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Daz 3D Forums > Search
  • Managing Excessive Morphs for Genesis 8 Males: Seeking Advice for Improved Performance

    Threads merged.

    If you remove the morphs you remove their effect. You could use export/import via morph loader to bake mutliple morphs down to a single one, but you would then lose all corrective links to additional morphs to make the figure bend better, make sure that the eyes and mouth actually closed rather than leaving gaps or self-intersecting etc.

    By

    Richard Haseltine Richard Haseltine August 2023 in Technical Help (nuts n bolts)
  • New PC! Help please

    Keep your existing system and Ryzen CPU. It's good enough. For GPUs and other upgrades, these are my recommendations. Bear in mind this a personal, albeit professional, opinion and others may have differing viewpoints but, like you, I use Daz Studio commercially and am responsible for hardware purchasing for our office. Prices are in USD so convert as appropriate for your country and taxes. What costs $100 in the USA does not necessarily convert simply via currency converters in other countries due to cost of living, salaries, import taxes etc.

    Entry Level:

    32GB of system RAM.

    RTX 3060 12GB. $300. Cheap and cheerful, will do most scenes with optimisation on your part but not exactly lightning fast. We use a PC with one of these for proof-of-concept renders.

    RTX 4070 12GB. $600. Far superior architecture but same VRAM limitations as the 3060. Much quicker. It's cheaper than most RTX 3080s which are slower for rendering.

    RTX 4060Ti 16B. $500 - $600. If you can find it, this is the sweetspot. Not as fast as some of the others in the range but still very quick with 16GB of VRAM. 

    Pro-Consumer Level:

    64GB of system RAM.

    RTX 4080 16GB. $1200. Very quick card but you're paying a premium for the performance with not much extra in VRAM compared to the above.

    RTX 3090 24GB: Just don't. If you're doing this commercially the power draw and heat generation render this card wholly unsuitable in our experience. We bought one, we tried it, we sold it. For hobbyists it's fine but if you're running this card throughout the day it's only a matter of time before something melts. And it might be the room or building you've put it in! Joking aside, from a commercial point of view this card makes no sense at all due to its power consumption and the fact that it acts like a small furnace.

    RTX 4090 24GB. What the RTX 3090 should have been. $1700 - $2000. Very, very quick. Low power and low heat compared to the beast above. Best card available if you don't want to step into the properly expensive world of Nvidia's Quadro/Workstation cards.

    Commercial Level:

    128GB system RAM.

    Two choices here. The older RTX A6000 48GB  Ampere architecture which we use and you can still buy (essentially an RTX 3090 without the heat and power consumption but slower) or the newer Lovelace architecture with the same 48GB (RTX 4090 but slower). They're slower for a reason - less heat, less power draw, longer life. Parts-binned manufacture process, warranties etc. Ours have an immediate despatch on fail warranty (3 years) which means the vendor will overnight new cards for us in the event of a failure even though we haven't sent them the failed unit(s) back. These are in the order of $5000 each.

    There are, of course, many other cards in the Nvidia range and you should do your own research so see this post as jumping off point for what you want to do. I've listed the ones I feel are most relevant for commercial or semi-commercial work but this could be out of date next week.

    By

    TimberWolf TimberWolf August 2023 in Technical Help (nuts n bolts)
  • Transfer Daz to a new computer?

    Well, there are a few ways. You could just install from scratch on the new machine and download everything again - that's not very efficient tho.

    An alternative way is to copy everything across if you have a way to do that - either external drive or via networking.

    The steps below are assuming you are using DIM (Daz Install Manager). They might also work if you are Daz Central. However, please ignore this post if you use Daz Connect - i.e. if you log into your account within Daz Studio since it probably won't work.

