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Daz 3D Forums > Search
  • Making Clones of G9 - Tutorial

    Great News! The making of autofit clones OF G9 for All the Genesis clans is very easy.

    For eg.

    Genesis - load figure, base resolution, 0 subdivisions

    no geografts.

    Export out figure, name it for making clothing with.

    Import in that .obj file.

    Make clothing of Genesis on Genesis. Save it.

    Can now delete it off of Genesis.

    Load G9, load the clothing of Genesis unto G9 - use the provided Genesis clone.

    HIDE all except that new clothing shaped to G9, export it out as .obj named for the autofit clone

    Select Genesis and bring in the .obj via Morph Loader - make the morph, polish the morph [modifier/clone, etc.], save the morph. Done.

    Then Genesis can wear G9's clothing :-)

    By

    Catherine3678ab Catherine3678ab October 2022 in Freebies
  • New Release: Bringing Daz figures To Life in UE5

    You mention that the preferred method for exporting the fbx from Blender is via bult-in fbx exporter. I'd really appreciate it if you could let me know the optimal fbx export settings, as I'm not very familair with Blender.

    Attached the export and import settings for SKM and for animations, the settings work for UE5.1 and Blender3.3, may not work for earlier versions because they updated their FBX importers and exporters. 

    By

    catmaster catmaster October 2022 in Unreal Discussion
  • I am beginner to Daz Studio, I have tried my luck in vain...

    @rosseliani, thanks for your words of encouragement.

    I wish I could create something to giveaway, I am not an accomplished artist, the 3D world may vast but the learning curve is really scary than the halloween itself.

    Barely used Blender to import some content created for this application into Daz Studio.

    I would love the idea to create characters, props and something else.

    The learning curve is atrocious, not that I am impulsive but using a program should be a rewarding experience not harder to learn it.

    What I use most are word processing, previously used Photoshop, as this is too expensive.

    Now I use Paint.net which is more intuitive if there is anything else to do, GIMP is my second choice.

    I said so many times before, I am no fan of video tutorials, I prefer a written ones with lots of screenshots and better explanations to get the most out of it.

    Maybe you are a sesoned artitst, have experienced the hihg and lows of it, but you are in a better position now.

    Well I will see how I can go, November is starting up and another contest is coming up, so I hope this time around a better objective should be added.

    By

    Halcon Bluesky Halcon Bluesky October 2022 in New Users
  • Comic Life 3 and Daz3d - Is there a Thread

    Nyghtfall said:

    Gemini Queen said:

    I've been using Comic Life 3  for a little bit, and I love it.

    I briefly tried ComicLife 3 until I discovered that it exports production renders at a diminished resolution than what you import.  How has your experience been with maintaining image quality?

    Don't know if you're still lurking here, but it definitely does this. Doesn't matter what you try. Even using a page that can handle larger renders and scaling it to original size gives the same results. 

    By

    kirbawirba kirbawirba October 2022 in The Commons
  • Product Library

    You can Export to csv format in DIM after you select all items on your Ready to Install tab and then repeat on your Installed tab. Import the csv file into LibreOffice Calc or M$ Excel. If you have downloaded all software packages then everything you own from DAZ, which can be used with DAZ Studio, will be in these lists plus additional information about your products.

    This will not show the vendor name, but it will let you search library by product ID, order date, porduct name, installation location.

    See attached picture as an example

    By

    hjake hjake October 2022 in The Commons
  • Diffeomorphic DAZ Importer version 1.6.0 released

    I found the setting to have it like in Daz. It's set to "Full" under "inherit scaling" as standard. When I change it to "None" I can scale the bones and the mesh one by one. Maybe it can be changed to be standard at import? I can't see why inherting scaling within a bone chain should be necessary.

     

     

    By

    surody surody October 2022 in Blender Discussion
  • Why G9 is not good for blender (or any other 3d app)

    Padone said:

    @gerster None of your points are a solution to the issues I reported. You can't do HD morphs for daz studio unless you're a PA. You can actually already import HD shapes and morphs in blender via the addon by Xin, though it requires extensive manual work, but HD figures are much heavier and do not fit animation. With G9 you can't avoid HD.


    My suggestions from my former post were to reduce the expensive manual work with the Xin addon. I never use "pure HD figures" in Blender because of the heavy mesh.
    The solution is to use the Xin addon, but I would like to have a more manageable workflow here.
    And yes, while it's true that you can't import HD morphs as non-PA into DAZ, you can still do displacement maps, which is enough for many use cases.

