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Daz 3D Forums > Search
  • Problem with smart content & male figures

    Yea I would suggest trying Richard's suggestion first as it may be a quick fix. The way I outlined will reset all the metadata including any special categories you may have set up unless you saved out the user settings prior to resetting it.

    By

    Elliandra Elliandra October 2022 in New Users
  • RSSY Hair Converter V4 -> G8F - compatibility broken for G8F

    alan bard newcomer said:

    you may have to reload the screen.. it looks like maybe you should start with an empty scene and just run the converter to convert hair you select from you library (that's just from the product page) is there a pdf with directions for using the converter? 
    convert hair in empty scene then load character and apply hair?

    the hair is fine, i think. it works.

    the problem is that G8F itself is now broken, i.e. virtually nothing registers as being in its compatibility base.

    uninstalling it and reinstalling G8 didn't fix it, neither did reinstalling DS itself.

    nor did re-importing all the content library metadata fix it. (for some reason, Toon Princess and Corduroy Outfit *do* appear in the library, but nothing else)

    if i open and re-save every item, one by one, they will show up as being compatible - but seeing as there's about 3,200 of them in total, that just ain't gonna happen - and i can't really do that with the store-bought items anyway, and there's over 1,200 of those alone.***

     

    ----> it just occured to me that there's as many as 3,000 of those too, at least.

    there's 1,200 store-bought products in my library but every material would have to be re-saved separately, every pose... and many items have 5 or 6 different materials each.

     

    -----> database reset. G8F lives again. but i still have to re-save every custom wearable and pose i ever made for G8F.

    By

    clivewil2 clivewil2 October 2022 in Daz Studio Discussion
  • Problem with smart content & male figures

    Have you tried resetting your Metadata?
    - Right Click on the Content Library Tab and select "Content DB Maintenance / Reset Database"
    - Right Click on the Content Library Tab again and select "Content DB Maintenance / Re-Import Metadata"
    This process can take a while depending on how much you have installed that has Smart Content attached to it!

    If this doesn't work you may have something installed with incorrect information in the metadata. Sometimes vendors from other stores do their own metadata but don't do it the way Daz has it set up so it can cause issues on occassion.
    Just holler if you need more help figuring this out!!
    Elli

    By

    Elliandra Elliandra October 2022 in New Users
  • Import with Diffeomorphic produces blue lines/seams on the skin

    Hello, when I import custom 8.1 characters with Diffeomorphic and select the <<BSDF (Cycles Only)>> Material Method (see attached screenshot with my settings), I get blue lines, which I assume are seams where the different materials are supposed to connect (I attached a few renders with diffrent characters). It's also worth noting that I tried it with the Genesis 8.1 Basic Female and everything works fine with no visible blue lines. I'm hoping someone can help me or point me in the right direction for resolving this issue.

    By

    Dendy Dendy October 2022 in Blender Discussion
  • [Released] Environment Set Splitter * Commercial *

    When I try to load the split prop from the new library, the log says this:

