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Blunt Question
Hey guys,
I'm confused. As a relatively inexperienced Poser user I am trying to explore the options out there for figures and clothing. I know about HiveWire's content having been moved to Renderosity. Then there's Daz 3d. I know there is a lot of good content at Daz 3d -- but I'm getting the feeling that the Daz 3d figures don't work in Poser. Is this true or false? I am a set designer in the film industry and basically dress figures and pose them and then generate obj's of them that I then import in my 3d models. Would the Daz 3d figures (Genesis, V4, M4 and whatever other figures may be out there) work well enough for my purpose?
Thank you, all. I really appreciate your reply.
Pirate ship that looks good in a close up?jdavison67 said:
markusmatern said:
Have not tried them, but other assets in the past. Usually their stuff is really good and free. May need some work to get them into DAZ. And not a real pirate ship.
https://polyhaven.com/a/ship_pinnace
https://polyhaven.com/a/dutch_ship_medium
I have pulled one of these in to DAZ....and it's actually pretty good!
I just have one question for those of you with some Blender smarts....
How do I import this in to DAZ retaining all of the object groups?
It comes in as a single mesh...and in Blender... it is a group of individual objects...
I would like to retain the individual objects if possible.
JD
I'm not a Blender expert myself and am using version 3.3.1
There are at least two possible options
- You can select one of the objects in Blender in the Outliner and export to OBJ with the option Object Properties ► Limit to Selected Only checked.
Repeat this for all parts and import all in DAZ. - If you want something like a figure (where the groups are converted to bones) you can disable the above mentioned option and export everything with the option Grouping ► Export Material Groups
To get the individual groups converted to bones you need to use the pane Figure Setup in DAZ and create a new figure by importing the geometry using the context menu Add geometry
For more info on the process see here in the official documentation
CARRARA CHALLENGE #64: Old egypt..... WIPThanks for the comments, UB, Stezza, and Bunyip.
Looking good, ed3D. Did you decide to import the Bryce pyramids? Or are those Carrara objects?
Pirate ship that looks good in a close up?markusmatern said:
Have not tried them, but other assets in the past. Usually their stuff is really good and free. May need some work to get them into DAZ. And not a real pirate ship.
https://polyhaven.com/a/ship_pinnace
https://polyhaven.com/a/dutch_ship_medium
I have pulled one of these in to DAZ....and it's actually pretty good!
I just have one question for those of you with some Blender smarts....
How do I import this in to DAZ retaining all of the object groups?
It comes in as a single mesh...and in Blender... it is a group of individual objects...
I would like to retain the individual objects if possible.
JD
DAZ Install manager and DSON ImporterMartirilla said:
The DAZ Install Manager is for the DAZ Studio software, not Poser. Forget about it. Doesn't work in/with Poser and never has. They are very different software, as I would have expected most people in the community to know by now. Though there are of course some sly trolls who continually pretend not to know the difference, in order to try to confuse newbies on forums. Possibly you've been confused by one of those.
Completel nonsense. Install Manager can install Poser-format content for use in Poser, you just have to add the destination folder (e.g. My Daz 3D Library by default) as an external runtime in Poser.
Anyway, Poser 11 + a copy of old DSON plugin is what you need to easily import DAZ Genesis 1 & 2 figures to Poser 11. Some people can also get G3 and G8 into Poser 11 via DSON, but they make it look like a lot of work and I've never tried it. There may also be other routes to import, but they involve some technical savvy.
You can even save a DSON G1 or G2 import in Poser 11 and then open it in Poser 12, but the figure no longer works correctly. I'm guessing the figure needs to 'see' the DSON plugin, which doesn't exist for Poser 12 (and never will).
To have the Poser 11 Library see what DAZ items can be imported by DSON, simply point the Library to the DAZ Studio runtime. So far as I recall, if it can't be imported then it won't show up in the DAZ folders.
DAZ Install manager and DSON ImporterThe DAZ Install Manager is for the DAZ Studio software, not Poser. Forget about it. Doesn't work in/with Poser and never has. They are very different software, as I would have expected most people in the community to know by now. Though there are of course some sly trolls who continually pretend not to know the difference, in order to try to confuse newbies on forums. Possibly you've been confused by one of those.
