Genesis 8 for Maya Manual

June 7, 2018 26 comments

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1. Install Genesis 8 for Maya

Install Genesis 8 for Maya’s files using Daz Install Manager or by manually extracting them into their proper locations.

To install manually download the ZIP file from your ‘Product Library’ in the ‘My Account’ section of the website. Then extract the files to the following locations:

  • Everything in the folder:
    \DAZ Studio_4.5;4.x Public Build;4.x Private Build\scripts\support\LayLo3D\Genesis8ForMaya
    Goes into:
    C:\Program Files\DAZ 3D\DAZStudio4\scripts\support\LayLo3D\Genesis8ForMaya
  • For Windows, everything in:
    Goes into:
    C:\Users\{your username}\Documents\maya\plug-ins
  • Everything in this folder:
    \AppData\DAZ 3D\Studio4\RunOnce
    You should be able to double click and they will open Daz Studio (if it’s not open) and set up the scripts inside the script menu so they can be ran from Daz Studio. You can also drag them from the folder onto the Daz Studio window and it should execute them as well.
  • For Mac OS, everything in:
    is the same as what’s in the UserDocs, there’s just a little bit of a folder structure difference with Mac OS
2. Load plug-in inside Maya

Inside Maya go to Windows > Setting/Preferences > Plug-in Manager.

Look for ‘’ and check the ‘Loaded’ box next to it. If you would like it to load every time you start Maya, check the ‘Auto load’ box as well.
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How to use Genesis 8 for Maya

Setting up your character for export inside Daz Studio

Load your desired Genesis 8 character into a new scene and dial in its shape to whatever you’re going for. You can also add clothing and hair to your character if you want. For best results don’t dial in the ‘Naval’ morph, it will be exported out by default and it’s better to dial it in inside Maya. If you want to use any of the other naval morphs favorite them, so they will be exported out and apply them in Maya as well.

If you would like any additional morphs, expressions and/or pose controls to be exported with your character, set them as favorites and they will exported automatically.

Exporting your character from Daz Studio

With the character selected go to: Scripts > Genesis 8 for Maya > and select the Daz Original Core figure your character is based on.

The script will export your figure properly as a .FBX to whatever location you choose.

Importing your character to Maya

With the plug-in loaded… (refer to installation instructions)

Go to the Genesis 8 for Maya menu. From the menu select the Genesis 8 core figure your character is based on. The import dialog will come up, look for the .FBX file you created using the Genesis 8 for Maya Daz Studio export script.

Specifying a Character Name

After the import is complete you will have the option to specify a name for your character. Just type in the name you desire.

Shading Network Renaming Options

The check boxes in the Shading Network section allow you to toggle whether you would like the shading groups and/or shaders renamed.

The Rename Shading Groups checkbox will rename the shading groups from something vague to the figures name, or specified name if one is given, appended with the name of the shader. For example, instead of shading groups with names like “Genesis8MaleShapeSG1,” “Genesis8MaleShapeSG2,” etc. they will be named to the format of “Genesis8Male_TorsoSG,” “Genesis8Male_FaceSG,” etc. This makes managing shaders in the Hypershade a lot easier.

The Rename Shaders checkbox will add the figures name to the beginning of the shader name. For example, “Torso,” will be renamed to “FiguresName_Torso.” When you have clothing items and hair in the scene in addition to the figure it helps keep the shaders for different items grouped together and makes it easier to know what the shader you’re working on is for.

After you make your decision on the renaming options and click “Yes” or “No” I recommend saving the scene in a native Maya format for future use.

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The Naval Morph

I decided to make my Daz Studio export scripts export the naval morph out by default. Daz Studio has JCMs that only apply when the naval is dialed in. My plug-in is able to mimic this functionality by always exporting it.

For best results don’t dial the naval morph in before export. If you want to dial it in wait until you get to Maya. If your character is wearing clothing that covers the naval it is best not to dial it in, otherwise the clothing can be pulled into it.

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How to Use Geo-Grafts and Attachments with Genesis 8 for Maya

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How to Use DazToMaya’s Shader Conversion Tool with Genesis 8 for Maya

To use DazToMaya’s shader conversion tools in conjunction with Genesis 8 for Maya follow all the above steps, except when the dialog box pops up after import uncheck both the “Rename Shading Groups” and “Rename Shaders” check boxes before clicking “Yes” or “No.” Don’t worry you can still use these renaming features later and specify a name for your character.

After clicking “Yes” or “No” go to the DazToMaya menu and select “Import,” when it’s dialog box comes up just use the shader conversion feature, don’t click any of the import options.

When the shader conversion is finished you can close the DazToMaya UI and that’s it.

If you would like to auto-rename the shaders and shading groups you can do so by going to the “Genesis 8 for Maya” menu and clicking the appropriate menu items.

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Update Notes – 1.10

Added Set Driven Keys for the eyelid joints surrounding the eyeballs.

