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[solved] Diffeomorphic - How to import the non standard Morphs?
Genesis 9
How to import the non standard Morphs?
Such as PTF Life - Angry, etc.I tried to use Favorite morphs.
I selected some morphs as fav.
But then what get's imported is nothing I've selected.It just import the same standard FACS morphs.
****
After reading other thread, it turns out pose control is not a morph.
But it can still be imported to blender by using custom morph.
I just need to get the path
And select all the files using import custom morph in blender.
Not sure if clicking as favorite is needed though.[Released] Blender to Daz Studio Plugin released!!! Official support thread [Commercial]You can skip my suggestion about FBX import to Daz Studio.
I have tried to import FBX of Hidden Alley and Daz Studio just crashed after a while.
Hidden Alley contains 404 texture files and Blender file size is 459 MB.
It is a huge asset, so I need to take another approach.
On my computer Blender with this file opened take 3156 MB.
[Released] Blender to Daz Studio Plugin released!!! Official support thread [Commercial]Just a thought - please try to export scene from Blender as FBX and import it directly to Daz Studio.
You will probably not get materials transferred nicely, but you can examine in Daz Studio how much RAM it will take.
[Released] Blender to Daz Studio Plugin released!!! Official support thread [Commercial]I'm trying to import the Hidden Alley from Polyhaven and so far, without success (I was able to import other smaller scenes like the Pawn Shop or the Blue Wall scenes).
I'm trying it on my Macbook Pro (M1 Pro with 32 GB of RAM), using Blender 4.5 LTS and the latest version of Daz Studio 4.24.
https://polyhaven.com/collections/hidden_alley
I tried to import the whole scene, Blender went up to 60GB of memory consumption, got non responsive and didn't finish copying textures into the directory I set. After killing the Blender process, I decided to start with a smaller selection of items (selecting only the plants) but then, it was Daz Studio that got stuck for a very long time at around 3%.
Was someone able to import that scene from Blender into Daz Studio?
Other questions:
- Why does the plugin rename files during the export process? I ended with a lot of .png.png or .jpg.jpg or even stranger, .png.jpg or .jpg.exr which doesn't feel useful at all.
- Why does the pluging open a new Daz Studio process each time, even when one is already running?
Looking for shorts for a G8FThat's interesting, @Felis, thanks. Am I right, that when you cut out the things you tried but didn't work, you'd 1) autofit to G8, 2) export as obj, 3) merge vertices in a modeller and export as a new obj, 4) import the new obj into DS, 5) then convert to figure, and 6) transfer rigging from G8F? Hope I've got that right. Regards, Richard.How to use facial expression animations inside UE4?Daz expressions are bone-based, and they don't translate well to the facial rig in UE. What works reliably is to turn them into morph based expressions first, then export those to UE so you can drive them with curves. It's a little tedious to do, but with a few hotkeys setup, you can do it. Here's what I do:
- in Daz Studio, dial in the expression on your character
- switch character to base resolution, then export as OBJ
- reset expression
- import the OBJ with Morph Loader and create morph slider
- now enable that on the export in the Daz to Unreal bridge (or the FBX dialogue if you do it manually)
- in Unreal Engine, open the mesh and you should have curve that animates the expression
With an FK Control rig in sequencer (UE 5), you can animate it. Hope this helps!
Announcement about phasing out 3Delight - do we lose our 3Delight products?Richard Haseltine said:
Taoz said:
Here's a free Windows app for easy management (save, restore) of DAZ Studio installer files:
https://3dcontentmanagers.com/software/inst-backup-ds
Just extract into a folder, and run the .exe.
Tutorial is not quite finished yet, but it currently shows how to import current files from the DIM Downloads folder, as well as how to import saved files.
It's currently registering the files I get in DIM, can see that DrJellyBean's list contains some more files, will have to look into this when I get my render PC up running again (system disk died yesterday) and add these as well. You can add them manually yourself by editing the "files_pub.txt" and "files_gen.txt" in the Settings folder, if you want.
I believe it can also be used for managfing files for DS5 (6?), haven't tested that yet, but you'll need to create a separate installation for that.
DIM can make backups http://docs.daz3d.com/doku.php/public/software/install_manager/change_log_1_4_0_94#1_4_0_86
I know, but this one was actually made before DIM could do that, and it does have some features DIM doesn't have which some might find useful.
Announcement about phasing out 3Delight - do we lose our 3Delight products?Taoz said:
Here's a free Windows app for easy management (save, restore) of DAZ Studio installer files:
https://3dcontentmanagers.com/software/inst-backup-ds
Just extract into a folder, and run the .exe.
Tutorial is not quite finished yet, but it currently shows how to import current files from the DIM Downloads folder, as well as how to import saved files.