Anyway, Poser 11 + a copy of old DSON plugin is what you need to easily import DAZ Genesis 1 & 2 figures to Poser 11. Some people can also get G3 and G8 into Poser 11 via DSON, but they make it look like a lot of work and I've never tried it. There may also be other routes to import, but they involve some technical savvy.
You can even save a DSON G1 or G2 import in Poser 11 and then open it in Poser 12, but the figure no longer works correctly. I'm guessing the figure needs to 'see' the DSON plugin, which doesn't exist for Poser 12 (and never will).
To have the Poser 11 Library see what DAZ items can be imported by DSON, simply point the Library to the DAZ Studio runtime. So far as I recall, if it can't be imported then it won't show up in the DAZ folders.
Copy/paste blend shapesIn case someone else is going through the issues of face blendshapes for G8M and using Rokoko face fbx files, I thought I would document a solution for them
While I could not make this work in Maya 2022, I was able to make it work in Maya 2020, with the help of Laylo3d Genesis 8 for Maya scripts.
With the use of Laylo3d Genesis 8 for Maya, within Daz, I would favorite the 52 blendshapes to be exported.
All of the 52 blendshapes can be found under Parameters> Gen 8> Actor> Face Mojo> FACS Morphs (I think I have these parameters because I also purchased the Face Mojo plugin for G8M/G8F). By favoriting the 52 blendshapes, you inform the plugin of what morphs you want to export, along with the character.
Export to whatever filename you wish, in this case, I kept it at the default name Genesis8Male.fbx
I installed the Laylo3d scripts in the same plugins that both Maya 2022 and Maya 2020 use, but it does not load in Maya 2022, showing the following errors:
// Error: file: C:/Program Files/Autodesk/Maya2022/scripts/others/pluginWin.mel line 316: invalid syntax // // Warning: file: C:/Program Files/Autodesk/Maya2022/scripts/others/pluginWin.mel line 316: Failed to run file: C:/Users/tam2000k2/Documents/maya/plug-ins/Genesis8ForMaya.py // // Error: file: C:/Program Files/Autodesk/Maya2022/scripts/others/pluginWin.mel line 316: (Genesis8ForMaya) //With that said, I do not experience these errors in Maya 2020. This is probably due to the fact that the script/plugin was created before the changes in Maya 2022 were made
Nevertheless, import the file using the Laylo3d script within Maya 2020, which opens a dialog box to change the name, which I changed mine to default.
Once you can see the 52 blendshapes, then the import was successful - that was the big bottleneck right there. Without this, you have nothing.
Import the face fbx that was created in Rokoko. I watched a tutorial which they changed the color of the Rokokofaceroot from limegreen to grey and, I agree with them, that it makes it easier to view the various changes in the face when you use a grey texture - open Hypershade to make the changes
Select all the keys from the Rokokofaceroot, followed by using the "Paste connect" on the G8M blendshapes. "Paste connect" is not the same as just "Paste"
When you see the same keys appear in the timeline, then it was a success. For some reason, maybe because this was a long animation, but my keys took a minute or so to show up. At first I thought, it didn't work - after all that and still nothing - along with some expletives, but it did worked
socksI was looking in Aeon Souls catalogue as they have some undress products, but they seem not to include socks.
And I am not aware of other products that can do it out of the box.
Some methods I can see if you just want one sock falling down.
A) Use mesh grabber to pull the upper part of one sock down
B) Use a D-former to do the same
C) Applying dForce to the socks and then weightpaint it to only the upper part of one sock. I would also increase Expansion-Contraction to 110-120.
If you want one sock on and one sock on the floor, I would load 2 pair of socks, hiding one sock in each, so one sock is on the character and the other is not and then simulate the other to lie in the floor.
It might be easier to export the socks and remove one in a modeller, and then import it twice.
