bpy.ops.daz.activate_all(
morphset = "",
category = "",
prefix = "",
useMesh = False)
Select all morphs of this type
Parameters:
- morphset (string) - morphset
- category (string) - category
- prefix (string) - prefix
- useMesh (boolean) - useMesh
bpy.ops.daz.add_cloud_dir()
Add a cloud directory
bpy.ops.daz.add_content_dir()
Add a content directory
bpy.ops.daz.add_custom_shapes()
Add custom shapes to the bones of the active rig
bpy.ops.daz.add_driven_value_nodes()
Add driven value nodes
bpy.ops.daz.add_extra_face_bones()
Add an extra layer of face bones, which can be both driven and posed
bpy.ops.daz.add_ik_goals(
usePoleTargets = False,
hideBones = False,
lockBones = False,
disableBones = False,
fromRoots = True)
Add IK goals
Parameters:
- usePoleTargets (boolean) - Add pole targets to the IK chains
- hideBones (boolean) - Hide all bones in the IK chains
- lockBones (boolean) - Lock all bones in the IK chains
- disableBones (boolean) - Disable all bones in the IK chains
- fromRoots (boolean) - Select IK chains from root bones
bpy.ops.daz.add_keyset(
morphset = "",
category = "",
prefix = "")
Add selected morphs to active custom keying set, or make new one
Parameters:
- morphset (string) - morphset
- category (string) - category
- prefix (string) - prefix
bpy.ops.daz.add_mannequin(
headType = 'JAW',
useGroup = True,
group = "Mannequin")
Add mannequins to selected meshes. Don't change rig after this.
Parameters:
- headType (enum in ['SOLID', 'JAW', 'FULL']) - How to make the mannequin head
- useGroup (boolean) - Add mannequin to collection
- group (string) - Add mannequin to this collection
bpy.ops.daz.add_mdl_dir()
Add an MDL directory
bpy.ops.daz.add_push()
Add a push shapekey
bpy.ops.daz.add_shape_to_category(
category = "Shapes",
custom = '',
makenew = False)
Add selected shapekeys to mesh category
Parameters:
Use import_daz.setSelection(list_of_selection) to specify input selection.
- category (string) - Add morphs to this category of custom morphs
- custom (enum in []) - Category
- makenew (boolean) - Create a new category
bpy.ops.daz.add_shapekey_drivers(category = "Shapes")
Add rig drivers to shapekeys
Parameters:
Use import_daz.setSelection(list_of_selection) to specify input selection.
- category (string) - Add morphs to this category of custom morphs
bpy.ops.daz.add_shrinkwrap(
offset = 2.000,
useSolidify = False,
thickness = 2.000,
useApply = False)
Add shrinkwrap modifiers covering the active mesh. Optionally add solidify modifiers
Parameters:
- offset (float) - Offset the surface from the character mesh
- useSolidify (boolean) - Add a solidify modifier too
- thickness (float) - Thickness of the surface
- useApply (boolean) - Apply modifiers afterwards
bpy.ops.daz.add_simple_ik(usePoleTargets = False)
Add Simple IK constraints to the active rig. This will not work if the rig has body morphs affecting arms and legs, and the bones have been made poseable
Parameters:
- usePoleTargets (boolean) - Add pole targets to the IK chains. Poses will not be loaded correctly.
bpy.ops.daz.add_visibility_drivers(
singleGroup = False,
groupName = "All",
useCollections = True)
Control visibility with rig property. For file linking.
Parameters:
- singleGroup (boolean) - Treat all selected meshes as a single group
- groupName (string) - Name of the single group
- useCollections (boolean) - Move selected meshes to new collections
bpy.ops.daz.add_winders(
winderLayer = 1,
windedLayer = 2,
useLockLoc = False)
Add winders to selected posebones
Parameters:
- winderLayer (int) - Bone layer for the winder bones
- windedLayer (int) - Bone layer for the winded bones
- useLockLoc (boolean) - Lock winder location even if original bone is not locked
bpy.ops.daz.apply_all_shapekeys()
Apply all shapekeys to selected meshes
bpy.ops.daz.apply_morphs()
Apply all shapekeys
bpy.ops.daz.apply_rest_pose()
Apply current pose at rest pose to selected rigs and children
bpy.ops.daz.apply_subsurf()
Apply subsurf modifier, maintaining shapekeys
bpy.ops.daz.bake_maps(
bakeType = 'NORMALS',
imageSize = '2048',
subfolder = "",
basename = "",
storedFolder = "",
storedName = "",
useSingleTile = False,
tile = 1001)
Bake normal/displacement maps for the selected HD meshes
Parameters:
- bakeType (enum in ['NORMALS', 'DISPLACEMENT']) - Bake Type
- imageSize (enum in ['512', '1024', '2048', '4096']) - Image Size
- subfolder (string) - Subfolder for normal/displace maps
- basename (string) - Name used to construct file names
- storedFolder (string) - storedFolder
- storedName (string) - storedName
- useSingleTile (boolean) - Only bake map for a single tile
- tile (int) - Single tile to bake
bpy.ops.daz.change_armature()
Make the active armature the armature of selected meshes
bpy.ops.daz.change_colors(color = (0.100,0.100,0.500,1.000))
Change viewport colors of all materials of this object
Parameters:
- color (color) - Color
bpy.ops.daz.change_prefix_to_suffix()
Change l/r prefix to .L/.R suffix, to use Blender symmetry tools
bpy.ops.daz.change_resolution(
steps = 2,
resizeAll = True,
overwrite = False)
Change all textures of selected meshes with resized versions. The resized textures must already exist.
Parameters:
- steps (int) - Resize original images with this number of steps
- resizeAll (boolean) - Resize all textures of the selected meshes
- overwrite (boolean) - Overwrite the original image files.
bpy.ops.daz.change_skin_color(color = (0.100,0.100,0.500,1.000))
Change viewport colors of all materials of this object
Parameters:
- color (color) - Color
bpy.ops.daz.clear_morphs(
morphset = "",
category = "",
prefix = "")
Set all selected morphs of specified type to zero. Does not affect integer properties
Parameters:
- morphset (string) - morphset
- category (string) - category
- prefix (string) - prefix
bpy.ops.daz.clear_pose()
Clear all bones and object transformations
bpy.ops.daz.clear_shapes(
morphset = "",
category = "",
prefix = "")
Set all shapekeys values of specified type to zero
Parameters:
- morphset (string) - morphset
- category (string) - category
- prefix (string) - prefix
bpy.ops.daz.collapse_udims()
Restrict UV coordinates to the [0:1] range
bpy.ops.daz.color_hair(color = (0.100,0.100,0.500,1.000))
Change particle hair color
Parameters:
- color (color) - Color
bpy.ops.daz.combine_hairs(
strandType = 'SHEET',
strandOrientation = 'TOP',
keepMesh = False,
removeOldHairs = False,
useSeparateLoose = True,
sparsity = 1,
size = 20,
resizeHair = False,
resizeInBlocks = False,
nViewChildren = 0,
nRenderChildren = 0,
nViewStep = 3,
nRenderStep = 3,
strandShape = 'STANDARD',
rootRadius = 0.300,
tipRadius = 0.300,
childRadius = 10.000,
multiMaterials = True,
keepMaterial = True,
activeMaterial = '',
color = (0.200,0.020,0.010,1.000),
hairMaterialMethod = 'HAIR_BSDF')
Combine several hair particle systems into a single one
Parameters:
Use import_daz.setSelection(list_of_selection) to specify input selection.