    2022-10-07 02:57:56.886 [INFO] :: Prepare asset load (merge): /Props/BSM Preload 5 Props/M5 Apple Tree 2 .duf
    2022-10-07 02:57:56.886 [INFO] :: Locking viewport redraw...
    2022-10-07 02:57:56.886 [INFO] :: Viewport redraw locked.
    2022-10-07 02:57:56.968 [INFO] :: Native format content directories: 13
    2022-10-07 02:57:56.968 [INFO] :: Poser format content directories: 2
    2022-10-07 02:57:56.968 [INFO] :: Other import format content directories: 0
    2022-10-07 02:57:56.968 [INFO] :: Begin asset load (merge): /Props/BSM Preload 5 Props/M5 Apple Tree 2 .duf
    2022-10-07 02:57:56.974 [INFO] :: Determining missing assets...
    2022-10-07 02:57:56.988 [ERROR] :: Open File Failed - Could not read file: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /M5 Apple Tree 2 .dsf
    2022-10-07 02:57:56.989 [ERROR] :: Open File Failed - Could not read file: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /M5 Apple Tree 2 .dsf
    2022-10-07 02:57:56.990 [ERROR] :: Open File Failed - Could not read file: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /UV Sets/Peanterra/Base/default.dsf
    2022-10-07 02:57:56.992 [ERROR] :: Open File Failed - Could not read file: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /UV Sets/Peanterra/Base/default.dsf
    2022-10-07 02:57:56.993 [ERROR] :: Open File Failed - Could not read file: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /UV Sets/Peanterra/Base/default.dsf
    2022-10-07 02:57:56.994 [ERROR] :: Open File Failed - Could not read file: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /UV Sets/Peanterra/Base/default.dsf
    2022-10-07 02:57:56.994 [WARNING] :: Could not resolve: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /M5 Apple Tree 2 .dsf
    2022-10-07 02:57:56.994 [WARNING] :: Could not resolve: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /UV Sets/Peanterra/Base/default.dsf
    2022-10-07 02:58:00.190 [INFO] :: Setting textures...
    2022-10-07 02:58:00.192 [ERROR] :: Open File Failed - Could not read file: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /M5 Apple Tree 2 .dsf
    2022-10-07 02:58:00.193 [INFO] :: Creating node geometry...
    2022-10-07 02:58:00.194 [ERROR] :: Open File Failed - Could not read file: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /M5 Apple Tree 2 .dsf
    2022-10-07 02:58:00.194 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(2311): Geometry definition not found: /data/barbult/BSM%20Preload%205%20Props/M5%20Apple%20Tree%202%20/M5%20Apple%20Tree%202%20.dsf#M5%20Apple%20Tree%202%20-1.
    2022-10-07 02:58:00.194 [INFO] :: Creating materials...
    2022-10-07 02:58:00.194 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(5853): Shape for material instance not found.
    2022-10-07 02:58:00.194 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(1645): Material not created: matAppleBranchSmall-1!
    2022-10-07 02:58:00.195 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(5853): Shape for material instance not found.
    2022-10-07 02:58:00.195 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(1645): Material not created: matTwigsAppleLow-1!
    2022-10-07 02:58:00.195 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(5853): Shape for material instance not found.
    2022-10-07 02:58:00.195 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(1645): Material not created: matAppleBranchBig-1!
    2022-10-07 02:58:00.195 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(5853): Shape for material instance not found.
    2022-10-07 02:58:00.195 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(1645): Material not created: matAppleTrunk-1!
    2022-10-07 02:58:00.195 [INFO] :: Resolving legacy figures...
    2022-10-07 02:58:00.195 [INFO] :: Sorting property groups...
    2022-10-07 02:58:00.195 [INFO] :: Setting up follow targets...
    2022-10-07 02:58:00.195 [INFO] :: Finished asset load (merge): 0m 3.226s - /Props/BSM Preload 5 Props/M5 Apple Tree 2 .duf
    2022-10-07 02:58:00.254 [INFO] :: Unlocking viewport redraw...
    2022-10-07 02:58:00.254 [INFO] :: Viewport redraw unlocked.
    2022-10-07 02:58:00.254 [WARNING] :: Could not resolve: /data/barbult/BSM Preload 5 Props/M5 Apple Tree 2 /M5 Apple Tree 2 .dsf
     

    By

    barbult barbult October 2022 in Daz PA Commercial Products
  • Daz Studio Pro BETA - version 4.21.0.5! (*UPDATED*)

    NorthOf45 said:

    jbowler said:

    NorthOf45 said:

    It is also the conversion from 1 Poser unit (8 ft.) to DS units (cm) as a percentage. (8 ft * 12 in/ft * 2.54 cm/in) = 243.84

    That explains it; it's dimensionally correct.

