Feature_Tool_List - Diffeomorphic/import_daz GitHub Wiki

List of tools ordered by feature

Main Tools

  • Import Action

    • Import poses from DAZ pose preset file(s) to action
    • daz.import_action
  • Import Pose Library

    • Import poses from DAZ pose preset file(s) to pose library
    • daz.import_poselib
  • Import Pose

    • Import a pose from DAZ pose preset file(s)
    • daz.import_pose
  • Import Expression

    • Import an expression from DAZ pose preset file(s)
    • daz.import_expression
  • Import Pose From Scene

    • Import a pose from DAZ scene file(s) (not pose preset files)
    • daz.import_node_pose
  • Clear Pose

    • Clear all bones and object transformations
    • daz.clear_pose
  • Prune Action

    • Remove F-curves with zero keys only
    • daz.prune_action
  • Impose Locks And Limits

    • Impose locks and limits for current pose
    • daz.impose_locks_limits
  • Make Shader Groups

    • Create shader groups for the active material
    • daz.make_shader_groups
  • Silent Mode

    • Toggle silent mode on or off (error popups off or on)
    • daz.set_silent_mode
  • Scan Absolute Paths

    • Scan the entire DAZ database. For case-sensitive file systems
    • daz.scan_absolute_paths
  • Add Content Directory

    • Add a content directory
    • daz.add_content_dir
  • Add MDL Directory

    • Add an MDL directory
    • daz.add_mdl_dir
  • Add Cloud Directory

    • Add a cloud directory
    • daz.add_cloud_dir
  • Save Settings File

    • Save current settings to file
    • daz.save_settings_file
  • Load Factory Settings

    • Restore all global settings to factory defaults
    • daz.load_factory_settings
  • Load Root Paths

    • Load DAZ root paths from file
    • daz.load_root_paths
  • Add Content Directories

    • Add DAZ root paths in directory
    • daz.add_content_dirs
  • Load Settings File

    • Load settings from file
    • daz.load_settings_file
  • Update Settings

    • Update settings from file
    • daz.update_settings
  • Global Settings

    • Show or update global settings
    • daz.global_settings
  • Import DBZ Morphs

    • Import DBZ or JSON file(s) (.dbz, .json) as morphs
    • daz.import_dbz
  • Copy Drivers

    • Copy drivers from active armature to selected armatures
    • daz.copy_drivers
  • Optimize Drivers

    • Optimize the web of drivers. New morphs can not be loaded afterwards
    • daz.optimize_drivers
  • Update All

    • Update everything. Try this if driven bones are messed up
    • daz.update_all
  • Disable Drivers

    • Disable all drivers to improve performance
    • daz.disable_drivers
  • Enable Drivers

    • Enable all drivers
    • daz.enable_drivers
  • Remove Corrupt Drivers

    • Remove corrupt drivers and drivers leading to dependencey loops
    • daz.remove_corrupt_drivers
  • Eliminate Empties

    • Delete empties, parenting its children to its parent instead
    • daz.eliminate_empties
  • Make All Bones Posable

    • Add an extra layer of driven bones, to make them posable
    • daz.make_all_bones_posable
  • Finalize Armature

    • Remove unused bone constraints
    • daz.finalize_armature
  • Enable Locks And Limits

    • Enable locks and limits
    • daz.enable_locks_limits
  • Disable Locks And Limits

    • Disable locks and limits
    • daz.disable_locks_limits
  • Morph Armature

    • Update the armature for ERC morphs
    • daz.morph_armature
  • Inspect World Matrix

    • List world matrix of active object
    • daz.inspect_world_matrix
  • Enable All Layers

    • Enable all bone layers
    • daz.enable_all_layers
  • Get Fingerprint

    • Get fingerprint of active character
    • daz.get_finger_print
  • Change Armature

    • Make the active armature the armature of selected meshes
    • daz.change_armature
  • Make Multires

    • Convert HD mesh into mesh with multires modifier, and add vertex groups and extra UV layers
    • daz.make_multires
  • Prune UV Maps

    • Remove unused UV maps
    • daz.prune_uv_maps
  • Finalize Meshes

    • Remove internal properties from meshes. Disables some tools but may improve performance
    • daz.finalize_meshes
  • Change Colors

    • Change viewport colors of all materials of this object
    • daz.change_colors
  • Change Skin Colors

