-
Ford Shelby GT500KR Mustang.
There are a few 3D models out there, but unless it is made specifically for Daz Studio, it won't be rigged (no opening anything) and usually you will have to convert the original format to OBJ to import into DS
https://sketchfab.com/3d-models/ford-mustang-shelby-gt500-0eaa7a16796540f29461ddae05ecdeb3
https://hum3d.com/3d-models/ford-mustang-shelby-gt500-kr-coupe-2020/
https://www.cgtrader.com/free-3d-models/car/racing-car/2020-ford-mustang-shelby-gt500
https://flippednormals.com/product/ford-mustang-shelby-gt500kr-with-hq-interior-3d-model-5723
https://www.turbosquid.com/Search/3D-Models/ford+mustang+shelby+gt500
Can't seem to import a Blender model with texture images to Daz StudioHi everyone; I've made a model in Blender and appied wood and metal texture images to it. I want to export it from Blender and import it into Daz with the textures applied. I'm not a professioal artist and I'm definitelty a novice at 3D stuff. I exported my file as a .obj and another one as .fbx The .obj will import, but model only no textures or materials, not sure which is the proper term; when I render it, it's just white. The .fbx doesn't import anything at all. What am I doing wrong?
Project EYEray error??Richard Haseltine said:
Did you unistall the Connect (Daz Studio) install of the product? If not those files, which appear not to have decrypted correctly, will be used instead of the manual install.
Ok so just now(well past half hour) I went in. "Uninstalled" it via the smart content tab. Closed DS. Opened the SKU folder. Removed anything in it.
I then downloaded the install zip. Manually installed it.
Tried it.
Got2023-08-06 18:19:48.956 [INFO] :: Other import format content directories: 2
2023-08-06 18:19:48.956 [INFO] :: Begin asset load (merge): /People/Genesis 8 Female/Materials/DimensionTheory/Project EYEray Next Gen/! - Information/DTER2_G8F - ! - Switch To Project EYEray UVs.duf
2023-08-06 18:19:48.957 [INFO] :: Json Parser (1,1): Syntax error - expected '{' or '['
2023-08-06 18:19:48.957 [INFO] :: Error loading asset: E:/MY DAZ/Applications/Data/DAZ 3D/My DAZ 3D Library/Applications/Data/DAZ 3D/My DAZ 3D Library/data/cloud/1_46979/people/genesis 8 female/materials/dimensiontheory/project eyeray next gen/! - information/dter2_g8f - ! - switch to project eyeray uvs.duf
2023-08-06 18:19:48.957 [INFO] :: Operation failed
2023-08-06 18:19:49.071 [INFO] :: Unlocking viewport redraw...I then closed DS. Went to the folder. Removed everything again. Open DS.smart content> install
Tried again. Same thing.
I really would like to use these as the sclera are amazing.
"Syntax error - expected '{' or '['" I do not know which to fix or change if I open the .duf folder.
(again, I tried this on a base vicki 8. Not 8.1. Because I thought maybe there was a conflict with a specific character.)
Turn on "Turn off Limits" popup again?Hi, I wanted to turn ON the popup window for the "Turn Off Limits" again because I am unsure if my model is not limited in rotation whenever I import a pose.
Is there a setting somewhere to turn popups ON again?Daz Studio 5 preview release is delayed and that's good news.TheMysteryIsThePoint said:
My point is that while you are correct, it takes a bit of work to get DAZ content into Blender, but when you are done, you've got all of Blender's power. You are know limited only by your own creativity, not someone else's.. If you're going to export to Blender just to do the same things you did in DS, then of course there's not much payoff for the work you invested. I'll even go as far to say that for the still shots you imply by mentioning Power Pose, DS is arguably the best tool in existence (for a year or two at least, until AI overtakes it entirely).
I totally agree. If DAZ Studio does eveything you need, stick with it; if you need more, go Blender.
I've switched over to working in 2D and using DAZ Studio mainly for creating 2D assets for animation. I think at this point the only thing that would pull me back into 3D animation is if DAZ finally licensed the 64-bit Mimic engine and fixed the sound import issues in DAZ Studio. We'll see what DAZ Studio 5 brings to the table, but I'm not holding my breath.
