Version 2.3.0 | DAZ Studio 4.5+ | Windows & macOS
A production-ready DAZ Studio plugin that embeds a secure HTTP server inside DAZ Studio, enabling remote execution of DazScript via HTTP POST requests (or an optional Python library that wraps the interface and adds additional features) with JSON responses. Control DAZ Studio programmatically from external tools, automation scripts, and custom applications.
Already have the plugin installed?
- Open DAZ Studio → Window → Panes → Daz Script Server
- Click Start Server (default:
127.0.0.1:18811) - Click Copy to copy your API token
Option A — dazpy Python SDK (recommended):
pip install dazpyimport time
from dazpy import DazClient, DazScene
client = DazClient() # auto-loads token from ~/.daz3d/dazscriptserver_token.txt
scene = DazScene(client)
print(scene.num_nodes(), "nodes in scene")
figure = scene.find_skeleton_by_label("Genesis 9")
bones = figure.bones()
print([b._identifier.value for b in bones if "neck" in b._identifier.value.lower()])
rots=[0,4,10,15,20]
for rot in rots:
print (f"Set rotation {rot}")
figure.find_bone("neck1").set_local_rotation(0, rot, 0)
time.sleep(1)Option B — raw HTTP (any language):
import requests
response = requests.post(
"http://127.0.0.1:18811/execute",
json={"script": "(function(){ return 'Hello there from Daz Studio!'; })()"}
)
print(response.json())Need to get the plugin? Jump to Getting the Plugin below.
- Quick Start
- Why This Exists
- What's New in v2.3.0
- What's New in v2.2.0
- What's New in v2.0.0
- What's New in v1.3.0
- What's New in v1.2.0
- Requirements
- Getting the Plugin
- Overview
- Installation
- Connecting to DAZ Studio
- Scene Graph
- Figures — Skeletons and Bones
- Morphs
- Materials
- Cameras and Lights
- Scene I/O and Timeline
- Geometry
- Advanced: Batch, Undo, Async
- Error Handling
- Testing dazpy
- Starting the Server
- Configuration
- API Reference
- Script Registry
- Async Operations
- Scene Events (SSE)
- Client Examples
- dazpy SDK Docs — hosted on GitHub Pages
- HTTP API Reference — hosted on GitHub Pages
- OpenAPI Specification
- Architecture
- Migration Guide (v1.x → v2.0)
- Changelog
- Contributing Guide
DAZ Studio is powerful for 3D content creation, but automation is limited to manually running scripts. This plugin solves that by exposing DAZ Studio as an HTTP API:
What You Can Do:
- Remote Automation - Control DAZ Studio from Python, web apps, CI/CD pipelines
- Programmatic Access - Build custom tools that interact with scenes, assets, and rendering
- Integration - Connect to game engines, asset pipelines, batch processing systems
- API-First Development - Treat DAZ Studio as a service with HTTP APIs
Common Use Cases:
- Batch rendering and asset processing
- Asset management system integration
- Automated scene generation and testing
- Custom web-based controllers
- CI/CD pipelines for 3D content validation
Clients can now subscribe to live DAZ Studio scene changes over a persistent HTTP connection using Server-Sent Events (SSE). No more polling for scene state.
import requests, json
token = open(os.path.expanduser("~/.daz3d/dazscriptserver_token.txt")).read().strip()
with requests.get(
"http://127.0.0.1:18811/scene/events",
headers={"X-API-Token": token},
stream=True
) as r:
for line in r.iter_lines():
if line.startswith(b"data: "):
event = json.loads(line[6:])
print(event["type"], event["data"])Event types: node.added, node.removed, skeleton.added/removed, light.added/removed, camera.added/removed, selection.list_changed, selection.primary_changed, scene.loading, scene.loaded, scene.saving, scene.saved, scene.clear_starting, scene.cleared, time.changed, playback.started, playback.finished, render.started, render.finished
Filter to only the categories you need:
GET /scene/events?filter=node,selection,scene
All auth, IP whitelist, and security checks apply. The connection stays open until the client disconnects or the server stops. See Scene Events (SSE) for full documentation.
