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Daz Studio 5 preview release is delayed and that's good news.
marble said:
outrider42 said:
Heh, I use Hexagon for morphs if at all possible. I have used Blender for some morphs, it depends on what I need to do. But Hexagon can be easier than Blender for some tasks, especially with the real bridge between them (one that goes BOTH ways.) That is a what I consider to be a bridge. IMO a bridge is only a bridge if it goes both ways. If you take a bridge to the outer banks but cannot get back, that's not much of a bridge is it?
That bridge was a major wishlist for Blender but now I hardly notice the export/import routine. As I said, I quite liked Hex but it crashes far too frequently for me and I am not disciplined enough to keep saving every 10 seconds. Also, the sculpting tools in Blender are progressing significantly and are maybe not that far behind ZBrush for the average DAZ Studio user.
Once I remove textures, I never get anymore crashes. I saved a Genesis material preset for Hexagon. If I need to, I'll save a material preset for the character I am working on (for the import back), then apply my Hex Preset.
Its about the speed. With how I have it set up, I can do this faster than I can with Blender. Which would be a given because I am slower in Blender anyway. And I don't have to worry about an accidental incorrect setting on import/export. I have done that because I am doing other things besides just Genesis.
Also, Hexagon seems to handle Genesis topology better at times. Maybe that's just my imagination, but there are times where the brushes in Hex just seem to look smoother than Blender's. I think it is a real shame that Hexagon development went dormant.
Freebie Challenge JUN/JUL 2023 - Holes, Gaps, Caves, Tunnels - Main ThreadHylas said:
JackyBrown said:
#01! AMC Matador Police car by Marsupi 3d
https://www.dmi-3d.net/rescue1.html (item 19)Hey @JackyBrown, how did you import this model in DS?
That site seems like a really cool resource but I cant figure out the file format!
I converted it from .lwo to .obj with PoseRay. https://sites.google.com/site/poseray/ This small (8mb) and free utility can also edit the materials (most of the times) in cases that the OBJ file has just one material group. Very handy! :)
Also I do not have any trouble with that site. I don't even allow any scripts (Firefox with NoScript) and can download everything without any warning of my Internet Security software. :)
Freebie Challenge JUN/JUL 2023 - Holes, Gaps, Caves, Tunnels - Main ThreadHylas said:
JackyBrown said:
#01! AMC Matador Police car by Marsupi 3d
https://www.dmi-3d.net/rescue1.html (item 19)Hey @JackyBrown, how did you import this model in DS?
That site seems like a really cool resource but I cant figure out the file format!
lwo is lightwave format, I'm not sure it can be imported to daz but I do know Hexagon and Blender both can import so you can save out as obj. 3ds is an autodesk file and can be imported to Hexagon or Blender, not sure if daz can with the newer versions. Can't remember what .mov is. But at least you have options to convert the files. Oh and a .max file can't be converted unless you ask someone with that program.
Is there a solution to export multiple object as individual obj instead of one by one?If you mean wavefront obj, its format is standardized... For instance, you wanna export multiple objects as one obj file from Ds to Blender -: 1) Ctrl + select multiple root nodes in Scene pane; 2) Export to obj -: in OBJ Export Options dialog box, tick 'Write Separate Objects', tick 'Filter Objects' and choose 'Selected Roots'; 3) Import obj file with Blender -: If you tick 'Split by Object', you'll get multiple objects...otherwise you'll get a single mesh. Such a way is frequently used for fixing various morphs in Blender, i.e. exporting Base figure + multiple wearables as one obj file.
If you use GoZ, you'll easily get multiple objects as separate sub tools. It should be the same with other bridges...
Freebie Challenge JUN/JUL 2023 - Holes, Gaps, Caves, Tunnels - Main ThreadJackyBrown said:
#01! AMC Matador Police car by Marsupi 3d
https://www.dmi-3d.net/rescue1.html (item 19)Hey @JackyBrown, how did you import this model in DS?
That site seems like a really cool resource but I cant figure out the file format!
Cascadeur and DAZ StudioI was using Autoposing, but the hands acted as if they were pinned in world space, only rotating a little while the shoulder went nuts to keep them in position. I'll keep trying, but I don't know if there are any import or export settings I've got set incorrectly that could be causing this. Thanks.
