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Daz 3D Forums > Search
  • [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

    By

    Matronius Matronius August 2025 in Daz PA Commercial Products
  • 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!

    By

    Dartanbeck Dartanbeck August 2025 in The Commons
  • 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.

    By

    DrGonzo62 DrGonzo62 August 2025 in Blender Discussion
  • 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.

    By

    Hurdy3D Hurdy3D August 2025 in Blender Discussion
  • 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!

    By

    DrGonzo62 DrGonzo62 August 2025 in Blender Discussion
  • Will DAZ ever improve animating?

    @Dartanbeck

    Nice video on importing from cascadeur back to DSyes
     

     

    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.


    By

    wolf359 wolf359 August 2025 in The Commons
  • Bryce Freebies - Bunyip02 Blender models

    rosseliani 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 !

     

    By

    Bunyip02 Bunyip02 August 2025 in Freebies
  • 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.

    By

    Imago Imago August 2025 in The Commons
  • Bryce Freebies - Bunyip02 Blender models

    Thank you so much for the freebies, I just wonder how to import them in Daz Studio.

    Regards,

    Rosselani

    By

    rosseliani rosseliani August 2025 in Freebies
  • Old User, old version of Studio Help

    But 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?

    By

    Richard Haseltine Richard Haseltine August 2025 in New Users
  • 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!

    By

    xyer0 xyer0 August 2025 in The Commons
  • Old User, old version of Studio Help

    Hi 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

    Supported OpenGL extensions:

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    GL_AMD_seamless_cubemap_per_texture : NOT INITIALIZED

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    GL_ARB_buffer_storage : NOT INITIALIZED

    GL_ARB_clear_buffer_object : NOT INITIALIZED

    GL_ARB_clear_texture : NOT INITIALIZED

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    GL_ARB_compatibility : NOT INITIALIZED

    GL_ARB_compressed_texture_pixel_storage : NOT INITIALIZED

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    GL_ARB_compute_shader : NOT INITIALIZED

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    GL_ARB_conditional_render_inverted : NOT INITIALIZED

