-
A View Through The Mirror
WendyLuvsCatz said:
background said:
I totally cheated, in a way. I tried drawing them onto the hdri, a few times but it looked terrible. The tyre tracks are actually two large diameter thin ring objects that I created and then cut in half and put in the image like the car, and set the opacity very low. The full ring had 512 segments to get a smooth curve. I did mess up though because I think the tyre marks appear to be from the front wheels, but the Toyota 2000GT is a rear wheel drive car. I never owned one, but I liked the open topped one in 'You Only Live Twice', and it makes a change from an Aston Martin.DB5.
well that is how I edit HDR
I render spherical camera 2:1 images to match in size, dome only in Environment but uncheck the HDR being visible in DAZ Studio or Carrara Octane (EXR there) then add the Tiff or EXR image as a layer to the HDR in Gimp keeping the metadata etc
That's clever, I will have to try that. I'm sure there will be other places in the story where a hdri is needed and often they don't contain everything I would like. On these ones. I was happy to get the car on the left side of the road, or at least appear not obviously in the middle.
V3D Magic Extract And Append Bundle (Commercial)jmucchiello said:
Can't wait for the group support. I usually put figures in a group and do translation and rotation on the group leaving the figure at 0,0,0 0,0,0 100%,100%,100%,100%. I think these translations and rotations aren't imported even when you choose the retain translation in the gui.
Thanks a lot for your feedback and remarks.
Group nodes already work in my in-development 1.2 version: they are displayed in the hierarchy and can be reloaded with their children.
In the current script logic, the “Zero after loading” option deliberately resets the loaded branch after import. More precisely, after loading, the script looks at the newly added nodes, matches them by label/name, finds the top node of the newly loaded branch, and applies the zeroing only to that top branch node, in order to place the loaded branch at the scene origin.
Bones, and also child props/figures inside that loaded branch, are not zeroed individually, because their placement depends on their parent hierarchy. They keep their relative position inside the branch. Zeroing every child separately would break that relative placement. If you want to zero a child item separately, then you need to select that child item itself instead of selecting its parent branch.
So if “Zero after loading” is enabled, the original placement is not supposed to be preserved. The loaded item or loaded branch is intentionally reset at 0, but only for the checked items. Also, if both a parent and one of its children are checked, the parent branch wins, because the child depends on it.
If “Zero after loading” is not enabled, then the script keeps the transforms as they are stored in the source file. That means:
-
if the figure/object was not parented, its transforms are effectively scene transforms;
-
if the figure/object was inside a group/parent, its transforms are local transforms relative to that group/parent.
This is why your case is important. If the figure itself is at 0,0,0 and the actual placement comes from the parent group, then loading only the figure will not necessarily reproduce the visible scene placement, because that placement belongs to the group transform.
I have already implemented a “reconstruct the world placement from the parent hierarchy” kind of behavior in the Cameras/Lights scripts, but it is rather complex and not something I want to blindly duplicate everywhere without careful testing. I will probably not try to add that specific reconstruction behavior in version 1.2, because loading the group itself should already solve this kind of case in a cleaner way.
The good news is that in the in-development 1.2 version, group nodes are now displayed and can be reloaded. So in your kind of workflow, you should be able to select the top prop/figure parent or group that carries the transform, load it with its children, and avoid zeroing its location. This should preserve the group placement and the relative placement of the children inside it. Then, if needed, you can keep only the interesting figure or prop afterwards, for example by unparenting it (with option "in place") and deleting the rest of the loaded branch.
I also plan to review scale handling more carefully in the next development step, probably with an additional user option for scaling.
Thanks again, this is exactly the kind of transform case I want to test before finalizing the group support.
A View Through The Mirrorbackground said:
I totally cheated, in a way. I tried drawing them onto the hdri, a few times but it looked terrible. The tyre tracks are actually two large diameter thin ring objects that I created and then cut in half and put in the image like the car, and set the opacity very low. The full ring had 512 segments to get a smooth curve. I did mess up though because I think the tyre marks appear to be from the front wheels, but the Toyota 2000GT is a rear wheel drive car. I never owned one, but I liked the open topped one in 'You Only Live Twice', and it makes a change from an Aston Martin.DB5.
well that is how I edit HDR
I render spherical camera 2:1 images to match in size, dome only in Environment but uncheck the HDR being visible in DAZ Studio or Carrara Octane (EXR there) then add the Tiff or EXR image as a layer to the HDR in Gimp keeping the metadata etc
DAZ Hair Cards look flat in Blender Cycles after Diffeomorphic importSkin and hair are translucent materials, that means their appearance depend heavily on lights setup. To compare with daz studio you have to use the same lights, as different lights will produce a different appearance.