    By

    Hurdy3D Hurdy3D October 2022 in Blender Discussion
  • Why G9 is not good for blender (or any other 3d app)

    @gerster None of your points are a solution to the issues I reported. You can't do HD morphs for daz studio unless you're a PA. You can actually already import HD shapes and morphs in blender via the addon by Xin, though it requires extensive manual work, but HD figures are much heavier and do not fit animation. With G9 you can't avoid HD.

    By

    Padone Padone October 2022 in Blender Discussion
  • Why G9 is not good for blender (or any other 3d app)

    Padone said:

    And here it comes G9. The new genesis differs from G3 G8 because it is designed differently. If we look at the wireframe we see the topology is very simple and it relies on HD morphs for any body detail. As for diffeomorphic, this means you are forced to use the HD import to get the G9 figure in blender, that of course also means the G9 figure will take more cpu and gpu resources so we need a more powerful hardware.

    Apart that, we normal users can't do HD morphs, only PAs can, so forget of using blender or other apps to do morphs for G9. That is, with the daz morph loader we are limited to the base mesh, so G9 will not allow us to sculpt detailed morphs.

    To me as a daz user G9 is a big step back from G3 G8, in that it is HD based so it strongly limits what we can do. Unless DAZ decides to release the HD toolkit to anyone, that could be a viable solution for G9.

    While I will stay with G8.1 for a while, I like G9 so far.
    The main issue is that Blender does not allow Multi Res morphs. If we had that in Blender, all the problems with G9 would be gone, and we could use G9 in Blender like in DAZ.
    When I switch at a future point to G9, I will still use the base mesh and do HD via displacement maps baked by the XI addon.
    Maybe this would be an excellent opportunity to integrate the XI addon into Diffeo?
    Thinking of features like:
    - Add a button that bakes all morphs that have HD instead of letting us select and collect these morphs manually
    - Add a button to bake all displacement maps for expressions
    - Add/remove displacement maps automatically if morphs and expressions are detailed in/out

    By

    Hurdy3D Hurdy3D October 2022 in Blender Discussion
  • Alistair Gen8M - 90% Skin Trans broken

    75% skin translucency works fine.

    90% fails with unexpected character. I've highlighted in red.  Please Fix.

     

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

    2022-10-30 15:01:30.936 [INFO] :: Prepare asset load (merge): /People/Genesis 8 Male/Characters/Alistair/Alistair Iray/Alistair Skin Translucency 75�uf

    2022-10-30 15:01:30.936 [INFO] :: Locking viewport redraw...

    2022-10-30 15:01:30.936 [INFO] :: Viewport redraw locked.

    2022-10-30 15:01:31.092 [INFO] :: Native format content directories: 2

    2022-10-30 15:01:31.092 [INFO] :: Poser format content directories: 3

    2022-10-30 15:01:31.092 [INFO] :: Other import format content directories: 0

    2022-10-30 15:01:31.092 [INFO] :: Begin asset load (merge): /People/Genesis 8 Male/Characters/Alistair/Alistair Iray/Alistair Skin Translucency 75�uf

    2022-10-30 15:01:31.093 [INFO] :: Determining missing assets...

    2022-10-30 15:01:31.093 [INFO] :: Setting textures...

    2022-10-30 15:01:31.093 [INFO] :: Applying animations...

    2022-10-30 15:01:31.094 [INFO] :: Setting up follow targets...

    2022-10-30 15:01:31.094 [INFO] :: Finished asset load (merge): 0m 0.2s - /People/Genesis 8 Male/Characters/Alistair/Alistair Iray/Alistair Skin Translucency 75�uf

    2022-10-30 15:01:31.391 [INFO] :: Unlocking viewport redraw...

    2022-10-30 15:01:31.391 [INFO] :: Viewport redraw unlocked.

    2022-10-30 15:01:33.137 [INFO] :: Prepare asset load (merge): /People/Genesis 8 Male/Characters/Alistair/Alistair Iray/Alistair Skin Translucency 90�uf

    2022-10-30 15:01:33.137 [INFO] :: Locking viewport redraw...

    2022-10-30 15:01:33.137 [INFO] :: Viewport redraw locked.

    2022-10-30 15:01:33.290 [INFO] :: Native format content directories: 2

    2022-10-30 15:01:33.290 [INFO] :: Poser format content directories: 3

    2022-10-30 15:01:33.290 [INFO] :: Other import format content directories: 0

    2022-10-30 15:01:33.290 [INFO] :: Begin asset load (merge): /People/Genesis 8 Male/Characters/Alistair/Alistair Iray/Alistair Skin Translucency 90�uf

    2022-10-30 15:01:33.291 [INFO] :: Json Parser (69,2): Unexpected Character

    2022-10-30 15:01:33.291 [INFO] :: Error loading asset: G:/DAZ 2021/Applications/Data/DAZ 3D/My DAZ 3D Library/People/Genesis 8 Male/Characters/Alistair/Alistair Iray/Alistair Skin Translucency 90%.duf

    2022-10-30 15:01:33.291 [INFO] :: Operation failed

    2022-10-30 15:01:33.538 [INFO] :: Unlocking viewport redraw...