    • Change viewport colors of all materials of this object
    • daz.change_skin_color
  • Decode File

    • Decode a gzipped DAZ file (.duf, *.dsf, .dbz) to a text file
    • daz.decode_file
  • Apply Transforms

    • Apply transforms to selected objects and its children
    • daz.apply_transforms
  • Quote

    • (undocumented operator)
    • daz.quote
  • Unquote

    • (undocumented operator)
    • daz.unquote
  • Quote/Unquote

    • Quote or unquote specified text
    • daz.quote_unquote
  • Save Local Textures

    • Copy textures to the textures subfolder in the blend file's directory
    • daz.save_local_textures
  • Combine Scene Materials

    • Combine identical materials in scene across objects
    • daz.combine_scene_materials
  • Merge Materials

    • Merge identical materials of selected meshes
    • daz.merge_materials
  • Copy Materials

    • Copy materials from active mesh to selected meshes
    • daz.copy_materials
  • Change Resolution

    • Change all textures of selected meshes with resized versions. The resized textures must already exist.
    • daz.change_resolution
  • Resize Textures

    • Replace all textures of selected meshes with resized versions
    • daz.resize_textures
  • Prune Node Trees

    • Prune all material node trees for selected meshes
    • daz.prune_node_trees
  • Update Render Settings

    • Update render and light settings if they are inadequate
    • daz.update_render_settings
  • Strip Material Names

    • Strip endings from material names
    • daz.strip_material_names
  • Sort Materials By Name

    • Reorder materials by name as in DAZ Studio
    • daz.sort_materials_by_name
  • Update Materials

    • Update Materials
    • daz.update_materials
  • All

    • Select all materials
    • daz.select_all_materials
  • Skin

    • Select skin materials
    • daz.select_skin_materials
  • Skin-Lips-Nails

    • Select all skin or red materials
    • daz.select_skin_red_materials
  • None

    • Select no material
    • daz.select_no_material
  • Set Shell Influence

    • (undocumented operator)
    • daz.set_shell_influence
  • Toggle Shell Influence

    • (undocumented operator)
    • daz.toggle_shell_influence
  • Merge Geografts

    • Merge selected geografts to active object
    • daz.merge_geografts
  • Merge Rigs

    • Merge selected rigs to active rig
    • daz.merge_rigs
  • Copy Pose

    • Copy pose from active rig to selected rigs
    • daz.copy_pose
  • Apply Rest Pose

    • Apply current pose at rest pose to selected rigs and children
    • daz.apply_rest_pose
  • Merge Toes

    • Merge separate toes into a single toe bone
    • daz.merge_toes
  • Load Moho

    • Load Moho (.dat) file
    • daz.load_moho
  • Update Morph Paths

    • Update paths to predefined morphs
    • daz.update_morph_paths
  • Select All

    • Select/Deselect all morphs in this section
    • daz.select_all_morphs
  • Import Units

    • Import selected face unit morphs
    • daz.import_units
  • Import Expressions

    • Import selected expression morphs
    • daz.import_expressions
  • Import Visemes

    • Import selected visemes morphs
    • daz.import_visemes
  • Import Head

    • Import selected head morphs
    • daz.import_head
  • Import FACS

    • Import selected FACS morphs
    • daz.import_facs
  • Import FACS Details

    • Import selected FACS details morphs
    • daz.import_facs_details
  • Import FACS Expressions

    • Import selected FACS expression morphs
    • daz.import_facs_expressions
  • Import PowerPose

    • Import selected PowerPose morphs
    • daz.import_powerpose
  • Import Anime

    • Import selected anime morphs
    • daz.import_anime
  • MHX Compatible

    • Select MHX compatible body morphs
    • daz.select_mhx_compatible
  • Import Body Morphs

    • Import selected body morphs
    • daz.import_body_morphs
  • All But Fingers

    • Deselect morphs for fingers and toes
    • daz.all_but_fingers
  • Import JCMs

    • Import selected joint corrective morphs
    • daz.import_jcms
  • Import Masculine

    • Import selected masculine JCMs
    • daz.import_masculine
  • Import Feminine

    • Import selected import_feminine JCMs
    • daz.import_feminine
  • Import Flexions

    • Import selected flexion morphs
    • daz.import_flexions
  • Create Bulges

    • Create bulge morphs. Only for Genesis and Genesis 2 character
    • daz.create_bulges
  • Import Standard Morphs

