Support SFMLab on Patreon

Daz Animations Resource Project (DARP)


What Is It?

The Daz Animations Resource Project (DARP) is a collation of animations from a multitude of sources into a single, easy-to-use source, for the purpose of quickly adding pre-made animations into your Source Filmmaker projects.

After all, if you're trying to get an animation project done, then why reinvent the wheel, if you don't have to?

DARP is a natural extension of my Puppeteering scripts, but with a whole new layer of convenience for use. It has 100% compatibility with every Daz character I have built to date, and should have 100% compatibility with every Daz character I will build in the future. Put simply, if you choose to use one of my Daz models (or a model derived from them), then DARP should work without issues on it.

What Is Included?

The initial release of DARP comes with 100 animations. These animations are sourced from the following:

  • Blade Symphony
  • Dark Messiah of Might and Magic
  • Half-Life 2
  • Skyrim
  • Skyrim mods
  • Mass Effect
  • SBRP
  • An unknown source (I just found the animations in my usermod folder, with no trace of where they came from to be found.)

The animations can be broken down into the following categories, with the number of animations in each category listed as well.

  • Sprint forward (1)
  • Run forward (7)
  • Run backward (1)
  • Run transitions (1)
  • Walk forward (17)
  • Walk backward (2)
  • Walk transitions (4)
  • Side-stepping (2)
  • Climbing (4)
  • Obstacle navigation (3)
  • Evasion (3)
  • Attacks (4)
  • Recovery (4)
  • Dance (23)
  • Mass Effect Phantom (13)
  • Misc (3)

How Does DARP Look?

Here is a small sample of the animations included.


How Do I Use DARP?

Please see the following 5-video guide on using DARP. Each video is less than 15 seconds long. NOTE that the videos below are NSFW (using a nude model).

NOTE: Baking constraints can take a very long time, and is dependent on the amount of time you have selected in the Motion Editor. SFM will appear to lock up, but don't worry: It's actually working!

NOTE: You need to select an explicit amount of time when baking constraints. If you bake with all of time selected, it is likely that the bake will fail (after locking your SFM up for a few minutes)

What Is the Future of DARP?

I am ever on the look-out for animations to rip and include into DARP. Right now, I have my eye on some Bioshock Infinite, Borderlands 2, and Dishonored animations, and I have a friend looking into ripping animations from Dead or Alive 5 Last Round.

If you have some animations you think should be included in DARP, then don't hesitate to send me a message about it! The source of your animation dictates what all you should provide:

  • If your animation is made directly in SFM, then please provide a download link for your SFM DMX project, and a download link to the model you used to build the animation.
  • If your animation is from a game mod, then please provide a download link to the mod, say what game the mod is for, and detail what the animation you are looking for is.
  • If your animation is from a game, then please provide both an extracted animation file and at least one extracted model file from the game that uses the animation file (for example, if you were to suggest a Dead or Alive run animation, then you provide both the run animation file and a copy of a character like Kasumi, both extracted out of the game). Please do not ask me to rip animations from games, without providing the relevant ripped files yourself - I most likely don't own the game, and so I can't rip from it myself.

Can I Use DARP In My...


The whole point of DARP is to encourage people to be more creative and ambitious with their animation projects.

Walk cycles are long and arduous things to make, and it can be difficult to justify putting that amount of effort into what will be 3 seconds of screen-time in a 30-second animation. The purpose of DARP is to remove that obstacle: if all you need is a character walking from Point A to Point B, and the specifics of their walk aren't terribly important, then you can just spend 6 seconds using DARP to apply the walk animation, and then move onto the more interesting bits of your animation!


hey, just a quick question, is there a way to slow the pace of the animation down? like if i want them to walk them slowly and such... thanks

hefa10 posted 1 year, 4 months ago

Have there been any updated versions of this mod with more animations included? This mod is a godsent!

teken1000 posted 1 year, 1 month ago

Commander Shepard

I'm Commander Shepard, and this is my favorite model on SFMLab.

Commander Shepard posted 10 months, 4 weeks ago

Are you planning to add more animations? Pretty please?!

blankman97 posted 8 months, 2 weeks ago


Having a slight problem regarding the animations. The root bone will wobble around a lot, a lot of times into the floor or in erratic patterns. Any fix?

KombatantChampion posted 6 months ago


If this answers the previous question as well: Will these work with DazV4 and optimized DazV4 models?

KombatantChampion posted 6 months ago


Since most models made by Lordaardvark nowadays use the DazV4 Models (some being compatible with those originally on DazV2 and eventually DazV3) and the time this was uploaded (the models were still on DazV1/DazV2-ish), you might have to use some trial-and-error with the models you want to apply the animations to. Some models that were made in 2018-today have major differences from the original Dazv4 base, so tread carefully. As for the RootTransform Bone fidgeting in place, that's likely just SFM being a shit and should stop if you restart it.

BlueRose96 posted 6 months ago


hisrqjfx posted 5 months, 1 week ago


hisrqjfx posted 5 months, 1 week ago



ItsShubikStyle posted 4 months, 1 week ago

Leave a reply

You need to be logged in to leave a comment.

Support SFMLab on Patreon