-- Walt Sterdan
Daz Studio 5 preview release is delayed and that's good news.wsterdan said:
I'm almost embarassed that I have to ask, but who do you think DAZ's competitors are that they need to keep pace with so as not to be "displaced"?DAZ sells 3D assets. 3D characters (human, animal and others), clothing for those characters, sets and props for those characters, etc.. As far as I can tell, in their marketplace they're lightyears ahead of anyone that might be considered an actual competitor.
They also give away -- for free -- 3D software to allow their customers to make use of their products, and they're supplying bridges to help customers who want a little more than their free software is capable of to help them use thier products in other people's 3D software. Hopefully they'll build a decent USD interpreter for import and export to make that easier.
They're not competing in any way, shape or form with Maya, Blender, UE, C4D or whoever. People who use those pieces of 3D softare can purchase and use DAZ's products. Every 3D software company who is able to use DAZ products aren't their competitors, they're potential customers. The better and better software like Blender gets and the easier DAZ makes it to help move their product into Blender, the happier both DAZ and Blender users will be.
-- Walt Sterdan
I don't get why DAZ doesn't appear to get this. With very little development effort, DAZ could have the best of both worlds. The casual user who wants to stay in DAZ Studio is happy. The more ambitious users can export via USD to whatever app they want and they are damned well happy, too. The price is just a USD exporter. To be honest, the only thing I use DS for at all is as an auto-fit server because I haven't figure that out yet.
But the main point is that this has not decreased the amount of money I give DAZ every month. If the process were easier, I'd buy even more from my 4 or 5 favorite PAs instead of the other sources.
I don't understand why this relatively cheap win-win is not taken advantage of.
Diffeomorphic DAZ Importer version 1.7.0 releasedIf you believe there's a bug you can open a issue at bitbucket, providing exact steps. In general custom figures also have custom jcms that you can load in easy import as "baked correctives". Then if the pose uses body morphs you have to import them too.
How to not Automatically Triangulate imported OBJ on Marvelous Designer?You can tell if something was added or deleted by simply taking note of the vertex/poly count before and after import and export. MD has internal subdivision and remeshing tools, so it can certainly add vertices too.
How to not Automatically Triangulate imported OBJ on Marvelous Designer?When I import the geometry back, DAZ said the geometry isn't the same.
I thought because of the triangulation.
But it might be because it deletes vertices instead?Daz Studio 5 preview release is delayed and that's good news.lilweep said:
I guess we have to recognise that Daz Studio is not really keeping pace at the moment and unlikely to change, so stands to reason only way forward is to make daz asset library accessible to other software lest it become completely displaced by competitors.I'm almost embarassed that I have to ask, but who do you think DAZ's competitors are that they need to keep pace with so as not to be "displaced"?
DAZ sells 3D assets. 3D characters (human, animal and others), clothing for those characters, sets and props for those characters, etc.. As far as I can tell, in their marketplace they're lightyears ahead of anyone that might be considered an actual competitor.
They also give away -- for free -- 3D software to allow their customers to make use of their products, and they're supplying bridges to help customers who want a little more than their free software is capable of to help them use thier products in other people's 3D software. Hopefully they'll build a decent USD interpreter for import and export to make that easier.
They're not competing in any way, shape or form with Maya, Blender, UE, C4D or whoever. People who use those pieces of 3D softare can purchase and use DAZ's products. Every 3D software company who is able to use DAZ products aren't their competitors, they're potential customers. The better and better software like Blender gets and the easier DAZ makes it to help move their product into Blender, the happier both DAZ and Blender users will be.
-- Walt Sterdan
Daz bridge to Blender and back to Daz as morphGoZ is a standard system, the bridges are Daz' own development. The Bridges are for getting content into the destination application, they are not (currently, at least) intended as content creation tools. GoZ doesn't add functions that are not available through standard export/import, it's just a convenience tool (and even there, it is limited in some respects - for example it doesn't preserve any grouping so using ZBrush for texturing either requires regrouping, which is not hard but a bit fiddly, or using OBJ).