    1. Go into Content DB Maintenance via the top-right corner menu of the Smart Content, select export metadata and click apply - this backs up any changes you have made to Smart Content (metadata)
    2. Copy the entire Library base folder to the new computer
    3. Copy any additional base libraries you may have to the new computer ("Render Library", "My Library", "Third Party Content" etc)
    4. Copy your DIM manifest files to a similar location on the new computer. If you do not know where these live, check the advanced settings within DIM for the path.
    5. Copy your DIM downloaded packages to a similar location on the new computer.
    6. Configure DIM on the new computer - set the base folder to the newly copied location and also set the appropriate manifest and download locations.
    7. Restart DIM to make sure it has found all the installed files you are expecting
    8. Open Daz Studio on the new machine and within the Content Library panel add the base folder to both "Daz Studio Formats" and "Poser Formats" (for older products)
    9. Add any additional base libraries from step 2
    10. Expand the base library/libraries within Content Library to ensure you see the copied products shown.
    11. Under the top-right corner menu in the Smart Content panel go to Content DB Maintenance again. This time pick re-import metadata and process metadata queue and click apply. This will then show you a long list of all your installed products with the box next to them checked. Click Apply. This will now recreate all you Smart Content from the XML files in runtime/support.
    12. Make a cup of tea - depending on how many products you own the above process will take a while (10, 20 or maybe 30 minutes).

    By

    SofaCitizen SofaCitizen August 2023 in Daz Studio Discussion
  • Diffeomorphic - outoftouch Hair Issues

    For the forum issue we need to wait for DAZ to fix it.

    As for OOT, custom shaders are not supported by diffeomorphic, nor by any other import/export tool. You may try to convert custom shaders to uber before exporting by applying the uber shader in daz studio.

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Material Methods

    By

    Padone Padone August 2023 in Blender Discussion
  • How can I replace fitted clothing geometry?

    Treat your corrected mesh as a completely new item and forget trying to link it to the original item.

     Transfer Utility is very simple to use and the process is essentially loading the base character of the generation you want to rig the clothing for, importing the .obj of your clothing into your scene and then starting the transfer utility which will copy the skeleton across onto your item:

    https://youtu.be/VzLCge1hW6U?t=95

    You may find that the material region names of the clothing have changed upon import and in this case you'll have to load your original (unfixed) clothing into the scene and manually copy the material(s) onto your new item, if you want to keep them rather than retexture it yourself.

    At this point you can add your weight maps if needed, and dForce as required.

    Once you're happy with it you can save it out as a new item: File -> Save As -> Support Asset -> Figure/Prop Assets and follow the dialogues from there.

    If you're doing this for Genesis 9 it's even easier. Select the base figure in your scene and then in the Parameters Tab click Utilities followed by the Developer Tools button. A window pops up which has a 'create follower' button. Select your imported obj clothing, click that button and you're essentially done!

    By

    TimberWolf TimberWolf August 2023 in Technical Help (nuts n bolts)
  • How to not Automatically Triangulate imported OBJ on Marvelous Designer?

    It's just a change of wireframe layout while the count and order of vertices don't change. You still can import the simulation result from MD back to Ds as a morph, with Morph Loader Pro.

    By

    crosswind crosswind August 2023 in Daz Studio Discussion
  • How can I replace fitted clothing geometry?

    I have a quick walk through on updating assets in DS - however if the vertex order changed when you connected seams and fixed the geo then it won't work. In that case the best option is to import the obj and use the transfer utility to transfer the rigging from the old item to your fixed item. It will require resaving with a completely new name so you don't over write original in the data folder.

    https://pixeldustvr.com/DazTutorials/2021/01/26/fixing-geometry-after-rigging/

    By

    Mada Mada July 2023 in Technical Help (nuts n bolts)
  • Import audio Issue

    Hello,

    I'm working with Anilip 2 and everything works find until I import the audio file (Edit->Import Audio->Select file->). The dialog opens and the wave will play in the dialog box, but once I play the timeline the character motion is fine, but no sound.

    How do you get an audio file to play over the length of a timeline animation?

    Thanks in advance.

    By

    whfield whfield July 2023 in Technical Help (nuts n bolts)
  • Diffeomorphic - outoftouch Hair Issues

    I've been importing characters from Daz into Blender using Diffeomorphic, but I ran into an issue when using outoftouch's hair assets. (For some reason, when I try to upload a picture to Daz's forum posts like this one, it gets stuck on uploading, so that's why images will link to a google drive.)

