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Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
Wish to thank all of you that tried to help me. Appreciate it.
Two problems:
1. The Vendor could not be bothered to to include adequate instructions (writing two clicks does not count)
2. The Product does not work.
You put these two problems in a mixing bowl and you get a mess.
1. Daz Studio 4.10 Pro
2. Autodesk Maya 2018
3. Twenty buck plugin that migh leave residual problem ( The fact that there is no item on bar, or opening window in Maya is scary}
We are left with.....Refund
Thank you all again
I assume that the PDF with the installation instructions did not work for you? http://docs.daz3d.com/lib/exe/fetch.php/public/read_me/index/47879/daztomaya_how_to_install.pdf
For some reason, the Readme doesn't seem to be included in the installer, just on the Read Me page of the product?
." Installation" insructions pdf are a disgrace.
This will hurt.
Apology number 2.... product works.
Fault is mine.....kind of
Will describe by way of explanation for those researching and those that tried to help, what happened.
As mentioned before the screen in maya to install plugin must be filled out and serial installed
To arrive at this screen to begin with you must click the 3dall in the menu bar it does not appear at startup
You can't click it or activate it until you see it or if the instructions had indicated it should be there.
Unless you know that it is not the type of plugin (as Zbrush, Keyshot) that sends the file to Maya
Unless you know that it is not set up as a Daz Export.Maya import type of script
I use a few plugins with Maya. common ones are GoZ and Keyshot to name a few.
They are listed on the menu, but it must be first come first served , the new 3dall is only visible on my larger screen (have several).
Once I tried putting Maya on the larger screen the 3dall was visible.
Again, thanks for the help, made note of all those that tried on Sunday to help me.
If I can ever return the favor.....
I find that when you eat crow......ketchup helps
Yea, that would be a good start. It could be that Maya has spoiled me so, that the animation tool bar is so high everything else falls short. Because when it comes to animating in studio it feels like I have ten thumbs. I just can't get a good feel for animating in studio or poser
In the video it shows facial rigging being used in the Maya Shape Editor. I can not seem to follow the steps (it is a VERY fast video) to get this option in the Shape Editor. Can anyone point me in the right direction?
Thanks!
To elaborate, opposite from all of you do not animate
Create figure and clothing in Daz, export obj, import to KeyShot for still renders.
Major problem is maps; Face, for example comes in with only Diffuse, you must look in Runtime/textures for bump, spec,normal
Not in map collection. Plus finding is time consuming.
The Daz figure brought into Maya renders well in KeyShot, same problem with maps only diffuse in KeyShot.
Biggest difference:
In Daz export as obj, figure keeps pose created in Daz.
In Daz to Maya figure comes with default pose.
I thought this plugin would solve the problem of maps
Not only did not solve it, but created posing problems.
Misunderstanding my fault, keeping it.
This, at least is not the vendors fault.
JCMs can easily be replicated in Cinema 4D with Xpresso. I already did it manually. So luckily we are not stuck here with DAZ Studio. The JCMs can be exported via FBX as well, just the ERCLinks between the joints and the morphs are missing and have to be added manually, which is quite cumbersome.
I have the educational version of Maya as well. It's totally free and complete. It only took me a few clicks to download it. Here is the link, if anyone is interested: https://www.autodesk.com/education/free-software/maya
This product looks awesome by the way. I tip my hat to the developer---great first product from him, and hopefully more updates to come.
Daz really needs more plugin developers on board to expand DS. So please support his efforts if you want him--and other developers---to continue developing plugins for Daz. Plugins are the most complicated and complex products to design and requires years of experience in multiple coding languages. As with any software, there may still be bugs at launch.
-P
Yes Maya can Export motion to a BVH file and DS 4.10.x now support proper BVHimport
for G3/G8.
I think you might be confusing muscle morphs with "HD morphs"
Daz Mike 2 is not an "HD mesh"
here he is without his muscle morphs dialed in but merely subdivided
to smooth out his horrible faceting that would show in a close up render
Not going to debate personal choices of figure generations mate,
I certainly have my preferences.
However in the context of a discussion about JCM& FBX imports from Daz
studio to Maya,
Certainly V4 does not solve anyone's problems as none of the many magnets
and other kludges to fix her joints in DS/poser will transfer via FBX either.
Daz Mike 2 is not an "HD mesh"
How many vertices does Michael 2 have? Compare that to Genesis 3. That's what I meant by "HD". So if I import a vestigial figure with ripped abs, it will look like an HD morph compared to anything I can get from G3. That was my point.
However in the context of a discussion about JCM& FBX imports from Daz
studio to Maya,
Certainly V4 does not solve anyone's problems as none of the many magnets
and other kludges to fix her joints in DS/poser will transfer via FBX either.
It seems you are in the wrong discussion. That is exactly what I was saying in my original post. It is a pity that I can't make her move in Maya like in DAZ without a lot of work. Bottom line, I'd rather be working in DAZ, but it's currently too painful. I was hanging around because I hoped this update might fix enough things to push me into the Daz club, but dynamic clothing isn't nearly enough. I will try to do a few scenes in DS because muscularity morphs are a time and money saver. But otherwise, my rant was just a goodbye cry to Daz Studio.
