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How do I keep a clothing item from deforming when fitting it to characters like storybook mouse?
Elor said:
Sir Scrunkle looks great

Here's a video in how to know how to name the morph for Daz to be able to activate it automatically a full body morph when fitting clothes on a figure:
He's using Zbrush to create the morph, and you likely already know how to do it in Blender, but if someone else wants to know, Jay Versluis also has a video explaining how to do it with Blender:
If you find yourself doing that a lot, a great tool is OBJ Companion: it'll take care of doing the boring parts (changing the resolution to base on export and setting it back to what it was, getting the settings right on import). Just one thing to know, by default, OBJ Companion will dial the morph created at 100%, but if you're replacing an auto-generated full body morph by one you improved in Blender, you have to uncheck the box, because you'll end with a morph dialed at 200% (the auto-generated morph is already at 100%).
Thanks! I'm working on a render of our D&D party and we have some interesting characters. xD This little guy is a jerbeen, a race from the Humblewood setting that one of our players desperately wanted to play, so we let her bring him in. He's a paladin, and two feet of solid muscle somehow.
Anyway, thanks for the links too! Just because I know how to bungle through something doesn't mean I can't pick up new tricks, or better ways to do it. That's always helpful, and Jay's a treasure. :)Bones "Select Children" equivalent in Blender?I believe it is "daz runtime > posing > import asset", there were recent improvement and now morphs are imported as well into blender assets, not only bone poses.
Bones "Select Children" equivalent in Blender?OK, thanks Padone.
The workflow I'm using is to make an upper and lower body Bone Collection to quickly apply upper / lower body poses from DAZ to get the initial pose started, and to use the MHX rig to refine it.
This is actually working really well, except that I have to select the upper / lower MHX rig's bones in the viewport in order to make the collections and apply partial poses to them instead of the original DAZ rig.
No big deal, and I'm very pleased as how easy it becomes to pose an MHX character.I have a fairly large DAZ pose folder and was wondering if it would be beneficial to add these poses to a Blender pose library for faster access, but the [Import Pose Library] option has either been removed from [DAZ Runtime] / Posing or its location has changed in 4.3.x?
The Mac FAQmemcneil70 said:
I have it on my MacMini M4. Sometimes it opens right away, mostly, I get the normal crash but then it reopens in a stable manner. I can use the CMD and C/V keys without thinking about it, where I before I had to crash once at least before it became stable. As for 'new' options, no clue. I am focused on still installing the over 20K products into my computer and assigning metadata, fixing missing or wrong thumbnails in small increments every day. I have done a couple of renders without issue and haven't ran into issue.
Only one problem I have had I noted above was with Content Wizard and that maybe due to how long it has been since I have used the script. And it is one of my favorite and most relied on ones that I have used on my MacBook Pro M1 and Win 10/Win 11 computers. I was hoping someone here might have an idea.
Content Wizard crashes for the same reason, most other scripts crash: A random crash in the QMetaType constructor (see my post above). That was actually my first experience with this type of crash after I came back to Studio a couple weeks ago.
The 'good' news is, that the crash is random and if you try often enough, you will eventually succeed. And once you are in that stable state, scripts seem to work just fine.
My suggestion is to try a problematic script immediately after starting Studio, retry if it crashes, until you reach the 'stable' state - then just leave it open in the background.
The Mac FAQI have it on my MacMini M4. Sometimes it opens right away, mostly, I get the normal crash but then it reopens in a stable manner. I can use the CMD and C/V keys without thinking about it, where I before I had to crash once at least before it became stable. As for 'new' options, no clue. I am focused on still installing the over 20K products into my computer and assigning metadata, fixing missing or wrong thumbnails in small increments every day. I have done a couple of renders without issue and haven't ran into issue.
Only one problem I have had I noted above was with Content Wizard and that maybe due to how long it has been since I have used the script. And it is one of my favorite and most relied on ones that I have used on my MacBook Pro M1 and Win 10/Win 11 computers. I was hoping someone here might have an idea.
Tutorial: Making TriAx Figures from Old Parametric CharactersJust a curiosity, but when I import the clone morph, I must adjust rigging to shape?Smart content panel questionok, thanks, I replied to the previous message, now it works
crosswind said:
There's a non-Default category > Prop in your screenshot which might come from a wrong metadata from a product or something...
Just delete it by: right-click on it > Show Category in Content Library, then right-click again > Delete.
Smart content panel questionThanks for the reply, but it doesn't change anything
crosswind said:
There's a non-Default category > Prop in your screenshot which might come from a wrong metadata from a product or something...
Just delete it by: right-click on it > Show Category in Content Library, then right-click again > Delete.
