DAE/collada file from DAZ look…
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DAE/collada file from DAZ looks messed up in Blender?

in The Commons
When I import a DAE/collada file from DAZ to Blender, the model comes out looking all messed up. The bones work fine, but when the model is in Blender, it looks terrible (such as the character’s shoulders being too wide). Why? How can I fix this?
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It's been that way for a long time - I don't think there's an easy fix.
The daz to blender script might be better but I can't remember the name or link at the moment, sorry. There's one for G8 figures in the store, and a freebie one that does scenes (not sure if the characters come in rigged in that one though).
That's the one - haven't used it myself.
I've heard it's a problem with the way DS exports the .dae (but can't confirm). It's supposed to be a 'standard' format but it's possible DS characters contain elements that don't fit into it.
I've been trying to find that plugin that exports genesis 8 to blender but I can't - hopefully someone else can show up with a link.
As for the blender plugin please take your time to read the documentation before telling it doesn't work.
As for blender you may try 2.79 with the old fbx/dae importers that were working fine afaik, unless daz changed something in studio. I'd go with the plugin though.
The error message tells you exactly what you need to do to fix the problem. There is a Daz script that comes with the plugin that enables you to export a JSON file from within Daz Studio. The plugin docs tell you how to install the script so that it can be used in DS.
The difeomorphic script basically works, and handles IRay materials as well as anything I've tried. Last time I tried, it didn't handle fibermesh eyelashes, though. I've resorted to Alembic for anything with JCMs, but the diffeomorphic works PERFECTLY importing textured props. Well, a small amount of adjusting might be necessary, but I imported the entire MICK Banquet scene with literally one click and it looks gorgeous in Cycles.
You might try exporting the figure via Alembic, and then using the Diffeomorphic script to create all your materials, and then just reapply them by hand; a G8 itself only has 16 materials zones to do.
The error message you get is quite specific. See @andya's post.