Daz bridge to Blender and back to Daz as morphI tried that, but ran into an issue (that problem is not present when exporting to Blender via the bridge, which is why I asked about it in the first place) that when you import the obj in Blender, in object mode it looks fine (surfaces are smoothed), but once you switch to sculpt mode, surface loses smoothing, and the base mesh is way too coarse to be workable in that condition, smoothing is a MUST, I can apply a modifier, but that doesn't quite work and I'm not that proficient in Blender to figure out what is wrong, there don't seem to be any import options in Blender that help with this, and addition export options in Daz for obj also doesn't seem to say anything about smoothing
edit: found the problem - in object mode right click and Shade Smooth, that fixes that issue
But I find it very weird for the Daz to Blender bridge to not have this functionality back and forth functionality like GoZ, unless they do it on purpose to steer users towards payed Z brush, and I tried to use the free Zbrush version, and the cheaper subscription, GoZ doesn't work with those, it only works with the full one, which is not exactly cheap (nor necessary for the quick back/forth to fix collisions or make some small morphs)
I had high expectations when I saw that there was update to the Daz2Blender bridge, only to find that it addressed none of this... when it seems pretty trivial to do considering where they are with that tool already
so now on the wish list is an option in the OBJ export window to export everything in base resolution (so as not to forget to switch to base/high every single time for every single item you might need to bring back)
edit: another wishlist item would be to be able to click a particular morph in Daz and have an option in context menu to update it from the source OBJ instead of having to dial it out, delete, reimport with Morph Loader again or importing it as another morph, that would be an extremely useful feature when you want to check intermittently the progress you're making, since sometimes how it looks in Blender is not exactly how it looks in Daz, despite setting viewport focal length to be similar etc
Daz Studio 5 preview release is delayed and that's good news.FSMCDesigns said:
lilweep said:
JB007 said:
I'm going to play dumb here .. (play??
) .. What benefit will I get from having Omniverse in Daz?Most likely, the value to Daz Studio will be in other direction, i.e., using Daz in Omniverse. This would just be a continuation of Daz's business practice of moving towards a character/asset store with bridges to other (=better) software.
Im not sure why Daz/Tafi keeps investing their time developing things like VDB support (which they are still adding to in upcoming releases) for Daz Studio, instead of moving the focus to making bridges more seamless and user-friendly.
Because some here that I have talked to, including myself want to use their DAZ content inside of DS. I have tried Blender many. many times, the UI just doesn't make sense and subscrption based modeling apps like Maya and C4d are out of the question due to cost. Unity is a pain and I haven't tried Unreal yet, but I don't have high hopes. I have an older version of 3DSMax and use it very often.....to create content to import into DS. I am all for options as long as there is an option for continued dvelopment of DS features.
have some faith in yourself re blender. I actually still use Daz Studio mostly, because it's time consuming to get everything out of it
But anyway, obviously your concerns are valid yada yada. For such holdouts, and i am currently among them, Daz should still do some development, but I guess my concern (which is also valid?) is that further studio development may be coming at the expense of keeping pace with industry. I guess we have to recognise that Daz Studio is not really keeping pace at the moment and unlikely to change, so stands to reason only way forward is to make daz asset library accessible to other software lest it become completely displaced by competitors.
Socializing the use of Daz products outside of daz relies on having seamless exporters (e.g., via USD) and documentation/tutorials to foster buy-in from current and new users.
Clean Windows install, existing Daz 3D Library, gotchas?Did you use DIM to install the content? than it can be done
These are the steps that i use:- (IMPORTANT!) Backup/ copy the following 2 folders from you're current system
- C:\Users\<<username>>\AppData\Roaming\DAZ 3D\InstallManager
- C:\Users\Public\Documents\DAZ 3D\InstallManager
- Install windows
- Install DIM
- From DIM:
- Advanced settings -> installation -> add content path shortcut -> you're exsisting library on the other HDD
- Install the basic set and all plugins you have
- CloseDIM and restore/copy back the 2 back up folders from step 1 (overwrite)
- Open DIM, and is should show all content installed again from you're previous installation.
