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Daz Studio Pro BETA - version 4.20.0.17! (*UPDATED*)
DoctorJellybean said:
hkuyer said:
Hi Richard,
Force quiting Daz is something I do almost on a daily basis, usually when dForce blows up. Could that really be an issue?
It might be a security issue, but my previous version worked fine right up to that update. I have uninstalled and re-installed the Postgres database, but that didn't fix it.
Meantime a 4.12 version still works on the same machine, but from another folder. Unfortunately that version doesn't render in iRay... something todo with my RTX3060 card I think.
Start 4.12, click on the hamburger (menu) icon on the Content Library pane, and click Content DB Maintenance. Check Reset Database and click Accept. Once that is done, close 4.12 and after waiting a minute or so start 4.20.0.17. If it starts ok, then repeat the steps, but check Re-Import Metadata and then Accept.
Daz Studio Pro BETA - version 4.20.0.17! (*UPDATED*)hkuyer said:
Hi Richard,
Force quiting Daz is something I do almost on a daily basis, usually when dForce blows up. Could that really be an issue?
It might be a security issue, but my previous version worked fine right up to that update. I have uninstalled and re-installed the Postgres database, but that didn't fix it.
Meantime a 4.12 version still works on the same machine, but from another folder. Unfortunately that version doesn't render in iRay... something todo with my RTX3060 card I think.
Start 4.12, click on the hamburger (menu) icon on the Content Library pane, and click Content DB Maintenance. Check Reset Database and click Accept. Once that is done, close 4.12 and after waiting a minute or so start 4.20.0.17. If it starts ok, then repeat the steps, but check Re-Import Metadata and then Accept.
Adding Dual Quaternion support to UnrealEngine4 (Images inside)ssuukk2 said:
AlienRenders said:
Don't think it'll help. It's the main 5.0 branch that won't build for me. My stuff is fine. I've updated my code and pushed to my github repo. If anyone wants to try it, it's there under 5.0-mod.
Hi is there any way to contact you for a chat? I'm struggling with a lot ot things that, it seems, were never done before. Zero answers on official UE forums. And you seem like you're some kind of mesh/bone/skinning wizard. The problems I'm facing are i.e.: I was able to import 1000 morphs on demand at runtime, and they mostly run OK, but for some morph force values they... flicker with black shadow. But there's really much more problems and you're probably the only person that knows something about this...
Black flickering with morphs is a known issue and unrelated to DQ skinning. When you are importing your skeletal mesh, change the import normals to "Compute" (or try the other options). I don't remember specifically which option it was, but that solved it for me.
Adding Dual Quaternion support to UnrealEngine4 (Images inside)AlienRenders said:
Don't think it'll help. It's the main 5.0 branch that won't build for me. My stuff is fine. I've updated my code and pushed to my github repo. If anyone wants to try it, it's there under 5.0-mod.
Hi is there any way to contact you for a chat? I'm struggling with a lot ot things that, it seems, were never done before. Zero answers on official UE forums. And you seem like you're some kind of mesh/bone/skinning wizard. The problems I'm facing are i.e.: I was able to import 1000 morphs on demand at runtime, and they mostly run OK, but for some morph force values they... flicker with black shadow. But there's really much more problems and you're probably the only person that knows something about this...
Old DSON and file locating system question for DAZ DevsGIWP Media said:
Excellent test idea, Richard - but by this point I'm not even sure what these files connect to. They have no names. Many are just random like "XWIODKWEI348402?JDKSOOE" -- sort of garbage. I've previously read through the DSON documentation which is why I was worried. This tidbit in particular is troubling:
- "Because the DSON loading routine can cause files to be generated (i.e. caching for faster load of dynamic data, “function call by file” due to limitations/issues in the PoserPython API, optimization of file based assets to reduce disk space consumption, etc), the user must ensure that a writable runtime library is mapped in Poser. If the user does not have a writable runtime library mapped, when they attempt to load an asset that requires that ability (i.e. a Scene, Scene Subset, Character Preset, Wearables Preset, etc.) the user will be alerted to that fact and the asset will fail to load."