    Arre OBJ files always in units of 1 == 8ft, or is it something that is specified in the file?

    I've seen it before when exporting Wavefront .obj format from Studio (partial geometry, for example), then re-importing them to make Studio native props or figures. Poser and Bryce show the same unit size on the import/export options dialog. Where and when it started I don't know, but there it is.

    Poser had/has the unit size based on the height of a figure => 1 unit is the height of adult figure, measured with whatever length of someones feet => There was no unified scale, which can still be seen on some products.

    By

    PerttiA PerttiA October 2022 in Daz Studio Discussion
  • Daz Studio Pro BETA - version 4.21.0.5! (*UPDATED*)

    jbowler said:

    NorthOf45 said:

    It is also the conversion from 1 Poser unit (8 ft.) to DS units (cm) as a percentage. (8 ft * 12 in/ft * 2.54 cm/in) = 243.84

    That explains it; it's dimensionally correct.

    Arre OBJ files always in units of 1 == 8ft, or is it something that is specified in the file?

    I've seen it before when exporting Wavefront .obj format from Studio (partial geometry, for example), then re-importing them to make Studio native props or figures. Poser and Bryce show the same unit size on the import/export options dialog. Where and when it started I don't know, but there it is.

    By

    NorthOf45 NorthOf45 October 2022 in Daz Studio Discussion
  • Daz Studio Pro BETA - version 4.21.0.5! (*UPDATED*)

    jbowler said:

    NorthOf45 said:

    It is also the conversion from 1 Poser unit (8 ft.) to DS units (cm) as a percentage. (8 ft * 12 in/ft * 2.54 cm/in) = 243.84

    That explains it; it's dimensionally correct.

    Arre OBJ files always in units of 1 == 8ft, or is it something that is specified in the file?

    When I exported the OBJ, I selected Daz Studio 1 unit = 1 CM. When I import the OBJ with that same scale, it works fine. It is only the Update Base Geometry from file that opens with that huge percentage.

    By

    barbult barbult October 2022 in Daz Studio Discussion
  • What determines the file name of the data file?

    Your advice has made it clear.
    When you import an OBJ file, the ObJ file name seems to be the Dsf file name in the data folder as it is.

    [Test conditions]
    Import Obj File name: aaa
    Prop Name (SceneTAB): bbb
    Save Props name: ccc
    Save Item Name: ddd

    [Test results]
    data folder name: My Library/data/ddd
    dsf file name in data folder: My Library/data/ddd/aaa.dsf
    Prop name: My Library/Props/ccc.dsf
    Prop Name (SceneTAB): bbb

    Now that I understand the file name structure, I was able to solve it by doing the following:
    Example: If you want to change the file name of My Library/data/aaa.dsf to ABC.dsf

    1.Open My Library/data/aaa.dsf file, search for aaa.dsf and modify it to ABC.dsf
    2. Rename My Library/data/aaa.dsf file to ABC.dsf
    3. Open My Library/Props/ccc.dsf file, search for aaa.dsf and modify it to ABC.dsf


    thank you.

    By

    flare_dbd185b4ba flare_dbd185b4ba October 2022 in Daz Studio Discussion
  • Creating surfaces on a new item

     

    So we have our tool setting menu. I know that you have loaded your obj so you don't really need to know this but for anyone else, you can either use the bridge if using a program like zbrush or hexagon or you can go to file /import.

    I want to show you that there is a difference though between the two methods. The zbrush bridge for example doesn't include face groups in the transfer but if you export and then load it as an object it will include the face groups.

    You might be wondering why we would need the face groups when doing surfaces and  I will explain it in the post where I talk about the next steps.

    As you can see both look the same in the viewport. 

    Here's the one from the bridge transfer and you'll see there are just default surfaces.

    Same sword using a different import method and there are face groups. This will become important further on.

