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Products hiding in Lost and Found
NorthOf45 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?
I have an object I cannot map an UV image ontoIf 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...) ?
New User Challenge Ideas ThreadHello!
In January, I thought of participating for the second time - and when didn't because I had too less time. Very banal reasons with which the challanges themself have nothing to do. Anyway.
There are two problems I see: DS depends on assets. There is no alternative if you want to create something. If you're starting out with 3D and DS is your first contact, it takes time to collect stuff, or you just need money to buy it.
So maybe it would be interesting to do a kitbash challenge with items from different origins and formats – how to import, scale, texture. AI is relevant for people who want *some outcome*. For process-oriented craftsmen, AI will never be an alternative. And I doubt that there are many people interested in AI "art" if it is clear that it is AI-generated. Or do any of you remember the last big world chess championship of supercomputers? Who play so much better than humans, faster and more intelligent?Second: The step-by-step challenges – starting with composition and later with more specialised DS functions – are a good idea when all new users start in January. But they don't. Opening up the challenges to themes instead of special features could be great. "Could" because there are many 3D challenges that have nothing more than themes. Does the world really need another one?
PLEASE Make A Modern Day Power Wheelchair!I am severely disabled and make comics, and I am unable to make anythig about a character like myself because you only have hospital wheelchairs, ultralight manual wheelchairs, and a sci-fi tank wheelchair. It is so incredibly deflating to never be able to see yourself in your own art because nobody has bothered to make the prop you need. There are one or two non-DAZ power wheelchairs, but they don't import well, have no color or style choices accessible in DS, and therefore are incredibly difficult to work with.
In fact, DAZ is pretty lacking in disability content in general. We exist. I spend money regularly with you. I'm open to consulting and sharing disabled models/actors I've made, and so on. Feel free to reach out.
Ice Dragon Art A Glimpse Into My WorldWell I think I finally have everything the way it should be. I did get 4.24 working again, the alpha is working and so is 4.10. I do want to comment on some things. Because I have a 5060 rtx card, I can only render with the cpu for 4.24 and 4.10. Can't use most of the scripts or plug ins in the Alpha. Again, no big deal, do it in 4.24 and move it over. Well.... its not quite so simple. The alpha is not recognizing the files for the skin builder when saved with a character in a scene subset. Also not a big deal but you do have to import your scene, then go to the materials folder where those skins are stored and re apply. Again, no big deal unless you don't know. So, now you know lol.
Also, none of the converted characters (G2f and g3f to G8F) will transfer to the Alpha. For me, this is not a big deal, my CPU will render most anything so I can render it in 4.24 it just takes a little bit longer, but it can definitely be a problem if you have a machine that struggles in CPU.
Please HelpI am currently trying to figure out how to package a model I created but when I import, most of the materials are not correct. I have white eye lids, white eyes (Think I learned how to fix this) but I have no clue where to start. Some have said to adjust opacity cutout but there are so many tabs, I'm unsure of what to adjust next. Is there a YT video on how to get past this issue? Pointers/tips or instructions would be helpful. Willing to Venmo for the help if it gets me somewhere.
How Do I Fix The Discrepancy Between G8 Skin and G8.1 SkinElor said:
The cloud they are speaking about is something active inside Daz Studio, it's not related to iCloud or any other clouds solution you may use: I do have iCloud active on my Mac (with a paid plan on top of that) but I don't have your problem.
Here's how the default ressources look in Smart Content on my Mac:

Notice Daz Connect at the bottom of the pictures, with No for both lines. If you can share a screenshot of the same information on your computer, it will likely provide useful information to people who know how to deal with Connect. I never use Connect, not even to try to get the various products I could access with a Premier membership.
Here is the equivelant screen shot from my computer. There are three differences. The icon for the Deault Resources is different. The Artist(s) are different. and at the bottom the Daz Connect Metadata says NO, but the Installed says YES. So it looks like I have the wrong package of Default Resources installed, and DAZ Connect says YES to Installed.
Ai animate ?1. "I'm asking if we can already create figures using AI."
yes you can create them in 2d and work with them in an AI tool or you just use the AI picture of a char in some daz plugins to create morphs for
genesis figurs.
2. "Imagine if you asked AI in animation to (let character one go to character 2 :D it would do it :D"
yes this is possible! Make your render with two characters in daz, then import the render in an AI animation tool and write your prompt.
the character will do whatever you want them to do and it will still look like your daz render.
You never spoke about a Daz integration!
There is no need for an integration into daz.
If Daz will have such a tool it will cost the same money like the external tools and it will do the same job.
With external tools you can choose the one which fits the best your needs.
If you want "some help" from AI for your character creation and animation like you've written in your question it would be a good start to learn a little
bit about what AI is capable of currently, what the differences are and what the prices will be. There are enough video tutorials on youtube
about this topic.
Problem importing expressions after merging model the genesis 9 in blenderPadone said:
To merge geografts there's the option in easy import, or the command in setup > finishing. But this only works for geografts, not for other meshes.
There's no "merge" command in the rmb menu, perhaps you mean "join" that's what you should avoid as the daz morphs may break this way.
p.s. As a second thought, in version 5 Thomas stores the original mesh data in extra structures so that the user can modify the mesh then load extra morphs there, so may be join can work, but personally I'd not risk unless necessary. Also if we finalize the meshes the extra stuctures are removed.
p.s. I never used it but I believe I found what you need. This should preserve the daz morphs and update the extra structures.
setup > mesh > merge meshes
p.s. However, keep in mind that different meshes have different uv maps and those are merged as well, which may not work fine in some cases as tiles or offsets. So in general it is best not to merge meshes.
That's right, I was referring to the “join” option. I use autocorrect when I write, and maybe it changed the word ‘join’ to “merge.”
As for what you mentioned about “UV maps,” it's true, I had a problem related to that, but luckily in Blender you can copy and paste “UV maps” to other models (although this will depend on the model's vertices).
Forgive my ignorance. Regarding the process you mentioned, I'm talking about “Settings > Mesh > Combine Meshes.” In which program is that process found, in DAZ Studio or in Blender? Where would it be located?