New module dazpy.DazPose captures a full skeleton pose in one call and
restores it later, with linear interpolation between any two stored poses.
from dazpy import DazScene, DazPose
scene = DazScene()
figure = scene.find_skeleton_by_label("Genesis 9")
neutral = DazPose.capture(figure) # snapshot current pose
# ... dial morphs, animate, etc. ...
DazPose.blend(neutral, other_pose, t=0.5).apply(figure) # 50 % mixNew module dazpy.DazAnimation exposes per-bone rotation and translation
tracks, timeline range queries, frame stepping, and pose baking.
from dazpy import DazAnimation
anim = DazAnimation(figure)
print(anim.frame_range()) # (start, end)
anim.bake_pose_to_keyframes(start=0, end=60)New module dazpy.math3 provides lightweight value types returned throughout
the SDK: Vec3 (positions, translations), Quat (rotations), and BoundingBox
(geometry bounds). All support arithmetic operators and round-trip through JSON.
DazGeometry.vertex_positions_posed() returns world-space deformed vertex
positions with skinning and morphs already applied — enabling downstream export
pipelines to read the final mesh without re-solving the rig.
New example docs/examples/scene_to_usd.py uses this to export a full live
DAZ Studio scene to Pixar USD: posed meshes, cameras, lights, PBR materials, and
strand-based hair as UsdGeom.BasisCurves. Pass --morphs to write blend
shapes as UsdSkel targets.
python scene_to_usd.py --output scene.usda
python scene_to_usd.py --output scene.usda --morphsThree new interoperable example scripts:
| Script | Purpose |
|---|---|
bvh_import.py |
Parse a .bvh file and apply each frame to a DAZ skeleton |
bvh_discover.py |
Print a figure's bone hierarchy to help build bone maps |
bvh_bone_maps.py |
Canonical BVH ↔ DAZ bone-name tables for G8 / G9 |
Four additional examples expanding SDK coverage:
| Script | What it shows |
|---|---|
animation_mixing.py |
Blend two stored poses at a configurable weight |
batch_operations.py |
Morph dials, material swaps, and camera moves in one batched request |
geometry_analysis.py |
Mesh vertex count, bounding box, and posed positions |
keyframe_baking.py |
Sample procedural animation and write explicit rotation keyframes |
tests_dazpy.py (unit) and tests_dazpy_integration.py (requires a live DAZ
Studio instance) now ship in the repo root.
- API reference pages for
DazPose,DazAnimation,Vec3,Quat, andBoundingBox - Every script in
docs/examples/has anif __name__ == "__main__":guard and argparse--help, making all examples safe to import and self-documenting
v2.0 is a backward-compatible internal rewrite focused on correctness and reliability. The HTTP API, authentication mechanism, and all settings are unchanged.
A full-featured Python SDK ships alongside the plugin, installable as a wheel from the
release page or via pip install dazpy. It exposes DAZ Studio's scene graph as typed
Python objects: DazScene, DazSkeleton, DazBone, DazMaterial, DazMorph, and more.
See dazpy Python SDK below for the complete reference.
- Concurrent request race condition fixed — Under heavy load, more requests than the
configured maximum could slip through. The active-request counter is now atomically
managed under a
QMutex. - DzScript memory safety — Script objects are always destroyed on the main Qt thread, eliminating intermittent crashes from cross-thread deletion.
- Signal/slot leak — The
print()capture connection is now always explicitly disconnected on early-return paths (auth failure, rate limit, etc.), preventing stale output from appearing in unrelated responses.
- Extracted
AuthenticationService,RateLimiterService,IPWhitelistService,MetricsCollector, andAsyncRequestManagerfrom the monolithic pane class RequestValidatorandRequestProcessorreplace inline dispatch logicServerSettings/ServerConfigcentralise all defaults and magic numbers
openapi.yaml— machine-readable OpenAPI 3.0 specificationARCHITECTURE.md— component and threading diagrams (Mermaid)MIGRATION.md— step-by-step upgrade guide from v1.xCHANGELOG.md— full version historyCONTRIBUTING.md— developer guide
See the full migration guide for upgrade steps and rollback instructions.
Long-running operations (renders, exports, batch jobs) no longer need to block the HTTP connection:
POST /execute/async— Submit any inline script asynchronously; returns arequest_idimmediatelyPOST /scripts/:id/async— Submit a registered script asynchronouslyGET /requests/:id/status— Poll for progress (queued,running,completed,failed,cancelled)GET /requests/:id/result— Fetch the final result; supports?wait=trueto long-poll until completeDELETE /requests/:id— Cancel a queued or running requestGET /requests— List all active and recently completed requests
Cancellation: Queued requests are cancelled immediately. Running requests set a cancel flag and call killRender() — DAZ Studio honours the flag when the script returns.