    • Import all standard morphs of selected types. Doing this once is faster than loading individual types
    • daz.import_standard_morphs
  • Import Custom Morphs

    • Import selected morphs from native DAZ files (.duf, .dsf)
    • daz.import_custom_morphs
  • Save Favorite Morphs

    • Save favorite morphs
    • daz.save_favo_morphs
  • Load Favorite Morphs

    • Load favorite morphs
    • daz.load_favo_morphs
  • Import Baked Correctives

    • Import all custom correctives for baked morphs
    • daz.import_baked_correctives
  • Import DAZ Favorites

    • Import custom morphs marked as favorites in DAZ Studio
    • daz.import_daz_favorites
  • Add Pinning Group

    • Add HairPin group to mesh hair
    • daz.mesh_add_pinning
  • Select Parent Vertices

    • Select parent vertices
    • daz.select_parent_verts
  • Print Statistics

    • Display statistics for selected meshes
    • daz.print_statistics
  • Convert To Widgets

    • Convert the active mesh to custom shapes for the parent armature bones
    • daz.convert_widgets
  • Render Frames

    • Render a range of frames as still images. To overcome problems with morphing armatures and rendering
    • daz.render_frames
  • Scan Morph Directory

    • Scan a single directory for morphs for the present mesh, and build a database
    • daz.scan_morph_directory
  • Scan Morph Database

    • Scan the DAZ database for morphs for the present mesh, and build a database
    • daz.scan_morph_database
  • Check Database For Updates

    • (undocumented operator)
    • daz.check_database
  • All

    • Select all
    • daz.select_all
  • None

    • Select none
    • daz.select_none
  • All

    • Activate all unprotected morphs of this type
    • daz.activate_all
  • Protected

    • Activate all protected morphs of this type
    • daz.activate_protected
  • None

    • Deactivate all morphs of this type
    • daz.deactivate_all
  • Clear Morphs

    • Set all selected morphs of specified type to zero. Does not affect integer properties
    • daz.clear_morphs
  • Set Morphs

    • Set all selected morphs of specified type to given value. Does not affect integer properties
    • daz.set_morphs
  • Clear Shapes

    • Set all selected shapekey values of specified type to zero
    • daz.clear_shapes
  • Set Shapes

    • Set all selected shapekey values of specified type to given value. Does not affect integer properties
    • daz.set_shapes
  • Keyset

    • Add selected morphs to active custom keying set, or make new one
    • daz.add_keyset
  • Set Keys

    • Set keys for all selected morphs of specified type at current frame
    • daz.key_morphs
  • Set Keys

    • Set keys for all shapes of specified type at current frame
    • daz.key_shapes
  • Remove Keys

    • Remove keys from all selected morphs of specified type at current frame
    • daz.unkey_morphs
  • Remove Keys

    • Remove keys from all shapekeys of specified type at current frame
    • daz.unkey_shapes
  • Toggle All Categories

    • Toggle all morph categories on and off
    • daz.toggle_all_cats
  • Pin Icon

    • Pin property
    • daz.pin_prop
  • Pin Icon

    • Pin shapekey value
    • daz.pin_shape
  • Transfer Shapekeys

    • Transfer shapekeys from active mesh to selected meshes
    • daz.transfer_shapekeys
  • Apply Active Shapekey

    • Add active shapekey to all other shapekeys
    • daz.apply_active_shapekey
  • Update Scrollbars

    • Update all scrollbars
    • daz.update_scrollbars
  • Show All

    • Show all meshes/makeup of this rig
    • daz.show_all_vis
  • Hide All

    • Hide all meshes/makeup of this rig
    • daz.hide_all_vis
  • Toggle Vis

    • Toggle visibility of this mesh
    • daz.toggle_vis

Rigging Tools

  • Select Matching Bones

    • Select bones with matching names
    • daz.select_matching_bones
  • Lock Channels

    • Lock certain channels
    • daz.lock_channels
  • Clear Center

    • Move object to DAZ center
    • daz.clear_center
  • Add IK goals

    • Add IK goals
    • daz.add_ik_goals
  • Add Winders

    • Add winders to selected posebones
    • daz.add_winders
  • Add Tails

    • Add tails to selected posebones
    • daz.add_tails
  • Move Graft Bones

    • Move geograft bones to Tweak layer
    • daz.move_graft_bones
  • Add Extra Face Bones

