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  • Non-DAZ products need a large disclaimer (read: I'm an idiot)

    greywolf said:

    WendyLuvsCatz said:

    oh by the way, one thing to bear in mind, while DAZ studio is faster when everything fits on your GPU

    Carrara is considerably faster than D|S if it does not

    which for me is often the case with those big Howie Farkes scenes

    coupla questions:

    * Can one import a ds scene into Carrara?
    * Is Carrara slated for discontinuation (thus its currently very low price)?

    no longer in development but yes it loads duf files with some caveates

    Genesis 3, 8 & 8.5 crash it due to a mismatched typo in the several bone/node namings

    Genesis 9 needs conversion to blended weight and resaving as a new character preset as does all the clothing

    Strandbased hair won't import as mesh only useless lines

    but Carrara has dynamic hair of its own

    dforce doesn't import you can use dforce2morph though to create and save matching cloth poses

    many props need to have the U on the UV map tiling unchecked

    however Sparrowhawk made a plugin to do this

    those are some main ones

    the CPU based render engine is not bad, it's better than 3Delight but not as good as iray but if you don't have a Nvidia card it is much faster than iray CPU

    you can always just use it to render backgrounds 

    By

    WendyLuvsCatz WendyLuvsCatz October 2025 in Product Suggestions
  • Non-DAZ products need a large disclaimer (read: I'm an idiot)

    WendyLuvsCatz said:

    oh by the way, one thing to bear in mind, while DAZ studio is faster when everything fits on your GPU

    Carrara is considerably faster than D|S if it does not

    which for me is often the case with those big Howie Farkes scenes

    coupla questions:

    * Can one import a ds scene into Carrara?
    * Is Carrara slated for discontinuation (thus its currently very low price)?

    By

    greywolf greywolf October 2025 in Product Suggestions
  • Daz Studio 6 Beta - version 6.26.2026.26903! (Updated September 29, 2026)

    itinerant said:

    wsterdan said:

    itinerant said:

    There is a serious problem with the Oct 2 update on a mac.  After a few 3-4 minutes, the memory usage grows so large that the application memory of the computer is filled and the program has to be shut down (over 100GB).  This happened a handful of times, each time with only one or two G9 characters in the scene -- no clothing and no environments.  All I was doing was changing hair and skin textures to find the one I liked best.

    What type of Mac are you running? If you can let me know if you are able to import an audio, I'll update and check with my system to see if I get the same problem you're seeing (m4 Pro). If audio still can't be imported, I'll hold off until the next update.

    I am on a 2020 Mac Mini (M1).  I don't know how to mess with audio, but this issue is far greater than the audio issue.  I would recommend skipping this update if you are on a Mac.  You can't work more than 5 minutes at a time without Force Quitting the application.  The last time I was testing it, I spent more time waiting for the scene to save than I did working in the scene (I was saving after every change that I wanted to keep).

    Understood, thanks. I'm still willing to give it a shot, just to give DAZ extra feedback with a different processor and system but only if I can import audio. I don't mind fighting with it for a few hours to see what I can do or not do and then regressing, but without an audio import it's a no-go. 

    By

    wsterdan wsterdan October 2025 in Daz Studio Discussion
  • Daz Studio 6 Beta - version 6.26.2026.26903! (Updated September 29, 2026)

    wsterdan said:

    itinerant said:

    There is a serious problem with the Oct 2 update on a mac.  After a few 3-4 minutes, the memory usage grows so large that the application memory of the computer is filled and the program has to be shut down (over 100GB).  This happened a handful of times, each time with only one or two G9 characters in the scene -- no clothing and no environments.  All I was doing was changing hair and skin textures to find the one I liked best.

    What type of Mac are you running? If you can let me know if you are able to import an audio, I'll update and check with my system to see if I get the same problem you're seeing (m4 Pro). If audio still can't be imported, I'll hold off until the next update.

    I am on a 2020 Mac Mini (M1).  I don't know how to mess with audio, but this issue is far greater than the audio issue.  I would recommend skipping this update if you are on a Mac.  You can't work more than 5 minutes at a time without Force Quitting the application.  The last time I was testing it, I spent more time waiting for the scene to save than I did working in the scene (I was saving after every change that I wanted to keep).

