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Daz Animations Resource Project (DARP)

 Large preview image for 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!

Filename Downloads Created Filesize
🇳🇱 EU Download
🇨🇦 NA Download
409 2017-03-02 11.77 MB
🇳🇱 EU Download
🇨🇦 NA Download
87 2016-06-14 11.77 MB
🇳🇱 EU Download
🇨🇦 NA Download
74 2020-03-01 849.43 KB
Thumbnail image for Daz Animations Resource Project (DARP)


Omg I love you. These are amazing. I hope to see more in the future =)
Reply • June 14, 2016, 8:39 a.m. -  soulreaper666
wow! perfect, nice man!!! thank you!
Reply • June 14, 2016, 9:21 a.m. -  jimmydance
Thanks for this Aardvark! Any tips on how to blend animation into another, for example to have a character transition from a walk into an idle animation?
Reply • June 14, 2016, 8:38 p.m. -  havewelost
Very nice!
Reply • June 14, 2016, 1:13 p.m. -  ComradeXSnarky
okay. no questions to ask about the mocap quality. damn. :D some of the walks and runs look rather not up to it. very random animation quality. from game to game. or... well... the showcases suffer from the general 'quality' and (over-)exaggarated 'shapes' or general meat of that (plastic-ed) 'bodies'. that's just imo. i'm not a friend of overfilled skin and body 'enhancement'. just wanted to post that. :D
Reply • June 15, 2016, 6:38 a.m. -  gimmeaname
You are god.. Your mod always something.
Reply • June 15, 2016, 7:28 a.m. -  Loginman69
Heey these will certainly come in handy. Nice work, I was wondering where the phantom animations came from in a vid I saw awhile back
Reply • June 14, 2016, 4:46 p.m. -  TengenGenesic
OMFG . You're The BEST <3 <3 <3 <3
Reply • June 14, 2016, 2:17 p.m. -  Anestusan
Dude, seriously. Thank you!
Reply • June 14, 2016, 5:33 p.m. -  fnkmstrrob
This looks incredibly useful, especially for someone like mw that likes using the DAZ models you release. Thanks a whole bunch :D
Reply • June 14, 2016, 5:57 p.m. -  Legoguy9875
Not sure how to get this to work with futa models that I've attached dongs to. Ends up doing this and flips out: Also randomly crashes when i try to import the sequence. Not sure why.
Reply • June 15, 2016, 2:32 a.m. -  ov3rbyte
thank you
Reply • June 14, 2016, 8:05 a.m. -  fl_studio
Nice. It's a shame there is so much silly NSFW stuff all around the examples and guides. Makes it difficult to share this thing in community where NSFW is foreboden >_>
Reply • June 14, 2016, 10:15 a.m. -  Rayko
Amazing. Was wondering if this was possible. If you need any more DAZ3D animations or even models/assets let me know. You can reach me here. It's my new tumbler I created solely for SFM.
Reply • June 15, 2016, 2:50 a.m. -  joosebox
@lordaardvark i'm using the momiji model on stage_big
Reply • June 15, 2016, 3:45 a.m. -  bigdickg
if i didn't use Daz model it's still work right? (use to about valve bipb simple bone etc.) In preview i saw Nualia model i think it might work i guess
Reply • June 14, 2016, 6:22 p.m. -  GottoGure
SBRP is sexy beach preimum resort, right? I recognize those animations. Ever consider adding in the games more explicit animations as well?
Reply • June 15, 2016, 12:21 a.m. -  Disgaea2
Reply • June 14, 2016, 11:05 a.m. -  poufyfluffy
You SIR are my hero this year
Reply • June 14, 2016, 11 a.m. -  MrFox
dude,you are amazing!
Reply • June 14, 2016, 11:53 a.m. -  ltd
This is incredible. Just added so much life to sfm with this.
Reply • June 15, 2016, 3:51 a.m. -  ohdaym
wait no nevermind i got it! thanks for your concern, though turns out the host reacts different to their roottransform bone being rotated when you select "Default" than the actual puppet does
Reply • June 15, 2016, 3:50 a.m. -  bigdickg
Why I cant see a modelpreview when I select a sequence?
Reply • June 16, 2016, 5:11 p.m. -  MrFox
SBPR's got alot of lewd animations, hopefully lord will add those later.
Reply • June 20, 2016, 6:39 a.m. -  Disgaea2
Btw it is not working on your quiet model.. My model stay at "T pose"
Reply • June 15, 2016, 11:43 a.m. -  Loginman69
What about idle animations? A trick I find useful for making more lifelike animations is to import an idle animation (particularly a fairly exaggerated one) and then apply the actions I want them to do on top. Always helps to make them look far less robotic in nature.