- strandType (enum in ['SHEET', 'LINE', 'TUBE']) - Mesh hair strand type
- strandOrientation (enum in ['TOP', 'BOTTOM', 'LEFT', 'RIGHT']) - How the strands are oriented in UV space
- keepMesh (boolean) - Keep (reconstruct) mesh hair after making particle hair
- removeOldHairs (boolean) - Remove existing particle systems from this mesh
- useSeparateLoose (boolean) - Separate hair mesh into loose parts before doing the conversion. Usually improves performance but can stall for large meshes
- sparsity (int) - Only use every n:th hair
- size (int) - Hair length
- resizeHair (boolean) - Resize hair afterwards
- resizeInBlocks (boolean) - Resize hair in blocks of ten afterwards
- nViewChildren (int) - Number of hair children displayed in viewport
- nRenderChildren (int) - Number of hair children displayed in renders
- nViewStep (int) - How many steps paths are drawn with (power of 2)
- nRenderStep (int) - How many steps paths are rendered with (power of 2)
- strandShape (enum in ['STANDARD', 'ROOTS', 'SHRINK']) - Strand shape
- rootRadius (float) - Strand diameter at the root
- tipRadius (float) - Strand diameter at the tip
- childRadius (float) - Radius of children around parent
- multiMaterials (boolean) - Create separate particle systems for each material
- keepMaterial (boolean) - Use existing material
- activeMaterial (enum in []) - Material to use as hair material
- color (color) - Hair Color
- hairMaterialMethod (enum in ['HAIR_BSDF', 'HAIR_PRINCIPLED', 'PRINCIPLED']) - Type of hair material node tree
bpy.ops.daz.connect_hair()
(Re)connect hair
bpy.ops.daz.connect_ik_chains(
type = 'ARMSLEGS',
unlock = True,
location = 'HEAD')
Connect all bones in IK chains to their parents
Parameters:
- type (enum in ['ARMS', 'LEGS', 'ARMSLEGS', 'SELECTED']) - Connect the specified types of chains
- unlock (boolean) - Remove location locks of the last bone in each chain for use as Auto IK target
- location (enum in ['HEAD', 'TAIL', 'CENTER']) - Where to connect parent and child bones
bpy.ops.daz.convert_custom_morphs_to_shapekeys(custom = '')
Convert custom rig morphs to shapekeys
Parameters:
Use import_daz.setSelection(list_of_selection) to specify input selection.
- custom (enum in []) - Category
bpy.ops.daz.convert_rig(newRig = 'genesis_3_female')
Convert current DAZ rig to other DAZ rig
Parameters:
- newRig (enum in ['cmu', 'genesis', 'genesis_2_female', 'genesis_2_male', 'genesis_3_female', 'genesis_3_male', 'genesis_8_female', 'genesis_8_male', 'michael_8', 'victoria_7', 'victoria_8']) - Convert active rig to this
bpy.ops.daz.convert_standard_morphs_to_shapekeys(morphset = '')
Convert standard face rig morphs to shapekeys
Parameters:
Use import_daz.setSelection(list_of_selection) to specify input selection.
- morphset (enum in []) - Type
bpy.ops.daz.convert_to_mhx(
addTweakBones = True,
showLinks = True,
useFingerIk = False,
useKeepRig = False,
elbowParent = 'HAND',
kneeParent = 'FOOT',
useRenameBones = True)
Convert rig to MHX
Parameters:
- addTweakBones (boolean) - Add tweak bones
- showLinks (boolean) - Show link bones
- useFingerIk (boolean) - Generate IK controls for fingers
- useKeepRig (boolean) - Keep existing armature and meshes in a new collection
- elbowParent (enum in ['HAND', 'SHOULDER', 'MASTER']) - Parent of elbow pole target
- kneeParent (enum in ['FOOT', 'HIP', 'MASTER']) - Parent of knee pole target
- useRenameBones (boolean) - Rename face bones from l/r prefix to .L/.R suffix
bpy.ops.daz.convert_to_rigify(
useAutoAlign = False,
useCustomLayers = True,
useFingerIk = False,
useIkFix = True,
useKeepRig = False,
useRenameBones = True,
useDeleteMeta = False)
Convert active rig to rigify
Parameters:
- useAutoAlign (boolean) - Auto align hand and foot (Rigify parameter)
- useCustomLayers (boolean) - Display layers for face and custom bones. Not for Rigify legacy
- useFingerIk (boolean) - Generate IK controls for fingers
- useIkFix (boolean) - Add limits to IK bones, to prevent poor bending
- useKeepRig (boolean) - Keep existing armature and meshes in a new collection
- useRenameBones (boolean) - Rename bones from l/r prefix to .L/.R suffix
- useDeleteMeta (boolean) - Delete intermediate rig after Rigify
bpy.ops.daz.convert_widgets(
usedLayer = 4,
unusedLayer = 5,
deleteUnused = True)
Convert the active mesh to custom shapes for the parent armature bones
Parameters:
- usedLayer (int) - Bone layer for bones with shapekeys
- unusedLayer (int) - Bone layer for bones without shapekeys
- deleteUnused (boolean) - Delete unused bones
bpy.ops.daz.copy_bone_drivers()
Copy bone drivers from selected rig to active rig
bpy.ops.daz.copy_daz_props()
Copy DAZ properties from active object to selected objects. Only properties that are not already set
bpy.ops.daz.copy_materials(useMatchNames = False, errorMismatch = True)
Copy materials from active mesh to selected meshes
Parameters:
- useMatchNames (boolean) - Match materials based on names rather than material number
- errorMismatch (boolean) - Raise an error if the number of source and target materials are different
bpy.ops.daz.copy_modifiers(
offset = 5.000,
useSubsurf = False,
useRemoveCloth = True)
Copy modifiers from active mesh to selected
Parameters:
- offset (float) - Offset the surface from the character mesh
- useSubsurf (boolean) - Also copy subsurf and multires modifiers
- useRemoveCloth (boolean) - Remove cloth modifiers from source mesh
bpy.ops.daz.copy_pose()
Copy pose from active rig to selected rigs
bpy.ops.daz.copy_props()
Copy properties from selected objects to active object
bpy.ops.daz.copy_vertex_groups_by_number()
Copy vertex groups from active to selected meshes with the same number of vertices
bpy.ops.daz.create_graft_groups()
Create vertex groups from graft information
bpy.ops.daz.create_masks(singleGroup = False, groupName = "All")
Create vertex groups and mask modifiers in active mesh for selected meshes
Parameters:
- singleGroup (boolean) - Treat all selected meshes as a single group
- groupName (string) - Name of the single group
bpy.ops.daz.create_meta(
useAutoAlign = False,
useCustomLayers = True,
useFingerIk = False,
useIkFix = True,
useKeepRig = False,
useRenameBones = True)
Create a metarig from the active rig
Parameters:
- useAutoAlign (boolean) - Auto align hand and foot (Rigify parameter)
- useCustomLayers (boolean) - Display layers for face and custom bones. Not for Rigify legacy
- useFingerIk (boolean) - Generate IK controls for fingers
- useIkFix (boolean) - Add limits to IK bones, to prevent poor bending
- useKeepRig (boolean) - Keep existing armature and meshes in a new collection
- useRenameBones (boolean) - Rename bones from l/r prefix to .L/.R suffix
bpy.ops.daz.deactivate_all(
morphset = "",
category = "",
prefix = "",
useMesh = False)
Unselect all morphs of this type
Parameters:
- morphset (string) - morphset
- category (string) - category
- prefix (string) - prefix
- useMesh (boolean) - useMesh
bpy.ops.daz.decode_file(filepath = "")
Decode a gzipped DAZ file (*.duf, *.dsf, *.dbz) to a text file
Parameters:
- filepath (string) - Filepath used for importing the file
bpy.ops.daz.disable_drivers()
Disable all drivers to improve performance
bpy.ops.daz.easy_import_daz(
units = False,
expressions = False,
visemes = False,
facs = False,
facsexpr = False,
body = False,
jcms = False,
flexions = False,
skinColor = (0.600,0.400,0.250,1.000),
clothesColor = (0.090,0.010,0.015,1.000),
fitMeshes = 'DBZFILE',
morphStrength = 1.000,
rigType = 'DAZ',
mannequinType = 'NONE',
useEliminateEmpties = True,
useMergeRigs = True,
useMergeMaterials = True,
useMergeToes = False,
useTransferShapes = True,
useMergeGeografts = False,
useMergeLashes = False,
useMakeAllBonesPoseable = False,
useFavoMorphs = False,
favoPath = "",
useConvertHair = False)
Load a native DAZ file and perform the most common operations
Parameters:
Use import_daz.setSelection(list_of_files) to specify input files.
