Export_Export_To_Blender - Diffeomorphic/import_daz GitHub Wiki

Export To Blender

The .duf file contains information about the character shape in the form of morphs, but I have not fully understood how this is implemented, and in particular not how clothes are fitted to morphed characters. Instead of trying to reproduce the final vertex and bone locations inside Blender, these basic data are exported by a custom script to a .dbz file, which is then used in Blender to recreate the final meshes.

export-to-blender.png

First make sure that the DAZ Studio plug-in is installed, following the instructions here and here. From the File menu, select Export To Blender.

  • Export HD: Enable export of HD meshes. Disabled by default.
  • HD Convention: Many HD character have names that end with "HD". If the HD convention is enabled, the HD data is only exported for meshes whose names end with "HD".
  • Export HD UVs: Include the HD UV coordinates in the dbz file. This is necessary for true HD meshes (where no multires modifier is added in Blender). It is also necessary if you intend to bake the HD information to normal or displacement maps.
  • Default Location: The dbz file is saved in the same directory as the duf file, with the same name but with the file extension dbz. This is where the Blender add-on looks for it.

If the last option is disabled, a file selector appears and suggests the name of the dbz file.

save-dbz.png

Export a .dbz file with the same name as the .duf file, and located in the same directory. Since Aiko lives in the file aiko.duf, the file name becomes aiko.dbz. If you just save the .duf file, the right file name should be suggested automatically.

exported.png

After a little while we receive a message that the file has been saved.