Utilities Panel version 1.2


Information About Active Object

  • Name. The object's name.
  • ID. Identifier that uniquely defines the object in DAZ Studio.
  • URL. Path to the .duf/.dsf file which contains the objects definition. This is useful e.g. for loading morphs, which are usually located nearby.
  • Rig Type. If the active object is an armature of recognized type.
  • Mesh Type. If the active object is a mesh of recognized type, or if it is an armature and a child is recognized.
  • Unit Scale. The scale that the object was imported with, i.e. the Unit Scale field in the import options.
  • Print Statistics. If the active object is a mesh, print the number of vertices, edges, and faces in the terminal window.

The ID and URL fields can often be quite long. If you need to see the full values, you can stretch the panel to the right, but it is usually more convenient to simply hover with the mouse over the property.

Decode File
DAZ files (.duf, .dsf) are really the JSON files, optionally gzipped to reduce disk space.  JSON is a ASCII format that can be viewed in a text editor, but gzipped files are binary. Select a DAZ file in the file selector, and an uncompressed text file is created in the same directory. If the original file is called foo.duf or foo.dsf, the text file is called foo.txt.

Find Seams
Creates seams at the boundaries of the UV islands.

The correct UV map must be chosen when the Find Seams button is pressed. Normally an imported character only comes with a single UV map, but there are multiple maps if other meshes have been merged to the selected one, e.g. with the Merge Anatomy button, The image above shows seams found for the night-time version of Ana - the genitals has strange seams because the body UV map was active.

List Bones
Prints a list of the active armature's bones in the terminal window.


Prune Vertex Groups
Remove vertices with very small weights from vertex groups. If this results in the vertex group being empty, remove the vertex group as well. 

Get Fingerprint
The fingerprint of a mesh is the string "Number of vertices - Number of edges - Number of faces". It provides a reasonable unique way to recognize a mesh. The DAZ importer knows about the fingerprints of the characters Genesis, Genesis 2 and Genesis 3. This button prints the fingerprint of the active mesh in the terminal window.

 Above we selected in turn the Ana armature, the Ana mesh, the low-poly version of Ana, and the Corset, and pressed Get Fingerprint. When a rig is selected, the child mesh with a known fingerprint