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Daz 3D Forums > Search
  • Render your buys! ALL TIME Challenges

    Elor said:

    Two new items are used, both from Fabiana:

    • Kirei Kaze Props and Poses for Genesis 8 Females (which will be a pain to create metadata for, considering they are over one thousand user-facing files in it Oo)
    • AlterStages dForce Padded Cushions

    The other items items used should be linked on the gallery.

    It's likely always the perfect time for a tea, so here's 'Tea with a friend':

    Wow, that's really lovely. 

    By

    barbult barbult September 2025 in The Commons
  • Daz changes size of imported model even tho it was originally genesis

    no idea why you suddenly talk about transfer utility, but issue with shape changing after running transfer utility is due to two things:

    if you are using transfer utility on clothing etc, it has to be with transforms at 0,0,0 in xyz and scale at 0,0,0. So if you moved or scaled after import, you need to reapply all transforms by exporting/reimporting before running transfer utilty.

    Or, if you are running transfer utility for a non default shape, i.e., to transfer rigging from any figure with active morphs, you need to tick the box for reverse source shape from target in the dialogue box.

    By

    lilweep lilweep September 2025 in Daz Studio Discussion
  • Daz Studio 6 Beta - version 6.25.2026.14722! (Updated May 28, 2026)

    alan bard newcomer said:

    crosswind said:

    alan bard newcomer said:

    I still do a lot of work in 424 because I use mesh grabber a lot for building modifications
    I do a building in 424 with some mesh grabber changes
    save the building as a scene and a subset but reading into 2025 the changes disappear.
    First image the buidling and render in 424 Second image done in 2025.
    Same issue whether a subset is loaded into 25 or a scene is opened in 25. 
    It would appear the fact there is no meshgrabber in 25 may be the problem? 
    3rd image is building saved as an object opened in 2025 
    Shape lis retained corrrectly but the sign which renders correctly in the second does not and of course the lights don't function with the object save. 
    Because 25 doesn't have mesh grabber or thickener which I use a lot I only render in 25 but this is the build for 25 from last week that I just installed yesterday 
    if theres a new one I'll see what happens 
    The rendering goes well. But the building with the meshgrabber tweaks would be the first time one was in the versin of alpha I was using. 

    That's right, because there's no plugin of Mesh Grabber in 2025. If you saved the delta as morphs with Mesh Grabber in 4.24, the deltas could be retained and then opened in 2025. 

    These are things that did'nt become morphs ...  just extending a wall up a little where you can't scale becasue the door would scale too or pulling out a side of a wal for the same reason. 
    exporting as an object looks like it freezes it which means I should make the changes and then export the wall and then import it it. 
    But as noted in 424 the changes stay. So daz should activate the part of the mesh grabber replacement that handles that in 424 in 25 . . that wouldn't be giving away the plug in.  

    See 

    • Added support for legacy file IO to the “Geometry Sculptor” tool

    DAZ Studio : Incremented build number to 6.25.2025.26119

    http://docs.daz3d.com/doku.php/public/software/dazstudio/6/change_log#6_25_2025_26119

    I don't know how far back Legacy stretches, however.

    I have no idea how many items will fall apart in 2025. But these changes were like using mesh grabber to pull out a quad to fix a poke through etc. 

    By

    Richard Haseltine Richard Haseltine September 2025 in Daz Studio Discussion
  • Could someone tell me what changed with the Urban Sprawl 2 update? (Answered)

    Thank you!  Nothing exciting, but no doubt it will help at load time to have the metadata.

    By

    Fire Angel Fire Angel September 2025 in The Commons
  • Daz changes size of imported model even tho it was originally genesis

    OBJ has no inhherent scale, or at least it did originally but that is not repsected. As a result you have to tell DS how big a unit in the OBj is on export and import - if those don't ally (opposite values, e.g. 1/100 export and 10,000 import if the OBJ needs to use meters as it does for ZBrush) then the result will be a scaled result (and similarly if the other application does import/export scaling).

    If you are having trouble making morphs it seems likely you are exporting with divisions or dividing the mesh in Zbrush - morphs have to be made on the base resultion mesh, not with active SubD.

    By

    Richard Haseltine Richard Haseltine September 2025 in Daz Studio Discussion
  • Daz changes size of imported model even tho it was originally genesis

    Why did you use Transfer Utility ? For what purpose ?

    If you wanted to make a morph on G9, you should've used Morph Loader Pro... Import OBJ, set options : Reverse Deformations : Yes; Overwrite Existings : Deltas Only.

