-
How to remove breasts?
if you export the character as an obj at base resolution, you could reimport it in morphloader apending it by only the pectoral section and create a morph slider for that
or use the Dformer tool in DAZ studio
or send to Hexagon and use the smoothing tool
also https://www.daz3d.com/shape-splitter
the Premier member build also has the advanced Mesh Grabber but you can buy the original bundle still
https://www.daz3d.com/mesh-grabber-bundle-win
too much to explain how to do each of these but all basically the same thing, reshape the mesh and create morphs
I myself use Zbrush and morphloader/obj import/apend (for the morph creation)which is probably the most expensive option but since I own it, having bought it a decade ago, I never really bother much with alternatives
V3D Magic Extract And Append Bundle (Commercial)Going on with version 1.2 development.
I am currently testing the new hierarchical interface display with a heavily nested scene, including figures parented to bones of outfits/figures nested inside other figures, already nested in other props/figures/other nodes, where some "fit to" outfits are also children of children props..
The hyper-nested loading itself already works in the current 1.0 version. The real work here is about the interface: displaying this kind of complex hierarchy in a clear and usable way before loading.
Of course, the hierarchy can be collapsed and expanded.
Bones are not displayed as separate items, since they are not useful geometry import targets. However, when an item is parented to a bone, it is displayed under the corresponding figure, and the bone name is mentioned directly in its label, for example: [parented to: Right Hand].
And yes, what you see here is a typical dev test file: ugly, heavily nested, and intentionally made to stress-test the scripts.
skin bug with facsSorry for my mistake, I deleted it. I'd have to try again to be 100% sure, but I'm having these issues with all my G9 characters. Can I post a Mega link for the DUF file? As soon as I can, I'll try playing with the factions before baking, then create a new G9 character and import it. My goal is to try to make the most realistic model possible.Deleting materials when deleting a figure as well? [Solved]Yes this is annoying. Blender has the strange habit to keep in memory deleted content until you save and reopen as a new scene. Never understood why. However it is easy to get rid of unused data.
file > cleanup > purge unused data
p.s. However, being Blender an animation software, usually we link figures together with the rig, rather than importing multiple figures in the scene. I mean the import process from DAZ is usually targeted at a single figure to be saved in its own file.
Dicktator Shell, Diffeomorphic & SSSPadone said:
Doesn't happen here, tried both BSDF and principled materials they work fine. Of course BSDF doesn't work with eevee as it is intended for cycles, if this is what you mean. However, if you believe you catched a bug you can always report it at github for Thomas and me to review.
https://github.com/Diffeomorphic/import_daz/wiki/Material_Methods
Sorry for taking too long, I thought the post was deleted.
I indeed was using eevee, but weirdily when I switched to Cycles the same happens. I really don't know if I'm doing anything wrong or if it's a bug.
This is my setup: I import the character, joing all the rigs, remove the subdivisions then join the geografts. The materials go all to the main mesh. I replace the setup with a simpler one (just diffuse and bump maps) and do the same inside the dicktator node group. Everything looks right at sight, the transparency, etc. Then I go and enable the SSS INSIDE the node and outside.
Easily identify products and assets in DAZ Studio .duf scene files (seeking feedback)richardandtracy said:
Does it work with freebies/paid for items where manually loaded from places other than the DAZ store? These items very rarely have manifest files, and definitely no DIM entry.
It did detect freebies / third party stores' products for which I have created metadata, but will ignore them when they don't have metadata.
It'll generate a list of all detected nodes though, so if you want to look for unknown items, I would start here.
Figure setup makes the model load in the wrong positionThe OBJ import dialogue in DS has options for scale and orientation, since theya re not fixed in the file format. If the plain File>IMport OBJ is correcftly sized and oriented then make a note of the prest it is set to use (or if it says Custom then save a new preset), then use that preset in the import options for Figure Setup.
