-
Does Blender has posing system like daz3d?
Again, blender is not daz studio, there's valid reasons if the rig is more complex. However, if you don't need a professional animation rig then you can use the "simple rig" in diffeomorphic that's much easier. Or you can use the default daz rig with the auto-ik feature which is similar to the daz pinning system.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Rigging
https://docs.blender.org/manual/en/4.0/animation/armatures/posing/tool_settings.html
To use auto-ik you have to connect the bones first. To use the x-mirror you have to rename the bones first. The reason why this is not done by default, is because with a full rig you don't generally need these features.
- import the daz figure
- setup > rigging > chains > connect bone chains
- setup > rigging > figures > change prefix to suffix
- select the armature in pose mode
- tool > pose options > auto-ik
Pricing Madness!Cybersox said:
Torquinox said:
@Cybersox Funny thing is, Tima at Rendo (the erstwhile vendor 3D Sublime, and generally a nice person, from the limited contact I've had with her) tried to pass off the deluge of rendo vendors and products that migrated here as a few vendors and some of their products.
We've been flooded, and a some of the products are add-ons for products still at rendo, and there are a few I found for products that don't even exist any more. Or if they do exist, I've no idea where they went. It's a mess!
It's really hard to say how many Vendors were "new" to DAZ in that wave, as 3D artists are rather like hobos and tend to wander from place to place, and many of the ones who were part of that surge had technically been vendors here once before.. even though it may have been years since many of those had last been active here. However, many definitely were new and, more importantly, the absolute number of older product that were previously sold at Rendo was easily the second biggest infusion of catalog items into the store at once since RuntimeDNA shut down. Heck, Anagord alone added over a thousand skus, Valkyrie over 800, and there were qute a few more who each dropped several hundred. That said, as messed up as this transfer of assets was, it's nothing compared to the mess that was the RDNA merging, where there were bundles that included otherrandom bundles, bundles that included items that weren't in the store seperately, and artists who were here at DAZ only long enough to sell off a bunch of items that became D.O., many of which still don't have accurate documentation to this day.
I hear you, @Cybersox . I think a lot of items are going to have inaccurate documentation from now 'til the end of time. Nothing we can do about it. We also have decade-old products with surprisingly recent product numbers, no metadata, etc. Oh well. On we go!
Daz to Blender Bridge for Blender 5The easiest way to do so is to download both Blender 5.0 and 4.2(the last offical version support the bridge) import your Daz assets to 4.3, save as FBX format and then use 5.0 to load it, so far so good on my end.
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]DaveTheVoice said:
I don't know if my issue or question was resolved.
I continually try to convert mu OC to G8 and I still get the origami G9 (see attachment). Maybe a link to step by step review of what I did wrong would help.
From the manual:
The Converted Character’s Body is wrinkled. Because of the way that morphs must be converted, a morph that on Genesis 8 appears to only touch a small part of the head can affect the whole body on Genesis 9. You need to show Currently Used parameters to show all morphs on the converted character. Then, one by one, dial in the morphs to find the offending morph(s). Once you find them, delete the morphs from your HD (click the Gear icon, Parameter Settings, and look at File Path for the asset to figure out where the morph is and what it is called). You should also resave the character with the offending morph(s) dialed out (set to 0).
In order to transfer morphs from one generation to another, you need the two characters to match in shape, height, and pose as closely as possible. The script modifies G9's shape to the default G8 shape (using the included "Genesis 8 Female" or "Genesis 8 Male" clone morphs), and poses G9 to the default G8 pose. Once they match, the transfer utility transfers over the morphs and you can save them. However, what transferring means is that the changes between the current G9 shape/height/pose and the morph's shape/height/pose on G8 are what are transferred over as a morph. Because G9 has been changed, the converted morph will "remember" the change in shape, height, and pose as well as the shape changes of the original morph, which can cause problems. This is why, even if the original morph only changed fingernail length or something like that, a converted morph changes the whole body on G9. The script is smart enough to only save the head of a head morph but saves the whole body or figure for all other morphs. This is why small, benign morphs on G8 can cause problems on G9.
