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Custom vertex normal in Daz
One of my biggest annoyances in DS. Looks amazeballs in blender, bring it into DS and it looks like poopballs instead with normal artifacts. Creation process takes ten times as long, having to be sure to import often, to make sure my changes still work in DS properly, before I get too far along and can't undo enough to get back.
How to import weight map for custom contents?Hello guys, Iam making this simple short dress for genesis 8 female.
I modelled and weight painted it in blender and exported it as OBJ file.
When I import and try to fit it to g8f, everything is working fine, except for the weight map.

This weight map option here, if I tick it, then Daz will automatically make a new weight map for the dress, completely disregard my hand painted weight map.
What did I do wrong, guys, or the weight map must be painted inside daz studio?
Diffeomorphic DAZ Importer version 1.6.0 releasedI did report some issue with dforce hair a while ago (on page 9 here on the forum). I had issues with dforce body hair correctly export and import into Blender which got fixed. I did now various tests with head hair and something seems broken. Is it normal that the conversion phase takes like 5-10 minutes with not so heavy hair? My guess is that it's taking so long because the amount of generated single hair strands is insane. I tried it with https://www.daz3d.com/dforce-navarro-hair-for-genesis-8-and-81 and the generated single hair strands are somewhere in the tens of thousands, that's way too much. Converted mesh hair usually ends up somewhere between hundreds and a few thousands. Is it maybe possible to implement a option that for example only like 1 out of 5 hairs within a certain radius get considered and the rest filled in with children? I'm not sure if that would fix the performance issue of the conversion though.
Converting Male to Female, with shapes?Ok, so first, let me explain what I am wanting, and why.
I have a plugin (very expensive) in C4D that creates control rigs and links face mocap data to G8M. I know this workflow and have used it in the past with great results.
It looks like the company that created this plugin no longer supports C4D, as I was going to buy the G8F version (not the most wallet friendly way to go about things but, I know the workflow and produces good results)
But I cant get or locate this plugin, I have contacted the developers of the plugin, without a reply.
But production needs to go on, and characters are always the first to get sorted.
I have tried using the plugin on G8F, but it knows (even after file renaming etc) that its not the G8M, and wont allow me to work.
Is there a way, such as a plugin or way to export etc (currently using Daz to c4d bridge) to export a G8F with a G8M name (not sure how plugin recognises that is not G8M, but must be some sort of metadata etc). I tried using the daz plugin Cross Figure for Gen 8, but that does not allow to use female paremeters/ shaping etc to get the look I want, it appears to be purely for clothes.
Ideally, I want female shape sliders/morphs, applied to a male and I can easiliy relink textures etc.
Anyone with any ideas/ methods?
Thanks,
Saving an animation with changesHi;
I imported an animation with about 800 frames.
This animation represents a choreography.
After import, the character executes the choreography normally, but stays in the same place.
So I placed several keyframes, with modifications for xTranslate and zTranslate.
In the end, I get a pretty good result.First question:
Can I find a tool in DazStudio that shows me the pathwalk of the character, and allows me to modify it graphically.Second question:
How can I export the animation with the mofications I made for the translation.
Indeed, I noticed that the export of this animation didn't take into account my modifications for the translation.[Released] Content Wizard [Commercial]DoctorJellybean said:
watchdog79 said:
robertswww said:
watchdog79 said:
DoctorJellybean said:
watchdog79 said:
I need help, please.
After the intitial success with installing 'rotica outfit and character, I thought I could finally get myself some Renderosity stuff, mostly from Cybertenko. It turns out I cannot do that, as I am getting the same error message for all the products I have tried so far.
I go for a new product, unzip the files, analyze them, and get this:

What am I doing wrong? What are these missing files anyway?
That product contains Poser format files, and not Studio.
Well, its description says it is meant for Daz Studio 4. How does one use it then?