TTL: Completed, failed, and cancelled requests are automatically purged after 1 hour (cleanup timer fires every 5 minutes).
- IP Whitelist - Restrict access to specific IP addresses
- Per-IP Rate Limiting - Prevent brute force attacks with sliding window limits
- Configurable Limits - Adjust concurrent requests, body size, and script length
- Register Once, Call Many - Upload scripts by name, execute by ID without retransmission
- Session-Based Storage - In-memory registry with register, list, execute, and delete endpoints
- Auto-Recovery - Returns 404 on stale IDs so clients can re-register after restarts
- Active Request Counter - Real-time display of concurrent requests (X/max)
- Auto-Start Option - Start server automatically when pane opens
- Better Error Messages - Descriptive errors with actionable guidance
- More Examples - Added JavaScript/Node.js and PowerShell client examples
All settings (security, limits, monitoring) are saved via QSettings and restored between sessions.
- DAZ Studio 4.5+ (for running the plugin)
- DAZ Studio 4.5+ SDK (for building from source)
- CMake 3.5+
- Compiler:
- Windows: Visual Studio 2019 or 2022 (MSVC)
- macOS: Xcode / clang with libc++
dazpy is a Python SDK that drives DAZ Studio through the Script Server.
It exposes the DAZ Studio scene graph as typed Python objects so you can write
automation code without authoring DazScript by hand.
Download the .whl file from the latest release and install it:
pip install dazpy-2.3.0-py3-none-any.whlOr install directly from the repo for development:
pip install -e .Requirements: Python 3.10+, requests (installed automatically).
from dazpy import DazClient, DazScene
# Default: 127.0.0.1:18811, token auto-loaded from ~/.daz3d/dazscriptserver_token.txt
client = DazClient()
# Explicit connection
client = DazClient(host="127.0.0.1", port=18811, token="your-token", timeout=30.0)
scene = DazScene(client) # or just DazScene() to use a default clientDazClient also exposes status(), health(), and metrics() for server introspection.
DazScene is the primary entry point. All methods execute DazScript on the server and
return typed Python objects.
scene = DazScene()
# Node counts
print(scene.num_nodes()) # total nodes
print(scene.num_skeletons()) # figures only
# Get all nodes (returns DazSkeleton / DazCamera / DazLight / DazNode as appropriate)
for node in scene.nodes():
print(node.name(), node.label(), node.position())
# Find nodes
node = scene.find_node("Genesis9")
node = scene.find_node_by_label("Genesis 9")
# Scene tree (hierarchy as nested dicts)
tree = scene.node_tree()
# All transforms in one round-trip
transforms = scene.all_node_transforms()
# Selection
selected = scene.selected_nodes()
primary = scene.primary_selection()
scene.set_primary_selection(node)
scene.select_all(on=False)Every scene object is a DazNode. Common operations:
node = scene.find_node_by_label("Cube")
# Transforms (world-space)
pos = node.position() # {"x": 0.0, "y": 0.0, "z": 0.0}
rot = node.rotation() # {"x": 0.0, "y": 0.0, "z": 0.0, "w": 1.0}
node.set_position(10, 0, 0)
node.set_rotation(0, 45, 0) # degrees
# Local-space transforms
lpos = node.local_position()
lrot = node.local_rotation()
node.set_local_position(0, 100, 0)
node.set_local_rotation(0, 0, 30)
# Scale
gs = node.general_scale() # uniform scale float
axes = node.scale() # {"x": 1.0, "y": 1.0, "z": 1.0, "general": 1.0}
# Visibility and scene membership
node.is_visible()
node.is_visible_in_render()
node.set_visible_in_render(False)
node.is_visible_in_viewport()
node.set_visible_in_viewport(True)
node.is_in_scene()
node.is_root()
# Bounding box
bb = node.bounding_box() # {"min": {"x":…, "y":…, "z":…}, "max": {…}}
# Selection
node.is_selected()
node.select(True)
# Generic property access (fallback for anything not wrapped)
val = node.get_property("Some Property Label")
node.set_property("Some Property Label", 1.0)Figures in DAZ Studio are DzSkeleton instances. Posing a figure means setting
bone rotations.
