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OBJ Textures Namehi, I would need help with something. I have an obj file with lots of textures. but I don't know where everything should be because it feels like daz has other names for the textures. is there any good tutorial that can show easy way to import where all textures should be in which column. thanks in advance.How to make G9 skin look wet.
Not tried with G9, but really easy with G8 (but NOT 8.1 where you can't import top coat mask image). I do it entirely in top coat so I can easily add and remove without touching base settings.
There are far more complicated ways of doing this that give far better results for close ups, but for a normal image and not extreme close up this is fine.
Make a black and white image of droplets (takes minutes on Photoshop etc from stock photos) with background dark and drops pale. Put this into but the top coat base level and top coat bump for all body parts (you may need a different one for the face as the scale is different). The levels will depend on lighting but typically top coat 70-95, top coat roughness 5-25, top coat bump 1-2.
Icons on installed content (Smart Content view)Zsazsa is installed (colourd thumbnail) - the icon tells you you can install through Connect. If you don't want to don't log in from Daz Studio.
Genesis Starter Essentials is not installed, or if it is the path it was isntalled to is not a Daz Studio content directory.
Isae has user metadata associated with it - something you set yourself or vendor data from a much earlier build or otherwise not properly set up. You could just right-click on the product container in the Content Library and delete it, then do a normal install if you want it.
Icons on installed content (Smart Content view)I upgraded DAZ Studio from 4.15 to version 4.21 and afterwards I re-imported the metadata for all content. I had issues in the past where characters with the same name didn't show up with the right picture in smart content. So I wanted to start as fresh as possible in this new version.
Anyway, after doing that the icons don't reflect the current status of the installed content. For example, Zsazsa is currently installed (confirmed through DAZ Central), but the icon in studio indicates it's not installed. I also can right click it and select install, but I have not done that yet. It's clearly installed though as I can open the figure and load her into the scene. (there are multiple characters/items with this install icon, this is just one example)
The other issue is Isae. She was the only character that didn't get a picture loaded for her figure. I uninstalled her via DAZ Central and reinstalled the next day, but now she has a different icon. Any idea what this means or how to resolve it? I am not logged in to DAZ Studio - I think I had done that as part of the metadata process, but it is not auto logging me in per the settings.
Genesis 9 to Character Creator 4It is certainly possible. Before exporting your Gen 9 figure from Studio, make sure you right click on the Gen 9 figure in the Scene tab and select "All" which makes sure all your bones, clothes, hair goes over into the exported fbx.
Importing the figure into CC4, don't use Transformer, (although I guess there will be an update to correct this in future), instead import your figure as a Human-Non Standard. Close the Characterization tab. Next, open the AccuRIG tab, select Create Guides and click OK. When that finishes, select Generate Skeleton from the AccuRIG menu and let CC4 do its thing. When that finishes, select Bind Skin and let that finish.
Then you can click on Check Animation and select a Motion, to make sure everything is working fine.
The figure still has the scary white eyes, so come out of AccuRIG and go to Edit Mesh in the CC4 menu. Select Sculpt, then click on the eyeball symbol next to Brush Type. Adjust the Radius of the red circle to be the same size as the eye and click on the eyeballs. You will get the pupils back - WOO HOO!
Then click carefully on any white areas still visible around the eyes, including the surrounding whites and also the "tear" area, adjusting the radius as needed. This is a bit fiddly, but worth spending a bit of time getting this right. You can go out of Edit Mesh mode to check what it looks like, go back in to have another tweak if you need - it might take a few goes to get everything covered.
After that, you should be good to go.
Smart Content is Not Showing All My StuffSofaCitizen said:
There is a simple solution for this - you just need to re-import the metadata.
In Smart Content, click the hamburger menu Icon and Select Content DB Maintenance. In the box tat comes up tick "Process Metadata Queue" and "Re-Import Metadata" and click Accept. After a few seconds you'll see another window listing all the products it found installed which are all checked by default so just hit the Accept button. Then you just need to find something else to do for 10 minutes or so while it rebuilds your database.
