-
What better format for exporting Hexagon Curve ?
juvesatriani said:
So my question, what format to exporting Hexagon Curve so I can use in Blender or any 3D software ?
Hexagon will not export curves, only line segments. (Hexagon DG is collapsed on export)
You can export the line segments via .Obj format, which Blender will import.
I'm really new to daz and unreal. Could use some helpreflectivewanderer said:
I just started using daz a month ago and I would like to import some of my characters into unreal. I was wondering when you import a character into unreal if it loses quality. I read somewhere that unreal doesnt support dforce hair. Does that mean it wont even show up in unreal? Sorry I'm a complete newb when it comes to both programs. I basically want to import the daz dire wolf and a woodland huntress into unreal and then build a forest scene around them. Would it be better to just do that all in daz? It seemed to me that unreal would be much better for building enviroments at least from my limited experience with quixel bridge and megascans.
ok to use daz characters into unreal it's not the same as use in daz, some stuffs work a little different, starting by the "render itself, since daz use a different way to render the characters and scenes than unreal it means which you not gonna ge exactly the same results, unless you do some extra work to configure the unreal material shaders which you do have to have some "basic to advanced knowledge about render, materials and pos processing" inside unreal in order to have the same or better results than daz but once you manage to do that it can be amazing, it's just not like daz "one click" and magically everything is awesome you need some extra works.
so far what don't work outside daz is:
1 - dforce hair or fur, because they are a internal way to genereate hair, they don't work outside daz even if you try to export to unreal it can lead to errors or even crash unless someone create a plugin or something to add the dforce hair/fur to unreal it not gonna work.
2 - geoshell, another "daz only feature" which don't work outside daz, it sometimes can even be somehow by lucky exported to unreal but it not gonna work, because geoshell is a sort of "fake mesh" genereated inside daz, without any rig or anything which just use some daz configure to allow it follow the character mesh, then when it get "lucky exported" to unreal it is exported as a obj which not follow the character or is not rigged which means not gonna work and you would rater need some extra work, to make it work.
a work around for that is which in many cases the texture of the geoshell match the "character uv textures" then you export the texture to apply it direct into the character mesh by mixing it into the unreal material which again would you need to have some basic to advanced knowledge on unreal materials to proper blender multiple textures in a character.
3 - fibermesh - due to most of the fibermesh stuffs being tooooooooooooooo!!!, high poly normally unreal can't handle it and you can have some crashs or big perfomance issues trying to use it outside daz or into unreal, or not get exported at all, then normally "avoid it".
stuffs which partially work on unreal or outside daz
1 - gegraft elements like the centaur horse parte or horns or others "extras" sort of limbs, they can work outside daz but they can bring some weird results like when exporting to unreal you get a "extra" mesh" without texture, like instead of having a single "horse mesh" for the centaur you get 2, one which is rigged to the character and another which is exported as a static mesh, then being really painfull, this will give a better info about the issue.
2 - jcms those type of morphs can be really trick and lead to some issues, while they are fine exported and supposed to work "fine" it's not really happens, due to how the daz characters are skinned/rigged by using DQ system, better info can be found here:
then since unreal don't have support to DQ you can end with this type of issue when animating or using poses:
In general avoid using "too high poly or dense meshes, like some outfits with "millions of polygons" normally a "fine character", would be around 100k to at best 300k tris and worst case around 500k tri in polygons count, it counting "the character base mesh, outfit, hair and any other detail/acessory, characters above it normally would lead to crashes or not being exported or big perfomance issues, it also have some extra here and there but those are basically the stuffs which normally you gonna have to deal when exporting
I'm really new to daz and unreal. Could use some helpI just started using daz a month ago and I would like to import some of my characters into unreal. I was wondering when you import a character into unreal if it loses quality. I read somewhere that unreal doesnt support dforce hair. Does that mean it wont even show up in unreal? Sorry I'm a complete newb when it comes to both programs. I basically want to import the daz dire wolf and a woodland huntress into unreal and then build a forest scene around them. Would it be better to just do that all in daz? It seemed to me that unreal would be much better for building enviroments at least from my limited experience with quixel bridge and megascans.
[Released] Substance Painter Assistant [Commercial]Timotheus said:
Is there any way to get back to the default list of acronyms used by the script?
If you are comfortable with RegEdit, you can search for Substance Painter Maps Import. The Channels key contains the current values. Deleting that will reset it.
Also, and I realize this is a bit beyond the scope of this product discussion, can I get some tips on adding maps to the output template in SP that would map to some of the non-obvious channels? For example, what would be the best input maps to use on the SP side if I wanted to use them for diffuse overlay or top coat? Any guidance or pointers to guidance would be appreciated.
Tim
I will have to pass this along to Esha. I don't know.
