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Daz 3D Forums > Search
  • The file that broke the customers back. going for a custom library

    marcus.ames said:

    All the time you spend bickering and micromanaging Daz folders could just as easily be spent editing the metadata of your third-party content so that it, too, shows up in smart content - which your arguments about the excessive advertisement, labirynths, and misspellings in the file structure
    also apply to, in some cases even worse.

    Considering the state that metadata usually is in and that logging in to work with DAZ does wonders - just not the good version - to my workflow, bickering and micromanaging feels the easier way to solve those problems, thank you very much.

    By

    maikdecker maikdecker January 2023 in The Commons
  • Import body morphs from DAZ Studio to Blender

    Padone said:

    shape keys > join as shapes

     Sorry but I think some steps are missing. From where should I select and import my morphs which again are OBJ and DSF files?

    By

    Cornelius Cornelius January 2023 in Blender Discussion
  • The file that broke the customers back. going for a custom library

    Daz makes software and character framework.

    Vendors are separate small businesses that have to build followings and compete with one another, and that necessitates brand recognition beyond just Daz.

    Every store you go to, brands are clumped together within their categories. Everything around your house has a logo and offers sponsorships, buys up stadium names, throws ads on every web page, paper page, and TV program you see. You'd think some names in the folder structure would be the least intrusive advertising you're subjected to on a daily basis, especially given that the file structure is invisible if you use smart content correctly.

    All the time you spend bickering and micromanaging Daz folders could just as easily be spent editing the metadata of your third-party content so that it, too, shows up in smart content - which your arguments about the excessive advertisement, labirynths, and misspellings in the file structure also apply to, in some cases even worse.

    By

    Korpin.Sulat Korpin.Sulat January 2023 in The Commons
  • Is anyone using Nvidia's Omniverse yet?

    LFA said:

    Luv Lee said:

    LFA said:

    Hello everyone,

    I've learned from a YT user that a 'connector' was announced during CES 2022 in January.

    At present time, the basic workflow is the use Omniverse 'Create' to convert fbx assets to USD. In that application, it is possible to assemble and render a complete scene using DAZ assets and Iray shaders. As Wintoons said, there is no issue with DAZ shaders, except for the cornea, as it is the only shader that need a fix by setting Opacity as 0 (You find all surfaces inside the 'Looks' node). From there, you can import into any Omniverse application. In this scenario, still renders will work perfectly with either RTX, Iray or Path Tracing. Also from my tests, animations are not there yet. The matter of fact, I am currently testing DAZ body and facial animations in Machinima, and I have found a small issue. DAZ body animations work fairly in both Create and Machinima, only if the animation file is saved correctly. What I mean by that is, in Create, there are noticeable minor deformations from the original animation file, such as arms rotations may be slightly different. To accomplish that, I have just found out that, in Create, save the (FBX) animation file as *USD using the option: 'Save Flattened As...' instead of 'Save As...'. The USD file will work in both Create and Machinima with slight deviations in the arm joints.

    Below is a short video showing my very first scene in Create, a very basic one. 

     

    Regards,

    Luciano

    That looks amazing-- I have had great success with iClone--I just wish we had straight access from DAZ into it as I know not everyone wants to splurge on that--physics too, although I am be getting greedy. Here's an iClone Daz/Omniverse render:  https://vimeo.com/748574758

     

    https://vimeo.com/748574758

    Beautiful render, good work.

    RL products are fully compatible with Omniverse and Real Time rendering. The biggest flaw with DAZ figures is the JCM feature that only works in DAZ. Limbs will become slightly misaligned in Omniverse.

    I hope that announcement to be released next week will reveal something cool in this direction.

    Sorry for the late response, for some reason I f don't get notifications when people reply, even when I check the box for it :-)  and thank you -- fingers are crossed they will give us real access in 2023.

    By

    Luv Lee Luv Lee January 2023 in Technical Help (nuts n bolts)
  • Import body morphs from DAZ Studio to Blender

    Hello everyone! I don't know if the topic has already been addressed in other discussions but I still felt the need to post my request here.
    So, I have a model of a female figure for Blender to which I would like to make a modification to the body to make it more curvy. I have some OBJ and DSF format morphs that work well in DAZ Studio and I wondered, if it is possible to transfer one of these morphs into Blender and apply it on the model's body shape.
    I hope you can give me a hand..! Thanks in advance!