That said, there's two types of hair in daz, ribbons or strands. The first are geometry hair which converts fine enough and the look is similar to iray. The second are SBH or dForce SHB which are more approximated and they may look different in blender, to be adjusted by hand.
A final note is that custom shaders don't convert to blender, for these you get a warning in the console after import. Typical products are OOT hair which use custom shaders and don't convert fine.
p.s. Also tone mapping affects how colors and highlights appear in the scene, both in daz studio and in blender. The standard view transform in blender is more similar to the default tone mapping in daz studio.
render tab > color management
DAZ Hair Cards look flat in Blender Cycles after Diffeomorphic importHello. I import characters from DAZ Studio into Blender using Diffeomorphic. I have a problem with hair cards: in Cycles the hair looks too matte and almost has no highlights. It seems DAZ hair shaders do not convert properly. Could someone explain: 1.what is the correct shader setup for DAZ hair cards in Blender 5? 2.are there any good tutorials or node setups specifically for DAZ hair in Blender?Problem with Breastacular for G8FHi,
I'd like to use this product in order to get higher mesh density in the chest area for sculpting.
The import via Diffeo works fine, but after rendering there is a noticeable green outline around the B-Tac material zone.
I've tried several different G8F character materials and on some it's more noticeable than on others, but still too much though.Does anyone else have this issue?
My only other option is to omit B-Tac and exporting the figure at subD 2 out of DS, or using a MultiRes modifier in Blender (which doesn't let me sculpt with shape keys).
Both options significantly increase the vertex count in areas other than the chest as well, which I don't need. Making the figure way heavier than needed.
Not a huge issue when using 2 or 3 figures in a scene, but this all adds up quickly.Is there a way to fix that outline issue?
Thanks!The Complete Beauty Collection is out! [Commercial]Well my backup crashed after the 2nd volume, so I am taking a break on that to check this out. I started with loading first the CP Frame and then the VG Cards. When I used my mouse to click on the CP Frame so I could see the VG Cards Daz Studio crashed.
This is what the Help log had:
05-16 07:51:44.025 [INFO] :: Prepare asset load (merge): /Props/Cosmetics/Boudoir/CP Frame Square.duf
2026-05-16 07:51:44.026 [INFO] :: Locking viewport redraw...
2026-05-16 07:51:44.026 [INFO] :: Viewport redraw locked.
2026-05-16 07:51:44.333 [VERBOSE] :: Native format content directories: 3
2026-05-16 07:51:44.333 [VERBOSE] :: Poser format content directories: 2
2026-05-16 07:51:44.333 [VERBOSE] :: Other import format content directories: 0
2026-05-16 07:51:44.333 [INFO] :: Begin asset load (merge): /Props/Cosmetics/Boudoir/CP Frame Square.duf
2026-05-16 07:51:44.338 [INFO] :: Determining missing assets...
2026-05-16 07:51:44.400 [INFO] :: Setting textures...
2026-05-16 07:51:44.401 [INFO] :: Scanning for addons...
2026-05-16 07:51:44.424 [INFO] :: Creating node geometry...
2026-05-16 07:51:44.427 [INFO] :: Creating UV sets...
2026-05-16 07:51:44.427 [INFO] :: Creating materials...
2026-05-16 07:51:44.436 [INFO] :: Resolving legacy figures...
2026-05-16 07:51:44.436 [INFO] :: Sorting property groups...
2026-05-16 07:51:44.436 [INFO] :: Setting up follow targets...
2026-05-16 07:51:44.437 [INFO] :: Finished asset load (merge): 0m 0.103s - /Props/Cosmetics/Boudoir/CP Frame Square.duf
2026-05-16 07:51:44.890 [INFO] :: Unlocking viewport redraw...
2026-05-16 07:51:44.890 [INFO] :: Viewport redraw unlocked.
2026-05-16 07:51:45.055 [INFO] :: Loaded image: Picture01.jpg
2026-05-16 07:53:32.716 [INFO] :: Prepare asset load (merge): /Environments/Architecture/Vignettes/Vignette Bedroom Props/VG Cards.duf
2026-05-16 07:53:32.716 [INFO] :: Locking viewport redraw...
2026-05-16 07:53:32.716 [INFO] :: Viewport redraw locked.
