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[Released] Blender to Daz Studio Plugin released!!! Official support thread [Commercial]
Hi all, I have submitted version 3.8.61 to the PA portal, it should hopefully be available within a few days.
Release notes:
1) Merge Textures Width and Height property added.
2) Scale As Percent option added.
3) If the file is not saved, the user now gets a prompt to save in any location of choice rather than in the temp file.
4) Progress bar added during the import.
5) The plugin now supports larger files.
6) Hair particle bug on export fixed.Best wishes,
Matronius
Will DAZ ever improve animating?What I love about the Cascadeur Membership plans:
Free:
The free version works incredibly well to help get your feet wet learning the tools, following tutorials, and making - even saving animations. Genesis 8 and 9 FBX are automatically recognized and, when I asked the developers, they said that they do intend to eventually support more of the earlier generations. In the meantime, their auto-rigging tool is really quite nice!
So even though we cannot export animations back out of Cascadeur, the Free tier is an invaluable way to discover whether or not the software is a good fit - and if you want to create you own motions... the answer to that question will be a resounding Yes - so it's always a great move for them to offer this - and they always will. Kudos to them for that decision!
Indy:
The way I'm using Cascadeur, I really could get by nicely with this tier. I wanted to have the ability to explore the Pro Tier tools and features, so my beloved Rosie allowed me to get two years of Pro. But the Indy version grants the Amazing "Command > Send to DAZ" feature. It's an FBX that would be like what we'd get from Mixamo, except that this one has our own custom work. Just save that as a Pose and aniBlock... Bam. Done.
Many of the upper tier features can be held off until we really need them. In the meantime, Indie tier offers an incredibly fair plan to support development as we animate like mad and send our work into Daz 3D - or wherever you choose.
Pro:
Well, Pro is Pro. And Pro is Everything. Including expedious support.
Cascadeur Team is CONSTANTLY developing the software - pushing the boundaries and always making things easier and more powerful all at the same time. Pro gets us a front-row seat to all of it.
The Upper Tier Physics tools are where its at if you want to really get into this stuff - interactions between two or more figures, interacting with objects, ragdoll or not... this stuff is Insanely Awesome!
Retargeting really comes in handy if you like to shop at other places that sell Motion Capture, since most don't usually support Daz 3D figures. MoCap Online told me that it was too costly to retarget their motions to the Daz 3D figures, so what we have in the store is it. At least for now. So if you want more of their cool stuff, Cascadeur Pro offers the means to retarget, and MoCap Online's FBX is fully recognized by Cascadeur upon import. I've checked!
All of it:
No matter the tier - even if we might have not even downloaded it yet, their YouTube channel and Doscuments Section at their website is a spectacular arena of animation study Bliss! The reason that they have the tweeners that they have available is because that's what They need to use - so we have the high-end tweener interpolations as well as a new one that the CTO thought made more sense for certain situations - and That's Awesome!!!
Thank goodness for the time needed to simulate hair because that's the sort of moment that I use to just absorb some of that stuff. So much of it becomes more and more clear to me the more times I watch the same thing over again - so I do. And then I watch it Again!!!
Even this quick, early promo video continually remionds me of how amazing this software really is!
DAZ Billboards in Blender?@Hurdy3d
All I can find for Blender are contemporary crowd assets.
I need medieval times crowds.@Padone
I figured, but thought it wouldn't hurt to ask anyway. Thanks.
Push comes to shove, I'll set up the camera and billboards in DS and import them into Blender.
It's just a lot less flexible that way.DAZ Billboards in Blender?1. create in blender a plaine
2. copy with strg + alt + c the locations (XYZ) of the cameras in the n panel ("Item" tab)
3. paste it with strg + alt + v to the planes location
4. do the same rotation
5. now the plane should have the same position and rotation as the camera
6. export the plane as obj
7. import the plane to DAZ
8. In DAZ, manually adjust the camera like the plane
9. Now you can create in DAZ your billboards, run the script and than export the billboards to your scene in Blender.
DAZ Billboards in Blender?Hi,
Is there a way to import billboards into Blender and still change the viewing angles?
I like the RiversoftArts billboards which come with scripts to rotate and align them to a camera.