- units (boolean) - Import all face units
- expressions (boolean) - Import all expressions
- visemes (boolean) - Import all visemes
- facs (boolean) - Import all FACS units
- facsexpr (boolean) - Import all FACS expressions
- body (boolean) - Import all body morphs
- jcms (boolean) - Import all JCMs
- flexions (boolean) - Import all flexions
- skinColor (color) - Skin
- clothesColor (color) - Clothes
- fitMeshes (enum in ['SHARED', 'UNIQUE', 'MORPHED', 'DBZFILE']) - Mesh fitting method
- morphStrength (float) - Morph strength
- rigType (enum in ['DAZ', 'CUSTOM', 'MHX', 'RIGIFY']) - Convert the main rig to a more animator-friendly rig
- mannequinType (enum in ['NONE', 'NUDE', 'ALL']) - Add mannequin to meshes of this type
- useEliminateEmpties (boolean) - Delete non-hidden empties, parenting its children to its parent instead
- useMergeRigs (boolean) - Merge all rigs to the main character rig
- useMergeMaterials (boolean) - Merge identical materials
- useMergeToes (boolean) - Merge separate toes into a single toe bone
- useTransferShapes (boolean) - Transfer shapekeys from character to clothes
- useMergeGeografts (boolean) - Merge selected geografts to active object. Does not work with nested geografts. Shapekeys are always transferred first
- useMergeLashes (boolean) - Merge separate eyelash mesh to character. Shapekeys are always transferred first
- useMakeAllBonesPoseable (boolean) - Add an extra layer of driven bones, to make them poseable
- useFavoMorphs (boolean) - Load a favorite morphs instead of loading standard morphs
- favoPath (string) - Path to favorite morphs
- useConvertHair (boolean) - Convert strand-based hair to particle hair
bpy.ops.daz.eliminate_empties(useCollections = True)
Delete non-hidden empties, parenting its children to its parent instead
Parameters:
- useCollections (boolean) - Replace empties with collections
bpy.ops.daz.enable_all_layers()
Enable all bone layers
bpy.ops.daz.enable_drivers()
Enable all drivers
bpy.ops.daz.error()
(undocumented operator)
bpy.ops.daz.finalize_meshes()
Remove internal properties from meshes. Disables some tools but may improve performance
bpy.ops.daz.find_polys()
(undocumented operator)
bpy.ops.daz.find_seams()
Create seams based on existing UVs
bpy.ops.daz.get_finger_print()
Get fingerprint of active character
bpy.ops.daz.global_settings()
Show or update global settings
bpy.ops.daz.hair_add_pinning(
pinningX0 = 0.250,
pinningX1 = 0.750,
pinningW0 = 1.000,
pinningW1 = 0.000)
Add HairPin group to hair strands
Parameters:
- pinningX0 (float) - Pin X0
- pinningX1 (float) - Pin X1
- pinningW0 (float) - Pin W0
- pinningW1 (float) - Pin W1
bpy.ops.daz.hide_all_vis(prefix = "")
Hide all meshes/makeup of this rig
Parameters:
- prefix (string) - prefix
bpy.ops.daz.import_action(
affectBones = True,
affectDrivenBones = True,
affectMorphs = True,
clearMorphs = True,
affectObject = 'OBJECT',
reportMissingMorphs = False,
affectSelectedOnly = False,
affectScale = True,
ignoreLimits = True,
convertPoses = False,
srcCharacter = 'genesis_3_female',
makeNewAction = True,
actionName = "Action",
fps = 30.000,
integerFrames = True,
atFrameOne = True,
firstFrame = 1,
lastFrame = 250)
Import poses from DAZ pose preset file(s) to action
Parameters:
Use import_daz.setSelection(list_of_files) to specify input files.
- affectBones (boolean) - Animate bones.
- affectDrivenBones (boolean) - Animate bones with a Drv parent
- affectMorphs (boolean) - Animate morph properties
- clearMorphs (boolean) - Clear all morph properties before loading new ones
- affectObject (enum in ['OBJECT', 'MASTER', 'NONE']) - How to animate global object transformation
- reportMissingMorphs (boolean) - Print a list of missing morphs
- affectSelectedOnly (boolean) - Only animate selected bones
- affectScale (boolean) - Include bone scale in animation
- ignoreLimits (boolean) - Set pose even if outside limit constraints
- convertPoses (boolean) - Attempt to convert poses to the current rig.
- srcCharacter (enum in ['cmu', 'genesis', 'genesis_2_female', 'genesis_2_male', 'genesis_3_female', 'genesis_3_male', 'genesis_8_female', 'genesis_8_male', 'michael_8', 'victoria_7', 'victoria_8']) - Character this file was made for
- makeNewAction (boolean) - Unlink current action and make a new one
- actionName (string) - Name of loaded action
- fps (float) - Animation FPS in Daz Studio
- integerFrames (boolean) - Round all keyframes to intergers
- atFrameOne (boolean) - Always start actions at frame 1
- firstFrame (int) - Start import with this frame
- lastFrame (int) - Finish import with this frame
bpy.ops.daz.import_body_morphs()
Import selected body morphs
bpy.ops.daz.import_custom_morphs(
category = "Shapes",
usePropDrivers = True,
useMeshCats = False,
bodypart = 'Custom',
treatHD = 'ERROR')
Import selected morphs from native DAZ files (*.duf, *.dsf)
Parameters:
Use import_daz.setSelection(list_of_files) to specify input files.
- category (string) - Category
- usePropDrivers (boolean) - Drive shapekeys with rig properties
- useMeshCats (boolean) - Mesh categories
- bodypart (enum in ['Face', 'Body', 'Custom']) - Part of character that the morphs affect
- treatHD (enum in ['ERROR', 'CREATE', 'ACTIVE']) - How to deal with vertex count mismatch for HD morphs
bpy.ops.daz.import_daz(
skinColor = (0.600,0.400,0.250,1.000),
clothesColor = (0.090,0.010,0.015,1.000),
fitMeshes = 'DBZFILE',
morphStrength = 1.000)
Load a native DAZ file
Parameters:
Use import_daz.setSelection(list_of_files) to specify input files.
