Adding to Cart…

Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
At least Cinema 4D has Xpresso, which allows to link morphs to joints. Everything else in Daz can be done in Cinema 4D with constraints or plugins. I assume that Maya is capable of doing the same.
Daz just needs to release a detailed specification about the files and dependencies and someone would write the importer. Their main interest is selling content anyway.
This my entire point so why care that Daz
can not properlyt import FBX rigs from MAYA or other apps
I care because DAZ has something in DS that none of those high end apps have. The autofitting and JCM features are unmatched. It's the only thing keeping me from abandoning hope for using DS. Damn them.
why are you using that vestigial 11 year old v4 model in Maya at all then?
Because that vestigial 11 year old model is higher resolution and better textured than most of the latest figures. And in Daz Studio, it moves just fine.
Yes but those environments with , particles and other VFX etc are the reason
Professionals buy MAYA,MAX ,Houdini.
I'm not a professional. I bought Maya for one reason: To be able to animate Daz Characters properly (the animation process is so darn painful in DS)
We have to learn to use the features we paid for and not expect
a freeware app like Daz studio to emulate the capabilities of those
expensive solutions.
You can learn the features until you're blue in the face, but auto-JCM's and autofits won't magically appear. Only Daz has them
"...But Daz studio the application will never be embraced for final production by professionals..."
Why would this concern me? I'm not a professional. I just want to make a movie that doesn't look like a bad video game.
"But us people who want to use Daz assets in other programs will have
to learn to use the tools in "other" our programs and DO THE WORK to get the imported non native Daz assets
to look how we need them to look."
And that's the pity of the situation. I see the potential for DS to save lone animators like myself a LOT of work. It only takes a few basic things. I'd like to spend a lot less time doing technical work trying to get everything to work together and more time doing the creative work of actually animating. I'll guess I'll keep dreaming.
A plugin script can't give you access to technology that Daz3D won't release. Besides that, your host program would have to support it, which is unlikely. So JCM's are stuck in DAZ. I don't know why they locked us out of the subD.
I have Maya 2016 and Daz3d 4.10 and the Daz to Maya thing is not installing. I want my money back.
You have 30 days to test since you purchased it, if you don't like the product you can get your money back in this interval of time. Try a few days more, if you believe again that the plugin is not for you fill a ticket. You don't need explain why you want return the product.
So there's no way to animate in Maya and import the animation to Daz Studio?
Daz did not invent JCM's, Most high end program have had muscle and skin deformation system for many years
as far as Daz JCM system being "unmatched" I would say that Implicit skinning is superior in every way
http://rodolphe-vaillant.fr/?e=31
A Genesis model( 1-2 at least)
can natively switch to V4's UVs and use all of her 12 year catalogue of textures
So how is V4 "better textured"???
Additionally all of the advanced hand/limb controls
(grasp ,spread etc) are missing from V4 when you load a V4 into studio
thus all of her fingers would have to be animated individually if you needed V4 to grasp an object in studio
so she does not "move fine" enough for my usage in Daz studio
And genesis can of course be subdivided at will for more resolution and DS native HD morphs
Many application have their own implimentation of JCM
Also The Mightly Autodesk MAYA is quite capable of making animated films that does not look like a bad video game
when the proper work is put into the project.
It can if people would use the free DSON technology instead of aging, primitive formats like
FBX, they would have a fully functional genesis in their native apps.
Daz has made the DSON tech available
Smith Micro opted not to do the work
thus we see only half functional Genesis figures in poser Supported by third party hacks.
Daz is not responible for plugin makers refusal to do the work
but instead resort to decades old figure transfer methods like FBX
The lack of SubD is a limition of the aged FBX format not some punitive
action taken by Daz inc.
MY JCMs Look perfect in exported high subD .obj files driven to motion by MDD data
Like IK solvers,SubD& JCM is an internal algorithum imposed by each native application
and is only "baked" to that resolution in static exports like .obj/MDD
FBX is not sophisitcated enough to parse and store subdivison Data between applications
as it was originally developed by Kaydara to move simply weighted rigged animated figures between
applications in VFX pipelines.
Pictured Here is the vestigal Mike 2 rig in C4D at his original resolution on the left
and with a "hypernubs modifier" on the right with with subD set to 1.
Certiainly MAYA can at least apply non destructve subdivision to that base FBX that this plugin imports
Not to mention that all JCM's are actually made in a modeling program like Maya or zBrush and IMPORTED into DAZ Studio to be used by the native rigging inside Studio. If someone chooses to use fbx export and is too lazy to take the time to make the morphs in whatever software they're using (Maya in this case) it's not DAZ's fault.
Of course Daz didn't invent JCM's, thats not the point. As far as I know, DAZ is the only software with automatic application of JCM (funny you neglected to comment on that point). A JCM is just a corrective morph for bad deformations in the joints. In Maya, I have to sculpt my own corrective morphs for each character and each pose. This is a lot of work I'd rather not be doing. DAZ studio has implemented technology that is coupled with their figures to do that automatically. You haven't noticed this? In Maya, if I want flexing muscles, I have to use a muscle simulator (a time consuming process). In DS, I just need to buy some flexor morphs and the effect will probably be good enough. That will never be a Maya feature because it is coupled to a set of supported figures and assets. Maya users generally have no use for such tech as DSON, they develop their own assets.