The answer is probably 'No', but I figured I'd ask anyway. You never know.
I couldn't find similar non-contemporary assets for Blender.Thanks!
Will DAZ ever improve animating?Nice video on importing from cascadeur back to DS

Any animation I import or make in Cascadeur seems to not be affected.
Yet thousands of people using the software are somehow getting the secondary physics to work.
here is a very quick and dirty example where I applied secondary physics only to the arms & hands. you can see the hands are more “floppy” on the physics preview character.It’s a deep program with alot of power& complexity so dig in and learn those settings
it will be worth it trust me.Bryce Freebies - Bunyip02 Blender modelsrosseliani said:
Thank you so much for the freebies, I just wonder how to import them in Daz Studio.
Regards,
Rosselani
There is a lovely Bryce community for doing Bryce renders - but if you insist on DAZ Studio being your preferred workspace there is an export out of Bryce that you can do.

Click on File, choose Export Object

There are a number of export formats to choose from.

You can also export Terrains

Increase Grid Triangulation (not too much or it will crash), choose Size, choose Format, hit the tick button.
Have exported objects to Carrara, but also spend time in Bryce doing renders - have fun !
Will DAZ ever improve animating?wolf359 said:
with utterly incorrect settings which is why your animation had ZERO secondary physics.
What could I made utterly wrong if I followed the tutorials from the Cascadeur channel on youtube?
They say: Import your model, rig it, disable the "autopose" if you don't want them, pose your char, set the tweener, activate the Autophisics, Secondary motion and set the values. Isn't the right procedure? Did I missed something?
I can even see the "center of mass" green arrow go up and down indicating that the secondary motion is active but limbs and head stayis where they are with no influence. I'm pretty sure I set the values on the bones.
Any animation I import or make in Cascadeur seems to not be affected.
Bryce Freebies - Bunyip02 Blender modelsThank you so much for the freebies, I just wonder how to import them in Daz Studio.
Regards,
Rosselani
Old User, old version of Studio HelpBut it is failiong on all saved scenes? Or all content, regardless of whether it is a scene or a Poser Import or Daz Studio Format load?
The new "blender to Daz plugin"evacyn said:
It works really well with KitBash stuff. You can download the native Blender files from Kitbash, and it keeps the textures without any additional work to import them individually. Definitely the coolest thing I've bought here in a long time.

@evacyn, I'm wondering: Do you have to save the buildings separately to separate the buildings, or are they already separate on import? I've been using Poser 11 Pro's FBX to get KB3D into Studio, and the real tedium is separating the buildings, as Wendy said. Thanks for testing this!
Old User, old version of Studio HelpHi all,
I am still on version 3.1 of Daz Studio because I never wanted to upgrade as I am only a very casual user. I last used Daz Studio around a month ago and everything loaded and worked properly as it has done for many years. Now, however, very few of my scenes load in. They will get to 100% but Studio will hang and then crash (closes) to desktop. If someone would kindly look through the log file and possibly point me in a direction to fix any issues. I've downgraded and upgraded GPU drivers (RTX 3080ti) but to no avail. This is a sudden issue and although I recently re-installed windows 10, I have done so many times before without issue. I simply can't understand what is missing or happening that causes a crash.
I did install the most recent version of Studio but loading an old scene crashed studio with an error once at 100%.
Opening file Bot.daz...