    GL_ARB_copy_buffer : NOT INITIALIZED

    GL_ARB_copy_image : NOT INITIALIZED

    GL_ARB_cull_distance : NOT INITIALIZED

    GL_ARB_debug_output : NOT INITIALIZED

    GL_ARB_depth_buffer_float : NOT INITIALIZED

    GL_ARB_depth_clamp : NOT INITIALIZED

    GL_ARB_depth_texture

    GL_ARB_derivative_control : NOT INITIALIZED

    GL_ARB_direct_state_access : NOT INITIALIZED

    GL_ARB_draw_buffers : NOT INITIALIZED

    GL_ARB_draw_buffers_blend : NOT INITIALIZED

    GL_ARB_draw_indirect : NOT INITIALIZED

    GL_ARB_draw_elements_base_vertex : NOT INITIALIZED

    GL_ARB_draw_instanced : NOT INITIALIZED

    GL_ARB_enhanced_layouts : NOT INITIALIZED

    GL_ARB_ES2_compatibility : NOT INITIALIZED

    GL_ARB_ES3_compatibility : NOT INITIALIZED

    GL_ARB_ES3_1_compatibility : NOT INITIALIZED

    GL_ARB_ES3_2_compatibility : NOT INITIALIZED

    GL_ARB_explicit_attrib_location : NOT INITIALIZED

    GL_ARB_explicit_uniform_location : NOT INITIALIZED

    GL_ARB_fragment_coord_conventions : NOT INITIALIZED

    GL_ARB_fragment_layer_viewport : NOT INITIALIZED

    GL_ARB_fragment_program

    GL_ARB_fragment_program_shadow

    GL_ARB_fragment_shader

    GL_ARB_fragment_shader_interlock : NOT INITIALIZED

    GL_ARB_framebuffer_no_attachments : NOT INITIALIZED

    GL_ARB_framebuffer_object : NOT INITIALIZED

    GL_ARB_framebuffer_sRGB : NOT INITIALIZED

    GL_ARB_geometry_shader4 : NOT INITIALIZED

    GL_ARB_get_program_binary : NOT INITIALIZED

    GL_ARB_get_texture_sub_image : NOT INITIALIZED

    GL_ARB_gl_spirv : NOT INITIALIZED

    GL_ARB_gpu_shader5 : NOT INITIALIZED

    GL_ARB_gpu_shader_fp64 : NOT INITIALIZED

    GL_ARB_gpu_shader_int64 : NOT INITIALIZED

    GL_ARB_half_float_pixel : NOT INITIALIZED

    GL_ARB_half_float_vertex : NOT INITIALIZED

    GL_ARB_imaging : NOT INITIALIZED

    GL_ARB_indirect_parameters : NOT INITIALIZED

    GL_ARB_instanced_arrays : NOT INITIALIZED

    GL_ARB_internalformat_query : NOT INITIALIZED

    GL_ARB_internalformat_query2 : NOT INITIALIZED

    GL_ARB_invalidate_subdata : NOT INITIALIZED

    GL_ARB_map_buffer_alignment : NOT INITIALIZED

    GL_ARB_map_buffer_range : NOT INITIALIZED

    GL_ARB_multi_bind : NOT INITIALIZED

    GL_ARB_multi_draw_indirect : NOT INITIALIZED

    GL_ARB_multisample

    GL_ARB_multitexture

    GL_ARB_occlusion_query

    GL_ARB_occlusion_query2 : NOT INITIALIZED

    GL_ARB_parallel_shader_compile : NOT INITIALIZED

    GL_ARB_pipeline_statistics_query : NOT INITIALIZED

    GL_ARB_pixel_buffer_object : NOT INITIALIZED

    GL_ARB_point_parameters

    GL_ARB_point_sprite

    GL_ARB_polygon_offset_clamp : NOT INITIALIZED

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    GL_ARB_program_interface_query : NOT INITIALIZED

    GL_ARB_provoking_vertex : NOT INITIALIZED

    GL_ARB_query_buffer_object : NOT INITIALIZED

    GL_ARB_robust_buffer_access_behavior : NOT INITIALIZED

    GL_ARB_robustness : NOT INITIALIZED

    GL_ARB_sample_locations : NOT INITIALIZED

    GL_ARB_sample_shading : NOT INITIALIZED

    GL_ARB_sampler_objects : NOT INITIALIZED

    GL_ARB_seamless_cube_map : NOT INITIALIZED

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    GL_ARB_shader_atomic_counters : NOT INITIALIZED

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    GL_ARB_shader_clock : NOT INITIALIZED

