
under Up, choose Y Up (also the default). under Forward, choose -Z Up (it’s the default).
select Polygroups under Keep Vertex Order.
deselect both Split by Object and Group. The options I’m using on the right hand side at the import dialogue are: In Blender, I’ll delete the default cube (and optionally everything else in the scene), then import my character using File – Import – Wavefront OBJ. Now we’ll make the actual change in Blender. Under scale, divide by 100 so that you’re left with 1% (for Blender compatibility) export the figure with File – Export, using the DAZ Studio settings. switch the resolution level from High Resolution to Base (under Parameters – Mesh Resolution).
dial out Eva 7 completely, so that we’re left with only the Genesis 3 Female base shape.Here are the steps I’m using in the video: In this video I’m demonstrating how to export a character from DAZ Studio, apply a geometrical change in Blender, and import that change back into DAZ Studio as a Morph Target.įirst we’ll prepare and export a Genesis 3 character (Eva 7) as OBJ.