Reading Bot.daz
Loaded image V4LanaFaceM1.jpg
Loaded image Inked_Vol8_Tat24.jpg
Loaded image V4LanaFaceM1_!Tattoo 24.dsi
Loaded image Inked_Vol8_Tat24.jpg
Loaded image V4LanaFaceM1_!Tattoo 24_!Tattoo 24.dsi
Loaded image Inked_Vol8_Tat24.jpg
Loaded image V4LanaFaceM1_!Tattoo 24_!Tattoo 24_!Tattoo 24.dsi
Loaded image Inked_Vol8_Tat24.jpg
Loaded image V4LanaFaceM1_!Tattoo 24_!Tattoo 24_!Tattoo 24_!Tattoo 24.dsi
Loaded image Inked_Vol8_Tat24.jpg
Loaded image V4LanaFaceM1_!Tattoo 24_!Tattoo 24_!Tattoo 24_!Tattoo 24_!Tattoo 24.dsi
Loaded image New Spec Map private 2.bmp
Ran tdlmake on image L:/Daz/Clothes - Bodysuit - cybersuit/Runtime/Textures/Ra Graphics/Cyber Suit Mark II/Cybersuit-Torso-bump.jpg
Ran tdlmake on image L:/Daz/Char - Young AnuV4A4/runtime/textures/FrejaSveva/Anu/FRAnuTorsoS.jpg
Ran tdlmake on image L:/Daz/Clothes - Bodysuit - cybersuit/Runtime/Textures/Ra Graphics/Cyber Suit Mark II/Cybersuit-Torso-White.jpg
Ran tdlmake on image L:/Daz/Clothes - High Heels - Arrin Noemi High Heel/Runtime/Textures/Arrin/V4GlamourNoemi/GN_Refl512_1.jpg
Ran tdlmake on image L:/Daz/Clothes - Bodysuit - cybersuit/Runtime/Textures/Ra Graphics/Cyber Suit Mark II/Cybersuit-Torso-Fab-bump.jpg
Ran tdlmake on image C:/Users/sneak/Documents/DAZ 3D/Studio3/content/Runtime/textures/DAZ/Characters/MilWom/V4/MLIE/V4LanaTorsoMbutt2 brown tanned.jpg
Ran tdlmake on image L:/Daz/Studio/content/Runtime/textures/DAZ/Characters/MilWom/V4/V4LanaTorsoB.jpg
Ran tdlmake on image L:/Daz/Clothes - Bodysuit - cybersuit/Runtime/Textures/Ra Graphics/Cyber Suit Mark II/Blue-Cybersuit-Torso.jpg
Ran tdlmake on image L:/Daz/Char - Exciting Mouth/Runtime/textures/ava_odnajdy/EM_4generationPack/EM_4generationPack_TX.jpg
Ran tdlmake on image L:/Daz/Char - Exciting Mouth/Runtime/textures/ava_odnajdy/EM_4generationPack/EM_4generationPack_Bump.jpg
Ran tdlmake on image L:/Daz/Studio/content/Runtime/textures/DAZ/Characters/MilWom/V4/V4LanaInMouthB.jpg
Ran tdlmake on image L:/Daz/Char - Finnia for V4/Runtime/Textures/RMFinnia/RMFniaLsh2.jpg
Ran tdlmake on image L:/Daz/Studio/content/Runtime/textures/DAZ/Characters/MilWom/V4/V4LanaTR.jpg
Ran tdlmake on image L:/Daz/Clothes - Bodysuit - cybersuit/Runtime/Textures/Ra Graphics/Cyber Suit Mark II/Cybersuit-Torso-White other2.jpg
Ran tdlmake on image C:/Users/sneak/Documents/DAZ 3D/Studio3/content/Runtime/textures/DAZ/Characters/MilWom/V4/V4LanaFaceB1.jpg
+++++++++++++++ DAZ Studio 3.1.2.32 starting +++++++++++++++++
DAZ Studio Raw Version: 50397728
Qt Version: 4.5.2
Running on Windows Unknown, Build 9200, No Service Pack Installed
Total Physical Memory: 32686 Mb (34273816576)
Available Physical Memory: 20481 Mb (21476339712)
Total Virtual Memory: 134217727 Mb (140737488224256)
Available Virtual Memory: 134213391 Mb (140732940754944)
Current Memory Usage: 37%
Fri 8. Aug 17:06:50 2025
Temp folder: C:/Users/sneak/AppData/Roaming/DAZ 3D/Studio3/temp
Total temp disk size: 231710 Mb, Available: 121529 Mb
Locale: en_GB
No translator found.
Reading style definition L:/Daz/Studio/resources/style/Carrara.style
Creating managers
Reading help file L:/Daz/Studio/resources/dazhelp.dsh
Reading help file L:/Daz/Studio/resources/hexbridge.dsh
Reading help file L:/Daz/Studio/resources/lipsync.dsh
Reading help file L:/Daz/Studio/resources/optitexcloth.dsh
Reading help file L:/Daz/Studio/resources/puppeteer.dsh
WARNING: .\interface\dialogs\dzbasicdialog.cpp(176): No parent specified for DzBasicDialog!