That said, you can transfer over your custom character by combining all your morphs into one morph on the G8 character first. Load your G8 character in DS at the default position. Export the entire figure as an obj (making sure you have resolution level is base and subD is 0). Clear out all of its old morphs so it is a generic G8 shape and import the obj using morph loader. Save as a character and then convert that.
There's Always Another Sale Thread -- Discussions Only Pt 5Cybersox said:
Yes, very, especially given that the basic BC2 isn't even set up for iray...
It's actually is according to the readme, but Daz never updated it's shop's page for some reasons:
2018-11-07 - Added Iray Support and updated Metadata.
https://docs.daz3d.com/public/read_me/index/16000_16999/16288/start
Anyone flip a hair product (left to right)This is how I do it (works for dForce hair):
- Load the hair into Daz Studio
- Select the Geometry Editor tool
- Export the hair to OBJ with Remove Unused Vertices and Write Polylines selected, as well as your normal export settings
- Open Blender (I have version 5)
- Import the exported hair OBJ into Blender.
- In Blender Object Mode, select the imported hair object.
- In Blender, Right click and select Mirror, X Global
- In Blender, Export the selected hair to OBJ
- Back in Daz Studio, with the Geometry Editor tool still selected, select Morph Loader Pro and import the Blender-exported-mirrored OBJ as a morph
- Wait and be patient. It takes my computer several minutes to import the OBJ
- Dial the created morph to 100% to verify that it works correctly.
- Set the min and max morph limits to 0% and 100% with Set Limits checked. Be sure default is 0%.
- Save the morph that is created as a Modifier Asset
Now you have a mirroring morph saved to the hair, and you can use it now and when you load the hair in the future.
I don't have Side Swept Glam Hair. Here is an example with Bixie Cut Hair (I only loaded and mirrored the Main hair, and didn't bother with the strays, but they can be mirrored with the same technique).
You can use this same technique to create morphs for dForce hair, by moving vertices around in edit or sculpt mode in Blender, instead of mirroring the whole hair.
Render your buys! ALL TIME ChallengesElor said:
It all started with the Trendy Barista outfit: I was a bit disappointed when I saw that the skirt, shirt, jacket and tie were one item, but thankfully, no shortcut were followed while modelling them so everyone of them could work as a 'standalone' item, once the others are removed or hidden. Because it felt like the least resistance path (no need to save items and create metadata for them), I create Conditionnal Grafts (more on that in the gallery description) and then looked at how I could mix some part of the outfit with other to end with a new outfit.
At one point, I also wanted to see how many Genesis 3 figures I could fit in 16GB of VRAM, hence the use of mostly Genesis 3 Era items, but it got boring to find contemporary clothes in my Genesis 3 wardrobe (I could have expanded it by converting Genesis 8 clothes but it felt like cheating and too much work too) and poses around the 10GB mark.
Most of the Genesis 3 clothes are something I never used before for a render, but to showcase four items for #4news:
- https://www.daz3d.com/new-york-essence-fashion-outfit-for-genesis-3-female-s which is a nice formal/work outfit, that does look like one you could see in a real workplace.
- https://www.daz3d.com/biometric-expressions-happiness-and-joy-for-genesis-3-female-s for nice happy expressions, with lots of controls available (each expression is available as lower and upper head dial too). The main downside: you need another product to make it work, one I was lucky to get in a 10 for $1 each flashsale.
- https://www.daz3d.com/josette-pumps I have no idea if someone would actually dance wearing them, but finding flat footed shoes is not easy. It's in the outlet store currently, for 0.99/1.99.
- https://www.daz3d.com/easy-geometry-hider which made creating the Conditionnal grafts fast and easy.
So, 'Samedi soir sur la terre':

Other items and the raw render are linked and visible in the gallery.
That's a nicely convincing dance floor scene. The poses and expressions are really good.