    GL_ARB_shader_draw_parameters : NOT INITIALIZED

    GL_ARB_shader_group_vote : NOT INITIALIZED

    GL_ARB_shader_image_load_store : NOT INITIALIZED

    GL_ARB_shader_image_size : NOT INITIALIZED

    GL_ARB_shader_objects

    GL_ARB_shader_precision : NOT INITIALIZED

    GL_ARB_shader_storage_buffer_object : NOT INITIALIZED

    GL_ARB_shader_subroutine : NOT INITIALIZED

    GL_ARB_shader_texture_image_samples : NOT INITIALIZED

    GL_ARB_shader_texture_lod : NOT INITIALIZED

    GL_ARB_shading_language_100

    GL_ARB_shader_viewport_layer_array : NOT INITIALIZED

    GL_ARB_shading_language_420pack : NOT INITIALIZED

    GL_ARB_shading_language_include : NOT INITIALIZED

    GL_ARB_shading_language_packing : NOT INITIALIZED

    GL_ARB_shadow

    GL_ARB_sparse_buffer : NOT INITIALIZED

    GL_ARB_sparse_texture : NOT INITIALIZED

    GL_ARB_sparse_texture2 : NOT INITIALIZED

    GL_ARB_sparse_texture_clamp : NOT INITIALIZED

    GL_ARB_spirv_extensions : NOT INITIALIZED

    GL_ARB_stencil_texturing : NOT INITIALIZED

    GL_ARB_sync : NOT INITIALIZED

    GL_ARB_tessellation_shader : NOT INITIALIZED

    GL_ARB_texture_barrier : NOT INITIALIZED

    GL_ARB_texture_border_clamp

    GL_ARB_texture_buffer_object : NOT INITIALIZED

    GL_ARB_texture_buffer_object_rgb32 : NOT INITIALIZED

    GL_ARB_texture_buffer_range : NOT INITIALIZED

    GL_ARB_texture_compression

    GL_ARB_texture_compression_bptc : NOT INITIALIZED

    GL_ARB_texture_compression_rgtc : NOT INITIALIZED

    GL_ARB_texture_cube_map

    GL_ARB_texture_cube_map_array : NOT INITIALIZED

    GL_ARB_texture_env_add

    GL_ARB_texture_env_combine

    GL_ARB_texture_env_crossbar : NOT INITIALIZED

    GL_ARB_texture_env_dot3

    GL_ARB_texture_filter_anisotropic : NOT INITIALIZED

    GL_ARB_texture_filter_minmax : NOT INITIALIZED

    GL_ARB_texture_float : NOT INITIALIZED

    GL_ARB_texture_gather : NOT INITIALIZED

    GL_ARB_texture_mirror_clamp_to_edge : NOT INITIALIZED

    GL_ARB_texture_mirrored_repeat

    GL_ARB_texture_multisample : NOT INITIALIZED

    GL_ARB_texture_non_power_of_two

    GL_ARB_texture_query_levels : NOT INITIALIZED

    GL_ARB_texture_query_lod : NOT INITIALIZED

    GL_ARB_texture_rectangle : NOT INITIALIZED

    GL_ARB_texture_rg : NOT INITIALIZED

    GL_ARB_texture_rgb10_a2ui : NOT INITIALIZED

    GL_ARB_texture_stencil8 : NOT INITIALIZED

    GL_ARB_texture_storage : NOT INITIALIZED

    GL_ARB_texture_storage_multisample : NOT INITIALIZED

    GL_ARB_texture_swizzle : NOT INITIALIZED

    GL_ARB_texture_view : NOT INITIALIZED

    GL_ARB_timer_query : NOT INITIALIZED

    GL_ARB_transform_feedback2 : NOT INITIALIZED

    GL_ARB_transform_feedback3 : NOT INITIALIZED

    GL_ARB_transform_feedback_instanced : NOT INITIALIZED

    GL_ARB_transform_feedback_overflow_query : NOT INITIALIZED

    GL_ARB_transpose_matrix

    GL_ARB_uniform_buffer_object : NOT INITIALIZED

    GL_ARB_vertex_array_bgra : NOT INITIALIZED

    GL_ARB_vertex_array_object : NOT INITIALIZED

    GL_ARB_vertex_attrib_64bit : NOT INITIALIZED

    GL_ARB_vertex_attrib_binding : NOT INITIALIZED

    GL_ARB_vertex_buffer_object

    GL_ARB_vertex_program

    GL_ARB_vertex_shader

    GL_ARB_vertex_type_10f_11f_11f_rev : NOT INITIALIZED

    GL_ARB_vertex_type_2_10_10_10_rev : NOT INITIALIZED

    GL_ARB_viewport_array : NOT INITIALIZED

    GL_ARB_window_pos

    GL_ATI_draw_buffers

    GL_ATI_texture_float

    GL_ATI_texture_mirror_once : NOT INITIALIZED

    GL_S3_s3tc : NOT INITIALIZED

    GL_EXT_texture_env_add

    GL_EXT_abgr

    GL_EXT_bgra

    GL_EXT_bindable_uniform : NOT INITIALIZED