Scanning import folders
Scanning content folders
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GL_KHR_robust_buffer_access_behavior : NOT INITIALIZED
GL_KHR_robustness : NOT INITIALIZED
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GL_NV_blend_square
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GL_NV_conservative_raster_pre_snap : NOT INITIALIZED
GL_NV_conservative_raster_pre_snap_triangles : NOT INITIALIZED
GL_NV_conservative_raster_underestimation : NOT INITIALIZED
GL_NV_copy_depth_to_color
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GL_NV_depth_buffer_float : NOT INITIALIZED
GL_NV_depth_clamp
GL_NV_draw_texture : NOT INITIALIZED
GL_NV_draw_vulkan_image : NOT INITIALIZED
GL_NV_ES1_1_compatibility : NOT INITIALIZED
GL_NV_ES3_1_compatibility : NOT INITIALIZED
GL_NV_explicit_multisample : NOT INITIALIZED
GL_NV_feature_query : NOT INITIALIZED
GL_NV_fence
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GL_NV_float_buffer
GL_NV_fog_distance
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GL_NV_fragment_program
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GL_NV_fragment_program2
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GL_NV_framebuffer_mixed_samples : NOT INITIALIZED
GL_NV_framebuffer_multisample_coverage : NOT INITIALIZED
GL_NV_geometry_shader4 : NOT INITIALIZED
GL_NV_geometry_shader_passthrough : NOT INITIALIZED
GL_NV_gpu_program4 : NOT INITIALIZED
GL_NV_internalformat_sample_query : NOT INITIALIZED
GL_NV_gpu_program4_1 : NOT INITIALIZED
GL_NV_gpu_program5 : NOT INITIALIZED
GL_NV_gpu_program5_mem_extended : NOT INITIALIZED
GL_NV_gpu_program_fp64 : NOT INITIALIZED
GL_NV_gpu_program_multiview : NOT INITIALIZED
GL_NV_gpu_shader5 : NOT INITIALIZED
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_memory_attachment : NOT INITIALIZED
GL_NV_mesh_shader : NOT INITIALIZED
GL_NV_multisample_coverage : NOT INITIALIZED
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_parameter_buffer_object : NOT INITIALIZED
GL_NV_parameter_buffer_object2 : NOT INITIALIZED
GL_NV_path_rendering : NOT INITIALIZED
GL_NV_path_rendering_shared_edge : NOT INITIALIZED
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_primitive_shading_rate : NOT INITIALIZED
GL_NV_query_resource : NOT INITIALIZED
GL_NV_query_resource_tag : NOT INITIALIZED
GL_NV_register_combiners
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GL_NV_representative_fragment_test : NOT INITIALIZED
GL_NV_sample_locations : NOT INITIALIZED
GL_NV_sample_mask_override_coverage : NOT INITIALIZED
GL_NV_scissor_exclusive : NOT INITIALIZED
GL_NV_shader_atomic_counters : NOT INITIALIZED
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GL_NV_shader_atomic_float64 : NOT INITIALIZED
GL_NV_shader_atomic_fp16_vector : NOT INITIALIZED
GL_NV_shader_atomic_int64 : NOT INITIALIZED
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GL_NV_shader_subgroup_partitioned : NOT INITIALIZED
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GL_NV_shading_rate_image : NOT INITIALIZED
GL_NV_stereo_view_rendering : NOT INITIALIZED
GL_NV_texgen_reflection
GL_NV_texture_barrier : NOT INITIALIZED
GL_NV_texture_compression_vtc
GL_NV_texture_dirty_tile_map : NOT INITIALIZED
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GL_NV_texture_rectangle_compressed : NOT INITIALIZED
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GL_NV_transform_feedback2 : NOT INITIALIZED
GL_NV_uniform_buffer_unified_memory : NOT INITIALIZED
GL_NV_uniform_buffer_std430_layout : NOT INITIALIZED
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GL_NV_vertex_attrib_integer_64bit : NOT INITIALIZED
