-
[Released] Bone Minion Batch Converter for Genesis 8 Poses [Commercial]
ChainedStar said:
RiverSoft Art said:
Charlie Judge said:
Assuming we have the apprpriate Bone Minion converter does it work with poses other than G8 & G8.1? For example Genesis 3 poses for Genesis 9 ?
No, it is only for batch converting G8 poses. Hopefully, I will make a Bone Minion Batch Converter for G3 Poses in the future.
It looks like a great product but I am a bit disappointed there is no discount for those of us who already own the included Bone Minion for Genesis 8 and 8.1 Poses for Genesis 9.
I am sorry, that was an oversight on my part. Originally, the product did not include any of the BM products. Bone Minion for Genesis 8 and 8.1 Poses for Genesis 9 was added at the last minute.
Hello, thanks for such a great tool, I have a few questions:
1) Do you plan to do the same for Genesis 2?
Eventually yes
2) What does the conversion speed depend on for this product and in your previous "single" products? Does it depend on the CPU performance or is it just the ancient DAZ3D engine that imposes limitations and even with i9/Threadripper it will take minutes/hours for really big pose collections?Conversion would be CPU bound. The biggest limitation is having LOTS of Daz content though that has clogged up the Daz metadata database (you can try unchecked "Metadata" in the options, it might help).
3) Do you have any plans to create/expand your scripts for converting animations (one pose with several keyframes inside)?I hadn't thought about that. I will have to think about how to do it. Thanks for the suggestion.
Cant see DAZ content in Smart ContentRichard Haseltine said:
Does the content have metadata (e.g. do you see the file-type tags, such as Actor or Material, at top-right of the thumbnails)?
Thanks for the help but after reinstalling Daz, the issue is gone. Probably i might've done something wrong during installation.
Mesh deformation when using geograftsHello everyone,
I have been breaking my head over this problem for days now and it's driving me up the wall. I have Victoria 9 in Daz, with the Golden Palace and STX geografts applied. I am then importing the Daz file into Blender using Diffeomorphic.
In Diffeomorphic, I'm importing base JCMs, as well as additional JCMs for the Golden Palace. After I'm done further cleaning up the object I using Diffeomorphic again to merge the geografts. I then load a Golden Palace pose preset (Pose 03 in this case, with the figure lying on the back with their legs held up). Everything looks good so far in Blender. I then using the Better FBX exporter to export the base shape and animation to Unreal Engine.
In Unreal Engine, I import the FBX file, and end up with a bunch of materials, a skeletal mesh and a skeleton of the figure in A-pose, and a single frame animation sequence that represents the pose preset I loaded. The base skeletal mesh and skeleton look completely correct in Unreal. However, when I look at the animation sequence where the character is lying on their back with their legs held up, the Golden Palace graft is sticking forward too much, looking very odd. If I take a look at the wireframe I can tell that this area is very stretched, whereas in Blender's wireframe, the geometry looks very smooth.
Something is going wrong between Blender and Unreal, but I can't put my finger on it. There's a lot of things I already tried:
- Baking shape keys
- Manually posing the character instead of loading the preset
- Different orders of operation when it comes to merging the geograft
- Removing the "Graft" vertex group which is not mapped to any bone
I am getting at my wit's end here. Does anybody know what could be wrong?
dForce Archmagebarbult said:
I don't own that hair, but does it perhaps have unused vertices? Is the export set to remove unused vertices, making the import geometry not match?
Thank you. That seems to be where the problem lies: when you select this hair with the Geometry Editor Tool, DAZ shows in the Tool Settings Pane that it contains two Face Groups (default and head), and each of them contains 0 vertices. As a result, “Select All Vertices” doesn’t select anything — as if the hair isn’t a mesh object at all.
At the same time, the Info tab shows that it contains 404,736 vertices:
Name :
BeachStyleLongHair_404736
Label :
Beach Style Long Hair Strands
Class :
DzFigure
Vertices :
404,736 / 404,736
Triangles :
0 / 0
Quads :
0 / 0
Total Faces :
0 / 0
Total Lines :
16,864 / 16,864Apparently, the reason is that the hair consists not of quads or triangles, but of lines.
Honestly, I don’t really understand what kind of structure this is.Also, trying to “Edit Strand-Based Hair” doesn’t work either — this isn’t a Strand-Based Hair Node.