    GL_EXT_blend_color

    GL_EXT_blend_equation_separate

    GL_EXT_blend_func_separate

    GL_EXT_blend_minmax

    GL_EXT_blend_subtract

    GL_EXT_compiled_vertex_array

    GL_EXT_Cg_shader

    GL_EXT_depth_bounds_test

    GL_EXT_direct_state_access : NOT INITIALIZED

    GL_EXT_draw_buffers2 : NOT INITIALIZED

    GL_EXT_draw_instanced : NOT INITIALIZED

    GL_EXT_draw_range_elements

    GL_EXT_fog_coord

    GL_EXT_framebuffer_blit : NOT INITIALIZED

    GL_EXT_framebuffer_multisample : NOT INITIALIZED

    GL_EXTX_framebuffer_mixed_formats : NOT INITIALIZED

    GL_EXT_framebuffer_multisample_blit_scaled : NOT INITIALIZED

    GL_EXT_framebuffer_object : NOT INITIALIZED

    GL_EXT_framebuffer_sRGB : NOT INITIALIZED

    GL_EXT_geometry_shader4 : NOT INITIALIZED

    GL_EXT_gpu_program_parameters : NOT INITIALIZED

    GL_EXT_gpu_shader4 : NOT INITIALIZED

    GL_EXT_multi_draw_arrays

    GL_EXT_multiview_texture_multisample : NOT INITIALIZED

    GL_EXT_multiview_timer_query : NOT INITIALIZED

    GL_EXT_packed_depth_stencil : NOT INITIALIZED

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    GL_EXT_packed_pixels

    GL_EXT_pixel_buffer_object

    GL_EXT_point_parameters

    GL_EXT_polygon_offset_clamp : NOT INITIALIZED

    GL_EXT_post_depth_coverage : NOT INITIALIZED

    GL_EXT_provoking_vertex : NOT INITIALIZED

    GL_EXT_raster_multisample : NOT INITIALIZED

    GL_EXT_rescale_normal

    GL_EXT_secondary_color

    GL_EXT_separate_shader_objects : NOT INITIALIZED

    GL_EXT_separate_specular_color

    GL_EXT_shader_image_load_formatted : NOT INITIALIZED

    GL_EXT_shader_image_load_store : NOT INITIALIZED

    GL_EXT_shader_integer_mix : NOT INITIALIZED

    GL_EXT_shadow_funcs

    GL_EXT_sparse_texture2 : NOT INITIALIZED

    GL_EXT_stencil_two_side

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    GL_EXT_texture3D

    GL_EXT_texture_array : NOT INITIALIZED

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    GL_EXT_texture_compression_dxt1 : NOT INITIALIZED

    GL_EXT_texture_compression_latc : NOT INITIALIZED

    GL_EXT_texture_compression_rgtc : NOT INITIALIZED

    GL_EXT_texture_compression_s3tc

    GL_EXT_texture_cube_map : NOT INITIALIZED

    GL_EXT_texture_edge_clamp : NOT INITIALIZED

    GL_EXT_texture_env_combine

    GL_EXT_texture_env_dot3

    GL_EXT_texture_filter_anisotropic

    GL_EXT_texture_filter_minmax : NOT INITIALIZED

    GL_EXT_texture_integer : NOT INITIALIZED

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    GL_EXT_texture_lod_bias

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    GL_EXT_texture_object

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    GL_EXT_texture_sRGB_R8 : NOT INITIALIZED

    GL_EXT_texture_sRGB_decode : NOT INITIALIZED

    GL_EXT_texture_storage : NOT INITIALIZED

    GL_EXT_texture_swizzle : NOT INITIALIZED

    GL_EXT_timer_query : NOT INITIALIZED

    GL_EXT_transform_feedback2 : NOT INITIALIZED

    GL_EXT_vertex_array

    GL_EXT_vertex_array_bgra : NOT INITIALIZED

    GL_EXT_vertex_attrib_64bit : NOT INITIALIZED

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    GL_EXT_import_sync_object : NOT INITIALIZED

    GL_IBM_rasterpos_clip : NOT INITIALIZED

    GL_IBM_texture_mirrored_repeat

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    GL_EXT_memory_object : NOT INITIALIZED

    GL_EXT_memory_object_win32 : NOT INITIALIZED

    GL_NV_memory_object_sparse : NOT INITIALIZED

    GL_EXT_win32_keyed_mutex : NOT INITIALIZED

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    GL_KHR_no_error : NOT INITIALIZED