# Find a figure
figure = scene.find_skeleton_by_label("Genesis 9")
# or: scene.find_skeleton("Genesis9"), scene.skeletons()
# Bones
all_bones = figure.bones() # list[DazBone]
forearm = figure.find_bone("r_forearm") # Genesis 9; use figure.bones() to list names
forearm = figure.find_bone_by_label("Right Forearm")
n = figure.num_bones()
# Follow target (clothing/hair fitted to a figure)
target = figure.follow_target() # DazSkeleton | None
# DazBone — pose by setting local Euler angles (degrees)
rot = forearm.local_rotation() # {"x": 0.0, "y": 0.0, "z": 0.0, "w": 1.0}
forearm.set_local_rotation(0, 0, 45) # bend forearm 45° on Z axis
pos = forearm.local_position()
order = forearm.rotation_order() # "XYZ", "ZYX", etc.
skel = forearm.get_skeleton() # back-reference to the figure
# Example: pose a figure's arm
with scene.undo("Pose arm"):
figure.find_bone("lShldrBend").set_local_rotation(0, 0, -60)
figure.find_bone("lForeArm").set_local_rotation(0, 0, -30)scene.nodes() automatically returns DazSkeleton for figure nodes so you can
iterate and call bones() without an extra lookup.
Morphs control body shapes, facial expressions, and clothing fits.
figure = scene.find_skeleton_by_label("Genesis 9")
# List all modifiers on a node
for mod in figure.modifiers():
print(mod.name())
# Morphs only (DzMorph subclass)
for morph in figure.morphs():
print(morph.name(), morph.value())
# Find and adjust a specific morph
smile = figure.find_modifier("PHMSmileOpen")
print(smile.value()) # 0.0–1.0
smile.set_value(0.8)
# Or via DazMorph properties
morph = figure.find_modifier("BodyMorphHeavy")
morph.value = 0.5 # property-style write
print(morph.min, morph.max)node = scene.find_node_by_label("Genesis 9 Skin")
# All materials on a node
for mat in node.materials():
print(mat.name(), mat.diffuse_color())
# Find a specific material
skin = node.find_material("Torso")
# Color and opacity
color = skin.diffuse_color() # {"r": 255, "g": 220, "b": 200}
skin.set_diffuse_color(255, 210, 190)
print(skin.opacity()) # 1.0
print(skin.color_map()) # texture filename or None
print(skin.is_opaque())
print(skin.smoothing_angle())
print(skin.is_smoothing_on())
# Generic property fallback
skin.set_property("Glossy Reflectivity", 0.3)# Cameras
for cam in scene.cameras():
print(cam.name(), cam.focal_length(), cam.is_view_camera())
cam = scene.cameras()[0]
cam.focal_length() # mm
cam.frame_width()
cam.focal_distance()
cam.aspect_width()
cam.aspect_height()
cam.pixels_width()
cam.pixels_height()
cam.near_clipping_plane()
cam.far_clipping_plane()
cam.focal_point() # {"x": …, "y": …, "z": …}
cam.aim_at(0, 150, 0) # aim camera at world point
# Lights
for light in scene.lights():
print(light.name(), light.is_on(), light.is_directional())
light = scene.lights()[0]
light.is_on()
light.is_directional()
light.is_area_light()
light.direction() # {"x": …, "y": …, "z": …} (directional lights only)
light.set_color(1.0, 0.9, 0.8)# Load and save
scene.load("/path/to/scene.duf") # merge mode (does not clear existing scene)
scene.save("/path/to/output.duf")
print(scene.filename())
print(scene.needs_save())
# Timeline
print(scene.frame())
scene.set_frame(24)
print(scene.play_range()) # {"start": 0, "end": 240}
scene.set_play_range(0, 120)
scene.set_anim_range(0, 240)
print(scene.is_playing())
scene.loop_playback(True)DazGeometry provides access to the raw mesh data of a node's shape.
