• Daz 3D
  • Shop
  • 3D Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
  • Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare
  • AI
  • Download Studio
  • Menu
  • Daz 3D
  • Shop
  • 3d Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
  • Community
    • Our Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare
  • AI

Notifications

You currently have no notifications.

Loading...
Daz 3D Forums > Search
  • [Released] OBJ Companion [Commercial]

    ManFriday said:

    OZ-84 said:

    Richard Haseltine said:

    OZ-84 said:

    ManFriday said:

    OZ-84 said:

    Cool Product! Thanks for that. But there is one little problem i search a solution for ... 

    When exporting through DAZ GOZ to zbrush and reading the morph back in through the plugin, there seems to be no way to set an import size?! Is this correct? 

    Would clearly need such an option. Otherwise its only possible to export through plugin and read back in through plugin.

    Is there hope for a later "fix" of that "problem"? :-)

    Thank you for your support! Can you clarify what you mean by "import size"? If you mean the scale -- I don't have ZBrush so I can't test myself, but in theory the plugin should use the same import settings that you can specify with the "Edit options" button in the top "export" group. So if the scale is off, can you try changing that in those options? Thank you!

    Also, keyboard shortcuts are a good idea. I'll add that to the list.

    Problem is that DAZ sends out over the goz bridge in 1% scale to Zbrush. At least Zbrush reads it in as 1% of the size it should be. 

    When u do the Zbrush export now (not using the bridge to send it back to Daz (yeah there are reasons not to use it back), Daz reads it in as 1% of the size it should be. Result is that u shrink the mesh. 

    But not only with Zbrush this problem is likely to happen. Since scale isnt really defined in OBJ format (i guess it can be but there is no golden standard), this problem might appear with many other tools like Max, Maya and whatever... Kind of sad this makes your plugin useless then. 

    I find that using the Modo preset works for ZBrush, matcging axes to DS and 1 unit = 1m instead of the Daz Studio 1 unit = 1cm. What you are seeing doesn't mean it is sent across at 1%, it means you are importing it with (I guess) the Daz Studio native preset which uses the wrong value of the OBJ unit for ZBrush.

    Well yes thats the problem indeed. Its imported with a 100% scale preset. But thats what the OBJ companion does without leaving me a choice to set the scale manually.

    And thats why i am asking for an additional option to set the import scale myself. In morph loader pro u can do this, no problem. But the OBJ companion is about NOT using the morph loader pro and speeding things up... right? :-) 

    I probably didn't express myself clearly before. Have you tried using the "Edit options" button on the OBJ Companion pane to set a different scale? If you change it for the export the OBJ companion should use it for the import as well.

     

    Ooppss.. i didnt realise the export settings are the import settings at the same time :facepalm: ... yes .. this might solve my little problem :-)

    By

    OZ-84 OZ-84 September 2022 in Daz PA Commercial Products
  • Stacking dforce simulation results

    If you are using dForce you don't really need to be able to fit it.

    My suggestion was a bit elliptical, let me try again:

    1. simulate the one-sleeve version and export as OBJ
    2. modify the base geometry (in DS or by exporting it zeroed to OBJ and opening in a modeller
    3. if using a modeller turn the frame-30 shape into a morph before geometry editing
    4. if using a modeller, export the zeroed and morphed shapes as OBJ
    5. import the modified, zeroed version into DS and rig it from the original using the Transfer Utility
    6. apply the pose as it was at frame 30
    7. imported the simulated shape as a morph, using the  Reverse Deformations option
    8. simulate the remaining sequence with both sleeves ripped

    By

    Richard Haseltine Richard Haseltine September 2022 in Daz Studio Discussion
  • I am beginner to Daz Studio, I have tried my luck in vain...

    Halcon Bluesky said:

    I never thought to find plenty of freebies.

    It may not be the quality of Daz, but I wiil see what can I do.