    By

    Cornelius Cornelius January 2023 in Blender Discussion
  • How to manage thousands of products ?

    PPehrson said:

    Taoz said:

    Here's an offline database (Windows) for all your DAZ products with DS Product Library integration (locate any installed DAZ product with a couple of clicks).  DS Library integration requires DS 4.12.1.117 or later and that your products are installed with DIM, currently no Connect support (may possibly come later).  Free up to 250 products.

    http://taosoft.dk/software/pm-daz/

    A couple of demo videos:

    (this is from the current build, with improved search (AND plus EXCLUDE), not released yet)
    https://www.screencast.com/t/kQ4u0UF4ohD
    (current public release, showing DS integration)
    https://www.screencast.com/t/ofZEsVpkwyN

    Nice tool. It has flaws, though:

    - Importing product data from DIM export csvs result in a .NET exception, no matter how you choose to export (Windows 11 22H2).

    It doesn't import DIM CSVs, but the manifest files generated by DIM when installing your products (those in DIM's ManifestFiles folder).  And you only have to import them if you want to store them in the database also, otherwise you just set the path to the ManifestFiles folder once, and that's it. 

    As for the rest, yes it has its limitations, but it does the job for me which mainly is collecting data, so take it or leave it.  But after my experiences with the DAZ and the Renderosity product managers I think I'm done with writing software that depends on other people's websites or software.  It's a nightmare of constant updating (in 8 years now) when they do something that breaks the programs, perhaps unrecoverably.  Not to mention the staggering lack of data consistency in the 3D content world which can drive you nuts sometimes. 

    So I'm seriously considering stopping selling the DAZ and Renderosity product managers, and then refund or compensate those who already have purchased them in some way. 

    Instead I'm considering writing a general content database which can import data from the other programs and other sources, as well as manually.  Mostly because I need one myself, to have all my stuff in one database (I agree that's how it should be).  I practically never use free content anyway and the small amount of content I have from other sites than DAZ and Rendo isn't a big deal to import manually.  But no collection of data from websites, too much of a hassle with getting that to work and maintain it (which is probably why the other programs you mention are no longer being updated).

    By

    Taoz Taoz January 2023 in The Commons
  • [Solved] How to rig and save new clothes for GF9 AND Victoria 9?

    SOLVED

    After some final tests with "dialed" and saved GF9 models, I would like to thank all participants in this thread - especially barbult - for their suggestions and tips!

    As promised, I have created a .pdf file on the topic (hope the upload as attachment works)

    For the curious, here is an excerpt of the file:

    -----------------------------------------

    The whole problem ultimately boils down to 2 points that you need to consider:
    1. Avoid the "gender trap"
    The best and easiest way to model clothing that will later fit the GF9 Base, Victoria 9 and all "dialed" GF9 shapes is to use the Genesis 9 Base character. (i.e. the one that shows up once you open the "Genesis 9" folder). When you have created your garment for Genesis 9 Base, you can import the object and use the "Transfer Utility" in the usual way to rig your work. Once you have saved the garment as a "Follower" you can use it with any GF9 character and shape you want.
    Step by Step:
    • Modell your garment to fit the Genesis 9 base character
    • Load the Genesis 9 base character and import your garment
    • Be sure that nothing is selected in the "Scene" pane and open the "Transfer Utility" (Main menu ➔ Edit ➔ Object ➔ Transfer Utility ...)
    • Select "Genesis 9" as source and choose "Current" as "Item Shape" (Source). You maybe can use "Default" as "Item Shape", but the "Current" works for me well.
    • Select your garment as "Target" ("Default" shape).
    • Select a "Projection Template" like "Bodysuite Loose Template" or "Bodysuite Tight Template"
    • Mark the option "Add Smoothing Modifier" and hit "Accept"
    • Save your garment as a "Follower".
    2. Avoid the G9 Bug (DAZ Version 4.21.0.5)
    Make sure that nothing is selected in the "Scene" pane before you start the "Transfer Utility"! The Studio App freezes or crashes when the imported garment is selected. This may be fixed in future Studio versions.

