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Trouble getting an animation of a character with hair and anatom. elements exported (collada / fbx)
Hi,
I try to export a simple animation I have created in Daz Studio to Marvelous Designer. The character has some hair and beard from https://www.daz3d.com/mrl-buzz-cut-hair-stubble-and-scars-for-genesis-8-and-genesis-3-male as well as genital (dicktator). But whatever I try the hair and the genital is floating around when I import the fbx or the collada file to Marvelous Designer and start the animation there. I tried to import the files to Blender - where the FBX seems completely useless and the the collada has the sam problem: the hair and the genital is misplaced and floats weirdly around during the animation.
Can somebody give me a hint what may cause this problem? I first thought that maybe it's some trouble with not correctly logged keyframes at the beginning of the animation so I added keyframes for every possible bone to frame 0. I played around with the settings during export but nothing helped.
How to import a scene over a scene without Environment and tonemapper.I think save render preset is the best option because i have tried the subset option and still do for other reasons but if you import a subset scene on a already load scene then Environment and tonmapper nodes goes away and you have set them again. Same thing happens if you import a scene with no/deleted Environment and tonmapper nodes. I made this thread after trying subset and deleting method.
daz transfer utility I have some questions理查德·哈塞尔廷 说:
您好,我正在使用翻译聊天,希望不会出现词序错误和不恰当的表达。 提前道歉。
我将购买的模型导出到 obj 文件,重新导入后 在编辑器中使用“传输实用程序”后,导入的obj模型开始变形和无序 我原本想用“变形器”,但我修改了obj的顶点信息,所以无法使用 但是我发现即使顶点数没有变化, 发生错误我不知道我的导入设置或导出设置是错误的,希望能够提供帮助,谢谢
你想做什么?转移实用程序用于创建需要遵循基本图形的新图形,例如衣服和头发。
为了使变形正常工作,顶点计数和顺序必须保持不变 - Daz Studio 在导入的 OBJ fiel 中查看顶点 0,并获取顶点 0 在基底中的新位置,然后导入对象中的顶点 1 是顶点 1 在基底的新位置, 等等。您用什么来编辑导出的对象?Blender在导入和导出时具有保留顶点顺序的选项。
我有blender上进行保留了顶点顺序的选项,但是导入失败了。
之后我把daz的模型,导出obj,不进行操作,把模型原封不动的导入回daz,跟之前的图片一样进行了操作,还是失败了,模型变形了
I have the option to preserve vertex order on Blender, but the import failed.
Afterwards, I exported the Daz model to OBJ and imported it back to Daz without any operation. The operation was the same as the previous image, but it still failed. The model was deformed
daz transfer utility I have some questionsHello, I am using a translator to chat, I hope there will be no word order errors and inappropriate expressions. Apologies in advance.
I exported the purchased model to obj file, after re-importing After using the "Transfer Utility" in the editor, the imported obj model begins to deform and disorder I originally wanted to use the "deformer", but I modified the vertex information of obj so it can't be used But I found that even if the number of vertices has not changed, an error has occurred I don't know if my import settings or export settings are wrong, Hope to be able to help, thank you
What are you trying to do? Transfer utility is for creating new figures that need to follow the base figure, things like clothes and hair.
In order for a morph to work the vertex count and order must remain the same - Daz Studio looks at vertex 0 in the imported OBJ fiel and takes thata s the new position for vertex 0 in the base, then vertex 1 in the imported object is the new position for vertex 1 in the base, and so on. Whata re you using to edit the exported object? Blender has options, on import and export, to preserve vertex order.
LECS Genesis 8 Female purchase not importing into Unity properly.Hi all im wondering if i could get some help guidance on an issue i am having when importing a recently purchased chararcter into Unity.
I purchased this character (https://www.daz3d.com/lecs-for-genesis-8-females) for a project I am working on, the main reason being it is compatible with the Daz to Unity Bridge. I setup the character how I want it and I have followed all the instructions on how to import. I have had two issues, originally it was compleletly smooth and I have no idea why it did this but on playing with some of the brifge settings I was able to get it to import better but its still not right. It's like its losing the amount of polygons it initially had for the detail (around the helmet ears) and it's not lining up properly, its also lost the facial features too. Ive tried playing around with the settings and subdivisions but nothing seems to make it better.