    By

    crosswind crosswind September 2025 in Daz Studio Discussion
  • Render your buys! ALL TIME Challenges

    Two new items are used, both from Fabiana:

    • Kirei Kaze Props and Poses for Genesis 8 Females (which will be a pain to create metadata for, considering they are over one thousand user-facing files in it Oo)
    • AlterStages dForce Padded Cushions

    The other items items used should be linked on the gallery.

    It's likely always the perfect time for a tea, so here's 'Tea with a friend':

    By

    Elor Elor September 2025 in The Commons
  • Could someone tell me what changed with the Urban Sprawl 2 update? (Answered)

    They added metadata (before, everything was in the Lost and Found category because none of the items had metadata) and they said they also updated the folder structure:

    Resolved Issues

    • 2025-09-22 - Folder Structure and Metadata Updated.

    http://docs.daz3d.com/doku.php/public/read_me/index/10012/start

    I can't comment on the updated folder structure: I bought it shortly before the update and didn't have the opportunity to use it (I just saw that there was no metadata).

    By

    Elor Elor September 2025 in The Commons
  • Daz changes size of imported model even tho it was originally genesis

    Hi,

    I will try and be brief. I have had alot of problems with the Zbrush and Daz bridge and I've spent hours on youtube and chatgpt to try and get it to work without success.
    So I am now instead just importing an obj.
    To the problem. I figured I bought a new shape for the genesis 9 morph. Ive imported it to zbrush without goz, just as export import as obj. I do some sculpting on it in zbrush, without changing it's silhouette, size or anything like that tho. Export and import back to DAz and I figured I could just use the Transfer Utility since they are the exact same size and position now. But for some reason when I do that, Daz changes the size so when it's done loading, the morph is suddenly smaller than my imported sculpt which also leads to the skeleton not fitting at all anymore.
    Anyone know the problem?
    Thanks in advance.

    By

    joakim.demiri joakim.demiri September 2025 in Daz Studio Discussion
  • Diffeomorphic does not import body mesh

    Hey everyone!

    I've worked with Diffemorphic / DAZ / Blender for about 2-3 years now. Never had any issues. But somehow since yesterday I have the following issue:

     

    Diffeomorphic does not import the body mesh of any Genesis figure anymore. I'm using Blender 4.3 and Diffeomorphic Daz Importer 4.4 - tried different versions but nothing seemed to fix it. I reinstalled DAZ & Diffeomorphic & Blender completly but still no fix. 

    The offical DAZ to Blender bridge seems to work somehow. I'm super confused and would appreciate any help!

     

    Also: No error text file is being created. 

     

    Some Screenshots:

     

    By

    effesod effesod September 2025 in Technical Help (nuts n bolts)
  • Daz Studio 6 Beta - version 6.25.2026.14722! (Updated May 28, 2026)

    alan bard newcomer said:

    crosswind said:

    alan bard newcomer said:

    I still do a lot of work in 424 because I use mesh grabber a lot for building modifications
    I do a building in 424 with some mesh grabber changes
    save the building as a scene and a subset but reading into 2025 the changes disappear.
    First image the buidling and render in 424 Second image done in 2025.
    Same issue whether a subset is loaded into 25 or a scene is opened in 25. 
    It would appear the fact there is no meshgrabber in 25 may be the problem? 
    3rd image is building saved as an object opened in 2025 
    Shape lis retained corrrectly but the sign which renders correctly in the second does not and of course the lights don't function with the object save. 
    Because 25 doesn't have mesh grabber or thickener which I use a lot I only render in 25 but this is the build for 25 from last week that I just installed yesterday 
    if theres a new one I'll see what happens 
    The rendering goes well. But the building with the meshgrabber tweaks would be the first time one was in the versin of alpha I was using. 

    That's right, because there's no plugin of Mesh Grabber in 2025. If you saved the delta as morphs with Mesh Grabber in 4.24, the deltas could be retained and then opened in 2025. 

    These are things that did'nt become morphs ...  just extending a wall up a little where you can't scale becasue the door would scale too or pulling out a side of a wal for the same reason. 
    exporting as an object looks like it freezes it which means I should make the changes and then export the wall and then import it it. 
    But as noted in 424 the changes stay. So daz should activate the part of the mesh grabber replacement that handles that in 424 in 25 . . that wouldn't be giving away the plug in.  
    I have no idea how many items will fall apart in 2025. But these changes were like using mesh grabber to pull out a quad to fix a poke through etc. 

    Any deltas made with Mesh Grabber could be saved as Morphs if you own Mesh Grabber Editor plugin. 

