DTH Character Studio
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Bundled fix-it scripts#

Three scripts that ship with the studio and are run by hand in Daz Studio, from Scripts › DTH-Character-Studio in the Content Library. None is part of the ROM pipeline: they exist for scenes the pipeline cannot accept as they are, and each is a one-off repair. They install automatically with everything else the Daz side needs — on Save, or Tools → Refresh assets.

Geografts under a Golden Palace / Dicktator shell#

Fit a nipple or navel geograft to a figure that already wears Golden Palace or Dicktator, and the genital shell covers it. It is not a fitting problem — a geoshell carries one visibility switch per surface of the figure it shells, and a newly fitted graft adds its surfaces to that list switched on. By hand that means switching off each stx_… row in the shell's Parameters ▸ Shell ▸ Visibility ▸ Surfaces list, on every GP/DK shell (Golden Palace has two), in every scene.

Fix_Graft_Shell_Surfaces does it in one run. Open the scene, then run it — nothing to select. It is safe to re-run. What it will not touch:

  • Other geoshells. Skin overlays, tattoo and nail shells keep their graft surfaces on — a body tattoo should cover the nipple graft.
  • The shell's own graft. Golden Palace's own surfaces stay visible on its own shells; only the other grafts' rows go off.
  • The figure's own surfaces (Body, Head, Legs…).

A scene without a GP/DK shell is a no-op, and a shell whose graft the script can't identify is reported as skipped rather than guessed at.

Rescuing an old scene that is only a ROM animation#

A scene the studio can use has an empty timeline, so one that already carries animation is refused by the add-scene check — a problem when the only surviving copy of an old character is the scene with its ROM baked in. Kill_Animation is the way back, and the order matters:

  1. Open the old scene in Daz Studio.
  2. Run Scan_Frames first. It writes the animation out frame by frame as a CSV the studio can import as a ROM definition — do this before the next step, because afterwards there is nothing left to scan.
  3. Run Kill_Animation. Nothing to select. It shows what it found — how many keys, how many frames — and asks before deleting anything.
  4. File ▸ Save As into your character's folder in the studio project, and add it as a scene. The timeline check passes now.

It changes only the timeline. The character keeps its shape, its clothes, its hair and the pose it holds at frame 0 — no node deleted, no morph zeroed, no material touched. Every key goes, and the range returns to 0–30 frames. A property that refuses to give up its keys is named rather than reported as a clean run.

Warning

There is no undo. The script does not save the scene — that stays your decision — but the keys are gone from the open scene the moment you confirm. If the ROM in it still matters, run Scan_Frames first.

Preparing a G8 character for a G9 transfer#

Transferring a G8/G8.1 character to G9 starts with removing the morphs that also exist on G9 — Areolae, Nipples, Navel, the Breasts dials, Voluptuous and the length morphs — or they apply twice on the other side. Prepare_For_Transfer zeroes them in one run: select the figure (any bone is fine) and run it. Dials a character's master dial still drives can't be removed there, so the summary names them instead of pretending — zero the controlling dial it points at. Morph assets on disk are never touched, and removing clothing, brows, lashes and geografts stays manual.

The morph list is editable under Settings › Daz scripts — an entry matches any dial whose name or label contains it — and saving there rewrites the installed script.