    By

    itinerant itinerant October 2025 in Daz Studio Discussion
  • Daz Studio 6 Beta - version 6.26.2026.26903! (Updated September 29, 2026)

    itinerant said:

    There is a serious problem with the Oct 2 update on a mac.  After a few 3-4 minutes, the memory usage grows so large that the application memory of the computer is filled and the program has to be shut down (over 100GB).  This happened a handful of times, each time with only one or two G9 characters in the scene -- no clothing and no environments.  All I was doing was changing hair and skin textures to find the one I liked best.

    What type of Mac are you running? If you can let me know if you are able to import an audio, I'll update and check with my system to see if I get the same problem you're seeing (m4 Pro). If audio still can't be imported, I'll hold off until the next update.

    By

    wsterdan wsterdan October 2025 in Daz Studio Discussion
  • Daz Studio 6 Beta - version 6.26.2026.26903! (Updated September 29, 2026)

    DoctorJellybean said:

    wsterdan said:

    I'd mentioned that the latest version won't let me insert an audio file, something I've been doing a lot of since the Alpha was first released. Could at least one other Windows and Mac user take 20-30 seconds and see if they're able to insert an audio file using the Edit/Audio menu option so I'll know if it's an acutal bug or just something happening to me that I can try and sort out?

    As mentioned, for me all of the files are greyed out.

    It does appear to be the case, but could you please post a screenshot of what you get\see. Thanks. 

    I don't see anything about fixing the audio import in the change logs specifically; if you've installed the October 1st update could you take a minute to test it and let me know if it's been fixed? It's crucial to what I'm working on right now and if it's not fixed, I'd rather not update, then revert a minute later for nothing.

    Thanks. 

    By

    wsterdan wsterdan October 2025 in Daz Studio Discussion
  • DAZ3D 4.24 - Genesis 9 Starter Essentials - "Update failed"

    Right-click on the product icon that shows the Update icon and select Uninstall, that will leave you working solely with the DIM files.

     

    Thank you very much. This particular hint solved the issue for me.

    In more detail - re-installing in DIM was not sufficient, but when it "uninstalled" in Studio and went to DIM, it still showed G9 Starter Essentials as installed, so I "re-imported Metadata" in DIM. After that, the "update" button in Studio was gone, problem solved. 

     

    By

    shortfinal shortfinal October 2025 in Technical Help (nuts n bolts)
  • Using Genesis 9 Skin on Genesis 8 Figures

    crosswind said:

    Yeah, we can just made it work by ourselves. How to do it:

    1. Load a G9 Dev Load into the scene, Show Hidden Properties... in Parameters pane, under Hidden > Clones, dial Genesis 8 Male, dial it. (ss1)
    2. Select Left Thigh of G9, dial Side-Side to 6.0, then Right Thigh > Side-Side to -6.0. Not it's a genuine G8M Clone. (ss2)
    3. Set G9's Resolution Level to Base. Export it to OBJ file (File > Export...), with the file name as G9 MaterialSuit. (ss3)
    4. Delete G9, Load a G8.1M Dev Load. Import OBJ file (File > Import...) into the scene. Rig OBJ file to G8M with Transfer Utility (Edit > Figure > Transfer Utility...). (ss4)
    5. Select G8.1M, switch to Geometry Editor, in Tool Settings pane, under Surfaces, click + sign on surfaces of Arms, Body, Ears, Face, Fingernails, Head, Legs, Lips, Mouth, Teeth and Toenails. Only lead Eyes related surfaces. (ss5)
    6. Right-click in Viewport, Geometry Assignment > Set Auto-Hide Faces for Attachment... Select G9 MaterialSuit in pop-up. Accept. (ss6)
    7. Alt Shift + U. Select G9 MaterialSuit node. Right-click > Fit "G9 MaterialSuit" to... , then select None. (ss7)  Then do it again, select Genesis 8.1 Male to fit the suit on G8.1M again. You'll see G8.1M is hidden.
    8. Select G9 MaterialSuit node, Edit > Figure > Scene Identification.., change Node Name to Genesis9, Compatibility Base and Preferred Base to Genesis 9/Base. (ss8)
    9. Now you can apply a G9 Material Preset to Material Suit. Then apply a G8M Material Preset to G8.1M to give Eyes textures... as needed. (ss9)

    Finally save the Material Suit as a Wearable Preset or Figure Asset.