    • Add an extra layer of face bones, which can be both driven and posed
    • daz.add_extra_face_bones
  • Fix Legacy Posable Bones

    • Convert legacy posable bones to modern ones
    • daz.fix_legacy_posable
  • Rotate Bones

    • Rotate selected bones the same angle
    • daz.rotate_bones
  • Fix Limit Rotation Constraints

    • (undocumented operator)
    • daz.fix_limit_rot_constraints
  • Change Prefix To Suffix

    • Change l/r prefix to .L/.R suffix, to use Blender symmetry tools
    • daz.change_prefix_to_suffix
  • Change Suffix To Prefix

    • Change .L/.R suffix to l/r prefix, to prepare rig for MHX or Rigify
    • daz.change_suffix_to_prefix
  • Hide Unused Links

    • Move unconnected bones with matching names away
    • daz.hide_unused_links
  • Make Eulers

    • Convert all quaternion bones to XYZ Eulers
    • daz.make_eulers
  • Improve IK

    • Improve IK behaviour
    • daz.improve_ik
  • Optimize Pose For IK

    • Optimize pose for IK. Incompatible with pose loading and body morphs
    • daz.optimize_pose
  • Set Driver Modes

    • Change driver rotation modes. Avoids some popping during animation at the cost of JCMs accuracy
    • daz.set_driver_modes
  • Batch Set Custom Shape

    • Set the selected mesh as the custom shape of all selected bones
    • daz.batch_set_custom_shape
  • Remove Driven Bones

    • Remove driven (drv) bones and drive the posable bones. This undoes Make All Bones Posable
    • daz.remove_driven_bones

Simple IK

  • Add Simple IK

    • Add Simple IK constraints to the active rig. This will not work if the rig has body morphs affecting arms and legs, and the bones have been made posable
    • daz.add_simple_ik
  • Snap FK

    • Snap FK bones to IK bones
    • daz.snap_simple_fk
  • Snap FK All

    • Snap all FK bones to IK bones
    • daz.snap_all_simple_fk
  • Snap FK Animation

    • Snap FK animation for selected frames
    • daz.snap_simple_fk_animation
  • Snap IK

    • Snap IK bones to FK bones. Snapping is only approximate
    • daz.snap_simple_ik
  • Snap IK All

    • Snap all IK bones to FK bones. Snapping is only approximate
    • daz.snap_all_simple_ik
  • Toggle FK IK

    • Toggle FK/IK
    • daz.toggle_fk_ik
  • Connect Bone Chains

    • Connect all bones in chains to their parents
    • daz.connect_bone_chains
  • All

    • Select all named layers and unselect all unnamed layers
    • daz.select_named_layers
  • ("Only Active" if BLENDER3 else "None")

    • Unselect all named and unnamed layers except active
    • daz.unselect_named_layers

MHX

  • Convert To MHX
    • Convert rig to MHX
    • daz.convert_to_mhx

Rigify

  • Convert To Rigify

    • Convert active rig to rigify
    • daz.convert_to_rigify
  • Create Metarig

    • Create a metarig from the active rig
    • daz.create_meta
  • Rigify Metarig

    • Convert metarig to rigify
    • daz.rigify_meta

Pose Tools

  • Bake Pose To FK Rig

    • Bake pose to the FK rig before saving pose preset. IK arms and legs must be baked separately
    • daz.bake_pose_to_fk_rig
  • Copy Absolute Pose

    • Copy pose in world space from active to selected armatures. Only works properly if both armatures have the same bone names
    • daz.copy_absolute_pose
  • Object Pose To Bones

    • Clear object transform and transfer pose to unparented bones
    • daz.object_pose_to_bones
  • Pose To Children

    • Clear selected bones and transfer pose to children
    • daz.pose_to_children
  • Transfer Eye To Gaze

    • Transfer eye bone animation to gaze bones
    • daz.transfer_to_gaze
  • Transfer Gaze To Eye

    • Transfer gaze bone animation to eye bones
    • daz.transfer_from_gaze
  • Bake Shapekeys

    • Bake shapekey values to current action. Mute control rig afterwards
    • daz.bake_shapekeys
  • Mute Control Rig