The reason why this happened is that, by default, the database is not stored alongside your downloaded product files and so would have been lost when you re-installed. However, the installed product files contain all the information in their dsx files and so the process I listed above goes through all these one by one and puts the data back into the database.
The only thing that would be lost here is if you made any manual adjustments to the metadata e.g. adding assets to additional/different categories.
That did the trick. Thank you very much!
Organizing files?SofaCitizen said:
PerttiA said:
But the default search uses the database and older (ancient) products probably don't have the metadata for it. When one changes to search for files, the stuff should be found.
Hmmm, well I figured even the oldest of assets would still log the product name and asset name in the database even if everything was without a defined category and just dumped in Lost & Found. If they don't even have that then I guess doing a search in Windows Explorer would probably be the only way to find stuff then :(
No need to search with the windows explorer, one can tell DS to search for files instead of in the database
Smart Content is Not Showing All My StuffThere is a simple solution for this - you just need to re-import the metadata.
In Smart Content, click the hamburger menu Icon and Select Content DB Maintenance. In the box tat comes up tick "Process Metadata Queue" and "Re-Import Metadata" and click Accept. After a few seconds you'll see another window listing all the products it found installed which are all checked by default so just hit the Accept button. Then you just need to find something else to do for 10 minutes or so while it rebuilds your database.
The reason why this happened is that, by default, the database is not stored alongside your downloaded product files and so would have been lost when you re-installed. However, the installed product files contain all the information in their dsx files and so the process I listed above goes through all these one by one and puts the data back into the database.
The only thing that would be lost here is if you made any manual adjustments to the metadata e.g. adding assets to additional/different categories.
Organizing files?PerttiA said:
But the default search uses the database and older (ancient) products probably don't have the metadata for it. When one changes to search for files, the stuff should be found.
Hmmm, well I figured even the oldest of assets would still log the product name and asset name in the database even if everything was without a defined category and just dumped in Lost & Found. If they don't even have that then I guess doing a search in Windows Explorer would probably be the only way to find stuff then :(
CloudFileI think that does rely on the metadata from the database, so not having PostgreSQL running/connected might well be the root of its issue.
Organizing files?SofaCitizen said:
Well, issues with the Lost & Found aside, if you have that installed then it should come up when using the search bar since that works with the names.
But the default search uses the database and older (ancient) products probably don't have the metadata for it. When one changes to search for files, the stuff should be found.
im looking for Pip boy type of sci fi wrist gadgetI'm not aware of any, but you could solve it by downloading a game mod for a higher res pip-boy, use modder tools to export is as an .obj file and then import it into Daz.
There are a few wrist displays in the Daz store, but they are more of high sci-fi/cyberpunk holographic style. They are either very sleek and bright or it's a holo panel floating over the arm.
Tutorial: How to Fix OneirosWendyLuvsCatz said:
I thought I would be clever and show you a DAZ studio only way but it was not easy as nothing is lined up xyz
with geometry editor selected select the matching faces the other side
invert selection and hide
scale it -100 on X axis
edit flip normals
export that as obj no hidden checked
import it and uhmmmmm line it up, this is the messy impossible bit

yeah, i also at first in my frustration thought of creating separate faces in daz and closing those stupid holes, using a new texture for that entire wall, lol. It never looked good...
Tutorial: How to Fix OneirosI thought I would be clever and show you a DAZ studio only way but it was not easy as nothing is lined up xyz
with geometry editor selected select the matching faces the other side
invert selection and hide
scale it -100 on X axis
edit flip normals
export that as obj no hidden checked
import it and uhmmmmm line it up, this is the messy impossible bit
Character falling through floorSeems like a stupidly simple problem but searching the internet hasnt helped so far. Using the Daz to Unreal plugin, I'm importing a prop gym building but starting with the floor. so I import the floor into an already created 3rd person game start up, set the floors collision to block all and when I press play the character just falls through the imported floor. I've tried importing with static and skeleton mesh, the same happens. I've set all collisions I or the intenet suggestions can think of and even started a new blank project, loading the ground before the character. Any help would be great. thanks.