Smart content panel questionThere's a non-Default category > Prop in your screenshot which might come from a wrong metadata from a product or something...
Just delete it by: right-click on it > Show Category in Content Library, then right-click again > Delete.
Thumbnails and json files in my One Drive -- how to remove?
Thank you VERY much. I'll try that and let you know the results.Richard Haseltine said:
Just chnage the location of the Daz Connect folder, and copy the /data/cloud/ folder to the new location (to get it off your C: drive and to avoid having to redownload the files if you work online - though if you never install through Connect there is no real reason to go onlione and update metadata anyway.
How do I keep a clothing item from deforming when fitting it to characters like storybook mouse?Sir Scrunkle looks great

Here's a video in how to know how to name the morph for Daz to be able to activate it automatically a full body morph when fitting clothes on a figure:
He's using Zbrush to create the morph, and you likely already know how to do it in Blender, but if someone else wants to know, Jay Versluis also has a video explaining how to do it with Blender:
If you find yourself doing that a lot, a great tool is OBJ Companion: it'll take care of doing the boring parts (changing the resolution to base on export and setting it back to what it was, getting the settings right on import). Just one thing to know, by default, OBJ Companion will dial the morph created at 100%, but if you're replacing an auto-generated full body morph by one you improved in Blender, you have to uncheck the box, because you'll end with a morph dialed at 200% (the auto-generated morph is already at 100%).
Just making an observation about Genesis 8.1To clarify, whether a Clone shows in the list of "designed for" in Auto Fit dialogue is subject to the figure you select rather than the clothing per se, i.e. the clone of the figure you select in Scene pane (e.g. G8.xF/M, G9, yada yada ~) will never be shown in that list.
Besides, Preferred Base is read from clothing's DSF file rather than metadata, so even if one never installs products via DIM but just dumps the files in to Daz Library, he/she will still get the right fitting as long as the correct Preferred Base is set in DSF.
Just making an observation about Genesis 8.1It's not on the list because in proper use it should never be required or used unless you've got a very specific reason to - auto-fit is a very rough process that completely discards any custom rigging the vendor made, so unless you're doing something technical, you shouldn't.
And, indeed, a clothing item correctly set up with metadata that says its for G8M should automatically be recognised as compatible with G8.1M and fit without needing the auto-fit window.
In this case, if there's a problem, then your choice of issues is probably one of the following:
- You've corrupted something in your library and should reinstall the Genesis 8 starter Essentials package
- You're trying to use an old version of DS. The tools DS needs to correctly see G8.1M as an update to G8M and provide compatibility (rather than detecting it as a stand-alone figure) were, if I recall correctly, introduced in DS 4.15. Earlier than that, and it won't work.
- The problem is with the clothing item(s) lacking the correct metadata to say they're G8M assets.Toon Base T-Shirt textures not loading [SOLVED!!]taiuri said:
Here I leave the last Log File, when I loaded the T-shirt, in order to someone can help me to detect the problem. I keep having the same warnings:
2025-02-08 16:57:03.859 [INFO] :: Prepare asset load (open): /People/Genesis 9 Toon/Clothing/Daz Originals/Base Clothing/Toon Base T-Shirt.duf
2025-02-08 16:57:03.859 [INFO] :: Locking viewport redraw...
2025-02-08 16:57:03.859 [INFO] :: Viewport redraw locked.
2025-02-08 16:57:04.016 [VERBOSE] :: Native format content directories: 2
2025-02-08 16:57:04.016 [VERBOSE] :: Poser format content directories: 4
2025-02-08 16:57:04.017 [VERBOSE] :: Other import format content directories: 0
2025-02-08 16:57:04.017 [INFO] :: Begin asset load (open): /People/Genesis 9 Toon/Clothing/Daz Originals/Base Clothing/Toon Base T-Shirt.duf
2025-02-08 16:57:04.580 [INFO] :: Clearing the scene...
2025-02-08 16:57:04.644 [INFO] :: *** Scene Cleared ***
2025-02-08 16:57:04.648 [INFO] :: Determining missing assets...
2025-02-08 16:57:06.485 [INFO] :: Setting textures...
2025-02-08 16:57:06.552 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(6476): Node parent not found.
2025-02-08 16:57:07.362 [INFO] :: Scanning for addons...
2025-02-08 16:57:07.738 [INFO] :: Creating node geometry...
2025-02-08 16:57:07.986 [INFO] :: Creating UV sets...
2025-02-08 16:57:07.986 [INFO] :: Creating materials...
2025-02-08 16:57:11.638 [INFO] :: Resolving legacy figures...
2025-02-08 16:57:11.638 [INFO] :: Preparing modifiers...
2025-02-08 16:57:11.639 [INFO] :: Creating modifiers...