What exactly does this mean? You have to have a Poser Runtime writeable for it to save the Cr2 file that Studio creates. Sure. We get that. I understand that. Then when I open Poser - there's my newly converted DSON file. I click it to load and it should refer back to data in the original DUF file via the Cr2 companion. It does and it works great. If I save my file in Poser (after loading and posing or whatever) my Poser creates a new Cr2 and a PMD (for morphs) and will generate an OBJ base and MTL for it. It will still use DSON to load because some elements of the file are still exclusively Studio file type (I assume). So where in this process does the material in the [AUTO_ADAPTED] file come into play? Why are they there? Poser didn't make them yet they are in my Poser runtime directory. DAZ didn't need them (that I can fathom) - so what gives? Or is DSON disrupting my Poser save option and hijacking it? I've opened a few of my Poser made Cr2's in text editor and found that the OBJ files are referring to this auto-adapted location rather than Poser's geometry file. That's a hijacking of Poser's save feature. Poser saves geometry files to the geometry index...not off in random locations. Poser is nice and tidy about things like that. So I'm pretty sure deleting of things in that auto_adapted file would crash and burn every saved DSON file I have. But I certainly have not retained all of these files over the years and I would think if I delete a file in Poser these files should be getting erased too instead of building up till the end of time. If DSON can hijack and reroute the save location for a Poser function, then shouldn't it at least continue to work alongside it to manage the files it created?
The first part of this also insinuates "temporary" files - so are the auto_adapted files temps? If so, shouldn't they auto-delete? Or shouldn't I have an option for that? You can't bank temp files forever. That's ludicrous. And again I point out that many of my Poser Cr2's point to object files located in this insane directory. Why? Why disrupt Poser's traditional file storage to move files to another Poser runtime? DSON is running amuck with its functions and tossing files out and around like a drunk man littering as he breezes down the freeway.
An why are they duplicates in some cases? I literally have found duplicate Cr2 files as well as object bases in there - some with no name or garbage name rather and some matching figures and props I have used or saved. These are Cr2 files - not accessible by Poser since they aren't even in the proper file location and contain no means of loading them. What is that all about? I can fathom no reason a Cr2 should be located in the auto_adapted directory. You can't load from there in Poser. It won't appear in the library unless it's in the library figure sub-directory. When I convert a DSON file from DAZ to take to Poser I literally have a special DSON runtime established and set aside to save those files to. That's where they appear and where I load them into Poser from. Should not an option to clean or erase them have been included with the DSON application? Did the author not concern themselves with eventually clogging up the user's HD or storage? The delete file function in Studio and Poser wipe out all user-saved files - but DSON is writing its own files with its own purpose redundantly and all but pretty much hiding them within a random runtime directory of its choosing. This is just ridiculous and quite honestly I'm pretty peeved to discover 50+ GB of my drive is ate up by these "I don't know what" files that it would take me years to sort and figure out (as to what is needed and no longer needed). If I delete a converted file or transferred file using DSON, then shouldn't it be getting rid of all the connective files? This isn't a Poser issue. This is a DSON issue. DSON comes from DAZ. Just for once it would be nice to have someone come out and just say, "Hey our programmer was incompetent and half-did their job - our bad - sincere apologies."
The CR2 (or other file) that Daz Studio creates is not a full, Poser-format, description - it is a stub, it's sole purpose (as explained in that article) being to launch the DSON Importer. The Importer then creates these new files so that it doesn't have to run the (relatively slow) import process every time the scene loads. The name assigned needs to provide an unambiguous identifier, not to mimic the name of the original file (which may have been used more than once for different assets).
Question about daz central file managementDoes anyone know where [daz central] it gets data for assets to show? Is there a file which has list of products and their metadata images etc?
Any way to list what was used to build a character?bpfrocket said:
cridgit said:
Richard kindly pointed me to a script that lists scene contents; see halfway down this thread: https://www.daz3d.com/forums/discussion/536431/3d-universe-stylized-21-character-and-hair-for-g8f-defective-morph#latest
Holy Crap! that's an information dump!

