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Diffeomorphic: custom strand based beard imported -> does not follow facial expression
Okay... I think I found the issue: using the attached configuration the result is hair curves without the "Surface Deform" modifier, see the result screenshot.
This needs to be added manually: Add modifier > Geometry Nodes and under "Browse Node tree to be linked" you should see it. BUT: The surface deform modifier / node tree (whatever it is) doesn't exist here. I started a new Blender file and directly used Diffeomorphic to import a daz character.
The solution: I simply added a new hair curve (choose a mesh > Add > Curve > Empty hair) which seems to create / make the node tree / modifier in the new Blender file available. THEN I see the "Surface deform" option for the Geometry Node modifier and choose it. This leads to an error in the modifier: "curves are not attached to any uv map". For this: Open hair curves in sculpt mode, then in menu: Curves > “snap to nearest surface”. This makes the hair curves look nice and follow the mesh. HOORAY. After that I simply delete the manually added hair curves.
Maybe somewhere during the "Make hair" process in Diffeomorphic this needs to be created / done as well?!
question about the future of AIToobis said:
I'm pretty new to AI generally as most of us are but I ewas jkust wondering and partially even worrying that as it gets more and more powerful over time, will it be to the point that product vendors would be portentially losing their income due to AI daz (and any other program like Daz) simple but powerful content creation tools? I maybe talking space-age here but could it really be a case of typing what you want the AI to create for you in a Daz scene for you to work with and it comes up? for example a certain car you might want to add and then add genesis characters to etc to create a final render. What is the end game with AI and content creation please. Will it really be possible? maybe I've just got my head in the clouds. lol.
It may sound trite, but it's a question of "what do you mean by AI?"
The initial hype around AI focused a lot on generative AI -- submit a prompt and the AI produces content for you based on the prompt, whether it's text or images or sound or whatever. Some people view this as competition for the 3D ecosystems which exist to model and create, in most cases, the same type of end-product that generative AIs do. I say the same type of product, not the same product.
As AI has evolved, however, we are adding an entire class of problems that AI is now starting to address. The popular term is "agentic" AI. Basically you're creating agents that will solve a part of a problem -- fetch X, get me the best price for Y, summarize Z, email X, etc. What this means for 3D ecosystems is still up in the air, but what you are describing is getting closer to reality, but it's not there yet. The reason is that the applications themselves are not exposing their interfaces in a way that lends themselves to being used by AI agents.
DAZ is a good example of this. It's meant to be a desktop application driven by a human. It has a scripting and plugin capability that can automate some of the work that a human would do, but it doesn't create new content on its own. It resolves the repetitive, tedious tasks that a human would have to sit there and click 50 times. It can't yet take a natural language scene description and populate and pose the 3D assets and render and environment settings into a DAZ scene. I say not yet, but it's something that you can see on the horizon. It's already possible to take a scene description and at have AI least identify the assets that could be used to populate the scene, for example. As asset descriptions and metadaata are more fine tuned to be read by AIs, for example, searching for them using narrative descriptions will become more and more accurate. We can do similar things for posing, expressions, lighting, environments, and so on. The missing pieces are primarily the description and metadata to make them truly searchable in a way that lends itself to AI scene builders.
The AI scene builder is the next big frontier, taking all these AI-enabled blocks around asset finding to actually build a scene. This has a number of hurdles that are still not easy to overcome. For example, if your search for an asset, pose, or expression returns multiple results, how do you refine it? What does the human interaction look like at that point?
It's an interesting problem, and I think as the AI landscape evolves we're likely to get closer to that the next big frontier.
How to solve a problem on the legs of the G9 version of CHB Pleated Pants ?That's definitely an issue of wrong weight transfer... which usually happens to the wearables with a short or very close distance in between inner thighs (let alone these pants have an asymmetrical shape around the inner thighs....).
If I were the vendor, I would rig the pants with a tailor-made projection template with more precise weight mapping.