node = scene.find_node_by_label("My Prop")
geo = node.geometry()
print(geo.num_vertices())
print(geo.num_faces())
print(geo.subdivision_level())
print(geo.tris_count(), geo.quads_count())
# Vertices (chunked — returns slice starting at offset)
verts = geo.vertices(start=0, count=1000)
# {"total": 5000, "start": 0, "vertices": [[x,y,z], …]}
# Faces (vertex indices per polygon)
faces = geo.face_vertex_indices(start=0, count=1000)
# {"total": 4800, "start": 0, "facets": [[v0,v1,v2,v3], …]}
# Normals
normals = geo.normals(start=0, count=5000)
# UV sets
print(geo.uv_set_count())
uvs = geo.uv_positions(uv_set=0, start=0, count=5000)
# Groups
print(geo.face_group_names())
print(geo.material_group_names())Wrap multiple changes in a single undo step visible in DAZ Studio's Edit menu:
with scene.undo("Apply pose"):
figure.find_bone("lShldrBend").set_local_rotation(0, 0, -60)
figure.find_bone("rShldrBend").set_local_rotation(0, 0, 60)
figure.find_modifier("PHMSmileOpen").set_value(0.5)Batch groups multiple DazScript snippets into a single HTTP round-trip:
from dazpy import Batch
batch = Batch(client)
batch.add("(function(){ return Scene.getNumNodes(); })()")
batch.add("(function(){ return Scene.getNumSkeletons(); })()")
results = batch.execute() # one HTTP request, list of ExecutionResult
print(results[0].value, results[1].value)
# BatchFuture — fire and collect later
future = batch.submit_async() # returns BatchFuture
# ... do other work ...
results = future.collect()execute_long wraps the async submit/poll/collect cycle for operations like renders:
from dazpy import execute_long
result = execute_long(
client,
script="App.getRenderMgr().doRender(); return 'done';",
poll_interval=2.0,
timeout=300.0,
)
print(result.value)All dazpy exceptions are in dazpy.exceptions:
from dazpy import DazClient, DazScene
from dazpy.exceptions import (
ConnectionError, # DAZ Studio not reachable
AuthenticationError, # bad token or IP blocked
ScriptSyntaxError, # DazScript parse error
ScriptRuntimeError, # DazScript runtime exception
TimeoutError, # HTTP request timed out
NodeNotFoundError, # scene.find_node / find_skeleton raised
)
try:
scene.find_skeleton_by_label("NonExistent")
except NodeNotFoundError as e:
print(e)
try:
client.execute("this is not valid { script")
except ScriptSyntaxError as e:
print(e.request_id) # correlate with server logScriptRuntimeError and ScriptSyntaxError both carry a request_id attribute
that matches the 8-character ID in the server's request log.
The SDK ships with two test suites:
# Unit tests — no DAZ Studio needed (mock-based)
python tests_dazpy.py
# Integration tests — skip gracefully if server is down
python tests_dazpy_integration.pyTests requiring a live DAZ Studio session are gated with @skip_no_daz and
silently skipped when the Scene global is unavailable.
There are two options for getting the plugin. For most users, Option A, downloading a pre-built release, is the easiest route.
- Browse to the latest stable release page: https://github.com/bluemoonfoundry/daz-script-server/releases/latest
- Scroll down to the Assets section. Each release includes:
DazScriptServer.dll/DazScriptServer.dylib— the plugindazpy-*.whl— the Python SDK wheel (pip install dazpy-*.whl)
- Download
DazScriptServer.dlland copy it to the plugins folder in your DAZ Studio installation:- Windows:
C:\Program Files\DAZ 3D\DAZStudio4\plugins\ - macOS:
/Applications/DAZ 3D/DAZStudio4/plugins/ - Unsure where DAZ Studio is installed? Right-click its icon → Properties → Open File Location.
- Windows:
-
Download the DAZ Studio SDK from the DAZ Developer portal
-
Configure with CMake:
cmake -B build -S . -DDAZ_SDK_DIR="C:/path/to/DAZStudio4.5+ SDK"
-
Build:
cmake --build build --config Release
Output:
build/plugin/Release/DazScriptServer.dll(Windows) orbuild/plugin/DazScriptServer.dylib(macOS)
build.sh auto-detects CMake and loads environment variables from .env.
