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Converting V4 clothes to G8
The Optitex outfits weren't build around V4's T-pose, they use an A-pose similar to G8's, the arms are roughly the same, but the legs are half way between V4 and G8.
Now what you have with these is a Prop with a skeleton parented to it, delete the skeleton and the prop snaps back to it's default A-pose.
Like this you can use the dynamic prop directly with G8F, skirts work well with just a static drape, long pants will need an animated drape, you can then "freeze simulation" to bake the shape, export it as an OBJ and then import that OBJ for use with the Transfer Utility.
GoZ Sending New Objects instead of Updating.tonyjianqing_f243a622ba said:
I have the exact problems. GoZ for some reason. sometimes it refuses to import the object back to Daz3d as a morph, instead as a new object.
For me, I accepted it as a new object, next I exported that new object from Daz3D as an OBJ. Then, using Morph Loader Pro to make that new object as a morph.
Yes, it's extra work, but at least it can do the job.
As long as you uncheck Export at current resolution when GoZing, it should always bring you a Morph rather than an Object.
Free scripts (Pose Collector) and (Snap objects to figure parts) [Made with chatgpt)Just found out that chatgpt now can make scripts and you don't need to know coding to get basic scripts working.
First is Snapper (Pick an object and figure (g8 for example) and let either the object move to a selected part of the figure. Like sword to left hand. Or skateboard to right foot. Pillow to head. And it will move there directly. Easy way to swiftly get things to be where you want them. Can do it the other way around like snapper figure to object. So move g8 to chair. Tried it out and works well enough I think. It will jump to place, then you of course need to rotated it and put it in to place, but you don't need to drag things across the entire scene.
Next is quick pose, you can batch import whole library of poses and it will put them in categories based on folder structure. So creator, figure and name of poses. Then you can quickly search for the one you want. Great for poses without smart content. I also tried to import random pose just for fun, works well enough on some of the random poses, but sometimes it can have issues. Still work good enough to use. didn't manage to include pose icons and things yet, but still works good enough to search for poses by creators if nothing else.Last I tried to do a cms batch , almost works, but couldn't find a way to import the file it creates yet... Still thought I share it if someone smarter thinks of a way to fix it. You can past in a whole collection and it will write cms files with categories like pose, figure and similar.
Lastly a program, you past in a path like "F:\Daz3D extra folders\G 8\Content\People\Genesis 8\Poses" then you will get a list with all sub-folders that are in it in a list that you can copy into the scripts to batch import files. Sadly I see that it wasn't allowed, but can try to upload it to drive and share if someone wants it, or just ask chatgpt to make one for you. Runs on python.GoZ Sending New Objects instead of Updating.I have the exact problems. GoZ for some reason. sometimes it refuses to import the object back to Daz3d as a morph, instead as a new object.
For me, I accepted it as a new object, next I exported that new object from Daz3D as an OBJ. Then, using Morph Loader Pro to make that new object as a morph.
Yes, it's extra work, but at least it can do the job.
Diffeomorphic - does a step by step tutorial exist?Exporting the entire scene is the default you don't need to do anything specific. However it is not recommended as the standard blender workflow is to have figures and props in different files, so you usually import figures separately then you build the scene in blender. If the scene includes figures from various genesis generations you also encounter a limit with easy import where you have to decide what features you want imported then do the rest by hand, this is another reason why it is easier to import figures separately.
Content Library IssueSmart Content indicates a database issue (if reimport metadata fixed it then communication between DIM and the database - were you closing DS and starting DIM immediately to instal content?) If the files are missing in the Content Library too that usually indicates an issue with paths or the installation process - when you save some parts are missing, what do you mean? Do you get missing file messages for the user-facing files (textures and files from the data folder) or are you not seeing user-facing files (entries under Daz Studio Formats) that you know should have been placed?
Content Library IssueSo, ever since I started using the DAZ Install Manager, I've had this issue where newly purchased/downloaded items didn't show up in my library after I installed them with DIM. The only way to fix this that I found was to run Content Database Management with Process Metadata Queue and Re-Import Metadata checked. I'm sure that isn't a good thing but it was a workaround that did the job even if the 10 minute wait each time was frustrating.