It takes a while to go through, but there's a lot there. The only thing it doesn't show is, unfortunately, the info I need most. I used a skin from a skin pack I got on Renderocity and it's not showing up on the list. It must use different information than the script is looking for. Oh well, my bad for not paying attention. This is very helpfull though. Thanks!
The script uses metadata, so if the product doesn't have any metadata the script won't be able to identify it. You could, of course, add your own - I've used another sample script to set up stores for renderosity, commercial use freebies, and non-commercial use freebeies, and then I have gien each product its own definition under those.
Which most low DAZ version working flawlessly with Diffeo and recent Blender ?Padone said:
It depends what you need to export. Each version of daz studio supports more features, so for example dforce hair may not be available in 4.10, as well as G81 features. Can't remember for sure what each version added up. But if you're fine with just G2 G3 for example then you may be able to go back a while.
Personally I use 4.15 to avoid the 4.20 "bugs" with emission.
Thanks @padone for Quick Aswer .
I mostly import Props for NPR stuff and rarely doing with figures in Blender right now (I prefer render in DAZ then doing overlay in Photoshop ) , but yeah it seem 4.12 - 4.15 is safe bet right ?
Medieval Market Stall01: more fitting vegetables?Psyckosama said:
lilweep said:
daveso said:
lilweep said:
FSMCDesigns said:
Geez. It's threads like this that point out that users need to learn a modeing app. It's a great looking set and it's really sad that a user might not purchase it because of the "type" of food that is included, not the quality, but the "type"!?.

yeah its like dude how about just download free photogrammetry vegetables from any number of online resouces and add that stuff to the scene yourself.
The hard part is actually putting together the stalls etc, which vendor did. And they look pretty good.
the hard part is finding them free. howe many say free in a search until you get there
lol if you cant find something free on sketchfab or artstation you need to go back to internet school
omg this was so hard
Don't be rude...
And here's for everyone the best source of this stuff on the interwebs.
It's free for users of Unreal 5, so all you have to do is download Unreal and you can either use Daz's built in exporter or simply download it for unreal and import it into Daz.
What if you don't use Unreal 5? I have an Epic Games account. When I signed in with that, it said that I have unlimited access, but the assets are licensed for use only with Unreal.
Blender Addon: Daz For Blender Bridge: Everything from DTB 2022 + 14 more featuresthank you for the addon, the import works fine but whenever i tried to "go rigifiy" the rig controller failed.
Shouldn't the bone be like "Collar.L" instead of "lCollar"? do i need to rename all bones for the rigify to work?
so many error, i'm almost there....only this rig controller left.
Using Blender 3.1.2 and Daz 4.2, using your DaztoBlender scrpits for Daz and your addon for blender (2.24.9)
My error that still intact :
-the script menu still won't show in my Daz top menu, so i manually run the DaztoBlender script using the "Daz to Blender.dsa" (solved maybe)
-the "go rigify" make the error shows up....somthing about toe.L
EDIT : NEVERMIND IT ACTUALLY WORK ON BLENDER 3.0 but not in 3.1.2 thanks
sea-scapes-bryce-rocks-and-lattices fails to installOr where can I find the objs to import them in.
Medieval Market Stall01: more fitting vegetables?Psyckosama said:
And here's for everyone the best source of this stuff on the interwebs.
It's free for users of Unreal 5, so all you have to do is download Unreal and you can either use Daz's built in exporter or simply download it for unreal and import it into Daz.
Thank you for the link. Much more useful (and friendly) than telling us we are idiots. ;) Having said that, I did try a search and came up with a few different sites with (some) free models. I'm not sure how to bring these into DAZ Studio but then, I have never tried so it is worth spending some time figuring that out. I guess we get so used to the convenience of the DAZ store that we don't really venture further than, perhaps, Rendo for alternatives.