    By

    Pendraia Pendraia October 2022 in Technical Help (nuts n bolts)
  • [Released] Environment Set Splitter * Commercial *

    barbult said:

    That's strange. It works for you and Doctor Jellybean, but not me. Did you see my screenshots? Do you see anything I am doing wrong, or different than you, in the way I configured the splitter? I installed both Blossoming Spring Modules and Environment Set Splitter with DIM.

    I'm attaching my ESS screenshot. This is my log after I've loaded all 5 Apple trees in Preload 5:


    2022-10-06 23:42:46.890 [INFO] :: Script executed successfully: E:/DS/Library/Scripts/Code 66/Environment Set Splitter/ES Splitter.dse
    2022-10-06 23:42:55.037 [INFO] :: Prepare asset load (open): /Props/BSM Preload 5 Props/M5 Apple Tree 1.duf
    2022-10-06 23:42:55.037 [INFO] :: Locking viewport redraw...
    2022-10-06 23:42:55.037 [INFO] :: Viewport redraw locked.
    2022-10-06 23:42:55.141 [INFO] :: Native format content directories: 6
    2022-10-06 23:42:55.141 [INFO] :: Poser format content directories: 1
    2022-10-06 23:42:55.141 [INFO] :: Other import format content directories: 0
    2022-10-06 23:42:55.144 [INFO] :: Begin asset load (open): /Props/BSM Preload 5 Props/M5 Apple Tree 1.duf
    2022-10-06 23:42:55.165 [INFO] :: *** Scene Cleared ***
    2022-10-06 23:42:55.166 [INFO] :: Determining missing assets...
    2022-10-06 23:42:55.330 [INFO] :: Setting textures...
    2022-10-06 23:42:55.332 [INFO] :: Scanning for addons...
    2022-10-06 23:42:55.334 [INFO] :: Creating node geometry...
    2022-10-06 23:42:55.341 [INFO] :: Creating UV sets...
    2022-10-06 23:42:55.341 [INFO] :: Creating materials...
    2022-10-06 23:42:55.360 [INFO] :: Resolving legacy figures...
    2022-10-06 23:42:55.363 [INFO] :: Sorting property groups...
    2022-10-06 23:42:55.363 [INFO] :: Setting up follow targets...
    2022-10-06 23:42:55.363 [INFO] :: Finished asset load (open): 0m 0.221s - /Props/BSM Preload 5 Props/M5 Apple Tree 1.duf
    2022-10-06 23:42:55.408 [INFO] :: Unlocking viewport redraw...
    2022-10-06 23:42:55.408 [INFO] :: Viewport redraw unlocked.
    2022-10-06 23:42:55.527 [INFO] :: Loaded image: ET-AppleTrunk-C.jpg
    2022-10-06 23:42:55.547 [INFO] :: Loaded image: ET-AppleBranch-C.jpg
    2022-10-06 23:42:55.593 [INFO] :: Loaded image: ET-AppleLeaves-C.jpg
    2022-10-06 23:42:55.617 [INFO] :: Loaded image: ET-AppleLeaves-A.jpg
    2022-10-06 23:42:56.432 [INFO] :: Prepare asset load (merge): /Props/BSM Preload 5 Props/M5 Apple Tree 2 .duf
    2022-10-06 23:42:56.432 [INFO] :: Locking viewport redraw...
    2022-10-06 23:42:56.432 [INFO] :: Viewport redraw locked.
    2022-10-06 23:42:56.504 [INFO] :: Native format content directories: 6
    2022-10-06 23:42:56.504 [INFO] :: Poser format content directories: 1
    2022-10-06 23:42:56.504 [INFO] :: Other import format content directories: 0
    2022-10-06 23:42:56.507 [INFO] :: Begin asset load (merge): /Props/BSM Preload 5 Props/M5 Apple Tree 2 .duf
    2022-10-06 23:42:56.513 [INFO] :: Determining missing assets...
    2022-10-06 23:42:56.608 [INFO] :: Setting textures...
    2022-10-06 23:42:56.609 [INFO] :: Scanning for addons...
    2022-10-06 23:42:56.611 [INFO] :: Creating node geometry...
    2022-10-06 23:42:56.617 [INFO] :: Creating UV sets...