     

    Free stuff does't mean lower quality. A lot of freebies are high quality and a lot of expensive assets are just crappy. Daz store products doesen't always mean quality products. And IMHO the recent products sold at Rendo are really carefully tested before realeased on the store, I know that because I sell products on Rendo, They'll never anymore let (recent)  poor quality assets appear in their big choice of assets. Daz base their choices on images only (as far as I know). Moreover Rendo are now very strict with packaging and files structure (data folder, people folder, runtime/textures folder, documentation, props folders etc). The multiple ways of Daz installing possibilities (Install manager, Daz Central, Daz Connect) only lead to confusion and mess. I never use the (not so smart) Smart Content Tab. Content libraries are easy to manage and do not need metadata.

    By

    rosseliani rosseliani September 2022 in New Users
  • Better Blender to UE5 bridge for Daz content

    Found that the material slots in UE5 can be copied from one mesh to another, so that rebuilding materials is not difficult.
    Method 1: Fix the geograft morphs and textures in Daz and Photoshop -> Export to UE5 with DazToUnreal
    Method 2: Export to Blender with Diffeomorphic -> Import morphs and merge geografts -> Use the Blender plugin SKkeeper - The Shapekey Keeper to bake HD meshes with morphs -> Export to UE5 with Blender FBX export -> Copy materials from DazToUnreal imported character to the character imported from Blender

    Attached the results in UE5 from the same character, but using different methods to export to UE5.

    Update: DazToUnreal has a serious bug that it duplicates the geograft in UE5 after export, also it can't correctly export animations to UE5, the face is distorted during animation.

    Method 2 is the correct way to export characters to UE5 with geograft morphs and animations. Diffeomorphic is essential to export geografts and animations from Daz to UE5, DazToUnreal is optional it's used for copying the materials but you can rebuild better materials in UE5.

    By

    catmaster catmaster September 2022 in Blender Discussion
  • daz and D talk argh.

    alan bard newcomer said:

    NextOS said:

    Yes, we could make the agreement acceptance optional. In the following update, users can install the software without accepting it.

    the current eula does suggest we can choose to exempt some levels of data... but also says doing that may impact the way the software functions without saying what may not work.
    ----
    One other question... the promo pages say that any daz figure from 4 up thru gen8.1 can be used .... 
    In my case because (possible of some changes in design between g1 and the later ones) the head morph that is central to my characters will not transfer up to g8 
    so my cats currently have g8 bodies with g1 heads ... 
    the goal is not really make chat bots... but have them capable of speaking lines then doing a video capture  so I can produce basically mp4 cartoons ... 
    Don't want to make movie type cartoons.. one liners are my speed. 

    Hi Alan. We will make the talking animation DAZ file for Gen 1,2 and Gen 3 available soon. If you have some time, you can even create this animation yourself. To do so, you can use our Gen 8 animation file to create the 23 frames in any Gen 8 character. Render the images in a folder. Then, you can open your own Gen 1 or 2 character in DAZ, set the animation timeline for 23 frames, and adjust the mouth shape of each frame starting with frame 01 (frame 00 is used for the neutral mouth position) using the rendered images as a reference to each frame. After you have your 23 frames with the mouth with the proper shape, you only need to render it and use the DTalks! Avatar Editor to convert into a DTalks talking character. This will work with people, animals, or any other character who has a mouth. To make your avatar speak aloud a specific text for you to capture and render into a video, you just have to add some text into a .txt file and save it in the folder \DTalks\queue\import  Just after you save a .txt file in this folder, the avatar will speak aloud its content. Then the .txt file is automatically deleted, and the system monitors this folder for a new .txt file to speak aloud.

     

    By

    NextOS NextOS September 2022 in Daz Studio Discussion
  • Enchanted Elven Mega Bundle

    Mark_e593e0a5 said:

    There is absolutely no way to fully override the daz default categorizations, independent of the OS. If you are not familiar with PosGres SQL, you are out. The only way is raisng a ticket and let Daz fix the issue. They have [slipped] up. they need to fix it.