DAZ3d Version: 4.21
Unity Bridge:2023 v1.0
Unity Version: 2022.3.4f1
I hope its OK to add the img host links as I could not upload the screenshots.
DAZ3d Export
Unity Import
I have a dealine i'm working to and hoping I can get some guidance as to why this may be happening.
Importing UDIM textures in DazStudioI have a female armor who consists of like 30 pieces, I wanted to import everything seperatly, all my textures are on that one UDIM set.
Now how can I make import for example my 10 Diffuse color maps in one material ? And use that material for all assets of the armor. Or it doesn't work that way ? I saw Genesis has some sort of templates, any approach on that ?DD PBR Concrete Shaders for Iray Vol 3paulawp (marahzen) said:
OK, thanks. Just to clarify - as I don't have any prior experience with this sort of thing - this is supposed to be done to all references of that path in the Manifest.dsx file in the main directory of the downloaded zip file? Is there any recourse if I still want to use it with Smart Content? For my personal taste, I hardly ever use Content Library and almost anything I install manually that ends up being accessible only there ends up getting underused and eventually totally forgotten.
Oddly, I notice that although the product itself has an April 2023 release date, with a fix shown in the Read Me for this very problem in May, almost all of the files in the downloaded zip are dated from last year.
The metadata is valid for the actual folder structure in the package, so once the installation path is corrected in the manifest and the product is installed, it will show in Smart Content as expected.
Cloud render in low ends laptop?hello, I joined daz3d a while ago and I want to use it to create 3d scenes, create characters, rooms and such, but my problem is precisely my laptop, it is not that powerful and the first time I tried it render (even at the lowest settings) it almost exploded. But, recently I saw about rendering in Google Colab, which runs completely in the cloud and free, but the problem is that it works with Blender, I did some tests in Daz to Blender but it only imports the character, and I wanted the whole scene with pose and objects. Is there any way to render Daz3d's own projects in Google Colab? or some other free alternative of the type? or any way to import the whole daz scene into blender, with pose, scenery etc?[Released] RSSY Hair Converter from Genesis 8 to Genesis 9 [Commercial]vwrangler said:
RiverSoftArt said:
vwrangler said:
I'm afraid I'm running into some odd issues as well.
For some reason, even though all the hairs I've selected are showing "Default - hair - short" in their actual metadata, the converter is insisting that they're all "Wardrobe - Unknown". I have no idea why it would be misreading the information this way. I had to uncheck "Check content type" before it would do anything at all.
The script calls the Daz Studio Asset Manager for the type of the filename. It is what is reported by Daz Studio.
Also, it appears to HATE this hair https://www.daz3d.com/big-afro-hair-for-genesis-3-and-8 -- It got to the "Normalizing weight maps" step, and seemed to get stuck. I left it alone and did something else, just to see what would happen, and about 20 minutes after it started, it finally got past the weight maps and started writing assets.
Interesting. Perhaps it has a lot of geometry?
My apologies -- I had to move shortly after I made that post, and I'm only just getting back to trying to use the Hair Converter.
So ... what is the Daz Studio Asset Manager, and do you know if there's any way I can get it to understand that my hair is actually hair? The difficulty I'm having with literally everything is as follows:
a) it can't tell what anything really is, as mentioned
The Asset Manager is basically the interface to the database for content in Daz Studio. Rebuilding the database can usually work to fix this problem (at least for assets from Daz)
b) it all has to go through with Check Content Type option unchecked
c) when it does do a conversion, everything winds up malpositioned -- usually a bit too low, and the scalp part almost entirely inside the head. Ponytails have ended up on top of the head and forward of where they should beThis is when you play with the Converter Morph to not be -100%
d) The Converter Morph G8M/F is usually dialed to -100% by the converter after conversion, which I strongly suspect is quite wrong. However, changing the number to 0 or 100% results in hair floating well above the head of the character.This is correct. The morph to pull the hair down into position will usually be -100%
The one hair that it recognized as being Follower/Hair, so far, was OOT Rasta Tails -- which I converted from G3 to G8 with the previous editon of the hair converter. And even then, after converting to G9, the scalp was malpositioned, and the actual tails are too far forward on the cranium -- on the top of the head instead of toward the back.
And yes, Big Afro Hair has lots of geometry.