- On the "ready to download" tab click show details
- Select/ change "content Updates install to -> "selected path"
- In Daz studio -> Content Directory manager -> add the directory from the other HDD
- In Daz Studio (when using the smarttab) -> Content database maintenance -> reset database first then Re-import meta data
Daz Studio 5 preview release is delayed and that's good news.lilweep said:
JB007 said:
I'm going to play dumb here .. (play??
) .. What benefit will I get from having Omniverse in Daz?Most likely, the value to Daz Studio will be in other direction, i.e., using Daz in Omniverse. This would just be a continuation of Daz's business practice of moving towards a character/asset store with bridges to other (=better) software.
Im not sure why Daz/Tafi keeps investing their time developing things like VDB support (which they are still adding to in upcoming releases) for Daz Studio, instead of moving the focus to making bridges more seamless and user-friendly.
Because some here that I have talked to, including myself want to use their DAZ content inside of DS. I have tried Blender many. many times, the UI just doesn't make sense and subscrption based modeling apps like Maya and C4d are out of the question due to cost. Unity is a pain and I haven't tried Unreal yet, but I don't have high hopes. I have an older version of 3DSMax and use it very often.....to create content to import into DS. I am all for options as long as there is an option for continued dvelopment of DS features.
How to make parts of a model separate?BradCarsten said:
If you want to brave Blender one last time, I'm sure we can talk you through the steps. it's quite simple to do
1) in Daz, export as Obj. Make the scale 2% (Don't use the blender preset as it messes up the rotation of the object)
2) open blender and click delete on your keyboard to delete the default cube.
3) file > import > Obj and select your obj file from your hard drive
4) Your object will automatically be selected. If it isn't, you can always select it from the scene collection panel on the right-hand side of the window, or simply click on the object. press Ctrl+tab to open the pie menu and select Edit mode. this will allow you to edit the object. Another way to go into edit mode is by going to the top left corner of the window and clicking on the drop down box that's marked : "Object mode."
5) basic movement controls- hover around the object by holding down the middle mouse button. Use shift + middle mouse to pan. and use the middle scroll wheel to zoom in and out.
6) Move around the scene and when you see the dragonfly, use c to go into paint select mode. in that mode, a small circle will appear on your screen and when you click, anything in that circle will be selected. you can adjust the size of the circle with the middle mouse wheel and just keep painting. to get out, press escape on your keyboard. You can also select using the box select method by pressing b. This allows you to click and drag a box over the area you want to select. (all these option are in the select menu at the top of your screen if you prefer to use that)
6) click ctrl+L to select all linked vertices. It should then select the rest of the dragonfly. If some part, such as the wings aren't select, repeat steps 5.
7) once the object is selected, press P to bring up the separation menu and select "selection" to move everything you've selected into a new object.
8) On the right hand side of your screen is the scene collection panel. This is where your objects are listed. You should see two object- the original, and the new one. click on the original, so that only that one is select. Then right click to bring up the menu and delete. You will now be left with just the dragon fly.
9) file> Export > obj.
10) import back into Daz using a 5000% scale.Why 2% scale? DAZ used centimeters and Blender meters... 1% and 10000%.
But further, why change the scale at all? None of that matters if the OP is only going to separate objects...
Daz bridge to Blender and back to Daz as morphI've looked at videos of how the Z brush bridge works and am looking for a solution how to do that using Blender
Problems I'm having:
1) posing a character, then sending it to Blender makes the pose to be slightly off, not talking about jcms, talking about joint angles being off, what causes that?
2) even if this pose is slightly off, trying to send it back to Daz just doesn't seem possible, tried server combinations of settings, and either run into big distortions or it reverts to the standard pose
now, I'm familiar with standart pose export/import from Daz to Blender and back using Morph loader pro, hair morps, fixing other minor things that can be done in A or T pose,s culpting faces etc, I can do all that with no problems, the problem is that this bridge doesn't seem suitable for fixing things while having characters in pose for a scene, some things I can fix with meshgrabber, but it just doesn't compare to tools in Blender
in short - is it possible to achieve comparable functionality to GoZ using the Daz to Blender bridge and Morph loader pro?
[Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]OK, the EYES... This worked for me. Let me know if I missed something.