    Sure there is. The metadata is imported from a DSX file which contains human-readable text. Open (your library)/Runtime/Support/DAZ_3D_85317_Moryen_HD_for_Genesis_8_1_Female.dsx in your text editor of choice, search for "/Anatomy", add "/Default" before it, save the file, and reimport the metadata.

    By

    murgatroyd314 murgatroyd314 September 2022 in The Commons
  • [Released] OBJ Companion [Commercial]

    OZ-84 said:

    Richard Haseltine said:

    OZ-84 said:

    ManFriday said:

    OZ-84 said:

    Cool Product! Thanks for that. But there is one little problem i search a solution for ... 

    When exporting through DAZ GOZ to zbrush and reading the morph back in through the plugin, there seems to be no way to set an import size?! Is this correct? 

    Would clearly need such an option. Otherwise its only possible to export through plugin and read back in through plugin.

    Is there hope for a later "fix" of that "problem"? :-)

    Thank you for your support! Can you clarify what you mean by "import size"? If you mean the scale -- I don't have ZBrush so I can't test myself, but in theory the plugin should use the same import settings that you can specify with the "Edit options" button in the top "export" group. So if the scale is off, can you try changing that in those options? Thank you!

    Also, keyboard shortcuts are a good idea. I'll add that to the list.

    Problem is that DAZ sends out over the goz bridge in 1% scale to Zbrush. At least Zbrush reads it in as 1% of the size it should be. 

    When u do the Zbrush export now (not using the bridge to send it back to Daz (yeah there are reasons not to use it back), Daz reads it in as 1% of the size it should be. Result is that u shrink the mesh. 

    But not only with Zbrush this problem is likely to happen. Since scale isnt really defined in OBJ format (i guess it can be but there is no golden standard), this problem might appear with many other tools like Max, Maya and whatever... Kind of sad this makes your plugin useless then. 

    I find that using the Modo preset works for ZBrush, matcging axes to DS and 1 unit = 1m instead of the Daz Studio 1 unit = 1cm. What you are seeing doesn't mean it is sent across at 1%, it means you are importing it with (I guess) the Daz Studio native preset which uses the wrong value of the OBJ unit for ZBrush.

    Well yes thats the problem indeed. Its imported with a 100% scale preset. But thats what the OBJ companion does without leaving me a choice to set the scale manually.

    And thats why i am asking for an additional option to set the import scale myself. In morph loader pro u can do this, no problem. But the OBJ companion is about NOT using the morph loader pro and speeding things up... right? :-) 

    I probably didn't express myself clearly before. Have you tried using the "Edit options" button on the OBJ Companion pane to set a different scale? If you change it for the export the OBJ companion should use it for the import as well.

     

    By

    ManFriday ManFriday September 2022 in Daz PA Commercial Products
  • Daz to Cinema 4D Bridge - Meet the Team

    scobb3_60a649a03a said:

    scobb3_60a649a03a said:

    I am noticing in the latest release that all of the materials are coming in as node materials now.  Is there any way to make it so that the plugin generates standard materials instead?I

    I just noticed this is happening in C4D 2023, but not R26. 

    and NOW I realized it was my FBX import preferences in 2023 that were set, by default, to import materials as node materials. :) 

    By

    scobb3_60a649a03a scobb3_60a649a03a September 2022 in Cinema 4D Discussion
  • Does dForce hair work with Unreal?

    Jo said:

    This drove me crazy for ages, I wanted to get strand hair out of daz and into unreal.

    Solution that worked for me:

    Strand hair can be exported via the third party diffeomorphic plugin that sends daz characters to blender.

    In that plugin, the hair is converted to particle hair. The instructions for this are on the authors site.

    It takes only a few clicks and in my case a long 2 hours wait, where it seemed like blender had crashed.

