DAZ Importer version 1.2

This is the main documentation side for the stable version 1.2. Documentation for the previous version 1.1 can be found here.

The DAZ importer is a tool for importing native DAZ Studio files (DAZ User File *.duf, DAZ System File *.dsf) into Blender. It also contains some tools to make the assets more animation friendly.

The script has mainly been tested with DAZ Studio 4.9 and Blender 2.78c on Windows 7.

Links to download pages

Repository: https://bitbucket.org/Diffeomorphic/import-daz

Development version as a zip file: https://bitbucket.org/Diffeomorphic/import-daz/downloads/

Stable version 1.2 release: https://www.dropbox.com/s/jx15t3inlvtd98x/import-daz-v1.2-20170913.zip

  1. Save the zip file somewhere on your computer.
  2. In Blender, go to File > User Preferences > Add-ons
  3. Press Install From File... and select the zip file.
  4. Enable the DAZ importer. 
  5. In the Settings panel, set up all DAZ library paths.
  6. In Daz Studio, install the export basic data plug-in, included in the zip file.
  7. Save the Daz scene as a .duf file.
  8. Export basic data with the provided add-on to a .json file with the same name as the .duf file. 
  9. In Blender, import the .duf file with Mesh Fitting set to Json file.

  Documentation / Tutorials:

  1. Installing the Blender add-ons.
  2. Installing the DAZ Studio plugin. 
  3. Setting up DAZ library paths.
  4. Export from DAZ Studio
  5. Import into Blender
  6. Setup character after import 
    1. Corrections Section
    2. Materials Section
    3. Morphs Section
    4. Merge Anatomy 
    5. Save Local Textures
    6. Low-Poly Section 
  7. Advanced Setup Panel.
    1. Visibility.
    2. Rigging.
    3. Mannequins.
    4. Hair.
  8. Settings Panel.
  9. Utilities Panel.
  10. Posing Panel.


License information

20 kommentarer:

  1. Can you change the Make Faithful Low-Poly to not reduce the eyes so much. Maybe an option to leave eyes alone, as they already are low enough in poly?

  2. This can be done rather easily already.
    1. Separate out the eyes as a separate object.
    2. Decimate the rest.
    3. Join the two meshes.

  3. I'm so pleased to find that someone is actively working on a solution for this. Excellent work!

  4. Dear Mr Larsson,

    First of all, thank you for all your efforts into this great project!
    Perhaps this link is useful for your project; https://sites.google.com/site/mcasualsdazscripts4/mcjteleblender3
    It imports a stationary DAZ scene into Blender, so it is very simple. But it does a pretty good job in converting DAZ materials into cycles nodes.

  5. Would it be possible to load rig controllers for body like you did with expressions.. but this time for body ? and place those in (i.e controller category)
    sometimes when i load a morph it need the skeleton to be adjusted but you do not take that into account.. (or did i miss something?)

    1. There are two types of morphs:

      Poses for the same character. The face expressions are of this type. Such morphs can be added with the Import Morph(s) button and put in Custom Morphs panel. In Blender, the armature is affected in pose mode, and DAZ variables translation, rotation and scale are used.

      Morphs that change the character into a new one. In Blender, the armature is changed in edit mode, using DAZ variables center_point and end_point. You can add the shapekey part of such morphs, but there is no support for changing the bones. The character's rest pose is determined by fitting to the json file on import.

      It seems that you are asking about the second type of morphs, and in that case the answer is no.

  6. For some reason whenever I import the duf file, my model has the Base Resolution instead of High Resolution (meaning it has no Subdiv from DAZ applied to it). Any way of fixing that?

    1. Yes, that is intentional. You can easily add a subdiv modifier in Blender, with arbitrary number of steps, but it is not so easy to unsubdiv a dense mesh.

  7. Amazing tool! Thanks for the detailed documentaion, it was very easy to read.

  8. there is a new version od daz: 4.10
    will it work with that release?

    1. I have not tested it, but unless they have changed something very basic it should. New features will probably not work, though.

  9. Thank you very much for this Addon. My PC is not so good, so I can't use the last version of Blender, I'm using the 2.76b version... And guess what... it's working! (at last the 1.2 version). Thanks again.

  10. Den här kommentaren har tagits bort av skribenten.

  11. Thank you for the add-on, it's very complete. Don't give up from improving it, it's very useful!! Regards.

  12. i keep getting a missing assets error. I changed my daz library directory to teh one i have in the settings and i just dont get how i can still get the same errors over and over again no matter what i export:

    1. Does this work now? The problem was that curly brackets were not encoded in urls.

  13. Thank you for this great add-on to DAZ and Blender - it is great to get the rigs across!

    Having an issue - it appears the scripts use case insensitive file names, and it errors out because of it. Example: file error (file not found):
    File is actually:

    Thanks again.
    Harry R.

    1. Yes, this is correct. The plugin has only been tested on Windows. This choice was made because different asset makers used different cases for folders. Since Windows merges folders with the same name but different capitalization, some url's failed.

      This means that the plugin will not work under Linux, but this is not a big problem because DS does not support Linux. On Mac I don't know. One Mac user did contribute some code that should have fixed the problem, but apparently not good enough.

      So I'm sorry, but since I don't have access to Mac I can not support it.

    2. I realized that I can indeed test this, sort of. Although I don't have a Mac, I do have a dual-boot machine with Windows and Linux. Under Linux I can run the plugin and import files from the Windows disk. After some changes this seems to work now.

      Some assets are still missing, e.g. when looking in Runtime/Textures for a texture located in Runtime/textures. But this happens because Windows had merged the directories and should not happen on a natively case-sensitive file system.

      The property Case-Sensitive Paths in the Settings panel controls how keys are stored. It defaults to False under WIndows but should default to true on Mac and Linux.

  14. Hi, I'm experiencing problems with files containing spaces. And some assets just don't import at all, like Angela's heels.

    Another thing: I noticed that you multiply skin diffuse textures by 0.5. It drops the saturation to a minimum. I'm bypassing the multiply node and now it's ok.