Converting DAZ Studio FBX to CC Characters with Mesh Details
By default, an FBX exported from DAZ Studio only contains the character at Subdivision Level 0, which lacks high-resolution surface details. To preserve these details, you can export an additional OBJ model with high-resolution surface information and load it during the Transformer process. This ensures that the character accurately reflects those details when the subdivision level is increased in Character Creator.
In Advanced Mode, Character Creator automatically detects and loads all associated textures (including Normal, Specular, etc.) from the source folders.
The following steps use a DAZ Studio G9 character as an example.
Exporting Character from DAZ Studio - FBX
- Create a character in DAZ Studio, including all desired morphs and clothing.


Close Up
Full Body
- In Character Creator, select the appropriate A-pose for the DAZ Studio character based on your requirements.
- Transformer Toolbar: select Get Daz A-Pose for CC3+ / CC5 HD from the menu.

- Create Menu: Select the A or T poses from the Create > Transformer > Get Daz A-Pose for CC3+ / CC5 HD menu.


- Transformer Toolbar: select Get Daz A-Pose for CC3+ / CC5 HD from the menu.
- Drag and drop the suitable A-pose for the current DAZ Studio character (e.g., Genesis9A_pose.duf).

- In the Apply Pose Preset panel, select the character and click Accept.

The character will assume the A-pose and be ready for export.
- Export the FBX using the settings shown in the illustration (FBX 2012 -- Binary is required).

* Ensure that the "Embed Textures" and "Collect Textures" checkboxes are deactivated. - Save the character as an FBX file.

Exporting Character with Mesh Details - OBJ
Since the FBX lacks surface bump details, you must export a separate OBJ model to capture these details for the CC Transformer.
- Select the character from the Scene > Outline panel.

- In the Parameter panel, select the character body, eyes, eyelashes, and mouth (teeth), then set the View SubD Level to 2 (corresponding to SubD Level 2 for CC characters).



SubD Level = 0
SubD Level = 2
- Export the OBJ using the settings shown in the illustration and click Accept.

- Save the character as an OBJ file.

Importing into Character Creator - FBX + OBJ
- Launch Character Creator 5 and start the Transformer feature.
- Transformer Toolbar: Select CC3+ or CC5 HD from the menu.

- Create Menu: Select CC3+ or CC5 HD from the Create > Transformer menu.

- Transformer Toolbar: Select CC3+ or CC5 HD from the menu.
- Select the exported FBX and click Open.

- Choose the corresponding character type and click OK.

- In the dialog box, click ADVANCED button, Character Creator will automatically search for textures based on the character's material settings in DAZ Studio.

- In the Asset Import Status Report panel, load the Level 2 OBJ file into the DAZ Studio High-Poly Source field.

- Activate Bake Body Texture to apply DAZ Studio textures to the character's skin, eyes, eyelashes, teeth, and nails.

You can set the baked texture resolution using the Bake Max Texture Size drop-down list.
Importing Complete TexturesFor a more comprehensive texture import, fill in the Texture Profile (*.ini) and Texture Folder fields.

For detailed instructions, please refer to the Using INI for Loading All Body Texture section. - Identify the asset types in the Asset Import Status Report panel.

Note:- Typically, the Hair type must be selected manually.
- Tear Object (CC Tearline): This item can either be set to the Hair type or deactivated entirely.
- To set as Hair: Select "Hair" from the Type drop-down menu.

- To deactivate: Uncheck the item in the Import column.

- To set as Hair: Select "Hair" from the Type drop-down menu.
- Click OK to import the character and its assets. The DAZ Studio character is now successfully converted.

- All identified texture maps (including Diffuse, Opacity, Normal, Roughness, Metallic, etc.) will be auto-loaded. You can check out the channels in the Texture Settings
section. The default folder path is: C:\DAZ 3D\Applications\Data\DAZ 3D\My DAZ 3D Library\Runtime\Textures\[character name]
Mesh details will be visible when the character is switched to higher subdivision levels.
Note:The empty Metallic and Roughness channels will be filled up automatically with default textures by Character Creator.



Subdivision Level = 0
Subdivision Level = 1
Subdivision Level = 2
For further steps, please refer to the Procedures After Conversion section.