    Then from blender, The particle hair can be exported as alembic file, then imported into unreal (with Groom alembic input plugin enabled)

    as Groom hair. From there bind to your importated DAZ skeletal mesh, setup materials, enable simulation and done.


    Hey eventually i did the same way. But i've got on problem with that. In DAZ and render the hair's scalp is invisible but if i import it into unreal the scalp is visible. Do you know any solution?

    By

    attila931020 attila931020 September 2022 in Unreal Discussion
  • Enchanted Elven Mega Bundle

    Hi Richard,

    I have been able to correct or add Metadata on my Win10 runtime without too much issue. But the products that end up outside of the normal 'Default' tree can be a challenge even on Win10 computers, but can be cleaned up. But on Macs, I will try every thing I have learned and nothing works. 

    I am attaching two screen shots of recent items that I fixed on Win 10, but can't on the Mac. One is not even installed, as I tried to keep it off this system, but it still has messed up my Smart Content without installation.

    This is from the newly released D|S Pro Public Build 4.20.1.78.

    Mary

     

    By

    memcneil70 memcneil70 September 2022 in The Commons
  • Mac Catalina and later image import script?

    Khoe said:

    WendyLuvsCatz said:

    you might be able to  as Carrara files contain bitmaps if embedded and those can be switched out

    some users have done so for thumbnails

    a script is acrually available, the pro version of P3D0 explorer

    Thanks, but the script is for PC only, not for Mac users. On the PC I can import everything. On the Mac from Catalina and newer just not anymore. I need to restart the system and work with the old operating system. I wanted to avoid that. Especially when I want to get something done quickly, maybe during the break.

     

    you have something like notepad though that reads text files, Carrara files uncompressed are text files and you can see the bitmaps and change them to the text of another image map 

    By

    WendyLuvsCatz WendyLuvsCatz September 2022 in Carrara Discussion
  • Mac Catalina and later image import script?

    WendyLuvsCatz said:

    you might be able to  as Carrara files contain bitmaps if embedded and those can be switched out

    some users have done so for thumbnails

    a script is acrually available, the pro version of P3D0 explorer

    Thanks, but the script is for PC only, not for Mac users. On the PC I can import everything. On the Mac from Catalina and newer just not anymore. I need to restart the system and work with the old operating system. I wanted to avoid that. Especially when I want to get something done quickly, maybe during the break.

     

    By

    Khoe Khoe September 2022 in Carrara Discussion
  • diffeomorphic g8.1 HD textures wrong
    So here's an update. After failing at several attempts to import the Vix HD model with the correct textures even with everything deleted, I saved the morphs, opened a new scene and created her again. It imported into blender perfectly. My original file must have gotten corrupted, because the last 2 imports didn't even create an HD collection in Blender. But everything is working now. Thanks for all the help. I haven't tried the soft body on HD mesh yet. Trying it tonight.

    By

    3dQuill 3dQuill September 2022 in Blender Discussion
  • [Released] OBJ Companion [Commercial]

    Richard Haseltine said:

    OZ-84 said:

    ManFriday said:

    OZ-84 said:

    Cool Product! Thanks for that. But there is one little problem i search a solution for ... 

    When exporting through DAZ GOZ to zbrush and reading the morph back in through the plugin, there seems to be no way to set an import size?! Is this correct? 

    Would clearly need such an option. Otherwise its only possible to export through plugin and read back in through plugin.

    Is there hope for a later "fix" of that "problem"? :-)

    Thank you for your support! Can you clarify what you mean by "import size"? If you mean the scale -- I don't have ZBrush so I can't test myself, but in theory the plugin should use the same import settings that you can specify with the "Edit options" button in the top "export" group. So if the scale is off, can you try changing that in those options? Thank you!

    Also, keyboard shortcuts are a good idea. I'll add that to the list.

    Problem is that DAZ sends out over the goz bridge in 1% scale to Zbrush. At least Zbrush reads it in as 1% of the size it should be. 

