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Hey, guys, I want to ask you some questions about daz
To repeat, there is no Daz Studio 4.2 - version numbers are not decimal numbers, the full version is four integers separated by dots. I don't know what you are doing to want to merge a figure, and I don't recall that command's ever being available.
Which is being changed by the wrapping? If you make the imported, base resolution, no add-ons Genesis 8 figure have the same shape as the Blender model then you can export it as OBJ and load it through Edit>Figure>Morph Loader Pro - this requires having the option to preserve vertex order set in Blender on import and export, and you need to make sure you are using the same preset in the Daz Studio export and import dialogues. This will give you a morph that will make the rigged Genesis 8 figure match the Blender item's shape, though you will probably then need to use Edit>Figure>Rigging>Adjust Rigging To Shape to get good posing.
Alternatively, if you are making the shape of the Blender figure match the shape of the Genesis 8 figure then you could import the OBJ of the Blender figure and use Edit>Object>Transfer Utility, set the Source figure to Genesis 8, set the Target to the imported OBJ, and click Accept to get a version of the Blender figure that posed like Genesis 8. That would then be likely to need a lot of adjustments and morphs to make it usable, and because it used the Genesis 8 rigging it could not be shared as a stand-alone figure (the Transfer Utility is there for creating add-on like clothes).
Possible Diffeomorphic issue to submit?Now using the stable 1.6.2 version of diffeomorphic, OTT zola hair and G9 and the hair is still turning in to a million seperate meshes when i convert it. Also tried with a g9 hair (curly updo i think) and the same thing happens. I feel like ive tried every variation of settings but maybe im missing something.
Is anyone having the same issue and if not could you run me through your order of operation with hair and diffeomorphic. At the moment i am:
1. Easy import without checking "convert hair" as it never seemed to do work so ive always done it manualy.
2. Seperate the hair from the cap
3. Make sure human is the cap and hair is the hair
4. Click make hair and enter the settings ive always used, Sheet, Seperate loose parts, Resize hair to 40, Multi materials, children set to 6
used to work every time, now with G9 i get the 5863 meshes.
Any help would be much appericated.
Using Bryce to make HDRI files[Can I use Bryce to make HDRI files] The title pretty much sums all of it up.
I have made a lot of great backgrounds in byrce.
Is there a way I can import them into a 360 enviriment dome in Daz Studio.
I do prefer to do touch up work in gimp.
Need help with reinstalling filesThe Smart Content gets its info from the metadata in the Runtime/Support folder, which should be intact with your content. You can Re-Import the metadata from the Content DB Maintenance panel to re-create your database, which was also most likely on your C: drive.
How do you install? If with DIM/Daz Central, and if you still have the original zips, you can re-install to re-build the Manifest Archive. DIM uses that to determine what has been installed, and usefull info like Show Installed files.
The greyed-out icons in Smart Content are from Connect, which cannot find any metadata (or is it the manifests?), but DO NOT try to download through Connect if you install with DIM. Crossing the beams, and all that. In fact, there is no reason to log in from Studio if you do not use Connect, so disable that in Preferences.
Diomede's Notepad, Sketchpad, and Chilling PadImport Add-On Mesh to Match the New Garment Wearable Preset
I cleared Daz Studio and started with a new empty scene.

Load the saved wearable preset shirt without any Genesis 9 in the scene.

Use the import dialogue to bring in the mesh of the OBJ for the add-on bridges.

In this example again I use the Carrara preset in the import dialogue. Just be consistent.

I used the surface tab to make the add on mesh red but it was still hard to confirm the import was a good fit.

So I temporarily turned off the visibility of the shirt to check the add-on mesh. The bridges appear to have loaded where they should. Again, I have not done smoothing. Be consistent.
Diomede's Notepad, Sketchpad, and Chilling PadIn Daz Studio - Import and Rig the Main Garment Mesh, Not the Add-On
Load the Genesis 9 Development Figure. In this example, I modeled to the base shape, so that is what I load.

Import the main garment mesh. I saved out of Carrara in Daz Studiofull scene, so in the import dialogue of Daz Studio I choose the Carrara preset. Just be consistent.

