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Daz 3D Forums > Search
  • Problem with hair functioning from Maya3D in DAZ

    WendyLuvsCatz said:

    we do not have access to the import options and tools needed for strandbased Dforce hair unless you are a DAZ premier Artist 

    Thank you for your response. I'm not sure if he is a premiere artist, but let's assume he is; can such hair be used in Daz3D with dForce if it was created in Maya?

    By

    jenslehman20051990 jenslehman20051990 September 2025 in Maya Discussion
  • Certain outfits breaking metadata

    Richard Haseltine said:

    IceCrMn said:

    Not sure how this happened, but nearly all of my clothing has had their Auto-fit Base and Preferred Base set to the "Rocker Outfit for Genesis 3 Females and Genesis 8 Females".

    I'm going to take the nuclear option and just delete the database and re-import it from DIM.
    This is going to take a while so not sure, but it should fix it.

    We'll see in about an hour or so.

    This sounds like bad product metadata - did you check DS 4 befoe applying the nuclear option? I would have tried reinstalling the base figures first.

    I'm pretty sure you are correct.

    After doing all the DB stuff and reinstalling the Rocker Outfit and Dragon Lady outfit the metadata is still wrong for the Dragon Lady outfit.

    The Rocker Panties has correct metadata, the Dragon lady panties do not.

    The panties for both are identical so it looks like the Rocker panties were reused in the Dragon Lady product.

     

    Could someone with the Dragon Lady product please check if theirs is showing the same bad meta data please?

    The Rocker set is included with the DS4 bundle so everyone should have that one.

    https://www.daz3d.com/dforce-dragon-lady-outfit-for-genesis-8-females

    https://www.daz3d.com/rocker-outfit-for-genesis-3-female-s-and-genesis-8-female-s

     

    I'll sort thru the other products as I get time.

    They may have the same problem.

     

    edit: Here's the other one

    https://www.daz3d.com/dforce-blue-nile-outfit-for-genesis-8-females

     

    By

    IceCrMn IceCrMn September 2025 in Technical Help (nuts n bolts)
  • Problem with hair functioning from Maya3D in DAZ

    we do not have access to the import options and tools needed for strandbased Dforce hair unless you are a DAZ premier Artist 

    By

    WendyLuvsCatz WendyLuvsCatz September 2025 in Maya Discussion
  • Certain outfits breaking metadata

    IceCrMn said:

    Not sure how this happened, but nearly all of my clothing has had their Auto-fit Base and Preferred Base set to the "Rocker Outfit for Genesis 3 Females and Genesis 8 Females".

    I'm going to take the nuclear option and just delete the database and re-import it from DIM.
    This is going to take a while so not sure, but it should fix it.

    We'll see in about an hour or so.

    This sounds like bad product metadata - did you check DS 4 befoe applying the nuclear option? I would have tried reinstalling the base figures first.

    By

    Richard Haseltine Richard Haseltine September 2025 in Technical Help (nuts n bolts)
  • Certain outfits breaking metadata

    Not sure how this happened, but nearly all of my clothing has had their Auto-fit Base and Preferred Base set to the "Rocker Outfit for Genesis 3 Females and Genesis 8 Females".

    I'm going to take the nuclear option and just delete the database and re-import it from DIM.
    This is going to take a while so not sure, but it should fix it.

    We'll see in about an hour or so.

    By

    IceCrMn IceCrMn September 2025 in Technical Help (nuts n bolts)
  • The New Mac FAQ

    I am hoping the Beta on my MacBook Pro M1 will be more stable. I have been working for the past weeks to update my .dsa, .png/.jpg files in my Runtime>Support folder to match the new configurations entered in updated metadata by Daz Connect. I had to log in when Customer Service said they could only update one file that way. And ruined my files. But when I open the Beta it will crash at least once before becoming stable. I did have to remove the old drive that used to have my main files on it, once I did that the mouse stopped crashing constantly D|S. I will still have to fix the missing categorizations that were borked later.

    By

    memcneil70 memcneil70 September 2025 in Technical Help (nuts n bolts)
  • Best way to render characters outside DAZ Studio?