Figure setup makes the model load in the wrong positionThere are a number of programs that use the Y axis for the 'Up' direction (like DS) and a number use the Z axis instead. If you are using one of the latter, it will look as if the model has rotated +90 degrees around the axis, so a normal figure is lying face down in DS. This can be corrected in the DS import window.
If the X axis rotation is happening on import to a figure that normally has the Y Axis vertical and the DS OBJ import is incorrectly treating it as if it's a figure with Z Axis vertical, then the figure will be lying on its back. This way you should be able to determine where the problem is.
Regards,
Richard
How can I fix missing thumbnail images in Smart Content?beingcouy_4e18de9f5e said:
Wha? The last post was from Feb 2022?? I got a new computer and installed everything fresh from Daz through DIM (as Daz's page suggested).
It's ALL brokem. My entire library of over 2,500 items have no thumbnails.
Please tell me that the manual way is not the only way to fix this?
I have run into this and found three reasons:
1. No thumbnail included. Check Runtime>Support. I have a file of all the previous thumbnails I had to create and move it again into place. Otherwise I make a new one. I keep a master copy of my created thumbnails on Google Docs but also on each computer.
2. Daz has been changing the Support line on the Content DB Editor that you can open up on your Smart Content page by selecting it, clicking 'Edit Metadata' and then comparing that line to what is in your actual Runtime>Support list, which will need to match. I copy the Content DB Editor support line to 'Notes' and trim out /Runtime/Support/ and often when I have done that, my Mac has updated the actual Runtime>Support .dsx line to match. I then copy and paste the line to the existing .dsb and .jpg or .png files.
3. Recently I am finding for unknown reasons, some files don't want to see .jpg so I have to make the file into a .png. Or vice versa. No clue why.
As to why the support line is changing, I can't find a specific pattern, on some they are adding '(s)' on others they are removing the '(s)'. But this change is not making it to the files we have in our actual file structure, only on the Smart Content. And I just set up two new computers, a MacMini M4 and Windows 11, and had to deal with this twice. Not fun. But I am a visual person and look for those thumbnails. I also get rid of those dreadful 'DAZ Logos' that replace valid thumbnails for some unknown reasons.
skin bug with facsIn general baking must be done before loading morphs, you bake the HD shape alone then use the HD maps on the base resolution alone. Otherwise tranferring morphs may go wrong depending on the distance between the base mesh and HD mesh, this may be what happens in your case.
If you can explain the exact steps you do follow I may have other ideas what it can be. Instead of going blind. Otherwise here's what I'd do without Simplebake.
steps:
- import HD without morphs and without merge geografts
- use the HD tools to bake multires
- apply multires
- load morphs and merge geografts
p.s. Blender 5.1 needs the dev version 5.2 that's why it crashes, either way to eventually report bugs you have to update to dev first.
p.s. However, multires works fine enough in general apart a few cases, if you can reference the specific figure and geograft I may be able to try it myself and let you know how it goes.
skin bug with facsI'll try that, but the problem is that without using the HD model, the genitals are detached from the body. I haven't tried it that way, but it might look bad if I use modifiers on it, right?
And I'm almost certain that multires isn't an issue here because I've disabled it. I baked my textures with Simplebake to get the effect of multires level 3, but without it, to make animations easier.
Smoothing modifier last in the stack... I'm not sure I understand how to apply that to a specific area. Are you talking about a modifier on the entire body mesh, or am I misunderstanding?
Regarding the Blender version, I tried the latest one, but I can't import a DAZ model into it; it crashes. That's why I'm sticking with version 5.0.1 for now.
Figure setup makes the model load in the wrong positionlilweep said:
Just to comment that when you say things such as "my settings are all perfect" , "when I Import normally" or "it is rotated automatically", as a reader it is difficult to know what you actually mean.
Anyway, if you need to bake transforms/rotations so they are all 0 again, you can put your imported model into correct position/scale in Daz and then export/import again as obj. When it imports those values will all be zero.