    2022-10-30 15:01:33.538 [INFO] :: Viewport redraw unlocked.

    By

    lorddayradon lorddayradon October 2022 in Technical Help (nuts n bolts)
  • Bringing a Shape from G8 over to G9 - Tutorial
    Catherine3678ab said:

    CHWT said:

    Catherine3678ab said:

    You're quite welcome.

    .......................

    For those seriously not into using a modeller, one can export .obj files from D/S [no groups], rename them if/when necessary, and then import them back into D/S via the Morph Loader Pro [if making morphs].

    .........................

    ALSO -- this is so neat -- making "clothing" out of any of the Genesis clan members, shaped how you please [this has nothing to do with this tutorial per sa] ... and they will load FAST, like under 2 seconds maybe ... give them "actor" bones ... and then these can be posed too.

    When I use Morph Loader, should I check or uncheck "change orientation"?

    After years of not knowing better, somebody finally mentioned in a thread that they knew I read, that no we should not be changing orientation. So uncheck that box.

    Thanks!

    By

    CHWT CHWT October 2022 in Freebies
  • Bringing a Shape from G8 over to G9 - Tutorial

    CHWT said:

    Catherine3678ab said:

    You're quite welcome.

    .......................

    For those seriously not into using a modeller, one can export .obj files from D/S [no groups], rename them if/when necessary, and then import them back into D/S via the Morph Loader Pro [if making morphs].

    .........................

    ALSO -- this is so neat -- making "clothing" out of any of the Genesis clan members, shaped how you please [this has nothing to do with this tutorial per sa] ... and they will load FAST, like under 2 seconds maybe ... give them "actor" bones ... and then these can be posed too.

    When I use Morph Loader, should I check or uncheck "change orientation"?

    After years of not knowing better, somebody finally mentioned in a thread that they knew I read, that no we should not be changing orientation. So uncheck that box.

    By

    Catherine3678ab Catherine3678ab October 2022 in Freebies
  • New Release: Bringing Daz figures To Life in UE5

    About the cloud service there needs to be some data protection as we don't want the store bought characters being downloaded by unauthorized users or bots, because the EULAs of Daz store and Renderotica, Renderosity etc. state that users have to secure and encrypt the bought assets to make sure they can't be extracted or redistributed.

    Blender or other equivalent is often used as asset processing hub to integrate different resources with Diffeomorphic to import from Daz and using Blender asset library, also there are plugins like Animation Layers, AutoRig Pro, Quick Rig, Uefy etc. which are equivalent to Maya and MotionBuilder. These pugins often have their own FBX exporters to send to game engines but their exporters can't export other rigs they don't support. For FBX files the Blender's build-in FBX exporter is the preferred method.

    It'd be nice if the FBX from the DTL system can be exported to UE5 from Blender, with correct bone axes for the physics assets e.g. the constraints angular limits have the local bone X axis as primary bone axis which is perpendicular to twist motion. It doesn't need to match the mannequin's axes, attached image showing the Daz character FBX exported from Blender with correct bone axes.

    The baked JCMs are not as useful as realtime application of JCMs, it's a lazy method to skip modifying the nodes in UE5 for G8 skeleton. The realtime application from the DTL system is the best if it can provide asset components or engine plugins to easily integrate with exsiting projects.

    By

    catmaster catmaster October 2022 in Unreal Discussion
  • Show Us Your Bryce Renders Part 12

    trying out import heightmaps made of program writing .bmp's

     

     

    By

    mach25 mach25 October 2022 in Bryce Discussion
  • Scenes created before latest versions crash program

    felis said:

    Have you tried to look in your log Help > Troubleshooting > View Log File, to see if there are any information that could spread light on the issue?

    And is it only old scenes that crashes DS, i.e. you can create a new scene (with similar content) that renders fine?

    Yup. It's the weirdest thing. I can pretty much import the same (saved) figures and the scene renders fine.
    But when I try to open an older saved scene, it IRAY previews fine but rendering just quits the program with no warning. (I've taken a look at the logs and I see no error just before it quits). But i'm no expert.  

    I'd blame driver updates but that would affect new scenes too. So it must be a program / compatibility issue. Tried resaving old scene. Same thing, quit on render.

