-
Diffeomorphic DAZ Importer version 1.6.0 released
If the teeth use HD morphs as is common for most figures then you have to export HD. Or disable the HD morph on the teeth before exporting.
As for HD figures usually they are more resource intensive, depending on the subd level they use. Also some HD meshes may not come in right because blender gets limits with the multires modifier, in this case yo uget a warning on import that the HD mesh can't be unsubdivided aka multires.
Diffeomorphic DAZ Importer version 1.6.0 releasedHi guys,
I have another quick question. I noticed that in pretty much all cases when I imported models the teeth were always shaped strange in Blender and I could narrow it down that it has something to do with the subdivison settings. I tried out and used the Build HD Mesh option in Diffeo - and with that the teeth look fine an identical to DAZ Studio! It seems something is not working correclty in the normal mesh import. So I guess I will use the HD Mesh option from now on.
I wanted to ask, are there any disadvantages in using the HD Mesh compared to the normal import? I saw the subdivision count is the same between the normal option with Subdiv modifier and the HD option with the Multires modifier (when they have the same settings ofc) - is this the whole difference or is there anything else that is different between the two option? I saw the textures are the same on both methods. Just wanted to be sure I can use the HD option and don't get any problems.
CARRARA CHALLENGE #63: There be Dragons..... WIPWendyLuvsCatz said:
I am having no luck with Mimic, I am certain I have made it talk but cannot find a working configuration file
even notepad edits have no effect
morphs are on head so should
changing Head 2 to Head 1 fails too
the Poser Dson cr2 has no object tree or mesh in Mimic pro, I may need to recreate my own
DSON has stopped working in Poser11 again so I need to find out why
Traceback (most recent call last):
File "I:\My DAZ 3D Library\Runtime\libraries\Character\DAZ Genesis\Characters\CitizenX\!CitizenX.py", line 1, in <module>
import dson.dzdsonimporter
ImportError: No module named dson.dzdsonimporterget the same for all cr2 just tried that as worked last time
Sounds like a PITA Wendy, hope you get it sorted !!!
CARRARA CHALLENGE #63: There be Dragons..... WIPI am having no luck with Mimic, I am certain I have made it talk but cannot find a working configuration file
even notepad edits have no effect
morphs are on head so should
changing Head 2 to Head 1 fails too
the Poser Dson cr2 has no object tree or mesh in Mimic pro, I may need to recreate my own
DSON has stopped working in Poser11 again so I need to find out why
Traceback (most recent call last):
File "I:\My DAZ 3D Library\Runtime\libraries\Character\DAZ Genesis\Characters\CitizenX\!CitizenX.py", line 1, in <module>
import dson.dzdsonimporter
ImportError: No module named dson.dzdsonimporterget the same for all cr2 just tried that as worked last time
CARRARA CHALLENGE #63: There be Dragons..... WIPSteve K said:
Diomede said:
I picked up the new Paris city center and am thinking of ways to give it a go.
Is that the "Paris City Center" model by Matej Vodnik? How did you import it to Carrara? Collada?
Thanks for the comments on Paris dragons, everyone. Steve K, the Paris tower loads directly from the content folder without having to convert to another format. Yes, the load time was very long. Also, in trying to open the shader room, I inadvertently entered the modeling room with the model selected. Took forever, but I was able to load the tower in the vertex modeler. I didn't do anything there, but good to know it can be opened.
The product is by Polish. https://www.daz3d.com/paris-city-center
Backing up DS customisationRichard Haseltine said:
Other than product creation, which should save automatically, metadata requires a deliberate export option.
The export you are doing is, I think, separate and contain only your changes (categorisations, for example) - but the one in the Content DB Maintenance dialogue does go to Runtime/Support/ in the first content directory listed in Content Directory Manager (Edit>Preferences>Content tab) and as far as I know so do changes made in the Edit Metadata dialogue.
My head hurts from this. I'm going to let it go for now and return to it at another time. Thanks
Backing up DS customisationOther than product creation, which should save automatically, metadata requires a deliberate export option.
The export you are doing is, I think, separate and contain only your changes (categorisations, for example) - but the one in the Content DB Maintenance dialogue does go to Runtime/Support/ in the first content directory listed in Content Directory Manager (Edit>Preferences>Content tab) and as far as I know so do changes made in the Edit Metadata dialogue.