Confirm the main garment appears to fit and is at base resolution (in my example).
OBJ Clothes will not fitOkay..I have been going crazy here. I purchased a dress from turbosquid https://www.turbosquid.com/3d-models/3d-model-ancient-greek-woman-dress-1916472 and I am trying to make it fit onto G8.1 but NOTHING I do makes it fit at all. I import it as an object, at which point the dress shows up at around knee level, I move it up, as you can see in picture two - it does not fit. I then use Transfer Utility to try to make it fit - it goes back to around knees and now I cannot move it at all. I have tried rigging it, I have tried the transfer utility, I have tried adding dforce - nothing makes this dress fit. At my wits ends now. Also I am COMPLETELY new to Daz/Blender/3D so if this is an easy fix forgive the ignorance.
drag to parent stopped workingA clunkier alternative is to import the OBJ into the scene, Edit>Object>Rigging>Convert prop to Figure, then use the right-click>Create options from the Joint Editor tool to add bones.
Integration of live-action footage and computer generated imagery.Creating a Shot for an Animatic with After Effects on YouTube by Wobbe Koning. Tutorial is 11'32".
How to / show and tell video created for his Animation Production class at Montclair State University. The example is taken from the MetroCAF 2009 Opening animation, the artwork is by Anna Kania (now Leung). She drew the pictures and then scanned them in making layers that could be animated.
So using these ideas above, without even drawing, one could take Daz renders in layers to make animations or animatics. Or, (my English teachers would freak if I started a sentence in their class with Or) if you are not good at drawing, you can import your render into your photoshop program and add a layer which you can trace over or use the find edges under the effects tab in menu.Unreal to DazHello all,
Almost all of the discussions are around Daz to Unreal, but I am trying to see if I can work the opposite.
The end goal: a high res still image render of Daz 3d characters in a high res Unreal created environment.
Background: I am neither an expert nor even an advanced user in either Daz or Unreal, but I have a concept in mind for a visual novel. It requires high res, high quality environments for the near photo quality characters.
The problem: If I go Daz-to-Unreal, the quality of the character is not there. It is close, perhaps 75% of what it could be from what I have seen, but not what I am looking for. I can't create the environment I need in Daz, so I need the Unreal environment. However, I can't get the two to marry up together at their best quality. I can get a great still image from Unreal, but no character. I can get a great still image of a character from Daz, but not in the environment with the associated lighting and shadows etc (it is an outdoor setting).
I tried to get some of the Unreal assets into Daz to see if I could recreate parts of the environment in Daz and then do some Photoshop work (my real expertise), but the OBJ/FBX import would not work for the assets I have tried.
In summary, I have run head long into a problem that seemed to be an easy proposition initially.
Anybody try something similar?
Thanks so much,
Sagan: A DAZ Studio to Blender Alembic ExporterPadone said:
@TheMysteryIsThePoint With the latest commit Thomas added an option to turn off rigs in diffeomorphic. This helps importing alembic animations without unnecessary overhead. Please let us know if there's anything you want to add or report.
Hi @Padone
I'm not sure I understood. If Diffeo does or does not import the rig, what does that have to do with Alembic?
What do you mean by "This helps importing alembic animations"? Does Diffeo import Alembic, and I'm unaware?
I must be missing something because I don't see how importing the rig or not importing the rig has anything to do with Alembic, which has no concept of a rig, any way. Can you clarify?
Daz to Unreal Bridge - Meet the TeamHello - I have purchased several assets from the Daz 3D store along with their respective interactive licenses for a game project I have hired some developers to make for me. I cannot find how to import the assets into Unreal Engine 5 so my game development team, implement, program, and animate them as needed. Is there anyone that can point me in the right direction so my devs can start making progress with the actual assets?
Thank you!Genesis 9 clothing questions & answersDiomede said:
Mada said:
The way I handle thickness is by adding a lip - it catches the light during renders and imo makes an outfit feel more rounded and not so thin. The less loops you can manage on the lip the better the dforce result will be because it doesn't have to release as much energy.
This is how I do it in Modo - it should be the same in most of the modelling programs out there
....
The next problem you then have with dforce is when you run a sim the edges drop out, especially if its a bit heavier - the way around that is to use a dforce dynamic surface add on. There's a lot of other uses for it too so its good to learn how to use it. You can keep edges from falling out - but you can also use it to keep edges closer to each other, add support in a hoop skirt, keep layers apart so they don't sim through each other etc.
....
Thanks you so much for the explanation of dforce dynamic surface add on bridged connection. I had been shown a similar method but I failed to understand. I followed your example much better. I had been struggling with using a (some long syllable) mesh. I think the term is nonmanifold edge, but that might not be correct. Essentially, where you have bridged the lip back to the main mesh, the (long syllable) method has a single mesh with that edge extending in three directions instead of two. The yellow edge in the attached pic. I really struggled with that. My modeler did not like it at all. Can't wait to try the add-on bridge approach tomorrow.

