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New Question about Scripts written for Daz Studio being used in CarraraNot to hijack, but how does aniblocks compare to bvh import on Carrara? Thanks.daz to blender bridge
crosswind said:
Diffeo also requires the scene file to be opened in DS frist so as to export a DBZ file... before import the scene into Blender.
That is not correct. The preferred workflow is to export the dbz, so to bake the daz morphs. But it is also possible to load a figure from the daz library without opening daz studio, using the "morphed fitting" option. Personally I never did it but I know of people who work this way.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Import/Mesh Fitting
Reinstalling Daz on new PC, do I need to reinstall all my old assets?If you still have your content library on an external drive then you can add it as an additional content folder in DS:
- Open DS, go to edit > Preferences, then in the "Content" tab of the preferences window select "Content Directory Manager"
- Under "Current directories" you should have sections for "Daz Studio Formats" and "Poser formats": click on "Daz Studio Formats" then "add" on the left, and selecr the content directory folder on your external drive (the folder which contains the "Runtime"). Do the same for "Poser formats" if you have content in Poser format.
- Once you've done that, the content should appear in the "content library" tab. If you want it in Smart Content too you will probably need to reimport metadata.
head morph splitIt seems to be a wrongly-made product. And because the character is taller than G9 Base, if you used HeadSplit dFormer, you would get a "giraffe".
You can, first of all, make the character have the same height as G9 Base by dialing the property Proportion Height. Export it to OBJ with Base Res..
Load a fresh G9 Dev Load and HeadSplit dFormer, import OBJ as a head morph with Morph Loader Pro + Attenuate by.... Then you should be able to get the correct result.
If you find the head morph is still small, try dialing Proportion Head Size to some extent.
BTW, Shape Rigger has nothing to do with the above workflow... it's used for Adjust Rigging to Shape as well as ERC Freeze ~~~
Having a tough time transferring librarycraanbery said:
crosswind said:
No matter what tools you ever used to install products and/or create custom Categories.... if you want to 100% migrate metadata (fr cms database) from your old PC to the new one, suggest you not go for the way of exporting user data + re-importing metadata.
Instead, just simply migrate cms cluster folder to you new PC:
1) Fully close DS and DIM in your old PC, go to %appdata%\DAZ 3D\ in File Browser, copy cms folder to an SSD.
2) Fully close DS and DIM in your new PC, plug SSD. copy cms folder to %appdata%\DAZ 3D\. Overwrite.Also refer to see how to 100% migrate DS from old PC to new PC : https://www.daz3d.com/forums/discussion/comment/9128591/#Comment_9128591
Thanks so much! This is what solved it for me. I really appreciate the help.You're welcome.
Having a tough time transferring library
Thanks so much! This is what solved it for me. I really appreciate the help.crosswind said:No matter what tools you ever used to install products and/or create custom Categories.... if you want to 100% migrate metadata (fr cms database) from your old PC to the new one, suggest you not go for the way of exporting user data + re-importing metadata.
Instead, just simply migrate cms cluster folder to you new PC:
1) Fully close DS and DIM in your old PC, go to %appdata%\DAZ 3D\ in File Browser, copy cms folder to an SSD.
2) Fully close DS and DIM in your new PC, plug SSD. copy cms folder to %appdata%\DAZ 3D\. Overwrite.Also refer to see how to 100% migrate DS from old PC to new PC : https://www.daz3d.com/forums/discussion/comment/9128591/#Comment_9128591
Having a tough time transferring library
Thanks for the help. Migrating my CMS cluster data is what helped!SofaCitizen said:Oh, that doesn't sound too ideal. You can only use one CMS at a time and it probably shouldn't be inside a library since it's completely separate. Both DIM and Daz Studio have config for the CMS so make sure that both of those have the same values else DIM may be adding metadata that Daz Studio cannot see and vice-versa - check again if you have both the standard and beta versions as those have their own config.