If you want to fix it, I would like to suggest a quick way as below:
1) With Node Weight Brush, select the bone: Left Thigh Twist 1, then Shift + L, select the polygons that have wrong weight on right thigh. Then Fill Selected with 0 Weight from right-click menu. (screenshot 1). Fix the weight mapping on Left Thigh Twist 2, Right Thigh Twist 1 and Right Tight Twist 2 in the same way ~~
2) Fix the Base Mesh of inner thigh on the right side... with Blender or Mesh Grabber. Export / Import OBJ to Update Base Geometry of the pants via Edit > Figure > Geometry... (screenshot 2)
3) Test figure's thighs Side-Side rotations, there should be no big issue (screenshot 3). Fix cbs on the pants if needed. Then save them as a Wearable Preset or a user's Figure Asset.How do I change the texture to my own creation?if Cloudfare doesn't interupt me typing this

use the geometry editor to assign a new surface to just those faces
export an obj of the model to a UV mapping software
remap that surface
in DAZ studio import that obj as a new UV on that surface
you will then have a bigger cleaner UV space to work with
How do I change the texture to my own creation?There are a number of questions.
Is thebomb the entire model or only part of it?
If the bomb is the whole model, that simplifies things a lot, I'd export the bomb as an obj file, then use 'UV Mapper Free' to re-map it with a simple cylindrical or spherical map. I'd then save that model as another obj file, and import into DS as an alternative UV map and save. Then select that UV system and create a map to show what you want. UVMapper can export a texture template.
If the bomb is not the whole model, then I confess with my home written basic modeller, I'd start from scratch and model a bomb on its own as it'd be quicker and easier. Having said that.. In DS you can use the geometry selector tool and delete everything that is not the bomb and then follow the paragraph above, but instead save the bomb as a new prop or scene subset.
Failing that, use UVMapper free on the attached model. I have not texture mapped the model as I don't have it on the PC I'm working on. There are two material zones, fuse & body.
Regards,
Richard
Looking for feedback on products prior to purchasingMy workflow is exactly the same as the automated workflow you get with the Premier shape transfer feature. That plugin is itself an automation of the steps you'll find in many shape transfer tutorials on YouTube (for example, Jay Versluis' tutorials).
I used to do shape transfers completely manually and from scratch before the plugin existed (formerly Man Friday's plugin before Daz bought it). I switched to the plugin when it came out. Then I realised the time consuming part of the plugin were when it was loading the Genesis figures, exporting the target figure as an obj to import it/transfer it to the source figure, and reloading the target figure at the end. And that it does that each time for each morph transferred. I've simply created a scene that contains the target figure and the donor figure already set up with the imported fit suit object from the target figure. I Then 'batch' my exports by running through a few morphs in turn on the donor figure, before importing them in turn on the target figure to save them out as morphs. The steps to do those things end up being relatively quick to do - even when done manually - once you've learned the process from the tutorials. Once the file I've created is loaded - the most time consuming part - I can get shapes from the source figure to the target figure in a minute or two. I even can go from V/M4 to G9 in a minute or two longer than that (GenX transfer to G1, GenX G1 to G3 then onto G9 using one of my files).
The bone minion bundles have helped me pose the source figures to match the target figures in the scene subsets I've created. I was doing that manually previously and my efforts on any transfer from non G8 characters weren't great. On G3, it required me to overwrite the base G3 resources that meant I had to switch back and forth between G3 versions depending on whether I was using G3 as a figure or as a morph source. Now my prepped scene subsets have a bone minions saved in them, which is useful for something else I use them for - wearing clothes across generations. I don't auto fit clothes if I can avoid it - instead, I wear them on the intended generation, to which I have transferred my target figures' shape. I set a timeline of the poses I'll render on my target figures, mirroring that timeline on my source figure using bone minion. Not always perfect, but a lot better than what I was doing previously, which was transferring a full morph from the target figure to the source figure each time I changed the pose.
