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
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Make Invisible
- Hide selected faces by assigning an invisible material to them
- daz.make_invisible
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Add Shapekey Visibility Drivers
- Add drivers to selected shapekeys, depending on the visibility of selected clothes
- daz.add_shape_vis_drivers
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Select Covered Vertices
- Select vertices that are covered by selected meshes
- daz.select_covered_verts
HD Tools
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Load Scalar Disp Maps
- Load scalar displacement map to selected materials
- daz.load_scalar_disp
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Load Vector Disp Maps
- Load vector displacement map to selected materials
- daz.load_vector_disp
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Load Normal Maps
- Load normal maps to selected materials
- daz.load_normal_map
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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
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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
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Make Deflection
- Make a low-poly deflection mesh for the active mesh
- daz.make_deflection
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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
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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
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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
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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