![]() Export the scene as *.dae using custom options (without daz enhancements), and tick all of the settings.Hide everything in your scene except the model you want to export.It’s a bit of a hassle to correct the rigging, but if you prefer to pose your figure in Daz Studio (or Poser), or have hundreds of stock poser poses saved over the years, this is the way to go. The figure’s pose / animation is lost in the process.įortunately you can restore this by exporting the pose separately as a BVH mocap file.This adds an unnecessary layer of complication to your workflow. Daz Studio operates in Y-up whereas Blender works in Z-up, everything has to be rotated on the X axis by 90 degrees.I encountered geometry errors using obj.The model is automatically rigged to an armature (skeleton) which means you can animate and pose it in Blender.Textures are automatically mapped and assigned to materials correctly.One is to export the mesh as a wavefront object (*.obj), the other is to export as a COLLADA file (*.dae).Īfter experimenting with both, I found that exporting as a collada file was quicker and more reliable because: ![]() There are two reliable ways to export Daz figures to Blender (and other programs). Information on this is a bit scattered, so here are my findings.
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