Is it Possible?felis said:
If I understand right, you would like to make a model of your school.
Daz Studio is not a modeller. You can make some simple operatations, and maybe with great patience you could do something out of primitives. But in my view it would be a a tediuos job with little reward.
My suggestion would be to make your model in a modeller and then import it into Daz Studio. You could then do materials inside DS and render.
For a modeller, two comes to mind. Carrera that can be obtained within Daz store, or blender.
Carrera is to my understanding fairly easy to use, but it hasn't been updated for years, and most likely never will.
For blender many people would say it is way to complicated. Case is blender can a lot, but in my view if you just stick to one task, i.e. modelling, I would say that you in decent amount of time could learn it. The interface has since blender 2.80 got much improved and much more user friendly. And if you are in doubt of something, it is most likely that there will be a YouTube video covering it.
Well, not quite. I have some of Collective3d's build a room packs. I was going to take the wall pieces and use that to do the layout of the hallways and stuff. Then use some classroom props to fill in. With the wall pieces I can make the room as big as I want without doing any modeling. Everything else like a gym or something like that I would take the prop and plop it into place. Basically, kit bash it altogether. I'll have to knock out a wall here and there to make it work. So basically, I'll do all the hallways with the build a room stuff and then use other props to fill in the actual rooms. Hope that makes better sense.
Is it Possible?If I understand right, you would like to make a model of your school.
Daz Studio is not a modeller. You can make some simple operatations, and maybe with great patience you could do something out of primitives. But in my view it would be a a tediuos job with little reward.
My suggestion would be to make your model in a modeller and then import it into Daz Studio. You could then do materials inside DS and render.
For a modeller, two comes to mind. Carrera that can be obtained within Daz store, or blender.
Carrera is to my understanding fairly easy to use, but it hasn't been updated for years, and most likely never will.
For blender many people would say it is way to complicated. Case is blender can a lot, but in my view if you just stick to one task, i.e. modelling, I would say that you in decent amount of time could learn it. The interface has since blender 2.80 got much improved and much more user friendly. And if you are in doubt of something, it is most likely that there will be a YouTube video covering it.
Creating clothing in blender to bring into Daz3d?I agree with @benniewoodell.
model your clothing in Blender to fit the base G8 male or female and import it to DS and use the transfer utilitie.

Then use Diffeo to import fully rigged/dressed Characters back to Blender
where you will have multiple options for animation and mocap retargeting
Creating clothing in blender to bring into Daz3d?I don't know about bringing it back into Daz, felis looks to have a good grasp on how to do that if that's the route you really want to take so definetely try that first, but you can bring the character into Blender fully rigged as well through Diffeo and life can be simplified instead of trying to get that to combine with the Daz to Blender bridge. With diffeo, I would recommend using easy import and check all the boxes that you want, and when you get to the rig part, turn it onto rigify or MHX there. I personally prefer MHX, I'm animating two projects right now with that rig and it's great. You'll have to download the MHX plug-in for Blender on the diffeo site to use it, totally worth it.
Normal import time for HD export using Diffeomorphic?1. Yes of course, that's what exporting to blender is for.
2. Yes.
2b. Yes. The HD addon by Xin also allows you to bake displacement maps instead of using multires, and also to bake HD morphs that are not available with multires alone. But requires much more work than using the HD export. So if you only want the HD shape then the HD export is the easy way to go.
2c. I never saved a favorite myself. But from waht I see it's pretty easy you import a "template" figure then add morphs and save it as favorite. Then you can load the favorite on other figures of the same generation. You don't save a pose preset where did you read that ?
Daz to Blender Bridge - Meet the TeamThis is what the zeroed character looks like upon import into Blender
Daz to Blender Bridge - Meet the TeamThank you so much for your detailed information. I beleve my error was not zero-ing the figure before I sent the content across to Blender. I had sent across a file with an animated timeline.
I used the figure and character morph at zero pose (character still applied), and the transfer is without distortion in the hands.
For reference, here aremy responses to your information requests
dzblenderbridge.dll
version 2022.1.9.30Daz Studio Pro
4.20.1.17Blender add-on
Import-Export : DazToBlender
version 2022.1.1Scene figure: Genesis 8 Male
Character morph and shader set: Yuzuru
Hair: Yuzuru hair
Lucidity clothing set: pants and shirt
Jasper Black clothing set: boots
Hippusuta clothing set: headphonesSteps prior to sending to Blender:
Set up scene with figure character and background props
Pose figure (noted should have been in zero default pose)
Save scene
Send To Daz To Blender
(See screenshots of options I selected)Steps inside Blender:
Open DazToBlender drawer tab
Import New Genesis Figure
(See screenshots)OFFICIAL DazToCinema4D Bridge 2022 (SEPTEMBER UPDATE): What's New and How To Use Ithzr said:
My impressions thus far :
(versions used were S24.111, R25.010, R26.013)
What did not seem to work for me was a figure with clothing etc. The import would simply stall out and hang up C4D on all three versions. this was a simple one figure setup with 4-5 clothing items, an FBM and FHM and base jcm export.