Reply • June 15, 2016, 11:34 a.m. -  12thtimelost
I'm fairly inexperienced with SFM (mostly just messing around with it) and am having some issues with the pole dancing animations. I'm adding in a pole, then the model, and then i add the daz animations and line it up. When I run the animation, the model isn't really sticking with the pole. Here is a image for reference: []( Anyone mind letting me know what I'm doing wrong? Thanks.
Reply • June 16, 2016, 7:40 p.m. -  darksythe53
Where do I store the .vtx .mdl and the .vvd files? Do i need the puppeteering script/s before i can use DARP on one of LA's DAZ models? Apologies for the stupid questions.
Reply • June 16, 2016, 12:07 a.m. -  Hudless_Horseman
i can't get this to work at all. am i doing something wrong? i'm using the correct model, i spawn it, right click it, Daz animation rig it, right click the animation rig, import animation, and the animation will play, but the joints bend sideways and the model gets super distorted. this happens on ALL of the Daz models.
Reply • June 28, 2016, 1:34 a.m. -  beelzebub
Do you make an another Tuto-video please?? cuz with my model created don't see that "rig options" this don't work, unless than i didn't made this properly
Reply • June 26, 2016, 10:32 a.m. -  MaestroShiranui
SFM crashes whenever I load the rig onto a model... Any help? I really want to try these animations in some stuff I want do.
Reply • July 7, 2016, 7:11 a.m. -  UltraMuffinMan
This such an invaluable resorce for sfm, it can really transform a scene and save a lot of time, thank you I hope we'll see more.
Reply • July 11, 2016, 4:40 p.m. -  ghostsaya
Hey, a way to make the breasts movement be more realistic, would be messing around with the graph editor frame by frame isn't it? And thanks, thats a very nice well done work! sorry for my english
Reply • Sept. 10, 2016, 6:44 a.m. -  jpfv369687
amazing proyect thank you for your effort, i'm new here and i like all the content....regards ;)
Reply • Sept. 9, 2016, 3:14 a.m. -  liliana23
Is this compatible with any models?
Reply • Sept. 27, 2016, 6:13 p.m. -  WillyWanker
I really appreciate the time and work you put into this, and I look forward to it expanding, but I just can't seem to get it to work at all. Whenever I apply the DAZ Animations rig, it creates the host model, but doesn't count as having added a rig. The animation is only applied to the host and I don't have an option to bake or remove the rig from the original model.
Reply • Sept. 30, 2016, 7:58 p.m. -  EOE
__main__:69: RuntimeWarning: Could not select 'samus_aran1:ValveBiped.Bip01_Pelvis' __main__:69: RuntimeWarning: Could not select 'chunli1:ValveBiped.Bip01_Pelvis' __main__:69: RuntimeWarning: Could not select 'quiet1:ValveBiped.Bip01_Pelvis' This is what I'm seeing in Console when I try to apply the rig to various models.
Reply • Sept. 30, 2016, 8:23 p.m. -  EOE
Bro i have a question, which is the correct way to work that "walk animation" ?? i said something like for example, i need to walk forward (my model) for example 100 steps forward and NOT in the same place, i asked this because when i tried to drag my model from her pelvis but when i played the animations looks like she walked staggers drunkenly, and the "run" animation is the same, so which is the better way to animate with this puppet ?
Reply • Oct. 8, 2016, 9:38 a.m. -  MaestroShiranui
Is it possible to make other models compatible with these preset animation?
Reply • Nov. 2, 2016, 5:54 p.m. -  WillyWanker
I tried to import animation into the quiet model but nothing happened
Reply • Nov. 4, 2016, 11 p.m. -  louie_johncena
My SFM crashes when I try to import sequence ;(
Reply • Jan. 6, 2017, 6:32 p.m. -  EclipseOwlz
Fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity fuckity Holy fucking shit I'm triggered
Reply • Feb. 11, 2017, 12:06 a.m. -  EclipseOwlz
Blow me
Reply • Feb. 11, 2017, 12:06 a.m. -  EclipseOwlz
Looks like we're having fun in here. I'm not sure how I missed this package :o
Reply • Feb. 11, 2017, 5:17 p.m. -  Aliassfm
Fucking thing keeps crashing, HELP ME GOD DAMNIT
Reply • Feb. 10, 2017, 7:43 p.m. -  EclipseOwlz
Hey, is this compatible with soria?
Reply • Feb. 25, 2017, 10:43 p.m. -  Dontcarebear
Well, M computer is beefy and I have quite a bit of ram installed, and yet my program crashes whenever I attempt to import a sequence. Any suggestions? Also, silly question, but what qualifies as A Daz Animation? Any info would be greatly appreciated, dear.
Reply • Feb. 27, 2017, 4:09 a.m. -  martin_gaming
Fantastic Work as always Lord!
Reply • March 2, 2017, 2:15 p.m. -  Shannels
@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.
Reply • March 5, 2017, 9:22 a.m. -  scum
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.