It's currently registering the files I get in DIM, can see that DrJellyBean's list contains some more files, will have to look into this when I get my render PC up running again (system disk died yesterday) and add these as well. You can add them manually yourself by editing the "files_pub.txt" and "files_gen.txt" in the Settings folder, if you want.
I believe it can also be used for managfing files for DS5 (6?), haven't tested that yet, but you'll need to create a separate installation for that.
DIM can make backups http://docs.daz3d.com/doku.php/public/software/install_manager/change_log_1_4_0_94#1_4_0_86
Announcement about phasing out 3Delight - do we lose our 3Delight products?Here's a free Windows app for easy management (save, restore) of DAZ Studio installer files:
https://3dcontentmanagers.com/software/inst-backup-ds
Just extract into a folder, and run the .exe.
Tutorial is not quite finished yet, but it currently shows how to import current files from the DIM Downloads folder, as well as how to import saved files.
It's currently registering the files I get in DIM, can see that DrJellyBean's list contains some more files, will have to look into this when I get my render PC up running again (system disk died yesterday) and add these as well. You can add them manually yourself by editing the "files_pub.txt" and "files_gen.txt" in the Settings folder, if you want.
I believe it can also be used for managfing files for DS5 (6?), haven't tested that yet, but you'll need to create a separate installation for that.
HEAT Bridge still active?Yeah, it was an off business model and I had better luck retargeting import animations in Blender than Studio. Now I gotta remember how to apply FBX animations to the Mixamo G9 rig I have for Studio. Been too long.
Why do some products not work with GoZ?SnowSultan said:
Thank you for the explanation, that makes a lot of sense except I don't quite understand your solution. Are you saying to return the clothing back to Studio from Zbrush as a new object like it wants to do, then export that newly created static item as an OBJ, and then reimport it into Studio as a morph of the original posable padded coat? I'm not sure what to do next then.
Yeah, from your OP, you'd like to GoZ back the padded coat from ZBrush as a morph into DS... if I understood correctly. If that was the case, you can just:
1) Accept Create a new object for the padded coat without SubD (screen shot 1)
2) Export the object to OBJ format file (screen shot 2)
3) Import OBJ file with Edit > Figure > Shape > Morph Loader Pro... (screen shot 3)
4) Dial the morph (screen shot 4)Fixing Autofit Shirtoutthinkers_77543974b9 said:
Yes, on the sleeve, I use 0% for the pelvis influence(red). Then I switch to the right and left arm part and use 100% fill. I got it working once but, the fix doe'nt stay when I try to save it as dsf or export as object then import with Transfer utility.
You have to save the kimono as a Wearable Preset or a new Figure Asset so as to perserve the tweaked weight maps. Exporting to OBJ then re-rigging with Transfer Utility won't help ~~
But I agree with Elor... just naming what the kimono product you used would be a very shortcut ~
Importing older models from DS to Blender.It is a matter of how the figure deformations are done. G9 G8 G3 use weightmaps similar to blender thus are imported fine. G2 G1 use triax that's not supported in blender, with Diffeomorphic they are imported with some approximation. V4 V3 use parametric weight maps, again not supported in blender. You can try to convert the figure to triax or general weight, then import in blender from there.
edit > figure > rigging > convert figure to weightmapping
Importing older models from DS to Blender.Hello, I am curious is there a way to import older models like Victoria 4, and Cookie into Blender? I have tried a few ways to bring Cookie into Blender but every time she becomes static, I am unable to pose her.Recommendation for software that manages render libraryXnView MP a powerful image viewer, and a freeware.
You can manage your render library with it. You can add or batch add metadata (esp. Description / Comment / links to your scene files, DUFs...) to any of your renders. Batch re-organize / re-name your render files, etc.
Why do some products not work with GoZ?If an item has ngons (a polygon with more than 4 sides), ZB will converts ngons to tris, so the topology of the item will be changed. That was why you got the issue when GoZ back ~~
The padded coat you named just has ngons (a rare case indeed....). If you export it to OBJ, import OBJ to ZB, ZB will inform you about it. (or you can find ngons in Blender....)
The solution is simple, you just import it as new object in DS with GoZ. Export the object to OBJ, import OBJ with Morph Loader Pro to create morph properties.
Any way to just load the morphs I need not everything?Padone said:
It makes animation pretty much impossible since even default morphs that are 0 seem to be calculated by DAZ whenever you make a pose adjustment.
That is exactly why to import daz figures in blender we bake all the shape morphs and only load the morphs we need for animation. As for addressing this in daz studio, one way is to only install the assets you need for the current project, vs keeping a vast library with everything installed. Then you switch the library depending on the project. That is not optimized as a blender import, but will be much better.
p.s. Another thing to look for is how we use the library in general. For example mixing figures to get a character is way more heavy than using the basic shape morphs, or a single custom figure. In a way we also decide the complexity depending how we use the features.