DD PBR Concrete Shaders for Iray Vol 3The manifest entries are missing part of the path, so they don't actually get installed.
The package has "Shader Presets/Daz Originals/DD PBR Concrete Shaders for Iray Vol 3/"
The manifest has "Shader Presets/DD PBR Concrete Shaders for Iray Vol 3/"
The metadata has "Shader Presets/Daz Originals/DD PBR Concrete Shaders for Iray Vol 3/
All three must agree, and editing the manifest is quickest. Just insert the "Daz Originals" string wherever needed.
How to import a scene over a scene without Environment and tonemapper.So i made this scene which was exeeding my ram limit so the extent where I could'nt even Iray preview it without my system hanging so i divided it in 2 parts (1. Characters and some part of the set around the characters and 2. reset of the set), and then i made some lighting changes changes in the first part where my characters are. So I rendered the first part and then i removed the characters from it and then imported the part 2 to make the set complete but without the characters. It also imported the Enviornment and tonemapper settings of part 2 which i changed to exactly the same to what part 1 had but the lighting is style some what different enough for both render to look different when I merge them. Not mentiond the with scene with characters take around 2 hrs to load.
So is there a way to import the scene onto the current without the Enviorment and tonemappers node settings to my current scene's settings remain after Importing the 2nd scene.
Thanks.
Celebrity Look-a-Likes for 3D figures Part 4Here is another interesting finding.
FaceBank for FaceGen
LOCATION: relativitybook.com/CoolStuff/facebank.html
LOCATION at Archive.org (pick a date, then select the time the website was archived): web.archive.org/web/20230000000000*/relativitybook.com/CoolStuff/facebank.htmlThese are celebrity faces created using FaceGen (facegen.com), photo to 3D conversion software. Faces tend to be flat (per comments I read) and need some work to make them more realistic (such as adding sublayers for facial coloring). The result is not the HD (high-definition) models availalble at the regular stores (mostly at DAZ).
This website is very old. The underlying website pages have had their content removed, such as face photos used as refereneces. The webpage is archived at archive.org's wayback machine in case it complely disappears.
From the website, by the creator of the site:
"Here are a bunch of .FG files to play with. Some of the models work better than others. FaceGen's default rendering output is simple surface rendering, which means that skintones tend to look a little like they've been painted onto a surface (you tend to get a similar "look" when you hand-paint a diecast model). For "pro" image rendering, a graphics person might use FaceGen for previewing and initial editing, export a model as an .obj object file, and import it into a more advanced rendering program, which could do more sophisticated things like taking into account the effect of skin translucency to produce a more photorealistic, less "flat" image."
"Some of these head shapes look slightly iffy, but with real people, its not always obvious what their actual head shape is underneath all the hair. For a couple of the better images here, I made a tiny tweek to the cranium width, and that made a big difference. FaceGen concentrates on trying to get the facial region right, and extrapolates the rest of the head from the facial proportions, so sometimes a series of slight errors in the facial proportions can lead to a funny-looking head. Then again, most of us aren't surrounded by bald people, and probably don't have a good idea of the what the natural range of headshape variations. I resisted the temptation to edit all the heads to make them look "normal", partly because most of these are going to end up with hair, and partly because, for all I knew, perhaps this is what these people's heads really look like under all the hair? Who knows?"
Problem with DazToUnreal for G8/UE5.2 - Broken Skeleton? [FIXED! :D]OMG I just tried to import a new char from Daz to unreal again and now it seems to work and it even fixed the old char! I guess the skeleton it used before was outdated, not sure why it didn't update it before, maybe it was just some kind of glitch last time...
Thanks again @woyodo for the help!
C4D Bridge: Shader creation even worse than beforeI have no idea where I can leave feedback for the C4D bridge so someone from the devs sees it, so I do it here.
With the latest version the prop and figure material import are even worse than before, textures are mapped into the wrong channels, there are diffuse/reflection imports mixed up. Also bump and normal settings are completely wrong. I cannot understand how this can be rolled out as a working bridge, did no dev actually test if this works? Redshift conversion does not work at all, only one material is converted and here the textures are plugged into the wrong ports and/or have wrong settings.
Maybe the devs should ask someone with some knowledge about C4D, Redshift and Octane instead of tinkering themselves?