Where are the Content Package Assist metadata files if not in the /Runtime/Support folder? Did you see them listed when you ran re-import metadata and it showed the list of products it had found?
Importing fully custom textured, rigged, and weighted hair for Genesis 9?Just export the hair as FBX from Blender. Import FBX into DS and rig the hair to Genesis figure with Transfer Utility. If you want to keep the custom bones on the hair, in Transfer Utility > Weight Maps, tick the option: Merge Hierarchies. After rigging, check the bones rotation / weight map on the custome bones.
Edit: If you don't want to tweak weight maps in DS but just in Blender (much better in terms of weight painting funcitons...), in the same way, after painting weight is done, export the hairto FBX. Import FBX into DS, then copy / paste the weight from FBX > custom bones to the rigged hair > custom bones.
DAZtoUNREAL: unable to package my project in UNREAL when bridge was usedGutoCrafts said:
You don't need to package the plugin in your game. You can copy the shaders and the skeleton to your project content folder. In your project settings, under the daz to unreal tab, you can set the location of the skeleton and the shaders.
Use the plugin only to import the characters to unreal. You can disable the plugin without any issues if you set the skeleton and shaders in your project folder.
I also tried to build the game with the plugin only in the engine folder (not in the project folder) and it worked:
UATHelper: Packaging (Windows (64-bit)): BUILD SUCCESSFUL
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=0 (Success)I'm using the latest plugin version available at github and UE4.26.1
Hi, how you make that please?
"copy the shaders and the skeleton to your project content folder. In your project settings, under the daz to unreal tab, you can set the location of the skeleton and the shaders."
have you a detailled explanation please? i m new, sorry
Importing fully custom textured, rigged, and weighted hair for Genesis 9?How do I import fully rigged hair with texture, bones, and weight map into Daz and fit it onto the Genesis 9 head without losing bones? I see that almost all Daz hair from the store has no bones, so I assume Daz deletes the bones. Daz hair is giving me so much trouble that I'm thinking of dedicating significant time to learn to build custom semi-realistic stylized hair myself, fully rigged and posable, but if I can't import with bones, then all the time and effort would be wasted. I can't seem to find any tutorials on YouTube.
Alternatively, I would also like to know how to rig existing DAZ hair in Blender and import it back with bones and weightmap attached. The rigging and weighting system in DAZ is too cumbersome. I'm a beginner in Blender, but I can easily create bones with extrusions. Rigging existing hair and importing is a sort of backup plan in case I have trouble learning to create stylized hair. I am missing a lot of the fundamentals. So, as a fallback, I would like to know if we can rig existing DAZ hair and import it with everything intact.
Note: I am not looking to create morphs or sculpts. This workflow is only good for static images, not animated scenes where we need dynamic movements.
Mechasar Evil Pumpkin add-on textures are missingNorthOf45 said:
Eh-h, cross-post...
Technically the metadata is correct, but a Product can only have one name, so everything ends up in the same place. Yes, it could have been handled better, but that's the way it is.
You could make some custom categories, one for each character, with the relevant assets. You could also make some presets for characters that do not have one.
Yes. I have had to do this with some other characters that were notoriously hard to track down in the library. Find the morph. Create a scene subset with the character and save it in a work in progress folder for later. It is just wild to me though because some of the characters have an "Actor/Character" file while most of them do not. Searching in the parameters tab brings the morph up if the morph was given the proper name (hopefully it is not one of those duplicate, commonly used names). It is definitely frustrating how the Smart Content portion was handled though. Smart Content is my biggest draw to using Daz content over content elsewhere purely because of my library size. I like to load a base figure and then let Smart Content tell me what is available for shaping, clothing, accessories, etc. This won't stop me from buying Mechasar products as the rest handle just fine in searches. Just sad that this cool pack and idea fell apart in presentation.
Mechasar Evil Pumpkin add-on textures are missingEh-h, cross-post...
Technically the metadata is correct, but a Product can only have one name, so everything ends up in the same place. Yes, it could have been handled better, but that's the way it is.