- skinColor (color) - Skin
- clothesColor (color) - Clothes
- fitMeshes (enum in ['SHARED', 'UNIQUE', 'MORPHED', 'DBZFILE']) - Mesh fitting method
- morphStrength (float) - Morph strength
bpy.ops.daz.import_dbz()
Import DBZ or JSON file(s) (*.dbz, *.json) as morphs
bpy.ops.daz.import_expressions()
Import selected expression morphs
bpy.ops.daz.import_facecap(
makeNewAction = True,
actionName = "Action",
fps = 24.000,
integerFrames = True,
atFrameOne = True,
firstFrame = 1,
lastFrame = 250,
filepath = "",
useHeadLoc = False,
useHeadRot = True,
useEyesRot = True)
Import a text file with facecap data
Parameters:
- makeNewAction (boolean) - Unlink current action and make a new one
- actionName (string) - Name of loaded action
- fps (float) - Animation FPS in FaceCap file
- integerFrames (boolean) - Round all keyframes to intergers
- atFrameOne (boolean) - Always start actions at frame 1
- firstFrame (int) - Start import with this frame
- lastFrame (int) - Finish import with this frame
- filepath (string) - Filepath used for importing the file
- useHeadLoc (boolean) - Include head location animation
- useHeadRot (boolean) - Include head rotation animation
- useEyesRot (boolean) - Include eyes rotation animation
bpy.ops.daz.import_facs()
Import selected FACS unit morphs
bpy.ops.daz.import_facs_expressions()
Import selected FACS expression morphs
bpy.ops.daz.import_flexions()
Import selected flexion morphs
bpy.ops.daz.import_jcms()
Import selected joint corrective morphs
bpy.ops.daz.import_livelink(
makeNewAction = True,
actionName = "Action",
fps = 30.000,
integerFrames = True,
atFrameOne = True,
firstFrame = 1,
lastFrame = 250,
filepath = "",
useHeadLoc = False,
useHeadRot = True,
useEyesRot = True)
Import a csv file with Unreal's Live Link data
Parameters:
- makeNewAction (boolean) - Unlink current action and make a new one
- actionName (string) - Name of loaded action
- fps (float) - Animation FPS in Daz Studio
- integerFrames (boolean) - Round all keyframes to intergers
- atFrameOne (boolean) - Always start actions at frame 1
- firstFrame (int) - Start import with this frame
- lastFrame (int) - Finish import with this frame
- filepath (string) - Filepath used for importing the file
- useHeadLoc (boolean) - Include head location animation
- useHeadRot (boolean) - Include head rotation animation
- useEyesRot (boolean) - Include eyes rotation animation
bpy.ops.daz.import_locks_limits()
Impose locks and limits for current pose
bpy.ops.daz.import_node_action(
affectBones = True,
affectDrivenBones = True,
affectMorphs = True,
clearMorphs = True,
affectObject = 'OBJECT',
reportMissingMorphs = False,
affectSelectedOnly = False,
affectScale = True,
ignoreLimits = True,
convertPoses = False,
srcCharacter = 'genesis_3_female',
makeNewAction = True,
actionName = "Action",
fps = 30.000,
integerFrames = True,
atFrameOne = True,
firstFrame = 1,
lastFrame = 250)
Import poses from DAZ scene file(s) (not pose preset files) to action
Parameters:
Use import_daz.setSelection(list_of_files) to specify input files.
- affectBones (boolean) - Animate bones.
- affectDrivenBones (boolean) - Animate bones with a Drv parent
- affectMorphs (boolean) - Animate morph properties
- clearMorphs (boolean) - Clear all morph properties before loading new ones
- affectObject (enum in ['OBJECT', 'MASTER', 'NONE']) - How to animate global object transformation
- reportMissingMorphs (boolean) - Print a list of missing morphs
- affectSelectedOnly (boolean) - Only animate selected bones
- affectScale (boolean) - Include bone scale in animation
- ignoreLimits (boolean) - Set pose even if outside limit constraints
- convertPoses (boolean) - Attempt to convert poses to the current rig.
- srcCharacter (enum in ['cmu', 'genesis', 'genesis_2_female', 'genesis_2_male', 'genesis_3_female', 'genesis_3_male', 'genesis_8_female', 'genesis_8_male', 'michael_8', 'victoria_7', 'victoria_8']) - Character this file was made for
- makeNewAction (boolean) - Unlink current action and make a new one
- actionName (string) - Name of loaded action
- fps (float) - Animation FPS in Daz Studio
- integerFrames (boolean) - Round all keyframes to intergers
- atFrameOne (boolean) - Always start actions at frame 1
- firstFrame (int) - Start import with this frame
- lastFrame (int) - Finish import with this frame
bpy.ops.daz.import_node_pose(
affectBones = True,
affectDrivenBones = True,
affectMorphs = True,
clearMorphs = True,
affectObject = 'OBJECT',
reportMissingMorphs = False,
affectSelectedOnly = False,
affectScale = True,
ignoreLimits = True,
convertPoses = False,
srcCharacter = 'genesis_3_female')
Import a pose from DAZ scene file(s) (not pose preset files)
Parameters:
Use import_daz.setSelection(list_of_files) to specify input files.
- affectBones (boolean) - Animate bones.
- affectDrivenBones (boolean) - Animate bones with a Drv parent
- affectMorphs (boolean) - Animate morph properties
- clearMorphs (boolean) - Clear all morph properties before loading new ones
- affectObject (enum in ['OBJECT', 'MASTER', 'NONE']) - How to animate global object transformation
- reportMissingMorphs (boolean) - Print a list of missing morphs
- affectSelectedOnly (boolean) - Only animate selected bones
- affectScale (boolean) - Include bone scale in animation
- ignoreLimits (boolean) - Set pose even if outside limit constraints
- convertPoses (boolean) - Attempt to convert poses to the current rig.
- srcCharacter (enum in ['cmu', 'genesis', 'genesis_2_female', 'genesis_2_male', 'genesis_3_female', 'genesis_3_male', 'genesis_8_female', 'genesis_8_male', 'michael_8', 'victoria_7', 'victoria_8']) - Character this file was made for
bpy.ops.daz.import_node_poselib(
affectBones = True,
affectDrivenBones = True,
affectMorphs = True,
clearMorphs = True,
affectObject = 'OBJECT',
reportMissingMorphs = False,
affectSelectedOnly = False,
affectScale = True,
ignoreLimits = True,
convertPoses = False,
srcCharacter = 'genesis_3_female',
makeNewPoseLib = True,
poseLibName = "PoseLib")
Import a poses from DAZ scene file(s) (not pose preset files) to pose library
Parameters:
Use import_daz.setSelection(list_of_files) to specify input files.
- affectBones (boolean) - Animate bones.
- affectDrivenBones (boolean) - Animate bones with a Drv parent
- affectMorphs (boolean) - Animate morph properties
- clearMorphs (boolean) - Clear all morph properties before loading new ones
- affectObject (enum in ['OBJECT', 'MASTER', 'NONE']) - How to animate global object transformation
- reportMissingMorphs (boolean) - Print a list of missing morphs
- affectSelectedOnly (boolean) - Only animate selected bones
- affectScale (boolean) - Include bone scale in animation
- ignoreLimits (boolean) - Set pose even if outside limit constraints
- convertPoses (boolean) - Attempt to convert poses to the current rig.
- srcCharacter (enum in ['cmu', 'genesis', 'genesis_2_female', 'genesis_2_male', 'genesis_3_female', 'genesis_3_male', 'genesis_8_female', 'genesis_8_male', 'michael_8', 'victoria_7', 'victoria_8']) - Character this file was made for
- makeNewPoseLib (boolean) - Unlink current pose library and make a new one
- poseLibName (string) - Name of loaded pose library
bpy.ops.daz.import_pose(
affectBones = True,
affectDrivenBones = True,
affectMorphs = True,
clearMorphs = True,
affectObject = 'OBJECT',
reportMissingMorphs = False,
affectSelectedOnly = False,
affectScale = True,
ignoreLimits = True,
convertPoses = False,
srcCharacter = 'genesis_3_female')
Import a pose from DAZ pose preset file(s)
Parameters:
Use import_daz.setSelection(list_of_files) to specify input files.
- affectBones (boolean) - Animate bones.
- affectDrivenBones (boolean) - Animate bones with a Drv parent
- affectMorphs (boolean) - Animate morph properties
- clearMorphs (boolean) - Clear all morph properties before loading new ones
- affectObject (enum in ['OBJECT', 'MASTER', 'NONE']) - How to animate global object transformation
- reportMissingMorphs (boolean) - Print a list of missing morphs
- affectSelectedOnly (boolean) - Only animate selected bones
- affectScale (boolean) - Include bone scale in animation
- ignoreLimits (boolean) - Set pose even if outside limit constraints
- convertPoses (boolean) - Attempt to convert poses to the current rig.