Commands (first positional argument; defaults to build):
| Command | Description |
|---|---|
build |
Configure (if needed) and build (default) |
install |
Build and copy plugin to DAZ Studio plugins folder |
clean |
Delete the build directory and exit |
release <tag> |
Build plugin + dazpy wheel, create a GitHub release and attach both |
Options (flags, combinable with any command):
| Option | Description |
|---|---|
--clean |
Wipe the build directory before building |
--reconfigure |
Force CMake configure even if a cache already exists |
--debug |
Build Debug config instead of Release |
--verbose |
Pass --verbose to the CMake build step |
--title <title> |
Release title (release only; defaults to tag) |
--notes <text> |
Release notes text (release only) |
--update |
Update an existing release instead of creating a new one (release only) |
--no-wheel |
Skip building the dazpy wheel (release only) |
--help |
Show usage and exit |
./build.sh # build
./build.sh build --clean --debug
./build.sh install --clean # DAZ Studio must not be running
./build.sh clean
./build.sh release v1.3.0 --title "v1.3.0" --notes "Bug fixes"
./build.sh release v1.3.0 --update # replace assets on existing release
./build.sh release v1.3.0 --no-wheel # plugin DLL only, skip wheelCopy the built plugin to DAZ Studio's plugins folder:
- Windows:
C:\Program Files\DAZ 3D\DAZStudio4\plugins\ - macOS:
/Applications/DAZ 3D/DAZStudio4/plugins/
Or build and install in one step (set DAZ_STUDIO_EXE_DIR in .env first):
./build.sh install
# Clean build + install
./build.sh install --cleanNote:
installrequires DAZ Studio to be closed. The script detects if it is running and exits with a clear error rather than failing at link time.
- Open DAZ Studio
- Go to Window → Panes → Daz Script Server
- Configure settings (see Configuration below)
- Click Start Server
The server status will show "Running" with active requests counter when started successfully.
All settings are persisted via QSettings and restored between DAZ Studio sessions.
| Setting | Default | Range | Description |
|---|---|---|---|
| Host | 127.0.0.1 |
- | IP address to bind to (127.0.0.1 for localhost only, 0.0.0.0 for all interfaces) |
| Port | 18811 |
1024-65535 | Port number |
| Timeout | 30 seconds |
5-300 | Script execution timeout |
| Auto-Start | Disabled | - | Start server automatically when pane opens |
| Setting | Default | Description |
|---|---|---|
| Enable Authentication | ✅ Enabled | Token-based authentication using cryptographically secure tokens (128-bit) |
Token Security:
- Auto-generated using OS crypto APIs (Windows: CryptoAPI, macOS/Linux:
/dev/urandom) - Stored in
~/.daz3d/dazscriptserver_token.txt - File permissions automatically set to
chmod 600(owner-only) on Unix/macOS - Copy token from UI using the Copy button
- Regenerate with Regenerate button if compromised
⚠️ Disable at your own risk - only on trusted networks
| Setting | Default | Description |
|---|---|---|
| Enable IP Whitelist | ❌ Disabled | Restrict access to specific IP addresses |
| Allowed IPs | 127.0.0.1 |
Comma-separated list (e.g., 127.0.0.1, 192.168.1.100) |
- Exact match only (wildcards not supported in v1.2.0)
- Blocked IPs receive HTTP 403 Forbidden
- Checked before authentication (efficient)
- Essential for network-exposed deployments
| Setting | Default | Range | Description |
|---|---|---|---|
| Enable Rate Limiting | ❌ Disabled | - | Per-IP rate limiting to prevent abuse |
| Max Requests | 60 |
10-1000 | Maximum requests per time window |
| Time Window | 60 seconds |
10-300 | Time window in seconds |
- Uses sliding window algorithm for accuracy
- Separate tracking per IP address
- Exceeded IPs receive HTTP 429 Too Many Requests
- Logs violations with timestamp and client IP
| Setting | Default | Range | Description |
|---|---|---|---|
| Max Concurrent Requests | 10 |
5-50 | Maximum simultaneous requests |
| Max Request Body Size | 5 MB |
1-50 | Maximum request body size |
| Max Script Text Length | 1024 KB (1 MB) |
100-10240 | Maximum inline script size |
Protection:
- Prevents resource exhaustion
- Returns appropriate HTTP errors (413, 429)
- Use
scriptFilefor larger scripts
- Active Request Counter - Real-time display: "Active Requests: 2 / 10"
- Request Log - Detailed log with:
- Timestamps (HH:mm:ss)
- Client IP addresses
- Status codes (OK, ERR, WARN, AUTH FAILED, BLOCKED, RATE LIMIT)
- Duration (milliseconds)
- Request IDs (8-character UUID)
- Script identifiers
- Log Management - Maximum 1000 lines, auto-remove old entries, "Clear Log" button
Important: Configuration changes (except auto-start) require stopping and restarting the server to take effect.