You could make some custom categories, one for each character, with the relevant assets. You could also make some presets for characters that do not have one.
Mechasar Evil Pumpkin add-on textures are missingzombiecharger65 said:
Here we are years later and I just bought this product and it is a total mess! All parts installed individually in DIM, which is fine and probably better. However, it has the wrong name on the bundle in smart content and in the content library. It shows as Madam Wicked Add-On and most of the files are there. I have chunks of the files only as well. For instance, Bryana for Beverly (for Brooke 8.1) has the textures only. Not the morph. No amount of searching and prodding has helped to find it. I then downloaded that package individually manually, copy paste and dropped it into the content library. 81 of 99 files were "replaced" which means that 18 files were missing from something I installed with DIM less than a month ago. Now I feel like I am going to have to go one by one and download all of this pack manually and drop them all into my Daz library by hand to see what other files are totally missing. I absolutely loathe having to search for things and Smart Content is king for me but this is a total mess. Its almost as bad as all the content creators from the other sites having their products ported over to Daz and not having any smart content. I stopped buying anything that I can tell lacks smart content. I have over 20,000 products and it gets super messy when I cannot use smart content to find stuff. Vendors are far too inconsistent with where they store the files to keep track of a library the size of mine.
Have you read from the top? File names and metadata issues have been identified and workarounds provided. I do not know of any more complications with DIM installations.
The status of this product has not changed since the last update in June, 2023, so it is safe to assume that the same problems persist.
Regarding Bryana for Beverly, there are no user-facing files for the shape, but there is one Control to dial her in (Parameters/Actor/People/Real World). You do need Beverly and Brooke (sort of) installed to get the proper shape. (Beverly uses Brooke, but Bryana removes Brooke and keeps the Beverly part)
Import poserBonjour.
I also Have Carrara 8.5.1 Pro 64 bit (current version) and I agree with Steve K.
Not only can Carrara open Poser's stuff from the browser; it can also open Poser scene files like .PZ3 and .PZZ.
I have some characters whose morphs do not work directly in Carrara (loading from the browser). But if I load them in Poser and save a Poser scene, then I can import/open this scene in Carrara. I made some characters work in Carrara this way.
You could have problems with new figures like La Femme... I understand these figures have a new weight map system or something like that does not work in Carrara. But I think most of the old Poser format stuff will work decently.
By the way, if you are planning to buy Carrara, this could be a good moment: it is currently at 85% off
https://www.daz3d.com/carrara-8-5-proImport poserIf I understand correctly, you are asking if the latest version of Carrara can import Poser format content. Definitely yes. I use Carrara 8.5.1 Pro and routinely load Poser content. In fact, the folders show up directly in the Carrara browser, ready to load and get converted, so no "import" is necessary. I buy a LOT of Poser format items and have not used Poser itself in a long time.
Import poserBonjour à tous;
Quelqu'un peut me dire si Carrara 8.5 a gardé l'import natif et le transposer (importation Poser)
Je travaille toujours sur la version 5.1 pro depuis 2006 et j'aimerais un peu "monter"; mais ce détail est capital pour moi.
Merci d'avance les artistes!
Jean Luc Rostoucher
How to fix graft?Masterstroke said:
crosswind said:
You export the figure with the geo-graft, sculpt what you want. When import OBJ, in Morph Loader Pro dialogue box, select Primary Figure from Graft (Facet Order) from Load Morph for: (ss1)
In this way, if you select the figure, it'll create the morph on the figure. If you select the graft, it'll create morph on the graft.
I did not know that.
GREAT, thank you :-DNP !
How to fix graft?crosswind said:
You export the figure with the geo-graft, sculpt what you want. When import OBJ, in Morph Loader Pro dialogue box, select Primary Figure from Graft (Facet Order) from Load Morph for: (ss1)
In this way, if you select the figure, it'll create the morph on the figure. If you select the graft, it'll create morph on the graft.
I did not know that.