2026-05-16 07:53:33.026 [VERBOSE] :: Native format content directories: 3
2026-05-16 07:53:33.026 [VERBOSE] :: Poser format content directories: 2
2026-05-16 07:53:33.026 [VERBOSE] :: Other import format content directories: 0
2026-05-16 07:53:33.026 [INFO] :: Begin asset load (merge): /Environments/Architecture/Vignettes/Vignette Bedroom Props/VG Cards.duf
2026-05-16 07:53:33.032 [INFO] :: Determining missing assets...
2026-05-16 07:53:33.095 [INFO] :: Setting textures...
2026-05-16 07:53:33.097 [INFO] :: Scanning for addons...
2026-05-16 07:53:33.102 [INFO] :: Creating node geometry...
2026-05-16 07:53:33.103 [INFO] :: Creating UV sets...
2026-05-16 07:53:33.103 [INFO] :: Creating materials...
2026-05-16 07:53:33.116 [INFO] :: Resolving legacy figures...
2026-05-16 07:53:33.116 [INFO] :: Sorting property groups...
2026-05-16 07:53:33.116 [INFO] :: Setting up follow targets...
2026-05-16 07:53:33.116 [INFO] :: Finished asset load (merge): 0m 0.90s - /Environments/Architecture/Vignettes/Vignette Bedroom Props/VG Cards.duf
2026-05-16 07:53:33.609 [INFO] :: Unlocking viewport redraw...
2026-05-16 07:53:33.609 [INFO] :: Viewport redraw unlocked.
2026-05-16 07:53:33.764 [INFO] :: Loaded image: Picture04.jpgSo, I decoded to load the CP Frame first, move it up. Image looks okay. Loaded CP Frame Square and it also looks okay.
I clicked on both items, D|S stayed open and stable. Now, I need to mention I am on my MacMini M4, not my Windows 11 laptop.
This is what I see in my Help Log for what was going on in D|S:
2026-05-16 08:00:14.027 [INFO] :: Prepare asset load (merge): /Environments/Architecture/Vignettes/Vignette Bedroom Props/VG Cards.duf
2026-05-16 08:00:14.027 [INFO] :: Locking viewport redraw...
2026-05-16 08:00:14.027 [INFO] :: Viewport redraw locked.
2026-05-16 08:00:14.332 [VERBOSE] :: Native format content directories: 3
2026-05-16 08:00:14.332 [VERBOSE] :: Poser format content directories: 2
2026-05-16 08:00:14.332 [VERBOSE] :: Other import format content directories: 0
2026-05-16 08:00:14.332 [INFO] :: Begin asset load (merge): /Environments/Architecture/Vignettes/Vignette Bedroom Props/VG Cards.duf
2026-05-16 08:00:14.339 [INFO] :: Determining missing assets...
2026-05-16 08:00:14.374 [INFO] :: Setting textures...
2026-05-16 08:00:14.376 [INFO] :: Scanning for addons...
2026-05-16 08:00:14.379 [INFO] :: Creating node geometry...
2026-05-16 08:00:14.383 [INFO] :: Creating UV sets...
2026-05-16 08:00:14.383 [INFO] :: Creating materials...
2026-05-16 08:00:14.398 [INFO] :: Resolving legacy figures...
2026-05-16 08:00:14.398 [INFO] :: Sorting property groups...
2026-05-16 08:00:14.398 [INFO] :: Setting up follow targets...
2026-05-16 08:00:14.398 [INFO] :: Finished asset load (merge): 0m 0.66s - /Environments/Architecture/Vignettes/Vignette Bedroom Props/VG Cards.duf
2026-05-16 08:00:14.824 [INFO] :: Unlocking viewport redraw...
2026-05-16 08:00:14.824 [INFO] :: Viewport redraw unlocked.
2026-05-16 08:00:14.968 [INFO] :: Loaded image: Picture04.jpg
2026-05-16 08:00:15.158 [INFO] :: Loaded image: Picture03.jpg
2026-05-16 08:00:15.326 [INFO] :: Loaded image: Picture02.jpg
2026-05-16 08:00:15.513 [INFO] :: Loaded image: Picture01.jpg
2026-05-16 08:01:03.575 [INFO] :: Prepare asset load (merge): /Props/Cosmetics/Boudoir/CP Frame Square.duf
2026-05-16 08:01:03.575 [INFO] :: Locking viewport redraw...
2026-05-16 08:01:03.575 [INFO] :: Viewport redraw locked.
