Okay here's a little tutorial on how to get models and transformation animations from Daz Studio 3 to work with the Mesh Editor.
Tools Required:
1. 3DS Max 2010 or 2011
2.
The latest version of the Autodesk FBX Exporter Plugin for 3DS Max
3. OpenCollada plugin for 3DS Max
4. Daz Studio 3
Steps:
1. Export your model and animations/morphs from Daz Studio in Autodesk FBX format with the following settings (some of the selected is optional, tinker as you please).
2. Import the FBX file you made with 3DS Max with the following settings. (some of the unselected are optional, tinker as you please)
Note: This will take a long time because re-evaluation of smoothing groups is enabled and is highly recommended.
3. Lastly export from 3DS Max with OpenCollada with the following settings.
And there you go! Animations and geometry should be working nicely in Mesh Editor! Just save your skeleton and anim and you are good to go.
There are some texture problems/quirks so you are going to have to end up manually setting up the materials for your models. For example, if you have Ambient Occlusion maps for your model from Daz Studio, they will be recognized as Normal Maps instead of Lightmaps in the Mesh Editor so you will have to manually fix the Diffuse/Normal/Lightmap configuration to make your models look right.
If anyone has any comments or mistakes to point out, please reply.