@watchdog79 If the product says the product will work it Daz Studio, it may just need some tweaks to the Zip file structure, ot it could just mean that you can import the .obj prop(s). If you want to share a screenshot of what the contents of the unzipped (i.e. extracted) zip folder looks like, that might help. Basically, you want CONTENT at the top-level of the folder, and below that your Data, People, Props, Runtime, Vehicles, etc. You could try to format a copy of the extracted zip file that way, and then re-zip it and import it into CW.
Also, your screenshot show that the 3rd zip file you added to Content Wizard was the Templates folder. Templates are not for smart content, so never add them. Remove all 3 of your current zip files using the (-) button. Click Save and exit CW (or at the least write down or grab a screenshot of the exact Product Name, Product ID, etc. that you used). Restart CW and import in the newly re-formatted zip file.
You should also replace the default product thumbnail image, with a thumbnail from the actual product, click "Change Product Icon" and browse to a thumbnail on your hard drive for a suitable image.
I am sorry for the late reply. Thank you for helping me.
I attached the screenshots of the two ZIP files structure when extracted.
There is an .OBJ file in SkyCruiser_Albatross_1of2_149223\Runtime\Geometries\Skycruiser Albatross if that helps. I guess that is the model itself?
Should I put everything into a single directory, change the structure somehow, and re-zip it, please?
I have that product, and will create a zip with the correct folder structure tomorrow and post screenshots.
User Content files are the files that are presented to the user through Smart Content or Content Library panes. Double clicking on these user content files will then load other files such as objs and textures that are in Runtime and Data. If you notice, DS hides the Data and Runtime directories even in the Content Library pane. That zip file only contains the support files in the Runtime directory.
Re-organizing the zip files is out of the scope of CW. Thankfully, it sounds like @DoctorJellybean is going to generously help you out.
Make Blender reveal vertecies assigned to multiple vertex groups [Solved]lukon100 said:
TheMysteryIsThePoint said:
@lukon100 Sorry, I just now saw this:
import bpy
o = bpy.context.active_object
bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.select_mode(type="VERT")
bpy.ops.mesh.select_all(action = 'DESELECT')
bpy.ops.object.mode_set(mode = 'OBJECT')for vertex in o.data.vertices:
if len( vertex.groups ) > 1:
vertex.select = Truebpy.ops.object.mode_set(mode = 'EDIT')
Thanks, The Mystery.
So I assume this is a script to reveal verticies that belong to more than one vertex group.
I intuit that "len( vertex.groups ) > 1:" is the condition in which a vertex belongs to more than on vertex group.
If so, can another script be made to identify verticies that belong to NO vertex group, by the condition:
"len( vertex.groups ) = 0:" ?
Yes, your intuition is spot on, but it would be with a double equal sign, i.e. "if len( vertex.groups ) == 0:"
My figures move after baking to studio framesRakete said:
I've had the same problem in the past and would love to know if there is a workaround for that behaviour. So far I've either kind of corrected that jumping manually after the fact, or just completely avoided aniblocks. In fact my workaround currently is to do as much as possible in blender, and then only import the animation and keep it as studio keyframes.
Do you use diffeo to bring the keys back into Daz or another method? Right now I'm animating in Maya since I have access through my class and the daz to Maya bridge has a way to export keys back into Daz but once class is over I've gotta figure out another method.
My figures move after baking to studio framesI've had the same problem in the past and would love to know if there is a workaround for that behaviour. So far I've either kind of corrected that jumping manually after the fact, or just completely avoided aniblocks. In fact my workaround currently is to do as much as possible in blender, and then only import the animation and keep it as studio keyframes.
Connect Library Size Doesn't Add UpYes, effectively. Smart Content is how Studio handles the compatibilities and the relationships between items, as defined in the metadata. Connect is a method of installing the content directly from within Studio. In the end, the content and metadata are the same whichever method is used. Connect's main advantage is the ability to update individual pieces, unlike DIM, which must update the entire product package for even the most trivial change. Thankfully for DIM users, that doesn't happen too often, but is that because there are no errors to be corrected, or are the errors are not being corrected? Are there no errors reported, or are there too many to handle? That is a subject for another discussion.
Make Blender reveal vertecies assigned to multiple vertex groups [Solved]TheMysteryIsThePoint said:
@lukon100 Sorry, I just now saw this:
import bpy
o = bpy.context.active_object
bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.select_mode(type="VERT")
bpy.ops.mesh.select_all(action = 'DESELECT')
bpy.ops.object.mode_set(mode = 'OBJECT')for vertex in o.data.vertices:
if len( vertex.groups ) > 1:
vertex.select = Truebpy.ops.object.mode_set(mode = 'EDIT')
Thanks, The Mystery.
So I assume this is a script to reveal verticies that belong to more than one vertex group.
I intuit that "len( vertex.groups ) > 1:" is the condition in which a vertex belongs to more than on vertex group.
If so, can another script be made to identify verticies that belong to NO vertex group, by the condition:
"len( vertex.groups ) = 0:" ?
[Released] Content Wizard [Commercial]watchdog79 said:
robertswww said:
watchdog79 said:
DoctorJellybean said:
watchdog79 said:
I need help, please.
After the intitial success with installing 'rotica outfit and character, I thought I could finally get myself some Renderosity stuff, mostly from Cybertenko. It turns out I cannot do that, as I am getting the same error message for all the products I have tried so far.
I go for a new product, unzip the files, analyze them, and get this:

What am I doing wrong? What are these missing files anyway?
That product contains Poser format files, and not Studio.
Well, its description says it is meant for Daz Studio 4. How does one use it then?