    The hair assets I am trying to import are outoftouch's Layered Spring Style Hair and Claudia Hair. My Daz Iray previews/renders look like this.

    But when I try to import them as either BSDF or Extended Principled material methods, they turn out like this and this.

    I've tried fixing them in the shading workspace but most settings don't affect what the images show except for removing the textures entirely. I haven't had this issue with other hairs from different asset makers.

    Has anyone run into a similar issue or know of any fixes? Also, if anyone has advice for my forum image issue, that would be amazing. Thank you!

    By

    Cozy Cozy July 2023 in Blender Discussion
  • Workflow suggestions - 3D printing XR

    I am heavily into VR, but I am unsure of what you are trying to do. Daz Studio is basically a pose, render and animation tool and has no native VR/XR capabilities.

    Users that can afford CLO use it to create clothing for the DAZ figures, usually for the marketplace. Most DAZ productas have a 3D printing license that can be purchased on the products page. There are bridges to import DAZ assets into blender, Unity, Unreal for personal use (commecial with licenses).

    it would help to know more about what you are trying to do since I can't see the connection between 3d printing and VR/XR

    By

    FSMCDesigns FSMCDesigns July 2023 in New Users
  • Custom (non-Daz) character Mixamo animation import into Daz3d?

    ggrancharov said:

    FSMCDesigns said:

    This is why DAZ needs to put more work into their "import" functions. Not everyone wants to use DAZ content outside of DS

    to the OP, I have never been able to import a functioning rigged FBX figure into DS, the FBX import option just doesn't work for me. Even if you did, mixamo rigging and DS rigging are very different, so you would probably have to rerig it anyway. Your best bet is to import your OBJ, line it up with a DAZ figure and transfer the rigging

    Is there any GOOD tutorial on how to do that? I wasted most likely 2 days already tried to find some good information on that but to no avail. I would gladlyt even pay someone to do it, I really hope DAZ finally introduces a "paid request" type of sub forum. People on upwork or fiverr have no clue about daz.  

    That will never happen as it is bascially illegal (against the EULA/license) to share DAZ files and rigging from a DAZ figure is considered a deritivitive work. I don't know any any tutorials, but it is has been  discussed in the forums often. try searching the forums for transfer rigging or transfer utility

    By

    FSMCDesigns FSMCDesigns July 2023 in Technical Help (nuts n bolts)
  • Hair converter add-on for Blender

    Padone said:

    Again, did you check the strands orientation ? You may post a picture of the hair uv map.

    Some PAs may use mixed strand orientations within the same hair style. If this is the case you have to check the uv map and separate the hair by strand orientation before converting. In general a good conversion to particle hair is not straightforward you have to spend time on conversion, optimization and strands editing. Unless the hair is SBH or dforce that will come the same as daz studio. So you may end up using the mesh hair if conversion to particle is not practical for this specific hair style.

    update.

    Just tried and I can't reproduce the issue, it works fine here. The wild loop is top-down so no need to change anything. I also added a note in the wiki to explain better what strand orientation is. Be sure to update to 1.7.2 since there's many bug fixes.

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Hair/Make Hair

    steps:

    1. import G8F with wild loop
    2. merge rigs
    3. separate the scalp
    4. convert thair
    5. pose the figure

    p.s. It is possible that you selected the figure instead of the scalp for the hair conversion, in that case the hair follows the figure pose and deformations happen as in your picture. You have to separate and select the scalp, not the figure.

    i pressed the scalp, becuse when i seperate the scalp and do the conversion i allways hide everything and let only the scalp and hair showing.

     

    on that image are you using diffeomorphic hair converter or hair converter addon from cinus? 

    By

    onetrypwi onetrypwi July 2023 in Blender Discussion
  • Workflow suggestions - 3D printing XR

    I 3D print, make XR (AR/VR/MR) started with Fusion360 for models, dabble in Blender, Unity, work with Abobe products Illustrator, PS...use VR programs Gravity Sketch, ShapesXR...found this new clothing software CLO...Anyone here 3D printing and XR?

    Do you start in DAZ3D for everything or import models, textures, shaders from elsewhere? Is Blender the "Hub"? Is DAZ3D the "Hub"?