    2022-10-06 23:42:56.617 [INFO] :: Creating materials...
    2022-10-06 23:42:56.636 [INFO] :: Resolving legacy figures...
    2022-10-06 23:42:56.639 [INFO] :: Sorting property groups...
    2022-10-06 23:42:56.639 [INFO] :: Setting up follow targets...
    2022-10-06 23:42:56.639 [INFO] :: Finished asset load (merge): 0m 0.134s - /Props/BSM Preload 5 Props/M5 Apple Tree 2 .duf
    2022-10-06 23:42:56.685 [INFO] :: Unlocking viewport redraw...
    2022-10-06 23:42:56.685 [INFO] :: Viewport redraw unlocked.
    2022-10-06 23:42:57.607 [INFO] :: Prepare asset load (merge): /Props/BSM Preload 5 Props/M5 Apple Tree Old.duf
    2022-10-06 23:42:57.607 [INFO] :: Locking viewport redraw...
    2022-10-06 23:42:57.621 [INFO] :: Viewport redraw locked.
    2022-10-06 23:42:57.705 [INFO] :: Native format content directories: 6
    2022-10-06 23:42:57.705 [INFO] :: Poser format content directories: 1
    2022-10-06 23:42:57.705 [INFO] :: Other import format content directories: 0
    2022-10-06 23:42:57.705 [INFO] :: Begin asset load (merge): /Props/BSM Preload 5 Props/M5 Apple Tree Old.duf
    2022-10-06 23:42:57.711 [INFO] :: Determining missing assets...
    2022-10-06 23:42:57.950 [INFO] :: Setting textures...
    2022-10-06 23:42:57.951 [INFO] :: Scanning for addons...
    2022-10-06 23:42:57.955 [INFO] :: Creating node geometry...
    2022-10-06 23:42:57.967 [INFO] :: Creating UV sets...
    2022-10-06 23:42:57.967 [INFO] :: Creating materials...
    2022-10-06 23:42:57.985 [INFO] :: Resolving legacy figures...
    2022-10-06 23:42:57.985 [INFO] :: Sorting property groups...
    2022-10-06 23:42:57.985 [INFO] :: Setting up follow targets...
    2022-10-06 23:42:57.986 [INFO] :: Finished asset load (merge): 0m 0.280s - /Props/BSM Preload 5 Props/M5 Apple Tree Old.duf
    2022-10-06 23:42:58.029 [INFO] :: Unlocking viewport redraw...
    2022-10-06 23:42:58.033 [INFO] :: Viewport redraw unlocked.
    2022-10-06 23:42:59.927 [INFO] :: Prepare asset load (merge): /Props/BSM Preload 5 Props/M5 Apple Tree.duf
    2022-10-06 23:42:59.927 [INFO] :: Locking viewport redraw...
    2022-10-06 23:42:59.927 [INFO] :: Viewport redraw locked.
    2022-10-06 23:43:00.020 [INFO] :: Native format content directories: 6
    2022-10-06 23:43:00.020 [INFO] :: Poser format content directories: 1
    2022-10-06 23:43:00.020 [INFO] :: Other import format content directories: 0
    2022-10-06 23:43:00.020 [INFO] :: Begin asset load (merge): /Props/BSM Preload 5 Props/M5 Apple Tree.duf
    2022-10-06 23:43:00.028 [INFO] :: Determining missing assets...
    2022-10-06 23:43:00.122 [INFO] :: Setting textures...
    2022-10-06 23:43:00.123 [INFO] :: Scanning for addons...
    2022-10-06 23:43:00.125 [INFO] :: Creating node geometry...
    2022-10-06 23:43:00.131 [INFO] :: Creating UV sets...
    2022-10-06 23:43:00.131 [INFO] :: Creating materials...
    2022-10-06 23:43:00.151 [INFO] :: Resolving legacy figures...
    2022-10-06 23:43:00.151 [INFO] :: Sorting property groups...
    2022-10-06 23:43:00.151 [INFO] :: Setting up follow targets...
    2022-10-06 23:43:00.154 [INFO] :: Finished asset load (merge): 0m 0.133s - /Props/BSM Preload 5 Props/M5 Apple Tree.duf
    2022-10-06 23:43:00.196 [INFO] :: Unlocking viewport redraw...
    2022-10-06 23:43:00.196 [INFO] :: Viewport redraw unlocked.