Prior to this change when rotating the eyeballs they would commonly poke through the eyelids. The new functionality also more closely mimics that of Daz Studio. There is also a limitation with Daz Studio’s FBX export that it does not export out the negative affect of morphs and pose controls. Therefore, the “Eyes Side-Side” and “Eyes Up-Down” would only move the eyes and eyelids in one direction. I feel this is a good solution to the problem. If this change negatively affects using your mocap systems, the connections to the eyelid joints can be broken to remove the effects of the “Set Driven Keys.”

“Smooth Mesh Preview” with “Preview Division Levels” set to 2 and “Use Preview Level for Rendering” will now be turned on automatically inside Maya for both the figure mesh and eyelashes (if they were exported).

With most render engines this change should make the mesh less faceted and look better when rendered.

Genesis 8 will now be exported out of Daz Studio at the “Base Resolution” level.

I recently learned that even though FBX export always exports the mesh with the same number of polygons of that of the base resolution mesh, if the resolution level isn’t set to base before export the mesh is smoothed a little bit and doesn’t look good when subdivided inside Maya. This should also make it easier if you decide to create any extra blend shapes for your figure.

Added an option to select an alternate HumanIK definition that is compatible with MotionBuilder when importing the figure into Maya.

The original HumanIK definition isn’t compatible with MotionBuilder 2018 and would need to be re-defined if you sent the scene to MotionBuilder. The difference between the two definitions is that the arm and leg roll joints get defined as “roll” joints for the MotionBuilder HumanIK definition and required slightly different arm rotations. With the original definition they get defined as “roll leaf” joints.

I don’t know all the implications of using one definition over the other. If you use motion capture I would suggest trying both and see what one produces better results. Please let me and everyone else know in the comments below. Please note when sending a scene to MotionBuilder (MB) that it doesn’t support “Set Driven Keys” and the JCM functionality of Genesis 8 for Maya will be lost. Also, after sending the scene to MB some blend shapes get turned on inside of MB and the mesh may appear distorted. Either turn off the influence of the blendshapes inside MB or delete the blend shapes from the scene in Maya before sending it to MB.

Added full support for Mabel 8 and Teen Kaylee 8.

26 Responses to “Genesis 8 for Maya Manual”

  1. aeon says:

    I get the following when trying to load your plugin in maya:
    // Error: file: C:/Program Files/Autodesk/Maya2018/scripts/others/pluginWin.mel line 290: ImportError: file D:/Users/Andy/Documents/maya/plug-ins/ line 13: No module named G8ForMaya_Menu //
    // Warning: file: C:/Program Files/Autodesk/Maya2018/scripts/others/pluginWin.mel line 290: Failed to call script initialize function //
    // Error: file: C:/Program Files/Autodesk/Maya2018/scripts/others/pluginWin.mel line 290: (Genesis8ForMaya) //

    • LayLo says:

      Can you double check and make sure you have the Maya plug-in files in their proper locations?

      It looks like in your case you should have the following files in this folder D:/Users/Andy/Documents/maya/plug-ins/Genesis8ForMaya like:

      And the should be here:

  2. aeon says:

    I solved replacing “~/maya/plug-ins/Genesis8ForMaya” with “D:\Users\Andy\Documents\maya\plug-ins\Genesis8ForMaya” in

    But now I’ve another problem.
    I’ve loaded Genesis 8 Female base
    exported via Scripts -> Genesis 8 for Maya -> Export Genesis 8 base Female
    But when I try to import in maya using G8 for Maya -> Import Genesis 8 Base Male or Female, I get this:
    Unexpected figure or naming convention
    # Traceback (most recent call last):
    # File “D:/Users/LayLo/Documents/maya/plug-ins/Genesis8ForMaya\”, line 1239, in loadGenesis8Figure
    # File “D:/Users/LayLo/Documents/maya/plug-ins/Genesis8ForMaya\”, line 129, in createCharacterGroup
    # ValueError: No object matches name: hip
    # Warning: An error occurred. If you believe this error occurred due to a bug please email the log file located at : C:/Users/Andy/AppData/Roaming/SPB_Data/maya/plug-ins/Genesis8ForMaya/log.txt to Daz tech support. #

  3. aeon says:

    And yes, the files are (and were) all in the paths you indicate

  4. aeon says:

    Apparently last problem was happing because I’ve “updated animation” and no “add and update animation” in maya fbx import options.
    Maybe you can add the correct maya fbx import options in your how to use instructions?

  5. TaTuJo says:

    This plugin exports just joints and skeleton to Maya. What exports settings one should use to exp/import whole character?

    • LayLo says:

      Sorry for the delayed response, the CPU on my computer went out and I’ve been distracted working on getting it going again.

      It should export the mesh and clothing as well as the rig automatically. You’re only getting the skeleton in Maya? And you’re making sure to use my export script to export inside Daz Studio, found under the “Script” menu?

      Let me know if you’re still having this issue and I can investigate further.

  6. Shane says:

    Is this the best place to post for support? If so, I am trying to export a genesis 8 male with a third party genital attachment. For some reason any parameters on the attachment that I favorite are not saved upon export. The favorited parameters also are not saving when I save and reload the scene. Any ideas how I get the favorites to work on the attachment so it will transfer over with the blend shapes? Thanks in advance!

    • LayLo says:

      Hi Shane,

      This is a good place for support.