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GL_NV_vertex_program1_1 : NOT INITIALIZED
GL_NV_vertex_program2 : NOT INITIALIZED
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GL_NV_viewport_array2 : NOT INITIALIZED
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GL_NVX_linked_gpu_multicast : NOT INITIALIZED
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GL_NVX_gpu_multicast2 : NOT INITIALIZED
GL_NVX_progress_fence : NOT INITIALIZED
GL_NVX_gpu_memory_info : NOT INITIALIZED
GL_NVX_multigpu_info : NOT INITIALIZED
GL_NVX_nvenc_interop : NOT INITIALIZED
GL_NV_shader_thread_group : NOT INITIALIZED
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GL_KHR_blend_equation_advanced : NOT INITIALIZED
GL_KHR_blend_equation_advanced_coherent : NOT INITIALIZED
GL_OVR_multiview : NOT INITIALIZED
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GL_SGIS_generate_mipmap : NOT INITIALIZED
GL_SGIS_texture_lod : NOT INITIALIZED
GL_SGIX_depth_texture : NOT INITIALIZED
GL_SGIX_shadow : NOT INITIALIZED
GL_SUN_slice_accum : NOT INITIALIZED
GL_WIN_swap_hint : NOT INITIALIZED
WGL_EXT_swap_control
: NOT INITIALIZED
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OpenGL features for current hardware:
OpenGL provider: NVIDIA Corporation
OpenGL renderer: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2
OpenGL version: 4.6.0
Maximum number of lights: 8
Number of auxiliary buffers: 4
Number of texture units: 4
Depth buffer bit resolution: 24
Maximum OpenGL texture size: 32768 x 32768
Current OpenGL Texture Quality Setting: Good Performance
RGBA color bitplane resolutions: 8 8 8 0
GLSL version: 4.60 NVIDIA
Shadow mapping supported
VBO supported
Clearing the Scene...
*** Scene Cleared ***
Loading plugins:
daznews.dll
dz3dconnexion.dll
dz3dmouse.dll
dzalignace.dll
dzautoshaderbakeractions.dll
dzbrycebridge.dll
dzbvh.dll
dzcolladax.dll
dzcomponents.dll
dzdelightrenderer.dll
dzdformeditor.dll
dzdynlod.dll
dzeasyloader.dll
dzfbxexporter.dll
dzfiguremixer.dll
dzhexagonbridge.dll
dzimageio.dll
dzmanualshaderbaker.dll
dzmaptransfer.dll
dzmorphfollower.dll
dzobjexporter.dll
dzprimitives.dll
dzpuppeteer.dll
dzpz3importer.dll
dzquickstart.dll
dzrenderedit.dll
dzsavefilters.dll
dzsceneinfo.dll
dzscriptedrenderer.dll
dzscriptedsteps.dll
dzshaderbaker.dll
dzshaderbuilder.dll
dzshadermixerbase.dll
dzshadermixergui.dll
dzspotrendertool.dll
dzstartupwizard.dll
dzu3dexporter.dll
dzwinvideo.dll
MoodMaster.dll
dzpowerpose.dll
Total class factories: 687
WARNING: 3DConnexion Plug-in Error: Could not create Device, CoCreateInstance failed
3D mouse support library could not be loaded.
Creating interface
Successfully created OpenGL viewport for view1.
Successfully created OpenGL viewport for view2.
Successfully created OpenGL viewport for view3.
Successfully created OpenGL viewport for view4.
Executing startup script...
Started in: L:/Daz/Studio
DAZ Studio Started
Creating Pixel Buffer
Pixel buffer - Width: 1024 Height: 1024
Compiling OpenGL Shader...
Fragment Shader:
Fragment Shader compiled successfully.
Linking Shader:
Shader Program successfully linked.
WARNING: Unrecognised OpenGL version
Content Labeling StandardsI actually started thinking about it from a different direction. Rather than focusing trying to wrangle a content schema on top of the existing content management system (i.e. it's a lot of work and gets out of sync too quickly once you have a large library), I'm wondering if it might be simpler to use an LLM toolchain to vectorize your content information and then just ask the LLM the questions you wanted to ask in plain language and get back a response that tells you what content you own, what content is availble from the store, etc.