     

    If you follow these two pieces of advice, you should have no problems creating your own clothes for GF9 models and Victoria 9.

    -----------------------------

    I'm leaving this thread open in case anyone wants to comment or has questions.

    Once again, thank you all!

     

    By

    Pushee-Ri Pushee-Ri January 2023 in The Commons
  • Cannot Export/Import OBJ for Clothing Morph - "Geometry Does Not Match"

    Have you checked the Blender import settings? I'm betting that was the first thing you checked but sometimes we forget.

    By

    marble marble January 2023 in Daz Studio Discussion
  • Ok, So this is Gen 9

    Sickleyield has a tutorial on her deviant art here - https://www.deviantart.com/sickleyield/journal/Tutorial-Transferring-Character-Morphs-G1G2G3G8-409437916

    I haven't used that one, mine is more like the instructions Redz put out years back.  Basically this.

    Load G3 and reduce its resolution to base with no subdivision.

    Export it as an obj then clear the scene.

    Load G8 (I used the Dev model here), then import your G3 .obj

    Transfer utility using G8 as source and G3 .obj as target.  Accept default Transfer Utility options.

    Hide G8 and all its subpieces so only the G3 .obj is visible in the scene.

    Save this as your scene, you can reuse it over and over.

    To do the actual transfers now all you have to do is load your 'G8 to G3' scene.  Load your morph and export to .obj.  Since G3 is the only thing visible in the scene it should be the only thing that gets exported.

    Load a G3,  launch morphloader pro and select the exported morph (all my morphloader morphs I import to the same property group so I know where to find them later).  In the parameters tab find your morph and set it to 100% Some extreme morphs may need to be smoothed out in something like Zbrush.  But I've only had to do that once and it was pretty simple to smooth out some leg bumps.  If that happens you can do whatever tweeks you need to in another app and reimport it again.

    With your newly morphed G3 selected, make sure from the top menu to do Edit/Figure/Rigging/Adjust Rigging to Shape.   Then go to your Parameters tab menu, go into edit mode. In the parameters find the morph again, right click on it and select ERC Freeze. (If you don't do these steps your morphed character can have wacky results later when you pose or use attachments).

    You can then save the imported morph as a morph asset to be used over and over.  I have had to tweek the irises and pupils a couple of times, but that's pretty easy to do in the sliders.

    Enjoy and be sure to think happy thoughs about Sickleyield and Redz for their awesome hacks.

    I've used this morphing V4, G1, G8 to G3 with pretty positive results. I have played around a bit with G9 and this doesn't work at all.  Unless you want to see what G9 would look like after going though a pulp mill.

    By

    Gazzalodi Gazzalodi January 2023 in The Commons
  • Animated Background

    Is there any way to import an animated background for example a crowd in a theatre or arena cheering. I want to save resources. In Poser, I noticed you can import a .avi onto a plain one-sided square! Is this possible in DAZ Studio 4.21? If not is there any script or third-party content available that would do the job? Cheers

    By

    csteell_c2893e4ab6 csteell_c2893e4ab6 January 2023 in Daz Studio Discussion
  • Item placement and description

    @MasonicArtist - I agree with you fully.  Don't forget that if you search in the Smart Library, searching under the Files tab may produce results not found using the Products tab.  Also remember that when you find what you are searching for, you can add categories to content files - even if you cannot delete the vendor's categories from a product - and you can add/change metadata and tags that can make finding content easier. 

    By

    jjoyner jjoyner January 2023 in Daz Studio Discussion
  • Daz Studio Pro BETA - version 4.22.0.15! (*UPDATED*)

    Pickle Renderer said:

     I suggest round-tripping base character to Blender, doing your animation there, and then bringing it back into Daz if you want to stick with that for set dressing, lighting and rendering.  Diffeomorphic for import/export and Blender's animation tools are powerful and definitely worth learning, though it will be frustrating at first.

    Why should I do so much work going back and forth between softwares and relearning the same thing when it would be enough to fix the bugs in DAZ Studio? They are bugs not options that I could not like. They are malfunctions in the core code they wrote, not an add-on from third parties that could be ditched.