    WendyLuvsCatz said:

    why

    I mean there definitely are better renderers out there but not free and it is possible to export to them but you have iray already and nothing free is likely better without work and Blender is the obvious one in that catagory.

    I use Unreal Engine and Octane but I wouldn't actually say they are better than iray but are a fair bit of work getting there but I do animations and the extra work in my case is still faster than using iray on my PC because I do animations 

    It seems that OP doesn't really care about free or paid (but better be perpetual license...?) but "what he DOES want" in the above list still shows a high demand, e.g. just the 1st point (- quick and easy SCENE export, import) may kick out most of the platforms / renderers, let alone: - support of geografts and geoshells; and - fully textured with material conversion to the host rendering software...

    ...while Blender has Diffeo, UE has DTU that Thomas and David have been spending lots of effort and time on developing the bridges to make it effective in terms the above point 1, at least.

    Marmoset, Renderman, Maya, C4D, so on and so forth, will cost more time 'n effort in terms of point 1 and 3, and making "geo-grafts and geoshells work" requires work arounds, etc. etc.

    By

    crosswind crosswind September 2025 in The Commons
  • HS Viola hair parenting issues

    barbult said:

    Taoz said:

    Do I need the Premier Geometry Editor for this?  And can I use Hexagon or Carrara instead of Blender?

    No, you don't need any Premier tools or even Mesh Grabber. The Geometry Editor is a tool that is part of Daz Studio. You don't even have to interact with Geometry Editor other than to have that tool selected when you export the hair to OBJ. I have only ever used Blender, but I would expect any modeling tool to work, as long as it can handle the large hair OBJ files and you use the right import and export options. I don't know other tools, so I can't advise on specific settings for Hexagon or Carrara.

    OK.  I'm quite familiar with the Geometry Editor in DS, so I may give it a try with Hexagon or Carrara when I get the time.  Thanks!

    By

    Taoz Taoz September 2025 in The Commons
  • The 'Eat Your Food and Like It' Complaint Thread

    I love dogs and miss Bugsy still. But there is an apartment full of all kinds of dog breeds, mixed breeds and just plain mutts for me to love on when we run into each other during walkies. Seriously, it has been years since some have seen me, and when they do they charge me, ripping the leash from their friend's hands. And one reason I live in jeans and tees. Dog friendly. And cat friendly. 

    Thanks @SilverGirl. Still not heard from the doctor on the West Nile tests. Not sure how long they have to cook. But apparently a strain that is known as the 'St. Louis Virus' or something like that is also here now. So maybe they are doing DNA analysis on it?

    Regardless, unless my fever spikes, or I start sneezing/coughing blood I am good to manage this from home. Rest, meds, liquids and more rest.

    But working on my project to fix the .dsx .dsa and .jpg/png files to match the updated formated .dsx files in the metadata requires me to go really slow to make sure I don't destroy something. So taking breaks, resting eyes, saving work and being very deliberate on what I am doing. SKU 83346 is my next one tomorrow. Thankfully not everyone needs work.

    And then there was the macOS update today on all my computers, iPads and iPhone. Joy.

    By

    memcneil70 memcneil70 September 2025 in The Commons
  • HS Viola hair parenting issues

    Taoz said:

    barbult said:

    Taoz said:

    How do you make morphs for this type of hair?  Only two are included, and they are not very usefu, I'd like some that can move the strands on the right side.  I've tried Mesh Grabber but that doesn't work. 

    Select the Geometry Editor tool when you export OBJ and also later when you import the modified OBJ. I modify the OBJ in Blender.

    Do I need the Premier Geometry Editor for this?  And can I use Hexagon or Carrara instead of Blender?

    No, you don't need any Premier tools or even Mesh Grabber. The Geometry Editor is a tool that is part of Daz Studio. You don't even have to interact with Geometry Editor other than to have that tool selected when you export the hair to OBJ. I have only ever used Blender, but I would expect any modeling tool to work, as long as it can handle the large hair OBJ files and you use the right import and export options. I don't know other tools, so I can't advise on specific settings for Hexagon or Carrara.

    By

    barbult barbult September 2025 in The Commons
  • DS & Carrara - How I Create Short Animations

    kpr said:

    ...

