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Export OBJ Files

The Wavefront Object Export Options dialog comes up when you select File > Export and choose the Wavefront Object (*.obj) export option.

The OBJ Exporter makes sure that there are no whitespaces in group name entries when exporting which prevents issues with incorrect grouping when importing OBJ files that were exported from DAZ Studio into other programs.

Presets Tab


The following options are available on the Presets tab:

  • Convert To (Presets): Provides a list of export presets which enable Studio to export the mesh at the correct scale and orientation for the specified program. When exporting morph targets, even when they will be re-imported into Studio, select the Poser option.

  • Show Individual Settings: When selected, expands the settings for the selected preset. To accept the default settings for the preset, click on the Accept button to continue with the export.

    To hide the settings, click on the Hide Individual Settings button.


    icon-note.jpg NOTE! As you select different preset options, the options selected will change based on the preset type.
  • Scale: Reflects the default scale for the selected program. The scale percentage can be changed prior to exporting but it is recommended that you select the Custom option and adjust the scale for it.



  • Axis Conversion: Allows the axes of the OBJ to be changed based on how the program the object will be imported into orients objects, for example, for programs which use +Z Up instead of +Y Up.. Left-click on the button for the axis to be changed and select what axis to convert it to.
  • Invert Positive Direction: Select this option if the program being imported into inverts the positive and negative direction from what is used in DAZ Studio.
  • Ignore invisible nodes: When enabled, nodes set to not visible will not be exported.
  • Use Bone Welds: When enabled, welds duplicate vertices.
  • Remove Unused Vertices: When enabled will removed unused vertices from the mesh.
  • Write UV Coordinates: When enabled, texture coordinate statements (UV coordinates) are written to the exported file.
  • Write Normals: When enabled, vertex normal statements are written to the exported file.
  • Write Object Statements: When enabled, divides the geometry into “objects” when saving out the scene and is a good way to separate different scene items. Only some importers support this, however, so it isn’t always useful. Importers that do not support this option will ignore the object statements.
  • Write Groups: When enabled, group statements are written to the exported file based on the selected options. Determines how facet grouping will be written to the saved file.
    • Use Existing Groups: Saves out the OBJ with the same grouping it currently has.
    • Use Node Names: This option will save all of the geometry for a node into a single group named the same as the node. This is useful for figures as it will save out geometry grouped according to bone and can also be useful when saving out scenes so that different props are saved into different groups.
    • Use Surface Names: This option will save out the geometry grouped according to its surface (material) names. For example, if saving a figure, all the geometry in the figure for the “Skin” material would be put into a single group.
    • Use Figure Names: This option will save out the geometry according to the figure/prop it belongs to. This is similar to the “Node Names” option, except that it will save a figure in a single group instead of a group for each bone.
  • Write Surfaces: When enabled, surface statements are written to the exported file.
    • Write Material Library: When enabled, writes the surface and/or map information to an .mtl file. Enable this for export formats that support mtl files.
      • No Maps: No texture maps are written to the mtl file, only surface information.
      • Collect Maps: Maps are collected into a folder in the same location as the exported mesh file.
      • Convert Maps (for Bryce): Maps are converted to a format that can be imported into Bryce and the maps are collected into folders in the same location as the exported mesh file.

Saving a Custom Preset

If there are settings you use frequently that differ from a specific preset, you can save your settings as a custom preset.

To save a custom preset:

  1. Select the preset that is closest to your settings or select Custom from the preset menu.
  2. Modify the individual settings as needed.
  3. Click on the Save Preset button. The New User Preset dialog will be displayed.
  4. Enter a name for the preset and click on OK.

  5. The current preset will be changed to the new preset and it will also be available in the preset listing.


Removing a Preset

To remove a user preset from the listing:

  1. Select Remove User Preset from the preset menu. The Remove User Preset dialog will be displayed.
  2. Select the preset to be removed from the listing and click on OK. The preset will be removed from the preset listing.


    icon-note.jpg NOTE! You can only remove presets that you have saved. You cannot remove any of the default presets.

LOD Levels Tab


The following option is available on the LOD Levels tab:

  • Modify the LOD export level: Allows selection of a specific LOD level to be exported. Only one LOD level can be exported at a time and only points that are connected to polygons.
    • Node: The selected figure node.
    • Scene LOD: The current LOD level selected in the scene.
    • Export LOD: The LOD level that will be exported.

      To select a different LOD level to export without having to start the export process over again, right-click on the Export LOD field and select the LOD level to export.


      The Export LOD field will change to show which LOD level is to be exported.