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Auto-Fit not working right on G8M
In thwe Content Library option menu (the lined/hamburger button in the top corner, or right-click the tab) select Content DB Maintenance, then check Reimport Metadata; the next dialogue will show any userdata it has found, exported from previous versions if the files have been copied across, and any product data, assumign you included that in your manual installation.
Import animation from blender into dazPickle Renderer said:
We solved the issue. Firstly, I used Simple Rig because it keeps the bone names the same. Save the animation after baking the keys. Next, before import of the animation, select the figure and unlock all the properties on the figure. This is needed if there are bone translations in the anim. After doing that the animation looks almost the same in Blender and Daz (actually the same).
Nice! Did you just unlock the rotation, location, and scale in the object properties of the character as a whole, or did you go to every bone and have to unlock each individual bone property individually?
How to import objects from ZBrush into DAZ with colors?I'm new at DAZ, although I have some knowledge of ZBrush, so I would like to bring my own sculpted/painted objects into my renderings, but so far, I have not yet figured out how to bring an object from Zbruxh into DAZ with colors.
Thanks,
Diffeomorphic, hair question.I wasn't really working on the shader. I have an idea how to fix that anyway, so it looks almost the same as in Daz (export hair as obj, import it again in Daz, apply original materials to imported .obj by copying from original, export diffeo character with parented .obj hair to blender, copy shader from the imported one to the particle system hair).
It's the styling that's a problem for me here. The hairline is quite different for starters. Then the clumps are kind-of wrong too. I think I can fix with tools in Blender though. It's nearly right though, so that's something.
Import animation from blender into dazWe solved the issue. Firstly, I used Simple Rig because it keeps the bone names the same. Save the animation after baking the keys. Next, before import of the animation, select the figure and unlock all the properties on the figure. This is needed if there are bone translations in the anim. After doing that the animation looks almost the same in Blender and Daz (actually the same).
mixamo errorwolf359 said:
What is the "freemon" plugin?
its a plugin for daz3d to use mixamo animations easy with one click
it used to work properly and easily for last 1 year but few days ago mixamo and daz3D ASCII .FBX file import is giving an error so the plugin is not working anymore
Auto-Fit not working right on G8MRichard Haseltine said:
Have you imported the metadata? AutoFit uses the Content Management System.
I don't believe so. I just did a reinstall of daz and just pointed it at the old folders.
How would I do that?
SF Ball Jointed Dolls for Genesis 8 and 8.1 Bugged?Metadata issues like this are not usually down to the PA in any event.
Production has begun on DAZ Anime - Using DAZ for Animation and MoviesI use blender for other non character related things (modeling & VFX)
So I have become very comfortable with just the Blender native tools (and addons)and consider myself primarily a Blender user who utilizes Daz & Iclone/CC3 for easy generation of humanoid Characters.
But I understand the desire of primary Daz studio users to work with the program in which you are most comfortable
with the full understanding of what it can and cannot do.
Wungun just posted a Daz Studio created music video that certainly shows talent and master use of the tools. iclone may also have been involved.
That video was made entirely in iclone

he may have shaped projected some genesis figures onto Iclone avatars with the reallusion CC3/4, Genesis import tool.
But I know he works exclusively in Iclone as he is an active member on the reallusion forums
He does live streams,of his work flow, daily on his youtube channel.
Diffeomorphic 1.62 convert to rigify eyes control?Hi,
This does not happent to diffeomorphic 1.61, only 1.62.
When I used diffeomorphic to import a character and convert to rigify, the eye control is no longer there. There's only some bone like thing, but they don't seem to do anything if moving them.
Please see attached.
How do I control the eyes in this version?
Thanks!
Using VAM models in DAZ?I recently came across Virtamate and I actually find that many of their figures look better than the vast majority of DAZ ones. I'd be very keen to import these VAM models into DAZ, but after a few rounds of intense googling it seems that the conversation always goes in the opposite direction, getting DAZ models into VAM. is there a known way of getting VAM figures to work in DAZ? From what I've read it looks like VAM figures are G2F so it should be doable?Auto-Fit not working right on G8MHave you imported the metadata? AutoFit uses the Content Management System.
Diffeomorphic, hair question.So I read here about converting hair over to Blender from Daz. In Daz I set line tessellation to 2 and preview on (right side). Then I import with Diffeo and get the result on the left.

My question is how do I make a good looking bonce from this. I don't understand what I have to do in the Advanced tab under hair, and what changes I have to make in my Blender scene to view the result.
DAZ to blender hair position issueDaz to Blender has this issue. Not diffeo. When I import it appears at the feet...
Really need help over this issue since I already have a pipeline with the other addon, but if there's no solution I might have to change....
EDIT: NEW SOLUTION FOR ME:
I ended up moving any objects that were attached inside the bone layers (example: name's hair hidden in the 'head' bone layer), and move them outside of the hip bone, but still be parent to the genesis model. When I send the model to Blender, it doesn't reappear at the feet anymore. It doesn't work 100% but at least works.
iClone 8 and CC4 anyone?wolf359 said:
Someone can correct me on this, but I do not believe that iClone even has an SDK, and its scripting is too primitive to be able to facilitate importing the JCMs, similar to how Diffeomorphic does for exporting to Blender.
They have a python API ,but from what I have witnessed seems limited
to simpel scripting for automating existing tasks
The render engine & VFX options in iclone
(even version 8) make it a non starter as delivery output platform,before we even get into a discussion about the joint deformations.With my direct to Genesis retargeting options in Blender along with Maya level Manual animation
(with the animation layers addon),
I find myself rarely opening Iclone these days.
certainly not enough to hand over $600 to upgrade to version 8.But on the matter of joint deformations there is just a different “culture “in the Reallusion community in that most just do not care about it.