     

    By

    DoctorJellybean DoctorJellybean October 2022 in Daz PA Commercial Products
  • Diffeomorphic: Daz Poses and Neck Bone Follow Through *SOLVED*

    Padone,

    Thanks!

    I tried to reproduce the issue with a base G81.F ... please see the screenshots below.

    (1) My easy import settings.

    (2) Importing a base G8F pose.

    (3) The outcome with the neck bones unset.

    Cheers!

    By

    csaa csaa October 2022 in Blender Discussion
  • Steering on a car I built (I gave up, so we can close this)

    Aabhnormal,

    You cannot rig something in pieces.  That is not how it works.  You will need to import the OBJ files in to Blender, assemble the car there so that it has everything in the right spot, wheels included, and then export it using these options - https://www.daz3d.com/forums/uploads/FileUpload/22/54334a97b99e01348c548e5137da7c.png - with OBJ Groups checked instead of OBJ Objects.  If the model is NOT exported this way, you will just make more problems for yourself

    If you have time, go over the video tutorial you bought, DarkEdgeDesign knows his stuff and he goes over how to set up everything in Daz Studio so you can connect things together and make new dials.  Alternatively, look over these brief instructions - https://www.daz3d.com/forums/discussion/comment/7725541/#Comment_7725541 - but the videos are better because you can see where to go and what options to select instead of trying to find it your self.

    As for connecting the steering wheel to the front tires, please refer back to this post - https://www.daz3d.com/forums/discussion/comment/7722876/#Comment_7722876
    Don't try to make 100 = 540 degrees of rotation for the steering wheel, just make it 540 degrees both ways.  That way when you connect the wheels you just need to do some simple math and adjust the "scalar" value in the Property Hierarchy.

    By

    Mattymanx Mattymanx October 2022 in Technical Help (nuts n bolts)
  • Diffeomorphic DAZ Importer version 1.6.0 released

    The morph database is useful because it can "optimize" the morph chains. That is, if you have A driving B driving C usually you need to load all of them for the figure to work. With the database diffeomorphic will try to bake the morph chain in a single morph, when possible. Personally I tend to import as few morphs as possible for the figure to work, so I mostly don't need the new features.

    @surody Will look into it and let you know what I find. The last time I tried everything worked fine here.

    By

    Padone Padone October 2022 in Blender Discussion
  • "Ordinary" cars

    Agreed, I have commented about this before. It is especially hard finding ordinary household cars from the 80s-90s. 
    https://www.daz3d.com/forums/discussion/496241/consumer-grade-cars-from-the-80s-or-90s#latest
    My suggestion would be to find cars from 3D databases and import into DAZ using Blender. Not perfect but seems the only sollution.  

    By

    Endlessdescent Endlessdescent October 2022 in Product Suggestions
  • Diffeomorphic: Daz Poses and Neck Bone Follow Through *SOLVED*

    I'm not sure if this issue happens to others. I run into it frequently when I apply Daz poses using Diffeo. At any rate I'm reporting it as a way to understand what's going on and to suggest improvements.

    I use Diffeo 1.6.2 with Blender 3.1.0. When I import a GF8.1 figure from Daz and Rigify the rig, then apply a pose, the neck bones often don't follow. To correct this, I have to manually adjust the neck bone settings. The screenshots below illustrate the issue.