    By

    crosswind crosswind September 2025 in Daz Studio Discussion
  • Daz Studio 6 Beta - version 6.25.2026.14722! (Updated May 28, 2026)

    crosswind said:

    alan bard newcomer said:

    I still do a lot of work in 424 because I use mesh grabber a lot for building modifications
    I do a building in 424 with some mesh grabber changes
    save the building as a scene and a subset but reading into 2025 the changes disappear.
    First image the buidling and render in 424 Second image done in 2025.
    Same issue whether a subset is loaded into 25 or a scene is opened in 25. 
    It would appear the fact there is no meshgrabber in 25 may be the problem? 
    3rd image is building saved as an object opened in 2025 
    Shape lis retained corrrectly but the sign which renders correctly in the second does not and of course the lights don't function with the object save. 
    Because 25 doesn't have mesh grabber or thickener which I use a lot I only render in 25 but this is the build for 25 from last week that I just installed yesterday 
    if theres a new one I'll see what happens 
    The rendering goes well. But the building with the meshgrabber tweaks would be the first time one was in the versin of alpha I was using. 

    That's right, because there's no plugin of Mesh Grabber in 2025. If you saved the delta as morphs with Mesh Grabber in 4.24, the deltas could be retained and then opened in 2025. 

    These are things that did'nt become morphs ...  just extending a wall up a little where you can't scale becasue the door would scale too or pulling out a side of a wal for the same reason. 
    exporting as an object looks like it freezes it which means I should make the changes and then export the wall and then import it it. 
    But as noted in 424 the changes stay. So daz should activate the part of the mesh grabber replacement that handles that in 424 in 25 . . that wouldn't be giving away the plug in.  
    I have no idea how many items will fall apart in 2025. But these changes were like using mesh grabber to pull out a quad to fix a poke through etc. 

    By

    alan bard newcomer alan bard newcomer September 2025 in Daz Studio Discussion
  • looking to do smooth weight mapping on a prop

    soapwell said:

    hmm, OK, i'm still hoping to hear a distinct yes or no answer though ... is it possible at all to get the meshes to stick together, or do i need to import the figure as a single mesh to begin with? because i can see how it makes sense this way .... since it seems even if i set the weight to 60% at the edges of both the main mesh and the adjacent mesh they're being "pulled" by their own meshes and not by the unit as a whole.

     

    for example, if i set the 4th joint to 100% weight, and the 3rd and 5th joints to 80% weight, they still break apart at the discontinuity .... it would be nice if there was a way to get them to stick together ... to have DAZ believe that's a single indivisible mesh under the hood instead of always keeping the pieces separate. the only other way i could think of to do this is to have the vertices at the boundaries of the faces set to 90%, or some other intermediate value, but this doesnt seem possible to do with the Weight Map Editor ... the brush tool doesn't give me the fine control i'd need to make sure the adjacent vertices  are exactly equal in weight ... i can only at best "get close". and that means the meshes will still break apart at the seams.

    Well, as for your case, the answer is definitely No... you have to need a single mesh for setting up as a Figure + bones + weight mapping. 

    If you find the node weight brush tool in DS not perform really well for you, you can do the weight mapping in Blender with the exported figure (with Diffeo or FBX), then copy weight maps from imported source to target in DS.

    By

    crosswind crosswind September 2025 in New Users
  • Custom Content Library is Gone SOLVED

    Richard Haseltine said:

    PostgreSQL must be working  or you wouldn't have those category entries at all. It does, however, seem to have lost all vendor categories or turned then into User data (the U the

    icon). Have you reimported metadata? Had you exported the user data previously?

     I get a postgres error message every time I start the program.  I've never exported user data I have no idea how to do that. I have DIM set up to send all of my content to my external drive.  Usually, I just plug in the drive and it all populates.  I can try to import the metadata but I think I got an error message when I tried it.  Will try it again.  So far, uninstalling and re installling with DIM is working but of course I have over 7000 filies and that doesn't count the 10000 files from other vendors....

    By

    IceDragonArt IceDragonArt September 2025 in Technical Help (nuts n bolts)
  • Custom Content Library is Gone SOLVED

    PostgreSQL must be working  or you wouldn't have those category entries at all. It does, however, seem to have lost all vendor categories or turned then into User data (the U on the icon). Have you reimported metadata? Had you exported the user data previously?

    By

    Richard Haseltine Richard Haseltine September 2025 in Technical Help (nuts n bolts)
  • looking to do smooth weight mapping on a prop

    hmm, OK, i'm still hoping to hear a distinct yes or no answer though ... is it possible at all to get the meshes to stick together, or do i need to import the figure as a single mesh to begin with? because i can see how it makes sense this way .... since it seems even if i set the weight to 60% at the edges of both the main mesh and the adjacent mesh they're being "pulled" by their own meshes and not by the unit as a whole.

