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Daz Connect functionality? (Solved)
The U icon is User metadata, which may actually be old product metadata.
Products will appear in Available and All even if no files are isntalled (with a grey thumbnail image) if Daz Studio has been allowed to go online since purchase. Double-clicking will start the installation/prompt for log-in - if that was installed through DIM then appearing not to be installed suggests DS doesn't know the content directory used, that the database wasn't running at installation, or some other database/metadata issue.
Daz Studio - ZBrush questionI'm trying to work through a process and running into a roadblock. Perhaps someone who understands zbrush better can explain it. Here goes: I load a base Genesis figure. I set it to high resolution and the most subdivisions. I export it as an .obj file. I re-import it. I send the .obj to zbrush. I perform a modification in zbrush. Then I try to create a displacement map. Zbrush says my subtool is at a higher subdivision and i need to switch to the lowest subdivision. But this .obj file isn't subdivided at all, right?
[Released] Content Wizard [Commercial]SolitarySandpiper said:
I've used content wizard on hundreds of products from rendo on my desktop pc and have encountered very few problems in both installation and creating smart content.
I'm now trying to replicate the process on my laptop but CW fails when trying to create the smart content.
(Not sure if this is relevant but my desktop is windows 10 and my laptop is windows 11).
After a successful install and analyze i get a error message when installing smart content (see log below).
07:49:36 GMT+0100 (GMT Summer Time): Installing Product to Daz Studio...
07:49:36 GMT+0100 (GMT Summer Time): Version Number 1.2.1
07:49:36 GMT+0100 (GMT Summer Time): Verifying existence of Renderosity store: true
07:49:36 GMT+0100 (GMT Summer Time): Verifying "Nightbird for G8 and G8.1 Females" product does not exist already
07:49:36 GMT+0100 (GMT Summer Time): Creating "Nightbird for G8 and G8.1 Females" product (Store="Renderosity", ID="151634") in Daz Studio...
07:49:36 GMT+0100 (GMT Summer Time): Building product metadata...
07:49:36 GMT+0100 (GMT Summer Time): Unable to open file for writing: C:/Content Wizard_Renderosity/Runtime/Support/Renderosity_151634_Nightbird_for_G8_and_G8_1_Females.dsx
07:49:36 GMT+0100 (GMT Summer Time): Error creating metadata for Daz Studio import: C:/Content Wizard_Renderosity/Runtime/Support/Renderosity_151634_Nightbird_for_G8_and_G8_1_Females.dsx
07:49:36 GMT+0100 (GMT Summer Time): There were errors during installation.
It sounds as if the Runtime\Support folder doesn't exist when creating.
Inject HD Shape By Xin (Steps Please?)You have to import the FACS on the HD mesh, not on the base mesh. If you use multires you can delete the base mesh so to avoid confusion.
Anyway, to be precise those are not the full HD morphs. That is, HD morphs get both a base morph for the base geometry (div2.dsf) and a full morph for the HD geometry (div2.dhdm). With multires you use the base HD morphs. To get the full HD morphs you have to use the HD addon by Xin.
[Released] Content Wizard [Commercial]I've used content wizard on hundreds of products from rendo on my desktop pc and have encountered very few problems in both installation and creating smart content.
I'm now trying to replicate the process on my laptop but CW fails when trying to create the smart content.
(Not sure if this is relevant but my desktop is windows 10 and my laptop is windows 11).
After a successful install and analyze i get a error message when installing smart content (see log below).
07:49:36 GMT+0100 (GMT Summer Time): Installing Product to Daz Studio...
07:49:36 GMT+0100 (GMT Summer Time): Version Number 1.2.1
07:49:36 GMT+0100 (GMT Summer Time): Verifying existence of Renderosity store: true
07:49:36 GMT+0100 (GMT Summer Time): Verifying "Nightbird for G8 and G8.1 Females" product does not exist already
07:49:36 GMT+0100 (GMT Summer Time): Creating "Nightbird for G8 and G8.1 Females" product (Store="Renderosity", ID="151634") in Daz Studio...
07:49:36 GMT+0100 (GMT Summer Time): Building product metadata...
07:49:36 GMT+0100 (GMT Summer Time): Unable to open file for writing: C:/Content Wizard_Renderosity/Runtime/Support/Renderosity_151634_Nightbird_for_G8_and_G8_1_Females.dsx
07:49:36 GMT+0100 (GMT Summer Time): Error creating metadata for Daz Studio import: C:/Content Wizard_Renderosity/Runtime/Support/Renderosity_151634_Nightbird_for_G8_and_G8_1_Females.dsx
07:49:36 GMT+0100 (GMT Summer Time): There were errors during installation.