There are some figure + clothing/asset combinations that seem to be crashing the C4D bridge scripts. Please provide exact names of the Daz Figure and Clothing/Assets that you are using. Then open the Cinema4D console and switch to the Python tab before you do the import. When you do the import, if there are any script errors, they will show up in the python console of Cinema4D. Please post any error messages along with exact names of figures/assets/etc. This will help me track down and fix the issues. Thanks.
Oh another thing I noticed. The weight tag for the skin weight is set to linear on export, but should be set to spherical for the correct look.Thanks! Will look into fixing this.
Question : what does the "Auto JCM" button do? I could not see a difference between using that or leaving it off; the jcms seemed to work regardless.
Auto JCM is a feature taken from DazToUnreal bridge. For other bridges, it should automatically include all JCM morphs for all exported meshes without having to manually add them. I have removed it for other bridges in the latest version until I can do more testing and UX fine-tuning.
While further playing around I noticed that when you export animation data to C4D from DS and want to apply these poses to the joint corrected figure in the c4d scene, it is all wrong due to the animation data still coming in with default joint alignments and data being in HPB and not the fixed ones. In order to fix this you will have to create a sort of offset mechanism for the imported animation data or this will be useless for exporting poses or animation from DS to C4D. You are on a good track right now though, so keep it up. The export of poses would go a long way to have a good base to work from, but I understand that it might be a bit tricky to figure out how to properly offset the joint alignments for the animation data to match up with the corrected joint rotations on the exported figures.
Correct. For now the workaround is to click "No" for Fix Bone Orientation popup to use animation. We are looking into a good bone/joint orientation solution that will work for animations.
Daz to Blender Bridge - Meet the Teamibr_remote aka infinity10 said:
I used the Daz2Blender Bridge to import a commercial character of the Genesis 8 Male into Blender3D version 3.2 (nVidia Omniverse flavour).
I get these distorted hands when the file is transferred.
I know that if the problem occured inside Daz Studio, the fix is to Adjust Rigging To Shape inside DS.
However, the problem exists inside Blender3D, not DS. Inside DS, the morph character is fine.
Is there a setting inside Blender3D that I can use to fix the distorted hands ? Please advise me, thanks.
(Am using latest version of the DazToBelnder bridge with DS Pro 4.2
Please provide the following information so I can better understand and reproduce your problem:
- Full Version number of DazToBlender Bridge in the DazStudio Plugin, if you are using the latest version, it will show up in Advanced Settings tab
- Full Version number of the Blender Plugin, if you are using the latest version, it will show up in the Blender console
- Exact Character name and all hair, clothing and props used
- Exact steps you are performing prior to sending to Blender
- Steps you are performing once inside Blender
- Screenshots of all morph sliders and their values in Blender
Until I have the above information to figure out what is going on, here is some general advice:
- Make sure you are using the latest Bridge version, since there have been multiple fixes to the Morph export system: https://github.com/daz3d/DazToBlender/releases
- Try making sure that the character is Zero'ed to A-Pose in DS before you send it to Blender: Edit -> Zero -> Zero Figure Pose.
- Try setting the character morph shape that you want to use only in Daz Studio, then transfer only the custom character and not the morphs.
- If you need to be able to adjust morph character inside Blender, then make sure you click "Add Connected Morphs" in the Bridge Select Morphs dialog. This will help isolate the morphs that change bone length and skeleton size. In Blender, adjust only the morphs that do not affect bone length / skeleton size.
Hope this helps. Please do not forget to provide answers to above numbered list if you are still having problems. Good luck.
OFFICIAL DazToBlender Bridge 2022 (SEPTEMBER UPDATE): What's New and How To Use ItTorkuda said:
Anyone else having trouble with the system not finding the FBX to import for blender?
Try installing the latest plugin on the blender side. It fixes many import bugs and when it does not fix them, it will give more details and debugging feedback about what is going wrong: https://github.com/daz3d/DazToBlender/releases
Be sure to install the Blender plugin. Then check the Blender system console output. I'll try to make a new video with the new features/debugging feedback in a few days.
Genesis 3 (and 8) to UE5; my FBX export/import workflow.Note: I changed my post's tittle because I use the same process for Genesis 3 and 8 characters;
the video shows a G3 character but I follow the same process with G8 characters.
Here is a video showcasing my Daz to UE5 workflow; after editing my custom character in Daz Studio, I exported her to UE5.
Once in UE5, I edited textures and materials; next, I will have to worry about making rigs and blueprints.