    By

    doreenholley doreenholley July 2023 in New Users
  • [Released] dForce2Morph [Commercial]

    Praxis said:

    WendyLuvsCatz said:

    I believe I tried Casual's script already  but it didn't work on the Sagan obj sequence but I will revisit it in case I am mistaken 

    there is more than one script out there and I hadn't gotten any to work

    I've just done a quick test of Casual's script I referenced in my post above, and it worked as expected:  (using DS v4.15.0.30)

     

    1) New Scene: Loaded G8F, in default pose and position, Base resolution, deleted EyeLashes wearable.

      File > Export to 000.obj

      Copied 000.obj to 002.obj and 004.obj

      In an external 3d App I created 2 simple quick mods from 000.obj:

        001.obj = "Belly in"

        003.obj = "Belly Out"

     

    2) New Scene:  Timeline = 31 frames, File > Import 000.obj, selected it.

    Loaded Casual's mcjAnimObjsToMorphs.dsa into the Script IDE Pane (to see if it threw any errors when I ran it - it did not).

      (mcjAnimObjsToMorphs.dsa has file date 2012-06-01 17:32)

    Ran the script:

      [Browse...] - selected 000.obj

      obj import scale = DAZ Studio (1:1)

      [Objs to Morph] ...(Took about 5 secs per Frame)

      [Animate Morphs]  ...NB: Casual's instructions seem to omit saying you must do this.  If you don't then the Morphs and sliders will exist but will not be animated.

      [Exit]

     

    That created a new "Morphs" section in the Parameters Pane, containing 4 sliders named fr_1, fr_2, fr_3, fr_4, corresponding to Morphs 001.obj, 002.obj, 003.obj, 004.obj  - In the Parameter Settings dialog of each one you can see the KeyFrame values in the Keys sub-Page.  Because the Frame Range was 31 frames, the 5-Frame .obj sequence is repeated (30/5) = 6 times.

    When I Play the Timeline, the G8F belly snaps In/Out as expected.

    Of course, the result is not an animated morph of G8F - its an animated morph of a G8F-shaped Prop, but the script can easily be changed to create morphs of G8F, e.g. using Casual's technique per https://sites.google.com/site/mcasualsdazscripts4/mcjaddstretchmorph  - see https://www.daz3d.com/forums/discussion/47183/mcjaddstretchmorph-add-stretcher-morph-to-usually-a-prop

     

     

    Interesting.

    By

    RiverSoft Art RiverSoft Art July 2023 in Daz PA Commercial Products
  • Custom (non-Daz) character Mixamo animation import into Daz3d?

    FSMCDesigns said:

    This is why DAZ needs to put more work into their "import" functions. Not everyone wants to use DAZ content outside of DS

    to the OP, I have never been able to import a functioning rigged FBX figure into DS, the FBX import option just doesn't work for me. Even if you did, mixamo rigging and DS rigging are very different, so you would probably have to rerig it anyway. Your best bet is to import your OBJ, line it up with a DAZ figure and transfer the rigging

    Is there any GOOD tutorial on how to do that? I wasted most likely 2 days already tried to find some good information on that but to no avail. I would gladlyt even pay someone to do it, I really hope DAZ finally introduces a "paid request" type of sub forum. People on upwork or fiverr have no clue about daz.  

    By

    ggrancharov ggrancharov July 2023 in Technical Help (nuts n bolts)
  • Custom (non-Daz) character Mixamo animation import into Daz3d?

    or import it into Poser11+ and save as a cr2 with motion as pz2

    in D|S edit rigging convert to weightmapping general

    save as support asset figure

    By

    WendyLuvsCatz WendyLuvsCatz July 2023 in Technical Help (nuts n bolts)
  • Custom (non-Daz) character Mixamo animation import into Daz3d?