How do you create the files are in the Support folder?The DSON Cache does not store the product details, they are metadata in the database http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/tech_articles/metadata/start
Where you launch the Edito metadata dialogue from is a matter of taste - for example, if you have 3Delight and iray (or Filament) materials and want to set their content type it can be easier to launch the dialogue from the specific sub-folder for those materials, then you can just seelct everything and assign it to the right type - otherwise you have to carefully go through the file list in the dialogue making sure you seelct all and only then ones to be given a specific type.
How do you create the files are in the Support folder?A good summary, but I would categorize after creating the Product. You can create a product from an entire folder structure, which will pull in everything in any sub-folders, but it does not have to all be under the same folder, just add another to the Product previously created (i.e., People/Genesis 8 Male/Poses/.., People/Genesis 8 Female/Poses/..). Edit the metadata from the Product view; all assets will be in one place, and you can do it all in one pass. Be sure to use Default categories, any other will create a new, read-only branch in the Categories tree. If you use Custom Categories (considered User Data), assign them after saving the metadata files (considered read-only Vendor Data). You can export User Data later as a back-up.
dForce ArchmageI don't own that hair, but does it perhaps have unused vertices? Is the export set to remove unused vertices, making the import geometry not match?
How do you create the files are in the Support folder?The process of creating the product metadata which the .dsa and .dsx file contain is as follows:
Note: Steps 1, 2, 3, 4 and 5 are performed on the content library tab.
Note: I am using a hypathical example of a set of poses in DAZ format. These steps will work with Poser directory format as well, just a different location in the Content Library Format lists.
Step 1: Categorize all your poses. (You do that by clicking on the DAZ Studio Formats list and chase the directory until you are in the file folder where your poses live.)
Step 2: Click right on the pose and select Create a Product from...
Step 3: Identifiy in the pop up box what the product name will be.
Step 4: Repeat Steps 2 and 3 for all you poses. You can select multiple poses and assign them all at once. You can add as many poses as you want.
Step 5: Once you have included all the pose files into the product then click right on one of the files and choose Show Asset in -> Smart Content -> Products.
Note: You should now be on the Smart Content tab. You may have to click on the Products tab to get DAZ to show the new product.
Step 6: Select the new product and click right. Select Edit Metadata.....
Note: At this point you now have a product created but it only lives in the DSON Cache files. The following steps will commit the information to hard drive by creating the .dsa and .dsx files.
Step 7: The Product tab. Fill out the store, token, description, and Artists. Files and Scene IDs boxes need extra things from the assets tab and will be automaticly filled out.
Step 8: The Assests tab. Top part identifies what you have identifed as being a part of the product. If your list is incomplete then perform steps 1 thru 5 on the missing bits.
a: Select an item from the top part. Fill out the Type: box. (Midldle of the edit box) (You can do several items at a time by using the shift or control keys or the equivalent Mac keys). The top part of the edit box will start to fill in with X's as you proceed to fill in the lower part of the edit box. Filling in the Type box will have daz create the identifier, the little yellow box on the thumb nails for each of the pose files.
b: Go thru the tabs at the bottom, (Tags, Descriptions, Compatibility Bases, Compatibilities, Userwords, User Notes) completing the tabs that you want to use. Filling in all of these tabs will create full function ability of Smart Content. So for your product of poses, when you select the Posing |Shaping tab and you have filled out the compatibility tabs, your scene will have the ability to identify your poses for the selected character in your scene. (Assuming you have Filter By Context checked.) (You don't need to fill in every tab if you don't want to but be aware that you will not have your product included in that functionality (Tags, Descriptions, Compatibility Bases, Compatibilities, Userwords, User Notes)).
c: Repeat for all your pose files.
Step 9: Select either Export or Accept (with Automatic Export box checked) buttons at the bottom of the Edit form. You should now have your dsa and dsx files.
Step 10: Create the image that represents your pose package. Name it with the same name as the dsx and dsa files are using. Refresh your Smart Content tab. Size of image can be anything. I generate image sizes at 500x647. DAZ seems to like 114x148. Images in jpg or png format can be used.
Cant see DAZ content in Smart ContentDoes the content have metadata (e.g. do you see the file-type tags, such as Actor or Material, at top-right of the thumbnails)?
How do you create the files are in the Support folder?As NorthOf45 says, those files are the product metadata so you would need to create a product from the files (for a pose set you can essentially do that from a rght-click on the folder that holds the poses, though you iseally want the filte types and compatibility set too)
Good CLOTHING simulation tutorial for Blender?Diffeomorphic does import the dforce pin maps for you and set the collision parameters. There's usually no need to scale 10x. If you want to do it yourself it may be useful to read the issue discussion, where some reference is also linked.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Features/Simulation/Make dForce Simulation
https://bitbucket.org/Diffeomorphic/import_daz/issues/410/better-dforce
How do you create the files are in the Support folder?The Support Folder is for metadata, not assets. To make your own metadata (presumably for third-party products without any from Daz), you need to use the Content DB Editor. Much has been written about it elsewhere.
