-
[Released] Content Wizard [Commercial]
Not sure if this has already been addressed in a previous post, but is there a way to completely remove products installed through CW?
I've tried copying the zip file to the DIM directory and install/uninstall from there, but the files and metadata are unaffected.
Thanks.
Create ToolBar from directorythanks.. looks like an even more streamlined version than the ones I found.
---
Yes, of course I should seriously learn the scripting language .. but my bucket list is filled for the next 20 years anyway ... and I only have 19 if I make it to 95 like my Ma.
I still remember enough generalized programing to change targets etc within a script.
---
OTOH.. I build a lot of buildings startting with a wall object with window knockouts
I wonder if I could script a function that would locate the holes in the mesh, import one of my window units, fit it in and go on and look for the next. .. NEVER MIND that way lies maddness and I skirt that too often anyway.(Diffeomorphic) World light does not work on imported objectsDiffeomorphic can import both the HDRI environment and the backdrop. You have to set "world = always" in the global settings to get both. Be sure that in daz studio you have these working and setup properly. If you're using other methods for the environment as custom shaders then diffeomorphic doesn't support them.
Sagan: A DAZ Studio to Blender Alembic ExporterTorkuda said:
So... working with the program for a bit and I have continuous problems getting the model to receive materials properly- but more to the point, why can't I just manually link the materials in Blender myself? I've tried several times and a few different ways but the materials don't seem to go to the proper parts of the mesh. Seems just having the program allow that would be an interesting solution to all the material issues. Then you wouldn't need to attach the materials at all and just let the user do that with Blender's interface. Material linking isn't hard once you know how.
The best way is to select "Use Diffeo Materials", import via Diffeo first to get the materials, and then import the Alembic to have the excellent Diffeo materials automatically applied. There's no need to manually link anything. Unless there's been a change in Diffeo, causing the slot names to no longer match between Diffeo and Sagan...
But what you are describing sounds like bad UVs, which I have not seen. Do you mean they are totally messed up, or do you mean that they just look out of order for the reasons you correctly identified. It's hard to tell without an example.
Sagan: A DAZ Studio to Blender Alembic ExporterOn that, say you export a diffeo of a clothed Genesis 8 female into blender.
Now export the same figure as an obj with the following selections: write faces, write separate objects and write surfaces.
On import, the obj will be able to recieve a material link from the diffeo objects without issue, regardless of any changes made to the diffeo materials, long as none of them were deleted or renamed.
Is there a way to have an alembic export able to do the same thing- maybe with similar settings somehow?
I know it's not a one button solution and puts some of the burden on the end user rather than the program doing everything but- it seems that's how blender tends to work.
The trouble with linking seems to be that Alembic alphabatizes the materials on a mesh, thus they get jumbled when linked to a mesh that doesn't have them alphabatized- so how does one aphabatize the materials on a mesh in blender? (Or better yet, does alembic really need to do that in the first place?)
Smart Content Missing IconsI was frustrated enough to try hitting the "forbidden button" since losing all my data wouldn't make things worse.
This worked, but I am not sure what damage it may have done.
1. Open Database Management in the Smart Content pane.

2. Select Reset Database. Warning message will come up about User Data. I selected No here because I have no customized User Data, that I know of, and was worried the bad icons might come over with the User Data.

