Genesis 8 for Maya

July 25, 2018 78 comments

Genesis 3 version available in my Gumroad store:

Genesis 8 for Maya is a script and plug-in combination for Daz Studio and Autodesk Maya that exports a Genesis 8 Core Male or Female figure from Daz Studio. Then using the Maya plug-in, imports the figure into a new scene, configures all joint control morphs (JCMs), including both joint corrective morphs and flexion morphs, while setting up HumanIK controls.

On top of that you can specify any additional morphs, expressions and/or pose controls you would like to be exported out with the figure by simply favoriting them in Daz Studio, the included custom export script will take care of the rest.

But, that’s not all!

The separate eyelashes shape gets configured to follow all expression and face morphs automatically. Any clothing and/or hair exported with the figure will follow all the figure’s morphs and JCMs as well.

It also provides some renaming options allowing you to rename the character and its associated nodes easily and congruently. This includes the transform and shape nodes, HumanIK controls, shading groups and shader names.

All currently released Genesis 8 male and female Daz Original Core figures are supported.

What’s Included and Features

  • Daz Studio Script:
    • Exports selected figure
    • Exports figures clothing and hair
    • Exports only figure specific Joint Corrective Morphs
    • Exports flexion morphs
    • Exports favorited morphs
    • Exports favorited expressions
    • Exports favorited pose controls
  • Autodesk Maya Plug-in:
    • Configures Joint Corrective Morphs
    • Configures Flexion Morphs
    • Organizes morphs in the Shape Editor
    • Creates HumanIK Controls
    • Renames figure and all associated nodes congruently
    • Sets the Eyelashes to auto-follow the main figures morphs
    • Sets any clothing and hair to auto-follow the main figures morphs
    • Compatible with Daz to Maya’s shader conversion feature
  • Product Compatibility:
    • Mac or Windows
    • Maya 2016+
    • Daz Studio 4.10+

Known limitations

  • Genitalia geo-grafts don’t get exported from Daz Studio with JCMs.
    This seems to be because of the way Daz Studio’s export FBX is set up for Geo-Grafts. I’m currently in communication with Daz to find out if there’s a workaround.
  • Pose controls and morphs that have negative values only export the positive influence of the morph. For left-right pose controls the morph can be duplicated and reversed in the shape editor.

78 Responses to “Genesis 8 for Maya”

  1. Shaylo says:

    “Known limitations

    Genitalia geo-grafts don’t get exported from Daz Studio with JCMs.
    This seems to be because of the way Daz Studio’s export FBX is set up for Geo-Grafts. I’m currently in communication with Daz to find out if there’s a workaround.”

    Any updates or movement on this issue?

    • LayLo says:

      I do not believe Daz is concerned about this limitation. The actual geo-graft its self gets welded on so the characters JCMs still work, but you have to do a lot of manual work to get all the morphs for the geo-grafts working.

      I have had a few people ask me more about this and even someone who was going to work on a solution. If you want to be kept in the loop shoot me an email.

  2. John H. says:

    Greetings. I’m not sure if this is an issue with your “Genesis 8 for Maya” plugin, or D.Master’s “Auto Face Enhancer” plugin (better skin wrinkling with facial expressions), so I’m reaching out to both of you. When I import into Maya, I get a Maya error: “The following parent and/or ancestor node(s) is/are not part of the BindPose definition. AutoFBXASC032FaceFBXASC032Enhancer_26922”
    The figure seems to import ok except for the Auto Face Enhancer functionality.
    Can you offer any advice re this error?
    Much appreciated.

    • LayLo says:


      Sorry for the delayed response, I was super busy traveling.

      If the character still functions properly, except for the Auto Face Enhancer aspects, I probably wouldn’t be too worried about the error. If you’re wanting to use the Auto Face Enhancer features in Maya, they would probably all need to be set up manually in Maya which would be a whole nother can of worms.

  3. Stevo says:

    I’ve been liking the script so far. However whilst it imports 3rd party expressions that I have favorited, it seems to ignore what I think are the standard expressions (which I have also favourited): Afraid HD, Angry HD, Flirting HD, Frown HD, Shock HD, Smile Full Face HD, Smile Open Full Face HD, Suprised HD. Any way to resolve this?

    • LayLo says:

      Sorry for the delay, I just had a chance to check this. I’m not able to reproduce the problem on my end. I set all the expressions you listed as favorites and they all showed up in Maya.

      It was recently brought to my attention that things seem to need to be set as favorites in the “Parameters” tab and not in the “Shaping” tab. I’ve always used the Parameters tab. Could that possibly be the problem? If not, could you try just setting the expressions you listed as favorites and no others and seeing if it works like that? It could be possible some of the other expressions are messing with the scripts export logic and not all the export rules are being set up correctly. Let me know what you figure out.


  4. Taly Vega says:

    I purchased Genesis 8 for maya two years ago, I stopped using it because of some bugs with male characters, now it has been fixed, I’ll like to know how I could update it manually or using Daz install manager. I tried, but i didn’t see it among the updates in the ‘Ready To Install’ tab.