Render your buys! ALL TIME ChallengesIt all started with the Trendy Barista outfit: I was a bit disappointed when I saw that the skirt, shirt, jacket and tie were one item, but thankfully, no shortcut were followed while modelling them so everyone of them could work as a 'standalone' item, once the others are removed or hidden. Because it felt like the least resistance path (no need to save items and create metadata for them), I create Conditionnal Grafts (more on that in the gallery description) and then looked at how I could mix some part of the outfit with other to end with a new outfit.
At one point, I also wanted to see how many Genesis 3 figures I could fit in 16GB of VRAM, hence the use of mostly Genesis 3 Era items, but it got boring to find contemporary clothes in my Genesis 3 wardrobe (I could have expanded it by converting Genesis 8 clothes but it felt like cheating and too much work too) and poses around the 10GB mark.
Most of the Genesis 3 clothes are something I never used before for a render, but to showcase four items for #4news:
- https://www.daz3d.com/new-york-essence-fashion-outfit-for-genesis-3-female-s which is a nice formal/work outfit, that does look like one you could see in a real workplace.
- https://www.daz3d.com/biometric-expressions-happiness-and-joy-for-genesis-3-female-s for nice happy expressions, with lots of controls available (each expression is available as lower and upper head dial too). The main downside: you need another product to make it work, one I was lucky to get in a 10 for $1 each flashsale.
- https://www.daz3d.com/josette-pumps I have no idea if someone would actually dance wearing them, but finding flat footed shoes is not easy. It's in the outlet store currently, for 0.99/1.99.
- https://www.daz3d.com/easy-geometry-hider which made creating the Conditionnal grafts fast and easy.
So, 'Samedi soir sur la terre':

Other items and the raw render are linked and visible in the gallery.
How to add and rotate picture to primitive ?Hi, I need some bills in a scene so I made a primitive with the right dimensions for that currency.
When I go to Surface/Base color to add the image of the bill, it is rotated 90° from what it should be. Could someone please tell me:1) how to rotate the image so the dimensions of the image and the dimensions of the plane are concordant?
2) what I should save the plane as, in order to import it into the scene as a prop?Thanks! (O:
Multiple skeletons when importing a modelPadone said:
Assuming you're asking about Diffeomorphic, If you use easy import then "merge rigs" is enabled by default. Otherwise you can merge by hand after.
setup > corrections > merge rigs
That's right, I'm talking about Diffeomorphic
I've gone through the process of merging the skeletons, but when I merge them and import the expressions, the same thing keeps happening
Expressions break when importing “Standard Morphs” expressions
Multiple skeletons when importing a modelAssuming you're asking about Diffeomorphic, If you use easy import then "merge rigs" is enabled by default. Otherwise you can merge by hand after.
setup > corrections > merge rigs
Is there AI that can analyze an image pose and apply it to DAZ char?all require import and conversion, even https://www.rokoko.com/products/vision
if you are not against ai, changing the pose on a rendered image using a reference is faster
often free for limited goes, too many options to list but most ai websites do it
Is there AI that can analyze an image pose and apply it to DAZ char?WendyLuvsCatz said:
James said:
I would be great if I can just take a pic, and the character automatically pose the way I pose, without needing export import etc.
well that you actually can do using ai and Openpose, Facebook's Meta Ai or Google's Gemini will do it for you with the 2 pictures and a prompt too
I don't get it.
What I have in mind is the character in DAZ3 posing as I pose.Is there AI that can analyze an image pose and apply it to DAZ char?James said:
I would be great if I can just take a pic, and the character automatically pose the way I pose, without needing export import etc.
well that you actually can do using ai and Openpose, Facebook's Meta Ai or Google's Gemini will do it for you with the 2 pictures and a prompt too
Multiple skeletons when importing a modelIs there a way to import a model into Blender without this model importing more than one skeleton?
I want to import a model into Blender so I can use it with its expressions. However, since all the skeletons are separate. I decide to join all the model skeletons and merge the separate models.