The free bridge is advertised to sell more assets to use them with C4D. Practically this only works VERY bad if ever.
[Released] RSSY Hair Converter from Genesis 8 to Genesis 9 [Commercial]RiverSoftArt said:
vwrangler said:
I'm afraid I'm running into some odd issues as well.
For some reason, even though all the hairs I've selected are showing "Default - hair - short" in their actual metadata, the converter is insisting that they're all "Wardrobe - Unknown". I have no idea why it would be misreading the information this way. I had to uncheck "Check content type" before it would do anything at all.
The script calls the Daz Studio Asset Manager for the type of the filename. It is what is reported by Daz Studio.
Also, it appears to HATE this hair https://www.daz3d.com/big-afro-hair-for-genesis-3-and-8 -- It got to the "Normalizing weight maps" step, and seemed to get stuck. I left it alone and did something else, just to see what would happen, and about 20 minutes after it started, it finally got past the weight maps and started writing assets.
Interesting. Perhaps it has a lot of geometry?
My apologies -- I had to move shortly after I made that post, and I'm only just getting back to trying to use the Hair Converter.
So ... what is the Daz Studio Asset Manager, and do you know if there's any way I can get it to understand that my hair is actually hair? The difficulty I'm having with literally everything is as follows:
a) it can't tell what anything really is, as mentioned
b) it all has to go through with Check Content Type option unchecked
c) when it does do a conversion, everything winds up malpositioned -- usually a bit too low, and the scalp part almost entirely inside the head. Ponytails have ended up on top of the head and forward of where they should be
d) The Converter Morph G8M/F is usually dialed to -100% by the converter after conversion, which I strongly suspect is quite wrong. However, changing the number to 0 or 100% results in hair floating well above the head of the character.The one hair that it recognized as being Follower/Hair, so far, was OOT Rasta Tails -- which I converted from G3 to G8 with the previous editon of the hair converter. And even then, after converting to G9, the scalp was malpositioned, and the actual tails are too far forward on the cranium -- on the top of the head instead of toward the back.
And yes, Big Afro Hair has lots of geometry.
Daz to Cinema 4D Bridge - Meet the TeamHello, I am unsure if this is the correct place for this....but when I import from DazToC4D using the "GENESIS CHARACTARS" button it works great. However the "AUTO-IK" option hangs and says "Please Wait...Importing.." and then never imports. Using Daz 4.21 and C4D 2023.2.2, a Genesis 8 model, maybe 3 textures and just underware...nothing complex because I wanted to test this before going ham. Any help would be apperciataed.
Cinema 4D - POSEMORPH TAG PROBLEMYou're ahead of me. I've never gotten GP to import with any morphs, either through the bridge or FBX export.
Rendering: Cannot save "mov" files, but can save other filesMediac said:
Hi,
Has anyone from DAZ actually addressed this issue yet??
Its been three years and I still can not render a movie file.
HELP!!
Thanks in advance
As mentioned, it's been years since this has worked on Mac OS in DAZ Studio, since the shift to 64-bit, I believe. I think it still works in 32-bit DAZ Studio.
As suggested above, render out your movie as a series of images; you can then simply open QuickTime Player and import image sequence.

Since you also can no longer import audio into DAZ Studio and hear it, you're not losing too much, and the new options provided by the series of images can be a plus (e.g. you can batch-apply filters or PhotoShop Actions on the rendered stills).
I'm sure export -> movie and the import -> audio will both be fixed in DAZ Studio 5.

-- Walt Sterdan
Scene optimizer and DUF file sizeYea, that was the culprit ~~ the simulated result on each frame with be saved in DUF file. I ever made an animation with simulated hair and dress on timeline (1700 frames), then the saved file size was nearly 3GB...
If you just go for static rendering while have to use timeline to simulate a dForce item, you may export the simulated result of the last frame to obj file, clear the simuation and import back obj with Morph Loader Pro to create a single dial of the 'simulated morph' on that dForce item. That'll be all fine...Smart Content Library Primary CategoryA product can have assets in more than one category. When using Smart Content with something selected in the Scene, if Filter by Context is checked, it will show any and all products that have any compatible assets, as defined in the metadata. With Filter by Context unchecked, it will display virtually everything. So, yes, it can look different every time, depending on what is selected in the scene, if anything, and contextual filtering active.