PC Transfer, Saved Files Under Smart ContentMelanieL said:
Did you remember to "Export User Data" on your old PC? That will create a file (or multiple files) in your Runtime/Support folder which you need to copy to the new PC and import into the content management system there.
ETA: To expand a little, the entries within the Local User "product" are stored in the CMS database as "User Data" when you save the scenes/presets/etc, so this is what you need to get copied across to your new PC.
If you still have access to Daz Studio on your old PC then my first sentence is the way to go:
On your old PC, from the Smart Content or Content Library tab hamburger menu, select "Content Database Maintenance" and you will a window with several options - checkmark "Export User Data" and Accept. This will place a file called UserData_1.dsx (and UserData_2, ... if you had a large amount of user data) in Runtime/Support library of your first Daz Content library.
Copy this file or files to your new PC into the corresponding Runtime/Support library on that PC then open Content Database Manager there. This time, checkmark "Re-import Metadata..." and Accept. On the window that opens, checkmark your copied Userdata file (or files) and uncheck everything else then click Accept. You should then see all your old scenes again.
Hey thanks, unfortunately I don't have access. I am assuming then there is no way other than to re-save each scene. (I can load them from the content library, they just dont show on smart content saved (local user))
How to create a UV Set .duf file?You need to load it as a new UV Set via the Surfaces pane oprtion menu - the lined/hamburger button in the top corner or right-click the tab - and then save it as an asset (File>Save As>Support Assets>UV Assets). It is vital that the vertex and polygon order have remained the same during import/export.
DAZ, MD, and Traditional Pattern Making - Graduation11/12 - New Video Posted - Collarless Shirt Complete Project
Collarless Casual Shirt - Complete ProjectYou can create this for V9 or M8 using the templates (slopers) Here:
ResourcesThe Free HDRI used in last section is here -> Studio HDR
Shaders used in final section: Mec4d PBS Shaders vol.2 for Iray. (If you don't have a basic cotton shader, there is a zip file in the resources above with textures)
Close to an hour - covers a lot of topics with chapters.
This simple garment (14 chapters!) in this image is using only what's covered in videos with a little postwork.
If you've never used Marvelous Designer before, but are familiar with 2D Vector tools like Illustrator you can probably jump right in with the free trail version and the template (sloper) starter files in resources if you have V9 or M8.
If this is your first video - you might want to check out this quick video that covers default settings that are useful -> Useful Settings
Link: Free Trial at bottom of page - you'll need to create login

0:00 Export from DAZ
0:29 Import to Marvelous Designer
1:06 Project Overview
1:55 Move Dart on Women's Sloper
5:08 Shape Side
8:43 Shape Hemline
11:05 Shape Neckline
14:51 Shape Sleeve
17:41 Create Placket
22:05 Final Shaping
24:40 Adding Trim
29:08 Adding Seams for Realism
33:19 Stitching
36:27 Buttons
39:54 UV Setup
41:31 Creating Stitching Texture Map
43:01 Exporting Garment to DAZ
43:46 Simple texturing in DAZPC Transfer, Saved Files Under Smart ContentDid you remember to "Export User Data" on your old PC? That will create a file (or multiple files) in your Runtime/Support folder which you need to copy to the new PC and import into the content management system there.
ETA: To expand a little, the entries within the Local User "product" are stored in the CMS database as "User Data" when you save the scenes/presets/etc, so this is what you need to get copied across to your new PC.
If you still have access to Daz Studio on your old PC then my first sentence is the way to go:
On your old PC, from the Smart Content or Content Library tab hamburger menu, select "Content Database Maintenance" and you will a window with several options - checkmark "Export User Data" and Accept. This will place a file called UserData_1.dsx (and UserData_2, ... if you had a large amount of user data) in Runtime/Support library of your first Daz Content library.
Copy this file or files to your new PC into the corresponding Runtime/Support library on that PC then open Content Database Manager there. This time, checkmark "Re-import Metadata..." and Accept. On the window that opens, checkmark your copied Userdata file (or files) and uncheck everything else then click Accept. You should then see all your old scenes again.