    (1) My figures are imported in an A-Pose. Using Diffeo, I proceed to apply a Daz pose.

    (2) The outcome of the pose import leaves the neck bones awry.

    (3) I can manually correct this by revealing the Rigify bones in pose mode, selecting the neck rotator and adjusting the pose follow-through. Setting the two values to "1.0" corrects the neck pose.

    While I'm happy to correct the pose this way, it's not all too clear to me what's going on underneath the hood. Why the neck bones? I understand the value of giving the end user the means to adjust the follow-through of a Daz pose on particular bones, but would it not make sense for the defaults to be set to 100 percent? Just a thought.

    Cheers!

    By

    csaa csaa October 2022 in Blender Discussion
  • Merging Geograph from Daz character with Diffeomorphic

    (The best answer for "Merging Geograft from Daz character with Diffeomorphic")

    There's simpler method to merge geograft with HD mesh as described on this post: http://diffeomorphic.blogspot.com/2020/09/hd-meshes-and-geografts-revisited.html Merging basic resolution mesh with geograft doesn't need this method as it's very simple with Diffeomorphic just click the merge geograft button on the Diffeomorphic panel in Blender.

    To bake HD meshes / apply the subdivision or multires modifier and keep the genital morphs: SKkeeper - The Shapekey Keeper: https://blendermarket.com/products/skkeeper

    After using Diffeomorphic to import Daz morphs and animations, the default FBX exporter in Blender3.2 above is all that needed to export correct characters with geografts and animations into UE5 and no additional plugins are needed. Attached images showing the correct steps to export animations from Blender and retarget in UE5 using the retargeter from DazToUnreal bridge.

    DazToUnreal bridge has some useful staff in its plugin folder that you can grab and fix for use, e.g. the Daz master material template, the G8 Control Rig, the post processing animation blueprint enabling the JCM morphs, etc.

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

    To correctly export FBX from Blender to UE5 the Blender unit has to be set to centimetres, the x100 scaling method won't work correctly because Blender FBX exporter will try to also scale the root bone and bone sockets, which shouldn't be scaled for correct animations.
    If the blender unit is changed to centimetres the Diffeomorphic import unit has to be changed too.

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

    Note: If import Daz characters from blender, don't use the Genesis8ToHumanoidPose asset from DazToUnreal bridge, this pose asset is for DazToUnreal imported characters, DazToUnreal uses different bone orientation than Diffeomorphic imported characters, but the IK retargeter works fine for all the G8 characters.

    For characters imported to UE5 from Blender with Diffeomorphic, it needs to create its own Unreal A-Pose pose asset, to use as the retarget base pose, if retargeting the Unreal mannequin animations. (Retargeting other animations need their specific rest poses, e.g. Maximo animations need the T-Pose)
    https://docs.unrealengine.com/5.0/en-US/creating-a-pose-asset-in-unreal-engine/

    The pose asset can be applied as new rest pose for the skeleton, on the retarget sources panel within the skeleton editor (Open the retarget source panel from the Windows menu as shown in the attached image)

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

    Unreal engine current version UE5.0.3 retargeting system still has serious bugs that it can't maintain the reference pose after changing it, but if you build your own UE5.1.0 from source, the bug is fixed in this coming Unreal version UE5.1.0, with added features of import / export pose presets for retargeting.

    Making animations with current UE5 version is more difficult than UE4, the workaround for this bug is to extract UE5 mannequin animations into Blender and retarget them there, or use the good old UE4 simple retarget manager to create retargeted animations and import them into UE5.

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

    Unreal 5.1.0 Preview 1 just came out after I posted this :)

    There are many exciting new features and bug fixes with this update, in fact this version should be called the true UE5 official release.

    https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/tabs/80-unreal-engine-5-1-in-progress

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

    Unreal 5.1.0 finally gets the retarget system working, adds the essential feature of importing custom base poses for source and target skeletons. UE5.0 plugins are not supported until the formal release of UE5.1, possibly after several UE5.1 preview versions are tested by users.

