Bundled fix-it scripts#
Two scripts that ship with the studio and are run by hand in Daz Studio, from Scripts › DTH-Character-Studio in the Content Library. Neither is part of the ROM pipeline: they exist for scenes the pipeline cannot accept as they are, and each is a one-off repair. They install automatically with everything else the Daz side needs — on Save, or Tools → Refresh assets.
Geografts under a Golden Palace / Dicktator shell#
Fit a nipple or navel geograft to a figure that already wears Golden
Palace or Dicktator, and the genital shell covers it. It is not a fitting
problem — a geoshell carries one visibility switch per surface of the figure it
shells, and a newly fitted graft adds its surfaces to that list switched on.
By hand that means switching off each stx_… row in the shell's Parameters ▸ Shell
▸ Visibility ▸ Surfaces list, on every GP/DK shell (Golden Palace has two), in
every scene.
Fix_Graft_Shell_Surfaces does it in one run. Open the scene, then run it —
nothing to select. It is safe to re-run. What it will not touch:
- Other geoshells. Skin overlays, tattoo and nail shells keep their graft surfaces on — a body tattoo should cover the nipple graft.
- The shell's own graft. Golden Palace's own surfaces stay visible on its own shells; only the other grafts' rows go off.
- The figure's own surfaces (
Body,Head,Legs…).
A scene without a GP/DK shell is a no-op, and a shell whose graft the script can't identify is reported as skipped rather than guessed at.
Rescuing an old scene that is only a ROM animation#
A scene the studio can use has an empty timeline, so one that already carries
animation is refused by the add-scene check — a problem when the only surviving copy
of an old character is the scene with its ROM baked in. Kill_Animation is
the way back, and the order matters:
- Open the old scene in Daz Studio.
- Run
Scan_Framesfirst. It writes the animation out frame by frame as a CSV the studio can import as a ROM definition — do this before the next step, because afterwards there is nothing left to scan. - Run
Kill_Animation. Nothing to select. It shows what it found — how many keys, how many frames — and asks before deleting anything. - File ▸ Save As into your character's folder in the studio project, and add it as a scene. The timeline check passes now.
It changes only the timeline. The character keeps its shape, its clothes, its hair and the pose it holds at frame 0 — no node deleted, no morph zeroed, no material touched. Every key goes, and the range returns to 0–30 frames. A property that refuses to give up its keys is named rather than reported as a clean run.
Warning
There is no undo. The script does not save the scene — that stays your
decision — but the keys are gone from the open scene the moment you confirm. If
the ROM in it still matters, run Scan_Frames first.