Daz Importer Operators



bpy.ops.daz.activate_all(prefix = "", type = "")

  Select all morphs of this type

Parameters:
  •   prefix (string) - prefix
  •   type (string) - type


bpy.ops.daz.add_extra_face_bones(poseLayer = 8, drivenLayer = 32)

  Add an extra layer of face bones, which can be both driven and posed

Parameters:
  •   poseLayer (int) - Put the posable bones on this layer.
  •   drivenLayer (int) - Put the driven bones on this layer.


bpy.ops.daz.add_hide_collections()

  Control visibility with rig property. For file linking.


bpy.ops.daz.add_hide_drivers(hideOnlyMasked = False)

  Control visibility with rig property. For file linking.

Parameters:
  •   hideOnlyMasked (boolean) - Create visibility drivers only for masked meshes


bpy.ops.daz.add_ik_goals()

  Add IK goals


bpy.ops.daz.add_keyset(type = "", prefix = "")

  Add category morphs to active custom keying set, or make new one

Parameters:
  •   type (string) - type
  •   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_push()

  Add a push shapekey


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_subsurf()

  Add a subsurf modifier


bpy.ops.daz.add_to_group()

  Add all selected objects to group


bpy.ops.daz.add_winder()

  Add winder to active posebone


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.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_resolution(steps = 2, 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
  •   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.change_tweak_type()

  Change the selection of materials to tweak


bpy.ops.daz.clear_morphs(type = "", prefix = "")

  Set all morphs of specified type to zero

Parameters:
  •   type (string) - type
  •   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.connect_hair()

  (Re)connect hair


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_mhx()

  Convert rig to MHX


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']) - Convert active rig to this


bpy.ops.daz.convert_standard_morphs_to_shapekeys(type = 'All')

  Convert standard face rig morphs to shapekeys

Parameters:
   Use import_daz.setSelection(list_of_selection) to specify input selection.
  •   type (enum in ['All', 'Units', 'Expressions', 'Visemes', 'Poses']) - Type


bpy.ops.daz.copy_bone_drivers()

  Copy bone drivers from selected rig to active rig


bpy.ops.daz.copy_bones()

  Copy selected rig bone locations to active rig


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_poses()

  Copy selected rig poses to active rig


bpy.ops.daz.copy_props()

  Copy properties from selected objects to active object


bpy.ops.daz.create_all_masks()

  Create vertex groups and mask modifiers in active mesh for all meshes belonging to same character


bpy.ops.daz.create_collections(name = "")

  Create collections for selected objects

Parameters:
  •   name (string) - name


bpy.ops.daz.create_graft_groups()

  Create vertex groups from graft information


bpy.ops.daz.create_meta()

  Create a metarig from the active rig


bpy.ops.daz.create_selected_masks()

  Create vertex groups and mask modifiers in active mesh for selected meshes


bpy.ops.daz.deactivate_all(prefix = "", type = "")

  Unselect all morphs of this type

Parameters:
  •   prefix (string) - prefix
  •   type (string) - type


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.delete_lipsync()

  Delete F-curves associated with lipsync


bpy.ops.daz.disable_drivers()

  Disable all face bone drivers to improve performance


bpy.ops.daz.eliminate_empties()

  Delete empties with mesh children, parenting the meshes to the rig instead


bpy.ops.daz.enable_addon(name = "")

  Enable/Disable add-on

Parameters:
  •   name (string) - name


bpy.ops.daz.enable_drivers()

  Enable all face bone drivers


bpy.ops.daz.error()

  (undocumented operator)


bpy.ops.daz.find_polys()

  (undocumented operator)


bpy.ops.daz.find_seams()

  Create seams based on existing UVs


bpy.ops.daz.fit_mesh_to_other()

  Fit current mesh to selected mesh


bpy.ops.daz.force_update()

  Force all morphs to update


bpy.ops.daz.get_finger_print()

  Get fingerprint of active character


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(prefix = "")

  Hide all meshes/makeup of this rig

Parameters:
  •   prefix (string) - prefix


bpy.ops.daz.import_action(
   clearBones = True,
   clearMorphs = True,
   clearObject = True,
   affectBones = True,
   affectMorphs = True,
   affectObject = True,
   reportMissingMorphs = False,
   affectSelectedOnly = False,
   convertPoses = False,
   srcCharacter = 'genesis_3_female',
   trgCharacter = 'genesis_3_female',
   makeNewAction = True,
   actionName = "Action",
   fps = 30.000,
   integerFrames = True
)


