# Daz3d

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdpvdoBAQ9X1Q_G8jEnWKp-hwT64wmpf7iyHB8yQpOUJGitzLonW99d6eg0vwwteWtA7VD9TasbKu92kGAK9iq-4AIZVpll6mvv8pCE-Un0mXGZrdZbAB4urPmfIp6zhn5m-IAk?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

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.

### Before starting, ensure you have:

\- Daz Studio installed

\- Daz to Blender Bridge (download from Daz Studio)

\- Blender installed

\- SwiftXR account &#x20;

&#x20;Step-by-Step Process

### Step 1:  Prepare Your Daz Studio Scene

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.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeG1rYwvzyTsVny8TO3DRfmzmfUgFRtdA6JvoZJhD06hantGTK2BVHwVKUjBD68N8540YUttGPOb9fHBNF7-WBuLsS7c-hbIhbmSGxmvGd_7GCMGkA5h8Ge9qXp07lXHAW9TJ4A?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

### Step 2:  Reduce the Mesh Resolution to get a Low poly&#x20;

* Make sure your model is selected then go to parameter then Mesh Resolution

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfWNMJxqY2I-xBkbIXmCBu4vxzj6iDHAZoixE5IPgue-ZcM-CGeic5vnGYdBKVVumoGv63_iKzQD2WJYWhB4D_vFUaPR62qcxCNTFTdOfBRrMtT4PjcyHgCzJQBKEO7pn_z8Nu_Kg?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

* Change the Resolution level to Base

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXe2ealvidxRTO4zLUAIo1SKk8h5ppxUtJ-nPDcQSzfp9hapYn-8gR-UGhMKASgZ_Vh2oHJSLuxBgresZIenBaiy_H7P3oP9uEiWjECQYbBAJYTW_O96luCP7U-8o_3_8zAUvAGjDA?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

* Subdivision Level should be 0

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdqQemnbfj70j_OIGITJ2U6Ttg-fN6jyMF6-k0ZJxcCmLBo2_axq0SHXgIE684JCHHwwK9Iwuu6dve3Fv6sg0C7vPCWZiDb2RU1I-W_sP31jnM0YGy5YtKG9kOu--iuUd-CMMyf?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

* Then Render SubD Level (Minimum) should be 0 too

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXf-ClTdxq4gRJTpsyYAMXv0zCZJyhkthSnicwED6IlL19HhsVVxifaKpUJ_VlCEl2sAlf5A0FVbQVvrkQHRVOFi2KbnOIBRxEe8bJJgTm-HhI865sHO1jASYRL0Yn6X1HoXa6ZgpA?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

### &#x20;Step 3: Export from Daz Studio to Blender

* Go to File > Send to Daz to Blender.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfvLqVKX1YfwN-nsoUZDVObrgYym6v7kKEL5nmL5LvJlBONgzknO07mWiezSptkFMgMfda3V8rS8m-C-pMYrPZnuWg6ba1kpoCPD8BakpaeWbyapwUHRc_2ne3op5O8vxTF16BRSw?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

* 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.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXf-CKVR1BWJfZsQc67vJWwRz_Id0W54FWsqetiSzT4TA6JOZg2RG7fUJy4dl0oGU5UgI2o6DIYEncVWq4kurPnBRyQQ8_VzhAhDs3xgFjFpxXl4xxXw6fGahTi_nLfLJLBsaVDZ?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

### Step 4: Export as OBJ

* &#x20;In Daz Studio, go to File > Export.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdbKLYW8qntr4oABqGevanGYjNkvhIUud9kq4HnnODaaJnwspmMa8It5p4DNJ1RA4tiwlVKnSM3w7qddU2ViZ1c2CsKVnhjhW6wGHdJ2VnTB2WNUYQwBOJbwxgjfmH0cJ4_7b7wAA?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

* Name your file (e.g., "SwiftXR\_daz"). Choose a name that's easy to identify later.
* Set the following export settings:

&#x20;                \- Scale: 1 (to maintain the original size)

&#x20;                \- Vertical: Y (standard for most 3D software)

&#x20;                \- Depth: Z (ensures correct orientation in Blender)

&#x20;                \- Set write surface to none

* Click Accept to start the export.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfTyKpuowFMuQGdT9Zr3PIYZc1sws_JdG-iA6-RJ2FzOu-mW4j6luwo3yAZ5M0lN8c4GahlWOUX86LexrsFFD6PF1w0SAQ533-yzp7NTtnIjaYp7kz3w0wi944rrt-J5xKBq_Wk?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

### Step 5: Prepare Blender Scene

* Open Blender
* Delete the default cube, camera, and light. Select each and press X to delete.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXc9YPxXLEgcA-7PWOUXbBwoBA-AgHrqm2PNM5lTGSjA4I_F_c1hnFDUhQpR_7zAuJg05VZldlCWgjJDAhi6id3HF3EILbW_Sfwur53CeNnHAiFRLKmylMj00NJdlR5b01Hv8GQNQg?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