Yay. Thank you once again, Mada.
Although I am still away from my main computer, I just had to do a test now. Couldn't wait until after the Thanksgiving holiday. I don't have Marvelous Designer on my current device, but I modeled a skirt in a simple modeler. I was able to model the add-on strips while avoiding the non-manifold edge with some strategic ordering of saving, deleting, bridging,copying, and pasting. In the attached pic I have moved the add-on for the waistband and the hem so they can be seen.
I followed your video here https://www.youtube.com/watch?v=lOWdOSQVRco#t= to create the DForce add on for the appearance of thickness.
Worked great. I do have a question about saving everything for sharing. The order seems to be to create the main garment as a figure/prop asset first. Then import the DForce dynamic add-on obj and create a figure prop asset for that seprately. Then in the final step save the main garment again but this time as a wearable preset with the add-on conformed. I can use it for my own use.
Question - Is that wearable preset capable of being shared with data files and garment+add-on without further steps? Or does the combined garment have to be saved as a figure/prop asset with its own product name?
How do I get Genesis 9 into Blender or Zbrush for content creation?Blender
Set Up Blender Units. Unit System : Metric System ; Length : Centimeters.
- Daz > Export as obj > Import in Blender > Create a Shape Key for the base/default shape > Create 1 shape key per custom morph > export those shaped Genesis as obj > Import in Blender with Morph Loader Pro
ZBrush
Install GoZ for DAZ Studio , Configure GoZ in ZBrush (specifiy the path to Daz). Then :
- Daz > File Send to ZBrush > Create a Layer for the base/default shape > Create 1 layer per custom morph > Tool GoZ to send the morph back to Daz as a morph slider.
N.B : Blender saves everything in the .blend file. Whereas ZBrush saves necessary files in a temporary folder (C:\Users\Public\Pixologic\GoZProjects\Default\My_Object.goz)
If ZBrush is amazing for creating morphs, this system of temporary files is terrible : you'll be able to work on your morph just fine, but if you sleep on it and work a day later, even opening the same Daz file and the same ZBrush file, you might end up with some issues (scaling, morph not conform, etc). I'm less used to Blender's sculpting tools, but it feels, with my "short" Blender experience, to be a way more stable and pro solution to create Daz morphs. On top of that ZBrush tends to weld vertices without asking if you're ok. And it's very easy to end up with a morph that won't work. Whereas Blender always respects the original topology.
I can't advise more one than the other. I used ZBrush for about 6 years, outstanding app really and ultra useful for Daz. I used Blender for only about a year... All I know is that the more I use Blender, the less I feel the need to go back to ZBrush.
Prop Creation in 3DS Max - Best PracticesFirst you create some object in any 3d application. Then export it to obj format. Launch Daz Studio and import this object into the program. Details (for Blender) here:

Your prop is in the Daz Studio now. Morphs for it are created in the same 3D application (the object is morphed by the tools of your program). Then the morphed object is also exported to obj file.
But now you don't import the object into Daz Studio as usual. You have to transfer it using the Morph Loader Pro plugin (with your prop active in the scene, of course). Details at the end of this video:

That is, the first obj file is your prop, and the second is its morph. The number and order of vertices must be unchanged, otherwise the Morph Loader will not accept the morph object and will report an error in the log file.
Issue with obj imports from blender deformingHaving an issue with some objs deforming when I import them from blender. All of them were originally Cyberpunk 2077 assets that were imported into blender. In blender they look fine and have no modifiers, but when I export them and import into daz they deform. Is there anything specific that would cause this?
I searched for this issue but I didn't find anything so I wanted to ask. If a blend file is needed I can get that as well.
Images: https://imgur.com/a/po3jbKM - I tried uploading them but it didn't work for me
[SOLVED] {kinda} Eyeball/Inner Mouth Morphs affecting Body VerticesEdit: After much brainstorming I've discovered that I have nothing to do with it. It's just something Daz Studio does, the same happens for other morph products on the market. So... it's solved as in, it's not solvable, but it causes no problems. If you're struggling with the same problem, just leave it.
In short: custom morphs made for Genesis 9 eyeballs have some effect on the body geometry as well, as discovered after using "Select Morph Vertices". And I can't remove them. Nor do I have any idea how this is possible.
Here's a breakdown of what's happening.
- I zero the eyeballs and change the resolution from High to Base (I do the same with the body as well);
- I export the eyeballs (and eyeballs alone);
- I import them to Blender and move the necessary vertices around;
- I export the Eyeballs, back in Daz Studio I have Genesis 9 Eyes selected in the scene (still zeroed and base res) and I load them through Morph Loader Pro;
- Genesis 9 Eyes still selected I navigate to the new morph (Actor/Head/Face/Eyes/myCustomDirectoryName) in the Parameters tab;
- Now I click on Genesis 9 in the scene, switching to the body geometry itself and still see the same morph in the same directory on this geometry.
- Now I right click on the morph (in Edit Mode of course) and choose "Select Morph Vertices". And it selects some random vertices on the body. I have no idea why or how it's even possible. I know it's not supposed to be happening.
I try the good old "Heart the Morph>Double Click>Morph Editing>Clear Selected Deltas from Favorites", Daz Studio tells me I need to select the geometry on which this morph is located, aka Genesis 9 Eyes, instead of Genesis 9, otherwise it doesn't work. But when I select Genesis 9 Eyes, then the vertices selected on Genesis 9 geometry are not affected at all.
Another interesting fact is that I CAN see this morph while I have Genesis 9 selected, even though it belongs to Genesis 9 Eyes. I can't do the same with the morphs I haven't made myself, like the Head Shapes from Daz itself. As soon as I go to Genesis 9, the morphs for the eyeballs simply disappear from Parameters tab, and I have no idea what causes this difference. Whatever tutorials I learnt creating morphs from, didn't teach me this. Is anyone here who can/is willing to?
Can anybody tell me if Genesis 9 has any improved features as far as animation?WendyLuvsCatz said:
rilla said:
WendyLuvsCatz said:
MAX Biped is the most commonly used bone hierarchy AFAIK
this doesn't seem any closer to any I have seen such as Unreal or Makehuman options and BVH import still broken
I can retarget and animate it easily enough elsewhere
https://www.daz3d.com/forums/discussion/591351/genesis-9-coming-soon-preorder-victoria-9-hd-today/p1
"Improved Posing & Animation
With enhanced bone hierarchy and industry-standard naming."
I'm not understanding what this means in Gen9. I get industry-standard naming, but "enhanced bone hierarchy"...?
What does that mean? What changed in the bone structure between 8 & 9?
no idea why you quoted me when I am as baffled as you
LOL! That gave me a good laugh! thanks lol!
Can anybody tell me if Genesis 9 has any improved features as far as animation?rilla said:
WendyLuvsCatz said:
MAX Biped is the most commonly used bone hierarchy AFAIK
this doesn't seem any closer to any I have seen such as Unreal or Makehuman options and BVH import still broken
I can retarget and animate it easily enough elsewhere
https://www.daz3d.com/forums/discussion/591351/genesis-9-coming-soon-preorder-victoria-9-hd-today/p1
"Improved Posing & Animation
With enhanced bone hierarchy and industry-standard naming."
I'm not understanding what this means in Gen9. I get industry-standard naming, but "enhanced bone hierarchy"...?
What does that mean? What changed in the bone structure between 8 & 9?
no idea why you quoted me when I am as baffled as you
Can anybody tell me if Genesis 9 has any improved features as far as animation?WendyLuvsCatz said:
MAX Biped is the most commonly used bone hierarchy AFAIK
this doesn't seem any closer to any I have seen such as Unreal or Makehuman options and BVH import still broken
I can retarget and animate it easily enough elsewhere
https://www.daz3d.com/forums/discussion/591351/genesis-9-coming-soon-preorder-victoria-9-hd-today/p1
"Improved Posing & Animation
With enhanced bone hierarchy and industry-standard naming."
I'm not understanding what this means in Gen9. I get industry-standard naming, but "enhanced bone hierarchy"...?
What does that mean? What changed in the bone structure between 8 & 9?