As of today, when I select those options it no longer seems to do anything and my newly installed content is not present in my Smart Content (and some of it appears in Content Library but seems to be missing parts).
I have not altered my libraries in any way. They are the standard out of the box settings. So what is happening? Why is my DIM installed content not showing up and why is the Content DB Maintenance no longer functional?
Any help is appreciated. Thanks.
The 'Eat Your Food and Like It' Complaint ThreadDanaTA said:
kyoto kid said:
...there's a type of creme wafer made in Croatia that is coffee flavoured. A small import grocery nearby me has them/
For anyone else, they can also be found on Amazon...search "kras napolitanke wafers".
...sadly the Mocha creme wafers are the only one Amazon does not have.
What are the basic steps to add the default genesis 8 female character from Daz Studio into Blender?Well here it is mainly how to import daz figures in blender to be used in blender, that's what the bridges do. While you want to use blender as a content creator for daz studio that's the opposite. For this you better ask at the daz forum as there's no specific blender workflow any 3d software will do, it is done exchanging meshes via obj then rig and surface in daz studio with the daz tools.
The 'Eat Your Food and Like It' Complaint Threadkyoto kid said:
...there's a type of creme wafer made in Croatia that is coffee flavoured. A small import grocery nearby me has them/
. For anyone else, they can also be found on Amazon...search "kras napolitanke wafers".
The 'Eat Your Food and Like It' Complaint Threadkyoto kid said:
...there's a type of creme wafer made in Croatia that is coffee flavoured. A small import grocery nearby me has them/
. Mocha is a blend of coffee and chocolate. I used to get mocha shakes at a place in NH when we went on vacation! Looked forward to them. They stopped making them,
And there's an old style general store that made mocha fudge, but they stopped making that flavor last year. So disappointed...it was so very good! What Was Your Dream?I wanted to visualize the images in my head. Firts making covers for the stories I had in my mind and later on making a picture story. No animation so far.
Started with Poser and continued with Bryce and Carrara. Then went to Cinema 4D and Vray. The content that I used was always Daz content that I had to transform or just import posed characters for stills.
Finally switched to Blender starting with version V3.x and I was quite happy to see the bridges. Getting the content to Blender/Cycles and improving it is still a challenge, but a great first step.The story is in my mind, but finally the pictures have to follow.
[Released] Blender to Daz Studio Plugin released!!! Official support thread [Commercial]evacyn said:
Does anyone know how to make Blender particle hair so that it can be converted via the Blender-to-Daz plugin?
It is an interesting topic, so we should discuss it here. I have made a searches and this is what I have found:
**Step-by-Step Guide**
#### **1. Export Genesis 9 from Daz Studio**
- Use the **Daz to Blender Bridge**.
- In Daz Studio:
- Select your Genesis 9 character.
- Go to **Scripts → Bridges → Blender → Daz to Blender**.
- Choose **Current Frame** and **Include Morphs** if needed.
- Export and then import into Blender using the bridge add-on.#### **2. Prepare the Character in Blender**
- After import, you’ll have:
- A rigged Genesis 9 mesh.
- Materials converted to Blender shaders.
- **Apply all transforms** (`Ctrl+A → Apply All Transforms`) to avoid scale issues.
- Make sure the mesh has **UVs and clean topology** (the bridge usually handles this).#### **3. Remove Daz Hair (if any)**
- If the character came with Daz hair, delete it.
- We’ll create **Blender particle hair** instead.#### **4. Add a Scalp Mesh**
- Particle hair works best on a separate scalp mesh.
- **Duplicate the head mesh**:
- `Shift+D` → Separate by selection → Name it `Scalp`.
- Edit the scalp mesh:
- Delete everything except the top of the head where hair should grow.
- Add a **Solidify modifier** (optional) for thickness.
- Assign a **new material** for the scalp.#### **5. Add Particle Hair System**
- Select the scalp mesh → **Particles tab** → Add **Hair**.
- Set **Hair Length** and **Segments**.