    By

    catmaster catmaster October 2022 in Blender Discussion
  • Diffeomorphic DAZ Importer version 1.6.0 released

    Levon777 said:

    Question: How do you get morphs to work for clothing as well as the model? Most morphs only seem to change the models body, but the cloths stay as is.

    You need to transfer the morphs to the mesh. The easy import offers to that automatically when importing but if you have to do it manually you select the cloth, then shift select the body mesh as active selection and then you transfer the morphs.

    By

    surody surody October 2022 in Blender Discussion
  • How do I save a texture created with Zbrush spotlight?

    Zbrush is a sculpting app. It's got a few tools that makes it look a bit more like any 3D modeling app, but most of those tools aren't used by many because they are limited and there's much better elsewhere. Zbrush is insane in its niche category : sculpting. But it's not an all-in-one 3D app.

     

    Main issue there, so I don't understand your first move : Zbrush doesn't have UDIM Uvs capability. It's one texture per layer. But as you know, Genesis has a dozen textures with as many UDIM (face, mouth, legs, etc). So... Given that you cannot display all textures on the Genesis body in Zbrush, I don't understand how you first ended up in there thinking that you could vertex paint a pixel texture. If in Zbrush you load the face texture on the layer where Genesis is loaded, the face will look ok, but arms, legs, teeth, etc. will also have the face texture applied.

    So (poly)painting a missing dilation/bleeding around UV islands doesn't make sense. Even less sense as when you display the face texture in Zbrush, you can't see the vertex color in the meantime.

    "Polypaint from texture" in ZBrush is only interesting if the Genesis is subdivided to 10 million polygons at least. It's not with the default 16K polygons that you can expect your vertices color to look as detailled as a 4K texture.

     

    To fix missing bleeding a solution (what I'd do) would be to import the genesis obj into Substance Painter ticking the option "UDIM". Now in Painter you have access to all Genesis UDIM UVs. You load all the diffuse textures in each corresponding UDIM. And you export textures with "common padding" set to dilation infinite. And there you go, your textures are recreated with a bleeding/padding/dilation that will fix all seams issues.

     

    handle 3D model painting in Photoshop

    Photoshop's 3D tools have always been crap. Since Adobe bought Allegorithmic, 3D in Photoshop has been removed from the code and permanently abandoned. They are now selling all the Substance applications that handle 3D pixel painting to perfection.

    By

    hansolocambo hansolocambo October 2022 in Technical Help (nuts n bolts)
  • How do I save a texture created with Zbrush spotlight?

    Thank you, Pendraia for offering suggestions, unfortunately it doesn't say how to actually fix the seams. I knew how to import textures onto the model, but I don't know how to fix their seams or modify the texture (and just using polypaint doesn't look good, since it'd be detailed in one area, then no detail, just color, in the next. I'm not good at using polypaint to make it look realistic or anything and unfortunately, the textures I want to fix have pretty extreme issues, like parts on the hands that are white (in the texture map the border doesn't bleed out enough I guess, not sure, but it's a pretty big spot that's just white) and extreme issues in the crotch/inner thigh area. Trying to fix that by hand in Photoshop just made more seam issues on the thigh, so that's the dilema I'm facing (I didn't make these texture btw, they were made by someone else, I'm just trying to fix issues with the textures, but not just this one I'm referring to, it's just an example). So polypaint isn't really going to help with that unfortunately, so I'm not sure what else to do, because my pc can't handle 3D model painting in Photoshop and I don't know if it's possible to even paint on Genesis figures in Photoshop, since it crashes before I can try. 

    By

    KixiePixie13 KixiePixie13 October 2022 in Technical Help (nuts n bolts)
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