I am not aware of Daz setting anything to non-zero values on import of obj. Daz should import obj with zero transforms and rotations usually. But if for some reason it doesnt you can do what I posted above. If you still have issues, I would suggest you check your "perfect import settings" again. Perhaps even post them?
Apologies, will do better next time. I was sleep deprived when I wrote that.
Basically, I had a hat model that kept ending on the floor after I used Figure Setup to import its rigging. I found out that the model, directly from Marvelous Designer, loaded at a 90 degree rotation on the X axis in Blender. The tutorial I used said not to check the 'apply transforms' box when importing the model from Blender. Which resulted in the model in the wrong position after Figure Setup.
What I meant by importing normally, was using the import option from the File menu.
I figured that I needed to apply the transforms when exporting the model from Blender to Daz.
Does this explain it better?Easily identify products and assets in DAZ Studio .duf scene files (seeking feedback)Elor said:
The new version is very nice: I checked on a couple of scenes, with products using metadata from multiples folders, and as far as I can see, it found everything that it could (including elements I didn't remember using
but seeing them in the list refreshed my memory).Once the gallery is back, it should make filling the used products list much faster (if it's still part of the gallery).
Thank you!
I am glad it's working for you!
Honestly, one of the main reasons I originally started to create this tool was because I wanted an easier way to accurately list all of the products used in my gallery images and give the product creators proper credit without accidentally missing anyone out.
So hearing that it’s successfully picking up forgotten items and refreshing your memory is actually really encouraging to hear. Thank you!
Figure setup makes the model load in the wrong positionJust to comment that when you say things such as "my settings are all perfect" , "when I Import normally" or "it is rotated automatically", as a reader it is difficult to know what you actually mean.
Anyway, if you need to bake transforms/rotations so they are all 0 again, you can put your imported model into correct position/scale in Daz and then export/import again as obj. When it imports those values will all be zero.
I am not aware of Daz setting anything to non-zero values on import of obj. Daz should import obj with zero transforms and rotations usually. But if for some reason it doesnt you can do what I posted above. If you still have issues, I would suggest you check your "perfect import settings" again. Perhaps even post them?
Loading issue with the “Z in the shower” contentHello!
https://www.daz3d.com/z-in-the-shower-pose-mega-set-for-genesis-9-8-and-81-female
So I bought the product, installed it with DIM, but it doesn't work. I uninstalled it and reinstalled it with DIM, but the same thing happened. I tried installing it directly in Daz Studio, but nothing worked.
I checked the files—everything is in the right place.I also tried converting the G8 poses to G9, but nothing works.
I also quit and restarted after reinstalling and tried it on an older G9.
What can I do?
Here is my log file:2026-05-10 10:08:47.790 [WARNING] :: \src\sdksource\cloud\dzcloudtasknotifier.cpp(203): Invalid reason for encrypted file: "E:/Daz 3d/My DAZ connect library/data/cloud/1_93624/people/genesis 9/poses/zeddicuss/z in the shower/01 full body/z intsh full 20 g9f standing washing legs.duf.enc"
2026-05-10 10:08:47.790 [WARNING] :: \src\sdksource\cloud\dzcloudtasknotifier.cpp(203): Invalid file header for encrypted file: "E:/Daz 3d/My DAZ connect library/data/cloud/1_93624/people/genesis 9/poses/zeddicuss/z in the shower/01 full body/z intsh full 20 g9f standing washing legs.duf.enc"
2026-05-10 10:08:47.790 [ERROR] :: Open Stream Error - No stream for CloudFile: E:/Daz 3d/My DAZ connect library/data/cloud/1_93624/people/genesis 9/poses/zeddicuss/z in the shower/01 full body/z intsh full 20 g9f standing washing legs.duf.enc
2026-05-10 10:08:47.790 [ERROR] :: Open File Failed - Could not read asset information: /people/genesis 9/poses/zeddicuss/z in the shower/01 full body/z intsh full 20 g9f standing washing legs.duf
2026-05-10 10:08:48.574 [INFO] :: Prepare asset load (merge): /People/Genesis 9/Poses/Zeddicuss/Z In The Shower/01 Full Body/Z INTSH Full 20 G9F Standing Washing Legs.duf
2026-05-10 10:08:48.574 [INFO] :: Locking viewport redraw...
