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Exporting to OBJ with materials included
kenmo said:
As I said above, I mostly use 3DCoat to texture my models, even the ones I modeled in Blender. When I export from 3DC and import into Blender the textures appeal.
Yet when I export the same model from Blender they do not.
You mentioned you use the "Copy" method for materials when exporting from Blender. With that method, I believe the textures assigned to your materials need to be in the same directory as the model upon export. However, if your mtl file that is generated does not at least contain the names of the textures, then something went wrong there. Copy will not copy the textures to where you export the files like it will for FBX export. They have to be there already. Try using AUTO or either ABSOLUTE or RELATIVE for the materials. Either that or copy the materials you know are attached to that model into the same folder as the .blend file before exporting the object. You'll need to change the paths of the materials in Blender after you do that to point to the new location, assuming they weren't in that same folder to begin with.
List of Products Used - script [Commercial]If I load old Daz Studio products into a scene along with newer ones and 3rd-party ones, the newer Daz Studio products show up when I run List of Products. As expected, the old Daz Studio products and 3rd party products do not. Is there anything that I can manually add to the metadata of old Daz Studio products and 3rd-party products so that List of Products will display them when in a scene?
Below is an example. The scene contains
- Cow (SKU 354)
- Grumpy Santa (SKU 106421)
- Bench (SKU 102789)
- Abacus (SKU 21250)
- Dragon (SKU 487)
- Baseball (SKU 32221)
- 14MU Worker (SKU 13537)
- Barrel (SKU 23591)
- Mantle clock (Renderosity).
Prior to saving the scene, List of Products listed the products containing newer Daz3D content - Grumpy Santa, the bench, the abacus, the baseball and 14MU Worker. After saving the scene and reloading it, List of Products only listed the products containing the abacus, the baseball and 14MU Worker.
Hexagon 2.5.2.109, General Release!n.aspros123 said:
I understand that Hexagon was created by the marketing manager that was part of Z Brush and purchased by the devs of DAZ Studio?
No. Hexagon was the successor to Amapi and was developed by the French company Eovia (hence the name, hexagon being a nickname for France due to the country's main borders' shape).
Will Hexagon ever be updated from version 2.5.2.109?
I've used Hexagon a few times and it's a useful tool and it's easier to transfer characters and clothing to and from compared to Blender which throws a geometry mismatch if your don't get the settings correct for an export/import an .obj file.
Hexagon 2.5.2.109, General Release!I understand that Hexagon was created by the marketing manager that was part of Z Brush and purchased by the devs of DAZ Studio?
Will Hexagon ever be updated from version 2.5.2.109?
I've used Hexagon a few times and it's a useful tool and it's easier to transfer characters and clothing to and from compared to Blender which throws a geometry mismatch if your don't get the settings correct for an export/import an .obj file.
I didn't find the Premier Content in the DIM, what should I do?Richard Haseltine said:
The Premier-exclusive content has to be isntalled thgrough Daz Studio - Connect>Log In, you will need the option to update metadata checked, then look in the Install pane
I have logged in and updated the metadata in Daz Studio,
I can find the merchandise assets given as gifts after signing up for Premier and the merchandise assets that I have purchased, but I can't find Premier's exclusive add-ons in DIM, such as Geometry Sculptor.

In other words, I couldn't find the installation content of the Premier plugin as shown in the following picture:
FBX Mystery solved?I did some investigating since other post on this site have said that FBX files can’t be imported into DAZ.
I was following a video tutorial about importing a low poly FBX fox (which had animation added to it) into DAZ. It imported just find and the animation also worked. BTW: If you test this, be sure to check the: "Include Animation" and below that select the animation from the drop down menu (if it is listed). Here is the URL link:
I then tried importing another rigged FBX (human) character. It came in as a jumbled mess.
This got me to wondering why do some FBX files import properly while other FBX files don’t.
I don’t know if I have found the answer or if it is just coincidental, but here is what I found (I tested this on multiple FBX Files):
FBX files that were exported from Blender, don’t import properly. But ones that I guess were created by the Autodesk’s FBX converter, do import properly (look towards the top of the following two screenshots to see the program that created the FBX files).
This imports properly:
This one does not:
BELAZ over at Sketchfab has a handful of rigged characters, albeit they have simple rigging. If you want to test my theory, here are URLs to a couple of his rigged characters (I posed them in DAZ to show you that they do work):
https://sketchfab.com/3d-models/character-boy-1-fbx-f6c26ef822cb4744aa780c866e0565ca
https://sketchfab.com/3d-models/character-girl-8-fbx-a587eb472e9f40b1ba6b54365303a436
Now try importing FBX files from other artists. See which import correctly and which don’t. Do you have the same outcome? Am I correct or is it just a coincidence that I got those few to work?
