We can import HD (high-definition) characters if we first export the dbz file with the Export HD To Blender script, instead of using the plain Export To Blender script, cf High resolution meshes, HD meshes and geografts, and HD meshes and geografts revisited. The imported character has usually a very high poly-count which slows down the viewport. We can usually convert a HD mesh into a low-poly mesh with a multires modifier, using the Rebuild Subdivisions tool in the modifier. If the multires mesh has the same topology as the base mesh, which is often the case, the import script can then copy UV layers and vertex groups from the base mesh, so the multires mesh is as responsive as the base mesh in the viewport, while rendering like the full HD mesh.
Unfortunately, there are some situations where this strategy doesn't work.
- Rebuilding subdivisions may fail. We are then left with the full HD mesh, which can not be posed. It can still be rendered if UV coordinates are included in the exported dbz file.
- Rebuilding subdivisions may succeed, but the topology of the multires mesh may differ from that of the base mesh. Then we still cannot copy vertex groups and UV layers from the base mesh. An example is the persian top for Genesis 2 females that is bundled with DAZ Studio. In that case the culprit are triangular faces in the beads.
- The character may have geografts. Then the suggestion in HD meshes and geografts revisited was to enter the geometry editor in DAZ Studio before exporting the dbz file. However, if we do so all shells and shell UV layers are lost, which are often quite significant for geografts.
Recently these problems have been overcome. First, the Export HD To Blender script has to be updated, because information about shell UV layers are now included among the exported data. This means that you must use the Dazscript version rather than the C version by Donald Dade, which is not updated. Second, scenes should be exported from DAZ Studio without going into the geometry editor. This means that all geografts are automatically merged with their base characters already in the dbz file. When the file is imported into Blender, materials from both the base character and base geografts are added to the HD mesh, and UV layers from any shells are added too.
Information about the HD vertex groups is still missing. That could in principle have been added too, but exporting a HD dbz file is already very slow, and making it many times slower by adding 200 vertex groups is not feasible. Instead the plugin uses Blender's data transfer tool to transfer the vertex groups from the nearest base mesh vertex, instead of doing a vertex-by-vertex copy.