    • Disable drivers and copy location/rotation constraints
    • daz.mute_control_rig
  • Unmute Control Rig

    • Enable drivers and copy location/rotation constraints
    • daz.unmute_control_rig
  • Save Poses To File

    • Save the current scene poses as a json file
    • daz.save_poses_to_file
  • Load Poses From File

    • Load poses for all objects from json file
    • daz.load_poses_from_file
  • Key All Poses

    • Insert keys for all objects at current frame
    • daz.key_all_poses

Object Tools

  • Categorize Objects

    • Move unparented objects and their children to separate categories
    • daz.categorize_objects
  • Add Mannequins

    • Add mannequins to selected meshes. Don't change rig after this.
    • daz.add_mannequin
  • Scale Materials

    • Scale material properties with dimension of length (bump distance, subsurface radius, etc.)
    • daz.scale_materials
  • Scale Objects

    • Safely change the unit scale of selected object and children
    • daz.scale_objects

Material Tools

  • Make Combo Material

    • Create a combo node group for selected materials
    • daz.make_combo_material
  • Make Decal

    • Add a decal to the active material
    • daz.make_decal
  • Launch Material Editor

    • Edit materials of selected meshes
    • daz.launch_editor
  • Reset Materials

    • Reset materials to original
    • daz.reset_materials
  • Replace Materials

    • Replace selected materials with specified material. For copying geograft base materials
    • daz.replace_materials
  • Find Missing Textures

    • Search for missing textures of selected meshes in the DAZ database
    • daz.find_missing_textures
  • Activate Diffuse

    • Activate diffuse texture node, to make textured view work correctly
    • daz.activate_diffuse
  • Make Palette

    • Create a palette for use with the asset browser
    • daz.make_palette
  • Tiles From Geograft

    • Move geograft UV coordinates to same tile as body UVs
    • daz.tiles_from_geograft
  • Fix Texture Tiles

    • Copy textures to the right directory and correct tile numbers. To fix incorrect Genesis 8.1 material names
    • daz.fix_texture_tiles
  • Make UDIM Materials

    • Combine materials of selected mesh into a single UDIM material. Geografts must be merged first
    • daz.make_udim_materials
  • Set UDIM Tile

    • Move all UV coordinates of selected materials to specified UV tile
    • daz.set_udims

Mesh Tools

  • Copy Attributes

    • Copy attributes from active to selected
    • daz.copy_attributes
  • Display Material Group

    • (undocumented operator)
    • daz.display_material_group
  • Display Polygon Group

    • (undocumented operator)
    • daz.display_polygon_group
  • Make Low Poly

    • Replace all selected meshes by low-poly versions
    • daz.make_lowpoly
  • Apply Morphs

    • Apply all shapekeys
    • daz.apply_morphs
  • Add Push

    • Add a push shapekey
    • daz.add_push
  • Apply Subsurf

    • Apply subsurf modifier, maintaining shapekeys
    • daz.apply_subsurf
  • Apply Multires

    • Apply multires modifier, maintaining shapekeys
    • daz.apply_multires
  • Apply Active Modifier

    • Apply active modifier, maintaining shapekeys
    • daz.apply_active_modifier
  • Copy Modifiers

    • Copy modifiers from active mesh to selected
    • daz.copy_modifiers
  • Find Seams

    • Create seams based on existing UVs
    • daz.find_seams
  • Load UV Set

    • Load a UV set to the active mesh
    • daz.load_uv
  • Collapse UDIMs

    • Restrict UV coordinates to the [0:1] range
    • daz.collapse_udims
  • Restore UDIMs

    • Restore original UV coordinates outside the [0:1] range
    • daz.restore_udims
  • Copy UVs

    • Copy UV map from active mesh to selected meshes
    • daz.copy_uvs
  • Merge UV Layers

    • Merge an UV layer to the active render layer. Merging the active render layer to itself replaces any UV map nodes with texture coordinate nodes
    • daz.merge_uv_layers
  • Merge Meshes

    • Merge selected meshes to active mesh
    • daz.merge_meshes
  • Limit Vertex Groups

    • Limit the number of vertex groups per vertex
    • daz.limit_vertex_groups
  • Prune Vertex Groups

    • Remove vertices and groups with weights below threshold
    • daz.prune_vertex_groups
  • Greate Graft Groups

