4 · Your first character#
Create it#
The Add character panel in the project window.
- In the project window press Add character (or drop a
.dufanywhere). - Choose Daz scene… — pick the character's scene file. The studio reads it, fills in Genesis and Gender, and checks that the scene holds exactly one character with an empty animation timeline. Create anyway overrides a failed check — except a scene already belonging to another character of the project, which is refused outright.
- Name it — the name becomes its folder in the project.
- Fill from character (optional) — copy a working ROM definition from any existing character across your projects.
- Press Copy & Create — the scene is copied into the character's folder and your original stays put (a toggle turns the copy into a move). Link & Create leaves it where it is; a scene already inside the project shows a plain Create.
Tip
No scene yet? Press Create without scene — the character's folder is
created for you (including daz3d/primary), so you can save your new scene
there straight from Daz Studio. The page stays locked until you link that
scene as the primary.
Character settings#
The top of the character page: the primary Daz scene, hair items, the Genesis 9 dials, the derived Gender, and the linked Houdini project.
Genesis and Gender are set at creation; Gender never changes. On the gender-neutral G9 it comes from the GP/DK geograft — Golden Palace → female, Dicktator → male — the same detection that drives the GEN section. All four generations are selectable; G9 is the deeply validated path.
Three Genesis 9 dials sit under the hair items (greyed out on other generations):
- Set UE5 tear UV — switches the Genesis 9 Tear figure's UV Set to UE5 during the build, so DTH's Lacrimal Fluid material lines up without the manual Surfaces step. Off by default.
- FACS detail strength / Flexion strength — the G9 dials FACS Detail
Strength and Flexion Automatic Strength, applied at frame 0. Leave at
100 %unless the stock correctives need dialing.
Linked files — Daz scenes & Houdini projects#
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Tip
Hair items and everything else around multiple Daz scenes on one character — outfit variants, the selected scene, per-scene overrides — are in Advanced: Multiple Daz scenes.
Script install location & export directory#
The Daz scripts generated box shows where the generated ROM_…, Export_…
and Export_Hair_… scripts install on Save:
<My DAZ 3D Library>/Scripts/DTH-Character-Studio/<project>/<character>/ — each
detailed in
Working with the scripts alone.
The Daz scripts generated box: the install location and the two export directories.
Daz export directory, further down the same box, shows where
the export lands.
It's fixed and read-only: daz-export inside the character's Houdini folder, next
to the .hip that reads it — see
where the Houdini project fits.
Below it, Export directory is the pipeline's final stop: the folder the
character's Houdini networks export into, and what Unreal imports.
Advanced options#
Not needed for a working ROM:
Both lists are overridable per scene.
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The ROM definition#
The ROM sections on the character page.
A ROM is a fixed sequence of eight sections. Each can be enabled or disabled and runs in Preset mode (the DTH release's stock pose assets) or Custom mode (your own poses and morphs). Above them a colored timeline bar maps the whole ROM live as you edit — hover a segment for its frame range.
Golden Palace & Dicktator — the genitalia (GEN) section#
GEN is the genital geograft's range of motion. You don't enable it by hand: it turns itself on when the primary scene contains a Golden Palace / Dicktator geograft. In Preset mode the studio drops the DTH release's stock GP/DK ROM block into the fixed GEN slot. The preset supplies the motion — the look is yours: the section lists the block's Art direction frames, and for each you set the morph (or morphs) giving it the shape you want. Frames flagged required — empty in the preset ROM do nothing until you set a morph there.
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Note
The studio computes every frame number from this structure — you never type a frame, and the Daz and Houdini outputs can't drift apart.
Tip
To learn the ROM process itself, read mrpdean's DazToHue documentation.
Custom morphs#
For this example, add some Full Body Morphs (FBM): switch the section to Custom and list the morphs your character should use. Filling in those rows is its own chapter: → Custom morphs
Save = generate#
Press Save. Every save regenerates the character's files:
ROM_<Name>_G9.dsa— the Daz apply-script, installed into your Daz library underScripts/DTH-Character-Studio/<Project>/<Character>/.<Name>_pose_asset.csv— the Houdini PoseAsset import CSV, kept in the project's hidden.dcsmeta/characters/<Character>/folder. The export script copies it into the export folder when it runs; see Into Houdini to grab it by hand.
Two more appear when they apply: Export_<Name>_G9.dsa (whenever a
Daz export directory is set) and Export_Hair_<Name>_G9.dsa (when the character
lists hair items).
Every script does one job — the ROM script builds, the Export script exports, the
Hair script grooms — and each gets its own Content Library icon, so you can
tell them apart in Daz.
A character with per-scene ROM overrides additionally gets per-scene PoseAsset CSVs — see What Save generates.
Tip
Change anything later and simply Save again — both sides stay in sync.
The rest of the character page#
Everything above covered the ROM. The page around it, box by box — open the one you need:
The header — avatar, rename, path chip, Save/Discard#
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Notes — and the Products tab#
Freeform markdown notes for this character: hover, hit the pencil to edit,
drop images or files straight into the editor. It autosaves to
A Products tab appears when the project switches it on — see Daz product scanning. |
The run report#
After a ROM run in Daz had problems, a report banner appears the moment you switch back: every failed frame with its reason, grouped under the scene it came from. Clicking an entry switches to that scene and jumps to the pose row, and the failed rows are tinted red in the tables. Dismiss clears it; a clean run clears it automatically. |
Filling the ROM from another character#
Operations → Fill from character opens the same two-step wizard as at creation: pick a source character (same generation and gender) from any project, then check which of its ROM sections to copy. Retargeting always rides with JCM; the Modify JCM frames rules and the preserve list are optional extras. The checked sections replace this character's config in the editor draft; nothing lands on disk until you save, and GEN keeps its own scene-derived setup. |
Export & import — the whole character as one zip#
Operations → Export packs the character into a self-contained
The zip restores in two ways:
Every stored path is fixed for the new location — including each Houdini project's
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Deleting a character#
Operations → Delete removes the character's folder and generated files, with a
confirmation that lets you keep the Daz files folder (your scenes) and keep
the Houdini files folder (your |