I don't know what - if anything - Daz has done with Man Friday's plugin recently, but as they are allowed to distribute objs exported from Genesis figures, they could probably speed the process up likewise in a way plugin developers can't. And they could probably automate a batch workflow like mine by giving the user the option to run the plugin automation in steps rather than having it run start to finish each time.
Products hiding in Lost and FoundNorthOf45 said:
If you still have the old computer, you can export the user data and re-import it on the new one, either all at once, It only adds or replaces any metadata you created yourself. Of course, all at once will put all of the metadata it has, maybe for products you have chosen not to install. You could export user data per product, if you know which products you you updated, then import those. Tedious in every way...
I back up critical Daz Studio and Poser data weekly. This includes my entire Studio/My Library/Runtime/Support folder which contains the UserData file. The date of the current file is January 1, 2923 even though the latest file in the Support folder was last modified on February 1, 2026. I’ll explore this avenue further.
Update: Because little is easy to find regarding Daz Studio documentation, I did a web browser search for exporting user data and got a detailed list (AI generated) on how to do it. I’ve done so and now have a current UserData file that is twice the size of the old one. That’s a good start.
Products hiding in Lost and FoundIf you still have the old computer, you can export the user data and re-import it on the new one, either all at once, It only adds or replaces any metadata you created yourself. Of course, all at once will put all of the metadata it has, maybe for products you have chosen not to install. You could export user data per product, if you know which products you you updated, then import those. Tedious in every way...
Products hiding in Lost and FoundNorthOf45 said:
Lost and Found catches anything that is not categorized in some way (default or otherwise). That usually means the asset is missing metadata (if there is a metadata file).
Anyway, this particular product has no metadata for the hair colors, no assigned categories, ergo, Lost and Found. There is also no Content Type, nor compatibilities.
Pure omission on the part of Daz, since they are responsible for the metadata, not the PA. Although, I must admit, it can be a tedious job making metadata.
Thanks for your reply. As I installed content on my laptop over the past 6 years, I cleared Lost and Found items by manually categorizing them. Over the years, that number of products may very well have been 1300 or so but I only had to address them in small batches as I installed content. Now, I have them on my desktop all at once. And I still haven't brought over my Poser content that did not come via the DAZ3D store.
When I manually a product content from other sites, principally, Renderosity, but also older content from sites some of which no longer exist such as Runtime DNA, Content Paradise, Dreamlight, Smith Micro and others, I create a Product from the files so that it appears as an item in Smart Content and then add minimal metadata (just content type and category).
Life happens …
Diffeomorphic: custom strand based beard imported -> does not follow facial expressionFirst you don't need "tubes", you can set the tessellation to one in daz studio then use "lines" that's much faster to import if you plan to convert to curves.
As for particle hair you got it. This is the old way in blender before hair curves became available. It's a fast setup if you don't need to animate the hair. Also simulation doesn't generally work fine. These are limits in blender not a bug in the addon.
As for hair curves, if you don't need to animate the hair then you can choose the "curves" deform method, which will follow the mesh. While "proxy" is needed if you want to animate the hair, which will provide you a hair rig. Unfortunately some curves can't convert fine, again a limit in blender not a bug in the addon.
The other methods "curves" "polyline" "mesh" are there for manual rigging and conversion if anyone would dare.
p.s. However, it is generally better to try and use the blender native tools for hair rather than importing from daz, as daz hairs can't always be converted fine because of limits in blender, or some can be heavy and not good for animation.
https://bartoszstyperek.gumroad.com/l/hairtool
Products hiding in Lost and FoundLost and Found catches anything that is not categorized in some way (default or otherwise). That usually means the asset is missing metadata (if there is a metadata file).
Anyway, this particular product has no metadata for the hair colors, no assigned categories, ergo, Lost and Found. There is also no Content Type, nor compatibilities.
Pure omission on the part of Daz, since they are responsible for the metadata, not the PA. Although, I must admit, it can be a tedious job making metadata.
I have an object I cannot map an UV image ontoDoes the object have surfaces?
Anyway, it can easily be done in blender.
Import the object to blender.