  Import poses from native DAZ file(s) (*.duf, *.dsf) to action

Parameters:
   Use import_daz.setSelection(list_of_files) to specify input files.
  •   clearBones (boolean) - Clear bones pose before adding new one
  •   clearMorphs (boolean) - Clear morph pose before adding new one
  •   clearObject (boolean) - Clear object pose before adding new one
  •   affectBones (boolean) - Animate bones.
  •   affectMorphs (boolean) - Animate morph properties.
  •   affectObject (boolean) - Animate global object transformation
  •   reportMissingMorphs (boolean) - Print a list of missing morphs.
  •   affectSelectedOnly (boolean) - Only animate selected bones.
  •   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']) - Character this file was made for
  •   trgCharacter (enum in ['cmu', 'genesis', 'genesis_2_female', 'genesis_2_male', 'genesis_3_female', 'genesis_3_male', 'genesis_8_female', 'genesis_8_male']) - Active character
  •   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


bpy.ops.daz.import_custom_jcms()

  Import selected joint corrective morphs from native DAZ files (*.duf, *.dsf)


bpy.ops.daz.import_custom_morphs(catname = "Shapes", usePropDrivers = True)

  Import selected morphs from native DAZ files (*.duf, *.dsf)

Parameters:
   Use import_daz.setSelection(list_of_files) to specify input files.
  •   catname (string) - Category
  •   usePropDrivers (boolean) - Control morphs with rig properties


bpy.ops.daz.import_daz(
   filepath = "",
   unitScale = 0.010,
   skinColor = (0.600,0.400,0.250,1.000),
   clothesColor = (0.090,0.010,0.015,1.000),
   brightenEyes = 1.000,
   fitMeshes = 'DBZFILE',
   useAutoMaterials = True,
   methodOpaque = 'BSDF',
   methodRefractive = 'PRINCIPLED',
   methodVolumetric = 'VOLUMETRIC',
   useEnvironment = True
)


  Import a native DAZ file (*.duf, *.dsf, *.dse)

Parameters:
  •   filepath (string) - Filepath used for importing the file
  •   unitScale (float) - Scale used to convert between DAZ and Blender units. Default unit meters
  •   skinColor (color) - Skin Color
  •   clothesColor (color) - Clothes Color
  •   brightenEyes (float) - Brighten eye textures with this factor to avoid dark eyes problem for Genesis 8
  •   fitMeshes (enum in ['SHARED', 'UNIQUE', 'DBZFILE']) - Mesh fitting method
  •   useAutoMaterials (boolean) - Use best shaders for material, independent of the settings below
  •   methodOpaque (enum in ['BSDF', 'PRINCIPLED']) - Default method used for opaque materials. Ignored by some materials.
  •   methodRefractive (enum in ['BSDF', 'PRINCIPLED']) - Default method used for refractive materials. Ignored by some materials.
  •   methodVolumetric (enum in ['VOLUMETRIC', 'TRANSLUCENCY', 'SSS']) - Method for handle volumetric (Iray skin)
  •   useEnvironment (boolean) - Load environment


bpy.ops.daz.import_dbz()

  Import DBZ or JSON file(s) (*.dbz, *.dbz) as morphs


bpy.ops.daz.import_expressions()

  Import selected expression morphs


bpy.ops.daz.import_flexions()

  Import selected flexion morphs


bpy.ops.daz.import_pose_morphs()

  Import selected pose morphs


bpy.ops.daz.import_poselib(
   clearBones = True,
   clearMorphs = True,
   clearObject = True,
   affectBones = True,
   affectMorphs = True,
   affectObject = True,
   reportMissingMorphs = False,
   affectSelectedOnly = False,
   convertPoses = False,
   srcCharacter = 'genesis_3_female',
   trgCharacter = 'genesis_3_female',
   makeNewPoseLib = True,
   poseLibName = "PoseLib"
)


