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Reinstalled Windows. Link DAZ Studio to content on old drive?
I also have a large Library that's migrated from older systems to newer ones, usually with circumstances that made it impossible to export metadata along with it. Is there any way to create new metadate for existing content?
Reinstalled Windows. Link DAZ Studio to content on old drive?As long as that is a content directory DS will see it and it will appear under Userdata in the import dialogue I mentioned, just check it and it will be read into the data (so any of your own files and categories will be restored to the sate they were in when the files were exported).
the cloth to daz and transfer utility appear jagged and cracked,how to fix itI'm using md to make clothes for daz characters. When I import obj to daz, everything looks fine, but when I transfer utility, the clothes appear jagged and cracked. Please give me some help~The cloth in md:
https://drive.google.com/file/d/186j4YyIfh1-oionGbMekgxn56pDlBXPx/view?usp=drive_link
Before transfer:
https://drive.google.com/file/d/1vf9VAjWZrftZCInBu02kNSUcgjt6sg8q/view?usp=drive_link
After transfer utility:
https://drive.google.com/file/d/1yGwSuzwjCVoMVsLu2ilD6bUTZQLjY8xd/view?usp=drive_link
After some poses
https://drive.google.com/file/d/1KIHHeuE3tpjKrwZsMYAZSvz_D9up_b0s/view?usp=drive_link
Damn~why does it looks so terriable?
parts of object import not visible in viewportFile "mug Wall.FBX" loads eight components, the four "Holds" are several hundred meters from the center of the scene, which is why you can't find them.
File "mug Wall.OBJ" loads one mesh, all the components are treated as mesh groups instead of seperate mesh.
The import plugins in DS expect the internal code sections of the files to be in a specific order, 99.9% of the time FBX and Collada files aren't in that specific order, resulting in all manner of weird crap loading into DS.
Reinstalled Windows. Link DAZ Studio to content on old drive?Yes, though you will also need to reimport metdata to repopulate the database (and, unless you exported userdata or have a backup of the database, you will not have metadata for your own files) - Content Library option menu>Content DB Maintenance, check Reimport Metadata, select all products (and userdata) in the next dialogue.
DAZ To Unreal - Characters importing into Unreal 5.1 rotated 90 degrees offIf you turn on the show fbx import window option, you can set z rot to 90. You also need to set the skeleton in that window or it wil create a new one (which you may or may not want).
parts of object import not visible in viewportHI
I'm inporting a Blender OBJ but some of the models are not coming thru in their correct positions. I've tried Blender options in the export, applied all transformations, etc and also tried inverting directions in the DAz import but they just won't match the Blender positions.
Files available here as I couldn't attach to form for some reason.
https://drive.google.com/drive/folders/1_B-FOoRQpii26T6DB-71KRnV1CtRCtPe?usp=sharing
Thanks
parts of object import not visible in viewportThis has been working on my nerves for the last few hours. Tried various options and variations of settings, new scene file, etc.
I'm importing a Blender FBX model but some of the objects are not visible in the viewport. They're all visible in the scene manager, the opacity on all surfaces is 100%. If you hover over the object you can see the ghost image as normal for some of the invisible items.
I tried OBJ export which brings everything across but not in their right locations as in blender and that's why im now using the FBX because it imports alll sub objects in their correct positions as in the original Blender except i cant see the damn things :-/
Files available here
https://drive.google.com/drive/folders/1_B-FOoRQpii26T6DB-71KRnV1CtRCtPe?usp=sharing
TIA
Morph between charactersExport you modified mesh as obj, then use morph loader too in DS to import that obj as a morph. On you've done that you can save it as a new morph asset if you want to have it available in other scenes.
If the morph differs a lot from the base shape, you might need to adjust rigging to shape too.
How do I fix a broken CMS?greywolf said:
I'd like to throw my broken DB into the ring here.
I've scrubbed my content Db. I'm not really really concerned with it too much as I'm used to going thru the DB metadata re-import, plus "I'm a technical guy and DAZ3D is a creative outlet."