For example, if I ask: "Do I have any Victorian steampunk vehicles in my collection?" can return content that was explicitly categorized as vehicles, but also can return content that was not but can be inferred as such from the product description and other metadata. I suppose you could also expand it to include the entire Daz catalog so it could also return information about products you don't own as well. :-) -- Hmmm, maybe for Version 2.
Anyway, I'm starting to tinker with a system to parse content and make it available for LLM search, with links to "apply" the content potentially. I think I have the bare bones of a project plan, so time to start experimenting. I'll post here if anything comes of it, for those that are interested. And if you're interested in being a tester (assuming it gets that far) let me know. :-)
The new DAZ to Blender PluginDBlendRMaster said:
Singular3D said:
Elor said:
TheNathanParable said:
I'm really confused. So is the FAST animation studio tools just the free Diffeomorphic plugin bundled with a bunch of other addons? The diffeomorphic website doesn't mention anything about it, but i'm assuming they must have permission.
I don't know if the FAST animation studio tools is what you think it is (I don't do animation) but if I'm reading diffeomorphic's website correctly, diffeomorphic is shared under a GPL2 licence so someone doesn't need permissions to include it in another product:
https://en.wikipedia.org/wiki/GNU_General_Public_License#Terms_and_conditions
GPLv2 is a viral license and it might be necessary to release combined code under GPLv2 as well.
There is the term 'larger work' in the GPL terms.Oh, yes — the FAST Animation Studio Tools add-on is completely GPL-licensed. Every Python file in the add-on (and the add-on’s base folder) includes the GPL v3-or-later license notice. Since Diffeomorphic is licensed under GPL v2 or later, it’s compatible with GPL v3 as well — so it’s perfectly fine to include it inside another GPL-licensed add-on... I also got a nod from developers that they weren't offended that I was doing this... I report issues when I get them and send feature request in fact in diffeomorphic the activate diffuse texture that's my feature request It's based on some code I wrote a while back and also the current state of the I think it's the import daz materials and actually probably quite a bit more... Not to take anything away from the developers of diffeomorphic their add-on is one of the most genius and best maintained and their support offering is definitely one of the best in the business.
"I'm really confused. So is the FAST animation studio tools just the free Diffeomorphic plugin bundled with a bunch of other addons? The diffeomorphic website doesn't mention anything about it, but i'm assuming they must have permission."....
TheNathanParable About the couple sentences previous to this ...
Thanks for joining into the conversation, I hope this answers your questions...
FAST Animation Studio Tools isn’t simply the free Diffeomorphic add-on bundled with other scripts — it’s a fully integrated, production-grade pipeline for Blender with around 600 custom operators we wrote ourselves. We’ve wrapped and extended Diffeomorphic’s Easy Import DAZ and Import DAZ Materials features into a much faster and more capable import system. For example, during import you can optionally add a Mixamo animation, a pose preset animation, or an Azure Lip Sync animation (similar to DAZ Mimic) so that the character arrives in Blender already moving and speaking your chosen dialogue.
We also bundle the Rokoko add-on for retargeting, but redesigned it so Mixamo-to-DAZ retargeting works correctly every time with no manual tweaking. The Rokoko add-on is free for anyone to download, update, or fork from GitHub. On top of that, we include the Mixamo add-on — while Mixamo itself is free on Adobe’s website, starting with Blender 3.6 they stopped updating the add-on, so we took over, made it more reliable, added new features (including a bulk Mixamo downloader), and now ship it as Mixamo Pro inside FAST. Diffeomorphic, Rokoko, and Mixamo are all completely free, GPL-licensed add-ons that anyone can download at any time, so bundling them doesn’t hurt anyone — it simply makes our pipeline more seamless. We’ve confirmed with the Diffeomorphic developers that they’re fine with this approach — they created an API specifically for others to build upon, and bundling the add-on is the logical way to make that API work out of the box.
Beyond imports, FAST streamlines every stage of scene creation — from animation editing, lighting, and camera work to scene organization and rendering. It includes one-click restarts, automatic optimization of Blender’s default settings, a collection-based scene system, and full AWS Deadline Studio integration for parallel rendering. That means you can output at least two minutes of finished Cycles scenes per day — something not feasible in DAZ Studio alone, where rendering the same amount of content could take over 60 hours. With FAST, you can get it done in about three hours without even using your own computer.