  Import poses from native DAZ file(s) (*.duf, *.dsf) to pose library

Parameters:
   Use import_daz.setSelection(list_of_files) to specify input files.
  •   clearBones (boolean) - Clear bones pose before adding new one
  •   clearMorphs (boolean) - Clear morph pose before adding new one
  •   clearObject (boolean) - Clear object pose before adding new one
  •   affectBones (boolean) - Animate bones.
  •   affectMorphs (boolean) - Animate morph properties.
  •   affectObject (boolean) - Animate global object transformation
  •   reportMissingMorphs (boolean) - Print a list of missing morphs.
  •   affectSelectedOnly (boolean) - Only animate selected bones.
  •   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']) - Character this file was made for
  •   trgCharacter (enum in ['cmu', 'genesis', 'genesis_2_female', 'genesis_2_male', 'genesis_3_female', 'genesis_3_male', 'genesis_8_female', 'genesis_8_male']) - Active character
  •   makeNewPoseLib (boolean) - Unlink current pose library and make a new one
  •   poseLibName (string) - Name of loaded pose library


bpy.ops.daz.import_single_pose(
   clearBones = True,
   clearMorphs = True,
   clearObject = True,
   affectBones = True,
   affectMorphs = True,
   affectObject = True,
   reportMissingMorphs = False,
   affectSelectedOnly = False,
   convertPoses = False,
   srcCharacter = 'genesis_3_female',
   trgCharacter = 'genesis_3_female'
)


  Import a pose from native DAZ file(s) (*.duf, *.dsf)

Parameters:
   Use import_daz.setSelection(list_of_files) to specify input files.
  •   clearBones (boolean) - Clear bones pose before adding new one
  •   clearMorphs (boolean) - Clear morph pose before adding new one
  •   clearObject (boolean) - Clear object pose before adding new one
  •   affectBones (boolean) - Animate bones.
  •   affectMorphs (boolean) - Animate morph properties.
  •   affectObject (boolean) - Animate global object transformation
  •   reportMissingMorphs (boolean) - Print a list of missing morphs.
  •   affectSelectedOnly (boolean) - Only animate selected bones.
  •   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']) - Character this file was made for
  •   trgCharacter (enum in ['cmu', 'genesis', 'genesis_2_female', 'genesis_2_male', 'genesis_3_female', 'genesis_3_male', 'genesis_8_female', 'genesis_8_male']) - Active character


bpy.ops.daz.import_standard_jcms()

  Import selected standard joint corrective morphs


bpy.ops.daz.import_units()

  Import selected face unit morphs


bpy.ops.daz.import_visemes()

  Import selected viseme morphs


bpy.ops.daz.inspect_prop_dependencies()

  List properties depending on other properties


bpy.ops.daz.inspect_prop_groups()

  Show the property groups for the selected posebones.


bpy.ops.daz.key_morphs(type = "", prefix = "")

  Set keys for all morphs of specified type at current frame

Parameters:
  •   type (string) - type
  •   prefix (string) - prefix


bpy.ops.daz.launch_editor()

  Edit materials of selected meshes


bpy.ops.daz.list_bones()

  (undocumented operator)


bpy.ops.daz.load_default_settings()

  (undocumented operator)


bpy.ops.daz.load_factory_settings()

  (undocumented operator)


bpy.ops.daz.load_moho(filepath = "")

  Load Moho (.dat) file

Parameters:
  •   filepath (string) - Filepath used for importing the file


bpy.ops.daz.load_pose(filepath = "")

  (undocumented operator)

Parameters:
  •   filepath (string) - Filepath used for importing the file


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.make_all_bones_posable(poseLayer = 8, drivenLayer = 32)

  Add an extra layer of driven bones, to make them posable

Parameters:
  •   poseLayer (int) - Put the posable bones on this layer.
  •   drivenLayer (int) - Put the driven bones on this layer.


bpy.ops.daz.make_deflection()

  Make a deflection object


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(
   color = (0.500,0.050,0.100,1.000),
   sparsity = 1,
   size = 20,
   resizeHair = False,
   resizeInBlocks = False,
   skullType = 'TOP'
)


  Make particle hair from mesh hair

Parameters:
  •   color (color) - Hair Color
  •   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
  •   skullType (enum in ['NONE', 'TOP', 'ALL']) - Vertex group to control hair density


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_udim_materials(trgmat = '')