    This is why DAZ needs to put more work into their "import" functions. Not everyone wants to use DAZ content outside of DS

    to the OP, I have never been able to import a functioning rigged FBX figure into DS, the FBX import option just doesn't work for me. Even if you did, mixamo rigging and DS rigging are very different, so you would probably have to rerig it anyway. Your best bet is to import your OBJ, line it up with a DAZ figure and transfer the rigging

    By

    FSMCDesigns FSMCDesigns July 2023 in Technical Help (nuts n bolts)
  • [Released] dForce2Morph [Commercial]

    WendyLuvsCatz said:

    I believe I tried Casual's script already  but it didn't work on the Sagan obj sequence but I will revisit it in case I am mistaken 

    there is more than one script out there and I hadn't gotten any to work

    I've just done a quick test of Casual's script I referenced in my post above, and it worked as expected:  (using DS v4.15.0.30)

     

    1) New Scene: Loaded G8F, in default pose and position, Base resolution, deleted EyeLashes wearable.

      File > Export to 000.obj

      Copied 000.obj to 002.obj and 004.obj

      In an external 3d App I created 2 simple quick mods from 000.obj:

        001.obj = "Belly in"

        003.obj = "Belly Out"

     

    2) New Scene:  Timeline = 31 frames, File > Import 000.obj, selected it.

    Loaded Casual's mcjAnimObjsToMorphs.dsa into the Script IDE Pane (to see if it threw any errors when I ran it - it did not).

      (mcjAnimObjsToMorphs.dsa has file date 2012-06-01 17:32)

    Ran the script:

      [Browse...] - selected 000.obj

      obj import scale = DAZ Studio (1:1)

      [Objs to Morph] ...(Took about 5 secs per Frame)

      [Animate Morphs]  ...NB: Casual's instructions seem to omit saying you must do this.  If you don't then the Morphs and sliders will exist but will not be animated.

      [Exit]

     

    That created a new "Morphs" section in the Parameters Pane, containing 4 sliders named fr_1, fr_2, fr_3, fr_4, corresponding to Morphs 001.obj, 002.obj, 003.obj, 004.obj  - In the Parameter Settings dialog of each one you can see the KeyFrame values in the Keys sub-Page.  Because the Frame Range was 31 frames, the 5-Frame .obj sequence is repeated (30/5) = 6 times.

    When I Play the Timeline, the G8F belly snaps In/Out as expected.

    Of course, the result is not an animated morph of G8F - its an animated morph of a G8F-shaped Prop, but the script can easily be changed to create morphs of G8F, e.g. using Casual's technique per https://sites.google.com/site/mcasualsdazscripts4/mcjaddstretchmorph  - see https://www.daz3d.com/forums/discussion/47183/mcjaddstretchmorph-add-stretcher-morph-to-usually-a-prop

     

     

     

    By

    Praxis Praxis July 2023 in Daz PA Commercial Products
  • Can the Unreal Engine 4 mannequin be loaded in Daz Studio?

    What format were you using, and what export and import settings? Most of the formats that attempt to preserve rigging are able to handle Z-up and Y-up coordinate systems correctly, but that seems to be the issue you are having with orientation.

    Orientation aside, getting a rigged figure into DS is not easy. I believe that FBX files from Motion Builder work, though I am not in a position to test, but beyond that the format is somewhat variable and as a result the outcome is unrelaible in general.

    By

    Richard Haseltine Richard Haseltine July 2023 in Unreal Discussion
  • how do you edit a clothing texture map when it doesn't show up on L.I.E?

    mding said:

    You have a template at

    \DAZ\MyRenderosity Library\Templates\CCox\80s Rad Swimwear\80s Rad SwimwearUVs.png

    Load this into a layered graphics editor like gimp or photoshop.

    Create a new transparent layer above that template and import the logo and place it where you want it to be.

    Delete the layer with the template. Create a new layer under the logo - layer and fill it with the color you want the rest of bottom surface to have.

    Export as .png and load into the base color slot.

    You should be done.

    adding to the good tutorial above   Give it a unique name and save in the same texture folder as the original if you can. (just makes it easier to find)  Use the surfaces tab to navigate to the newly made png and laod. Hopefully the original bump, displacement  and normal maps will interact nicely with your newly created base color texture.  Render to check. 

    By

    FirstBastion FirstBastion July 2023 in The Commons
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