Support for exporting all "options" (ie clothes, skins, textures) a character has.My project already supports the in game customization with different clothing usable for all the Daz G8 characters. Diffeomorphic1.7 can import clothing for any character into Blender and then use the merge rigs option for the clothing to use the same skeleton as the character, then transfer shapekeys from the body to the clothing. I'm using UE5 and the cloth simulation is built in feature of the engine, but I'm not advising to switch to Unreal as it doesn't offer the freedom of custom choices supported by Unity, except that someone can dig deep into the source code of Unreal and make custom builds of the engine
Cascadeur and DAZ StudioI loaded the rig on an exported Genesis 8 male (not 8.1) and while it does work, the hands seem locked in place and the shoulders can bend very oddly. I probably didn't either export or import something correctly, so if you have a moment sometime, could you possibly post the proper FBX export settings (from DAZ Studio) and any settings that should be set or checked when applying your rig in Cascadeur? Thank you very much and I'm sorry to bother you again.
edit: tried to post a small picture three times, guess forums are at it again. sorry!
DAZ to Maya Arnold Rendererpholland1 said:
have you hight the convert to arnold texture button in the import model window. I am ashamed to say i missed that button for a while?
the team working on the brigding tool are still working on update gen 9 models. you can find them and the brigde updated project here: https://github.com/daz3d/DazToMaya/issues
Just see DAZ has Version 2023 v1.0
The Update at github says 2023.1.1.14DAZ has a Version of March, but the 2023.1.1.14 came out 4 Days ago?
So DAZ is not actual?I need some advice for fixing my eyes for Genesis9 figureHey thanks!
Let me ask you 2 more question, thing about what you have mentioned in step2.
Here. is it better for me to zero out the morph dial for for the 4 morphs below?
These are dialed up at default, even for the dev load.
Eye look out left
Eye look out right
Side-side <for right eye>
Side-side <for left eye>
and for step 4 and 9 should I turn on reverse deformation?
2. Import your morph via morph loader pro, and dial up the morph so only that morph is active.
Gen 8 to 9 Tunic/Loincloth/Dress Triangulator Problems? [Solved]marble said:
A little different to my workflow. I just export the OBJ files - quick and easy. It must be remembered that DAZ Studio and Blender have different scaling so I adjust for that in the Export/Import settings.
Also, the objects must be exported individually (unlike Diffeomorphic) and at Base resolution. I also switch off mesh smoothing before exporting from DAZ Studio although I'm not sure this is always necessary.
Lastly, the export from Blender must be imported back into DAZ Studio using Morph Loader Pro which is one of the tools available in DAZ Studio by default. If you are interested (or anyone else picking up information from this thread), I'll try to attach my settings in screenshots if the file attachment is working today. [Sorry - it isn't. I'll try to remember to try again another time]
Thank you for all the help Marble!

Mechasar's Characters Catalog: Who's next? (commercial)Daz creates the metadata that makes things work (or not work) in Smart Content. Daz gets the credit and the blame. It is not up to the PA creating the product.
I need some advice for fixing my eyes for Genesis9 figureI didnt watch that video but this is what i would do:
Head morph
1.Load fresh gen 9 dev load figure
2. Import your morph via morph loader pro, and dial up the morph so only that morph is active.
3. Adjust rigging to shape for the relevant body bones that have been morphed (this is so rigging matches your new morph)
4. ERC link the rigging changes to the morph (this is so rigging change is linked to your new morph)
Eye morph
5. Load gen 9 eyeballs
6. Position eyeballs to match your new head morph
7. export the updated eyeballs (at base res)
8. Restore all the changes you made, or just load fresh devload Gen 9 and fresh eyeballs
9. Load eyeball morph onto gen 9 eyes using morph loader pro, giving it the same 'Name' as your head morph (so that when the body morph loads, the eyeball morph will be used instead of the autogenerated autofollow morph that daz creates)
10. Adjust rigging to shape for the relevant bones of the gen 9 eyeballs (so that the eye bone riggings lines up correctly with your morph)
11. ERC link the rigging changes for the eyeball morph (again this is so rigging changes are linked to your morph)
Save both as morph assets (save them properly...)