- srcCharacter (enum in ['cmu', 'genesis', 'genesis_2_female', 'genesis_2_male', 'genesis_3_female', 'genesis_3_male', 'genesis_8_female', 'genesis_8_male', 'michael_8', 'victoria_7', 'victoria_8']) - Character this file was made for
bpy.ops.daz.import_poselib(
affectBones = True,
affectDrivenBones = True,
affectMorphs = True,
clearMorphs = True,
affectObject = 'OBJECT',
reportMissingMorphs = False,
affectSelectedOnly = False,
affectScale = True,
ignoreLimits = True,
convertPoses = False,
srcCharacter = 'genesis_3_female',
makeNewPoseLib = True,
poseLibName = "PoseLib")
Import poses from DAZ pose preset file(s) to pose library
Parameters:
Use import_daz.setSelection(list_of_files) to specify input files.
- affectBones (boolean) - Animate bones.
- affectDrivenBones (boolean) - Animate bones with a Drv parent
- affectMorphs (boolean) - Animate morph properties
- clearMorphs (boolean) - Clear all morph properties before loading new ones
- affectObject (enum in ['OBJECT', 'MASTER', 'NONE']) - How to animate global object transformation
- reportMissingMorphs (boolean) - Print a list of missing morphs
- affectSelectedOnly (boolean) - Only animate selected bones
- affectScale (boolean) - Include bone scale in animation
- ignoreLimits (boolean) - Set pose even if outside limit constraints
- convertPoses (boolean) - Attempt to convert poses to the current rig.
- srcCharacter (enum in ['cmu', 'genesis', 'genesis_2_female', 'genesis_2_male', 'genesis_3_female', 'genesis_3_male', 'genesis_8_female', 'genesis_8_male', 'michael_8', 'victoria_7', 'victoria_8']) - Character this file was made for
- makeNewPoseLib (boolean) - Unlink current pose library and make a new one
- poseLibName (string) - Name of loaded pose library
bpy.ops.daz.import_standard_morphs(
units = False,
expressions = False,
visemes = False,
facs = False,
facsexpr = False,
body = False,
jcms = False,
flexions = False)
Import all standard morphs of selected types. Doing this once is faster than loading individual types
Parameters:
- units (boolean) - Import all face units
- expressions (boolean) - Import all expressions
- visemes (boolean) - Import all visemes
- facs (boolean) - Import all FACS units
- facsexpr (boolean) - Import all FACS expressions
- body (boolean) - Import all body morphs
- jcms (boolean) - Import all JCMs
- flexions (boolean) - Import all flexions
bpy.ops.daz.import_units()
Import selected face unit morphs
bpy.ops.daz.import_visemes()
Import selected viseme morphs
bpy.ops.daz.inspect_world_matrix()
List world matrix of active object
bpy.ops.daz.key_morphs(
morphset = "",
category = "",
prefix = "")
Set keys for all selected morphs of specified type at current frame
Parameters:
- morphset (string) - morphset
- category (string) - category
- prefix (string) - prefix
bpy.ops.daz.key_shapes(
morphset = "",
category = "",
prefix = "")
Set keys for all shapes of specified type at current frame
Parameters:
- morphset (string) - morphset
- category (string) - category
- prefix (string) - prefix
bpy.ops.daz.launch_editor()
Edit materials of selected meshes
bpy.ops.daz.limit_vertex_groups(limit = 4)
Limit the number of vertex groups per vertex
Parameters:
- limit (int) - Max number of vertex group per vertex
bpy.ops.daz.list_bones()
(undocumented operator)
bpy.ops.daz.load_baked_maps(
midlevel = 0.500,
bakeType = 'NORMALS',
imageSize = '2048',
subfolder = "",
basename = "",
storedFolder = "",
storedName = "",
dispScale = 0.010,
usePrune = True)
Load baked normal/displacement maps for the selected meshes
Parameters:
- midlevel (float) - Midlevel value for displacement node
- bakeType (enum in ['NORMALS', 'DISPLACEMENT']) - Bake Type
- imageSize (enum in ['512', '1024', '2048', '4096']) - Image Size
- subfolder (string) - Subfolder for normal/displace maps
- basename (string) - Name used to construct file names
- storedFolder (string) - storedFolder
- storedName (string) - storedName
- dispScale (float) - Displacement scale
- usePrune (boolean) - Prune the node tree
bpy.ops.daz.load_factory_settings()
Restore all global settings to factory defaults
bpy.ops.daz.load_favo_morphs(filepath = "", ignoreFinger = False)
Load favorite morphs
Parameters:
- filepath (string) - Filepath used for importing the file
- ignoreFinger (boolean) - Ignore the mesh fingerprint which describes the mesh topology
bpy.ops.daz.load_moho(
filepath = "",
makeNewAction = True,
actionName = "Action",
fps = 30.000,
integerFrames = True,
atFrameOne = True,
firstFrame = 1,
lastFrame = 250,
emphasis = 1.000,
useUpdateLimits = True,
useRelax = True)
Load Moho (.dat) file
Parameters:
- filepath (string) - Filepath used for importing the file
- makeNewAction (boolean) - Unlink current action and make a new one
- actionName (string) - Name of loaded action
- fps (float) - Animation FPS in Daz Studio
- integerFrames (boolean) - Round all keyframes to intergers
- atFrameOne (boolean) - Always start actions at frame 1
- firstFrame (int) - Start import with this frame
- lastFrame (int) - Finish import with this frame
- emphasis (float) - Speech strength
- useUpdateLimits (boolean) - Update limits of open vowels to account for emphasis
- useRelax (boolean) - Relax the Moho animation to make it more natural
bpy.ops.daz.load_normal_map(
useDriver = True,
tile = 1001,
usePrune = True)
Load normal maps to active material
Parameters:
Use import_daz.setSelection(list_of_files) to specify input files.
- useDriver (boolean) - Drive maps with armature properties
- tile (int) - Only load textures in this tile
- usePrune (boolean) - Prune the node tree
bpy.ops.daz.load_pose_internal(filepath = "")
Load pose from a json file
Parameters:
- filepath (string) - Filepath used for importing the file
bpy.ops.daz.load_poses(filepath = "")
Load pose or action from a json file
Parameters:
- filepath (string) - Filepath used for importing the file
bpy.ops.daz.load_root_paths(
filepath = "",
useContent = True,
useMDL = True,
useCloud = False)
Load DAZ root paths from file
Parameters:
- filepath (string) - Filepath used for importing the file
- useContent (boolean) - Load Content Directories
- useMDL (boolean) - Load MDL Directories
- useCloud (boolean) - Load Cloud Directories
bpy.ops.daz.load_scalar_disp(
midlevel = 0.500,
useDriver = True,
tile = 1001,
usePrune = True)
Load scalar displacement map to active material
Parameters:
Use import_daz.setSelection(list_of_files) to specify input files.
- midlevel (float) - Midlevel value for displacement node
- useDriver (boolean) - Drive maps with armature properties
- tile (int) - Only load textures in this tile
- usePrune (boolean) - Prune the node tree
bpy.ops.daz.load_settings_file(filepath = "")
Load settings from file
Parameters:
- filepath (string) - Filepath used for importing the file
bpy.ops.daz.load_uv(filepath = "")
Load a UV set to the active mesh
Parameters:
- filepath (string) - Filepath used for importing the file
bpy.ops.daz.load_vector_disp(
midlevel = 0.500,
useDriver = True,
tile = 1001,
usePrune = True)
Load vector displacement map to active material
Parameters:
Use import_daz.setSelection(list_of_files) to specify input files.