Most use the Daz content import functions for access to less expensive clothing content
from the Daz storeAnd from what I can see they are a likely older demographic than the Daz community (for the most part.)
Iclone has an excellent Blender pipeline tool that imports Avatars, converts to rigify
and retargets Iclone /actor core motion in blender including facial and lipsync.
(See my youtube channel for a full review of it ,thumbnail below for indentification not a direct link)
And their new FREE Accurig software is a standalone local app that seems to be challenging Mixamo directly with its Auto rigging and direct connection to the actor core commercial libraries.
Like Mixamo, it does not do facial rigging but they hinted that it may be in a future version.
Coincidently I found that the reallusion Accurig exports FBX figures that import into poser 11 as posable figures
with static faces of course.I'm considering just trying to create native Blender JCMs as needed in Blender with the Radial Basis Functions addon. I'm not an artist, so that is probably outside of my skillset, but I just might try my hand at sculpting. But everything would be so much easier if I didn't have to export back to DS just to be sure everything is going to work 100% of the time.
Marvelous Design 8 vertex count between import/exportOld thread but just in case :
I've been using Marvelous Designer for many years. And used a lot its great soft body simulation engine (best ever made to put it simple) to simulate imported OBJ.
There is still no way around the basic problem : Marvelous Designer triangulates the object imported as garment on import. I and other people have been writing about that issue on the precedent Marvelous Designer forum and on the new one. A few bumps on the issue but never enough for Marvelous to be interested in coding the import any differently.
They focus a lot on simulation garments made in MD. But they don't care much about imported OBJ, except if we use them to trace the garment from UVs.
So sadly... it's a dead end.
BUT, the way I always do it, if it's only for still images in DAZ. To simulate sofas, pillows, clothes, anything really :
- DAZ : Export the Genesis as obj, frame 0 default A pose.
- DAZ : Export the Genesis as mdd, Modo, scale 100%. This will create a point cloud animation from frame 0 to the last frame (your final pose)
- DAZ : Export all clothes (one by one and you get to play with multiple material/physics properties for each cloth in MD, or all together and you get 1 material/physics for all).
- MD : Import Genesis as Avatar. Then Import the .mdd to get the animation from A pose to Final Pose.
- MD : Import the cloth(es) as garment.
- MD : Play the animation which will record the garments movements from frame 0 to the last one of your pose (N.B : you can play with clothes, push and pull them even when this simulation is running, that's pretty impressive...). Then from the last frame of the animation, you can now play with the cloth, move the avatar to print a nice shape on a bed, a sofa, etc. Just create the shapes you want.
- MD : When done, export the clothes, bed sheets, sofas, etc. simulated as obj. One by one.
- DAZ : Import everything back. Those objects simulated are now triangulated, vertex numbers changed, it's not a morphable version of their originals anymore. BUT, there shapes look great. You can simply now copy/paste original surfaces onto the new imported versions.
At render, it'll look perfect, with nicely simulated folds, etc. It's not the originals objects but you're the only one who knows it ;)
I hope MD will someday address this issue. But I've been waiting for so many years that I stopped hoping, and instead moved a big part of my workflows to Blender. And now I do more or less the same with Blender. Not as simple. There's very little control compared to MD where you can play live wil clothes. But at least Blender respects topology.
Is anyone happy with products being broken into parts and sold seperately?After it's been in place for a while now, I still like the general idea and I do buy single pieces from time to time - I only need so much high heels, so yay for every opportunity to leave them on the shelf ;-). But like others said, I'm also noticing major glitches happening now with the break-out items, which is not much fun, and I think the splitting is sometimes being taken way too far. Oh, and yes, the way the metadata is handled is very annoying. That said, the idea is still more good than bad in my view.
Diffeomorphic DAZ Importer version 1.6.0 releasedSome morphs that are driven by bone rotation/bend are important for realism when posing since the default Daz JCMs are kind of dumb.
For example, these:
https://www.daz3d.com/skin-folds-creases-hd-for-genesis-3-and-8-bundle
https://www.daz3d.com/auto-shape-enhancer-for-genesis-8-male
How do you set up these ERC type morphs in Blender with Diffeo? Does one just import as custom morph?
Diffeomorphic DAZ Importer version 1.6.0 releasedPadone said:
IIRC this is a known issue, HD geografts will not export the shell correctly. That said most geografts are not HD and you don't need to subdivide. Shells don't need to be exported as geometry so it doesn't matter if they're hidden by the geometry editor. See below at the end of the discussion for an explanation by Thomas.
https://bitbucket.org/Diffeomorphic/import_daz/issues/529/dickdator-uv-map-can-not-find-a-solution
I don't think the 3rd party genital geografts are HD but it still doesn't work to export correctly. No matter what I try it doesn't export the textures, materials and UVs are missing. Also: When I turn off multires and import it with subD it doesn't load any vertex groups on the HD mesh. The reason why I'd want to do that is because motion blur and Daz characters are bugged when using characters in base mesh/multires. I pinned down the issue to the messy mesh around the fingernails which causes glitches. Not sure if that is a cycles specific thing but I wouldn't be surprised if it isn't since Daz 3D hesitates to implement motion blur even though iray technically can do it. You probably would point me to the xin addon then but the xin addon doesn't work well with geografts and importing morphs to it.
Problem with imported UV mapI finally made it!
For the correct result I needed to select "Preserve Vertex Order" in the blender import dialog AND also in the blender export dialog. The option has to be selected before AND after.