http://127.0.0.1:18811
All endpoints except /status, /health, and /metrics require authentication when enabled:
Header Options:
X-API-Token: YOUR_TOKEN_HEREAuthorization: Bearer YOUR_TOKEN_HERE
| Code | Meaning |
|---|---|
200 |
Success (check success field in response) |
400 |
Bad Request (malformed JSON, invalid parameters) |
401 |
Unauthorized (missing or invalid token) |
403 |
Forbidden (IP not whitelisted) |
413 |
Payload Too Large (request body exceeds limit) |
429 |
Too Many Requests (concurrent or rate limit exceeded) |
Purpose: Check if server is running Authentication: Not required
Response:
{
"running": true,
"version": "2.0.0"
}Purpose: Health check for monitoring and load balancers Authentication: Not required
Response:
{
"status": "ok",
"version": "2.0.0",
"running": true,
"auth_enabled": true,
"active_requests": 2,
"uptime_seconds": 3600
}Purpose: Request statistics and performance tracking Authentication: Not required
Response:
{
"total_requests": 1523,
"successful_requests": 1489,
"failed_requests": 28,
"auth_failures": 6,
"active_requests": 2,
"uptime_seconds": 86400,
"success_rate_percent": 97.77
}Note: Counters persist across DAZ Studio restarts (saved to QSettings).
Purpose: Execute a DazScript and return the result Authentication: Required (if enabled)
Request Body:
Option 1: Inline script
{
"script": "(function(){ return Scene.getNumNodes(); })()",
"args": { "key": "value" }
}Option 2: Script file
{
"scriptFile": "/absolute/path/to/script.dsa",
"args": { "key": "value" }
}Parameters:
| Field | Type | Required | Description |
|---|---|---|---|
script |
string | one of | Inline DazScript code (max configurable, default 1MB) |
scriptFile |
string | one of | Absolute path to .dsa file |
args |
object | optional | Arguments accessible via getArguments()[0] |
Note: If both script and scriptFile are provided, scriptFile takes precedence.
Response:
{
"success": true,
"result": 42,
"output": ["line 1", "line 2"],
"error": null,
"request_id": "a3f2b891"
}Response Fields:
| Field | Description |
|---|---|
success |
true if script executed without error |
result |
Script's return value, null on error |
output |
Lines printed via print() (max 10,000) |
error |
Error message with line number, or null |
request_id |
Unique 8-character ID for log correlation |
Processing Order:
- Concurrent limit check
- IP whitelist check (if enabled)
- Rate limit check (if enabled)
- Body size validation
- Authentication (if enabled)
- Input validation
- Script execution
The script registry allows you to register scripts once and execute them by name/ID on subsequent requests, avoiding retransmission of large script bodies.
Key Features:
- Session-only storage (cleared on DAZ Studio restart)
- Clients should re-register on HTTP 404
- Register, list, execute by ID, and delete operations
- Same response format as
/execute
Purpose: Register or update a named script Authentication: Required (if enabled)
Request:
{
"name": "scene-info",
"description": "Return scene node count",
"script": "(function(){ return { nodes: Scene.getNumNodes() }; })()"
}Parameters:
| Field | Type | Required | Description |
|---|---|---|---|
name |
string | yes | Script ID: 1-64 chars, [A-Za-z0-9_-] only |
script |
string | yes | DazScript source code |
description |
string | no | Human-readable description |
Response:
{
"success": true,
"id": "scene-info",
"registered_at": "2026-03-27T10:15:00",
"updated": false
}Note: Re-registering an existing name overwrites the script and sets updated: true.
Purpose: List all registered scripts Authentication: Required (if enabled)
Response:
{
"scripts": [
{
"id": "scene-info",
"description": "Return scene node count",
"registered_at": "2026-03-27T10:15:00"
}
],
"count": 1
}Purpose: Execute a registered script by ID Authentication: Required (if enabled)
Request:
{
"args": { "label": "FN Ethan" }
}Response: Same format as POST /execute
Error Response (404):
{
"success": false,
"error": "Script not found: 'scene-info'"
}Handling 404: Client should detect 404, re-register scripts, then retry.