2026-05-16 08:01:03.890 [VERBOSE] :: Native format content directories: 3
2026-05-16 08:01:03.890 [VERBOSE] :: Poser format content directories: 2
2026-05-16 08:01:03.890 [VERBOSE] :: Other import format content directories: 0
2026-05-16 08:01:03.890 [INFO] :: Begin asset load (merge): /Props/Cosmetics/Boudoir/CP Frame Square.duf
2026-05-16 08:01:03.896 [INFO] :: Determining missing assets...
2026-05-16 08:01:03.902 [INFO] :: Setting textures...
2026-05-16 08:01:03.906 [INFO] :: Scanning for addons...
2026-05-16 08:01:03.912 [INFO] :: Creating node geometry...
2026-05-16 08:01:03.913 [INFO] :: Creating UV sets...
2026-05-16 08:01:03.913 [INFO] :: Creating materials...
2026-05-16 08:01:03.922 [INFO] :: Resolving legacy figures...
2026-05-16 08:01:03.922 [INFO] :: Sorting property groups...
2026-05-16 08:01:03.922 [INFO] :: Setting up follow targets...
2026-05-16 08:01:03.922 [INFO] :: Finished asset load (merge): 0m 0.32s - /Props/Cosmetics/Boudoir/CP Frame Square.duf
2026-05-16 08:01:04.435 [INFO] :: Unlocking viewport redraw...
2026-05-16 08:01:04.435 [INFO] :: Viewport redraw unlocked.I am not sure if this is helpful or not.
I opened up the Runtime>Textures again and looked at Picture 01 and Picture 06 and they are different. I am going to attach screen shots. I noticed the VG Cards have partial images from Pictures 01, 02, 03, 04.
I do agree that listing one set's textures in folder and another in a separate folder. But I think I have seen some PAs put repeated textures in another folder. I don't know what is the best practice but for my installation by DIM seems to not care. But I do like being able to track down a file in it's folder, not a comingled folder. I would think that if a PA builds a large library of products, one folder becomes crazy and the individual folders are best.
I am not a computer programmer, just managed computer systems/rooms/keypunch support. I am better at tracking down black market activity in military supply systems. So it is possible I am missing your point. Both sets seem to work just fine for me.
Mary
Mixamo animation in Studio?If for whatever reason you don't want to use diffeomorphic then a simple process is to import the mixamo fbx in blender and save as bvh. Then you import the bvh in daz studio, on the G9 figure.
I'll use whatever works. Just trying to understand the steps.
DAZ Director Plugin (WIP)Tugpsx said:
sidcarton1587 said:
Hi all,
I did a major revamp of the DAZ Script Server plugin to clean up some lingering bugs as well as adding a Python package to drive the plugin. Now you can write code in Python, which translates to DAZ Script and submits requests through the script server. So stuff like this is now possible:
import time from dazpy import DazClient, DazScene client = DazClient() # auto-loads token from ~/.daz3d/dazscriptserver_token.txt scene = DazScene(client) print(scene.num_nodes(), "nodes in scene") figure = scene.find_skeleton_by_label("Genesis 9") bones = figure.bones() print([b._identifier.value for b in bones if "neck" in b._identifier.value.lower()]) rots=[0,4,10,15,20] for rot in rots: print (f"Set rotation {rot}") figure.find_bone("neck1").set_local_rotation(0, rot, 0) time.sleep(1)The Python scripting is still in v0.1.0, and there is a lot of testing to be done, but I thought I'd put it out there for people to kick the tires on. See what you think. If there are features you'd like to see, feel free to raise a GitHub issue and request 'em.
Links:
The main GitHub repo for the project: bluemoonfoundry/daz-script-server: DAZ Studio plugin: embedded HTTP server for executing DazScript remotely and returning results as JSON
The GitHub release page for v2.0.0, which contains all this stuff: Release v2.0.0 — dazpy Python SDK + plugin rewrite · bluemoonfoundry/daz-script-server
The Script Server API docs: DazScript Server — HTTP API Reference
The dazpy Python package API docs: dazpy — DAZ Studio Python SDK — dazpy 0.1.0 documentation
--sid
I'll have to check into this agin once I repair my dead data drive. Warning make sure your AIO pump is not connected to the same power header as any hard drive, when the pump goes so does you hard drive.
Ouch!
