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Daz 3D Forums > Search
  • 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
  • Custom (non-Daz) character Mixamo animation import into Daz3d?

    Hi,

    not sure why did is so hard or what I do wrong, but I couldn't find any info anywhere. 

    1.) Sculpted a custom character (OBJ)
    2.) Uploaded to Mixamo 
    3.) Exported an animation as FBX
    When importing into Daz3D, all hell breaks lose.I can neither see the character, nor is the animation working. But when importing into Blender everything is working propertly. 
    Can someone help out? 

    George
    PS: I really like the way Daz3D renders, that's why its my preferred software for rendering animations
     

    By

    ggrancharov ggrancharov July 2023 in Technical Help (nuts n bolts)
  • how do you edit a clothing texture map when it doesn't show up on L.I.E?

    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.

    By

    mding mding July 2023 in The Commons
  • Hair converter add-on for Blender

    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.

    By

    Padone Padone July 2023 in Blender Discussion
  • Daz Studio Pro BETA - version 4.22.0.15! (*UPDATED*)

    I don't ever want to sign in inside Daz Studio, unless it has an option to disable automatic metadata updates and Daz Connect installation.

    By

    barbult barbult July 2023 in Daz Studio Discussion
  • Viewport requirements

    Oh yes, fiber mesh stuff can make DS crawl, too. 

    A 13700 is perfectly fine. There really isn't much you can do from a hardware standpoint. Software is the bottleneck. You can try some of the display options Zarcon mentioned, but all of the lag is coming from what you have in your scene. Dense mesh can do it, even without textures, it depends on what sort of mesh it is.

    You can always hide things in the scene tab until you are ready to render. Hide the denser mesh objects. Maybe even just hide hairs in general. Some Daz hairs are very heavy even if they are not mesh based. If you didn't know, you can hide everything parented to an object by holding down CRTL when hitting the button to hide it. This makes hiding and unhiding stuff a lot easier. So you can hide a character and all of their clothes and hair with just one click. Some 3rd party content can be very unoptimized and problematic in DS. If something is not rigged properly, that can cause some issues in a scene. This goes back to what I said above, it depends on what the mesh is. If this mesh was like quickly converted from some other software it may not be optimized for Daz.

    If importing stuff into Daz, you can try reducing the poly counts before import and making it so the object can be subdivided in Daz at render time rather than the viewport. Daz also has a product called Decimate, though I have not used it in forever and forget how to use it. I don't even know if Decimator still works, if you are interested in it, you can search for some forum topics on it (in you favorite search engine, not the forum search.)

    And again, smoothing can be performance killer. A lot of Daz products have smoothing enabled by default. It is worth looking to see if any items have it.

    By

    outrider42 outrider42 July 2023 in The Commons
  • Blender HD morphs for DAZ Studio

    You could in theory export a hi-res Base figure from DS into Blender and then re-import the .obj and transfer the rigging from the original figure, essentially giving you a higher res version of your DS figure that you could try to import the morph target within DS

    Or you could try to export the High Res figure into Blender, add subdivision or anything else you might need then sculpt your morphs and export the whole thing as a Collada file or an FBX file along with the created shapekeys (morphs) which means if you re-import the DAE or FBX into Daz Studio you will get a figure shaped prop with morphs included which you could then try to rig using the Transfer Utility (at least as a starting point) 

    Another option (the non free approach) is exporting to Blender, adding subdivisions and sculpting, then exporting the end result and use a software like Wrap3DS (not free) and project your HD morph to the Genesis (or any figure you're working with) from the High Resolution mesh so you can use Morph Loader normally

    By

    felipe.a.v.lopes felipe.a.v.lopes July 2023 in Technical Help (nuts n bolts)
  • Hair converter add-on for Blender

    ok uuh i used echo 8.1 with oot wild loop tail hair on this one, exported them to blender using diffeomorphic imported into blender using the import daz button,then i merged rigs, seperated the scalp from the hair and used the addon to convert the hair,added a pose to the caracter and that happands.image

     

    By

    onetrypwi onetrypwi July 2023 in Blender Discussion
  • Diffeomorphic DAZ Importer version 1.7.0 released

    Geometry nodes don't always work fine they are experimental thus removed from easy import. But you can always do it by hand with the standard menus.

    By

    Padone Padone July 2023 in Blender Discussion
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