      Unfortunately, one of the limitations of Daz Studio’s FBX export is that it doesn’t export morphs or pose controls for geo-grafts. 🙁

      You can manually export morphs for geo-graphs and set them up in Maya, but unfortunately I don’t know of a reliable way to automate this process.

      Sorry I don’t have a good solution. 🙁

  7. Luke Parker says:

    Is there any way we could get keyed poses in Daz to translate as blendshapes as well? There are so many items in the store for quickly iterating beautiful poses that can be extremely difficult/tedious to emulate back in maya.

    • LayLo says:

      At the present time there isn’t that I know of. I do have a pose reader for Maya on my to do list, but I’m not sure when I’ll have a chance to get around to it. Sorry 🙁

  8. James Linehan says:

    Sure would like to use the pose presets in Daz3d in Maya. of course you only get the T pose. There is a way of exporting animation and then napping the pose is back onto the character but this is not convenient. If there was a way to automate this process


    • LayLo says:

      I do have a pose reader for Maya on my to do list, but I’m not sure when I’ll have a chance to get around to it. Sorry that I don’t have any ideas in the meantime 🙁

  9. Ian Ross says:

    Could you let me know what I’m doing wrong?

    No matter whether i export the base female gen 8 or victoria 8, no blendshapes show up in maya at all.
    For the standard JCMs and blendshapes do I need to favorite them all? Not sure where to go about finding everything I would need.

  10. Ian Ross says:

    I pretty much got everything working and i’m loving the plugin right now.
    I noticed that the FK forearm roll/twist is not connected to the hand twist so I had to make the connection myself in Maya. Is it possible add this for the legs and the arms to your maya script?

    • LayLo says:

      Awesome! I’m glad you got it working and are happy with it!

      I’m actually not sure of the connection you’re referring to. I could probably add the step you’re talking about to the script. How do you set up that connection?

  11. Dmitry says:

    Hello! does your plugin works with maya 2016 or is it only for 2018? I’m considering buy it for G3

    • LayLo says:

      It does work with Maya 2016, except Maya 2016 doesn’t have a shape editor and has a different HumanIK set up, but it still works, I’ve accounted for those things.

  12. Yoshi Kubodera says:

    Pose controls which I checked in Daz don’t seem to work in Maya.
    Bones don’t follow the mesh. The mesh distorts in all directions.
    Bones are binded properly since I can move them without problems in Maya.

    Do you have any ideas what is wrong?

    • LayLo says:

      Which pose controls aren’t working in Maya?
      Are you using the Daz Studio export scripts included with the plug-in to create your exported FBX file?
      What version of Maya are you using?
      What do you mean the bones aren’t following the mesh? When using extra morphs in Maya the bones don’t follow the mesh the same way they do in Daz Studio, but I haven’t had it create any distortions.

  13. Genesis 8 female comes in correctly , but the Genesis 8 male will not, and throws the following error
    // New character ‘Character1’ was created.
    setCharacterObject(“Genesis8Female_Group”, “Character1”, 0, 0);
    // Error: file: C:/Program Files/Autodesk/Maya2018/scripts/others/hikDefinitionUtils.mel line 43: No object matches name: Genesis8Female_Group //
    // Error: file: C:/Program Files/Autodesk/Maya2018/scripts/others/hikDefinitionUtils.mel line 43: Object ‘Genesis8Female_Group’ not found. //
    # Traceback (most recent call last):
    # File “D:/Users/LayLo/Documents/maya/plug-ins/Genesis8ForMaya\”, line 1667, in loadGenesis8Figure
    # File “D:/Users/LayLo/Documents/maya/plug-ins/Genesis8ForMaya\”, line 1259, in defineIK
    # # RuntimeError: Error occurred during execution of MEL script
    file: C:/Program Files/Autodesk/Maya2018/scripts/others/hikDefinitionUtils.mel line 43: Object ‘Genesis8Female_Group’ not found.
    // Warning: An error occurred. If you believe this error occurred due to a bug please email the log file located at : C:/Users/Frank/Documents/maya/plug-ins/Genesis8ForMaya/log.txt to Daz tech support. //

  14. Hello, I purchased the Genesis 8 for maya , and I have double checked the installation procedures, it appears to be correct..
    However when I try to bring in a male genesis 8 figure it throws a error, No dialog box opens, and though the fbx comes in , thats it , no HIK , nothing..

    Then if I do a female it works fine..
    Please help

  15. Alex says:

    Great tool!

    I can´t seem to figure out the shader conversion tool.

    There is no such item as import.

    Please let me know how to run this application.


    • LayLo says:


      Thank you. Sorry for the delayed response, I’ve still been tying up loose ends with a couple busy construction projects.

      I’m sorry to inform you the neither Genesis 3 for Maya nor Genesis 8 for Maya include any kind of shader conversion tools. What I mention in the video is that if you have DazToMaya you can still use its shader conversion tool in conjunction with my plug-in.

      I have actually been working on a fairly advanced shader tool. It has its own user interface and does a lot of work of setting up shaders for you. There will still probably be some manual tweaking involved to get things just right for peoples personal preference, but the goal is at least to get things most of the way there.

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