LD
I didn't find the Premier Content in the DIM, what should I do?The Premier-exclusive content has to be isntalled thgrough Daz Studio - Connect>Log In, you will need the option to update metadata checked, then look in the Install pane
Exporting to OBJ with materials includedAs I said above, I mostly use 3DCoat to texture my models, even the ones I modeled in Blender. When I export from 3DC and import into Blender the textures appeal.
Yet when I export the same model from Blender they do not.
Daz Studio 2025, "Global" variables, Scoping, and LifetimeI am slowly going insane trying to figure out the scripting in Daz Studio 2025. I understand it is an alpha, it may change, etc, but I am getting questions on my scripts in DS 2025, and I cannot do anything until I can figure out what is the proper "hoped for" behavior in DS 2025. I am baffled by the scoping and lifetime rules in Daz Studio 2025, so much so I am wondering which are bugs and which are intended changes? I hope someone can explain so I can convert scripts to DS 2025.
- Global variables are global, until they are not.
- Global variables defined in an included script are persistent and global to every script for the lifetime of Daz Studio
Global variables are global, until they are not.
Write the following code and execute it. It works properly, myvar, a global variable, is printed out.
var myvar = "Hello";
function PrintMyVar()
{
print('My var is', myvar);
}
PrintMyVar();
Now move the PrintMyVar function into a file and include ("PATH HERE/MyFile.dsa") and execute it. Myvar is no longer a valid global variable. This makes no sense. I assume this strange behavior is because (from the evergreen thread): "An includee (inner) script no longer has visibility of variables in the scope of the includer (outer) script", which kinda defeats the purpose of global variables.
var myvar = "Hello";
include ("PATH HERE/MyFunction.dsa"); // has PrintMyVar in it
PrintMyVar();
Now move the "var myvar" statement into ANOTHER file and include("./MyConsts.dsa") and execute it. Myvar IS a valid global variable again.
include ("PATH HERE/MyConsts.dsa"); // var myvar = "Hello";
include ("PATH HERE/MyFunction.dsa"); // has PrintMyVar in it
PrintMyVar();
Global variables defined in an included script are persistent and global to every script for the lifetime of Daz Studio
Now what is worse is those global variables and functions are now global for the lifetime of Daz Studio. Bring up the IDE window, type PrintMyVar() and execute it. The function is there, the variable is defined! Talk about side effects! One of the reasons I have been struggling to figure out what is happening is that the IDE window exhibits this behavior so I would start a new script but the variable was still defined when I didn't expect it to be anymore. While I can see uses for this behavior, I feel like this is incredibly dangerous. If we want global persistent variables, they should be defined some other way, perhaps with the export and import module rules (which I haven't explored yet as they would break too many of my scripts and are not backward compatible to DS 4.24)
What would I like to see? Like DS 4.24 and everything ever:
- Variables and functions have scope and can be seen at their current level and all below it. They are trashed when that block goes out of scope
- Include works like a standard include in every other language, as if the code was typed right into the script at the include line. Get rid of that strange behavior defined in the evergreen thread
Alienator Pro II problemsHi, if you look at info in screen shot #2, you see that the plants are very very small, just about 4x7x3 inches in US measurements or 10x18+9 cm or Ds units.
So either they are wrongly scaled, or they are setup not as a single prop, but as multiple separate props abd Alienator Pro II just grabs the first item it finds in the loaded object.
How does a loaded tree look in the scene list?
As many objects?
As a group node with many objects inside?
Does it load with the scale parameter set to something very large, like 1000%, that could also be an issue, as UltraScenery2 requires that 100% scale is scale you want!
If any any of these things are true, you can do this quick fix:
Load the tree
Save the materials as a mat file
Export as an obj with the correct scaling
Import the obj
apply the materials
save out as a Daz studio prop
The use that new prop.Hope this helps!
Smart Filter IssueI accidentally deleted the Base parameter from Scene Identification and then created it manually. Because of this, my smart filter stopped working. How can I fix this? I reinstalled the genesis 9 starter Essentials, but it didn't help
UPD: Reimporting metadata of all products via DIM helped. Maybe someone will need it
How to catalog old stuff? (Poser compatible)What I do is install to another content directory, with only one or a few items in it, for testing (it's easier to find mispathed files then) and metadata creation (I usually make a full product), then move the files to the main content directory (as long as the relative paths stay the same the database doesn't care - but don't create any Custom Actions from the testing location as those do store absolute paths).
