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Daz 3D Forums > Search
  • Textures for model shows reversed in DAZ3D not other apps

    i didnt read all the posts in this thread but just change x scale to -100% (or whatever the relevant X,Y,Z scale would be to flip on that axis)

    You probably had the daz import settings set to flip the respective x,y, or z axis.

    By

    lilweep lilweep August 2023 in Technical Help (nuts n bolts)
  • Diffeomorphic DAZ Importer version 1.7.0 released

    @dmnmf That depends on the figure proportions, if the armature pivots don't change or change a little, then you can import body morphs without ERCs and they will work fine enough. If the pivots change then you need ERCs otherwise you get the distortions as in your picture, because the armature pivots are not located correctly. Then ERCs can't work with IK, you are limited to the daz rig.

    @catmaster If you're interested in daz IK look at my signature there's a discussion about it.

    By

    Padone Padone August 2023 in Blender Discussion
  • 6k Render Dimension preset missing

    I got a new system and had to reload Daz3d and install/import all my content and scenes back in, once i did that i went to render i saw that the reder preset for 6K was not there anymore. Is there a quick way to resolve with out having to re-install. TIA

    By

    djobes31770_327ab5600b djobes31770_327ab5600b August 2023 in Daz Studio Discussion
  • DAZ to Maya Arnold Renderer

    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

    By

    pholland1 pholland1 August 2023 in Maya Discussion
  • Diffeomorphic DAZ Importer version 1.7.0 released

    Padone said:

    @catmaster

    It is likely that you didn't import the figure in rest pose and that's why the feet don't bend the same. That is, for example, if you import the figure with heels then the shoes pose is baked in the dbz and daz poses will be relative to that. The figure has to be imported in rest pose for the daz poses to work fine.

    Another thing is, if you use IK then you have to bake the animation before exporting. You can either use edit > figure > bake to transform, or bake timeline to animate then back to timeline. This is rarely needed since usually daz animations are fk or mocaps thus already baked. Also this baking pass is not specific to daz studio or blender, you do it in any application when you want to export an animation. Or you can export fbx that will bake the animation.

    Thanks for the help, the solution of baking animation in Daz solved the issue. The characters imported into Blender were using the standard G8 rest pose.
    The bake animation option worked and then the animations exported to Blender were playing exactly the same.
    It seems the artist who made these animations were able to use ik in Daz, their quality looks much better than other Daz animations available.

    By

    catmaster catmaster August 2023 in Blender Discussion
  • Diffeomorphic DAZ Importer version 1.7.0 released

    Padone said:

    The intended workflow is to bake the figure, not to import body morphs. However you can import body morphs using ERCs. But I don't recommend that since it makes the figure complex, in blender it is better to work with simple rigs, especially for animation.

    Yes, i think i read about and tried ERCs as well, to no avail unfortunately.
    What you mean by baking is that i should import already morphed characters into blender and not morph them inside of blender with custom morphs? That would work but it would be quite limiting as you can not change or mix the figure anymore. The weird thing is that so far, except for the eve morph, importing genesis, mixing custom morphs and then posing has worked pefectly well.

    By

    dmnmf dmnmf August 2023 in Blender Discussion
  • Diffeomorphic DAZ Importer version 1.7.0 released

    @catmaster

    It is likely that you didn't import the figure in rest pose and that's why the feet don't bend the same. That is, for example, if you import the figure with heels then the shoes pose is baked in the dbz and daz poses will be relative to that. The figure has to be imported in rest pose for the daz poses to work fine.

    Another thing is, if you use IK then you have to bake the animation before exporting. You can either use edit > figure > bake to transform, or bake timeline to animate then back to timeline. This is rarely needed since usually daz animations are fk or mocaps thus already baked. Also this baking pass is not specific to daz studio or blender, you do it in any application when you want to export an animation. Or you can export fbx that will bake the animation.

    @dmnmf

    The intended workflow is to bake the figure, not to import body morphs. However you can import body morphs using ERCs. But I don't recommend that since it makes the figure complex, in blender it is better to work with simple rigs, especially for animation.

    https://diffeomorphic.blogspot.com/2021/09/morphing-armatures.html

    By

    Padone Padone August 2023 in Blender Discussion
  • Diffeomorphic DAZ Importer version 1.7.0 released

    Padone said:

    If 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.

    https://bitbucket.org/Diffeomorphic/import_daz/issues

    I am confused on how to go about this. What i want to do is this:
    import G8.1F
    import custom body morphs
    set body morph to 1
    import pose
    Importing baked correctives at any time doesn't seem to change anything. I assume it's because it's importing baked correctives for g8.1f?
    This is the problem btw:
    https://imgur.com/2KdBsOF