Is there a trick to searching smart content?My trick for Smart Content is... to not use it. The design is awkward and I own far too many products that come from outside the DAZ store for it to ever to be more than partially functional even if it worked the way it's supposed to. (And yes, I know that metadata can be created now but no, I am NOT going to go back and try to create metadata for literally hundreds of thousands of items.) Creating custom categories has worked fine for me.
OFFICIAL DazToCinema4D Bridge 2022 (SEPTEMBER UPDATE): What's New and How To Use It<Disregard this post. Found the solution and it was Import preferences and not Export issues>
Error when importing a Daz G8F into Blendertayloranderson2047 said:
felis said:
When you are exporting an obj, you are also creating an MTL file (material file) that has simplified version of the materials for your object, with reference to the used image files.
Thanks! But when I import I only import the obj (and I don't need the material)... How should I let Blender "forget" the information of that MTL file and only recognize the obj (the mesh and geometry)?
I think if you just delete the MTL file you will get the behavior I get, i.e. imports the geometry OK but complains about not finding the MTL file in the system console.
You could also uncheck the checkboxes for Write Material Library when exporting from DS: I'm not sure, but I assume that would mean not creating an MTL file.
Can you move simulated dForce hair or clothes to a different frame in the animation time line?Richard Haseltine said:
WendyLuvsCatz said:
a morph or obj export/import only option sadly as Dforce doesn't create keyframes or have a timeline baking option
Vertices don't appear on the timeline so it would be trickey, at best, to allow moving the simulation keys on them in a general manner.
they do if they exist
Optitex simulations frozen definitely bake keyframes and I can save them as aniblocks, sadly Dforce doesn't do this
Can you move simulated dForce hair or clothes to a different frame in the animation time line?WendyLuvsCatz said:
a morph or obj export/import only option sadly as Dforce doesn't create keyframes or have a timeline baking option
Vertices don't appear on the timeline so it would be trickey, at best, to allow moving the simulation keys on them in a general manner.
Inject HD Shape By Xin (Steps Please?)norvum said:
Diffeomorphic can export out an HD mesh but it has none of the morphs.
I attempted to apply the Multires mod in blender and then transfering the shape keys but my lips are fused with the teeth.
Not to mention it seems like there is a way to get HD Morphs with the HD mesh.
https://bitbucket.org/Diffeomorphic/import_daz/issues/438/inject-hd-shape-to-xin-and-thomas
I've tried the above but can't seem to get it to work.
Is there a good way to get HD Mesh with HD morphs in blender and have blender export the HD Mesh with HD morphs for other applications?If import morphs for the baked HD mesh after applying multires modifier, some expressions will not work properly (Attached image below demonstrating the same expression on base mesh and baked HD mesh).
Some expressions use both bone drivers and shape keys. After applying multires modifier the vertex order is changed and Diffeomorphic shape key transfer methods no longer work, but only the bone drivers still work. The result is partially working expressions, for example when smile the lips fused with the teeth.(Also after applying multires modifier the body mesh is no longer able to merge geograft. If want to create a true HD character with HD geograft, use HD Morphs plugin with Diffeomorphic exported base mesh, instead of Diffeomorphic Export HD to Blender).
If you want true high poly HD characters with true HD morphs and merged geograft use the HD Morphs plugin and Mesh Data Transfer plugin, got that method working but very complex though.
The other typical method is to merge geograft with Diffeomorphic in Blender - export the merged mesh as .obj back into Daz - transfer a new armature into the obj to rig it - transfer skin weight to the rigged new character - transfer needed morphs into the new character - export from Daz to Unreal with DazToUnreal plugin - DazToUnreal can bake HD characters and rebuild basic materials into Unreal.
You can find working methods in another thread: https://www.daz3d.com/forums/discussion/541216/merging-geograph-from-daz-character-with-diffeomorphic#latest
Can you move simulated dForce hair or clothes to a different frame in the animation time line?a morph or obj export/import only option sadly as Dforce doesn't create keyframes or have a timeline baking option
OFFICIAL DazToCinema4D Bridge 2022 (SEPTEMBER UPDATE): What's New and How To Use ItEdited, as I finally discovered that the issue wasn't with the Bridge or D|S's export options but an option in the FBX Import preferences being changed.