1. Resizing/moving the eyes
- To MOVE the eyes: With Genesis 9 selected, go to either the Parameters or Shaping tab and search for eyeball. You should see the following morphs (these are Daz 3D morphs according to the file location in the data folder):
- Eyeball Position Depth - move both eyes forward/backward
- Eyeball Position Height - move both eyes up/down
- Eyeball Position Side-Side Left - move left eye side to side
- Eyeball Position Side-Side Right - move right eye side to side
- To SCALE the eyes: Select Genesis 9 Eyes, and navigate to the eye bones in the scene tab. Adjust the scale for each eye.
- If you don't have the Eyeball morphs in your Genesis 9, locate the eye bones in Genesis 9 and use the translation/rotation transforms. These can be tempermental, and you'll need to lower the Nudge in the Parameter Settings to something smaller, like 0.1%.
- As a reminder, select Genesis 9 to MOVE the eyes, select Genesis 9 Eyes to SCALE the eyes.
- NOTE: If using the Eyeball morphs on large eyes and the morph is too limited in its movement, go into Parameter Settings for that morph and uncheck Use Limits!
2. Create the eye morph
- Once you are happy with how the eyes look:
- In the Scene tab, hide EVERYTHING except Genesis 9 Eyes
- Select Genesis 9 Eyes, and change:
- Resolution Level: Base Resolution
- View SubD Level: 0
- Render SubD Level: 0
- Export Genesis 9 Eyes as an obj
- File -> Export
- Select/create a folder to save your obj in. I have a folder for just G9 eyes.
- These are my export settings. Some may be unnecessary, but they work for me
- Convert From DAZ Studio
- To: DAZ Studio (1 unit = 1 cm)
- Scale: 100 %
- Axis Conversion
- Lateral(X): X
- Vertical(Y): Y
- Depth(Z): Z
- Leave the three check boxes unchecked (or uncheck if checked)
- Have the following checked:
- Ignore Invisible Nodes
- Write UV Coordinates
- Write Normals
- Write Faces
- Write Polylines
- Write Separate Objects
- Write Groups
- Groups: Use Existing
- Write Surfaces
- Maps: Original
- Write Material Library
- Quote Paths Containing Spaces
- Give a name for the obj. Personally, I name it the same as the head morph.
- Click Accept to export the obj
- Convert From DAZ Studio
- Create the morph:
- Delete everything from the scene
- Load Genesis 9 Eyes
- With the eyes selected, open Morph Loader Pro
- Set:
- Convert To DAZ Studio: DAZ Studio (1 unit = 1cm)
- Load Morphs for: Primary Figure (Vertex Only)
- Select Choose Morph Files and open the obj file you created.
- The obj name should appear. Click the arrow at the left of the obj name to expand the data.
- Name: If you did not name the obj the same as the head morph, do so here. Double click the value under Value and change the name if needed
- Property Group: If you know the location you want the morph to go, you can right-click the value (should be Morphs/Morph Loader) and change it. This isn't necessary, and can be changed afterwards (you'll only need to know the location when you test and save the morph!)
- Reverse Deformations: Yes. Right-click the Value to change it to Yes
- Click Accept to load.
- If you followed the instructions, this should pass. If it fails, either another item is visible and being exported with the eyes OR the Resolution Level was not set correctly. If you did not save the figure as a scene with the moved/scaled eyes, you'll have to start all over with adjusting the eyes.
- Once the morph has loaded successfully, locate the morph and dial to 100% to verify that the eyes appear to move to the correct location. I know, it's hard to tell without the Genesis 9 figure in the scene, but you should have an idea if the eyes are moving to the correct spot!
- At this point, you can click the gear at the upper right of the morph block and select Parameter Settings. You can change the morph's Name and Label (needs to be the same name as the head morph!) if you didn't do so when you loaded the morph through Morph Loader Pro. You can also make other changes, like change the morph block's color, add an icon or an image card. These changes would be unnecessary because you should really never have a reason to touch these morphs, but if you are OCD and have to do so, go for it. Just click Accept after you are done, and don't change anything if you don't know what it does!
- You can perform an Adjust Rigging to Shape, but it shouldn't be necessary.