  5. Taly Vega says:

    I’ll need step by step instructions on how to update genesis 8 for maya using daz install manager

    • LayLo says:


      I believe the information you’re looking for is in the manual: under the “Installation” section. You can remove it using Daz Install Manager (DIM) and then install it manually (make sure to download the latest files from your account on, or set the filter so that the plug-in appears in DIM and then probably update it that way. I asked Daz to change its filters, so it would appear normally like other products, but they ignored my request. 🙁

  6. Robinson says:

    Alright, here’s another question for you Laylo. There may not be a solution but I’d appreciate your opinion. Is it possible to subdivide the mesh to make it higher poly? I know Daz exports base resolution.

    Once bound to rig and with blend shapes applied, changing the subdiv on the base mesh in Maya is very hard. I’ve tried to do it but the weights get messed up resulting in deformations, mostly inside the mouth. The smoothing itself is OK, it’s the collapse (delete non-deformer history) so you can export to something like Unreal Engine that causes the problem. Copying weights from low to high poly mesh also causes the same issues.

    • LayLo says:

      Hey bro,

      First of all, sorry for the delayed response…

      Inside Maya I usually just use smooth mesh preview and render with smooth mesh preview. I’ve never tried converting it to smooth mesh preview (Modify > Convert > Smooth Mesh Preview to Polygons) and then exporting it to another software package. That may work possibly if your goal is just to get a less faceted mesh with rigging intact. If that’s just your goal, I would assume Unreal Engine would have a sub dividing tool, but maybe not?

      There’s also a plug-in called seUVBlendshape that I heard can be used for such purposes and also adding back the HD detail some Genesis characters have to offer. I have not yet got around to trying it out yet and therefore do not how it works exactly or how well it works, but it sounds like it’s worth checking out from what I’ve heard.

      I hope that helps and please let us know if you figure out a solution.


  7. julien leroy says:

    hi i bought your genesis 8 + pose library for maya
    i want know if i can use this script with yours ?
    happy new year

    • LayLo says:

      Hi! Thanks for your support!

      You should be able to use that script in conjunction with those products. It really depends on how well the script is written, and with one caveat. The controls may lock the rotation of the face joints, so with the Pose Library and poses that pose the face, they may not be able to work properly.

      Happy new year!

  8. Robinson says:

    Hi again LayLo,

    Sorry to bother you again but do you have a tutorial somewhere about how to bake transforms into feet, i.e. for shoe/heel pose? It always exports from Daz with zero for the foot pose and the shoes get mangled in the process.

    I’m sure I’ve seen a tutorial about this somewhere but can’t for the life of me remember where…

    Thank you.

    • Robinson says:

      I’m guessing the idea will be to import a pose or anim with the bone rotations and then fit the shoes later, rather than importing the character already posed and wearing the shoes.

    • LayLo says:


      Sorry for the delayed response I’ve been dealing with some computer issues.

      For HumanIK the figure has to be in a T-Pose which is why the pose gets reset.

      Do you have my Pose Library? It’s the easiest way, because you can ERC bake the pose controls to joint rotations, then save the pose, and then load that pose in Maya using my Pose Library. I haven’t gotten a chance to make a video on it specifically, but I show how towards the beginning of this video.

      If you don’ have my Pose Library then I would export the character with the shoes and manually set the rotations for the feet and toes copying the values form Daz Studio.

  9. Robinson says:

    Hi LayLo,

    I just bought Genesis 3 to Maya. When I drag the install scripts into Daz (4.12) nothing happens. Checking the log it says the script completed successfully, but there’s nothing in the scripts menu. Is this an issue with that version of Daz?

    Thank you.

    • LayLo says:


      Thanks for your support!

      Sometimes those run once scripts are a little finicky. The export scripts have to be installed before the run once scripts are ran. Please double check they are installed in the proper location. Also, sometimes just running them a second time gets them to work properly for whatever reason.

      Let me know how it goes.

      • Robinson says:

        I’ll try it again and double-check the install locations. The importer works fine anyway for Maya, except the eyes are white; something I’ve encountered with almost all methods of export->import of Daz models!

        • Robinson says:

          I copied the files into the correct daz folder in program files but it still doesn’t stay in the scripts menu. i.e. it’s there after I’ve run the script but after closing and re-opening Daz it’s gone. However I discovered this is entirely down to the “layout” feature of Daz, i.e. when you open it it applies a saved layout (if you’ve done that). Saving the layout after installing fixes the problem. It’s now there when I reopen it.

          With respect to the eyes, this was an easy fix in Maya (I’m still learning Maya!). I changed the cornea and eye moisture transparency to 1.

          Thanks again LayLo.

          • LayLo says:

            Awesome, I’m glad you were able to get it figured out! This is the first time I have heard about the layout problem. Thanks for letting us know how you fixed it!

            I get asked about the eyes a lot. I need to make a video about it. But yes, the shaders need to get configured for Maya. I’ve been working on a plug-in for it, but it’s not finished yet. Here’s a video I made demonstrating how it works if you’re curious :

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