So how is V4 "better textured"???
Additionally all of the advanced hand/limb controls
(grasp ,spread etc) are missing from V4 when you load a V4 into studio
thus all of her fingers would have to be animated individually if you needed V4 to grasp an object in studio
so she does not "move fine" enough for my usage in Daz studio
And genesiscan of course be subdivided at will for more resolution and DS native HD morphs
It doesn't matter how, I have eyes and I've seen V4.2 figures that look better most G3 or G8. Once more, they are more detailed. There is no need for HD morphs, they are already HD. When I import them into Maya, I have no need to subdivide. Subdividing a base G3 figure is not going to bring back the HD details lost in the fbx transport. They are gone forever. As far as hand controls, OMG, that solution is just a script away. As long as there are finger joints, the problems can be solved.
Pictured Here is the vestigal Mike 2 rig in C4D at his original resolution on the left...
Thank you, you just made my point. You have to use a "vestigal" character to do that because they are already "HD". Try doing that with a Genesis figure. You can't. Base sub-d can't produce HD details. But that is the least of my concerns. Base resolution is good enough for me. I'm not ok with sculpting all those correctives.
dzrap:
Asking you because yoy actually got it to work
Rather then keep asking questions decided to bite the bullet and purchase.
Daz Installer installed....There is an icon top right for script.in Daz.
Went to Maya 2018 plugin was/is enabled.
Open scene in Daz Simple figure. Simple clothing. Run script...arrow bar reads converting and............nothing.
What is supposed to happen?
Does Maya open with scene?
Does Daz convert scene to Maya File ,if so where is it?
I smell refund...
Thank you
And each and every one of those JCM morphs is hand sculpted in either zBrush or Maya prior to being imported into DAZ Studio. They do not simply magically spring into existence in the software. Ask any DAZ content creator and they will tell you that making those is the most time consuming part of creating any item for Studio.
If it is not showing up in DIM make sure you have Plugin enabled in the Download Filters. If you don't, it will not show up as available for download. (I had this problem.)
Really excited to see how this works, as I'm going to be getting the educational version of Maya for school next Spring. Does anybody know if there's any limitations on what stuff you can and cannot import?
A bad thought occurs if it doesn't work, what does it do to Maya which costs a lot more.
Forgot was giver a serial number but nowhere to put it.????
I would advise EXTREME CAUTION regarding this item.
Serial Number goes in Maya, not Studio.
Situation worse, restarted program to load new figure, script icon disappeared (was on top right).
Have many Runtimes, default folder for DIM install?
Look at the Read me for this product.....nothing coul be simpler (yeah right)
OF COURSE! Somebody did the work, but it wasn't me! IF DAZ Studio were a decent animation program, I could have dozens of such artists to help me work faster. In Maya, I have to do all that work alone or hire it out at a much higher rate than if I bought the asset in DAZ. And yes it's time-consuming, that's why I don't want to do it, this is my whole point!
After it converts in DAZ, you're done. Go to Maya and use the script to import it.
What do I import, where is it,file type>please help thank you.
Should not be bothering you
The read me's for this are disgrace
On your top menu bar, it says "3DtoAll". This is where the script is. Pull down the menu and click on it. A box will pop up. There are two buttons in the box. It is self-explanatory.
Forgive me, I am 72 years old and have doing this stuff for years, installing Daz products is routine.
At this moment I am scared, mad,frustrated. The fear is from what this might do to Maya if I keep playing (it ain't cheap}
I do not ask this lightly, I have some pride, if there were directions from the vendor, would not have to ask at all but:
1. Installed and reinstalled the product.
2.the script icon is in the daz window, I have a serial number but nowhere to put it
3. The maya plug in is recognized and enabled. (nowhere to put serial numer in Maya)nor is there and Maya menu mentioning.
Now
I create a figure in Daz
I select the figure
I run the script, a progress bar shows converting....excellent
Now What?????
Please!!!
Did you read what I wrote? If you ran the script in DAZ, you can leave DAZ now. Open Maya and run the Maya script. It's in your top menu bar, labled "3DtoAll".
If the plugin is enabled in Maya, there will be a new option on your top menu bar called "-3DtoAll-" (hopefully I've attached a screen clipping.) The first time you run it it will ask you for your seriel number - input it in the black box. Activate the plugin. Then you will see a pop-up window of options.
I'm sorry, I didn't read the part about you not getting the menu item in Maya. In the default setup in Maya, there is a script window (at the bottom). It will either say Python or Mel. I believe it is a Python script. You can try typing the name of the script, "daz2maya". That may activate the script. I didn't buy my script from Daz, so your situation may be different.
Command did not work
No option at top of maya
no 3dall
no window open for serial number input in
You said the Maya script is enabled. That means you saw it enabled in the plugin manager, is that right? After that you need to reboot Maya. then your menu will appear.
The problem I have been having is that the "scripts" tab keeps disappearing, and then I cannot find the script anywhere in Daz. The only way I can fix this is to uninstall and re-install Daz to Maya. I've had to do this 3 or 4 times in the last two days.
The script is in your Daz Library in the scripts folder.