    By

    dmnmf dmnmf August 2023 in Blender Discussion
  • Diffeomorphic DAZ Importer version 1.7.0 released

    I tried the keep Daz rig options when importing the character, then import the duf pose asset files as new actions to the G8 characters, maybe the animations in the duf format are not baked and need to add ik or something else like the morph properties.
    Tested using the MHX rig when importing the character, and the issue was the same as using the Daz rig, the joint rotations of the legs are not exactly the same as the action played in Daz studio. Attached the character import and pose asset import settings, the poses are both from the same frame of the animation.
    The animation quality is good and it seems the leg movements that are sliding on the floor have the ik enabled, when imported to Blender the legs move differently and not as perfect like the original playing in Daz studio.

    By

    catmaster catmaster August 2023 in Blender Discussion
  • Diffeomorphic DAZ Importer version 1.7.0 released

    Thanks for the 1.7 update it works great for my game, I'll credit the Diffeomorphic plugin in the game menu after it's released, we couldn't make these games without the great plugin.
    There are some problems importing duf pose assets as actions, the imported actions are not playing the same as inside the Daz studio, the rotations below pelvis bone are not correct, I've turned off the limits in Daz and turned off the drivers in Diffeomorphic when importing the pose assets as actions.
    There is a working method to correctly import Daz animations into Blender using FBX export in Daz and the Better FBX Importer plugin for Blender.

    By

    catmaster catmaster August 2023 in Blender Discussion
  • Daz Studio 5 preview release is delayed and that's good news.

    ...yeah put me on the list of those content to stay with Daz as the primary software..   

    I don't bother with animation so that iis one major concern I don't need to deal with.  Most of why I am in this is for creating high quality single frame illustrations as well as for graphic novel development. 

    As to using other software I have Blender (2.92 which is the last to support W7) and got into it mainly for what was originally its core purpose, modelling.  It is more stable than Hexagon (even the 64 bit version) and doesn't cost an a couple bodily appendages/organs like other the other pro modelling software.  The fact they adopted a pointer based UI was also a big help in finally getting me onboard.  For 2D and texture work I primarily use GIMP (which I've worked with even longer than I have with Daz) and PSP (both also support PS brushes).  

    Therefore I have little interest in importing Daz assets into to other software other than a modelling ssoftware for kitbashing purposes and then sending the items back to Daz.

    The one programme I wish Daz would have offered a bridge to was Carrara which is superior for working with and creating large scale environments. Sadly it appears to have been abandoned since its last major update several years ago. Grantes, as with bridges to other software, it would also need to allow import of features such as geografts, custom/HD skins (including those created with tools like Skin Builder/Anegenesis),HD morphs, overlays, and the such. Even though Carrara uses a biased render engine that is CPU driven the results can be near photo realistic.  . 

    I guess that may be the reason why Daz is looking at Omniverse in ver 5.x, but if, as reported, rendering in it is very demanding on GPU resources that doesn't sound like a very good option unless it is integrated in a way that streamlines the process.

    Of course if tools like the aforementioned Skin Builder along with GenX, XTransfer and such for older generations are not updated to the new SDK, then all bets are off and I'll stick  with whatever the final version of 4.x is.

    By

    kyoto kid kyoto kid August 2023 in The Commons
  • Daz Studio 5 preview release is delayed and that's good news.

    I have successfully used the Daz to C4D bridge to import characters with functioning geografts, although it is admittedly mercurial as to whether it works or not.

    By

    Gordig Gordig August 2023 in The Commons
  • 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

     

     

    By

    FSMCDesigns FSMCDesigns August 2023 in Product Suggestions
  • Can't seem to import a Blender model with texture images to Daz Studio

    Hi 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?

     

    By

    mechw8 mechw8 August 2023 in Blender Discussion
  • 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.
    Got

    2023-08-06 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.)
     

    By

    DarkElegance DarkElegance August 2023 in Technical Help (nuts n bolts)
  • 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?

    By

    elatik7 elatik7 August 2023 in Daz Studio Discussion
  • 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

    By

    wsterdan wsterdan August 2023 in The Commons
  • 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.

     

    By

    TheMysteryIsThePoint TheMysteryIsThePoint August 2023 in The Commons
  • Diffeomorphic DAZ Importer version 1.7.0 released

    If 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.

    https://bitbucket.org/Diffeomorphic/import_daz/issues

    By

    Padone Padone August 2023 in Blender Discussion
  • 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.

    By

    Seven193 Seven193 August 2023 in Daz Studio Discussion
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