2026-05-10 10:08:48.574 [INFO] :: Viewport redraw locked.
2026-05-10 10:08:48.673 [VERBOSE] :: Native format content directories: 5
2026-05-10 10:08:48.673 [VERBOSE] :: Poser format content directories: 3
2026-05-10 10:08:48.673 [VERBOSE] :: Other import format content directories: 0
2026-05-10 10:08:48.673 [INFO] :: Begin asset load (merge): /People/Genesis 9/Poses/Zeddicuss/Z In The Shower/01 Full Body/Z INTSH Full 20 G9F Standing Washing Legs.duf
2026-05-10 10:08:48.673 [WARNING] :: \src\sdksource\cloud\dzcloudtasknotifier.cpp(203): Invalid reason for encrypted file: "E:/Daz 3d/My DAZ connect library/data/cloud/1_93624/people/genesis 9/poses/zeddicuss/z in the shower/01 full body/z intsh full 20 g9f standing washing legs.duf.enc"
2026-05-10 10:08:48.673 [WARNING] :: \src\sdksource\cloud\dzcloudtasknotifier.cpp(203): Invalid file header for encrypted file: "E:/Daz 3d/My DAZ connect library/data/cloud/1_93624/people/genesis 9/poses/zeddicuss/z in the shower/01 full body/z intsh full 20 g9f standing washing legs.duf.enc"
2026-05-10 10:08:48.674 [ERROR] :: Open Stream Error - No stream for CloudFile: E:/Daz 3d/My DAZ connect library/data/cloud/1_93624/people/genesis 9/poses/zeddicuss/z in the shower/01 full body/z intsh full 20 g9f standing washing legs.duf.enc
2026-05-10 10:08:48.674 [ERROR] :: Open File Failed - Could not read file: /People/Genesis 9/Poses/Zeddicuss/Z In The Shower/01 Full Body/Z INTSH Full 20 G9F Standing Washing Legs.duf
2026-05-10 10:08:48.674 [WARNING] :: Error loading asset: E:/Daz 3d/My DAZ connect library/data/cloud/1_93624/people/genesis 9/poses/zeddicuss/z in the shower/01 full body/z intsh full 20 g9f standing washing legs.duf.enc
Operation failedWall Wizard Cutout Tool for Daz Studio [Commercial]Wall Wizard
https://www.daz3d.com/wall-wizard--advanced-geometry-cutout-tool-for-daz-studio
Introducing WallWizard Advanced Geometry Cutout Tool for Daz Studio
=========================Wall Wizard generates clean, production-ready wall meshes with cutouts for
doors and windows. Exported meshes have four independent surface zones for
easy texturing in Daz Studio or any 3D application.
GETTING STARTED
---------------
Launch WallWizard.exe. You'll see the parameter panel on the left and a 3D
preview on the right. Adjust any slider and the preview updates instantly.
WALL PARAMETERS
---------------
Width Wall width in cm (50-1000, default 300)
Height Wall height in cm (50-500, default 250)
Thickness Wall depth in cm (5-100, default 20)
CUTOUTS
-------
Click "+ Add" to add a cutout. Each cutout has:Shape Rectangle, Arch, Round, Gothic, Custom, or Import Model...
Width Cutout width in cm
Height Cutout height in cm
Pos X Horizontal offset from wall center (negative = left)
Pos Y Vertical center from wall bottomShape-specific sliders appear automatically:
Arch "Arch" slider (0 = flat top, 1 = full semicircle)
Gothic "Point" slider (0 = gentle curve, 1 = sharp lancet)
Rectangle "Radius" slider (0 = sharp corners, up to 50 = rounded)
Round Uses both Width and Height independently (ellipse when different)Enable/disable a cutout with its checkbox. Remove it with the X button.