Backing up DS customisationRichard,
- The Content Cluster is the database, …
OK. Weekly, I backup my AppData/Roaming/DAZ 3D folder which contains the cms folder in which the ContentCluster folder is located.
- … not metadata (metadata is read from the database on export and imported to the database on import).
Does metadata export/import have to be done manually (and if so, where does one start the process?) or is it done automatically upon opening and closing Daz Studio (and if so, where is it stored?)?
- The /Runtime/Support folder has the product metadata and the exported userdata. The Userdata_Daz3d_Product name files do seem to be the modified vesions, I wasn't aware that it did that.
My Daz Studio Runtime/Support folder has product metadata files but it does not contain any exported user data files.
For example, my Daz Studio Runtime/Support folder contains the three expected files for Victoria 8 (see first image) whereas my exported user data contains one file for Victoria 8 (see second image).
The dsx files from the Daz Studio Runtime/Support folder contain different information than the much smaller dsx file from the exported user data. Many of the exported user data dsx files contain almost no information whereas the corresponding file in the Daz Studio Runtime/Support folder contains all of the expected information. Some of the larger exported user data dsx files contain more information but it’s different than what is in the corresponding dsx file in the Daz Studio Runtime/Support folder. An exported user data dsx file is always smaller in size than its corresponding dsx file in the Daz Studio Runtime/Support folder. Attached are the dsx files for Victoria 8 which was installed via DIM.
Should I export UserData periodically and copy the files to the Daz Studio Runtime/Support folder?
Backing up DS customisationThe Content Cluster is the database, not metadata (metadata is read from the database on export and imported to the database on import). The /Runtime/Support folder has the product metadata and the exported userdata. The Userdata_Daz3d_Product name files do seem to be the modified vesions, I wasn't aware that it did that.
Backing up DS customisationAlthough backing up the database should catch everything it is also prudent to run the Export userdata command - Contet Library option menu (the lined/hamburger button, or right-click the tab)>Content DB Maintenance. It gets written to the first Daz Studio Format content directory.
Richard,
- What do you mean by “… the first Daz Studio Format content directory.”? I executed the Content Database Maintenance – Export User Data command and I believe the data were saved to the ContentCluster folder in my AppData/Roaming/DAZ 3D/cam folder; see the first image below.
- I also executed the Export Product Metadata command with Product selected in the Content Library tab. I was asked for a folder location and then slightly more than 3,000 files named UserData_DAZ_3D_product identifier.dsx or UserData_LOCAL_USER_product identifier.dsx were saved there to a Runtime/Support folder; see the second image below. Are these files for products for which I have modified (DIM installed) or created (manually installed) product metadata? How would I use these files in the future if the need arose? There are no similarly named files in my Runtime/Support folder.
Thanks.
Appropriate FBX does not exist!hello, i am probably the 100 person with this issue, but im trying to import from daz to blender and i get this info, Appropriate FBX does not exist!
was working for a bit then bam nothing anymore, any idea or workaround about this?
thanks
Trying to move individual characters already saved in a scene to another scenesI do this all the time. Make the character first and save it as a seperate scene. From "NEW" build the scene your and save that alone. Reload the character, dress as desired and use the merge scenes function to import the character into the selected scene. This way the same character is easily redressed for any scene you desire.
CARRARA CHALLENGE #63: There be Dragons..... WIPDiomede said:
I picked up the new Paris city center and am thinking of ways to give it a go.
Is that the "Paris City Center" model by Matej Vodnik? How did you import it to Carrara? Collada?
Syntax error loading Marcoor Control Room AgedHi, I'm hoping someone can help me out here. I purchansed SS Marcoor Control Room and Marcoor Control Room Aged during the summer sale, but getting issues with the material set on the addon. The Materials folder shows the Iray Materials with an error and the logs show that there is a Syntax error - expected '{' or '[' when trying to load the asset. I've uninstalled and installed multiple times and still it does not work. I know others must be using it correctly however since I see it used in the Gallery (1).
I'm wondering if this is an install issue, but not sure how to solve it. I install all my items directly from DS (while logged in). I attached a screenshot of my UI.
Logs show:
2022-07-15 17:56:45.848 [INFO] :: Beginning Install of "SS Marcoor Control Room"
2022-07-15 17:57:33.515 [INFO] :: "SS Marcoor Control Room": Install Succeeded.