Getting Currently Used MorphsThis could probably be adapted to do that http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/metadata/list_products_used/start
Material Application Issue in DAZ Studio 4.24 – Auto-Deselection?Here is a video from 4.24 with a product with metadata tags. Same problem. :(
https://streamable.com/3srsn4Material Application Issue in DAZ Studio 4.24 – Auto-Deselection?It is with every product and works totally fine in 4.22 without metadata tags.
Let's appreciate/discuss today's new releases - more ongoinger threadTake your new stuff and multiply it by how many computers they need to be installed on and then the metadata tweeked to fit your needs! I am over 24,000 product files in DIM now and each computer has a different number installed. And on some I haven't even got to installing my non-DAZ store purchases and freebies on my newer computers.
Can't Retarget Animations Assets to Genesis 9I imported the Genesis 9 character with the Import Facing Right checkbox unchecked in the DAZtoUnreal bridge.
Alternative PowerPose Templates (Genesis 1, 2, 3, 8, 8.1, 9)Hi guys, thanks for the help on this!!
Can i ask a question? I'm doing a game in Unreal Engine using Genesis 9 and when i animate using power pose, the facial animations don't import on Unreal, i found out it's because PowerPose is animating Genesis 9's morphs and not it's bones. There's a way that i can change the morphs for the facial bones or someone already did that?
Thanks in advance :)
[Released] Content Wizard [Commercial]To start on a new product click the 'New product'. That will clear all that is currently in the window.
If you haven't previously installed it, you want to click Install, and if you also want metadata (Smart Content) you want to click Install metadata.
So for a new product you would normally want to do both.
Duplicate GUIDI've been getting a "Metadata update failed..." message for quite some time and finally decided to dig into it. log.txt shows why the update is failing:
2025-06-21 19:47:52.444 [WARNING] :: \src\sdksource\cloud\dzcloudtasknotifier.cpp(203): Query (UPDATE "product" SET name = 'Click N'' Render - POP Edition - IBL Set Lite', default_name = 'Click N'' Render - POP Edition - IBL Set Lite', store_id = 1, token = '91235', artists = 'Cake One,Daz Originals', description = '', guid = '882c9f9e-4f37-49c2-a2d7-06d690a71c9f', meta_hash = '7ec474c9bedeaffad08fcc3ea34142c4', file_hash = '6d9d8b134f70a990e47a1b4e9d361ab1', thumbnail_path = '', thumbnail_hash = '', last_update = '2023-08-03 12:33:58', date_purchased = '2024-10-21 13:41:36', date_installed = '2025-06-21 23:47:52', release_date = '1970-01-01 00:00:00', group_num = 0, hide = 'f', is_vendor = 't', has_cloud_meta_data = 't', is_installed = 'f', is_cloud_owned = 't', needs_update = 'f', normalized_name = 'click n render pop edition ibl set lite', normalized_name_first_letter = 'C' WHERE id = 14509) failed with exception: ERROR: duplicate key value violates unique constraint "product_guid_key"
DETAIL: Key (guid)=(882c9f9e-4f37-49c2-a2d7-06d690a71c9f) already exists.2025-06-21 19:47:52.444 [WARNING] :: \src\sdksource\cloud\dzcloudtasknotifier.cpp(203): ERROR: duplicate key value violates unique constraint "product_guid_key"
DETAIL: Key (guid)=(882c9f9e-4f37-49c2-a2d7-06d690a71c9f) already exists.With a slight modification to DB_List_Products.dsa I found the product already using this guid:
Click N Render - POP Edition - IBL Set (DAZ 3D, 73937, 882c9f9e-4f37-49c2-a2d7-06d690a71c9f, 882c9f9e-4f37-49c2-a2d7-06d690a71c9f)To make a long story short, Click N Render - POP Edition - IBL Set and Click N'' Render - POP Edition - IBL Set Lite have different SKUs, but the same GUID. I'm pretty sure this is an oversight, since uniqueness is part of the definition of GUID. I don't know if DAZ can go back and update the GUID for one of these products after the fact nor whether there's some process gap that made this duplication possible in the first place.