Anyway. I have found nothing that will point me to the proper and correct and complete way to rebuild my content DB, as, when I try to rebuild the db, it gets set up but without my user role ("FATAL: Role '{myusername}' does not exist") and so the CMS can't connect to the DB proper. I'm kind of at my wit's end on this and would dearly appreciate some guidance. Thanks in advance.
INFO: I have a drive dedicated exclusively to DAZ3D, so my goal has been to get EVERYTHING OUT OF C:\Users and C:\Program Files and C:\Program Data. I want DAZ entirely self-contained.
I have also managed to successfully switch the port. I'm also not a slouch at postgres (it's been half of the last 8 years of my career), so I know how to bypass password checking via the pg_hba.conf file, but without even knowing what roles are available to connect (role 'postgres' does not exist!!), fixing this up is an impossibility.That error seems like it's to do with the internal PostgreSQL username which has nothing to do with your account name so I am not sure why it's trying that. It should be using "dzcms" as the username to connect to the database if setup correctly.
How do I fix a broken CMS?I'd like to throw my broken DB into the ring here.
I've scrubbed my content Db. I'm not really really concerned with it too much as I'm used to going thru the DB metadata re-import, plus "I'm a technical guy and DAZ3D is a creative outlet."
Anyway. I have found nothing that will point me to the proper and correct and complete way to rebuild my content DB, as, when I try to rebuild the db, it gets set up but without my user role ("FATAL: Role '{myusername}' does not exist") and so the CMS can't connect to the DB proper. I'm kind of at my wit's end on this and would dearly appreciate some guidance. Thanks in advance.
INFO: I have a drive dedicated exclusively to DAZ3D, so my goal has been to get EVERYTHING OUT OF C:\Users and C:\Program Files and C:\Program Data. I want DAZ entirely self-contained.
I have also managed to successfully switch the port. I'm also not a slouch at postgres (it's been half of the last 8 years of my career), so I know how to bypass password checking via the pg_hba.conf file, but without even knowing what roles are available to connect (role 'postgres' does not exist!!), fixing this up is an impossibility.Need recommendations for a 'Whoosh!' effectThere have been lots of funnel, ray gun, splash and rocket exhaust shapes... I think you want to start with some sort of warped or irregular, transparent planar, cone or torus object that is transparent and then you go from there.
The free Hexagon modelling program is good for quickly and radically altering simple geometry with twists, stretches, explosions, mushrooms and fireworks-like shapes... export as .OBJ and then import into DAZ Studio.
Here's one random pick that includes blurry fills: https://www.daz3d.com/idg-iray-fx-props-and-shaders
My favorite post work technique involves applying a semi-transparent swish to an image as a separate layer. Cut away parts of what you just laid down and paste another copy of the swish over the first, cut version and adjust the opacity. Repeat as often as you like, with maybe some warping thrown in here and there on random bits of "layered effect".
Here's what "Sweeping a line" creates, in Hexagon. I just swept upwards, more or less straight up. It is possible to do wild stuff by sweeping crooked or at angles.
N.B. Most paint programs will do “motion blur” effects and you can use "fire" and smoke "brushes" and so on.
Job: Transfer existing Daz asset to Genesis 8Leana said:
ggrancharov said:
Richard Haseltine said:
nfortunately converting and sending the files would involve a breach of the license terms.
Understood, but then how are artists creating assets for the Daz store, for instance animals that use the G8M or G8F as a base?
When a content creator creates a product for say G8M, what is included in their product is not directly the modified G8M.
For the shape, the product will only include "morph deltas" which tell DS how to modify the base G8M shape to give him the new shape, and/or properties and presets to apply those new morphs to the base figure. If it uses existing morphs from another set (say, the base head and body morphs) as part of the mix, all the product will provide is the properties or preset to apply those with the right amount, not the required morphs themselves.
In the same way, the textures provided in a pack will be completely new textures created by the vendor. If it uses textures from the base figure or from another set, the product will only provide a preset to apply them, not the textures themselves. In the same way, a texture pack for an outfit would only include the new textures and presets to apply them to the original outfit
So the product sold doesn't actually contain anything from the base figure, required morphs or other required product, and is useless without them.