DAZ Director Plugin (WIP)sidcarton1587 said:
Hi all,
I did a major revamp of the DAZ Script Server plugin to clean up some lingering bugs as well as adding a Python package to drive the plugin. Now you can write code in Python, which translates to DAZ Script and submits requests through the script server. So stuff like this is now possible:
import time from dazpy import DazClient, DazScene client = DazClient() # auto-loads token from ~/.daz3d/dazscriptserver_token.txt scene = DazScene(client) print(scene.num_nodes(), "nodes in scene") figure = scene.find_skeleton_by_label("Genesis 9") bones = figure.bones() print([b._identifier.value for b in bones if "neck" in b._identifier.value.lower()]) rots=[0,4,10,15,20] for rot in rots: print (f"Set rotation {rot}") figure.find_bone("neck1").set_local_rotation(0, rot, 0) time.sleep(1)The Python scripting is still in v0.1.0, and there is a lot of testing to be done, but I thought I'd put it out there for people to kick the tires on. See what you think. If there are features you'd like to see, feel free to raise a GitHub issue and request 'em.
Links:
The main GitHub repo for the project: bluemoonfoundry/daz-script-server: DAZ Studio plugin: embedded HTTP server for executing DazScript remotely and returning results as JSON
The GitHub release page for v2.0.0, which contains all this stuff: Release v2.0.0 — dazpy Python SDK + plugin rewrite · bluemoonfoundry/daz-script-server
The Script Server API docs: DazScript Server — HTTP API Reference
The dazpy Python package API docs: dazpy — DAZ Studio Python SDK — dazpy 0.1.0 documentation
--sid
I'll have to check into this agin once I repair my dead data drive. Warning make sure your AIO pump is not connected to the same power header as any hard drive, when the pump goes so does you hard drive.
Actors disappear when I switch to IrayDear experts,
I added an image of a building as backdrop (Windows/pane/environment/import) and placed three actors in front of the image. Looks fine in all views, except IRAY or if I try to render. In those cases, the actors et cetera simply disappear.
Anyone know why this is so?Thanks in advance!
DAZ Director Plugin (WIP)Hi all,
I did a major revamp of the DAZ Script Server plugin to clean up some lingering bugs as well as adding a Python package to drive the plugin. Now you can write code in Python, which translates to DAZ Script and submits requests through the script server. So stuff like this is now possible:
import time from dazpy import DazClient, DazScene client = DazClient() # auto-loads token from ~/.daz3d/dazscriptserver_token.txt scene = DazScene(client) print(scene.num_nodes(), "nodes in scene") figure = scene.find_skeleton_by_label("Genesis 9") bones = figure.bones() print([b._identifier.value for b in bones if "neck" in b._identifier.value.lower()]) rots=[0,4,10,15,20] for rot in rots: print (f"Set rotation {rot}") figure.find_bone("neck1").set_local_rotation(0, rot, 0) time.sleep(1)The Python scripting is new in v2.1.0, and there is a lot of testing to be done, but I thought I'd put it out there for people to kick the tires on. See what you think. If there are features you'd like to see, feel free to raise a GitHub issue and request 'em.
Links:
The main GitHub repo for the project: bluemoonfoundry/daz-script-server: DAZ Studio plugin: embedded HTTP server for executing DazScript remotely and returning results as JSON
The GitHub release page for v2.0.0, which contains all this stuff: Release v2.0.0 — dazpy Python SDK + plugin rewrite · bluemoonfoundry/daz-script-server
The Script Server API docs: DazScript Server — HTTP API Reference
The dazpy Python package API docs: dazpy — DAZ Studio Python SDK — dazpy 0.1.0 documentation
--sid
skin bug with facsThank you too, I personally tend to avoid HD as hell and never baked anything until recently, so to help others is also a good opportunity to dig in and verify things to work fine.
p.s. The artifacts you got in your first post, also happens if you forget to enter the geometry editor for HD export. That is, base resolution always exports fine, while to export HD with geografts you need to enter the geometry editor in daz studio, so to separate the geograft from the HD figure. If you don't then the importer tries to fit the morphs but the result is approximated and often not good enough.
steps:
- in daz studio save the scene
- enter the geometry editor and export the dbz
- import in blender
https://github.com/Diffeomorphic/import_daz/wiki/Export_High-resolution_Export_To_Blender
skin bug with facsupdate. There's a bug with HD meshes where the morphs didn't transfer with easy import and we had to transfer by hand. Now fixed so be sure to get the latest dev.
skin bug with facsYou didn't merge geografts. It is good to easy import without merging, because otherwise you can't bake textures, unless you make sure that udims don't ovelap. It is also good to keep a backup with geografts unmerged should you decide to add more morphs later. However, after import and baking, you have to merge geografts to get the figure ready for rendering.
setup > finishing > merge geografts
How do you install PostgreSQLI tried all of the above (before NorthOf45's post) and followed it all to the letter. None of it worked. But NorthOf45's post led me to the following:
1. I went to Preferences/CMS settings and, using the elipsis to the right of the Cluster field, I typed in C:/Users/[username]/AppData/Roaming/DAZ 3D/cms as NorthOf45 instructed.