If you have any more questions feel free to ask or send them here:
The new DAZ to Blender PluginSingular3D said:
Elor said:
TheNathanParable said:
I'm really confused. So is the FAST animation studio tools just the free Diffeomorphic plugin bundled with a bunch of other addons? The diffeomorphic website doesn't mention anything about it, but i'm assuming they must have permission.
I don't know if the FAST animation studio tools is what you think it is (I don't do animation) but if I'm reading diffeomorphic's website correctly, diffeomorphic is shared under a GPL2 licence so someone doesn't need permissions to include it in another product:
https://en.wikipedia.org/wiki/GNU_General_Public_License#Terms_and_conditions
GPLv2 is a viral license and it might be necessary to release combined code under GPLv2 as well.
There is the term 'larger work' in the GPL terms.Oh, yes — the FAST Animation Studio Tools add-on is completely GPL-licensed. Every Python file in the add-on (and the add-on’s base folder) includes the GPL v3-or-later license notice. Since Diffeomorphic is licensed under GPL v2 or later, it’s compatible with GPL v3 as well — so it’s perfectly fine to include it inside another GPL-licensed add-on... I also got a nod from developers that they weren't offended that I was doing this... I report issues when I get them and send feature request in fact in diffeomorphic the activate diffuse texture that's my feature request It's based on some code I wrote a while back and also the current state of the I think it's the import daz materials and actually probably quite a bit more... Not to take anything away from the developers of diffeomorphic their add-on is one of the most genius and best maintained and their support offering is definitely one of the best in the business.
(Eited by mod to fix quote)
Will DAZ ever improve animating?Don't worry, Wolf... the Ragdoll physics and many of those higher tier tools wouldn't work in Indie anyway
Just the auto posing/physics alone are worth
investing an indie version as long as you get FBX import/export.
NOW on the general matter editing mocap on G9 this can all be done with the DS graph editorand a FREE SCRIPT from “Mcasual”
without creating custom pose dials in advance
Sadly we have no word on if his scripts will make the migration to DS 2025
Second on foot contact solving
Nice Job!!
for one limb endpoint force pinned to
one object dependent upon a script that
(as of this writing) only works with DS 4.2X on a 40 series GPU.
(Please check the DS 2025 evergreen thread
for the latest news on scripts and plugins migration)@Imago does paid client work.
so limbstick should be able to process multiple hand and foot contacts during and stair or ladder climb animation requested by his paying clients , as seen in Blender here.cool !!might be a good investment him like Cascadeur
thanks for the explainer video 3DU ROCKS!!
finally be sure to get your free 2000+ converted BVH archive of the entire Mixamo library for G8
see thread below for instruction on usage with G9.
(NEVER PAY FOR WHAT WAS MEANT TO BE FREE!!!)
https://www.daz3d.com/forums/discussion/comment/8860216/Off Topic Thread #2Interesting figures Headwax. Can anyone give me a good reason to buy full LAMH? It seems to have stability issues with DS. Allesandro said he was going to create a stand alone Version 2 at some point? Would be mostly using it to import into Blender. It has some interesting features, just not sure how well they will work.
invalid node selection for "preset properties" type error ...I decided to just save the Poser runtime files to my Poser content folder and now I can acess what I need. But would not import and save as a prop preset.
FBX import problemWhen I get a character from another source, it is usually in the FBX format. It typically won’t import properly into DAZ. But if I take it into Unreal Engine and then re-export it as an FBX, DAZ will usually open it. Albeit the character's bones are visible and it is always laying flat on the ground, facing downward.
The FBX import dialog box doesn't have orientation options like the OBJ import dialog box has. Is there any way to make the figures come in head’s up and facing forward?
I ask because (after standing the character on its feet) some of the Translate and Rotate tools don't move or spin in the correct direction.
Smart Content not filtering by figure [Solved]For some reason, my smart content is no longer filtering by figure type. For example, with a Genesis 8.1 Female figure selected, when I navigate to Poses / By Function / Standing, I see poses for all figures, not just Genesis 8 female; I see male and prior versions of Genesis as well. They are properly filtered to show only standing poses.
Any suggestions how I can correct this? I have already tried resetting the database and re-importing metadata.
