2022-07-15 17:58:45.479 [INFO] :: Prepare asset load (open): /Environments/Architecture/SS Marcoor/Control Room/Scene/Iray/Control Room !Pre.duf
2022-07-15 17:58:45.479 [INFO] :: Locking viewport redraw...
2022-07-15 17:58:45.479 [INFO] :: Viewport redraw locked.
2022-07-15 17:58:45.593 [INFO] :: Native format content directories: 3
2022-07-15 17:58:45.594 [INFO] :: Poser format content directories: 3
2022-07-15 17:58:45.594 [INFO] :: Other import format content directories: 0
2022-07-15 17:58:45.594 [INFO] :: Begin asset load (open): /Environments/Architecture/SS Marcoor/Control Room/Scene/Iray/Control Room !Pre.duf
2022-07-15 17:58:45.882 [INFO] :: *** Scene Cleared ***
2022-07-15 17:58:45.883 [INFO] :: Determining missing assets...
2022-07-15 17:58:46.719 [INFO] :: Setting textures...
2022-07-15 17:58:46.850 [INFO] :: Scanning for addons...
2022-07-15 17:58:46.863 [INFO] :: Cache update required: /data/Ravnheart/Marcoor Control Room/sci_fi_control_desk.cache.dsf
2022-07-15 17:58:46.864 [INFO] :: Cache update started: /data/Ravnheart/Marcoor Control Room/sci_fi_control_desk.cache.dsf
2022-07-15 17:58:46.864 [INFO] :: Cache update finished: /data/Ravnheart/Marcoor Control Room/sci_fi_control_desk.cache.dsf
2022-07-15 17:58:46.869 [INFO] :: Cache update required: /data/Ravnheart/Marcoor Control Room/sci_fi_control_chair.cache.dsf
2022-07-15 17:58:46.870 [INFO] :: Cache update started: /data/Ravnheart/Marcoor Control Room/sci_fi_control_chair.cache.dsf
2022-07-15 17:58:46.871 [INFO] :: Cache update finished: /data/Ravnheart/Marcoor Control Room/sci_fi_control_chair.cache.dsf
2022-07-15 17:58:46.886 [INFO] :: Creating node geometry...
2022-07-15 17:58:46.957 [INFO] :: Creating UV sets...
2022-07-15 17:58:46.957 [INFO] :: Creating materials...
2022-07-15 17:58:48.461 [INFO] :: Resolving legacy figures...
2022-07-15 17:58:48.461 [INFO] :: Preparing modifiers...
2022-07-15 17:58:48.461 [INFO] :: Creating modifiers...
2022-07-15 17:58:48.469 [INFO] :: Creating sum stage formulas...
2022-07-15 17:58:48.471 [INFO] :: Creating multiply stage formulas...
2022-07-15 17:58:48.471 [INFO] :: Finalizing modifiers...
2022-07-15 17:58:48.471 [INFO] :: Finalizing channels...
2022-07-15 17:58:48.471 [INFO] :: Finalizing materials...
2022-07-15 17:58:48.471 [INFO] :: Sorting property groups...
2022-07-15 17:58:48.472 [INFO] :: Setting up follow targets...
2022-07-15 17:58:48.473 [INFO] :: Finished asset load (open): 0m 2.879s - /Environments/Architecture/SS Marcoor/Control Room/Scene/Iray/Control Room !Pre.duf
2022-07-15 17:58:48.831 [INFO] :: Unlocking viewport redraw...
2022-07-15 17:58:48.831 [INFO] :: Viewport redraw unlocked.