    When u do the Zbrush export now (not using the bridge to send it back to Daz (yeah there are reasons not to use it back), Daz reads it in as 1% of the size it should be. Result is that u shrink the mesh. 

    But not only with Zbrush this problem is likely to happen. Since scale isnt really defined in OBJ format (i guess it can be but there is no golden standard), this problem might appear with many other tools like Max, Maya and whatever... Kind of sad this makes your plugin useless then. 

    I find that using the Modo preset works for ZBrush, matcging axes to DS and 1 unit = 1m instead of the Daz Studio 1 unit = 1cm. What you are seeing doesn't mean it is sent across at 1%, it means you are importing it with (I guess) the Daz Studio native preset which uses the wrong value of the OBJ unit for ZBrush.

    Well yes thats the problem indeed. Its imported with a 100% scale preset. But thats what the OBJ companion does without leaving me a choice to set the scale manually.

    And thats why i am asking for an additional option to set the import scale myself. In morph loader pro u can do this, no problem. But the OBJ companion is about NOT using the morph loader pro and speeding things up... right? :-) 

    By

    OZ-84 OZ-84 September 2022 in Daz PA Commercial Products
  • [Released] OBJ Companion [Commercial]

    Now I just wish somone would make a script to handle the exporting from Blender to Daz, or at least define the export preset that works for all Daz morph creation.

    I've sucessfully made many Daz morphs in Blender.

    I never have a problem with the "Geometry did not match". Whenever I do have a problem, it is always that Morph Loader claims to have successfully created the morph, but when I use it the geometry "explodes", sending verticies wildly about (and yes, the import scales do match).

    I suspect that there are some export-from-Blender settings that need to be set differently during some of my morph creations, but not others. But I have no idea. All those export settings are just cryptic mysteries to me.

    What I'm saying is this problem I'm having is another obstacle to having a lot of morph creation fun. And someone would do well to offer a product, or at least a page of their tutorial/user's manual, to completely put an end this problem.

    By

    lukon100 lukon100 September 2022 in Daz PA Commercial Products
  • I want an artist to make a character

    Richard Haseltine said:

    bhoffman67 said:

    I generally prefer to not hijack anyones' thread, but for the sake of example AND I also am looking to hire someone for:
    What I need is someone to:
    1.)  Outfit a G8M with Wizard Apprentice Outfit or dForce Shrouded Assassin Outfit, fit Adrian Hair and Beard (or similar) and Tongue Control HD, and one prop to the model.   
    2.)  Either decimate within DAZ or run it through Blender to accomplish preferably just under 20k polygon count, or 30k if it just looks poorly.
    3.)  Import into Unity 2019.4.31.
    4.)  Verify the visemes are connected, the prop has it's animation functioning, and whatever makes the tongue control do it's thing.
    5.)  Successfully upload to VRChat for Quest. 

    Unfortunately the license does not allow someone to give you the decimated version, or to give you a version of the content converted to another format.

     

    Interesting, but okay.  Alternatively, I can buy the aforementioned items from the DAZ store, and allow a remote control of my computer with DAZ 4.20, Blender 3.01, and Unity so they can walk me through the process all the same.  that ok?

    By

    bhoffman67 bhoffman67 September 2022 in Art Studio
  • I want an artist to make a character

    bhoffman67 said:

    I generally prefer to not hijack anyones' thread, but for the sake of example AND I also am looking to hire someone for:
    What I need is someone to:
    1.)  Outfit a G8M with Wizard Apprentice Outfit or dForce Shrouded Assassin Outfit, fit Adrian Hair and Beard (or similar) and Tongue Control HD, and one prop to the model.   
    2.)  Either decimate within DAZ or run it through Blender to accomplish preferably just under 20k polygon count, or 30k if it just looks poorly.
    3.)  Import into Unity 2019.4.31.
    4.)  Verify the visemes are connected, the prop has it's animation functioning, and whatever makes the tongue control do it's thing.
    5.)  Successfully upload to VRChat for Quest. 