Medieval Market Stall01: more fitting vegetables?lilweep said:
daveso said:
lilweep said:
FSMCDesigns said:
Geez. It's threads like this that point out that users need to learn a modeing app. It's a great looking set and it's really sad that a user might not purchase it because of the "type" of food that is included, not the quality, but the "type"!?.

yeah its like dude how about just download free photogrammetry vegetables from any number of online resouces and add that stuff to the scene yourself.
The hard part is actually putting together the stalls etc, which vendor did. And they look pretty good.
the hard part is finding them free. howe many say free in a search until you get there
lol if you cant find something free on sketchfab or artstation you need to go back to internet school
omg this was so hard
Don't be rude...
And here's for everyone the best source of this stuff on the interwebs.
It's free for users of Unreal 5, so all you have to do is download Unreal and you can either use Daz's built in exporter or simply download it for unreal and import it into Daz.
Diffeomorphic DAZ Importer version 1.6.0 releasedPadone said:
Here to easy import G8F + toulouse + bardot takes about 40 seconds with transferred jcms, that's not forever. But may be it depends on the mesh density too if you got some HD outfits.
So what do you mean by "forever" ? And what did you import exactly ?
https://www.daz3d.com/dforce-queen-of-the-nile-outfit-and-hair-for-genesis-8-females as a example. The issue seems to be the metal accessoires. I didn't spend a lot of time waiting but I'd say I stopped it between 5 and 10 minutes.
BLENDER TO DAZYou can use the morph loader in daz studio to import a morph.
edit > figure > morph loader
Diffeomorphic DAZ Importer version 1.6.0 releasedHere to easy import G8F + toulouse + bardot takes about 40 seconds with transferred jcms, that's not forever. But may be it depends on the mesh density too if you got some HD outfits.
So what do you mean by "forever" ? And what did you import exactly ?
Blender FBX to DAZI have a model in Blender I want to move into DAZ, It is a Building model with an interior. It has textures and when I import it I get everything but not in the right places. (See Image 1).
I also get this message before I Accept the import. (See Image 2).
Can anyone tell me what I am doing wrong or what I should be doing to make it right?
Thanks
BLENDER TO DAZHello
Is their a process to import charecters from blender to daz? And how would you uplaod the charecter as a morph into daz? Any advice would help.
Diffeomorphic DAZ Importer version 1.6.0 releasedWhen I import characters with clothes and choose JCMs in the easy import tab, the import seems to get stuck forever. I tested importing the character without JCMs easy import, then load the JCMs onto the character and transfer those shapekeys to the clothes separately and it works fine and quite quickly. I think something goes wrong in the easy import section? I'd say it's smarter to do it manually to only apply specific JCMs to clothes depending on where they're located but I wanted to point that out.
Zbrush and DAZ Studio workflow questionsIf I understood you correctly you have a mesh exported from DAZ Studio, imported to ZBrush, subdivided it, and you want to import the subdivided mesh back to Studio for rendering and are looking for a way to quickly slap on the materials?My knowledge of ZBrush is limited but I would assume that Zbrush does not allow you to assign materials based on UV shells, but keeps the UV data of each mesh you import there intact ... since it's a sculpting app and not a 3D modelling or texturing app. What you can do is: You can import your subdivided mesh in Zbrush as obj which keeps the multi tile UV set intact. You can load the obj in a 3D modelling app of your choice, anything that can handle UV shells should suffice. You assign a material to every UV shell or group of UV shells as needed (ideally same as Studio does with G8, although you will notice eyemoisture and Cornea share the same UV shell) and export the obj. If you re-import to Studio, the assigned materials should be imported into Studio as individual material zones.
I know you asked whether you can bake a new texture from Zbrush but I think you will need DAZ textures as a source, right? I'm not sure whether this is practical when you want to texture your subdivided mesh for rendering purposes in Studio. Therefore wouldn't it be easier for you to stick with the original UV layout and use the original maps and shaders? I assume you only subdivided the mesh and did not add additional vertices or change the UV layout.