Good news (me)
Bad News (you)
If while in Daz you "lock the figure" the figure will come into Maya as you posed it.
But you cannot pose it.
HOw can I lock the figure? Can you explain? I have an idea.
I have no script menu. I have the plugin enabled in maya 2018. Also installed via DIM. Any ideas what i need to do to make the daz2all icon show up?
Thankyou!
Did you reboot Maya?
Yes. The scripts menu item is missing from dazstudio.
I have the interface active in maya.
Maybe this one isnt quite ready for prime time...though i'm not sure why my scripts menu isnt showing up in the main bar.
The script menu doesn't appear until you create a custom action from an item. If you follow the pdf document, you should be fine.
The script menu item is only automatic for the General Release -- if you're using the Public Build (Beta) you'll need to add it manually.
Posting "lock" screen print.
Select figure>edit>figure>lock . (Use it a lot for cameras, for muliple renders for compositing)
Note 1: Don't know why but there is few second lag in Maya until the actual 3dall menu shows up
Note 2. If you read my posts, no one trashed this program more than me.
I never thought on Sunday, at the height of frustration , I woulld say this.... but the thing works
However
The instructions, or lack thereof, are a disgrace.
No matter what the product, you should not have to spend hours getting it to work.
If it were not for the help of the people here ,would have requested a refund in the third hour
So after:
- installing the plugin
- making sure plugin was enabled in maya (windows / setting preferances / plugin manager / daztomaya.py - tick on loaded.
- modelling tab - top menu - 3DtoAll - >> import from Daz Studio - click and enter serial from daz3d (found under serials in your account)
- Load model in daz studio > top menu - scripts > 3Dtoall > DaztoMaya
- In Maya - DaztoMaya window ( modelling tab - top menu - 3DtoAll - >> import from Daz Studio) click auto import and . . .
Success. Sort of. The model came in fine with the rig and textures and poses no problem with Human Ik. However there are no Blend shapes in the shape editor, like in the totally useless video from the producer (if you can even tell that the face controls should be in the shape editor (maya > windows > animation editors > shape editor), due to the speed of the video.
On further investigation it appears that which morphs are brought from Daz to Maya is controlled by the FBX export options from Daz. So .
- In Daz Studio with a model loaded choose file > export > pick fbx and a file name > save to get the options up.
There is a list of morphs for each model in the scene and what you need to do is create an export rule for the ones you want. Click Edit Morph Export Rules.
Here I have added a rule for head.eCTRL and set this to export. I've also added one for anything starting with OBMG3F and set it to bake because without this (in my case, with this model) Maya keep running out of memory and crashing (possibly worth exporting to FBX once). Once your rules are set up use the DaztoMaya script again.
- top menu - scripts > 3Dtoall > DaztoMaya
- In Maya - DaztoMaya window ( modelling tab - top menu - 3DtoAll - >> import from Daz Studio) click auto import
It's fiddly and you want to set up rules to only include the morphs you need - have a good look through the morph names in the FBX export options. Trying to export everything will crash maya unless you have a massively powerful system.
Peresumably not mentioned in the manual because it would damage the 2 click off you go claim.
Hope this is helpful to someone.
Good explanation. If you have a whole lot of morphs and expressions, you will need a lot of RAM to use this plugin without editing the export rules. It would be nice if we could favorite the morphs we want to export and the script could recognizer them. I mentioned this to the developer and he said he was looking into it.
You can export your morph export rules so they can be loaded. Still can be tricky to work out exactly which morphs are which.
When i hit f3 to add the action, there is no daz2maya action there. Can someone point me towards how to add the scripts manually?
Thank you!
After animating in Maya, how to get motion back in daz? just save in fbx or...?
isn't there any thing changed in the rig with conversion or everything just still works?
I think I will just get a refund...I don't think I have the time to outdo the built in iray renderer.
That was my problem! Now to figure out how to just get the ones I want and not 150 others that I don't. :)
Thanks!
I was having a problem with the plugin not working in Maya 2017. I found out it works now that I installed Maya 2016 again.
One thing I would love to see added would be the ability to save the export under a unique name (or location) so that multiple figures can be exported/imported without overwriting the old exports and the materials from it. I can save the character meshes to a new location once it has been imported of course, but then I need to remap all of the textures/materials from a new location. I know I can let the next import just add to the same texture folder, but this will end up getting messy and at some point there may be a new one with the same name.
No, you don't. The materials are never overwritten. They accumulate in the materials folder. Only the figure gets overwritten with each export. Anyways, it's always good practice to establish a working project directory in Maya and move your things in there. In addition, you'll want to grab the remainder of your materials for the figure in your runtime/materials directory. So, C:\temp3d, like its name implies, is just a temporary staging directory. You probably shouldn't be working out of it.