Converting DAZ Studio FBX to CC Characters with Mesh Details
By default, exporting an FBX from DAZ Studio only includes the character at Subdivision Level 0, which lacks fine surface details such as bumps or wrinkles. To preserve these details, you must export an additional OBJ model that contains high-resolution surface information and load it during the Transformer process. This ensures that the imported character can accurately reproduce those surface details when the subdivision level is increased in Character Creator.
In Basic Mode, standard textures (Diffuse and Opacity) are automatically loaded with the character, eliminating the need for manual assignment.
The following steps use a DAZ Studio Genesis 9 (G9) character as an example.
Exporting Character from DAZ Studio- FBX
- Create your 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 character based on your requirements.
- Transformer Toolbar: Click the toolbar and select Get Daz A-Pose for CC3+ / CC5 HD.

- Create Menu: Navigate to Create > Transformer > Get Daz A-Pose for CC3+ / CC5 HD.


- Transformer Toolbar: Click the toolbar and select Get Daz A-Pose for CC3+ / CC5 HD.
- Drag and drop the corresponding A-pose file (e.g., Genesis9A_pose.duf) onto the character in DAZ Studio.

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

The character will now be set to the required export pose.
- Export the character as an FBX file. FBX 2012 -- Binary is required.

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

Exporting Mesh Details - OBJ
Since the FBX file lacks high-frequency surface detail, you must export a separate OBJ model to capture these features for the CC Transformer.
- Select the character from the Scene > Outline panel in DAZ Studio.

- In the Parameters panel, select the character's body, eyes, eyelashes, and mouth (teeth), and set the View SubD Level to 2 (this corresponds to SubD Level 2 in Character Creator).



SubD Level = 0
SubD Level = 2
- Export the OBJ using the recommended settings and click Accept.

- Save this file as an OBJ.

Importing into Character Creator - FBX + OBJ
- Launch Character Creator 5 Transformer.
- Transformer Toolbar: Click on the toolbar and select CC3+ or CC5 HD.

- Create Menu: Navigate to Create > Transformer > CC3+ or CC5 HD.

- Transformer Toolbar: Click on the toolbar and select CC3+ or CC5 HD.
- Select the FBX file exported in Step 1 and click Open.

- Choose the corresponding character type and click OK.

- Click BASIC to automatically load the character's Diffuse and Opacity textures.

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

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

You can adjust the baked texture resolution using the Bake Max Texture Size drop-down menu.
Importing Complete TexturesIf you require a complete 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. - Verify and set the asset types for all listed items.

Note:- Hair: Usually requires manual selection.
- Tearline: Can be set to Hair or deactivated.
- 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 complete the import. The DAZ Studio character is now converted.

- Diffuse and Opacity maps will be auto-loaded and can be viewed in the Texture Settings. The default folder path is: C:\DAZ 3D\Applications\Data\DAZ 3D\My DAZ 3D Library\Runtime\Textures\...
When you switch the character to a higher subdivision level in Character Creator, the high-resolution surface details from the OBJ will now appear.
Note:Metallic and Roughness channels will be automatically filled with default CC textures.



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