IMPORTING MODELS
----------------
Select "Import Model..." from a cutout's Shape dropdown to import an
existing door or window model and auto-size the cutout to match.Supported formats:
.duf / .dsf Daz Studio scenes and geometry files
.obj Wavefront OBJ (auto-detects meters vs cm)
.fbx Autodesk FBX (detects Wall Wizard exports via Jamb mesh)The importer extracts the model's outline using convex hull analysis,
auto-detects the correct projection plane, and creates a Custom shape
that matches the imported geometry. Width, height, and position are
set automatically.DUF Import: Wall Wizard reads your Daz Install Manager library paths
from Account.ini, so it can resolve geometry references across all your
content libraries automatically.FBX Import: If the FBX was exported from Wall Wizard, the importer
detects the Jamb mesh and extracts the cutout shape from it (not the
full wall outline).Best results: For the most accurate shape detection, import ONLY the
window or door — not the entire scene with walls and other objects.
The importer uses the convex hull of all vertices, so extra geometry
(walls, floors, furniture) will distort the detected outline.DUF: Select the window/door in the Scene pane, then
File > Save As > Scene Subset (.duf). Import that into Wall Wizard.OBJ: Select only the window/door, then File > Export > OBJ.
Enable subdivision for the smoothest, most accurate outline.FBX: Select only the window/door, then File > Export > FBX.
IMPORTANT: Check "Include Props" in the FBX export dialog,
otherwise the geometry will not be embedded in the file.OBJ exports with subdivision applied give the smoothest, most accurate
outlines. FBX and DUF base meshes have fewer vertices and may produce
slightly more angular shapes.
EXPORT
------
File menu > Export Mesh, or use the Export section in the left panel.Formats:
OBJ (.obj) Wavefront OBJ + MTL file. Universal compatibility.
FBX (.fbx) Autodesk FBX via AssimpNet. Native Daz Studio import.Both formats export four surface/material zones:
WallFront The visible front face (brick, stone, plaster)
WallBack The back face (drywall, paint)
Jamb Inside the cutout openings (wood trim, painted reveal)
WallEdges Top, bottom, and side edges of the wallIn Daz Studio, each zone appears as a separate surface that can be
independently shaded.
FILE MENU
---------
New Reset to default wall with one cutout (Ctrl+N)
Open Open a .wallwiz configuration file (Ctrl+O)
Save Save current configuration (Ctrl+S)
Save As Save to a new file (Ctrl+Shift+S)
Export Mesh Export wall as OBJ or FBXConfiguration files (.wallwiz) are JSON and store all wall parameters,
cutout settings, and custom outline points.
3D PREVIEW
----------
The right panel shows a live 3D preview of the wall mesh. The preview
updates automatically whenever any parameter changes. Material zones
are shown in distinct colors for easy identification.
TIPS
----
- Start with a preset, then fine-tune with sliders.
- Import a DUF of your door/window first, then adjust the cutout shape
to get a perfect fit with zero resizing in Daz Studio.
- Use the Radius slider on rectangles for modern rounded window frames.
- Gothic Point at 0 gives a soft arch; at 1 gives a tall lancet point.
- Round shape with different Width and Height creates elliptical windows.
- Custom shapes from imported models preserve the original geometry
outline, including curves and angles.
REQUIREMENTS
------------
- Windows 10/11 (64-bit)
- Single-file portable executable through Daz Install Manager
- .NET 9 runtime is bundled (self-contained)LI Strand Forge Hair for Genesis 93DIO said:
I think now, the only thing stopping Daz Studio from being absolutely top-dog killer, is the lack of Geometry Sculptor as a standard plugin.