    GL_KHR_robust_buffer_access_behavior : NOT INITIALIZED

    GL_KHR_robustness : NOT INITIALIZED

    GL_EXT_semaphore : NOT INITIALIZED

    GL_EXT_semaphore_win32 : NOT INITIALIZED

    GL_NV_timeline_semaphore : NOT INITIALIZED

    GL_KHR_shader_subgroup : NOT INITIALIZED

    GL_KTX_buffer_region : NOT INITIALIZED

    GL_NV_alpha_to_coverage_dither_control : NOT INITIALIZED

    GL_NV_bindless_multi_draw_indirect : NOT INITIALIZED

    GL_NV_bindless_multi_draw_indirect_count : NOT INITIALIZED

    GL_NV_bindless_texture : NOT INITIALIZED

    GL_NV_blend_equation_advanced : NOT INITIALIZED

    GL_NV_blend_equation_advanced_coherent : NOT INITIALIZED

    GL_NVX_blend_equation_advanced_multi_draw_buffers : NOT INITIALIZED

    GL_NV_blend_minmax_factor : NOT INITIALIZED

    GL_NV_blend_square

    GL_NV_clip_space_w_scaling : NOT INITIALIZED

    GL_NV_command_list : NOT INITIALIZED

    GL_NV_compute_program5 : NOT INITIALIZED

    GL_NV_compute_shader_derivatives : NOT INITIALIZED

    GL_NV_conditional_render : NOT INITIALIZED

    GL_NV_conservative_raster : NOT INITIALIZED

    GL_NV_conservative_raster_dilate : NOT INITIALIZED

    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

    GL_NV_copy_image : NOT INITIALIZED

    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

    GL_NV_fill_rectangle : NOT INITIALIZED

    GL_NV_float_buffer

    GL_NV_fog_distance

    GL_NV_fragment_coverage_to_color : NOT INITIALIZED

    GL_NV_fragment_program

    GL_NV_fragment_program_option : NOT INITIALIZED

    GL_NV_fragment_program2

    GL_NV_fragment_shader_barycentric : NOT INITIALIZED

    GL_NV_fragment_shader_interlock : NOT INITIALIZED

    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

    GL_NV_register_combiners2

    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

    GL_NV_shader_atomic_float : NOT INITIALIZED

    GL_NV_shader_atomic_float64 : NOT INITIALIZED

    GL_NV_shader_atomic_fp16_vector : NOT INITIALIZED

    GL_NV_shader_atomic_int64 : NOT INITIALIZED

    GL_NV_shader_buffer_load : NOT INITIALIZED

    GL_NV_shader_storage_buffer_object : NOT INITIALIZED

    GL_NV_shader_subgroup_partitioned : NOT INITIALIZED

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    GL_NV_shading_rate_image : NOT INITIALIZED

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    GL_NVX_conditional_render

    GL_NVX_linked_gpu_multicast : NOT INITIALIZED

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    GL_NVX_gpu_multicast2 : NOT INITIALIZED

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    GL_NVX_nvenc_interop : NOT INITIALIZED

    GL_NV_shader_thread_group : NOT INITIALIZED

    GL_NV_shader_thread_shuffle : NOT INITIALIZED

    GL_KHR_blend_equation_advanced : NOT INITIALIZED

    GL_KHR_blend_equation_advanced_coherent : NOT INITIALIZED

    GL_OVR_multiview : NOT INITIALIZED

    GL_OVR_multiview2 : NOT INITIALIZED

    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

    WGL_ARB_buffer_region

    WGL_ARB_create_context : NOT INITIALIZED

    WGL_ARB_create_context_no_error : NOT INITIALIZED

    WGL_ARB_create_context_profile : NOT INITIALIZED

    WGL_ARB_create_context_robustness : NOT INITIALIZED

    WGL_ARB_context_flush_control : NOT INITIALIZED

    WGL_ARB_extensions_string

    WGL_ARB_make_current_read : NOT INITIALIZED

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    WGL_ARB_pbuffer

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    WGL_ARB_pixel_format_float : NOT INITIALIZED

    WGL_ARB_render_texture

    WGL_ATI_pixel_format_float

    WGL_EXT_colorspace : NOT INITIALIZED

    WGL_EXT_create_context_es_profile : NOT INITIALIZED

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    WGL_EXT_extensions_string

    WGL_EXT_framebuffer_sRGB : NOT INITIALIZED

    WGL_EXT_pixel_format_packed_float : NOT INITIALIZED

    WGL_EXT_swap_control

    WGL_EXT_swap_control_tear : NOT INITIALIZED

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    WGL_NV_delay_before_swap : NOT INITIALIZED

    WGL_NV_float_buffer

    WGL_NV_multisample_coverage : NOT INITIALIZED

    WGL_NV_multigpu_context : NOT INITIALIZED

    WGL_NV_render_depth_texture

    WGL_NV_render_texture_rectangle

    : NOT INITIALIZED

    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

    By

    sneakygloworm_fbf110dfc9 sneakygloworm_fbf110dfc9 August 2025 in New Users
  • Content Labeling Standards

    I 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. :-)

    By

    sidcarton1587 sidcarton1587 August 2025 in Daz Studio Discussion
  • The new DAZ to Blender Plugin

    DBlendRMaster 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:

    [email protected]

    By

    DBlendRMaster DBlendRMaster August 2025 in The Commons
  • The new DAZ to Blender Plugin

    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.

    (Eited by mod to fix quote)

    By

    DBlendRMaster DBlendRMaster August 2025 in The Commons
  • 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!!!)cool
    https://www.daz3d.com/forums/discussion/comment/8860216/

     

     

     

     

    By

    wolf359 wolf359 August 2025 in The Commons
  • Off Topic Thread #2

    Interesting 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. 

    By

    3Deedlin 3Deedlin August 2025 in Carrara Discussion
  • 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.

    By

    marty.russell56_7809659940 marty.russell56_7809659940 August 2025 in Daz Studio Discussion
  • FBX import problem

    When 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.

    By

    LD1 LD1 August 2025 in Daz Studio Discussion
  • 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.

    By

    Jack of Spades Jack of Spades August 2025 in Daz Studio Discussion
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