@watchdog79 If the product says the product will work it Daz Studio, it may just need some tweaks to the Zip file structure, ot it could just mean that you can import the .obj prop(s). If you want to share a screenshot of what the contents of the unzipped (i.e. extracted) zip folder looks like, that might help. Basically, you want CONTENT at the top-level of the folder, and below that your Data, People, Props, Runtime, Vehicles, etc. You could try to format a copy of the extracted zip file that way, and then re-zip it and import it into CW.
Also, your screenshot show that the 3rd zip file you added to Content Wizard was the Templates folder. Templates are not for smart content, so never add them. Remove all 3 of your current zip files using the (-) button. Click Save and exit CW (or at the least write down or grab a screenshot of the exact Product Name, Product ID, etc. that you used). Restart CW and import in the newly re-formatted zip file.
You should also replace the default product thumbnail image, with a thumbnail from the actual product, click "Change Product Icon" and browse to a thumbnail on your hard drive for a suitable image.
I am sorry for the late reply. Thank you for helping me.
I attached the screenshots of the two ZIP files structure when extracted.
There is an .OBJ file in SkyCruiser_Albatross_1of2_149223\Runtime\Geometries\Skycruiser Albatross if that helps. I guess that is the model itself?
Should I put everything into a single directory, change the structure somehow, and re-zip it, please?
I have that product, and will create a zip with the correct folder structure tomorrow and post screenshots.
[Released] Content Wizard [Commercial]robertswww said:
watchdog79 said:
DoctorJellybean said:
watchdog79 said:
I need help, please.
After the intitial success with installing 'rotica outfit and character, I thought I could finally get myself some Renderosity stuff, mostly from Cybertenko. It turns out I cannot do that, as I am getting the same error message for all the products I have tried so far.
I go for a new product, unzip the files, analyze them, and get this:

What am I doing wrong? What are these missing files anyway?
That product contains Poser format files, and not Studio.
Well, its description says it is meant for Daz Studio 4. How does one use it then?