    Unfortunately the license does not allow someone to give you the decimated version, or to give you a version of the content converted to another format.

    By

    Richard Haseltine Richard Haseltine September 2022 in Art Studio
  • I want an artist to make a character

    I generally prefer to not hijack anyones' thread, but for the sake of example AND I also am looking to hire someone for:
    What I need is someone to:
    1.)  Outfit a G8M with Wizard Apprentice Outfit or dForce Shrouded Assassin Outfit, fit Adrian Hair and Beard (or similar) and Tongue Control HD, and one prop to the model.   
    2.)  Either decimate within DAZ or run it through Blender to accomplish preferably just under 20k polygon count, or 30k if it just looks poorly.
    3.)  Import into Unity 2019.4.31.
    4.)  Verify the visemes are connected, the prop has it's animation functioning, and whatever makes the tongue control do it's thing.
    5.)  Successfully upload to VRChat for Quest. 

    By

    bhoffman67 bhoffman67 September 2022 in Art Studio
  • Enchanted Elven Mega Bundle

    It is possible to edit a Product's metadata in Daz Studio, though the Content Library pane will still show the store values (they are hidden, not deleted, otherwise there would be no way for the system to know not to restore them on getting an update).

    By

    Richard Haseltine Richard Haseltine September 2022 in The Commons
  • [Released] OBJ Companion [Commercial]

    OZ-84 said:

    ManFriday said:

    OZ-84 said:

    Cool Product! Thanks for that. But there is one little problem i search a solution for ... 

    When exporting through DAZ GOZ to zbrush and reading the morph back in through the plugin, there seems to be no way to set an import size?! Is this correct? 

    Would clearly need such an option. Otherwise its only possible to export through plugin and read back in through plugin.

    Is there hope for a later "fix" of that "problem"? :-)

    Thank you for your support! Can you clarify what you mean by "import size"? If you mean the scale -- I don't have ZBrush so I can't test myself, but in theory the plugin should use the same import settings that you can specify with the "Edit options" button in the top "export" group. So if the scale is off, can you try changing that in those options? Thank you!

    Also, keyboard shortcuts are a good idea. I'll add that to the list.

    Problem is that DAZ sends out over the goz bridge in 1% scale to Zbrush. At least Zbrush reads it in as 1% of the size it should be. 

    When u do the Zbrush export now (not using the bridge to send it back to Daz (yeah there are reasons not to use it back), Daz reads it in as 1% of the size it should be. Result is that u shrink the mesh. 

    But not only with Zbrush this problem is likely to happen. Since scale isnt really defined in OBJ format (i guess it can be but there is no golden standard), this problem might appear with many other tools like Max, Maya and whatever... Kind of sad this makes your plugin useless then. 

    I find that using the Modo preset works for ZBrush, matcging axes to DS and 1 unit = 1m instead of the Daz Studio 1 unit = 1cm. What you are seeing doesn't mean it is sent across at 1%, it means you are importing it with (I guess) the Daz Studio native preset which uses the wrong value of the OBJ unit for ZBrush.

    By

    Richard Haseltine Richard Haseltine September 2022 in Daz PA Commercial Products
Previous Next
Adding to Cart…

Daz 3D is part of Tafi

Connect

DAZ Productions, Inc.
7533 S Center View Ct #4664
West Jordan, UT 84084

HELP

Contact Us

Tutorials

Help Center

Sell Your 3D Content

Affiliate Program

Documentation Center

Open Source

Consent Preferences

JOIN DAZ

Memberships

Blog

About Us

Press

Careers

Bridges

Community

In the Studio

Gallery

Forum

DAZ STORE

Shop

Freebies

Published Artists

Licensing Agreement | Terms of Service | Privacy Policy | EULA

© 2026 Daz Productions Inc. All Rights Reserved.