- midlevel (float) - Midlevel value for displacement node
- useDriver (boolean) - Drive maps with armature properties
- tile (int) - Only load textures in this tile
- usePrune (boolean) - Prune the node tree
bpy.ops.daz.lock_bones(
useLocation = True,
useRotation = True,
useScale = True,
useZeroOnly = True)
Lock location, rotation, scale for selected bones
Parameters:
- useLocation (boolean) - Lock location
- useRotation (boolean) - Lock rotation
- useScale (boolean) - Lock scale
- useZeroOnly (boolean) - Don't lock channels with transformations
bpy.ops.daz.make_all_bones_poseable()
Add an extra layer of driven bones, to make them poseable
bpy.ops.daz.make_cloth(
collDist = 1.000,
simPreset = 'cotton.json',
pinGroup = "dForce Pin",
simQuality = 16,
collQuality = 4,
gsmFactor = 0.500)
Add cloth modifiers to selected meshes
Parameters:
- collDist (float) - Minimun collision distance (mm)
- simPreset (enum in ['cotton.json', 'denim.json', 'leather.json', 'rubber.json', 'silk.json']) - Simulation preset
- pinGroup (string) - Use this group as pin group
- simQuality (int) - Simulation Quality
- collQuality (int) - Collision Quality
- gsmFactor (float) - GSM Factor (vertex mass multiplier)
bpy.ops.daz.make_collision(collDist = 1.000)
Add collision modifiers to selected meshes
Parameters:
- collDist (float) - Minimun collision distance (mm)
bpy.ops.daz.make_decal(filepath = "")
Add a decal to the active material
Parameters:
- filepath (string) - Filepath used for importing the file
bpy.ops.daz.make_deflection(
offset = 5.000,
useQuads = True,
useSubsurf = True,
useShrinkwrap = True)
Make a low-poly deflection mesh for the active mesh
Parameters:
- offset (float) - Offset the surface from the character mesh
- useQuads (boolean) - Convert the deflector into a majority-quad mesh
- useSubsurf (boolean) - Smooth the deflection mesh with a subsurf modifier
- useShrinkwrap (boolean) - Shrinkwrap the deflection mesh to the original mesh
bpy.ops.daz.make_faithful_proxy()
Replace all selected meshes by low-poly versions, using a experimental algorithm that does preserve UV seams
bpy.ops.daz.make_hair(
strandType = 'SHEET',
strandOrientation = 'TOP',
keepMesh = False,
removeOldHairs = False,
useSeparateLoose = True,
sparsity = 1,
size = 20,
resizeHair = False,
resizeInBlocks = False,
nViewChildren = 0,
nRenderChildren = 0,
nViewStep = 3,
nRenderStep = 3,
strandShape = 'STANDARD',
rootRadius = 0.300,
tipRadius = 0.300,
childRadius = 10.000,
multiMaterials = True,
keepMaterial = True,
activeMaterial = '',
color = (0.200,0.020,0.010,1.000),
hairMaterialMethod = 'HAIR_BSDF')
Make particle hair from mesh hair
Parameters:
- strandType (enum in ['SHEET', 'LINE', 'TUBE']) - Mesh hair strand type
- strandOrientation (enum in ['TOP', 'BOTTOM', 'LEFT', 'RIGHT']) - How the strands are oriented in UV space
- keepMesh (boolean) - Keep (reconstruct) mesh hair after making particle hair
- removeOldHairs (boolean) - Remove existing particle systems from this mesh
- useSeparateLoose (boolean) - Separate hair mesh into loose parts before doing the conversion. Usually improves performance but can stall for large meshes
- sparsity (int) - Only use every n:th hair
- size (int) - Hair length
- resizeHair (boolean) - Resize hair afterwards
- resizeInBlocks (boolean) - Resize hair in blocks of ten afterwards
- nViewChildren (int) - Number of hair children displayed in viewport
- nRenderChildren (int) - Number of hair children displayed in renders
- nViewStep (int) - How many steps paths are drawn with (power of 2)
- nRenderStep (int) - How many steps paths are rendered with (power of 2)
- strandShape (enum in ['STANDARD', 'ROOTS', 'SHRINK']) - Strand shape
- rootRadius (float) - Strand diameter at the root
- tipRadius (float) - Strand diameter at the tip
- childRadius (float) - Radius of children around parent
- multiMaterials (boolean) - Create separate particle systems for each material
- keepMaterial (boolean) - Use existing material
- activeMaterial (enum in []) - Material to use as hair material
- color (color) - Hair Color
- hairMaterialMethod (enum in ['HAIR_BSDF', 'HAIR_PRINCIPLED', 'PRINCIPLED']) - Type of hair material node tree
bpy.ops.daz.make_multires()
Convert HD mesh into mesh with multires modifier, and add vertex groups and extra UV layers
bpy.ops.daz.make_quick_proxy(iterations = 2)
Replace all selected meshes by low-poly versions, using a quick algorithm that does not preserve UV seams
Parameters:
- iterations (int) - Number of iterations when
bpy.ops.daz.make_shader_groups(
useFresnel = False,
useEmission = False,
useOneSided = False,
useOverlay = False,
useGlossy = False,
useTopCoat = False,
useRefraction = False,
useFakeCaustics = False,
useTransparent = False,
useTranslucent = False,
useSSS = False,
useRayClip = False,
useDualLobeUber = False,
useDualLobePBR = False,
useVolume = False,
useNormal = False,
useDisplacement = False,
useDecal = False)
Create shader groups for the active material
Parameters:
- useFresnel (boolean) - Fresnel
- useEmission (boolean) - Emission
- useOneSided (boolean) - One Sided
- useOverlay (boolean) - Diffuse Overlay
- useGlossy (boolean) - Glossy
- useTopCoat (boolean) - Top Coat
- useRefraction (boolean) - Refraction
- useFakeCaustics (boolean) - Fake Caustics
- useTransparent (boolean) - Transparent
- useTranslucent (boolean) - Translucent
- useSSS (boolean) - Subsurface Scattering
- useRayClip (boolean) - Ray Clip
- useDualLobeUber (boolean) - Dual Lobe (Uber Shader)
- useDualLobePBR (boolean) - Dual Lobe (PBR Skin)
- useVolume (boolean) - Volume
- useNormal (boolean) - Normal
- useDisplacement (boolean) - Displacement
- useDecal (boolean) - Decal
bpy.ops.daz.make_simulation(
simPreset = 'cotton.json',
pinGroup = "dForce Pin",
simQuality = 16,
collQuality = 4,
gsmFactor = 0.500,
collDist = 1.000)
Create simulation from Daz data
Parameters:
- simPreset (enum in ['cotton.json', 'denim.json', 'leather.json', 'rubber.json', 'silk.json']) - Simulation preset
- pinGroup (string) - Use this group as pin group
- simQuality (int) - Simulation Quality
- collQuality (int) - Collision Quality
- gsmFactor (float) - GSM Factor (vertex mass multiplier)
- collDist (float) - Minimun collision distance (mm)
bpy.ops.daz.make_udim_materials(
trgmat = '',
useFixTiles = True,
useMergeMaterials = False)
Combine materials of selected mesh into a single UDIM material
Parameters:
- trgmat (enum in []) - Active
- useFixTiles (boolean) - Move UV vertices to the right tile automatically
- useMergeMaterials (boolean) - Merge materials and not only textures. If on, some info may be lost. If off, Merge Materials must be called afterwards