    I can do nice animations in DAZ Studio 4.12.0.86 where the animation tools still works half decently. The devs put a lot of bugs in the code and now, in DAZ Studio 4.21, those tools are affected by colossal bugs and make a simple walkcycle is a torture. You can't filter sliders on the graph pane and GraphMate. You can't create a proper dot in puppeteer. You can't move the keyframes in the timeline. You can't frame distant props in the scene. You can't save your custom actions in the menus.

    These issues are there since the relase just after 4.12.0.86 and for this reson I'm still stuck with version 4.12.0.86 that obviously lacks of a lot of new features I would like to try.

    I spent a lot of money for assets for DAZ Studio and I want to use them in DAZ Studio not in another software, even if the transportation is super easy.

     

    Said this, I wish an happy new year to everybody and their beloved ones!

    By

    Imago Imago January 2023 in Daz Studio Discussion
  • Cannot Export/Import OBJ for Clothing Morph - "Geometry Does Not Match"

    Hi lioncrud! After a failed morph load, the Morph Loader should place a message at the end of the Log file like this: Vertex Count mismatch 1106:1202 (Base:Morph). The first of these numbers is the number of vertices that the Morph Loader expects from the morph file. The second is the number of vertices the morph actually gives to the Loader. Import your item into Blender, select all the vertices, find out their total number and compare it with what the Morph Loader expects. If this number is higher, then something else was exported from the Daz Studio.

    By

    vectorinus vectorinus January 2023 in Daz Studio Discussion
  • Bug? Loading Casey G9 (scene or preset) with dForce Pitt Bull Hair puts the hair 30cm over his head

    Catherine3678ab said:

    If you are referring to: https://www.daz3d.com/dforce-pitt-bull-hair-for-genesis-3-8-and-81-males, no that's not a bug. It's made for G3,8 and 8.1.

    My understanding of G9 is that you can use the G8 items like hair. When I load it, it brings up an import window, I choose the correct original format, and it works fine.

    It is only when saving then re-loading it in a scene that it doesn't work. Which kind of defeats the purpose of having the proclaimed backwards compatibility. So since it does work when you initially load it, but not when you load a scene, I'm pretty sure it's a bug.

    By

    victor victor January 2023 in Technical Help (nuts n bolts)
  • Cannot Export/Import OBJ for Clothing Morph - "Geometry Does Not Match"

    Hi Dazzers,

    So this item here is giving me a bit of a headache: https://www.daz3d.com/dforce-cgi-selene-outfit-for-genesis-8-and-81-females

    I'm very accustomed to making clothing morphs in other programs (Blender) and re-importing to Daz3D.  However this item, even when I export OBJ without loading into another program and try to load directly back onto item using Morph Loader Pro, does not match geometry.  Trying to figure out why.

    A few things I've already tried:

    - Made sure I was exporting base mesh, no sub divides or higher resolutions

    - The item has some sort of attachment, I tried exporting with and without it (simlar as you would do removing eyelashes from a base Genesis 8 character)

    - Made sure exported file was set to DAZ scale.  

    - As noted, I tried exporting the file then directly trying to load it into Daz3d without any 3rd party program being involved. geometry doesn't match out of the gate, so I know it's not a 3rd party program (I use Blender)...something wonky going on with the export or thte import (Morph Loader Pro).

    By

    lioncrud lioncrud December 2022 in Daz Studio Discussion
  • [Solved] How to rig and save new clothes for GF9 AND Victoria 9?

    felis said:

    Are you modelling towards G9 base or G9 female base?

    If not G9 base you must use reverse source shape from target.

    Hi felis,

    I use the G9 female base for modelling and followed your suggestions from above. You mentioned that this simple way works well for you.

    The only explanation I have at the moment as to why it doesn't work for me is: there must be a step that is so obvious that it is not mentioned or I do something (based on my experience with GF8) that is not recommended while dealing with GF9.

    Here is a step-by-step explanation of how I implement your suggestion:

    1) import the garment object made for G9 female base

    2) Select Edit -> Object -> Transfer Utility ...