Rigs are necessary for retargeting animations or for creating new ones using control rigs.
Blueprints put all the elements together to make her a usable character.
Here is the video:
It is worth mentioning that I bought interactive licenses for Genesis 3 Starter Essentials, Genesis 3 Female Head Morphs, Genesis 3 Female Body Morphs, Skin Builder 3 for Genesis 3 Female(s), Dorothy for Genesis 3 & 8 Female, Mischief Outfit for Genesis 3 Female(s), Wild Short Hair for Genesis 8 and 8.1, Hair Converter from Genesis 8 Female to Genesis 3 Female, Breast Control for Genesis 3 Female(s), and Glute Control for Genesis 3 Female(s)
You will need interactive licenses if you want to use Daz Studio models in a game that you plan to release/sell.
Normal import time for HD export using Diffeomorphic?Padone said:
It never happended to me to take over 3 hours to import a HD figure. May be your system is swapping ram if 32G aren't enough. What's the ram usage in the task manager ?
Also if you need the HD mesh only for baking then you could disable "add multires" and "add armature" in the global settings.
So I was able to solve load times but I have a few other questions. First of, with load times: I had my library for Daz on an HHD instead of an SSD. After moving everything over to an SSD, it cut the export time from Daz from 660 seconds to around 230 seconds. Importing into blender only took 10 mins. Importing the HD mesh though didn't create a multires modifier.
Now for my questions. Please correct me if I'm wrong.
1. Can I import the base genesis 8.1 character into blender, and import the morphs and then adjust the character there?
2. Say I've finished making adjustments to my character, (clothes, HD details, micropressures, horns), except for the pose, and I want to import all of that into blender but not use the HD export, I have use the HD Addon by Xin, correct?
2b. If my understanding is correct, Xin's addon will create a multires modifier and then take the HD details from Daz and add them to the (now high poly) mesh in blender?
2c. This is the important one for me, I can't figure out how to export the favorite morphs. According to the blog post I should save as a pose preset, but that doesn't create a json file that the Daz Importer addon requires.
Not sure what part of the documentation I'm missing but I'd really appreciate the guidance.
How do I create new smart content data?Last September I posted the following reply to the thread Content Database Thumbnail Problem in the Technical Help (nuts n bolts) forum (https://www.daz3d.com/forums/discussion/comment/7039256/#Comment_7039256).
-
Earlier this yet, I finally got tired of hundreds of missing product thumbnails in Smart Gallery and Content Library that I took on the task of figuring out how to resolve the problem. I searched the forums but did not find anything that seemed like it applied to my situation … or which I did not understand what was being offered So, after much exploring, I finally figured it out for my system. It may not have been the most elegant way, but it worked for me. I have no missing icons in either Smart Gallery of Content Library. My full comments and a few screen captures are in the attached document file.
Joe (aka MathGuy)
Page 3 of the three-page document explained my system of creating a product (as referenced by Richard above) and an image icon file for installed content that has no metadata ... and perhaps no product icon. I have attached the document.
My information is not as comprehensive as that provided by ShelLuser in his linked post above (I learned some new things there and will revisit it again.) but, hopefully, it will be of some help.
How do I create new smart content data?Smart Content requires content type (I think) and compatibility settings, as well as categories. You need to set the m,aterials and poses as comnpatible with something, and the base models (e.g. clothes) as compatibility bases. One way to do this is drag-and-drop from the content Library to the Smart Content pane with the base loaded in the scene and selected; another is right-click>Edit Metadata or right-click on a cotnainer>Create Product. There are quite a few steps to creating a product, I usually miss at least one on the first go round.
Normal import time for HD export using Diffeomorphic?It never happended to me to take over 3 hours to import a HD figure. May be your system is swapping ram if 32G aren't enough. What's the ram usage in the task manager ?
Also if you need the HD mesh only for baking then you could disable "add multires" and "add armature" in the global settings.
Normal import time for HD export using Diffeomorphic?I'm trying to figure out what the right way to go about doing this is.
I can export from Daz and import into blender, thhe the base mesh no problem. When exporting from using HD mesh, it takes around 660 seconds which is about 10 mins, so not so bad. Howevver, it's been over 3 hours and blender hasn't finished importing the file.
I have a 2080ti, intel 9700k, 32gb ram, in case those things are important here, which they probably are.
I have a static character that has already been posed in Daz. It's got a lot of shape morphs and HD morphs and geografts.
I tried to use Xin's HD addon, and if I'm not mistaken, after importing the base mesh, I need to load my favorite morphs. But I can't figure out how to save my favorite morphs in Daz.
I essentially need both, a low poly and a high poly version of my character, including clothes.
I thought about sending my character to zbrush and then exporting as fbx from there, but want to try and stick to blender and diffeo if possible.