That is great support for Blender export and I appreciate the information!
However, my issue and question is about native support in DAZ3D so that I can stay in the application longer or perhaps not even have to export anything out to another tool. DAZ is investing a lot of money and work into improving DAZ Studio (currently in Beta) and I was asking if they ever considered natively supporting this in the newer version of studio and if so where it is on their roadmap? I have poured over the forums looking for solutions to the issues I am having with performance and I see a lot of other folks experiencing some of the same issues (which might or might not be the same issue I am having). If there is no native support for this then DAZ Studio 2025 will have nothing to keep users from having to do things like export Genesis characters to other tools to address some of the defiencies in the core platform.
Also, it actively discourages me from wanting to purchase further morphs for Genesis 9 (and other generations) because I know with each new morph link I will be adding to the performance issue; not helping it. And I will have to start drastically cutting my morph list for the genesis generation I am working with; from a product marketing perspective this seems like a bad thing; no? There is functionality (both 1st and third-party) to assist with managing your morph library (content manager and Turbo Loader) that helps users who don't want to export their characters to another tool avoid that; so why not address the linking performance (since zero'd morphs are said to not affect performance directly) or provide a way to save a "paired-down" set of morphs for a character without having to uninstall/disable morph files? It can even be a one-way trip if they want; meaning you cannot add new morphs to the character once you break the association with the Genesis generation you are working with.
This would definately prevent this particular "problem" from generating negative experiences for their end-users. It is a win-win and they are already investing significant development resources (I assume) in the current re-write so there should be scope/capacity to atleast do a feasibility POC on this? Otherwise, tools like yours that export assets out of DAZ will be the only path forward for folks like me. I would prefer to keep my workflow in one tool for as long as possible.
But again, I appreciate the information! It is nice to see that the third-party vendors have thought of these needs and have solutions to address them (even if it is outside DAZ Studio).
Any way to just load the morphs I need not everything?It makes animation pretty much impossible since even default morphs that are 0 seem to be calculated by DAZ whenever you make a pose adjustment.
That is exactly why to import daz figures in blender we bake all the shape morphs and only load the morphs we need for animation. As for addressing this in daz studio, one way is to only install the assets you need for the current project, vs keeping a vast library with everything installed. Then you switch the library depending on the project. That is not optimized as a blender import, but will be much better.
p.s. Another thing to look for is how we use the library in general. For example mixing figures to get a character is way more heavy than using the basic shape morphs, or a single custom figure. In a way we also decide the complexity depending how we use the features.
Install/Folder issues and questionsmorrisonmp said:
I appreciate the information. Unfortunately, "Refresh" doesn't seem to do anything when I click it. I still have to do that weird database refresh every time. As you said, I do not install while DAZ is open.
And I figured I was just out of luck with the Lost and Found items. I understand the basics of setting up install folders and getting 3rd party items into the content library, but I do not feel technically skilled enough to monkey around too much with the "under the hood" parts of DAZ.
DIM is probably the most straightforward of all of these. The most important thing is to make sure that DIM is set up correctly i.e. your Daz content is going to the appropriate folders and the database is in the correct location. Click on the gear on the upper right corner and check the configurations of the installations. Next, go to Daz studio and Daz Studio Preferences, and Content Manager, and make sure Daz Studio can see the installation locations. When you install via DIM, Dim retrieves a zipped file, decompresses it, ideally doles out the contents to the appropriate locations such as geometry info to data, textures to Runtime>Textures>specific texture folder, sends a file to the shared Daz 3d> Install Manager> Manifest files where DIM looks to figure out where and if a product is installed, adds files to Runtime>Support which include the product name and image, and I think lets the CMS know that this product exists in your inventory. When the locations are wrong, this breaks down.
The Lost and Found is a bit more complicated. Products generally end up there because they don't have the proper metadata or broken metadata. The repair is suprisingly simple. The first thing to try is to delete and reinstall the product because sometimes the the installation garbles the metadata. Other products such as products from other stores may have no metadata. I suggest learning a little familiarty with selecting the lost and found item, right click on the product, edit metadata, and setting the item to be for a prop for Genesis 8 female for example. There are endless Youtube videos on how to do this and set up DIM if you would like some visual examples. We can supply those. It is all reversible and shouldn't be too scary.Fixing Autofit ShirtYes, on the sleeve, I use 0% for the pelvis influence(red). Then I switch to the right and left arm part and use 100% fill. I got it working once but, the fix doe'nt stay when I try to save it as dsf or export as object then import with Transfer utility.