3. When done, Smart Content will be completely empty. Go back into database management and pick Re-Import Metadata.

The one warning is it might be a good idea to check Re-Import Metadata before performing the Reset Database. If there is no Metadata to reimport, you will lose all of your Smart Content entries (presumably). I can't fathom a situation where the Metadata queue would be empty, other than intentionally deleting it outside of DS.
Results, the same view from my first post. Sun-Sky looks like it is missing its icon naturally, since that's one of them items that is installed.
Import *obj models to Twinmotion problems with texturesWe have noticed since the new version of Twinmotion that importing models in *.obj format works without problems, also the hierarchy levels are displayed, but if you put a texture on it, the whole model is assigned this texture.
diffeomorphic not whole sceneYou can set "world = never" in the global settings if you don't want to import the HDRI environment.
DazToUnity 2022 Bridge (SEPTEMBER UPDATE): What's New and How to Use ItVery nice we no longer have to google "how to fix eyebrows" for new users with daz to unity import. lol
Poser 8 items in Daz StudioPoser 6 rigging is the limit as far as DS is concerned, any changes in the rigging from P7+ is basically ignored by the import plugin.
Sci-fi Rebel Rider Outfit for G8.1F Bundle messed up my Smart ContentAll your previous Smart Content is under Default. The Product in question has added a new category with a non-standard placement, instead of in the Default category. If all categories are under Default, that would be all you see, without the Default category actually showing. The metadata needs to be corrected. Officially, that would require a help ticket...
Tutorial or any help on how to import XPS models to DAZ?If you load the XPS file into free XNA/Lara, you can export as .MESH.ASCII which includes rigging.
Free Noesis can then read this, export as FBX, still with rigging. IIRC, DS can then import this, although scaling may take some trial & error...
Two gotchas: First, you'll probably have to copy folder containing XPS file and its textures into the XNA/Lara 'data' folder for that to find it. Eventually....
Second, the FBX may load into your DS or Poser as a 'wild bunch' of sub-rigs. Usually, first in list is the 'base', allowing moving, posing etc. If there are just too many sub-rigs for convenience, parent all of them to a place-holder which you can hide or make invisible...
Using Diffeomorphic just for rendering?Just wondering if there is a way to import just the G8 HD figure. With no rigging, just the geometry. What I need to do is to import the G8 figure in subdivision 4 just for rendering but I want to use diffeomorphics material conversions into my advantage and I just want to render the figure in Blender so I'm not interested in the rigging. Is it possible?
Thanks in advance,
Martha,
Adding Dual Quaternion support to UnrealEngine4 (Images inside)yaruuvva said:
Hello AlienRenders,
If you export Genesis 3 Female as FBX and import it into UE5 (your DQS mod) this is how a character's head looks.
Stock UE5 does not have this problem.
Try enabling unlimited bone influences
CARRARA CHALLENGE #63: There be Dragons..... WIPWendyLuvsCatz said:
Bunyip02 said:
WendyLuvsCatz said:
well I just found one (duf props) that stuffs up Carrara though it loads in the scene outliner
I have found a few that won't load. Also a problem with some figures after converting to blended weight the skeletons/rigging refuse to work in Carrara.
Normally resort to obj export/import for those ones....
converted all the figures to props inD|S and saved a scene subset which works
Nice work around !!!
CARRARA CHALLENGE #63: There be Dragons..... WIPBunyip02 said:
WendyLuvsCatz said:
well I just found one (duf props) that stuffs up Carrara though it loads in the scene outliner
I have found a few that won't load. Also a problem with some figures after converting to blended weight the skeletons/rigging refuse to work in Carrara.
Normally resort to obj export/import for those ones....
converted all the figures to props inD|S and saved a scene subset which works
Can no longer show compatible content after updateI haven't noticed any differences.
Is it for all items it doesn't work?
There was a case where some metadata was messed up, but that was only for particular items.
CARRARA CHALLENGE #63: There be Dragons..... WIPWendyLuvsCatz said:
well I just found one (duf props) that stuffs up Carrara though it loads in the scene outliner
I have found a few that won't load. Also a problem with some figures after converting to blended weight the skeletons/rigging refuse to work in Carrara.
Normally resort to obj export/import for those ones....
Merging Geograph from Daz character with DiffeomorphicThe other method with Diffeomorphic Easy Import options also works correctly. I was wrong because I didn't select the custom part before importing the custom morphs.
Here's the correct method captured in the images, images has been censored for the Golden Palace geograft:
(Mod edit: duplicate post was removed. Images with nudity were removed. Please see https://www.daz3d.com/forums/discussion/3279/acceptable-ways-of-handling-nudity#latest )
Merging Geograph from Daz character with DiffeomorphicAlternatively the geograft morphs can be added using Diffeomorphic "Easy Import" option in Blender. Check the "Use Favorite Morphs" option and include a link to the file which saves the favorite morphs. ( Refer to the Diffeomorphic documentation "Import Into Blender" page )
Link to documentation as a zip file: https://www.dropbox.com/s/yllqktxscidw7ha/Diffeomorphic documentation.zip ( For Diffeomorphic stable version 1.6.1 with Blender 2.93 LTS )
After importing into Blender with Diffeomorphic there're many powerful tools to use, then use the Blender "Send to Unreal" plugin to export into Unreal 5.
(mod edit to fix formatting)