bpy.ops.daz.merge_geografts(useMergeUvLayers = True, useVertexTable = True)
Merge selected geografts to active object
Parameters:
- useMergeUvLayers (boolean) - Merge active render UV layers to a single layer
- useVertexTable (boolean) - Add a table with vertex numbers before and after merge. Makes it possible to add morphs after merge, but affects viewport performance
bpy.ops.daz.merge_materials(ignoreStrength = False, ignoreColor = False)
Merge identical materials
Parameters:
- ignoreStrength (boolean) - Merge materials even if some scalar values differ. Often needed to merge materials with bump maps
- ignoreColor (boolean) - Merge materials even if some vector values differ
bpy.ops.daz.merge_rigs(
clothesLayer = 3,
separateCharacters = False,
useCreateDuplicates = False,
useMergeNonConforming = True,
createMeshCollection = True)
Merge selected rigs to active rig
Parameters:
- clothesLayer (int) - Bone layer used for extra bones when merging clothes
- separateCharacters (boolean) - Don't merge armature that belong to different characters
- useCreateDuplicates (boolean) - Create separate bones if several bones with the same name are found
- useMergeNonConforming (boolean) - Also merge non-conforming rigs. (Bone parented and with no bones in common with main rig)
- createMeshCollection (boolean) - Create a new collection and move all meshes to it
bpy.ops.daz.merge_toes()
Merge separate toes into a single toe bone
bpy.ops.daz.merge_uv_layers(layer = '')
Merge an UV layer to the active render layer. Merging the active render layer to itself replaces any UV map nodes with texture coordinate nodes
Parameters:
- layer (enum in []) - UV layer that is merged with the active render layer
bpy.ops.daz.mesh_add_pinning(
pinningX0 = 0.250,
pinningX1 = 0.750,
pinningW0 = 1.000,
pinningW1 = 0.000)
Add HairPin group to mesh hair
Parameters:
- pinningX0 (float) - Pin X0
- pinningX1 (float) - Pin X1
- pinningW0 (float) - Pin W0
- pinningW1 (float) - Pin W1
bpy.ops.daz.mix_shapekeys(
shape1 = '',
shape2 = '',
factor1 = 1.000,
factor2 = 1.000,
allSimilar = False,
overwrite = True,
delete = True,
newName = "Shapekey",
filter1 = "",
filter2 = "")
Mix shapekeys
Parameters:
- shape1 (enum in []) - First shapekey
- shape2 (enum in []) - Second shapekey
- factor1 (float) - First factor
- factor2 (float) - Second factor
- allSimilar (boolean) - Mix all shapekeys with similar names
- overwrite (boolean) - Overwrite the first shapekey
- delete (boolean) - Delete unused shapekeys after merge
- newName (string) - Name of new shapekey
- filter1 (string) - Show only items containing this string
- filter2 (string) - Show only items containing this string
bpy.ops.daz.optimize_pose(useApplyRestPose = False)
Optimize pose for IK. Incompatible with pose loading and body morphs
Parameters:
- useApplyRestPose (boolean) - Apply current pose as rest pose for all armatures
bpy.ops.daz.pin_prop(
morphset = "",
category = "",
prefix = "",
key = "")
Pin property
Parameters:
- morphset (string) - morphset
- category (string) - category
- prefix (string) - prefix
- key (string) - key
bpy.ops.daz.pin_shape(
morphset = "",
category = "",
prefix = "",
key = "")
Pin shapekey value
Parameters:
- morphset (string) - morphset
- category (string) - category
- prefix (string) - prefix
- key (string) - key
bpy.ops.daz.pose_disable_all_layers()
(undocumented operator)
bpy.ops.daz.pose_enable_all_layers()
(undocumented operator)
bpy.ops.daz.prettify()
Change sliders to checkboxes (If boolean options appear as sliders, use this button to refresh them)
bpy.ops.daz.print_matrix()
(undocumented operator)
bpy.ops.daz.print_statistics()
Display statistics for selected meshes
bpy.ops.daz.prune_action()
Remove F-curves with zero keys only
bpy.ops.daz.prune_node_trees()
Prune all material node trees for selected meshes
bpy.ops.daz.prune_uv_maps()
Remove unused UV maps
bpy.ops.daz.prune_vertex_groups(threshold = 0.001)
Remove vertices and groups with weights below threshold
Parameters:
- threshold (float) - Minimum vertex weight to keep
bpy.ops.daz.quadify()
Join triangles to quads
bpy.ops.daz.quote()
(undocumented operator)
bpy.ops.daz.quote_unquote(Text = "")
Quote or unquote specified text
Parameters:
- Text (string) - Type text to quote or unquote
bpy.ops.daz.remove_all_drivers(useRemoveProps = True, useRemoveAllProps = False)
Remove all drivers from selected objects
Parameters:
- useRemoveProps (boolean) - Also remove driving properties
- useRemoveAllProps (boolean) - Also remove other properties
bpy.ops.daz.remove_categories(
useDeleteShapekeys = True,
useDeleteProps = True,
useDeleteDrivers = True)
Remove selected categories and associated drivers
Parameters:
Use import_daz.setSelection(list_of_selection) to specify input selection.
- useDeleteShapekeys (boolean) - Delete both drivers and shapekeys
- useDeleteProps (boolean) - Delete object and armature properties associated with this morph
- useDeleteDrivers (boolean) - Delete drivers associated with this morph
bpy.ops.daz.remove_custom_shapes()
Remove custom shapes from the bones of the active rig
bpy.ops.daz.remove_shape_from_category(custom = '')
Remove selected shapekeys from mesh category
Parameters:
Use import_daz.setSelection(list_of_selection) to specify input selection.
- custom (enum in []) - Category
bpy.ops.daz.remove_shapekey_drivers(custom = '')
Remove rig drivers from shapekeys
Parameters:
Use import_daz.setSelection(list_of_selection) to specify input selection.
- custom (enum in []) - Category
bpy.ops.daz.remove_shells()
Remove selected shells from active object
bpy.ops.daz.remove_visibility_drivers()
Remove ability to control visibility from rig property
bpy.ops.daz.rename_category(category = "Shapes", custom = '')
Rename selected category
Parameters:
- category (string) - Add morphs to this category of custom morphs
- custom (enum in []) - Category
bpy.ops.daz.reparent_toes()
Parent small toes to big toe bone
bpy.ops.daz.replace_shells()
Display shell node groups so they can be displaced.
bpy.ops.daz.reset_material()
Reset material to original
bpy.ops.daz.resize_textures(
steps = 2,
resizeAll = True,
overwrite = False)
Replace all textures of selected meshes with resized versions. Python and OpenCV must be installed on your system.
Parameters:
Use import_daz.setSelection(list_of_files) to specify input files.
- steps (int) - Resize original images with this number of steps
- resizeAll (boolean) - Resize all textures of the selected meshes
- overwrite (boolean) - Overwrite the original image files.