* 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&#x20;

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcYyhp7g41Z0TM15Rv5A28H7CIS2So2eTnNZEFN5uwjncvF0xEnginVVeqGkNVorpWLE_39p3RdJ3a1_CAcanugNMLQzCuhwxCVXE0ihElLR9wQ3oQAMKaKH2kOQGGjX9uAJz32?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

* Then click on Import New Genesis Figure, a pop-up will show then you click on OK

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXejuy5t1NwaULhcMD7qh319qP6wSo3evdM3bAVeuS6z3LPn7YhjMGNdeNz2A2vtEztrROiNSkiueDNU0qge8fzZvSnA7cmeQUoOeeqC_UQqIce2xS1NksZ-eJ52GiQvj3VVjVA_jw?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

* 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.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcVSnujcPE-yj9KVX4_wXG2DsAcqFbXKlxTh4GMHugxTUKmufURYNMD-joEL3s0kLW43IyD9KnRdw9ZOFzJrGzmVfX3aC-gYDA6lOKKjBVNZNZZ2B4CRJXPAGLgJEPLvvlr6f33vA?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

### Step 6: Pack Resources and Save Blender File

* Go to File > External > Automatically Pack Resources. This ensures all textures are included in your Blender file.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdrpumXgUhEZrpG2rjRTjuoBJpZYx2AnEk7kqyAx8kfdJlfaq3PoHNHOUXPO6GaJo45YLXg-iGC0Rz3hfr8aDeMfkQQZrAKdSB5BZXmbG1tp6ngRfRHE6tT1pwUMpQSJWNcucLmmg?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

* Save the file: File > Save As (e.g., "swiftxr\_daz.blend"). Choose a location you can easily find later.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfCI-1FHw0aFmR01CWDm5qQec-feTXYofhsMlNbJkSfoy5nPMqxeGsFORvmyib-fCs1ERyfYyYwAdVoWenKY11RWiXh3hKS1XqCkuzUNL_vQ9PFrbifC1YcAx9gWfO8yoV58qhH?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

### Step 7:  Import OBJ to New Blender File

* Create a new Blender file: File > New > General. This gives you a clean workspace.
* Delete the default cube, camera, and light as before.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfC7L7LiDsjvtpInISnOdCWLWvnc08HHBO8dCBq35-FKjzBuIt5nMnUS2mXVvISkjd18RrhnUaltMqxZlLlwgpkh5_whquQ7q9Pk4vhZYb8f4E4b71_vND8aqLG5dhYvYr2fGnGYQ?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

* Go to File > Import > OBJ.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdcooIhWiZ6pn8ZqO0erpDUUDmysFb0ySqW6pXIRn8zrauvdBQeSB9UIgK_KHkA3gaMFnmmiPzaozrbA3f-ORtA-1Fne1g8Rqayr6ZIeuITQar79d86vC_8_VScReVx1FbTuo7HhQ?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

* Find and select your OBJ file and make sure the setting is as the screenshot below, then click import wavefront OBJ.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfbjxKcm77LRyeGoGZya0WByb8xPKw-F19aCS-gvUxqJR3V4Ll0shpOQJFhmSfR0GWuSjMIdWHyxB3hM2O2__gauyMmfbdMmGPfx_3Y4bD4STtT0KjyrTSS82jfnqo1MEynD-8wxA?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

* Import the file and check that it appears correctly in your scene.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXf-uWs2X4evmXBoQNpaSg6u2O5jfZCztdzLwnr5y73zDEg3f80NEIsXBqaGKX0yg2xt-SiwWUAT7L_ACHPYAXtDa-uBQm41naFQMzkUIuSKwUFdYk2BqxMvtnexPzPetZJojHxi?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

### Step 8: Append Textures

* Go to File > Append and Navigate to the Blender file you saved in Step 5.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXf4t9haNlTbDO7BC2puHPClyCmpgVjsKHAOfPrvoPwalJ1p5E1eA9cXCco2ik76TPsrO946sldMBtKzrd6G0cK_EMTxOIvR074AIcER2QqF01lR3hM5YFMhliyQrKmRdt1Cm-eBdQ?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

3\. Select all materials and append them. You can use Shift+Click to select multiple materials at once, then click on Append

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcahs1Lyb7WQy3DtpvXiX7xFgjOvwkDZDe61maAhGoECyUKPabf37iAD3rMNJLwgAwvwLxTdr4slOTiJJCgGmVgJkCVbU7b6NGe_NbQ9OABmDOl1NjELf5g1x0BVXhsGSz_T60aeg?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

### Step 9: Apply Textures

For each material (face, eyes, body parts, etc.):

* Go to the Shader Editor (switch from "Layout" to "Shading" at the top of the window).<br>

  <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcgdl8wGhTGpAN5maqGI5H-c7orQLVHtzABMW0IQl0uTDAdGQGaGWNxS7f5KzQnmzJiftJNFBb0Q7AfnzTmUUT3gm9sHwGCxsdNpGSUryKX3D0ijtwp-bZGjRWT3HvZY7_B77UsXQ?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

