Daz3d
This guide will walk you through the process of exporting your scene from Daz Studio to SwiftXR for VR and AR experiences. Each step is explained in detail to help both beginners and experienced users
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This guide will walk you through the process of exporting your scene from Daz Studio to SwiftXR for VR and AR experiences. Each step is explained in detail to help both beginners and experienced users
Last updated
Was this helpful?
This guide will walk you through the process of exporting your scene from Daz Studio to SwiftXR for VR and AR experiences. Each step is explained in detail to help both beginners and experienced users.
- Daz Studio installed
- Daz to Blender Bridge (download from Daz Studio)
- Blender installed
- SwiftXR account
Step-by-Step Process
Open your scene in Daz Studio. Make sure all elements you want to export are visible and selected in the scene tab. This step is crucial as only selected items will be exported.
Make sure your model is selected then go to parameter then Mesh Resolution
Change the Resolution level to Base
Subdivision Level should be 0
Then Render SubD Level (Minimum) should be 0 too
Go to File > Send to Daz to Blender.
Keep the default settings only pick the version of your blender and change any other thing unless you have specific requirements.
Click Accept and wait for the export process to complete. This may take a few minutes depending on the complexity of your scene.
In Daz Studio, go to File > Export.
Name your file (e.g., "SwiftXR_daz"). Choose a name that's easy to identify later.
Set the following export settings:
- Scale: 1 (to maintain the original size)
- Vertical: Y (standard for most 3D software)
- Depth: Z (ensures correct orientation in Blender)
- Set write surface to none
Click Accept to start the export.
Open Blender
Delete the default cube, camera, and light. Select each and press X to delete.
Press N to open the options tab on the right side of the 3D viewport and Click on Daz to Blender in the options tab
Then click on Import New Genesis Figure, a pop-up will show then you click on OK
Click on Viewport shading or Render button to Verify that all textures and assets are intact. Check the materials tab to ensure textures are loaded correctly.
Go to File > External > Automatically Pack Resources. This ensures all textures are included in your Blender file.
Save the file: File > Save As (e.g., "swiftxr_daz.blend"). Choose a location you can easily find later.
Create a new Blender file: File > New > General. This gives you a clean workspace.
Delete the default cube, camera, and light as before.
Go to File > Import > OBJ.
Find and select your OBJ file and make sure the setting is as the screenshot below, then click import wavefront OBJ.
Import the file and check that it appears correctly in your scene.
Go to File > Append and Navigate to the Blender file you saved in Step 5.
3. Select all materials and append them. You can use Shift+Click to select multiple materials at once, then click on Append
For each material (face, eyes, body parts, etc.):
Go to the Shader Editor (switch from "Layout" to "Shading" at the top of the window).
Or
Select the material you want to work on from the list and click on the material button by the side to change it to the appended materials
Adjust settings as needed, particularly for transparent parts like eyes and eyelashes, Make sure Alpha is Zero, Blend mode should be Alpha Blend and Shadow Mode should be Opaque.
Go to File > Clean Up >Purge Unused Data. This removes any unnecessary data.
Pack files again: File > External > Automatically Pack Resources.
Save your file one last time.
Export as GLB: File > Export > glTF 2.0 (.glb/.gltf). GLB is preferred as it packages all data into a single file.
Create a new project in SwiftXR, see image below
You can either Drag your model and drop it on the SwiftXR Canvas or you go to File > Upload
You will get a warning sign if your model is more than 50mb so it advisable to keep it at 100mb so following the export setting from style3D is crucial to achieve this, Click on proceed.
Once imported, carefully check your model in SwiftXR. Verify that all parts, textures, and materials appear as expected.
- If textures are missing: Double-check Steps 7 and 8. Ensure all materials were appended and connected correctly.
- If the model appears too large or small: Go back to Blender, adjust the scale, and re-export.
- If parts of the model are missing: Check that everything was selected in the original Daz Studio scene.
- For any persistent issues or other inquiries: Reach out to our support team.