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@DAZ_Jon Thank you. I'm looking forward to contributing.
I would have thought all that comes under bad coding? I'm trying to ascertain whether there will be restrictions (aside from legality, of course) due to policy. The example of the Meipe product might fall under some kind of undesireable category and therefore might be rejected (as was suggested in earlier posts). I am still not clear but it doesn't really matter as I would probably use the Diffeomorphic add-on but if development continues and the DAZ option becomes a better utility, I'd like to know that all of my purchases would work, not just DAZ store products.
@marble I wouldn't worry... what Daz_Jon said was pretty standard: Someone has to drive the bus. Every project has certain coding standards to promote uniformity across the codebase. And if the whole project is Open Source, and he said it is, there is absolutely nothing stopping people who want certain functionality from adding it. Heck, failing all else, you could even pool resources to pay someone from Fiverr.com or Guru.com to add it. Open source is a totally different ballgame and I am becoming more optimistic.
Thanks. I'm not familiar with the way Open Source works so I was just trying to get some clarity on what "Open" really means. I would imagine the Blender devs don't just shove any old code into the General Releases so, as you say, the bus needs a driver. On the oher hand, there may be reasons which have nothing to do with code that the driver can also veto which is why I asked earlier about whether, in that case, a branch might be possible.
Thank you!
If you spend any more time on the DAZ to Blender bridge,
PLEASE don't waste effort on past versions of Blender;
DO include earlier DAZ figures, like G2f, and everything (e.g. props)
that might go into a DAZ scene.
I haven't yet tried it, but as the DS side has a specifically-named script for DS 3/8 Anatomical Parts or Genitals, shouldn't THAT work with the other Geografts as well?
Yes please :)
I am very fresh when it comes to human animation. Have relied on preset animations/animate in the past. Would like to explore facial animation more in Blender using the plugin (which so far works quite well for me).
Question: I am finding the eye lids quite tricky to pose eg. create a blink action for the NLA editor. The three bone handles dont seem to move that intuitively? Is this me just too used to the "close eyes" slider in Daz lol??
If you click on the character itself, not the armature, and go to the object data button (t's the three lines that look like a triangle on the right hand side) you'll find the shape keys, and there's a ton of them which apparently is why the files are so huge, but you can do a lot of facial expressions there, control all the parts of the face just like in Daz. If you import expressions from Daz, like when it asks when you click on the bridge, this is where those will show up as well I've found.
Oh nice, I will check that out.
Forgive my butting in, but how do you apply those shape key "morphs" in Blender? I'm a newbie to posing/animating in Blender (though I've used it a bit for basic modelling and morph creation for Daz Studio characters) I've seen those Shape Keys but am mystified as to how to use them in this case.
OMG works perfectly! Life saver dude. Daz sliders in Blender!
Go into Object mode (not Pose). Select the figure and go into Object Data Properties tab. Scroll list of shape keys to find one you need eg. eyes closed. Set Value field between 0 and 1.
Ah, thank you - I couldn't get anything to happen but I think I was in Pose mode. I'll try this tomorrow.
Yay! Glad it worked :D The facial rig and how great these sliders work is my favorite part of the DTB bridge.
And MelanieL, being in pose mode happens to me all the time and I'm like why the heck won't this work? Lol all the time. Let us know if you have anymore trouble!
How about that Unreal bridge that was shown in product listings?