@watchdog79 If the product says the product will work it Daz Studio, it may just need some tweaks to the Zip file structure, ot it could just mean that you can import the .obj prop(s). If you want to share a screenshot of what the contents of the unzipped (i.e. extracted) zip folder looks like, that might help. Basically, you want CONTENT at the top-level of the folder, and below that your Data, People, Props, Runtime, Vehicles, etc. You could try to format a copy of the extracted zip file that way, and then re-zip it and import it into CW.
Also, your screenshot show that the 3rd zip file you added to Content Wizard was the Templates folder. Templates are not for smart content, so never add them. Remove all 3 of your current zip files using the (-) button. Click Save and exit CW (or at the least write down or grab a screenshot of the exact Product Name, Product ID, etc. that you used). Restart CW and import in the newly re-formatted zip file.
You should also replace the default product thumbnail image, with a thumbnail from the actual product, click "Change Product Icon" and browse to a thumbnail on your hard drive for a suitable image.
I am sorry for the late reply. Thank you for helping me.
I attached the screenshots of the two ZIP files structure when extracted.
There is an .OBJ file in SkyCruiser_Albatross_1of2_149223\Runtime\Geometries\Skycruiser Albatross if that helps. I guess that is the model itself?
Should I put everything into a single directory, change the structure somehow, and re-zip it, please?
Make Blender reveal vertecies assigned to multiple vertex groups [Solved]@lukon100 Sorry, I just now saw this:
import bpy
o = bpy.context.active_object
bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.select_mode(type="VERT")
bpy.ops.mesh.select_all(action = 'DESELECT')
bpy.ops.object.mode_set(mode = 'OBJECT')for vertex in o.data.vertices:
if len( vertex.groups ) > 1:
vertex.select = Truebpy.ops.object.mode_set(mode = 'EDIT')
Connect Library Size Doesn't Add UpSave the "My Daz Connect Library" folder for Connect installations, which you will likely never use.
You shouldn't need to re-install everything if it is already installed somewhere else, just move it, reset the database and re-import the metadata.
Don't use the terms "Smart Content" and "Connect" interchangeably, they are not the same thing.
Connect Library Size Doesn't Add Up"Normal" would have been the original folder path, but that doesn't really matter. First, determine which drive you want to use. Space will get used up, and you don't want to move it too often. I use a second internal drive with nothing but the DAZ Studio libraries. The name of the root folder doesn't really matter, but since you have "E:/Documents/DAZ 3D/Studio/My Library", you could use that, unless it has your third party content. Maybe "E:/Documents/DAZ 3D/Studio/My DAZ Library"? It is important to maintain the same relative path, so, in a file explorer, just create the new root folder, and drag the top content folders (Animals, Architecture, Environments, People, etc.) onto it. Do one or two small ones at a time to make sure you get it right. You'll know if you see it in the Content Library tab pane (refresh the view first, and don't forget to add that new path to the Content Directory Manager).
The CMS database uses the metadata from the installed products, so if it is really borked, you can reset the database and re-import all the installed products' metadata (Content DB Maintenance - Reset Database, then Re-Import Metadata...). Nothing else to do, really, but wait for it to finish. Studio will use the database to figure out the compatibilities, or at least, what the metadata gave it.
Connect Library Size Doesn't Add UpThe "Smart" part of the Smart Content is derived from the metadata. The metadata can come from any of the installation methods (Connect, DAZ Central, DIM), they are all supposed to be identical. DAZ added the ability to install directly inside Studio, clearly their preferred method, but many prefer DIM. There will always be dissenters to any of the methods, but that is another kettle of fish. You are not wrong in believing that Smart Content and Content Library are different ways of displaying the same information, but it is not explicitly clear. DAZ has been rather vague on that point, whether by design or omission. You do not have to install content from Studio to use the Smart Content system. (Again, there are those who would disagree, and with some merit, it is not foolproof).
Third party data isn't necessarily unwelcome, as long as it follows the conventions used by DAZ vendors (which is sometimes a problem anyway). However, it would be a good idea to keep it separate just in case. By default, those products have to be installed manually unless you make a DIM-compatible package (like with Content Package Assist)
The content is smart if there are compatibility relationships established between items, like a figure or prop and material presets or preset poses. With the figure selected in the scene, Smart Content would show you only those products and files that would be compatible with it. Sometimes the net is pretty wide, but you can narrow down the results by drilling down in the categories on the left side.
If you are sure everything is installed properly, you can re-import the metadata from the Content DB Manager -> Re-Import Metadata... (NOT in Smart Content, that will go and use Connect). Select all products and accept. It could take a while to complete. This action pulls in the metadata from the DIM-installed manifests for the products. Hopefully you won't have to re-download and re-install everything. My own personal concern is leaving it in the Connect folder. That might mess with Studio's head, thinking you should download it when using that folder. The content can be moved to a different folder with little effort (really, just move it) without breaking anything. (Well, almost nothing. There is a path in each product's manifest that says where it was originally installed, but that can be edited to point to the new location with a batch replace using something like notepad++ in 5 minutes).
You can still have more than one library folder, just remember that Studio scans them in the order they are defined looking for files, taking the first one it finds (in case of multiple versions).
Blender Addon: Daz For Blender Bridge: Everything from DTB 2022 + 14 more featuressenichi98 said:
thank 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
So, in blender 3.1, toe.l is renamed into: toe_fk.l. I added a quick fix to github and changed version number to 2.24.10.
But there are also other bugs in it. Since the abdomenLower bone goes in front of character's face.
I really don't want to read the rigifiy part of old DTB's code, since I don't use rigify at all. So, if you really need rigify, diffeomorphic's bridge should be a better choice.
Blender to Daz rigging problem: SPIKESRichard Haseltine said:
What are your export setings from Blender and Import settings to Daz Studio?
Thanks for your help, Richard.
The settings are these:
Blender 2.79 Export Settings Used, with the single unified model of the whole car selected.
Forward: = -Z Forward
Up: = Y Up
Selection Only = Checked
Animation = Unchecked
Apply Modifiers = Checked
Use Modifiers Render Settings = Unchecked
Include Edges = Checked
Smooth Groups = Unchecked
Bitflag Smooth Groups = Unchecked
Write Normals = Checked
Include UVs = Checked
Write Materials = Checked
Triangulate Faces = Unchecked
Write Nurbs = Unchecked
Polygroups = Checked
Objects as OBJ Objects = Checked
Objects as OBJ Groups = Unchecked
Material Groups = Unchecked
Keep Vertex Order = Checked
Scale: = 1.00
Path Mode: = Auto
Daz Studio 4.11 Pro Import Settings Used in the OBJ Import window that appears when loading the model through the Figure Setup window.From: = Custom
Scale: = 10000 %
Axis Conversion
Lateral (X): = X
Invert Positive Direction = UncheckedVertical (Y): = Y
Invert Positive Direction = UncheckedDepth (Z): = Z
Invert Positive Direction = UncheckedRead UV Coordinates = Checked
Read Faces = Checked
Read Polylines = Checked
Read Groups = Checked
Read Surfaces = Checked
Read Material Library = Checked
Connect Library Size Doesn't Add UpPerttiA said:
That looks like DAZ Connect still has control over your metadata
No, it looks as if the installed-with-DIM/DazCentral content is not in a mapped directory and so is not being found. (Of coruse the Connect data is still available, otherwise it wouldn't be showing the download arrow, but if it was seeing the other files the icon would be in colour and usable.