&#x20;Or

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdKOQJZ5Ot20eskZM9VA-kQZyQ21zlWmfOFSIV6Afg_8ziAOWfgPFZr-dtvh4vAv8q58k-pCJIZvrtLrYcCC8HRLeiIdRWV4rUzfGU9AwpsBw5e44yp_z4lmhjcJUONVc2PVffRxw?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

* 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

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXf9IbXpVh9xK6FBVdAZGG-497JaY3-WUht1c6riTZntGqPddqMQvwmTaq_pj8W7Lx3DCyOgmE0j6SXcsU7zKSjaRjDrSTCwCTCkSXHPgj7KFQ-BJie894ECBjrzq0X_lX0okdqpuQ?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

* 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.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcB3mI2KYFzyoXrIeXChEJfKJxHOxfcaCix1j8POTLd-dGBheAX4gDCST4TMPQv1lmjP-e6t6Z8IbDbZsN7P_rreyT-Ah36uXeTDZKWmR_AI6LdQiH327ZxSbecXZ7LDBU7x64xyA?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

### Step 10: Clean Up and Export

* Go to File > Clean Up >Purge Unused Data. This removes any unnecessary data.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfgLcNjeqgZelDe-l3nURu0ubVX0HU5jI_TewTQvlWsak80xHjStSLmftdKRCCAg7JljbKnvQiADdj2jASYgXWDDlW86puKqnqiOUYVWfj7A0D_uW_QWdIx2VyM_Y4OeXOs0V2i6Q?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

* &#x20;Pack files again: File > External > Automatically Pack Resources.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXccYEA3vkLAiEsXY9UoVJol0JN1BZB3YshWDrK390RwDYjzoDTAuZJ8A57SOwHtUnMd9NP1w43ikP7BfUpeE8s9d_tyGW_l-MTO0VXp5RPZdHCbAsQ8ba2fPXqXMzup5WIlozX8bw?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

* Save your file one last time.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfCI-1FHw0aFmR01CWDm5qQec-feTXYofhsMlNbJkSfoy5nPMqxeGsFORvmyib-fCs1ERyfYyYwAdVoWenKY11RWiXh3hKS1XqCkuzUNL_vQ9PFrbifC1YcAx9gWfO8yoV58qhH?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

* Export as GLB: File > Export > glTF 2.0 (.glb/.gltf). GLB is preferred as it packages all data into a single file.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdkDEyqkm2SY-yp6MpsASZ_3hQm6rSMr0eRlIklVxKWohomC6phoc-aEPP6dKc3WWrmcxVW-WEv3YPQKQ7xZ45LMvUwRK-OpXP-tlNUVgWxoPq03a0mcoXyzCDaUSFzmntCpfte?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

### Step 11: Import to SwiftXR

* Create a new project in SwiftXR, see image below<br>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXcjVcQhCPYKiR8yKAmFAFOBgqllXE7MXJiBrFiTZV2Dgm3U2XYJyO_xi3Lh-BmVslnaf7wvuQCDiQ5fEiJW2BTPN71TQ_qlfQxgsInkKxSv-PgC3bwpTKI_ROryH9v0XwmUDR_2?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXed3VeaYQk4iTOxlIeml74TeCuSKaA_VgEaWM_MvAKMu_aB7yW3iwnjV1JzeqPAeCowzrZ-wTJIfEJ0koa7mmVTDeC9wstMctoAW_92cIBwBYo5pq8jqaP3kV_8psyIzV-dn8ZC?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

* You can either Drag your model and drop it on the SwiftXR Canvas or you go to File > Upload<br>

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdY4KfAc7KHl83Y_HnEmq3CcKhX-cHMPnAaImGbs4x6XwRT9njVXnT4kSbyNkS8vo2TtxgAtdVmbvaWp1NR9CsL_TOQjX3hnFuSgBJn1QIWaHu-d71-87f9OUHGh67pEhb7zydb?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

* 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.

<figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdtcqejQNy1-uc4bt1aHsujqlrGNfE9MN91eV97CX-Vbq746F12A4nnHahhs6D2r6Gzl9sTtgmmrY_lN9kGVNEkXSMXciyVHu2pJ22VbBUBUNLXKB7dTXXbyvGToPufg60DiduMAA?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

* &#x20;Once imported, carefully check your model in SwiftXR. Verify that all parts, textures, and materials appear as expected.<br>

  <figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfzuWlxv7GUbtQhxTeNf33YsSQQJb-M3DyiK_Jp0tcAPJkRZ5qmPJG6nz2QmT84y-E6FmC_vQOgulb-mW9OV0nRHgQm1zPMJI9wBhWpVqGA3DgM5FmWCDw5DlS6x25wljQLJtIR?key=X8Z6fmL6za6DIb9T_XfQABvf" alt=""><figcaption></figcaption></figure>

### Troubleshooting Tips

\- 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.

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---

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