I'd pay £100 for it as long as it was a perpetual licence!Blender is free and sculpting is straight foward to do there, and fairly intuitive. It's not like it takes very long to export base mesh and import via morph loader pro. I would estimate the round trip from Daz to Blender and back again is maybe 20 extra seconds. Most of the time sculpting will be spent on actual sculpting rather than importing/exporting, so ask yourself if what Daz could make would be better than Blender's sculpting system or would you waste those 20 seconds fumbling around a clunky interface and tools?
This product is very good, but ultimately you could have much more flexibility using Daz's SBH Editor itself or another hair editor, as you would have free reign to do whatever you like, especially if you have something hyper specific in mind. You can even create your own rigged hair assets similar to these if you export the SBH, although they wont have all the functions of SBH. But with owning this product, you might not need to do that anyway. So DAZ SBH Editor + this Product could be a powerful combo for creating hair.
To make daz top-dog killer probably might take more than a geometry sculptor (which you dont actually need anyway, becuase Blender) and new hair construction products (that are technically just downstream of the same hair system Daz has had for years now anyway).
EZFinder - Advanced Content Manager for Daz Studio [Commercial]Sensu said:
EZ3DTV said:
Sensu said:
EZ3DTV said:
Sensu said:
I'm testing the search options here, but it's returning too many items.
For example, if I want to find G8 Male characters, what search settings would you recommend? When I double-click on .duf > Characters > G8 > Male, it gives me 88 pages of results with all sorts of other things. I'm sure I don't have that many male characters.
Also, I don't know how to set up the Search Matrix; no matter what I try, the right male characters don't show up. I'm wondering if my library is confusing the search engine.
Although it found my DIM library, its name isn't "My Library." I don't use the default Daz library.
Thanks for the help!Hi Sensu!
The compartments are not precise; it is probably not your library naming that is at fault. The compartments do not come in perfect order. This is because only one item of each asset is there and so there is no duplication. EZFinder just tries to stick each item somewhere sensible. What is perfect is that you can be pretty sure that one of nearly everything you own is in a compartment somewhere.
Try EZDesigner, make sure you have a red checkmark in the .duf box. Choose the generation, which sex and then select “character” in sub type or asset type. These should give you the best bulk search results. The beauty of EZFinder is that when you find the items and place them into a virtual folder you only need to do this once, then they are always there.
I hope when you did the first compartment scan you had Daz Studio open while it was scanning… Daz Studio MUST be open while the scan is running for EZFinder to locate metadata. If Daz Studio was not open while you scanned for your compartments, unfortunately, you need to rescan them with Daz Studio open so it can pick up the metadata. Rescanning will not affect or erase your virtual folders; they will stay intact during a rescan. If Daz Studio was open when you scanned for compartments, then you will have a much better time finding your items.
As you find them, place them into virtual folders and save all your virtual folders at once and/or individually often so you can always load them back if something happens. Saving them is insurance so you will never lose your curation.
EzFinder is always being refined so it works better. A new update is coming out soon that will improve search even more but as it is now, the EZDesigner and search should help you filter/locate your content.
Good luck!
Let me know how it turns out.
EZ3DTV
Hi!
Thank you so much for taking the time to provide such a detailed response. Yes, Daz was open; I always launch EZFinder from within Daz Studio while it's running.
I want to use it exactly the way you do—meaning I don't want to use anything from the Smart Content or the Content Library anymore; I only want to work from the virtual libraries I build myself.
That is my goal: to organize my entire database this way. I haven't used EZDesigner yet, but thanks for the tip, I’ll check it out and get back to you.
Thanks again!Hi!
I hope EZfinder saves you time and you find it useful!
Let me know if I can help, I will be here to address any issues you encounter along the way!
Thanks again for supporting EZFinder!
Hey... hey...
Yes, thanks for your reply! I’m also hoping that with EZFinder, I’ll finally be able to keep my Daz packages and other external assets organized for good. So far, my experience has been positive; of course, I still need to get used to it, but I’m optimistic. The EZDesigner search worked really well, making the whole process much more efficient. Thanks again, and thank you for your hard work!
