snaggy girl (normal teeth for instance). Unfortunately on the next HeadShop run that program once again imploded, probably useless for the next 12 months after which something is spontaneously ok again and you can try one or two face transfers before it breaks down again.

    Oh, boy. Excited I tried "FaceGen Artist demo" today. Now that looked promising!  AI you say!? Wow!  Gave it a go. Absolutely rubbish. It didn't crash, but the import result couldn't be further from the original; it turned  a pretty girl into a butch female bouncer of a night club. Cool but pretty useless.

    Guess FT and DAZ's own kazillion shaping sliders is what I am stuck with, which is ok I guess, cranking out new faces is pretty easy with these, in fact the result is sometimes stunning; if only someone would have told me to forget about the expensive headshop hoaxes in this realm.

    By

    Federmann Federmann August 2023 in New Users
  • How to Transform Blender's Character Model into G8

    You would need to import a zeroed, base resolution Genesis 8 figure into Blender (taking care to preserve the vertex order) and use its tools to push the shape of the Genesis 8 mesh into the shape of the character, without adding or removing geometry. Export the new shape, again preserving vertex order, and then use Edit>Figure>Morph Loader Pro to load it as a morph: make sure that you use the same preset on exporting the OBJ from DS and importing the morph as that is needed to make sure that scale and orientation are correct. For maps, you would need to have those applied to the original figure, then bake them to the imported Genesis 8 mesh - I'm pretty sure Blender can do this, but I can't give the steps.

    By

    Richard Haseltine Richard Haseltine August 2023 in Blender Discussion
  • G2 on G8/8.1

    I can't disagree with the good advice offered in here.  I don't convert G2 clothing.  Ever.  But if I were to do so (and this is just my take on it) I would transfer it with the TU, apply a dynamic dForce modifier, stiffen that up a bit throughout, and then run a sim in the standard A-Pose.  Then I would export it to a wavefront, re-import it, and see how well it worked.  I would carry that through multiple iterations tweaking those settings.  If anything needed cleaning up after that, I would pull it into Blender and clean it up.  
    I know you wanted an easier solution but it isn't there in my experience.  Doing anything remotely outside the box with Daz Studio requires some facility with a mesh editor at the very least.  That sort of thing isn't Daz's strong suit.  Good luck with this!

     

    By

    Causam3D Causam3D August 2023 in New Users
  • How to Transform Blender's Character Model into G8

    I downloaded a character model from Blender and I think it's very good, but I want to know how to import this character into Daz and turn it into G8. I tried importing it into DAZ using OBJ format, but it is just an object and cannot adjust any of its joints or clothing. If anyone knows, please let me know. Thank you!

    By

    woshiagenting woshiagenting August 2023 in Blender Discussion
  • Hitchens: A DAZ Studio to Blender Live Link

    Padone said:

    TheMysteryIsThePoint said:

    Lastly, also at SIGGRAPH I spoke to Dalai Felinto and Hans Goudey, and I've taken up the task of adding to the Python API the ability to set the individual control points of hair curves.

    That is what Thomas is missing to convert the diffeomorphic hair tools to the new hair system, because it can't be accessed via python, so far. So thank you if you take this, let us know of your progress.

    Blender is pure genius. Before you understand the way the build system automatically generates the Python API for you, it is incredibly frustrating. After you understand, it is pure genius.

    So, I think I'm about half done... I've added the API call to add a strand with the requested number of points:

    PYTHON INTERACTIVE CONSOLE 3.10.12 (main, Jun 21 2023, 01:30:38) [GCC 11.2.1 20220127 (Red Hat 11.2.1-9)]

    Builtin Modules:       bpy, bpy.data, bpy.ops, bpy.props, bpy.types, bpy.context, bpy.utils, bgl, gpu, blf, mathutils
    Convenience Imports:   from mathutils import *; from math import *
    Convenience Variables: C = bpy.context, D = bpy.data

    >>> curves = D.objects["Curves"]
    >>> curves.data.add_curve( 40 )
    >>>

    and I've found the relevant curve manipulation code in source/blender/blenkernel/intern/curves.cc to do the actual resizing.

