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sebjf edited this page May 12, 2014 · 21 revisions

To use DazMaxBridge...

###1. Load your assets in Daz; set up poses, positions and materials however you want them to appear.

A character in Daz

###2. When ready, start Max.

###3. Open the Daz Bridge Utility. To do this, select the Utilities Tab on the right by clicking the hammer. You can then double click the entry in the Utilities list, accessible via the More... button. You can also use the Configure Button Sets dialog to add it to the main list and click on it there for easy access.

Starting the utility options

###4. The Utility GUI appears. The scene list is not complete yet so is greyed out. Click Refresh List. The box on the left is now populated with all the characters from all open instances of Daz Studio.

###5. Click Update to update the Max scene with the assets from Daz. Selecting one or more entries in the list will update just those characters. Selecting nothing and everything in the list is updated.

If an item in the Max scene shares the same name as an item in the Daz scene, its geometry will be updated - but nothing else - so your local positioning & material alterations will be preserved.

The completed import

When you import a character from Daz, all assets fitted to it, and within its skeleton tree, are imported with it. They are linked to the parent mesh in Max as well. To move the complete character around the scene, select the main mesh, the sub-meshes will follow it.

By far the slowest part of the import is creating the materials. Geometry updates are designed to be almost instantaneous, allowing the shape and pose of the character to be refined in Daz with lots of quick iterations.

The materials can be regenerated at any point by checking the "Re-Import Materials" button.

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