    • Create vertex groups from graft information
    • daz.create_graft_groups
  • Transfer Vertex Groups

    • Transfer vertex groups from active to selected
    • daz.transfer_vertex_groups
  • Transfer UV Layers

    • Transfer UV layers from active to selected
    • daz.transfer_uv_layers
  • Copy Vertex Groups By Number

    • Copy vertex groups from active to selected meshes with the same number of vertices
    • daz.copy_vertex_groups_by_number
  • Modify Vertex Group

    • Modify the active vertex group
    • daz.modify_vertex_group

Morph Tools

  • Rename Category

    • Rename selected category
    • daz.rename_category
  • Remove Standard Morphs

    • Remove selected standard morphs and associated drivers
    • daz.remove_standard_morphs
  • Remove Categories

    • Remove selected categories and associated drivers
    • daz.remove_categories
  • Join Categories

    • Join selected categories with the chosen category
    • daz.join_categories
  • Protect/Unprotect Categories

    • Protect/unprotect all morphs in selected categories
    • daz.protect_categories
  • Protect/Unprotect Morphs

    • Protect/unprotect selected morphs
    • daz.protect_morphs
  • Update Slider Limits

    • Update selected slider min and max values. All slider limits are selected when called from script
    • daz.update_slider_limits
  • Remove All Drivers

    • Remove all drivers from selected objects
    • daz.remove_all_drivers
  • Bake All ERC Drivers

    • Bake all ERC drivers to selected rigs and children. Only works if ERC method is Armature or Armature All
    • daz.bake_all_erc_drivers
  • Add Driven Value Nodes

    • Add driven value nodes
    • daz.add_driven_value_nodes
  • Add Shapekey To Category

    • Add selected shapekeys to mesh category
    • daz.add_shape_to_category
  • Add Shapekey Drivers

    • Add rig drivers to shapekeys
    • daz.add_shapekey_drivers
  • Remove Shapekey From Category

    • Remove selected shapekeys from mesh category
    • daz.remove_shape_from_category
  • Remove Shapekeys

    • Remove shapekeys and drivers from active mesh
    • daz.remove_shapekeys
  • Remove Shapekey Drivers

    • Remove rig drivers from shapekeys
    • daz.remove_shapekey_drivers
  • Convert Morphs To Shapekeys

    • Convert selected morphs to shapekeys. All morphs are converted when called from script
    • daz.convert_morphs_to_shapekeys
  • Transfer Animation To Shapekeys

    • Transfer the armature action to actions for shapekeys. From active armature to selected meshes. Transferred morph F-curves are removed from the armature action
    • daz.transfer_animation_to_shapekeys
  • Transfer Mesh To Shapekey

    • Transfer selected mesh to active shapekey
    • daz.transfer_mesh_to_shape
  • Apply All Shapekeys

    • Apply all shapekeys to selected meshes
    • daz.apply_all_shapekeys
  • Mix Shapekeys

    • Mix shapekeys
    • daz.mix_shapekeys
  • Visualize Shapekey

    • Visualize shapekey as a vertex group
    • daz.visualize_shapekey

Hair Tools

  • Make Hair Proxy

    • Make proxy for hair curves and add cloth simulation to it
    • daz.make_hair_proxy
  • Add Hair Rig

    • Add an armature to mesh hair
    • daz.add_hair_rig
  • Set Envelopes

    • Change the envelopes of all deform bones
    • daz.set_envelopes
  • Toggle Hair Locks

    • Disable/enable locking of all deform bones
    • daz.toggle_hair_locks
  • Select Random Strands

    • Select random subset of strands selected in UV space. Useful for reducing the number of strands before making particle hair
    • daz.select_random_strands
  • Select Strands By Width

    • Select strands not wider than threshold
    • daz.select_strands_by_width
  • Select Strands By Size

    • Select strands based on the number of faces. Useful for reducing the number of strands before making particle hair
    • daz.select_strands_by_size
  • Make Hair

    • Make particle hair from mesh hair
    • daz.make_hair
  • Update Hair

    • Copy settings from active particle system to all other particle systems
    • daz.update_hair
  • Combine Hairs

    • Combine several hair particle systems into a single one
    • daz.combine_hairs
  • Color Hair