2025-02-08 16:57:11.805 [INFO] :: Resolving 10 formulas...
2025-02-08 16:57:11.805 [INFO] :: Finding formula properties...
2025-02-08 16:57:11.806 [INFO] :: Sorting formula properties...
2025-02-08 16:57:11.807 [INFO] :: Creating ERC Links...
2025-02-08 16:57:11.807 [INFO] :: Finished resolving formulas.
2025-02-08 16:57:11.807 [INFO] :: Finalizing modifiers...
2025-02-08 16:57:11.807 [INFO] :: Finalizing channels...
2025-02-08 16:57:11.807 [INFO] :: Finalizing materials...
2025-02-08 16:57:11.807 [INFO] :: Sorting property groups...
2025-02-08 16:57:11.810 [INFO] :: Setting up follow targets...
2025-02-08 16:57:11.810 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2823): Failed to follow node.
2025-02-08 16:57:11.951 [INFO] :: Loaded morph deltas: 0m 0.4s - /data/Daz 3D/Genesis 9 Starter Essentials/G9 Base Shirt/Morphs/Daz 3D/Base/FitOverPants2.dsf
2025-02-08 16:57:12.791 [INFO] :: Finished asset load (open): 0m 8.775s - /People/Genesis 9 Toon/Clothing/Daz Originals/Base Clothing/Toon Base T-Shirt.duf
2025-02-08 16:57:14.786 [INFO] :: Unlocking viewport redraw...
2025-02-08 16:57:14.786 [INFO] :: Viewport redraw unlocked.
2025-02-08 16:57:16.282 [INFO] :: Loaded image: BaseToon_TShirt5Stripes_BaseColor.jpgThe issue you had was really odd ~ but the warnings in the above log more likely resulted from that you did not select G9 figure before loading the T-Shirt. I could reproduce the very same log by doing so ~~
A final suggestion you may try : press F2 in DS, Clear DSON Cache Files. Reload G9 Toon figure and this T-Shirt, see what you'll get.
Thumbnails and json files in my One Drive -- how to remove?Just chnage the location of the Daz Connect folder, and copy the /data/cloud/ folder to the new location (to get it off your C: drive and to avoid having to redownload the files if you work online - though if you never install through Connect there is no real reason to go onlione and update metadata anyway.
Frustrating download issues between DAZ3D/DIM/DAZConnect: Install vs SmartContent vs ContentLib tabsBump remoived.
Just because theya re available to install via Connect doesn't mean you are required to - as long as the the product thumbnail is in colour then it is fine with the DIM install 9and if it isn't then something went wrong with the DIM install and that needs to be fixed).
However, in the Public Build the Downloadable-via-Connect icon will be hidden for items installed through DIM (or, as far as I know, for items manually installed if their metadata has been imported).
Toon Base T-Shirt textures not loading [SOLVED!!]Here I leave the last Log File, when I loaded the T-shirt, in order to someone can help me to detect the problem. I keep having the same warnings:
2025-02-08 16:57:03.859 [INFO] :: Prepare asset load (open): /People/Genesis 9 Toon/Clothing/Daz Originals/Base Clothing/Toon Base T-Shirt.duf
2025-02-08 16:57:03.859 [INFO] :: Locking viewport redraw...
2025-02-08 16:57:03.859 [INFO] :: Viewport redraw locked.
2025-02-08 16:57:04.016 [VERBOSE] :: Native format content directories: 2
2025-02-08 16:57:04.016 [VERBOSE] :: Poser format content directories: 4
2025-02-08 16:57:04.017 [VERBOSE] :: Other import format content directories: 0
2025-02-08 16:57:04.017 [INFO] :: Begin asset load (open): /People/Genesis 9 Toon/Clothing/Daz Originals/Base Clothing/Toon Base T-Shirt.duf
2025-02-08 16:57:04.580 [INFO] :: Clearing the scene...
2025-02-08 16:57:04.644 [INFO] :: *** Scene Cleared ***
2025-02-08 16:57:04.648 [INFO] :: Determining missing assets...
2025-02-08 16:57:06.485 [INFO] :: Setting textures...
2025-02-08 16:57:06.552 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(6476): Node parent not found.
2025-02-08 16:57:07.362 [INFO] :: Scanning for addons...
2025-02-08 16:57:07.738 [INFO] :: Creating node geometry...
2025-02-08 16:57:07.986 [INFO] :: Creating UV sets...
2025-02-08 16:57:07.986 [INFO] :: Creating materials...
2025-02-08 16:57:11.638 [INFO] :: Resolving legacy figures...
2025-02-08 16:57:11.638 [INFO] :: Preparing modifiers...