  Combine materials of selected mesh into a single UDIM material

Parameters:
  •   trgmat (enum in []) - Active


bpy.ops.daz.merge_geografts()

  Merge selected geografts to active object


bpy.ops.daz.merge_materials()

  Merge identical materials


bpy.ops.daz.merge_rigs(clothesLayer = 3)

  Merge selected rigs to active rig

Parameters:
  •   clothesLayer (int) - Bone layer used for extra bones when merging clothes


bpy.ops.daz.merge_shapekeys(shape1 = '', shape2 = '')

  Merge shapekeys

Parameters:
  •   shape1 (enum in []) - Shapekey to keep
  •   shape2 (enum in []) - Shapekey to merge


bpy.ops.daz.merge_toes()

  Merge all toes


bpy.ops.daz.merge_uv_layers()

  Merge active UV layer with render UV 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.optimize_pose()

  Optimize rest pose for IK. Incompatible with pose loading.


bpy.ops.daz.pin_prop(
   key = "",
   type = "",
   prefix = ""
)


  Pin property

Parameters:
  •   key (string) - key
  •   type (string) - type
  •   prefix (string) - prefix


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()

  (undocumented operator)


bpy.ops.daz.prune_action()

  Remove F-curves with a single zero key


bpy.ops.daz.prune_uv_maps()

  Remove unused UV maps


bpy.ops.daz.prune_vertex_groups()

  Remove vertices and groups with zero weights


bpy.ops.daz.quadify()

  Join triangles to quads


bpy.ops.daz.refresh_addons(name = "")

  Reload add-ons

Parameters:
  •   name (string) - name


bpy.ops.daz.remove_all_morph_drivers()

  Remove drivers associated with morphs (not corrective shapekeys)


bpy.ops.daz.remove_categories(deleteShapekeys = True)

  Remove selected categories and associated drivers

Parameters:
   Use import_daz.setSelection(list_of_selection) to specify input selection.
  •   deleteShapekeys (boolean) - Delete both drivers and shapekeys


bpy.ops.daz.remove_custom_morphs(custom = '', deleteShapekeys = True)

  Remove specific custom morphs and their associated drivers

Parameters:
   Use import_daz.setSelection(list_of_selection) to specify input selection.
  •   custom (enum in []) - Category
  •   deleteShapekeys (boolean) - Delete both drivers and shapekeys


bpy.ops.daz.remove_from_groups()

  Remove selected objects from group (or all groups if none given)


bpy.ops.daz.remove_hide_collections()

  Remove ability to control visibility from rig property


bpy.ops.daz.remove_hide_drivers()

  Remove ability to control visibility from rig property


bpy.ops.daz.remove_jcms(deleteShapekeys = True)

  Remove specific JCMs

Parameters:
   Use import_daz.setSelection(list_of_selection) to specify input selection.
  •   deleteShapekeys (boolean) - Delete both drivers and shapekeys


bpy.ops.daz.remove_shapekey_drivers()

  Remove rig drivers from shapekeys


bpy.ops.daz.remove_standard_morphs(type = 'All', deleteShapekeys = True)

  Remove specific standard morphs and their associated drivers

Parameters:
   Use import_daz.setSelection(list_of_selection) to specify input selection.
  •   type (enum in ['All', 'Units', 'Expressions', 'Visemes', 'Poses']) - Type
  •   deleteShapekeys (boolean) - Delete both drivers and shapekeys


bpy.ops.daz.remove_unused_drivers()

  Remove unused drivers


bpy.ops.daz.rename_category(custom = '', category = "Shapes")

  Rename selected category

Parameters:
  •   custom (enum in []) - Category
  •   category (string) - Add morphs to this category of custom morphs


bpy.ops.daz.reparent_bones()

  Reparent selected bones to active


bpy.ops.daz.reparent_toes()

  Parent small toes to big toe bone


bpy.ops.daz.reset_material()

  Reset material to original


bpy.ops.daz.resize_textures(steps = 2, 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
  •   overwrite (boolean) - Overwrite the original image files.


bpy.ops.daz.restore_current_frame()

  Restore all poses for current frame from stored actions


bpy.ops.daz.restore_shapekey_drivers()

  Restore corrupt shapekey drivers, or change driver target


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_daz()