GREAT, thank you :-DFree Toon Characters coming July 1st, early download available nowHavos said:
wsterdan said:
Havos said:
If DAZ does not give you permission to distribute the clones than one solution is to supply the reverse clones, by which I mean clones of your toons for G3 and G8. These are your shapes, so you can re-distribute them.
Whilst that may seem unhelpful, as the idea is to get the G3/G8 clothing onto the your toons, not vice-versa, it is however very useful since other users can easily (and I believe legally, as long as they are for personal use) create G3/G8 clones for your figures by using the clones you supply.
I'm not an expert but I don't think I could. Richard could explain better but in the current situation, the G3 and G8 clones are made by taking the Toon meshes and reshaping them to match the shapes of Genesis 3 and Genesis 8, and it's just copying those shapes – with my own mesh – that's the issue. Your way would mean taking G3 and G8 meshes and reshaping them to match the Toon shapes, and if distributing the *shapes* of Genesis 3 and Genesis 8 are a no-go, distributing actual Genesis 3 and Genesis 8 meshes would not be allowed.
Unless, of course, I've got things backwards.
I understand that. But if you already have G3 and G8 clones for your toon figures, then it is just a few steps in Daz Studio to create Toon clones for G3 and G8.
Basically you export out a base resolution G8 figure as an object, re-import it, then use the transfer utility to fit that object onto your toon figure using the G8 clone as the source shape. This should result in the G8 skin having the shape of your toon. You can export this to obj, then re-import into G8 using Morph Loader Pro so that G8 has a morph of your Toon. This can then be used by other users to create a G8 clone for your toon by doing the whole thing in reverse.
I believe distributing a G8 morph is allowed, as indeed many commercial products and freebies do just that.
I honestly have no idea what's allowed or what I'll be able to give away at this point. If I understand you correctly, I'd have a G8 or G3 morph that I could distribute and people could use *that* to make their own G3 or G8 clones. Got it... I think. Yeah, that might work, unless I can't distribute the Toon characters at all based on what Richard said about rigging.
Hopefully we'll hear from DAZ "soon" about what's allowed (it's only been a week so far); I honestly didn't think I'd have this much trouble giving something away for free, I thought finding a site to host it was the hard part.
Thanks for taking the time to explain it simply enough for me to understand it, much appreciated.
Free Toon Characters coming July 1st, early download available nowwsterdan said:
Havos said:
If DAZ does not give you permission to distribute the clones than one solution is to supply the reverse clones, by which I mean clones of your toons for G3 and G8. These are your shapes, so you can re-distribute them.
Whilst that may seem unhelpful, as the idea is to get the G3/G8 clothing onto the your toons, not vice-versa, it is however very useful since other users can easily (and I believe legally, as long as they are for personal use) create G3/G8 clones for your figures by using the clones you supply.
I'm not an expert but I don't think I could. Richard could explain better but in the current situation, the G3 and G8 clones are made by taking the Toon meshes and reshaping them to match the shapes of Genesis 3 and Genesis 8, and it's just copying those shapes – with my own mesh – that's the issue. Your way would mean taking G3 and G8 meshes and reshaping them to match the Toon shapes, and if distributing the *shapes* of Genesis 3 and Genesis 8 are a no-go, distributing actual Genesis 3 and Genesis 8 meshes would not be allowed.
Unless, of course, I've got things backwards.
I understand that. But if you already have G3 and G8 clones for your toon figures, then it is just a few steps in Daz Studio to create Toon clones for G3 and G8.
Basically you export out a base resolution G8 figure as an object, re-import it, then use the transfer utility to fit that object onto your toon figure using the G8 clone as the source shape. This should result in the G8 skin having the shape of your toon. You can export this to obj, then re-import into G8 using Morph Loader Pro so that G8 has a morph of your Toon. This can then be used by other users to create a G8 clone for your toon by doing the whole thing in reverse.
I believe distributing a G8 morph is allowed, as indeed many commercial products and freebies do just that.