    I found it a fun (and free) platform to use. Hordes of video tutorials to get started and there's plenty of ready-made assets available (of all types:  music/sets/characters etc). Daz G3 characters import easily and well, including mocap/animation you might already have, and with the fantastic camera controls and amazing lighting setup/rigs you can achieve some fantastic-looking results. It's well worth a look.

    OK, thanks.  After a LONG time using Carrara, I am just getting serious about DS, watching tutorials, etc. (but still using Carrara for animation).  But after that, I've got Unity on the list.

    By

    Steve K Steve K September 2025 in Daz Studio Discussion
  • Distorted Body with Genesis 9 when Importing BVH

    TheMysteryIsThePoint said:

    javadst said:

    TheMysteryIsThePoint said:

    Sure, I'll do whatever I can to try to help, but I'm 99.9% sure the results will be the same. But I noticed something else in your image: the importer is applying rotations other than twist to the twist bones. That's why, for example, the left arm appears to be broken right in the middle of the upper arm. I think DAZ Studio gets around this by locking the other two angles to 0. Why on earth it would export with non-zero values or import non-zero values on angles that it knows that, by design, should always be zero, is beyond me.

    Trust me, I feel your pain on this. The problem is that there's a considerable amount of specific technology that goes into making Genesis characters deform so beautifully, things that general exchange formats like BVH don't support. Not anyone's fault, it's just that BVH is ancient and there probably was no Genesis when it was conceived. I don't think this will ever work without an application specific exchange format that knows about both ends of the pipe. Alembic, for example, punts the issue by skipping all of it and deals with baked geometry, something much easier for different 3D applications to agree upon. USD makes the attempt, with a much more modern approach, but it is already suffering from the same problem; it doesn't have a universal definition for what a UV is or even what a bone is, believe it or not.

    My attempt to solve this problem is called Hitchens, I had a 90% solution a while ago, and I'm getting close to finishing it. Hitchens basically understands the Genesis architecture, how Blender handles armatures and skinning etc, and acts as a go-between. You might be interested in it when it's finished: Hitchens in action.

     

    Thank you very much for your detailed explanation and for sharing your insights about the limitations of BVH and the way DAZ handles rotations. It really helps me better understand the root of the issue.

    I also saw your note about Hitchens, that sounds like a very promising solution. Do you have any idea when it might be released, or whether there’s a chance to try out an early/test version?

    And if you’ve had a chance to run the quick BVH export/import test with Genesis 9, I’d be very interested to know your results. It would help me confirm whether the distortion problem only happens on my side.

    Thanks again for your time and support!

    Hi!

    Yes, of course, send me the BVH that I can apply to a vasic G9 and I'll see what happens.

    As for hitchens, I am almost back to where I was about two years ago, but now it is integrated with Sagan (because after importing an animation back from Blender, I mostly want to export it back to Blender with the JCMs, etc. applied) and it uses a LiveLink, so no insufficient file formats involved. There are just a few bugs left having to do with geografts and armatures. But the monster is alive and breathing. The problem is that I have very limited time to work on this. People are beginning to doubt me, but I swear, I'm on it :) When I have a minimum viable product, I'll of course release a beta version right away.

     

     

     

    Thank you!
    There’s actually no need for a full animation. Just load a Genesis 9 and export the default A-pose as BVH. You’ll see that even this static pose becomes distorted on re-import the arms and upper body twist and break. 

    By

    javadst javadst September 2025 in Daz Studio Discussion
  • Distorted Body with Genesis 9 when Importing BVH

    javadst said:

    TheMysteryIsThePoint said:

    Sure, I'll do whatever I can to try to help, but I'm 99.9% sure the results will be the same. But I noticed something else in your image: the importer is applying rotations other than twist to the twist bones. That's why, for example, the left arm appears to be broken right in the middle of the upper arm. I think DAZ Studio gets around this by locking the other two angles to 0. Why on earth it would export with non-zero values or import non-zero values on angles that it knows that, by design, should always be zero, is beyond me.