Gen 9 has some additional eye rigging tools in the devtools utilities, under Parameters, but i forgot how to use them. Changelingchick explained it here: https://www.daz3d.com/forums/discussion/comment/8167346/#Comment_8167346Gen 8 to 9 Tunic/Loincloth/Dress Triangulator Problems? [Solved]A little different to my workflow. I just export the OBJ files - quick and easy. It must be remembered that DAZ Studio and Blender have different scaling so I adjust for that in the Export/Import settings.
Also, the objects must be exported individually (unlike Diffeomorphic) and at Base resolution. I also switch off mesh smoothing before exporting from DAZ Studio although I'm not sure this is always necessary.
Lastly, the export from Blender must be imported back into DAZ Studio using Morph Loader Pro which is one of the tools available in DAZ Studio by default. If you are interested (or anyone else picking up information from this thread), I'll try to attach my settings in screenshots if the file attachment is working today. [Sorry - it isn't. I'll try to remember to try again another time]
[Released] OBJ Companion [Commercial]A year later...
I too had difficulty finding the plugin files because it's not a script like some other products. It's a new Pane. From the main menu choose Window > Panes (Tabs) and click on OBJ Companion from the long list that pops up.. Then drag its tab to dock it. (I put it behind my Viewport.)
This is a general DAZ problem that products such as scripts, add-ons, and tutorials are easy to buy and install--but then the end user doesn't have a good way to find them!
ManFriday, this prodcut is amazing because of how easy it is to use (once you can bloody find it). Some time ago I followed a V3DigiTimes tutorial on morphing clothing, but I never had to do anything practical. And I certainly never dared mess with hair! But I have a particular character I'm trying to make, and I desperately wanted the G3 Crazy Hair to flow around demon horns instead of poking thru them.
I used OBJ Companion to export a plain G3M, Damien Demon Horns, and the Crazy Hair. It's cool that you can do 'em all in one go! Then I loaded the files one at a time into Blender, gave the objects viewport colors so I could tell which object was which, set the horns to display only as wireframes, and went to town moving the hair cards around. I never even expected it to really work, but once I re-exported the hair, using OBJ Companion to import it as a morph worked on the very first try!
I do suggest that you update the manual now that Blender's .obj impor/export window has changed.
Daz to Blender Bridge - Meet the TeamHello Blender Bridge Team,
I have a issue when i'm trying to import my (Poser) model Victoria 4 from DAZ3D to Blender with the Daz to blender plugin.
When I assign a pose to the model and import it into blender, the legs cross and the limits seem inverted (left thigh limit to right thigh, Rthigh limit to Lthigh), even when the limits are turned off.Any idea to solve this ? Thanks.
transfert utility and selectable parts ...Hello Richard thanks for you answer.
I am an environment concept artist so that process fits well with my workflow. I am not an expert in anatomy and posing and since i use 3d to create my scenes i Ilike to have characters in the scenes to when it is complex like an interior shot with multiple characters or whatever.
I just sculpt a character on 3Dcoat with the stylized look that I want and paint it. 3Dcoat does the auto UV for me etc ... then I import it in Daz an just "transfert utility" it onto the Daz genesis character just like if it was a skin.
This process is quick and allows me to have a wide range of poses and accesories to create my scenes quickly in 3d and export it in blender. Then I paint on it. When I work on something realistic I don't need to do that I just use daz how it is but here the stylized look of our game leads me to this process witch is very cool when I don't have that problem. I have used this process for 5 or more years now and it is working well as long as that problem appears. In the game I am working on I need to have something like 10 characters and I don't know why but sometimes it works well and sometimes the genesis character is ok and a soon as I transfert my mesh onto it, then the mesh and the character are only selectable via the drop menu in the scene tab and not with the mouse.
I searched here and checked if the arrow was ticked and also if the tools setting is not set to root node only .... everything is set correctly... So i don't know ...
https://drive.google.com/file/d/1ofnMCFDaH6SYaBLr8PUrhzB2-NwV9xq0/view?usp=drive_link
https://drive.google.com/file/d/1ItoDOJIGXN0TnNUDSTCr2pRWQb763gYn/view?usp=drive_link
https://drive.google.com/file/d/1GUs9p0yOrMHpJl8-peZ47-gKOBszFjWb/view?usp=drive_link
Here my red character responds well but the green one stays unselectable and the same operation has been done.