Reply • March 4, 2017, 3:17 p.m. -  beelzebub
edit, I see what i did wrong, i shouldnt spawn daz model and daz rig, just the rig, gowerver, when doing it as you do in the vid it crashes my sfm
Reply • March 6, 2017, 12:47 p.m. -  Darthdude
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
Reply • March 3, 2017, 1:29 p.m. -  colonelsonicmaster
Thank you, Lord.
Reply • March 8, 2017, 1:49 a.m. -  kingthamus
Is there any way to make this work on a humanoid? Like an argonian? I've tried everything I can think of, but it doesn't want to apply the animations. Puppeting also does not work, and walk cycles from scratch are not my strongsuit.
Reply • March 9, 2017, 7:30 p.m. -  Caepherus
Can you add fucking animations?
Reply • March 28, 2017, 7:51 a.m. -  JohnsonC47
I'm gonna die from the sheer joy of this! 2 weeks ago I spent upwards of three hours making Cassie Cage do a simple pole dance.... I just did background animations for a whole damn strip club in like.... 9 minutes. The utility of this simply cannot be overstated
Reply • April 27, 2017, 10:58 a.m. -  Ghorhammer
This... might be a stupid question. Is there any reason to believe that these will work on some of the other DAZ based models that you can find here and there? Or are they exclusive to yours alone? I haven't tried it yet mostly cuz I didn't keep track of which of the other models I have are DAZ based.
Reply • April 27, 2017, 11 a.m. -  Ghorhammer
do these animations work on genesis 3 models?
Reply • Aug. 6, 2017, 1:05 p.m. -  FJKMAN
I'm not entirely certain what I am doin' wrong. But after a few seconds the animations go idle half way through what is expected, and I even selected a looping dance animation. Anyone else having this issue?
Reply • Sept. 16, 2017, 8:40 p.m. -  SnippsTheSlammer
Hello! I don't know how to solve this. At almost every model I rig Daz Animations, the result is that the Host is 90 degrees anticlockwise rotated from the model. And I cannot find the way to correct this. I know that someone had the same problem and found the way to fix it. But I don't undestand how to solve it. Please, help!
Reply • Dec. 1, 2017, 11:56 a.m. -
just wondering, if anyone can help me with attaching object or prop to the model that been bake with darp, that will help a lot
Reply • Jan. 2, 2018, 7:51 p.m. -  ArmaArashi
| SKYE skeleton body UNP probably these animations can be stuck
Reply • Jan. 12, 2018, 11:07 p.m. -  denism
I highly doubt that you check the comments anymore but I'm gonna ask anyway. When I load the daz_animation rig to certain models and then apply a sequence the actual model is just frozen, however I do see the bones moving. Any ideas on how to fix this? And great job DARP! It makes things lot easier.
Reply • March 6, 2018, 12:13 a.m. -  Stelky
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
Reply • June 6, 2018, 5:25 p.m. -  hefa10
Have there been any updated versions of this mod with more animations included? This mod is a godsent!
Reply • Aug. 20, 2018, 2:55 a.m. -  teken1000
I'm Commander Shepard, and this is my favorite model on SFMLab.
Reply • Nov. 21, 2018, 7:58 a.m. -  Commander Shepard
Are you planning to add more animations? Pretty please?!
Reply • Feb. 2, 2019, 10:23 p.m. -  blankman97
If this answers the previous question as well: Will these work with DazV4 and optimized DazV4 models?
Reply • April 18, 2019, 1:05 a.m. -  KombatantChampion
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.
Reply • April 18, 2019, 1:27 a.m. -  BlueRose96
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?
Reply • April 18, 2019, 12:49 a.m. -  KombatantChampion
Reply • May 8, 2019, 7:26 p.m. -  hisrqjfx
Reply • May 8, 2019, 7:26 p.m. -  hisrqjfx
Reply • June 4, 2019, 9:14 p.m. -  ItsShubikStyle
wer can i find "rig_biped_daz_1neck" rig script?... i only can load daz_animation rig. wer to download the script?
Reply • June 27, 2019, 11:29 a.m. -  Praveen_Peace
So occasionally when I try to load a sequence onto a model, it just crashes my game. I require assistance.
Reply • Aug. 23, 2019, 3:51 p.m. -  Succ_nasty
I have animations that I want to use for SFM but I have no luck exporting them from 3DS Max, I am not experience with 3ds max, I am only use to Blender, the big problem is there are no tools that allow you to port GTA4 models into Blender, perhaps I can provide you the character model and the animation files from GTA4, would be nice to have some more beautiful custom animations for SFM.
Reply • Nov. 14, 2019, 4:03 p.m. -  luna9999
any update with new animations and new support ? this is simply the best thing in SFMLAB.
Reply • Dec. 16, 2019, 10:34 a.m. -  zuraxe
Can we have a support for Petruz rig ones that uses the TF2 prefix Bip_ that will be awesome;)
Reply • April 20, 2020, 8:38 p.m. -  zuraxe

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