2025-02-08 16:57:11.639 [INFO] :: Creating modifiers...
2025-02-08 16:57:11.805 [INFO] :: Resolving 10 formulas...
2025-02-08 16:57:11.805 [INFO] :: Finding formula properties...
2025-02-08 16:57:11.806 [INFO] :: Sorting formula properties...
2025-02-08 16:57:11.807 [INFO] :: Creating ERC Links...
2025-02-08 16:57:11.807 [INFO] :: Finished resolving formulas.
2025-02-08 16:57:11.807 [INFO] :: Finalizing modifiers...
2025-02-08 16:57:11.807 [INFO] :: Finalizing channels...
2025-02-08 16:57:11.807 [INFO] :: Finalizing materials...
2025-02-08 16:57:11.807 [INFO] :: Sorting property groups...
2025-02-08 16:57:11.810 [INFO] :: Setting up follow targets...
2025-02-08 16:57:11.810 [WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(2823): Failed to follow node.
2025-02-08 16:57:11.951 [INFO] :: Loaded morph deltas: 0m 0.4s - /data/Daz 3D/Genesis 9 Starter Essentials/G9 Base Shirt/Morphs/Daz 3D/Base/FitOverPants2.dsf
2025-02-08 16:57:12.791 [INFO] :: Finished asset load (open): 0m 8.775s - /People/Genesis 9 Toon/Clothing/Daz Originals/Base Clothing/Toon Base T-Shirt.duf
2025-02-08 16:57:14.786 [INFO] :: Unlocking viewport redraw...
2025-02-08 16:57:14.786 [INFO] :: Viewport redraw unlocked.
2025-02-08 16:57:16.282 [INFO] :: Loaded image: BaseToon_TShirt5Stripes_BaseColor.jpgQuestions about FBX exportSnowSultan said:
Thank you for the detailed reponse. I'm actually looking for more of a way to texture paint *on* the final scene, so to speak, rather than bringing in every item one by one. Do you know if there are any other programs besides Marmoset Toolbag that can do that? I know Blender *kinda* can, but it gets way too stressed out when you give it a few 4k textures.
Oh, that should be case by case... Folks who use SP mainly want to paint and bake the texture maps then bring them back to DS or other apps. to make products, render or do something else... With Marmoset or Blender, the things are different, folks usually import DS assets there, then paint and render there rather than bring the final work back to DS, etc.
I don't know other way but I just use Blender. I import the whole scene to Blender by using Diffeomorphic Daz Importer. Paint the objects as needed then render with Cycles. That's a typical workflow. I've not experienced performance issue or something with 4K/8K textures so far.
GLB import/exporta lot of models these days are in GLB format
it supports rigging too
while I can and co convert them in other applications, a GLB importer/exporter for DAZ studio would be handy
Microsoft seems to prefer it for Windows apps
Export custom actions to the new beta?crosswind said:
There's no *.ini files related to Layout and CustomActions you defined in DS... The necessary folders / files that are relevant to Layout and your customized settings in General Release roaming directory that are framed in red in below screenshot are the ones you need to move to Public Build roaming folder. You have to make sure you've also installed / copy the plugins from the plugin folder of General Release to Public Build.
As for Layout and CustomActions only, you can directly use the script that Richard posted above... Download that script, drag it to your DS Public Build window, select Studio4, Accept.
Okay, have successfully burped the baby (with the help of your colored adornments on the image)
Only one mountain left to climb.
When I started public for the first time it did say "wow, I found a new directory 3 scenery on drive E.
Well that was good that was the newest directory added. However magically done that it has successfully ignored all other directories
So how do I syc the content directories between the two builds?
image one current state of public build content
image two current state of regular build content
image three search for native in regular log file
image four seach for native in public log file.
obviously they are looking in diffect places for a list ... How do I fix this
And the idea of adding one folder/directory at a time is not appealing
nor is scanning for data because there are used and unused folders on 3 drives making up the working content directory.
because obviously the data from 15,000 products are not going to sit on the m2 system drive
---
I did try copying the ContentDirectoryManager.dsx and the dazpath.text which were not in the public roaming from the regular roaming but to no avail (although it didn't break anythingz)
As per standard work flows I did copy the original public build folder to another drive before updating the one on the C drive so it's in there I can retrieve the info for the old one
or I suppose that would be same as having the public access the info that the regular does,
Logfile on opening regular shows this.
2025-02-08 01:27:22.715 [VERBOSE] :: Native format content directories: 94
2025-02-08 01:27:22.715 [VERBOSE] :: Poser format content directories: 5
2025-02-08 01:27:22.715 [VERBOSE] :: Other import format content directories: 0