Go to Edit mode: select all (A) and UV > Smart UV Project.
Now it is UV mapped, and can be exported. Be aware of differences blender to DS. Unit blender 1m, unit DS 1cm. And oreentation in blender is X, Z, -Y compared to DS.
If you want to get the UV map as a texture. Go to UV Editing: select all (A) and UV > Export UV Layout, and give it a name and a texture size.
I have an object I cannot map an UV image ontocrosswind said:
If it was an FBX format file on sales, it should be UV mapped otherwise those who buy it would have no way to use it directly ~~
So, how did you import FBX into DS ? or what was the software with which the model was made (described on the product's webpage...) ?
So this is a free file of Manhattan. AlL I wanted to do is create a texture or map on it that would make it look "real". It is a nice file, very detailed and there is some uv mapping on it but not the buildings.
I will keep looking into it to see what options I might have.
Thanks.
Add 3rd party models to DAZIceDragonArt said:
Honestly, drag and drop works just fine. Just open your my daz library folder, open the files from Rendo and drag them to the correct folder. No need to make it complicated
It is a matter if ypu want metadata or not.
If not it is fine just to drop it.
Diffeomorphic: custom strand based beard imported -> does not follow facial expressionAs the subject says: when I import a figure with a beard using Diffeomorphic I struggle to get the beard working with morphs and rig posing around the mouth: The beard does not adjust to the movement of lips, cheeks, chin and so on - whether I try it by using the rig or by using the FACS expression morphs for example.
- I've created a beard with strand based hair system within Daz and imported the figure into Blender with Diffeomorphic including the FACS Expressions morphs.
- After import I used the "Make hair" tool with following settings:
- Create = Tube, Output = Hair Curves. Whatever I try under the "deform" section - the beard does not adjust to any mesh movement. When I use a proxy the beard adjusts but the hair curves are stretched - it's not only that the beard moves with the mesh but also the curves themselves get adjusted.
- Create = tube, output = Particles, under "deform" is "Parent to Head" checked -> here the beard moves accordingly to morph and rig changes
- Create = tube, output = Curves, under "deform" is "Parent to Head" checked -> here the beard DOES NOT move accordingly to morph and rig changes
Attached you can see what I mean - when the mouth is open the hairs remain their position. I'm a little bit confused by all the possibilities how to create hair in Daz and Blender and might miss something very basic - sorry for that in advance.
Can someone tell me what I'm doing wrong? Maybe I'll stick with Blender's particle system as this seems to work best with daz strand based hair but at least I'd like to understand what's going on here.
Daz to Blender HD morphsWhat you get depends on the global settings, specifically, "keep base meshes" must be disabled if you only want the HD version. Personally I don't import the base meshes, some people may find them useful that's why they are provided as an option.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Global/Meshes
Smart Content not appearing (solved)SOLVED: I had to choose Empty the CMS database (from the same menu described above) and then reimport all the metadata.
Rigging a Character for use in DAZ 3 and lower.Hmmmm.....Wendy. I guess i could attempt to rig in DS4 and then import to Poser/DS3 to see if that works. I 'm don't know much DS below 3. You mentioned Carrara, which i believe i may have. Does items rigged in Carrara work in older version of DS? The character I want to rig is for a comic book. I have tossed around the idea of just rigging in another program and then rendering him on a transparent background. Then photoshopping him in scenes with my older DS3 content. Only issue is this being a major character and i would be stuck with doing a lot of postwork. That is my main backup plan. I did watch the tutorial and it did give me confidence that i could pull this of in Poser. Of course there is a big difference between watching and doing.
Question on BridgesNo, Unreal and Unity bridges only export to the other app.
There is a "reverse bridge" product to import Blender models into DS, but none that I know for Unreal or Unity.
Question on BridgesI know the bridges can export ceratin assets out to other 3D applications, but can they import them in to DAZ? For example, if I got a Unity or Unreal Engine product, could I use the bridge to import the asset into DAZ?