- Enable **Advanced Hair** options for better control.#### **6. Groom the Hair**
- Switch to **Particle Edit Mode**.
- Use **Comb, Smooth, Length, Puff** tools to shape the hair.
- For realism:
- Enable **Children → Interpolated** for more strands.
- Adjust **Clumping, Roughness, Kink** for natural variation.#### **7. Add Hair Shaders**
- Use **Principled Hair BSDF** in the Shader Editor.
- Connect to the hair particle system.
- Adjust **Melanin** and **Roughness** for realistic color and shine.#### **8. Weight Paint for Hair Density**
- On the scalp mesh:
- Create a **Vertex Group** for density.
- Weight paint areas where hair should grow.
- Assign this group in the **Particles → Density** slot.#### **9. Final Adjustments**
- Enable **Cycles** for realistic rendering.
- Add **Subdivision Surface** to the scalp for smoothness.
- Use **Hair Dynamics** if you want physics simulation.The 'Eat Your Food and Like It' Complaint Thread...there's a type of creme wafer made in Croatia that is coffee flavoured. A small import grocery nearby me has them/
. sauvegarder les installations dans les bibliothèquesBonjour à tous,
J'ai importé plusieurs centaines d'items et ressources dans les bibliothèques de Bryce 7.1 pro.
Je souhaiterais sanvegarder sur disque dur externe ces installations, mais je ne les trouve pas (je suis sous windows 7.0).
Où se trouvent elles normalement?
Merci d'avance.
Jean Luc Rostoucher
Odd thing happening with ds 4.24And I spoke too soon. it only happens with large scenes, but I am also seeing metadata notes showing up in the scene list ot items when I open a scene saved in earlier versions.
Categories not removing references? [SOLVED]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 ?
Need help making a UV map - how to rotate and scale islandsAlso, for the final export of the .obj file, be sure to have named all the Materials the same as their Shading Domains. And each material should be unique.
If we don't follow this, Hexagon will make "corrections" which will then need fixing in D/S.
Also Hexagon tends to hold onto the "default" material ... to get an .obj without that, after exporting out the .obj -- open another session of Hexagon and import it into there. Remove any materials not in use. Make sure all the names are what you want ... then export that out and 'done.' :-)
In D/S then you can polish the surfaces to be whatever colour and/or image textures you want. {have the texture images already in your subfolder under Textures in the Runtime section} Save out as figure/prop file in D/S to some folder in the main content area for D/S [NOT under Runtime and NOT in the actual program folders]
Reloaded metadata, all content now has a strange icon on itRichard Haseltine said:
That sounds like the icon telling you a product uis available for install via Daz Connect - which in recent builds should appear (with agrey thumbnail) only if the system isn't seeing the product as installed. Do you mean reimport metadata (through Content DB Maintenance dialogue) or Update metadata (through the Connect menu or the log-inb dialogue)? The latter will download the metadata for everything you own a license for at thatv point and it will show the icon for uninstalled products in the products list and in the products tab of Smart Content in the All and Avaialble install state folters (tabs at the bottom of the pane).
Hi, Richard, and thank you for the reply. I did the former, not the latter; should I do the latter? I know I have licenses for everything present on the system at this point so I don't know why it's showing up on the products I have installed. I mostly work offline (not connected thru DC). I was reloading the metadata in an attempt to somewhat cull the population of the Lost and Found section, as it has grown rather large; subsets of installed (official) products are ending up there, the reasons for which I also cannot fathom.
I wish I had more time and drive on the days I was bored so I could just set all this to rights... :)Reloaded metadata, all content now has a strange icon on itThat sounds like the icon telling you a product uis available for install via Daz Connect - which in recent builds should appear (with agrey thumbnail) only if the system isn't seeing the product as installed. Do you mean reimport metadata (through Content DB Maintenance dialogue) or Update metadata (through the Connect menu or the log-inb dialogue)? The latter will download the metadata for everything you own a license for at thatv point and it will show the icon for uninstalled products in the products list and in the products tab of Smart Content in the All and Avaialble install state folters (tabs at the bottom of the pane).