    • Change particle hair color
    • daz.color_hair
  • Connect Hair

    • (Re)connect hair
    • daz.connect_hair

Visibility Tools

  • Add Visibility Drivers

    • Control visibility with rig property. For file linking.
    • daz.add_visibility_drivers
  • Remove Visibility Drivers

    • Remove ability to control visibility from rig property
    • daz.remove_visibility_drivers
  • Create Masks

    • Create vertex groups and mask modifiers in active mesh for selected meshes
    • daz.create_masks
  • Copy Masks

    • Copy selected mask modifiers and vertex groups from active to selected
    • daz.copy_masks
  • Add Shrinkwrap

    • Add shrinkwrap modifiers covering the active mesh. Optionally add solidify modifiers
    • daz.add_shrinkwrap
  • Make Invisible

    • Hide selected faces by assigning an invisible material to them
    • daz.make_invisible
  • Add Shapekey Visibility Drivers

    • Add drivers to selected shapekeys, depending on the visibility of selected clothes
    • daz.add_shape_vis_drivers
  • Select Covered Vertices

    • Select vertices that are covered by selected meshes
    • daz.select_covered_verts

HD Tools

  • Load Scalar Disp Maps

    • Load scalar displacement map to selected materials
    • daz.load_scalar_disp
  • Load Vector Disp Maps

    • Load vector displacement map to selected materials
    • daz.load_vector_disp
  • Load Normal Maps

    • Load normal maps to selected materials
    • daz.load_normal_map
  • Bake Maps

    • Bake normal/displacement maps for the selected HD meshes
    • daz.bake_maps
  • Load Baked Maps

    • Load baked normal/displacement maps for the selected meshes
    • daz.load_baked_maps
  • Copy Grafts Groups

    • Copy vertex groups from selected geografts to HD mesh. The base mesh must also be selected
    • daz.copy_grafts_groups

Simulation Tools

  • Make Deflection

    • Make a low-poly deflection mesh for the active mesh
    • daz.make_deflection
  • Make Collision

    • Add collision modifiers to selected meshes
    • daz.make_collision
  • Make Cloth

    • Add cloth modifiers to selected meshes
    • daz.make_cloth
  • Make Simulation

    • Create simulation from Daz data
    • daz.make_simulation
  • Add Softbody

    • Add softbody simulation to selected meshes
    • daz.add_softbody

Export Tools

  • Save Morph Presets

    • Save selected shapekeys as a morph preset
    • daz.save_morph_presets
  • Save DAZ Figure

    • Save active mesh as a DAZ figure relative to the other mesh
    • daz.save_daz_figure
  • Save Pose Preset

    • Save the active action as a pose preset, to be used in DAZ Studio
    • daz.save_pose_preset
  • Make Control Rig

    • Make the active rig the control rig of its children. An alternative to merging rigs
    • daz.make_control_rig
  • Save UV Set

    • Save the active UV set as a duf file
    • daz.save_uv

Shell Editor

  • Import Shells As Images

    • Load shells as layered images to selected meshes
    • daz.import_shells_as_images
  • Remove Shell Images

    • Remove selected shell images from selected objects
    • daz.remove_shell_images
  • Disable Shell Drivers

    • Disable drivers from selected shell from selected figures
    • daz.disable_shell_drivers
  • Enable Shell Drivers

    • Enable drivers from selected shell from selected objects
    • daz.enable_shell_drivers
  • Remove All Influence

    • Remove all influence properties
    • daz.remove_all_influs
  • Update Shell Drivers

    • Update drivers if problems
    • daz.update_shell_drivers
  • Fix Normal Groups

    • Fix or disable normal groups from selected objects
    • daz.fix_normal_groups
  • Remove Shells

    • Remove selected shells from selected objects
    • daz.remove_shells
  • Replace Shells

    • Display shell node groups so they can be displaced
    • daz.replace_shells
  • Copy Shells

    • Copy selected material shells to selected meshes
    • daz.copy_shells
  • Drive Shell Influence

    • Create drivers for shell and layered image influence
    • daz.drive_shell_influence
  • Fix Shells

    • Replace shell node groups in selected meshes with the node groups of the active material
    • daz.fix_shells
  • Sort Shells

    • Sort selected material shells
    • daz.sort_shells
  • Add Custom Shell

    • Add a nodegroup as a shell to selected materials
    • daz.add_custom_shell
  • Assign Shell Map

    • Assign shell maps to selected materials
    • daz.assign_shell_map