DTH Character Studio
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Attachments#

An attachment is a reusable file that isn't a character but that you keep organized inside a project alongside its characters. Two kinds:

It's an opt-in, per-project feature.

 

Note

Think of it as a labelled shelf plus a one-click "open this in Daz" button, not a character generator — adding an attachment does not create or pre-fill a character.

 


Enable it#

Attachments are off by default. Open Settings → Project (the Project tab only shows inside a project window) and turn on Enable attachments, then Save. The setting is stored in that project's .dcsp file, so you enable it per project that wants it.

Settings → Project → Enable attachments
Enable attachments in Settings → Project.

With it off, the project's tab bar is just Characters / Notes / Operations. With it on, an Attachments tab appears beside Characters, and the "Add" panel gains a Character / Attachment choice.


Houdini templates#

Pick Houdini template in the Add panel and choose (or drop) a .hip. Give it a name and a description — "G9 skeleton, UE5 twist bones" — and it becomes a one-click source in the Utils drawer: the Source section lists this project's templates by name, so copying a setup never starts with hunting for a file.

A Houdini template is always linked, never copied. Moving a Houdini project safely needs every reference to be relative and its $JOB project folder to travel with it, and neither can be verified from here — so the copy options don't appear for a .hip.

Add an attachment#

On the Attachments tab, press Add and fill in:

  1. Choose Daz scene… — pick the .duf. The rest of the form appears once a scene is chosen, with a thumbnail preview.
  2. Name — auto-filled from the file name (e.g. Kira.duf → "Kira"); editable.
  3. Description (optional) — what this base is for.
  4. Copy into the .assets folder (on by default) — see below.
    • Subfolder (optional) — organize copies under .assets/<subfolder>/.
    • Delete the original after copying — makes it a move instead of a copy.
    • Turn the copy switch off to link in place — the scene stays where it is and the attachment just records its path.

Add attachment panel
The Add attachment panel with its scene thumbnail preview.

Copy vs link — the one thing to understand:

Copy (default) Link
Where the .duf lives duplicated into the project's .assets/ stays where it is
Portable with the project ✅ yes ❌ points at an external file
Removing the attachment deletes the copied .duf (optionally kept) never touches your original

Each attachment card shows its thumbnail (from the scene's .tip.png/.png sidecar, or the name's initials), its name/description, a storage badge (linked, or .assets/<subfolder>), and two actions: Open scene in Daz and Remove attachment.


Use an attachment#

The only in-app action is Open scene in Daz — it opens the .duf in Daz Studio (Daz must be the registered handler). From there you work in Daz as usual: dial your character on top of the base, save a new .duf, and back in the studio Add character pointing at that saved scene.


On disk#

Everything lives in a hidden .assets/ folder inside the project:

  • .assets/assets.json — the registry (names, descriptions, scene paths, copy/link flags).
  • copied scenes (and their thumbnails) under .assets/ (or .assets/<subfolder>/).

There is no global/shared attachment library — attachments belong to one project only. Changing the project's characters subfolder never touches .assets.

Good to know#

  • .duf scenes only.
  • The adjacent Show the Daz Products tab switch is a separate feature — see Daz product scanning.