    Trust me, I feel your pain on this. The problem is that there's a considerable amount of specific technology that goes into making Genesis characters deform so beautifully, things that general exchange formats like BVH don't support. Not anyone's fault, it's just that BVH is ancient and there probably was no Genesis when it was conceived. I don't think this will ever work without an application specific exchange format that knows about both ends of the pipe. Alembic, for example, punts the issue by skipping all of it and deals with baked geometry, something much easier for different 3D applications to agree upon. USD makes the attempt, with a much more modern approach, but it is already suffering from the same problem; it doesn't have a universal definition for what a UV is or even what a bone is, believe it or not.

    My attempt to solve this problem is called Hitchens, I had a 90% solution a while ago, and I'm getting close to finishing it. Hitchens basically understands the Genesis architecture, how Blender handles armatures and skinning etc, and acts as a go-between. You might be interested in it when it's finished: Hitchens in action.

     

    Thank you very much for your detailed explanation and for sharing your insights about the limitations of BVH and the way DAZ handles rotations. It really helps me better understand the root of the issue.

    I also saw your note about Hitchens, that sounds like a very promising solution. Do you have any idea when it might be released, or whether there’s a chance to try out an early/test version?

    And if you’ve had a chance to run the quick BVH export/import test with Genesis 9, I’d be very interested to know your results. It would help me confirm whether the distortion problem only happens on my side.

    Thanks again for your time and support!

    Hi!

    Yes, of course, send me the BVH that I can apply to a vasic G9 and I'll see what happens.

    As for hitchens, I am almost back to where I was about two years ago, but now it is integrated with Sagan (because after importing an animation back from Blender, I mostly want to export it back to Blender with the JCMs, etc. applied) and it uses a LiveLink, so no insufficient file formats involved. There are just a few bugs left having to do with geografts and armatures. But the monster is alive and breathing. The problem is that I have very limited time to work on this. People are beginning to doubt me, but I swear, I'm on it :) When I have a minimum viable product, I'll of course release a beta version right away.

     

     

     

    By

    TheMysteryIsThePoint TheMysteryIsThePoint September 2025 in Daz Studio Discussion
  • DS & Carrara - How I Create Short Animations

    Steve K said:

    Thanks.  Was it the music @ 5:08? I wasn't sure anybody would get the reference to an old movie (1968!).  

    Yes yes 

    NB: Many "old" movies available on streaming nowadays! wink

    Steve K said:

    Are "animated characters" in Unity similar to Carrara's clips, i.e. mocap files that can be applied to any character?

    Yes, in that respect exactly the same. They can move around "for free" - Unity has a movement grid you can quickly shape to do "pathing" - but it's just moving a static object (a chess piece) unless the character has animation (made outside of Unity - so mocap etc).

    I found it a fun (and free) platform to use. Hordes of video tutorials to get started and there's plenty of ready-made assets available (of all types:  music/sets/characters etc). Daz G3 characters import easily and well, including mocap/animation you might already have, and with the fantastic camera controls and amazing lighting setup/rigs you can achieve some fantastic-looking results. It's well worth a look.

    By

    kpr kpr September 2025 in Daz Studio Discussion
  • HS Viola hair parenting issues

    barbult said:

    Taoz said:

    How do you make morphs for this type of hair?  Only two are included, and they are not very usefu, I'd like some that can move the strands on the right side.  I've tried Mesh Grabber but that doesn't work. 

    Select the Geometry Editor tool when you export OBJ and also later when you import the modified OBJ. I modify the OBJ in Blender.

    Do I need the Premier Geometry Editor for this?  And can I use Hexagon or Carrara instead of Blender?

    By

    Taoz Taoz September 2025 in The Commons
  • HS Viola hair parenting issues

    felis said:

    Geometry editor (Premier) should work on it. DFormer should work on it. I haven't tried eksport modity import, as I am in doubt that works.

    But you can also try lowering some simulation settings (local shape constrains) to make it more dynamic during simulation.

    Thanks.  I don't have the Premier Geometry Editor though, and am currently not familiar enough with the other methods to make them work on this hair.