Workflow from Daz 3d character export into Cinema 4d w/ Octane and Rokoko Motion Capture animationsSo I have been struggling severely trying to find tutorials online for a complex process. I am trying to bring in my character I created in Daz 3d (Genesis 9) into Cinema 4d with the materials (they come in all messed up, picture is attached) I know they have a Octane converter but I wanted to fix the issue before I converted the materials to Octane.
I used AUTO IK in the C4d Daz importer to hopefully make it easier to retarget for mocap animations.
The 2nd part now is I am having trouble figuring out how to correctly retarget the character for my Rokoko animations, along with facial animations. I just started using Daz 3D and love how the characters look in there program with iRay. I don't know if my method is flawed so I want to find the best way to optimize each step so I can actually render out a scene and not have it crash. This model alone takes ages to load. (Any tips or videos on optimization for c4d would be great)
So am I crazy to think that this is possible to do? Is it better to just export Character with no layers and materials and then import the clothing seperately into cinema 4d? There is not much documentation on this since it seems most people just do static poses. So I can't find the correct workflow.
Any help would be apprecited, THANKS!
[Misconception] DAZ Studio: Lazy morph loading (built-in) ->?generalgameplaying said:
Richard Haseltine said:
If this is because of the slow loading of heavily laden figures then what you ask is what it does - the actual morph data (the deltas, chnages in shape) is not loaded uintil needed - it's building the list of properties that is taking time, because of the ay they interconnect.
Ah, so for a part, some parts of the suggestion are already implemented. Though if a plugin can make loading faster, it means that in theory even the gathering of the properties could as well be made faster.
E.g. if it had to interpret whole files instead of just headers or metadata files, just for checking and creating the properties list. In any case, results could in theory be cached, though. Not recommending more random things, which don't apply anyway here...
There is a cache - see Edit>Preferences.
Filtering morphs by selected products could make sense, though i assume that's actually possible with a script, buttons for scripts are possible too. I guess detecting morphs is possible, also for animations, and across multiple scenes. So in the end i could battle stuff with meta data linking between studio and whatever application on the other side, using script/plugin (partly to be written), in case too many morphs get exported. At least the interlinking question towards export has been a (quick) misconception of mine then.
Turbo Loader can selectively disable morphs, but theya re then not at all available until reenabled..
So perhaps, i should gather more experience and we assume this to be resolved in terms of what makes sense to ask.
[Misconception] DAZ Studio: Lazy morph loading (built-in) ->?Richard Haseltine said:
If this is because of the slow loading of heavily laden figures then what you ask is what it does - the actual morph data (the deltas, chnages in shape) is not loaded uintil needed - it's building the list of properties that is taking time, because of the ay they interconnect.
Ah, so for a part, some parts of the suggestion are already implemented. Though if a plugin can make loading faster, it means that in theory even the gathering of the properties could as well be made faster.
E.g. if it had to interpret whole files instead of just headers or metadata files, just for checking and creating the properties list. In any case, results could in theory be cached, though. Not recommending more random things, which don't apply anyway here...
Filtering morphs by selected products could make sense, though i assume that's actually possible with a script, buttons for scripts are possible too. I guess detecting morphs is possible, also for animations, and across multiple scenes. So in the end i could battle stuff with meta data linking between studio and whatever application on the other side, using script/plugin (partly to be written), in case too many morphs get exported. At least the interlinking question towards export has been a (quick) misconception of mine then.
So perhaps, i should gather more experience and we assume this to be resolved in terms of what makes sense to ask.
Daz3d on Apple silicon? Render in Blender an option?Investigate the DiffeoMorphic DAZ Importer. It allows you to import DAZ characters into Blender. Material conversion is very good.
Detailed Morphs? - Geometry questionSo I have been playing around with making morphs for Daz using blender and have made some pretty fun ones.
however, when i tried to do more detailed morphs, it gets very choppy and low poly as there is only so much that the geometry can be adujested without adding any additional vecters ect that would cause the geometry not to match while importing.
my question is, is there any way to get more detail and still have it import correctly?
For instance, i wish to make a detailed belly button, however, it gets very low poly and awkward looking without adding any additional geometry.
I'm still relativly new to blender and making morphs, so i might be missing something very obvious here.
Thank you for any advice :)