  Convert active rig to rigify


bpy.ops.daz.rigify_meta()

  Convert metarig to rigify


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_addons(name = "")

  Save add-ons settings

Parameters:
  •   name (string) - name


bpy.ops.daz.save_current_frame()

  Save all poses for current frame in new actions


bpy.ops.daz.save_current_pose(
   check_existing = True,
   filepath = "",
   skeleton = True,
   pose = True
)


  (undocumented operator)

Parameters:
  •   check_existing (boolean) - Check and warn on overwriting existing files
  •   filepath (string) - Filepath used for exporting the .json file
  •   skeleton (boolean) - skeleton
  •   pose (boolean) - pose


bpy.ops.daz.save_default_settings()

  Save current settings as default


bpy.ops.daz.save_local_textures()

  Copy textures to the textures subfolder in the blend file's directory


bpy.ops.daz.save_settings_file(check_existing = True, filepath = "")

  Save current settings to file

Parameters:
  •   check_existing (boolean) - Check and warn on overwriting existing files
  •   filepath (string) - Filepath used for exporting the .json file


bpy.ops.daz.select_all()

  Select all


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_none()

  Select none


bpy.ops.daz.select_random_strands(fraction = 0.500)

  Select random subset of strands selected in UV space

Parameters:
  •   fraction (float) - Fraction of strands to keep


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 to specified UV tile Do this on geografts before merging.

Parameters:
  •   tile (int) - Tile


bpy.ops.daz.show_addon(name = "")

  Show/Hide add-on

Parameters:
  •   name (string) - name


bpy.ops.daz.show_all(prefix = "")

  Show all meshes/makeup of this rig

Parameters:
  •   prefix (string) - prefix


bpy.ops.daz.snap_fk_ik(data = "")

  (undocumented operator)

Parameters:
  •   data (string) - data


bpy.ops.daz.snap_ik_fk(data = "")

  (undocumented operator)

Parameters:
  •   data (string) - data


bpy.ops.daz.split_ngons()

  Split all polygons with five or more corners into triangles


bpy.ops.daz.toggle_all_cats(useOpen = False)

  Toggle all morph categories on and off

Parameters:
  •   useOpen (boolean) - useOpen


bpy.ops.daz.toggle_fk_ik(toggle = "")

  (undocumented operator)

Parameters:
  •   toggle (string) - toggle


bpy.ops.daz.toggle_hints()

  Toggle hints for elbow and knee bending. It may be necessary to turn these off for correct FK->IK snapping.


bpy.ops.daz.toggle_limits()

  Toggle rotation limits


bpy.ops.daz.toggle_loc_locks()

  Toggle location locks


bpy.ops.daz.toggle_rot_locks()

  Toggle rotation locks


bpy.ops.daz.transfer_jcms(
   useDriver = True,
   useSelectedOnly = False,
   ignoreRigidity = False
)


  Transfer JCMs (joint corrective shapekeys) and drivers from active to selected

Parameters:
   Use import_daz.setSelection(list_of_selection) to specify input selection.
  •   useDriver (boolean) - Transfer both shapekeys and drivers
  •   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_other_morphs(
   useDriver = True,
   useSelectedOnly = False,
   ignoreRigidity = False
)


  Transfer all shapekeys except JCMs (bone driven) with drivers from active to selected

Parameters:
   Use import_daz.setSelection(list_of_selection) to specify input selection.
  •   useDriver (boolean) - Transfer both shapekeys and drivers
  •   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.unkey_morphs(type = "", prefix = "")

  Remove keys from all morphs of specified type at current frame

Parameters:
  •   type (string) - type
  •   prefix (string) - prefix


bpy.ops.daz.update()

  (undocumented operator)


bpy.ops.daz.update_all()

  Update everything. Try this if driven bones are messed up


bpy.ops.daz.update_hair()

  Change settings for particle hair


bpy.ops.daz.update_morph_paths()

  Update paths to predefined morphs


bpy.ops.daz.update_morphs(
   key = "",
   type = "",
   prefix = ""
)


  Set keys at current frame for all props of specified type with keys

Parameters:
  •   key (string) - key
  •   type (string) - type
  •   prefix (string) - prefix


bpy.ops.daz.update_prop_limits()

  Update min and max value for properties