DAZ, MD, and Traditional Pattern Making - Graduationbarbult said:
Stupido3D said:
barbult said:
I am interested in you you import Daz clothing into MD and drape it in MD, if you do that.
I have never simulated daz clothing per se, but I have simulated many other objs.
I attached an example of simulated obj garments. The bag in the image was not an obj, that was a MD garment.
Key findings
- any obj needs to be fully welded otherwise any unwelded pieces fly away or fall apart
- weft and warp will still work according to the UV layout of the obj, so you can still tweak the fit of the obj slightly
- it is best to position and resize against the avatar before bringing it into MD, and also subdivide it to the required mesh density
- for me, simulating an obj with the GPU acceleration simulation setting for too long will crash the program
- you can adjust the fabric properties of obj garments just as you would an MD garment file
- sometimes the UV will 'break' when you open an older MD file containing obj garments. I.e., MD will give you an error warning you that it forgot the UV. You can still proceed to export this to Daz and then reset the correct UV by clicking the 'load UV set' and choosing the obj file with the unadulterated UV.
Thanks for these tips! MD crashes often for me with GPU render, too.
I tried exporting a DS garment as OBJ and simulating it in MD. Then I exported it back out of MD and imported it into DS. But, back in DS, the imported OBJ did not have any of the textures of the original garment or any of the individual surfaces. So I'm still missing some understanding of how to handle this process. Hmmm. Maybe I am supposed to use the MD obj export as a morph source for the original garment instead. Any other suggestions?
That's a good point. The few times i've used 'obj garments' as we seem to be calling them, I've only used ones with simple UV (one UDIM tile) and only one material zone. So never encountered the issue.
In such cases where the garment has multiple surfaces, i guess we cannot easily maintain those Surfaces/Material Zones during the process so would have to do some workaround.Loading via Morph Loader Pro could be one solution, but only on the proviso that you maintained geometry during the process. What if you subdivided the mesh before going to MD (in order to get a more detailed simulation)? In that case, i suppose you wouldnt be able to load it as a morph on the original Daz garment. You would have to instead load the simulation as a morph onto the subdivided mesh.
UltraScenery - new territory [Commercial]Here is how i set up my depth maps.
As already said if i have no volumetrics in the scene I render to disk having set the canvases to Beauty ( needed otherwise youll not have a render but your not going to use this) Depth or Distance and any of the others you want. If you are using volumetrics, do your render then go back turn all of the smoke, fog, clouds or whatever else you have off in both your scene (vdbs etc) and your envirments tab in render settings. Then (and this is important) rename the image your about to render to disk something like image name-depth so and in canvases just select the depth/distnace etc and render away. You will not get a pretty pic for this as you didnt render a beauty layer but you will get the maps you need.
Render and import in to photoshop/ other image editor. The canvases will come in to (photoshop) overexposed so you need to knock that back down using an adjustment layer, then copy all layers and import in to your image alpha channel ( for photoshop this is what the lense blur filter uses to read the image and add blur) then go in to your fiters>Blut>LensBlur and you should be off and running. You can adjust the depth distance maps to make masks for mist and fog etc too buy using adjustments>exposture and tweaking the levels.
Ive attached some slides made as part of a tutorial i did which should help explain it.
Genesis 8 or 8.1 shapes on genesis 9?are your characters built from different morphs? if so, you will need to combine them into one morph before you can transfer it. as long as it's just one morph, you can transfer it using my steps.
you can combine morphs using Shape Splitter or by following these steps.
1. set character to base resolution (from parameters tab, scroll down a little bit and find "resolution level", set that to "base")
2. zero the pose on the character
3. export (file->export) with default options (and check "filter objects" by "selected roots")
4. load a new 8.1 figure.and select it
5. import your exported file as a morph:
edit->object->morph loader pro
click "choose morph files..." select your obj file, press ok
6. find and favorite that morph and transfer to g9
Cyberpunk universedaveso said:
xyer0 said:
Kitbash3D has Cyberpunk buildings galore, a high elven kit (Elysium) as well. If you buy upon release it's a good deal @ half off. Or you can wait for sales, which happen about thrice a year.
thery seem to be rather difficult to use unless you can use Blender or another 3D program.