    Hi again, I did it.  That was a real learning experience!  The only thing I didn't understand was your instruction #5 where it says "Only lead Eyes related surfaces."  I didn't know what that meant, or where "lead" eyes was located, and it doesn't appear on the screencapture for that instruction.  So I ended up with the Genesis 8.1 character with the Genesis 9 textures successfully applied, but the eyeballs part of the figure are invisible.  Maybe if you ould clarify that one point, I'll try it again and see if I can get the eyes to appear.

    Thanks for your help!

    By

    Fauvist Fauvist October 2025 in The Commons
  • Compatibilities vs CompatibilityBase

    Omniflux said:

    Not sure why you would want only the default compatibility bases instead of the existing ones...

     

    There is a sample script List Compatibility Bases to get the existing ones.

    The default Compatibility Bases can be found by reading App.getResourcesPath() / CompatibilityBases.txt

     

    Default Categories can be found by calling DzAssetMgr::getDefaultCategoryPaths(...)

    Or reading App.getResourcesPath() / RootCategories.txt for the Default Default Categories (as opposed to categories just named Default/*...)

    This was mentioned by Richard at https://www.daz3d.com/forums/discussion/comment/9034131/#Comment_9034131

    and is available online at http://docs.daz3d.com/doku.php/public/dson_spec/format_description/metadata/categories/

    The previous version Categories.txt was documented in the DAZ Studio 3 User Guide

     

     

    Existing Content Types can be found by calling DzAssetMgr::getTypes()

    Default Content Types can be found by reading App.getResourcesPath() / ContentTypes.txt

    and is available online at http://docs.daz3d.com/doku.php/public/dson_spec/format_description/metadata/content_types/

    It was also previously documented in the DAZ Studio 3 User Guide

    My bad, I should say "Existing", not "Default", I will have a look at your references, thanks!
    But what about ObjectCompatibilities where it will be used?, how we can set in in UI?

    By

    MehdiZangenehBar MehdiZangenehBar October 2025 in Daz Script Developer Discussion
  • Using Genesis 9 Skin on Genesis 8 Figures

    crosswind said:

    Yeah, we can just made it work by ourselves. How to do it:

    1. Load a G9 Dev Load into the scene, Show Hidden Properties... in Parameters pane, under Hidden > Clones, dial Genesis 8 Male, dial it. (ss1)
    2. Select Left Thigh of G9, dial Side-Side to 6.0, then Right Thigh > Side-Side to -6.0. Not it's a genuine G8M Clone. (ss2)
    3. Set G9's Resolution Level to Base. Export it to OBJ file (File > Export...), with the file name as G9 MaterialSuit. (ss3)
    4. Delete G9, Load a G8.1M Dev Load. Import OBJ file (File > Import...) into the scene. Rig OBJ file to G8M with Transfer Utility (Edit > Figure > Transfer Utility...). (ss4)
    5. Select G8.1M, switch to Geometry Editor, in Tool Settings pane, under Surfaces, click + sign on surfaces of Arms, Body, Ears, Face, Fingernails, Head, Legs, Lips, Mouth, Teeth and Toenails. Only lead Eyes related surfaces. (ss5)
    6. Right-click in Viewport, Geometry Assignment > Set Auto-Hide Faces for Attachment... Select G9 MaterialSuit in pop-up. Accept. (ss6)
    7. Alt Shift + U. Select G9 MaterialSuit node. Right-click > Fit "G9 MaterialSuit" to... , then select None. (ss7)  Then do it again, select Genesis 8.1 Male to fit the suit on G8.1M again. You'll see G8.1M is hidden.
    8. Select G9 MaterialSuit node, Edit > Figure > Scene Identification.., change Node Name to Genesis9, Compatibility Base and Preferred Base to Genesis 9/Base. (ss8)
    9. Now you can apply a G9 Material Preset to Material Suit. Then apply a G8M Material Preset to G8.1M to give Eyes textures... as needed. (ss9)

    Finally save the Material Suit as a Wearable Preset or Figure Asset.