    3) Select "Genesis 9" as source and set "Current" as Source Item Shape

    4) Select the object as target and "Default" as Target Item Shape

    5) Select "Bodysuit Loose Template" as Projektion Template

    6) Under "Options" mark "reverse source shape from target", select "Fit to Source figure", "Parent to Source figure" and "Add Smoothing Modifier"

    7) Put the Content Type to "Follower" and accept

    8) Save the garment object as "Support Asset" -> "Figure / Prop Asset" with "Set Compatibilty Base" set to "Genesis 9" and "Set Compatible" with set to "Genesis 9 / Base" (thats the save preset for me)

    And after all I get that botched garment from my Screenshots when I load it for Victoria 9

     

    Happy New Year to you! I think this will be my last entry this year  wink

     

    By

    Pushee-Ri Pushee-Ri December 2022 in The Commons
  • Diffeomorphic DAZ Importer version 1.6.0 released

    You need to import the jcms, check jcms in easy import.

    By

    Padone Padone December 2022 in Blender Discussion
  • Daz Studio Pro BETA - version 4.22.0.15! (*UPDATED*)

    Totally agree animation need more attention.  
    But will also agree that DAZ has it hands full with implementing G9 (and all its features) and speed regressions and Ghost-lights, etc. etc.

    I completely agree, although I have to say looking at the Blender codebase, the probability you'll get anything as good as that in the animation department is very close to zero.  For that reason I suggest round-tripping base character to Blender, doing your animation there, and then bringing it back into Daz if you want to stick with that for set dressing, lighting and rendering.  Diffeomorphic for import/export and Blender's animation tools are powerful and definitely worth learning, though it will be frustrating at first.

    I would tell the story about how I switched from Fireworks to Inkscape for design at work (the former went out of support so tech support had to uninstall it).  The older you get and the longer you were using the former, the more learning the latter hurts!

    By

    Pickle Renderer Pickle Renderer December 2022 in Daz Studio Discussion
  • Anyone figured out how to use Geo-Grafting Navel and Nipples for Genesis 9?

    fjb507 said:

    Padone said:

    The HD morph has two components, a base mesh morph and a HD sculpting over that. The base mesh morph will follow the uv map, the HD sculpting will not, in that you can sculpt any feature anywhere, that's what HD sculpting is for.

     I don't see that it's essentially different. If I, as a non-PA, make a base level morph I'm free to flatten out the existing nipples and make new ones elsewhere provided I'm prepared to make the appropriate changes to the UVs/textures. I'd just have to live with the compatibility issues. Now, since with Genesis 9 there is no base level nipple detail I suppose it would be possible to accidentally put the nipples in the wrong place but that would be immediately obvious once the textures are loaded. So if a PA moves some detail at any level it will be because they had a good reason to do so (probably because they’re making something so non-standard that compatibility isn’t an issue). But in most cases they will just follow the template and put them in the default position. I just can’t see any reason to try repositioning common details like nipples or crease lines in the HD morph when it’s just as easy and more logical and compatible to do it in the base morph. 

    What tends to get lost in the discussion is that the easiest way to make sure that the nipples and navel don't get displaced too much by any changes made by the HD morph is to do the shaping at the subdivision level you will be making the HD and then go back to base resolution before sending the base morph back to DAZ Studio, since you need that before you try to import the higher subdivision.

    By

    Daywalker Designs Daywalker Designs December 2022 in The Commons
  • [Solved] How to rig and save new clothes for GF9 AND Victoria 9?

    Here is my suggestion, which works for me:

    1. Load G9 Dev Load or G9 Base
    2. Import your OBJ
    3. Run the Transfer Utility and select the appropriate template that best fits the OBJ you have imported (probably loose bodysuit or loose long dress in your jumper example) and apply smoothing modifier. (I made a screenshot for you, but the forum is so broken it won't upload at this time.)
    4. The garment will now be be rigged and fit to G9 and parented to G9. Select that rigged parented garment in the Scene pane.
    5. Save as Figure/Prop Asset.

    Daz Studio will use Auto Follow (not to be confused with Auto Fit) to make the garment fit unique character shapes like Victoria 9. This will be fairly successful for shapes that are not too extreme, like Victoria 9. It it doesn't fit perfectly, your recourse is to create your own custom morph for the garment to fit that particular character shape.

    By

    barbult barbult December 2022 in The Commons
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