Converting a product and sending it to you would be different since what the person doing the conversion would have to send you would be a derivative of the actual product files.
appreciate the answer. So what if I hire a 3d artist to create a cat in Blender - could I then somehow import it into Daz3d and use the G8M skeleton as such a morph?
Daz to UE, general realism is seriously lackingI've been learning Daz and UE5.2 for the last week, and I am now pulling my hair out - pun intended - trying to get a Daz G9 model to look realistic in UE5.2.
The skin and the hair, the face, the eyes, it all looks plastic and rubbish once brought into UE (using any method I have tried sucks, but currently DazToUnreal plugin). I am pretty sure I have now exhausted all methods and suggestions on YT tutes from going via Blender or tweaking things in UE. Maybe it just isnt possible after all. Before giving up on Daz for UE and going to Metahumans, I wondered if any of you guys can offer some advice on improving this debarcle.
Here is what I am talking about. A Daz render followed by the import in UE5.2
How to add new elements to Daz mesh with zBrush!Hi everyone!
I have been using zbrush to sculpt and create new morphs for my daz genesis figures. But now I want to use a custom non human foot shape I have created i another mesh, I am able to merge it with the genesis 9 figure in zbrush, but it GoZ doest not want to import the second I add other meshes to the shape. How can I do this, add parts, remesh and still import as a morph?Genesis 9 Skin TexturingHi, I also now tried to import G9 into SubPaint, but I can't really get the UV tiles to be more than just one tile.
Anyone got an idea?
Tried different stuff in the option, but no luck.
Also tried the tutorial on the first post in this tread, I have done that method when I did some painting on G8's."UPDATE"
I did miss a thing in the export option so now it worksHow to create "Hair cards"?Hello! Just a quick question looking for other 3D enthusiasts opinion here...
I've been working throughout the years to become less dependant on marketplace items to provide the exact right items I need for my scenes. First, I started with becomming less reliant on morphs and props, and so I learned ZBrush/substance painter so that I can create my own props and modify them as I like. Then, I picked up Marvelous Designer to handle all of my clothes. I basically only use clothes that I've made myself or edited from assets purchased from other stores.
Now, however, I'm running into an issue with hair. I do know that I can get realistic results going strand based, and that there are industry standard tools that help me to create dynamic hair based on curves, but I'm more interested in creating hair the old fashioned way.
I don't intend to move away from DAZ (which, understandably, some of you may suggest) because I like the "asset management" and how simple it is to set up scenes, but I do want to move to a place where I can create my own hair styles and have full control over them.
Does anybody know what kind of process the popular card-based hair vendors use to get their results?
Alternatively, does anybody know of a way that I can create more dynamic hair, like in ZBrush, but have it saved out as an asset (with textures) that I can then import to my scenes as a prop or something?
Essentially, I want to keep using DAZ for my overall scene management and setup, but I'm looking for software to learn to free myself from the need to rely on vendor-created hair in every situation.
Please note, I support our vendors and am not looking to cut them out of my own workflow, but for main characters and such it's nice to have a little more control over what I can produce...
I'm interested in your thoughts!
extremly slow scene loading?No, DIM and Connect can't be "disabled" you either use them or not. If you use DIM and Connect then the metadata will be installed. You can stop the CMS with "content library > menu > stop CMS", this way the metadata will not work and you have to autofit by hand.
But installing by hand is not time-consuming at all, you just unzip and copy in the content folder. The DIM is not faster, rather the opposite since it also have to deal with metadata and the CMS.
Blender doesn't Render HairSo, I recently started using Daz3D. And I can't figure out to export hair to blender.
I Have look around on the internet for about 2 days now.
Things I have tried.
- Diffeomorphic (current result)- DaztoBlenderBridge
- Import the hair separate
- And change materials/shaders.
Would we be getting a USD add-onWe need USD Plugin for Daz3D, to Import and Export options, how we can ask them to made it for us?