    Wow, thank you so much for all the information and images.  I'll try it.  I'll have to save this for future reference.  I would never have been able to figure all this out myself.

    Thanks! 

    By

    Fauvist Fauvist October 2025 in The Commons
  • Using Genesis 9 Skin on Genesis 8 Figures

    Yeah, we can just made it work by ourselves. How to do it:

    1. Load a G9 Dev Load into the scene, Show Hidden Properties... in Parameters pane, under Hidden > Clones, dial Genesis 8 Male. (ss1)
    2. Select Left Thigh of G9, dial Side-Side to 6.0, then Right Thigh > Side-Side to -6.0. Now it's a genuine G8M Clone. (ss2)
    3. Set G9's Resolution Level to Base. Export it to OBJ file (File > Export...), with the file name as G9 MaterialSuit. (ss3)
    4. Delete G9, Load a G8.1M Dev Load. Import OBJ file (File > Import...) into the scene. Rig G9 MaterialSuit object to G8M with Transfer Utility (Edit > Figure > Transfer Utility...). (ss4)
    5. Select G8.1M, switch to Geometry Editor, in Tool Settings pane, under Surfaces, click + sign on surfaces of Arms, Body, Ears, Face, Fingernails, Head, Legs, Lips, Mouth, Teeth and Toenails. Only leave Eyes related surfaces unselected! (ss5)
    6. Right-click in Viewport, Geometry Assignment > Set Auto-Hide Faces for Attachment... Select G9 MaterialSuit in pop-up. Accept. (ss6)
    7. Alt Shift + U. Select G9 MaterialSuit node. Right-click > Fit "G9 MaterialSuit" to... , select None. (ss7)  Then do it again, Fit the MaterialSuit to G8.1M again. You'll see G8.1M is hidden.
    8. Select G9 MaterialSuit node, Edit > Figure > Scene Identification.., change Node Name to Genesis9, set Compatibility Base to /Genesis 9/Base. (ss8)
    9. Now you can apply a G9 Material Preset to Material Suit. Then apply a G8M Material Preset to G8.1M to give Eyes textures... as needed. (ss9)

    Finally save the Material Suit as a Wearable Preset or Figure Asset.

    By

    crosswind crosswind October 2025 in The Commons
  • Compatibilities vs CompatibilityBase

    Not sure why you would want only the default compatibility bases instead of the existing ones...

     

    There is a sample script List Compatibility Bases to get the existing ones.

    The default Compatibility Bases can be found by reading App.getResourcesPath() / CompatibilityBases.txt

     

    Default Categories can be found by calling DzAssetMgr::getDefaultCategoryPaths(...)

    Or reading App.getResourcesPath() / RootCategories.txt for the Default Default Categories (as opposed to categories just named Default/*...)

    This was mentioned by Richard at https://www.daz3d.com/forums/discussion/comment/9034131/#Comment_9034131

    and is available online at http://docs.daz3d.com/doku.php/public/dson_spec/format_description/metadata/categories/

    The previous version Categories.txt was documented in the DAZ Studio 3 User Guide

     

     

    Existing Content Types can be found by calling DzAssetMgr::getTypes()

    Default Content Types can be found by reading App.getResourcesPath() / ContentTypes.txt

    and is available online at http://docs.daz3d.com/doku.php/public/dson_spec/format_description/metadata/content_types/

    It was also previously documented in the DAZ Studio 3 User Guide

    By

    Omniflux Omniflux October 2025 in Daz Script Developer Discussion
  • [Solved for G9] Strandbased Very Short Pixie hair not following the head of some characters

    You're welcome !

    Yea, OBJ file size was around 28MB... but it took less than 30 seconds to finish the import on my side. Not sure why it takes so long on your side... IIRC, Mac ? 

    By

    crosswind crosswind October 2025 in Technical Help (nuts n bolts)
  • How to use facial expression animations inside UE4?

    WendyLuvsCatz said:

    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

    Ok thanks Wendy.  Yes I know what you mean, that bridge doesn't always seem to work and even work right, it is quite a hassle to export manually but can be done.   Let me ask you something, would you have any interest in using characters you make in Daz in say a fighting game for Unreal Engine 4?    

