Genesis 3 for Maya – Now Available!

September 2, 2018 13 comments

Well it’s official, Genesis 3 for Maya is now available! Actually it’s been available for about a week now. Apparently I’m late to my own party… What can I say, I have a lot of stuff going…

Genesis 3 for Maya

Currently only available in my Gumroad store:

Genesis 3 for Maya has all the same great features as Genesis 8 for Maya and fully supports all the Daz Original Core characters.

The features include:

  • Configures Joint Controlled Morphs (JCMs) for all Daz 3D Original Core characters, both male and females (JCMs clean up ugly joint deformations beyond what is capable with just weight maps).
  • Only exports the JCMs that the character uses, not all the JCMs.
  • Organizes the Shape Editor, so you don’t have to dig through all the JCMs to find your morphs, expression, and pose controls.
  • Export morphs, pose controls, and expressions out with your character by simply setting them as favorites In Daz Studio before running the export script.
  • Works with geo-grafts including anatomical elements (minimal manual setup required, I have a video in the manual showing how).
  • Sets up the figure with HumanIK in Maya.
  • Has HumanIK definitions for both MotionBuilder and “roll leaf” joint definitions available in Maya 2016 Extension 1+.
  • Provides renaming options to keep a clean scene and make it easier to set up shaders for Maya.
  • Compatible with Maya 2016+

See what other people have to say about the time saving and animation improving results this product has to offer in the comments of the Genesis 8 for Maya intro video (this Genesis 3 version has all the same great features).

For more information see the Genesis 8 for Maya Manual (Genesis 3 for Maya works the same way except with Genesis 3 instead of Genesis 8).

13 Responses to “Genesis 3 for Maya – Now Available!”

  1. Rubio Animation Studio says:

    We are looking to adopt your plug in into our pipeline.
    Can you kindly explain how the pipeline would work. We use motion capture for animation. So would the characters have to be first rigged before processing with your plugin?

    Please be as precise and concise as you can, so we can speedily decide if to adopt this on our current production.
    Thank you

    Mr Israel,

    • LayLo says:

      Hello Mr. Israel,
      Genesis 3 for Maya is made for Daz 3D Genesis 3 characters.

      The workflow typically looks like:
      1. Dial in the look for your character in Daz Studio, use one of the export scripts included in my plug-in to export the character.
      2. In Maya, use my plug-in to import the FBX file you just exported. Daz 3D characters are already rigged, but without controls. My plug-in creates HumanIK controls for the characters.
      3. At this point you can begin to texture and shade the character and apply motion capture.

      I’m almost ready to release another plug-in that will convert Daz 3D shaders to Arnold, Redshift, or VRay that you may find useful as well.

      Does that answer your questions?

  2. Steven says:


    Your plugin really interested me, but I had a question. If I finally buy it and start learning animation in maya, is there an opportunity to export the created animation back to daz, for rendering with Iray? Yes, I understand that this is not the best render engine, but after reading your comments on the difficulties of creating shaders, I don’t really want to work anywhere except with Iray.

    Can this plugin export a transgender character? Ie woman with male genitalia (G3F + Futalicious)

    • LayLo says:


      I’m not a 100% of a work flow to animate in Maya and then transfer back to Daz Studio for rendering. I’ve tried a couple times before, a while back, without success. I would suggest checking out this video:

      My plug-in has an option to set up HumanIK for MotionBuilder potentially allowing to transfer animation from Maya to MotionBuilder and then back to Daz Studio.

      I’m also really close to finishing a plug-in that will convert Daz Studio Uber Iray shaders to either, Arnold, Redshift, or V-Ray. Which would make it a lot easier to render in Maya after animating.

      This plug-in will export out both male and female characters with their corresponding genitalia’s, so I would assume it would be able to export a female character with male genitalia, but I don’t know for sure.

      I hope this helps. Let us know if you get it and it works for you. Thanks!

      • Steven says:

        Are you working on a shader convector? Wow. This is really interesting, because I honestly never tried to create shaders from scratch. I just used some sliders on the surfaces tab and no more. This will be a great plugin for people like me.

        So far I have not bought your plugin, but I want to try it. It’s just that I almost never animated before and I don’t even know that it will work for me in maya, because my knowledge about maya is almost completely absent, but the animation is right in DAZ. I think it will be even more headache, because I tried to do it a couple of times.

        I will wait for your plugin with impatience and thank you for your responsiveness! 🙂

        P.S: Do you provide technical assistance only here or maybe ask you in some other way?

  3. Nick says:

    Hi, When I use Genesis 8 to Maya, it had amounts of polyacount. it almost 300k. I want to make Blendshapes for Genitalia(Golden Palace) in manual. however, I couldn’t make blendshapes. I had seen error : // Error: The new target shape has a different vertex count
    it looks same mesh. how do i fix it?

    • LayLo says:

      What has a different poly count the genitalia or the figure? You should be able to create blend shapes the same way you normally would. My plug-in doesn’t add any vertices.

  4. Alex says:

    Hi, Genesis 3 to maya support Centaur 7?

  5. Alx says:

    Hi. I have a problem with exporting character on high heels boots. Feets going through boots. Look at screenshot:
    DazToMaya have no problems like that (but it don’t have JCMs, that is why I bought your script):
    Can you help with that? Thanks!

    • LayLo says:


      To set up JCMs in Maya it works best for the characters pose to be reset. My script does this automatically (then puts the character in a T-pose inside Maya after setting up the JCMs), but it looks like it may not be resetting the pose for the boots automatically. After adding the boots to the scene in Daz Studio try resetting the pose for the character and make sure the boots are also zeroed out (the feet should be flat on the ground along with the boots). Then after exporting the character and importing it back into Maya, try setting the pose for the high heeled shoes manually. I understand this may not be ideal, but I believe it should work. Let me know and I will also look into providing a better solution in my next update.

      Thanks! Hope that helps!

  6. Phyxir says:

    Hi. I have been messing around with your product. It looks very promising. I have two issues to overcome at the moment.
    1. Saving as a Favorite as an adjustment parameter or posing parameter on hair (for example) does not import into Maya as they do on a core actor?
    2. Clothing skinning has a different result with your script compared to DaztoMaya. For example, a DaztoMaya export will bring in static clothing if it is armor. In Gen# to Maya, it comes in as dynamic as the skin is.

    I am new to your product and I look forward to exploring it more.

    • LayLo says:

      1. You are correct. This hadn’t crossed my mind. I will look into seeing if I can figure out a way to also export favorited morphs on clothing and hair. I’m not sure if it will be possible, I think you can only change the morph rules for the figure itself, not the other items. I will check.
      2. I’m not sure what you’re meaning, static vs dynamic. Do you mean how the clothing has the corrective morphs? Or, are you saying that pieces of armor that don’t have joints in Daz Studio, that are only parented to a certain body piece are getting rigged in Maya?

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