- Save your eye morph:
- File -> Save as -> Support Asset -> Morph Asset(s)
- Base Data Folder:
- Asset Directory: verify it's your assets directory/My Library
- Vendor Name: not necessary, but nice to use the same vendor name used for the main head/body morphs for organization purposes
- Product Name: not necessary, but nice to use the same product name used for the main head/body morphs for organization purposes
- Properties
- Expand the arrow to the left side of Genesis 9 Eyes. DO NOT CHECK THE BOX!!!
- Remember the morph's location? Expand the boxes until you locate the morph and check the box to the left of the morph's name. If you never changed the default location, the morph would be at:
- Genesis 9 Eyes -> Morphs -> Morph Loader
- File Options:
- Compress File(s): this is up to you. The file gets zipped to make it smaller, but still has the same file extension.
- Click Accept to save
3. Check out your adjusted morph!
- Delete Genesis 9 Eyes from the scene.
- Load Genesis 9 and apply the head morph.
- You head morph should load with the eyes in the location you set!
I know, this seems like a lot. But, it's actually quicker than it sounds. If you've already a pro with import/export, you can ignore the settings I wrote. I have a manually transferred Mavka morph that I used to document this process.
OK, fine, I guess I'll make some DAZ stuff after all.OK that makes more sense about the image.
My next question then is are you making custom JCMs for everything? Are you not using the Genesis auto generated JCMs? For clothing that is generally all that is needed - the only custom ERC I set up is for a morph when the left and right thighs bent together. My steps would be
- Pose Genesis and export JCM’s that need fixing with Resolution level set to base. For smoothing set the collision item to None. (that prevents double sided mesh like the straps pushing through itself when it gets pushed out by Genesis. I would rather fix it in a modeler for better results)
- Use the exact same name for the JCM as the one being used on Genesis, that will then overwrite the existing JCM when you import it back into DS
- Fix your morph in a modeler and import with Morph Loader Pro
- Reverse Deformations : Yes
- Overwrite Existing : Deltas only
- Set the negative dial to 0 instead of -100
Since you're using the exact same name as the genesis morph it will replace the auto generated morph with your fixed morph. Save your clothing item as an asset and that's pretty much it.
2nd video on this page shows how I do it : https://pixeldustvr.com/DazTutorials/2021/01/26/02-tight-top/
OK, fine, I guess I'll make some DAZ stuff after all.Mada said:
How are you creating the ERCs?
1: I am exporting the clothing item with the single posed joint I want to correct (like, lShldr bend up, or lShldr bend down, or lShldr bend front, etc.)
2: I have already exported the G8M for almost all of these, so I am just reusing those
3: I then import the relevant G8M posed figure into Zbrush
4: I then import the posed clothing figure into ZBrush in a separate subtool
5: repeat for any other clothing items meant to interact with the one in question that might affect it, like a shirt under a jacket, so that the fix takes the under-clothing into account as well
6: sculpt the fix and export it
7: Back in D|S with Morph Loader Pro, choose the fix morph file I just made. Set Reverse Deformations to yes. Set Create Control Property to yes. Select the relevant node (e.g. Left Shoulder Bend). Select the property (the rotation dial in question). Set Use Custom Value to Yes. Set the value to the relevant value (that is, 1 divided by the value of the rotation in question. I have a precalculated list of all the torso, leg, and arm limits (not fingers or toes, though). So, for instance, since the Left Shoulder Bend Front-Back Front-wise limit is -110, the custom value is -0.009091.
8: Once the morph is created (the ERC is already set set now so it will also go into effect), set the min to 0 (negative JCMs don't usually work well), hide it, and move it into Hidden/Correctives
And now...
Once all morphs are loaded and set up:
9: Right click any morph and select "Show in Property Hierarchy"
10: Open every single JCM I just added (this sort of marks them for "need fixing")
11: for each, drill down to the Controllers -> 1st Stage (Add/Subtract) -> ERC [DeltaAdd]: <controller rotation dial info here> -> Attributes -> Save With and set it to be this morph.
"Are you using the Genesis figure to link to instead of the clothing item?"
I don't know what that means. I don't understand the question.
"I never have to set anything when I create ERCs for clothing so I'm curious on why you have to do all this extra work."This is how it's been working the whole time for me.