    Actually getting the code approved and pushed aside, I think I'll have it working soon.


     

    By

    TheMysteryIsThePoint TheMysteryIsThePoint August 2023 in Blender Discussion
  • Simple way of fixing snaggy teeth in G8 import results from HeadShop?

    Hello again, It's been a year and I am still a 'new user', having acquired some skills and massively lacking others and still not got a powerful GeForce videocard to finally take this hobby to a next level. [Sigh]. Anyway, today's question is about teeth, horrifically snaggy ones:

    Like the reliable but ultimately disappointing “Face Transfer” the bugfesty train wreck of a plugin called “HeadShop” produces faces that have near zero verisimilitude with the original source portraits (I am sure you would disagree being a morph slider wizard and/or facemap virtuoso and I am glad for you), but I am kind of past that and have abandoned all hope for a look-a-like with these stagnant, poorly developed plugins. Still, I have found a use for my top-5-worst-purchase decision "HeadShop" and that is producing wildly unconventional faces but having said that, I am not ok with the crazy snaggledy-snag teeth that accompany these odd faces (see piccie).

    Is there a way to (easily) replace these horrific teeth with a standard set of (Gen8) teeth? I can’t seem to find it in morph sliders and DAZ shop products like “Teeth Master” and “Easy teeth” don’t seem able to fix this problem at all (at best they make the teeth 20% less snaggy mainly by just making these travesties of teeth smaller).

    Thx y'all

    By

    Federmann Federmann August 2023 in New Users
  • Cannot change "Selectable (in viewport)" setting - neither in scene navigator nor in parameters

    Thank you for this... I was able to follow along the click-path you described and I actually see a controller. For one of the cases I found out that the geoshell for Jepe's bodyhair actually was having the trouble: I was not able to make it unselectable again. For this geoshell there is a controller "ERC [DeltaAdd] > Ben : Ben". Ben is my character and I think that I worked on the figure mesh in Blender and imported it as a morph for Genesis 8 base male. After the import of the morph I did an ERC freeze and before that I adjusted the rig ("Adjust Rigging to Shape"). Did I do something wrong here? 

    By

    Dissendior Dissendior August 2023 in Technical Help (nuts n bolts)
  • Unreal to Daz

    they might import OK into Poser11+ (FBX)

    if they do you could save a cr2, load it into D|S4, edit rigging convert to weightmapping general

    save as support asset figure

    you will need to set limits on all the parameters and any animations will also need to be imported via Poser

    By

    WendyLuvsCatz WendyLuvsCatz August 2023 in Technical Help (nuts n bolts)
  • Unreal to Daz

    Nice monster figures but I'm afraid it's not easy to bring them into DS as fully-rigged Genesis figure - : first their appearances are far from Genesis Base figure, it's nearly impossible to wrap them with R3DS Wrap3D/4D. As it has fbx format, you may rig it in Daz with a donor genesis figure but that'll require techniques and take some time...

    You may consider manipulating and rendering them just in UE or Unity, as you can import needed assets from Daz to them via bridges.

    By

    crosswind crosswind August 2023 in Technical Help (nuts n bolts)
  • How do i get a daz model into mixamo with clothing?

    Ive watched a few videos and I can get the models in naked but I see Models in mixamo with clothing. surely there must be a way to import into mixamo with clothing because I see models in mixamo with clothes.

    By

    chad.demoss chad.demoss August 2023 in Daz Studio Discussion
  • New figure and material

    yuyu.atem said:

    Hello,

    If I create a new figure, for exemple with MakeHuman or blender, without to create a material for this figure, what material will apprear on Daz? Will the figure haven't any material or wil it receive a default material from Daz?

    Thank you in advance for your answer!

    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.

    By

    crosswind crosswind August 2023 in New Users
  • Can you import the actual Adobe Substance PBR into Daz

    [Can you import the actual Adobe Substance PBR into Daz] I know that if it's broken out in different layers like normals, bumps, etc I can.  But just the PBR assets from Adobe Assets for like creating a road?

     

    Thanks 

    Steve

    By

    brandingavatar brandingavatar August 2023 in Daz Studio Discussion
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