bpy.ops.daz.restore_udims()
Restore original UV coordinates outside the [0:1] range
bpy.ops.daz.retarget_mesh_drivers()
Retarget drivers of selected objects to active object
bpy.ops.daz.rigify_meta(
useAutoAlign = False,
useCustomLayers = True,
useFingerIk = False,
useIkFix = True,
useKeepRig = False,
useRenameBones = True)
Convert metarig to rigify
Parameters:
- useAutoAlign (boolean) - Auto align hand and foot (Rigify parameter)
- useCustomLayers (boolean) - Display layers for face and custom bones. Not for Rigify legacy
- useFingerIk (boolean) - Generate IK controls for fingers
- useIkFix (boolean) - Add limits to IK bones, to prevent poor bending
- useKeepRig (boolean) - Keep existing armature and meshes in a new collection
- useRenameBones (boolean) - Rename bones from l/r prefix to .L/.R suffix
bpy.ops.daz.rotate_bones(
X = 0.000,
Y = 0.000,
Z = 0.000)
Rotate selected bones the same angle
Parameters:
- X (float) - X
- Y (float) - Y
- Z (float) - Z
bpy.ops.daz.save_favo_morphs(filepath = "")
Save favorite morphs
Parameters:
- filepath (string) - Filepath used for importing the file
bpy.ops.daz.save_local_textures(keepdirs = True)
Copy textures to the textures subfolder in the blend file's directory
Parameters:
- keepdirs (boolean) - Keep the directory tree from Daz Studio, otherwise flatten the directory structure
bpy.ops.daz.save_pose_internal(
filepath = "",
check_existing = True,
useSkeleton = False,
usePose = True,
useObjectTransform = True,
useRotationOnly = False,
useSelectedOnly = False)
Save the current pose as a json file
Parameters:
- filepath (string) - Filepath used for exporting the .json file
- check_existing (boolean) - Check and warn on overwriting existing files
- useSkeleton (boolean) - Save rotation mode and roll angles
- usePose (boolean) - Save the current pose
- useObjectTransform (boolean) - Save object transform
- useRotationOnly (boolean) - Save rotation curves only
- useSelectedOnly (boolean) - Save pose of selected bones only
bpy.ops.daz.save_pose_preset(
filepath = "",
author = "",
website = "",
useAction = True,
useBones = True,
includeLocks = False,
useScale = True,
useFaceBones = True,
useMorphs = True,
first = 1,
last = 1,
fps = 30.000)
Save the active action as a pose preset, to be used in DAZ Studio
Parameters:
- filepath (string) - Filepath used for importing the file
- author (string) - Author info in pose preset file
- website (string) - Website info in pose preset file
- useAction (boolean) - Import action instead of single pose
- useBones (boolean) - Include bones in the pose preset
- includeLocks (boolean) - Include locked bone channels in the pose preset
- useScale (boolean) - Include bone scale transforms in the pose preset
- useFaceBones (boolean) - Include face bones in the pose preset
- useMorphs (boolean) - Include morphs in the pose preset
- first (int) - First frame
- last (int) - Last frame
- fps (float) - Frames per second
bpy.ops.daz.save_poses(filepath = "", check_existing = True)
Save the current pose or action as a json file
Parameters:
- filepath (string) - Filepath used for exporting the .json file
- check_existing (boolean) - Check and warn on overwriting existing files
bpy.ops.daz.save_settings_file(filepath = "", check_existing = True)
Save current settings to file
Parameters:
- filepath (string) - Filepath used for importing the file
- check_existing (boolean) - Check and warn on overwriting existing files
bpy.ops.daz.select_all()
Select all
bpy.ops.daz.select_all_materials()
Select all materials
bpy.ops.daz.select_all_morphs(type = "", value = False)
Select/Deselect all morphs in this section
Parameters:
- type (string) - type
- value (boolean) - value
bpy.ops.daz.select_mhx_compatible()
Select MHX compatible body morphs
bpy.ops.daz.select_named_layers()
Select all named layers and unselect all unnamed layers
bpy.ops.daz.select_no_material()
Select no material
bpy.ops.daz.select_none()
Select none
bpy.ops.daz.select_random_strands(fraction = 0.500, seed = 0)
Select random subset of strands selected in UV space. Useful for reducing the number of strands before making particle hair
Parameters:
- fraction (float) - Fraction of strands to select
- seed (int) - Seed for the random number generator
bpy.ops.daz.select_skin_materials()
Select skin materials
bpy.ops.daz.select_skin_red_materials()
Select all skin or red materials
bpy.ops.daz.select_strands_by_size()
Select strands based on the number of faces. Useful for reducing the number of strands before making particle hair
bpy.ops.daz.select_strands_by_width(width = 1.000)
Select strands no wider than threshold
Parameters:
- width (float) - Max allowed width (mm)
bpy.ops.daz.separate_loose_parts()
Separate loose parts as separate meshes
bpy.ops.daz.set_shell_visibility()
Control the visility of geometry shells
bpy.ops.daz.set_silent_mode()
Toggle silent mode on or off (error popups off or on)
bpy.ops.daz.set_udims(tile = 1001)
Move all UV coordinates of selected materials to specified UV tile
Parameters:
- tile (int) - Tile
bpy.ops.daz.show_all_vis(prefix = "")
Show all meshes/makeup of this rig
Parameters:
- prefix (string) - prefix
bpy.ops.daz.snap_simple_fk(prefix = "", type = "")
Snap FK bones to IK bones
Parameters:
- prefix (string) - prefix
- type (string) - type
bpy.ops.daz.snap_simple_ik(prefix = "", type = "")
Snap IK bones to FK bones
Parameters:
- prefix (string) - prefix
- type (string) - type
bpy.ops.daz.split_ngons()
Split all polygons with five or more corners into triangles
bpy.ops.daz.toggle_all_cats(useMesh = False, useOpen = False)
Toggle all morph categories on and off
Parameters:
- useMesh (boolean) - useMesh
- useOpen (boolean) - useOpen
bpy.ops.daz.toggle_loc_limits()
Toggle location limits
bpy.ops.daz.toggle_loc_locks()
Toggle location locks
bpy.ops.daz.toggle_rot_limits()
Toggle rotation limits
bpy.ops.daz.toggle_rot_locks()
Toggle rotation locks
bpy.ops.daz.toggle_vis(name = "")
Toggle visibility of this mesh
Parameters:
- name (string) - name
bpy.ops.daz.transfer_mesh_to_shape()
Transfer selected mesh to active shapekey
bpy.ops.daz.transfer_shapekeys(
bodypart = 'All',
transferMethod = 'NEAREST',
useDrivers = True,
useStrength = False,
useVendorMorphs = True,
useOverwrite = True,
useSelectedOnly = False,
ignoreRigidity = False)
Transfer shapekeys from active mesh to selected meshes
Parameters:
Use import_daz.setSelection(list_of_selection) to specify input selection.
- bodypart (enum in ['All', 'Face', 'Body', 'Custom']) - Part of character that the morphs affect
- transferMethod (enum in ['NEAREST', 'BODY', 'GEOGRAFT', 'LEGACY']) - Method used to transfer morphs
- useDrivers (boolean) - Transfer both shapekeys and drivers
- useStrength (boolean) - Add a strength multiplier to drivers
- useVendorMorphs (boolean) - Use customized morphs provided by vendor, otherwise always auto-transfer morphs
- useOverwrite (boolean) - Overwrite existing shapekeys or create new ones
- useSelectedOnly (boolean) - Only copy to selected vertices
- ignoreRigidity (boolean) - Ignore rigidity groups when auto-transfer morphs. Morphs may differ from DAZ Studio.
bpy.ops.daz.transfer_vertex_groups(threshold = 0.001)
Transfer vertex groups from active to selected
Parameters:
- threshold (float) - Minimum vertex weight to keep
bpy.ops.daz.udims_from_textures()
Restore UV coordinates based on texture names
bpy.ops.daz.unkey_morphs(
morphset = "",
category = "",
prefix = "")
Remove keys from all selected morphs of specified type at current frame
Parameters:
- morphset (string) - morphset
- category (string) - category
- prefix (string) - prefix
bpy.ops.daz.unkey_shapes(
morphset = "",
category = "",
prefix = "")
Remove keys from all shapekeys of specified type at current frame
Parameters:
- morphset (string) - morphset
- category (string) - category
- prefix (string) - prefix
bpy.ops.daz.unquote()
(undocumented operator)
bpy.ops.daz.unselect_named_layers()
Unselect all named and unnamed layers except active
bpy.ops.daz.update_all()
Update everything. Try this if driven bones are messed up
bpy.ops.daz.update_hair(affectMaterial = False)
Change settings for particle hair
Parameters:
- affectMaterial (boolean) - Also change materials
bpy.ops.daz.update_materials()
Update Materials
bpy.ops.daz.update_mhx()
Update MHX rig for driving armature properties
bpy.ops.daz.update_morph_paths()
Update paths to predefined morphs
bpy.ops.daz.update_settings()
Update render and light settings if they are inadequate
bpy.ops.daz.update_slider_limits(
min = 0.000,
max = 0.000,
allShapes = False)
Update slider min and max values
Parameters:
- min (float) - Minimum slider value
- max (float) - Maximum slider value
- allShapes (boolean) - Update all shapekey sliders. Can give undesirable effects on JCMs