2022-07-15 17:58:49.260 [INFO] :: Loaded image: holo_projector_2_tx.jpg
2022-07-15 17:58:49.337 [INFO] :: Loaded image: holo_projector_1_tx.jpg
2022-07-15 17:58:49.487 [INFO] :: Loaded image: sci_fi_room_1_tx.jpg
2022-07-15 17:58:49.662 [INFO] :: Loaded image: sci_fi_room_2_tx.jpg
2022-07-15 17:58:49.765 [INFO] :: Loaded image: control_desk_4_tx.jpg
2022-07-15 17:58:49.829 [INFO] :: Loaded image: control_desk_6_displays.jpg
2022-07-15 17:58:49.906 [INFO] :: Loaded image: control_desk_6_tx.jpg
2022-07-15 17:58:49.920 [INFO] :: Loaded image: control_desk_1.jpg
2022-07-15 17:58:49.976 [INFO] :: Loaded image: control_desk_7_displays.jpg
2022-07-15 17:58:49.999 [INFO] :: Loaded image: control_desk_2.jpg
2022-07-15 17:58:50.073 [INFO] :: Loaded image: control_desk_7_tx.jpg
2022-07-15 17:58:50.101 [INFO] :: Loaded image: control_desk_5_tx.jpg
2022-07-15 17:58:50.122 [INFO] :: Loaded image: control_desk_3.jpg
2022-07-15 17:58:50.221 [INFO] :: Loaded image: chair_1_tx.jpg
2022-07-15 17:58:50.307 [INFO] :: Loaded image: chair_4_tx.jpg
2022-07-15 17:58:50.383 [INFO] :: Loaded image: chair_4b_tx.jpg
2022-07-15 17:58:50.455 [INFO] :: Loaded image: chair_5_tx.jpg
2022-07-15 17:58:50.529 [INFO] :: Loaded image: chair_2_tx.jpg
2022-07-15 17:58:50.609 [INFO] :: Loaded image: chair_4c_tx.jpg
2022-07-15 17:58:50.684 [INFO] :: Loaded image: chair_3_tx.jpg
2022-07-15 17:58:50.774 [INFO] :: Loaded image: wall_mounts_1_tx.jpg
2022-07-15 17:58:50.868 [INFO] :: Loaded image: wall_mounts_2_tx.jpg
2022-07-15 17:58:59.616 [INFO] :: Beginning Install of "Marcoor Control Room Aged"
2022-07-15 17:59:21.376 [INFO] :: "Marcoor Control Room Aged": Install Succeeded.
2022-07-15 18:00:42.060 [INFO] :: Prepare asset load (merge): /Environments/Architecture/SS Marcoor/Control Room/Materials/Iray/Aged/Sci Fi Room Walls.duf
2022-07-15 18:00:42.060 [INFO] :: Locking viewport redraw...
2022-07-15 18:00:42.060 [INFO] :: Viewport redraw locked.
2022-07-15 18:00:42.210 [INFO] :: Native format content directories: 3
2022-07-15 18:00:42.210 [INFO] :: Poser format content directories: 3
2022-07-15 18:00:42.211 [INFO] :: Other import format content directories: 0
2022-07-15 18:00:42.211 [INFO] :: Begin asset load (merge): /Environments/Architecture/SS Marcoor/Control Room/Materials/Iray/Aged/Sci Fi Room Walls.duf
2022-07-15 18:00:42.211 [INFO] :: C:/Users/<my name>/Documents/DAZ 3D/Studio/My Daz Connect Library/data/cloud/1_24421/environments/architecture/ss marcoor/control room/materials/iray/aged/sci fi room walls.duf (1,1): Syntax error - expected '{' or '['
2022-07-15 18:00:42.211 [INFO] :: Error loading asset: C:/Users/<my name>/Documents/DAZ 3D/Studio/My Daz Connect Library/data/cloud/1_24421/environments/architecture/ss marcoor/control room/materials/iray/aged/sci fi room walls.duf
2022-07-15 18:00:42.211 [INFO] :: Operation failed
2022-07-15 18:00:42.335 [INFO] :: Unlocking viewport redraw...
2022-07-15 18:00:42.335 [INFO] :: Viewport redraw unlocked.
2022-07-15 18:01:42.011 [INFO] :: Prepare asset load (merge): /Environments/Architecture/SS Marcoor/Control Room/Materials/Iray/Aged/Sci Fi Room Walls.duf
2022-07-15 18:01:42.011 [INFO] :: Locking viewport redraw...
2022-07-15 18:01:42.011 [INFO] :: Viewport redraw locked.
2022-07-15 18:01:42.141 [INFO] :: Native format content directories: 3
2022-07-15 18:01:42.141 [INFO] :: Poser format content directories: 3
2022-07-15 18:01:42.141 [INFO] :: Other import format content directories: 0
2022-07-15 18:01:42.141 [INFO] :: Begin asset load (merge): /Environments/Architecture/SS Marcoor/Control Room/Materials/Iray/Aged/Sci Fi Room Walls.duf
2022-07-15 18:01:42.141 [INFO] :: C:/Users/<my name>/Documents/DAZ 3D/Studio/My Daz Connect Library/data/cloud/1_24421/environments/architecture/ss marcoor/control room/materials/iray/aged/sci fi room walls.duf (1,1): Syntax error - expected '{' or '['
2022-07-15 18:01:42.142 [INFO] :: Error loading asset: C:/Users/<my name>/Documents/DAZ 3D/Studio/My Daz Connect Library/data/cloud/1_24421/environments/architecture/ss marcoor/control room/materials/iray/aged/sci fi room walls.duf
2022-07-15 18:01:42.142 [INFO] :: Operation failed
2022-07-15 18:01:42.273 [INFO] :: Unlocking viewport redraw...