    By

    tonyg3d tonyg3d October 2022 in Daz Studio Discussion
  • Why G9 is not good for blender (or any other 3d app)

    @Padone
    To be fair,
     I only look at any 3D figure eco system through the lense of its level of compatibility with my primary Delivery environment
    (formerly Maxon C4D,now Blender)

    And its ability to access multiple external character motion Data sources for body and face.

    The reason I effectively skipped
    Genesis 3 and stuck with G2 for so long, was because by the time  my external animation retargeting system(Iclone 3DXchange)had actually become fully compatible with the new twist bone rig of G3 ..G8 was here and I was Migrating to Blender where I had access to the Rokkoko retargeter as well as the CC3 figures fully animated in blender 

    Now however, ARP has turned Blender into a universal character system for body animation from nearly any motion source.
    (like Motionbuilder)
    and the animated shapekey version of Diffeo ,has made facial& lipsync, a settled matter for me as well.

    As for Genesis 9 specifically, this seems like what some might  call a “fan service” release.

    That being a figure truly for the Primary core Daz studio user base who typically renders close up stills portraits/pinups with Iray INSIDE Daz studio..not in Unreal engine, Unity Maya ,C4D or Blender.
    The  focus on high definition eye & brows is great for that purpose
    and looks really good!!yes

    it’s new rigging breaks ALL currently existing compatibility with Character animation data,
    (unless you replace the rig in an external app as I did for the above video).


    For those people who still animate& render figures inside Daz studio G9 sets them back to Zero.frown

    And even for those of us  ,who export ,animate and render in other programs and replace the rigging,
    G9’s heavier geometry, 8K maps, and total divestment from any ability to import data from Daz mimic,anilip2 iphone face mojo into our external app , makes this  figure generation quite moot, for now at least.

    By

    wolf359 wolf359 October 2022 in Blender Discussion
  • Bringing a Shape from G8 over to G9 - Tutorial
    Catherine3678ab said:

    You're quite welcome.

    .......................

    For those seriously not into using a modeller, one can export .obj files from D/S [no groups], rename them if/when necessary, and then import them back into D/S via the Morph Loader Pro [if making morphs].

    .........................

    ALSO -- this is so neat -- making "clothing" out of any of the Genesis clan members, shaped how you please [this has nothing to do with this tutorial per sa] ... and they will load FAST, like under 2 seconds maybe ... give them "actor" bones ... and then these can be posed too.

    When I use Morph Loader, should I check or uncheck "change orientation"?

    By

    CHWT CHWT October 2022 in Freebies
  • Why G9 is not good for blender (or any other 3d app)

    And here it comes G9. The new genesis differs from G3 G8 because it is designed differently. If we look at the wireframe we see the topology is very simple and it relies on HD morphs for any body detail. As for diffeomorphic, this means you are forced to use the HD import to get the G9 figure in blender, that of course also means the G9 figure will take more cpu and gpu resources so we need a more powerful hardware.

    Apart that, we normal users can't do HD morphs, only PAs can, so forget of using blender or other apps to do morphs for G9. That is, with the daz morph loader we are limited to the base mesh, so G9 will not allow us to sculpt detailed morphs.

    To me as a daz user G9 is a big step back from G3 G8, in that it is HD based so it strongly limits what we can do. Unless DAZ decides to release the HD toolkit to anyone, that could be a viable solution for G9.

    By

    Padone Padone October 2022 in Blender Discussion
  • Daz to Blender Bridge

    catmaster said:

    Why use the DazToBlender bridge when you can use Diffeomorphic to perfectly import whole scenes into Blender with correct morphs and poses.

    With Diffeomorphic I almost alway have problems with the clothing. Especially when there are more than one layer of garments. Like a vest and a skirt over a blouse over a braw and panties. The layers get mixed up and you see the braw or blouse over the vest, etc. Sometimes even the skin at some places.

    I thought that the bridge would be better but I see that it is not. Probably even worst. 

    By

    denisnormandin denisnormandin October 2022 in Blender Discussion
  • Daz Can't Find My Bryce to export

    To find Bryce what directory should it be or how do I configure the path? I am using Bryce to import assets from other applications (mainly .3ds), optimizing the textures (mats in Bryce lingo) then exporting them to Daz as an .obj file. I have a collection of cars (each slightly different  scale) and I wanted to import the ranger SUV and the ladybug VW model so I can scale them correctly. As an aside, when importing Bryce into Daz via .obj import, scaling the object to 15% of the original imported size seems to be the most accurate to match the scale in Daz. My issue is the cars from various sources are all slightly different in scale (a Camero I have is wider than a tractor-trailer.) and I want to import into Bryce an actual Daz model along with a Daz figure to use as a reference point to create a uniform scale I can adjust the models i wish to export.  Thanks!

    By

    Brycescaper Brycescaper October 2022 in Daz Studio Discussion
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