    By

    Taoz Taoz September 2025 in The Commons
  • Distorted Body with Genesis 9 when Importing BVH

    TheMysteryIsThePoint said:

    Sure, I'll do whatever I can to try to help, but I'm 99.9% sure the results will be the same. But I noticed something else in your image: the importer is applying rotations other than twist to the twist bones. That's why, for example, the left arm appears to be broken right in the middle of the upper arm. I think DAZ Studio gets around this by locking the other two angles to 0. Why on earth it would export with non-zero values or import non-zero values on angles that it knows that, by design, should always be zero, is beyond me.

    Trust me, I feel your pain on this. The problem is that there's a considerable amount of specific technology that goes into making Genesis characters deform so beautifully, things that general exchange formats like BVH don't support. Not anyone's fault, it's just that BVH is ancient and there probably was no Genesis when it was conceived. I don't think this will ever work without an application specific exchange format that knows about both ends of the pipe. Alembic, for example, punts the issue by skipping all of it and deals with baked geometry, something much easier for different 3D applications to agree upon. USD makes the attempt, with a much more modern approach, but it is already suffering from the same problem; it doesn't have a universal definition for what a UV is or even what a bone is, believe it or not.

    My attempt to solve this problem is called Hitchens, I had a 90% solution a while ago, and I'm getting close to finishing it. Hitchens basically understands the Genesis architecture, how Blender handles armatures and skinning etc, and acts as a go-between. You might be interested in it when it's finished: Hitchens in action.

     

    Thank you very much for your detailed explanation and for sharing your insights about the limitations of BVH and the way DAZ handles rotations. It really helps me better understand the root of the issue.

    I also saw your note about Hitchens, that sounds like a very promising solution. Do you have any idea when it might be released, or whether there’s a chance to try out an early/test version?

    And if you’ve had a chance to run the quick BVH export/import test with Genesis 9, I’d be very interested to know your results. It would help me confirm whether the distortion problem only happens on my side.

    Thanks again for your time and support!

    By

    javadst javadst September 2025 in Daz Studio Discussion
  • Best way to render characters outside DAZ Studio?

    First, please do not mention Blender, for I am not Sheldon Cooper.
    I think in visuals, not in short cuts and typed in values. So Blender is a different story and out of my possibilities.
    What else are my options for an outside render engine/ hosting 3d software?
    I do need
    -quick and easy scene export, import
    -support of geografts and geoshells
    -fully textured with material conversion to the host rendering software
    -big scene files support
    -rendering superior to Iray. Focusing on photo realism
    -perpetual liscense
    -GPU based rendering
    I do NOT need
    -animations
    -toon shaders
    I do NOT want any
    -AI enhancements
    -cloud based software
    -subscription fees
    A lot to ask for, huh?
    Any ideas?
    EDIT:
    BTW, No Nvidea Omniverse download available anymore?
     

    By

    Masterstroke Masterstroke September 2025 in The Commons
  • Categories not removing references? [SOLVED]

    crosswind said:

    I don't understand what you mean by "a custom folder"...  A root user-defined category or somthing ?

    Have you ever done batches of re-import metadata before in this computer ?

    I am still having this issue, I have reimported metadata and what I mean by custom folders is a folder that is created by the customize function. 

    By

    EZ3DTV EZ3DTV September 2025 in Technical Help (nuts n bolts)
  • Weird Search Error

    So, I'm having problems loading any prop files that have the .pp2 extension, which are supposed to be an old Poser format. For example, the Sci Fi Bladed Weapons by nightshift3d. DS shows all the prop file icons with the picture-frame about the "triangle-!" mark.

    I uninstalled the product using DIM, removed from the Content tab, reinstalled, reloaded the metadata for the product. No joy whatsoever.

    Won't load in Poser 2012, either.

    So, next, I tried searching the forums here for "pp2". I get the 504 Gateway error.

    Frustrated from having to wait for the problem to clear itself, I refresh the forum pages, and they're working.

    I tried searching for "pp2" again. Once more, 504.

    I click on several forum topic, and they're working.

    Whiskey Tango Foxtrot!!??

    I test the site for weirdness by searching for "dragon". I get mulch-tons of responses, as there should be.

    I tried search once more for "pp2" again. Still, 504.

    Whiskey Tango Foxtrot ² !!??

    By

    Ryuu@AMcCF Ryuu@AMcCF September 2025 in The Commons
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