If soemone has an idea.
Have a great day.
How can I rotate a object in 360º like a ventilator (clockwise and counterclockwise)If you hold down the Shift key and start making the cone shape in Hexagon, hopefully the point will be in the centre of the floor grid. Make sure the edges have enough tessellation lines so the cone will hold its shape in DS. Slap a UVmap on the cone and unfold it. Polish as desired with shading domains, name the materials the same as their shading domains, save the project file. Export out the .obj file. Close Hexagon. Open Hexagon and import in that .obj file. Remove any useless material names such as default which belongs to no shading domain. Export out the .obj file. Open D/S and import in that lovely cone. It must be loading to the "0" place on the floor at the size you want it. If it is not, make it so in D/S and then check the shading domains/materials. If that silly default reference is there, go to the geometry editor brush and the Tools Pane. On the Tools Pane on the Surfaces, right-click on the default name and remove it. Go back to the Pointer tool. Export out the fixed cone - using the Daz settings is fine. Delete it from the scene. Import in the fixed .obj - using the same setting as the export was. Whew. Looks beautiful, yes. Save it as a figure/prop. Hopefully it will rotate around in either direction using the 'Y' rotate.Characters DAZ to UnityHello, I'm quite new to Unity and Daz so please excuse my silly question, but I'm triyng to navigate the Daz shop as I would like to buy a 3D mermaid character to import in Unity so I can animate it, but not sure if I understand the description of the items I would like to purchase. One of the models I'm interested in says: "Mermaid Bikini for Genesis 8 and 8.1 Females" (https://www.daz3d.com/mermaid-bikini-for-genesis-8-and-81-females). Does this mean that if I purchase this I would get a bikini and a female full body character to ainmate in Unity? I cannot undestand as by the title of this item it seems as both bikini and female come together, but if I look in the section "What's Included and Features" there's no sign of there being a full body rigged character. Could please somebody help me understand what I should look for in a description or title of an item for it to be a complete rigged character that I can animate in Unity? That'd be great, thank you!
What makes the rendered Daz human images still distinguishable from the photos of real human?lilweep said:
Cybersox said:
To begin with, the simple fact is that there's no way that any DAZ figure has anywhere near the resolution or accuracy in details to completely mimic all of the aspects of a real human figure with anything even close to true physical accuracy, as even if such a figure was possible, to be able to render it so would require vastly more computing power and rendering time than any home computer system... or most professional systems... are currently capable of. And that's not even considering all of the calculations needed for perfect hair, perfect clothing, perfect environment, etc. As an example, a feature film image running at 2K requires hundreds, if not thousands, of computers to produce a single frame. For FROZEN, which doesn't even have photorealistic characters, Disney used a bank of 4000 render computers to produce the "let it go" sequece, and even with those resources it took 30 hours per frame to render. If a major studio throwing hundreds of millions of dollars at a project can't even believeably remove Henry Selik's moustache in JUSTICE LEAGUE, or produce a perfect recreation of Peter Cushing in 'STAR WARS - ROGUE ONE, is it really reasonable to expect be able to do it on a system with a graphics card meant for playing games?
"Henry Selik" lol oh dear.
there are many likeness artists who make models basically indistinguishable from real life, just by themselves, using only entry level pc components
Ian spriggs is probably the most notable one:
But there are hundreds of such artists now:
- https://www.artstation.com/droarty
- https://www.artstation.com/mataerni
- https://www.artstation.com/dudlswns3
There's nothing from a technical standpoint stopping us from making passable realistic models if we had the time/skill. Obviously we cannot make a human realistic at the atomic or molecular level, but at any macro scale it's obviously possible.
There are people doing realistic animation also. I see them in my feed all the time on twitter, albeit clips are only seconds long.
In terms of Daz Studio, hair is the biggest problem when it comes to rendering. What we have available for hair is far from industry strandard. Of course, one could always do hair in another software then import as static mesh. On that basis,everything is mostly an artistic limitation.
Thanks for the great references from Artstation! BTW why do you say Daz hair is far from the industry standard? Do Xgen and current Blender hair system satisfy the industry standard?









