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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!



DazV3 is the easiest to recognize, because they have the "_Rig" bones, like "ValveBiped.Bip01_R_UpperArm_Rig". However, this script works with all three versions, the original Daz body, DazV2, and DazV3. For posterity's sake, Lisa was the first model released on DazV3, and as of right now, only her and Rachel use DazV3.

LordAardvark posted 2 years, 7 months ago


is it possible to take an existing model, and change the name of it's bones to match a daz rig and have it work with this? I'm honestly not sure

colonelsonicmaster posted 2 years, 7 months ago

you sir are a genius, with that said is there any chance you could rip force unleashed anims, I need them for an sfm project but can't afford the programs nessecary for them.

Darthdude posted 2 years, 7 months ago


@colonelsonicmaster , you'll need to look into Puppeteering (just search "Puppet" here, you'll find my scripts for it). The basic operation you will want to do this: 1.) Find or create a puppet script that will puppet your desired model to the Valve Biped. 2.) Apply the puppet script to your model and any DazV1 or DazV2 model (such as, for example, Elizabeth). 3.) Apply DARP to the DazV# model you puppeted your model to. DARP will apply the animation to the DazV# model, and then the Puppet script will transfer the animation to your desired model.

LordAardvark posted 2 years, 7 months ago


when i apply to rig to a DAZ 3 model, the limbs get all wobbly and distorted, looking like an octopus. is anyone else getting this?

beelzebub posted 2 years, 7 months ago


i also can't get it to work on any of the DAZ models.

beelzebub posted 2 years, 7 months ago


Did you download the latest version of both DARP and the DazV3 characters?

LordAardvark posted 2 years, 7 months ago


yes. i re-installed them all just to be sure. with the DAZ models, i figured out the issue. i cant use the default slider on the DAZ 1 and 2 models before i rig them with DAZ animations. it somehow messes everything up. the DAZ 3 models still get super distorted however. i currently have no access to ,y PC now, so i cant send an example video or GIF. i can on Monday.

beelzebub posted 2 years, 7 months ago


@colonelsonicmaster, a puppeteering script is a script that automatically sets up a series of constraints between the master/host and the slave/puppet. If you don't want to write a script, you can set up constraints manually. For example, if model A has an animation that you want to copy to model B, firstly position model B in the same starting pose as model A. In motion editor, set up a parent constraint so that A's pelvis controls B's pelvis (the pelvises need to be in the same position, otherwise use a both a point constraint and an orient constraint in place of the parent constraint). Next, for each relevant bone, set up orient constraints so bones in A control corresponding bones in B. Finally, hide model A. DARP spawns and automatically hides a model called "daz_animations_baked" which holds the standard animations. You can spawn the model yourself, use its animation sequences to puppet another model, and hide it manually in animation set editor. Long-winded, I know, but you just have to click bone A, control-click bone B, right-click, dag-utilities, constraint for a few bones -- quicker than writing a one-off script. I used this method on a model with 3-bone limbs instead of the usual two upper/lower bones. The middle bones used 2 orient constraints to combine the motion of the other two bones.

chkscum posted 2 years, 7 months ago

when I try to apply Daz_animations rig I get anoether rig pop up with it so I get e/g. leia_daz1(puppet) and leia_daz1host(host) and then leia_daz1host2 I don't understand why, I've done puppeteering before so I know it's not me. can you help plz?

Darthdude posted 2 years, 7 months ago

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