Saving clothes with simulated dataExport an OBJ and import as a morph, with Reverse Deformations on since the unsimulated clothing will respond to bones and morphs on the figure then start tyhe simulation from the morphed state. Just bear in mind that doing it this way you will lose all informatiuon on tension and momentum that you would get from the earlier steps of the simulation if you reran it.
Problem adding morphs to "Idol hair"I bought "Idol Hair for Genesis 8 Females" and I love it because it has a lot of ways to move the hair. I wanted to use it in a scene, but the hair still clips through some clothes somehow, so I tried to add a new morph. I exported the model (default start position, no morphs or transformations applied, every bar is set to the default value, no parenting) end edited it in blender. So far everything is fine, but when I import it again in daz, ANY morph I make changes the whole model. I then tried a simple useless morph to understand the situation:
- I opened the model in blender and moved only a single back hair (I literally pressed L on one face and moved it, nothing else)
- I imported it back in DAZ and apply the morph
- The single hair moves to the correct position, but everything moves as well. For example, as you can see in the attached image, a lot of holes are appearing in the bang and in other places.
Why? I don't get this kind of problem when I edit clothes or objects. I find it very annoying that a simple morph (yes, I know I made a useless morph in this case, but it was a quick example made to show you my problem) changes everything, even parts I don't want.
New content showing up as uninstalledRichard Haseltine said:
Is the content available in the Content Library under Daz Studio Formats?
Yes. See the attached screenshot. I just purchased Ancient Temples 2 and installed it using DIM. It installed onto my F drive in the My Daz3D Library folder. I have the F drive in my Daz Studio Formats as well.
However, in Smart Content, it appears, but it's not listed as installed.But if I run content DB Maintenance and re-import metadata, it shows as installed.
Free Software that Makes Life EasierThanks hermit crab much obliged for the detailed run down! So I imagine you can import your own humanoid figure in any pose and build the clothing around that?
New content showing up as uninstalledHello,
So, I've recently built a new PC and reinstalled Daz onto it. All of my content from my old PC is stored on an external SSD, and I successfully hooked it into my library using the Content Directory Manager. So that's not the issue. The issue I'm having is with new content. When I purchase something new and install it using DIM, it shows up in the smart content, but as uninstalled, unless I manually run the Content DB Maintenance and re-import the metadata. Then it shows as installed. So, everything "works," but there are numerous annoying extra steps that need to be taken to get there. Do you have any ideas why this might be happening?
LIVE! In the store NOW!! LowPi - the Low Poly Figure, and Crowd Creator ScriptsOh yeah, I learned that the hard way. I was going to get into it today, but found a group of older products brought over from DIM last time I had it open that needed full metadata or spiffing up. Just finished after 6 hours and my brain is fried. I will attempt to study LowPi Saturday morning. Should be quiet, except for laundry.
Exporting to OBJ with materials includedPadone said:
The material file is not "mat" but "mtl", then 3.6 includes both the legacy and new obj exporter, if you don't get it then reinstall blender. I tried the obj exporters in 3.6 and 4.4 and they all work fine for me so I have no idea what you may miss. Below my options.
p.s. It may be that you move the obj file after it has been ex
ported, then if you save as relative path be sure to move the textures along, or use absolute path.
Mistake on my part. I meant MTL file. Not feeling the best today, having some health issues. When I open up the .MTL file in notepad, there is no reference to the diffuse, normal, bump, etc maps. yet the original file has image textures applied. Even models I have created in Blender and UVMapped in 3DCoat (using the Blender/3DC addon) I can exchange the model from Blender to 3DC and back to Blender with any texturing I've done in 3DC. If I export as an OBJ from Blender there are no textures most of the time. If I import from 3DC as OBJ it does include the textures which I can not import the model with textures into Vue or Daz. When I export from Blender and import into Vue or Daz there are no textures. It is a Blender issue.
Importing landscapesHi,
I keep running into custom shaders being used in DAZ landscape assets, like for this one: Grassy GroveProbably because native DAZ shaders are too limited when it comes to larger environments.
Does anyone have some suggestions on how to create similar shaders for this in Blender?Thanks!
From left to right:
Diffeo import errors
Original DAZ shader
What's left of that shader in Blender
Rendered shader in Blender