2. I closed out Daz Studio.
3. I opened DIM and left clicked on the system gear (upper right corner) Selected Basic settings.
4. That brought up the window of the basic locations:
5. I selected the option for Content Database Base and entered the same location as in preferences: C:/Users/[username]/AppData/Roaming/DAZ 3D/cms. and accept.
6. I then found PostgreSQL in the Installed list and left clicked on the elipsis to the right. That brought up options.
7. I selected the option: Reinstall the "PostgreSQL CMS (Win 64-bit)" Package and gave it time to reinstall them (about 3 minutes)
8. I closed out DIM.
9. I then brought Studeo back up again.
10. I right clicked on the Smart Content tab and selected Content DB mantenance, then the Reimport metadata option and hit the accept button.
I now have a working CMS
Many thanks to NorthOf45 for the information that actually worked. Many, many, many gold stars to you.
How do you install PostgreSQLLyn Buchanan said:
I have tried to follow every one of the answers on the web and on this site. I still can't get the postgreSQL to work. This has been a problem with DAZ for years. Why can't they fix it.
In general it is working and there is nothing for Daz to fix, the issues are usually security software/settings or other system-speicific issues (such as folder permissions)
OK - asking for step by help in human terms - please.
I downloaded the PostgreSQL.exe file from DAZ. I installed it and it installed in the C:/program directory. So, I evidently have it on my machine. It does not show up as a running program in my Task Manager.It is a back ground process, when DS (or DIM) is running. You canb show it in Task manager, but you need to enable the More Details option at bottom-left.
I now bring up DAZ3D. In the Edit/Preferences/CMS setttings tab, it shows a field for the location of the PostgreSQL, but nothing can be typed in there, so I can't let the program know where the PostgreSQL files are. There is a field under that, called Cluster, that has the correct location. Over to the right is a button called Start. I started it.
The field is for the database, which you populate using the ... button - ContentCluster is what postgreSQL calls its database location.
Now, I bring up DAZ and in the Smart Content window IT says Start CMS. I click it. Nothing. I still don't have my smart content.
My installation of MY Daz3d Library is on the E: disk, but as I understand it, that shouldn't matter. The files for all my Daz content are too much for the C: disk.If PostgreSQL was started using the button in preferences I would expect it to be showing as started in the Smart Content pane, with the button saying Stop.
If it is working now, but PostgreSQL wasn't installed when you installed the content, or if you installed manually, then the details won't have been entered into the database. You can reimport metadata to fix this - right-click on the Content Library or Smart Content pane tab and select Content DB Maintenance, check Reimport Metadata and click Accept, then in the next diualogue seelct all products using the master checkbox, click Accept, and let it run.
Can anyone help? So far, every "help" sends me to places that don't exist on the latest version or now have a different name. I have version 4.24 (the latest). If anyone has that version (everyone should) and can guide me step-through-sep on how to set up the PostgreSQL, I would be in forever gratitude. It shouldn't be this hard.
Mixamo animation in Studio?No, if you use diffeomorphic then you can import the mixamo fbx and export the daz pose preset directly.
steps:
- import G9
- import the mixamo fbx
- save the daz pose preset
https://github.com/Diffeomorphic/retarget_bvh/wiki/Main_Load_And_Retarget
https://github.com/Diffeomorphic/import_daz/wiki/Posing_Save_Pose_Preset
If for whatever reason you don't want to use diffeomorphic then a simple process is to import the mixamo fbx in blender and save as bvh. Then you import the bvh in daz studio, on the G9 figure.
skin bug with facsI had this problem with all my models, but I think I had an issue with my import settings. Now, it seems to work with any model (the models are completely unmodified; they're the stock Genesis 9). Only mine is having problems. Regarding baking, I do it before converting the rig and before any animation or pose modification to the character, for convenience. Importing and baking are the most time-consuming phases without having to touch the computer.Mixamo animation in Studio?Does this mean???
- Export G9 from Studio to Blender via Diffeo
- In Blender, import and apply a Mixamo animation
- Export from Blender in BVH
- Import into Studio as BHV