I am very pleased to hear about EZDesigner working well for you! I use EZFinder myself, so I too want it to work flawlessly so my own products are easy to find. We all benefit! Thank you for picking up EZFinder and for helping to reveal issues you are having, or I would have put out an update without fixing those issues. So, your input has been very helpful!
When users have issues with EZFinder I need to know about them.

(The next update, which is mostly done, is going to bring some really nice new features!)
EZFinder - Advanced Content Manager for Daz Studio [Commercial]EZ3DTV said:
Sensu said:
EZ3DTV said:
Sensu said:
I'm testing the search options here, but it's returning too many items.
For example, if I want to find G8 Male characters, what search settings would you recommend? When I double-click on .duf > Characters > G8 > Male, it gives me 88 pages of results with all sorts of other things. I'm sure I don't have that many male characters.
Also, I don't know how to set up the Search Matrix; no matter what I try, the right male characters don't show up. I'm wondering if my library is confusing the search engine.
Although it found my DIM library, its name isn't "My Library." I don't use the default Daz library.
Thanks for the help!Hi Sensu!
The compartments are not precise; it is probably not your library naming that is at fault. The compartments do not come in perfect order. This is because only one item of each asset is there and so there is no duplication. EZFinder just tries to stick each item somewhere sensible. What is perfect is that you can be pretty sure that one of nearly everything you own is in a compartment somewhere.
Try EZDesigner, make sure you have a red checkmark in the .duf box. Choose the generation, which sex and then select “character” in sub type or asset type. These should give you the best bulk search results. The beauty of EZFinder is that when you find the items and place them into a virtual folder you only need to do this once, then they are always there.
I hope when you did the first compartment scan you had Daz Studio open while it was scanning… Daz Studio MUST be open while the scan is running for EZFinder to locate metadata. If Daz Studio was not open while you scanned for your compartments, unfortunately, you need to rescan them with Daz Studio open so it can pick up the metadata. Rescanning will not affect or erase your virtual folders; they will stay intact during a rescan. If Daz Studio was open when you scanned for compartments, then you will have a much better time finding your items.
As you find them, place them into virtual folders and save all your virtual folders at once and/or individually often so you can always load them back if something happens. Saving them is insurance so you will never lose your curation.
EzFinder is always being refined so it works better. A new update is coming out soon that will improve search even more but as it is now, the EZDesigner and search should help you filter/locate your content.
Good luck!
Let me know how it turns out.
EZ3DTV
Hi!
Thank you so much for taking the time to provide such a detailed response. Yes, Daz was open; I always launch EZFinder from within Daz Studio while it's running.
I want to use it exactly the way you do—meaning I don't want to use anything from the Smart Content or the Content Library anymore; I only want to work from the virtual libraries I build myself.
That is my goal: to organize my entire database this way. I haven't used EZDesigner yet, but thanks for the tip, I’ll check it out and get back to you.
Thanks again!Hi!
I hope EZfinder saves you time and you find it useful!
Let me know if I can help, I will be here to address any issues you encounter along the way!
Thanks again for supporting EZFinder!
Hey... hey...
Yes, thanks for your reply! I’m also hoping that with EZFinder, I’ll finally be able to keep my Daz packages and other external assets organized for good. So far, my experience has been positive; of course, I still need to get used to it, but I’m optimistic. The EZDesigner search worked really well, making the whole process much more efficient. Thanks again, and thank you for your hard work!
Help with diffeomorphicPerhaps I wasn't clear, sorry, you may want to refer to the link I provided above. If you're going for original animation in blender, then rigify is your thing. If you want to import the daz poses and animations in blender, then MHX is better.
p.s. If you want to animate in blender then export the pose preset for daz studio, you can do that too, both with rigify and MHX, but using a IK rig will require to unlock the figure in daz studio for the IK stretching to import fine.
https://github.com/Diffeomorphic/import_daz/wiki/Posing_Save_Pose_Preset