     

    for example, if i set the 4th joint to 100% weight, and the 3rd and 5th joints to 80% weight, they still break apart at the discontinuity .... it would be nice if there was a way to get them to stick together ... to have DAZ believe that's a single indivisible mesh under the hood instead of always keeping the pieces separate. the only other way i could think of to do this is to have the vertices at the boundaries of the faces set to 90%, or some other intermediate value, but this doesnt seem possible to do with the Weight Map Editor ... the brush tool doesn't give me the fine control i'd need to make sure the adjacent vertices  are exactly equal in weight ... i can only at best "get close". and that means the meshes will still break apart at the seams.

    By

    soapwell soapwell September 2025 in New Users
  • looking to do smooth weight mapping on a prop

    yes i've done that. the node view of it looks like an ordinary human figure now. but it still seems that each bone is associated with its original mesh and that they wont stick together when bent like an elastic figure would. i'm hoping it's possible to get this to work without needing to import the figure as a single undivided mesh from Blender because it would be much more difficult for me to subdivide the faces within DAZ, and also because i'd have to do it over and over again with each new airplane if i pursue this project and have multiple plane figures, whereas if I can keep it in Blender i can add and subtract pieces one by one.

    By

    soapwell soapwell September 2025 in New Users
  • looking to do smooth weight mapping on a prop

    yes, it's an airplane model that i've downloaded from NASA and separated into pieces in Blender. I think it would be too difficult to import as a single mesh and then assign face groups within DAZ, and in particular I want to be able to make modifications of it, adding more segments for example, which is much easier to do with a parented set of nodes and difficult or impossible to do with a single mesh. (if there is a way i dont know how).

    my idea was to paint the main mesh for each joint with 100%, the next joint with 80%, and the next with 60%, and so far i havent gone fruther than that. but when i do that the meshes still move as separate pieces. 

    if it's not possible to have pieces stick together when a weight map cross from one mesh to another, my project is not possible.  

     

    By

    soapwell soapwell September 2025 in New Users
  • How to use facial expression animations inside UE4?

    whatever method you use to import be it the plugin or FBX, make sure you have the morphs/Blendshapes checked on export (and import for FBX)

    you need to >> the ones you want over in the plugin

    then it depends how you want to animate them

    I don't have an iPhone so don't know much about Live Link

    I am also not much help with the plugin as it stopped working for me

    I have to do everything manually and I am not even going to begin to explain how to do that just that it's a lot of work and if the plugin works for you, thats as easy as exporting the animation from DAZ studio

    By

    WendyLuvsCatz WendyLuvsCatz September 2025 in Unreal Discussion
  • Daz loading new installs into Lost and Found, Why? and How to fix?

    jukingeo said:

    crosswind said:

    What you bought is a texture add-on. Do you have its Base product ? : https://www.renderosity.com/marketplace/products/162668 ;

    Hold on...wait, wait, wait.   This is what I bought:

    https://www.daz3d.com/instyle-jmr-dforce-odette-bodysuit-g9f

    Why would I have to go to Renderocity to buy something that is needed for this item?   

    Because a vendor with a store here has the right to make add-ons for items sold in another store, just like Renderosity sells quite a few add-ons for products sold here.

    There are also cases where both products were in the same store initially and then one of the vendors moved their store elsewhere afterwards. 

    I RARELY go down and read the description.  I ALWAYS look for the requirements listed on top. 

    Honestly you (and all customers, really) definitely should start reading product descriptions because there are important information about what's actually included in what you're buying in there. 

    It also should be indicated in the title that this is an add-on.  It was always like that in the past.

    That's an item imported from Renderosity, they kept the original name it was sold under. Probably partly because import was an automatic process due to the number of products which were transferred at the time, and partly so that people who already bought it there can see it's the same one easily.

    Unfortunately naming conventions are not the same in all stores. 

    I do think it would be a good idea to at least add the "add-on" mention if the name of those products though.

    First, why isn't it listed as a requirement?

    Because the "required products" section refers to product pages from this store, and since the base product is not sold here there's no product here to point to.

    Second,  how come the main item required to use this item is no where to be found on Daz.  Do a search for "odette" and the required item doesn't show up.

    See answer above: a vendor making add-ons is not limited to making them for products available here, or one of those items might have moved stores.

    In this case the add-on was initially at Renderosity like the base item and then moved here.

    No, I am sorry, but THAT is misleading.   Daz should pick up on stuff like this better and make it clear as to what the requirements are

    It's literally written on the product page that it's an add-on. There's not much they can do if people don't read the product page.

    By

    Leana Leana September 2025 in The Commons
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