@daveso If DS' fbx import still worked it would not be any more difficult than any other non-Daz asset. I use Poser to get them into Studio, and it works seamlessly.
DAZ, MD, and Traditional Pattern Making - GraduationStupido3D said:
barbult said:
I am interested in you you import Daz clothing into MD and drape it in MD, if you do that.
I have never simulated daz clothing per se, but I have simulated many other objs.
I attached an example of simulated obj garments. The bag in the image was not an obj, that was a MD garment.
Key findings
- any obj needs to be fully welded otherwise any unwelded pieces fly away or fall apart
- weft and warp will still work according to the UV layout of the obj, so you can still tweak the fit of the obj slightly
- it is best to position and resize against the avatar before bringing it into MD, and also subdivide it to the required mesh density
- for me, simulating an obj with the GPU acceleration simulation setting for too long will crash the program
- you can adjust the fabric properties of obj garments just as you would an MD garment file
- sometimes the UV will 'break' when you open an older MD file containing obj garments. I.e., MD will give you an error warning you that it forgot the UV. You can still proceed to export this to Daz and then reset the correct UV by clicking the 'load UV set' and choosing the obj file with the unadulterated UV.
Thanks for these tips! MD crashes often for me with GPU render, too.
I tried exporting a DS garment as OBJ and simulating it in MD. Then I exported it back out of MD and imported it into DS. But, back in DS, the imported OBJ did not have any of the textures of the original garment or any of the individual surfaces. So I'm still missing some understanding of how to handle this process. Hmmm. Maybe I am supposed to use the MD obj export as a morph source for the original garment instead. Any other suggestions?
UltraScenery - new territory [Commercial]Dave Savage said:
lou_harper said:
Sorry to dig up this old post but I have questions.From what I know of Canvases, you select certain object to be in one canvas. Like in a scene I would do foreground, middleground, and background each as a separate canvas. But with a complex environment like Ultrascenery, full of instances how do you pick what should be in a canvas?
From what I understand, you do a canvas of the whole scene only you change the type of canvas to "Depth" and then the further away from the camera objects are in the scene will render white and the closer will be black.
Though as it's creating an .exr file it will all just look completely white until you take it to the imaging editor.When you import the .exr file into Photoshop or other imaging editor, you need to convert the HDRI using "Equalise Histogram" and then set that layer to 'Screen' with your regular scene render layer underneath.
You can get really as complex as you need using layer masks to get maximum control, but this is just a simple way.
Hope this helps.
Interesting!
"...set that layer to 'Screen' with your regular scene render layer underneath." Does this mean that you render the scene twice–once with canvas and once normal, or am I misunderstanding?
UltraScenery - new territory [Commercial]Dave Savage said:
lou_harper said:
Sorry to dig up this old post but I have questions.From what I know of Canvases, you select certain object to be in one canvas. Like in a scene I would do foreground, middleground, and background each as a separate canvas. But with a complex environment like Ultrascenery, full of instances how do you pick what should be in a canvas?
From what I understand, you do a canvas of the whole scene only you change the type of canvas to "Depth" and then the further away from the camera objects are in the scene will render white and the closer will be black.
Though as it's creating an .exr file it will all just look completely white until you take it to the imaging editor.When you import the .exr file into Photoshop or other imaging editor, you need to convert the HDRI using "Equalise Histogram" and then set that layer to 'Screen' with your regular scene render layer underneath.
You can get really as complex as you need using layer masks to get maximum control, but this is just a simple way.
Hope this helps.
Another great tips - awesome and thanks for sharing.
Lisa’s Curious Botanicals: MushroomsRichard Haseltine said:
If it is from Hivewire or Renderosity (or if you got it from a Daz purchase but manually installed) then it won't show in database driven views unless you import the metadata. Daz Studio Formats or Poser Formats directly show the files on disc, check the location from the read me (or zip structure).
Using Content Package Assist and then installing through DIM helps with seeing it in the products section.