But because I did that, when I try to import the facial expressions/morphs (FACS) from Daz Studio to my model in Blender, for some reason they break.
Edit: I forgot to mention that I use the Diffeomorphic add-on to import models from DAZ to Blender.Does anyone recognize this?SofaCitizen said:
Just to check, did you do the Export on it's own and click accept and then go back in and do the reset? I am not sure what happens if you check Export and Reset at the same time :/
If you did do them separately then you should have had a option right at the top of the import list named USER_DATA or USER_DATA1 (or similar - it's been a while since I have done that) and providing that is checked then it should have imported all your custom database changes.
I did not do them separately. So I never saw any import list.
Is there AI that can analyze an image pose and apply it to DAZ char?I would be great if I can just take a pic, and the character automatically pose the way I pose, without needing export import etc.
Shrink WrapWhat sort of distortion? If the mesh is jagged like a bale of broken glass within the outlines of the desired shape then yes, it probably is vertex order. If it's a mayyer of scale or oreintationthen you might have had the preset used on import changed. If it is a morph on a posed or shaped figure then you might not be selecting Reverse Deformations in the moprh loader options for the morph.
Shrink WrapCan anyone help me with a problem I'm currently trying to solve with DAZ Support? Since the last update (DAZ Studio), my OBJs created with Blender can no longer be loaded with the Morph Loader. Everything seems to be okay, no warning/error message, but when you move the slider to 100%, everything suddenly becomes completely distorted. I received the following response from DAZ Support. "Old objects might be a problem, but newly exported objects shouldn't be. Are you trying to use old objects exported from Blender as morphs? I also know Blender has a function to fix vertex orders when something like this happens. I believe it might be Sort Elements? I'm not really certain. It also has a shrink wrap function so if you have the old shapes as objects, you can export a new figure from DS and shrink wrap it to the old object to create a new one to import into Daz Studio. Are all your shapes saved as morphs or objects" Can anyone also explain to me what the current workflow is from DAZ to Blender and Blender to DAZ? Maybe I'm doing something wrong after all.Smart Content not appearing (solved)Let me rephrase that...
DrunkMonkeyProductions said:
First, check if assets are showing up in the Content LIbrary pane/tab.
If they're there, skip to the second part of this.
1. Check that your file paths in DIM and Studio are the same.
FOr DIM:Click the Gear icon and select Basic Settings. The Content Base Path will tell you where items are being installed to.
Default is C:\Users\Public\Documents\My Daz 3D LIbrary.
In studio, Click the Content LIbrary menu button in the upper right corner and select Content Directory Manager, or F2>Content(tab)>Content directory manager.
Expand the DAZ Studio Formats and check that the file path matches DIM.
So yes, THAT is correct and (mostly) working. I'm not sure if I just wasn't looking in the right spot or if something was shaken loose. Probably the former :P
I'm guessing the lack of content in some of the products is due to improper original configuration. What a pain going through ALL of the products, though, and having to try and find where the missing files are. :( You would have thought that coming from the store, there would have been more QA to have better consistency, which Daz claims to enforce. It's so annoying seeing all the wild and varied non-standard ways they have been configured. Maybe newer packages are better, since I do have a lot of older ones.
2.For Smart Content, Click the Pane Menu in the upper right corner, select Content Database Maintenance and check Re-Import Metadata then click Accept.
In the Import Metadata popout, you can, generally, just click Accept and studio will just reprocess all the items currently installed.
If there's not problem, items should now show up in smart content.
Ok, so THIS part still isn't working. At least, as far as I understand it as working. After the import, there were a dozen packages listed on the Install tab, which I did do. (Another gripe - it was nice it was importing in the background, and, Oh! It's showing the status of the install on the very bottom status line! But I didn't know to look there at first. There should be a popup box that at least notifies you of the fact it is working in the backround. I expected a modal box, like almost everything else in this thing.
I want to use that vastly simplified interface that Dreamlight created - but I'm just afraid that something else will "break" or become unavailable, and nobody will be able to help me.
Any other suggestions?