    By

    usa423_6c467e3e09 usa423_6c467e3e09 September 2025 in Unreal Discussion
  • Genesis 9 Teen Bundle: ES3D

    I have the bundle. I checked my latest download and had to download one of the characters I had left off. I had one note on Mari about makeup missing, but what I found was her metadata is incomplete. It was not fully done but the files are there.

    I was very impressed with the characters enough that I have bought other characters from the team ES3D that you might be interested in.

    https://www.daz3d.com/es3d-masina-hd-for-genesis-9 is another child, with a bit of a horror tinge.

    https://www.daz3d.com/es3d-sam-for-genesis-9 an older teen brother/sister set.

    https://www.daz3d.com/es3d-lesya-hd-for-genesis-9 is a young adult, but with Growing Up you could age her down.

    I haven't had a lot of time to play with them but on my first renders of the characters I didn't have any issues or a bad result.

    Mary

    By

    memcneil70 memcneil70 September 2025 in The Commons
  • UltraScenery - new(er) territory [Commercial]

    First thing to check would be by dropping the saved USC2 scene subset into an empty scene and see if that works properly. If it doesn't, it suggests the USC2 object is unaffected by the USC1 object and it's the saving as a scene subset that's the problem. I haven't tried anything like it myself - because I really didn't expect it to work. I think there is metadata that must be saved in a normal save, probably by overriding the default save method for the USC2 object- I wonder if the USC2 plugin overrides the scene subset save method too? It wouldn't be one I would have remembered to do myself, not expecting a scene subset save.

    Sorry, having diverted myself, back on track with a continuation of the answer. If the USC2 subset works in an empty scene, then create a USC1 landscape too. Do they now work?

    If yes.. back to an empty scene, create the USC1 landscape, then drop in the USC2 scene subset. Does that work? I imagine by now you will have found at least one case where it doesn't. Does the result show a way where you could get it to work? Hopefully yes, but I suspect it's the scene subset that's the problem.

    Regards,

    Richard 

    By

    richardandtracy richardandtracy September 2025 in Daz PA Commercial Products
  • Petipet's Sci Fi Hangars and Diffeo

    I have both the Polaris Hangar and Sci-Fi Hanger A from Petipet and both seem to be rigged similarly. Polaris is used in this example. In Studio, the doors can be animated to open and close. I exported via Diffeo, but in Blender, the controls marked Gate 1 or 2 move the whole wall and not just the gate. Is there a way to correct this post import?

     

     

    By

    brainmuffin brainmuffin September 2025 in Blender Discussion
  • Import Camera from other DCCs

    Is there any way to import a camera, even just position data, from either a static or animated camera from another DCC?

    By

    martin_stewart_d62a949f8f martin_stewart_d62a949f8f September 2025 in Technical Help (nuts n bolts)
  • Convert Genesis 8.1 model morph to 8.0

    ForceX said:

    If you are trying to transfer an HD morph, I do not know of any known method. You can try..... I have no idea if this will work. Find your morph file in the data folder. Move it out of the G8.1 folder and into the G8 folder. Doing this might make it accessible to the G8 figure. As G8.1 has access to the G8 resources folders but G8 does not have access to the G8.1 resources folder.

    I don't know how much resources availablilty is dependent on folder structure or imbedded metadata in the file its self. It's possible this will do absolutely nothing.

     Thank you! This works for me, provided that I correct the corresponding paths in the accompanying .dsf wrapper file.

    By

    doonay81 doonay81 September 2025 in Daz Studio Discussion
  • [Solved for G9] Strandbased Very Short Pixie hair not following the head of some characters

    Yes, you certainly can fix head_bs_ProportionNeckLength at the first place. Not sure how you did it, but you need to do it on a G9 Base, then dial Proportion Neck Length to 100% before fixing.

    - Dial head_bs_ProportionNeckLength on the root node of the hair to appr. 50%, export Hair Strand to OBJ. Ctrl + Z.
    - Import OBJ to update head_bs_ProportionNeckLength on Hair Strand. Save the Modifier Asset.

    However, only fixing head_bs_ProportionNeckLength is not 100% perfect for Hanako, you still have to further fix her FHM : Hanako9_head_bs_Head ...

    By

    crosswind crosswind September 2025 in Technical Help (nuts n bolts)
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