2022-07-15 18:01:42.273 [INFO] :: Viewport redraw unlocked.Looking for a Gen 8 female shaped like a Gen 2. Any options out there?In my efforts to convert between a bunch of software, I'm running into issues jumping between Gen 2 and 8.
My clothing designer (CLO) will only work properly with an imported Gen 8 model.
I make the clothes on that and export to Daz just fine.Poblem is, my end product is designed to work with Gen 2. I need to import with Gen 2 dimensions and the Gen 2 T-Pose.
I've worked out getting a Gen 8 model into the correct T-Pose, but the body dimensions are still off. If I had a Gen 8 model in the shape of a Gen 2, I could fit the clothing to that and export just fine.
So rather than me sitting there with overlapped models tweaking morph by morph to try to get it close, I though I'd see if anything like this exists, or if anyone has other ideas?
Problems with put Objects in a groupHi all,
i import a .dae file and it works fine. All the objects are at the place they must be.
Now i create a new group and put some objects in the new group and the objects moved to a wrong place.
So i had to move the objects in the group to the correct place again.
The same thing when i parent thes objects.
Is there problem with the group / parent function ? ... i think that work correct a long time ago
Thank for help :)
Morph Loader Pro - my custom preset is not shownAre there two presets or just one? I thought it was just one preset but it is supposed to be loaded in two different fields. The first field for preset allows me to control the scale of import. However, I cannot load my preset into the field in the middle.
I even tried to use the button "Save Project" in order to have a second preset for Reverse Deformation. Nope. When I click "Load Project/Object", I just load a saved OBJ.
I am looking for a way to have preset for Reverse Deformation. I can access the list on top but I cannot load my preset in the field in the middle. Please have a look at the picture.
Morph Loader Pro - my custom preset is not shownDifferent presets, I think - the one you are using is the oen that also appears in the OBJ import and export dialogues, setting scale and axis options. Click the preset name (currently Custom) next to From: to access the list.
dForce duvet, internal pressure.One problem with dForce is that it has no function to etiher keep volume (soft body) or keep internal distance (internal springs), and therefore it most often will cling to the collision item. Same happens for cloths where it might end up almost glued to the body, without any actual cloths volume.
I have tried several methods and given up for now.
In a modeller you could add internal edges (and apply as dForce add-on), but I find it much easier to simulate it in blender and import to DS, potentially as a morph.
[Released] Smart Collections [Commercial]Cheri Lasota said:
RiverSoftArt said:
Cheri Lasota said:
Decided to go ahead and reset database and reimport metadata and it finally showed me there was a bunch of assets in Local User Product. I'm removing references from there as I type this. Will try Smart Collections again after I'm finished with that and let you know if it worked. Thanks for the tip!
UPDATE: Got it working again at long last. It took removing everything out of Local User, resetting the database, reimporting metadata, removing another 2000 items from Local User. amd uninstalling/reinstalling Smart Collections, but it's finally done.
Thank you for continuing to help me troubleshoot this. Couldn't have done any of this without you. I promise I won't bug you for at least a whole day. LOL!
I am so glad you got it working! I am so sorry you had to go through so much effort to get it working, but sometimes DS just gets in a state where I think only the programmers know who to fix it.

I'm glad I was able to clean up a bunch of filing issues, but super happy I can now use Smart Collections again. I know it will save me boatloads of time in the end.
I did want to mention that I found a workaround for one of the original issues I was having with Smart Collections where it'll randomly freak out and dump hundreds of assets into a Smart Collection for no particular reason. It happens really randomly, but I can tell you it only happens when I select more than one asset at a time to add to a collection. But anyway, the work around is to just get out of the smart collection by hitting the cancel button, opening the collection again, and then adding each item to that collection one at a time only. That seems to get around the glitch somehow or other. If anyone else has this issue and you find a fix for it, let me know. It happens quite a bit for me.
Thanks again!
You're welcome. And thank you for sharing the tip. I will see if the tip can help me hunt down the problem.