Is Every Product with a 3D Printing License In Fact Printable?barbult said:
Richard Haseltine said:
I've used this a lot to remind me of products used when I update to the gallery. It is pretty good, but misses some things like pose preset products and some lighting products. Catching morphs and expressions is pretty hit and miss for me, it seems. Maybe the script has been updated since I downloaded it long ago. If Daz says we only need licenses for the products shown by this script, or some other tool they may offer, then that is one way to go to test for compliance.
Sorry, I uually remember to sepcify that it will catch only things that leave a unique enitiy of some kind in the scene - most presets just change property values, so if those are not part of the same product (e.g. an expression slider set by a preset) there will be nothing by which the script can identify them
Edit: It is important to know that the script writes to the Daz Studio log. There is no direct output to your screen. You have to open the log and scroll to the end to find your results.
Instead of double-clicking the file, open it in the ScriptIDE pane and the output will appear in the notification area at the bottom of the pane. I do have a modified version that puts the results in a dialogue box somewhere but not sure what state it was left in.
Error when importing a Daz G8F into Blenderfelis said:
When you are exporting an obj, you are also creating an MTL file (material file) that has simplified version of the materials for your object, with reference to the used image files.
Thanks! But when I import I only import the obj (and I don't need the material)... How should I let Blender "forget" the information of that MTL file and only recognize the obj (the mesh and geometry)?
Diffeomorphic DAZ Importer version 1.6.0 released@Cinnatwist As for d-forms they're not supported, you may convert them to morphs as suggested in another discussion. As for "custom scaling" it depends what you mean. The dbz method will bake the viewport shape, also blender doesn't support bone scaling on the rest pose. So you may want to save your "custom scaling" as a pose then import the pose in blender. Or you may try ERC morphs if you need to animate.
https://diffeomorphic.blogspot.com/2021/09/morphing-armatures.html
Diffeomorphic Daz Import Problems in BlenderThe rig can be transferred in Daz between two identical models. When exporting with Diffeomorphic make sure to merge rigs and make bones poseable.
D-former can be used to create custom morphs and exported to Blender with Diffeomorphic Import Custom Morphs, found a tutorial about how to save D-former morphs:
Link to Diffeomorphic documentation as a zip file:
https://www.dropbox.com/s/yllqktxscidw7ha/Diffeomorphic documentation.zipMerge Rigs: Merge all rigs to the main character rig.
Make All Bones Poseable: Add an extra layer of driven bones to make them poseable.Diffeomorphic Daz Import Problems in BlenderExporting from Daz in HD to Blender is giving me some troubles. My model is in two "pieces" or parts, as in one standard and one _HD. The HD version does not have any armatures to merge with, so I cannot use it at all. The normal version on the other hand, does have all the required armatures and is able to merge properly to parent clothing and hair and ect.
Second issue is with custom D-forms I made in Daz. They are noted on the model itself, but are not visible, and I can't seem to do anything with them in Blender. Thus they are basically useless. How can I bring back the D-forms so I can see them?
I can't seem to find why or how to fix these via Google, so I am hoping someone here can help enlighten me.Possible to initiate import from unreal, from the intermediate folder?I don't think Daz to Unreal can initiate from Unreal intermediate folder, the dzunrealbridge.dll collects resources from Daz scenes and send the data to the receiving Daz to Unreal plugin, there are .dtu files along with the .fbx files in the DazToUnreal cache folder, and the Unreal FBX importer can't read .dtu files either.
If it needs 3D software to edit content before importing into Unreal, then DazToUnreal and its convenient auto process can't be used. "Fix Bone Rotations on Import" and "Zero Root Rotation on Import" can be done in Blender with Autorig Pro for exporting to Unreal.
Is Every Product with a 3D Printing License In Fact Printable?Richard Haseltine said:
I've used this a lot to remind me of products used when I update to the gallery. It is pretty good, but misses some things like pose preset products and some lighting products. Catching morphs and expressions is pretty hit and miss for me, it seems. Maybe the script has been updated since I downloaded it long ago. If Daz says we only need licenses for the products shown by this script, or some other tool they may offer, then that is one way to go to test for compliance.
Edit: It is important to know that the script writes to the Daz Studio log. There is no direct output to your screen. You have to open the log and scroll to the end to find your results.