Purpose: Remove a script from the registry Authentication: Required (if enabled)
Response:
{
"success": true,
"id": "scene-info"
}Error Response (404):
{
"success": false,
"error": "Script not found: 'scene-info'"
}For long-running scripts (renders, exports, batch jobs), use the async endpoints to avoid blocking the HTTP connection. Scripts still execute serially on DAZ Studio's main thread — async means the HTTP response is returned immediately while execution is queued.
Typical async workflow:
import requests, time
BASE = "http://127.0.0.1:18811"
HEADERS = {"X-API-Token": token}
# 1. Submit asynchronously
r = requests.post(f"{BASE}/execute/async", headers=HEADERS,
json={"script": "App.getRenderMgr().doRender(); return 'done';"})
req_id = r.json()["request_id"]
# 2. Poll until complete
while True:
status = requests.get(f"{BASE}/requests/{req_id}/status", headers=HEADERS).json()
if status["status"] in ("completed", "failed", "cancelled"):
break
time.sleep(2)
# 3. Fetch result
result = requests.get(f"{BASE}/requests/{req_id}/result", headers=HEADERS).json()
print(result["result"])Or use ?wait=true to long-poll in one step:
result = requests.get(f"{BASE}/requests/{req_id}/result?wait=true&timeout=300",
headers=HEADERS).json()Purpose: Submit an inline script for asynchronous execution Authentication: Required (if enabled)
Request Body: Same as POST /execute
Response (immediate):
{
"request_id": "a3f2b891",
"status": "queued",
"submitted_at": "2026-04-09T10:15:00"
}Purpose: Submit a registered script for asynchronous execution Authentication: Required (if enabled)
Request Body: Same as POST /scripts/:id/execute
Response (immediate): Same shape as POST /execute/async
Purpose: Poll the status of an async request Authentication: Required (if enabled)
Response:
{
"request_id": "a3f2b891",
"status": "running",
"progress": 0.0,
"elapsed_ms": 1240,
"queue_position": 0
}Status values: queued, running, completed, failed, cancelled
queue_position is only meaningful when status is queued.
Purpose: Fetch the final result of an async request Authentication: Required (if enabled)
Query Parameters:
| Parameter | Default | Description |
|---|---|---|
wait |
false |
Block until the request completes |
timeout |
300 |
Max seconds to wait when wait=true |
Response (completed):
{
"success": true,
"result": "done",
"output": [],
"error": null,
"request_id": "a3f2b891",
"duration_ms": 45230,
"completed_at": "2026-04-09T10:15:47",
"status": "completed"
}Returns HTTP 404 if the request ID is unknown or has been purged (TTL: 1 hour).
Purpose: Cancel a queued or running async request Authentication: Required (if enabled)
Cancellation behaviour:
queued→ removed from queue immediatelyrunning→ cancel flag set +killRender()called; DAZ Studio honours the flag when the script returns
Response:
{
"request_id": "a3f2b891",
"status": "cancelled",
"cancelled_at": "2026-04-09T10:15:05"
}Purpose: List all active and recently completed async requests Authentication: Required (if enabled)
Response:
{
"requests": [
{
"request_id": "a3f2b891",
"status": "running",
"submitted_at": "2026-04-09T10:15:00",
"elapsed_ms": 1240
}
],
"total": 1,
"queued": 0,
"running": 1,
"completed": 0
}Note: Completed, failed, and cancelled requests are automatically purged after 1 hour.
GET /scene/events opens a persistent HTTP connection and streams DAZ Studio scene-change notifications as Server-Sent Events. Each event is a UTF-8 line in the form:
data: {"type":"node.added","ts":1716307200123,"data":{"node_id":"0x1a2b3c4d","node_name":"Genesis 9","node_type":"DzFigure"}}
A :keepalive comment is sent every 15 seconds so clients can detect disconnects without sending an event:
:keepalive
The connection stays open until the client disconnects or the server is stopped. All configured security checks (auth, IP whitelist) apply.
Purpose: Subscribe to real-time scene-change notifications Authentication: Required (if enabled)
Query Parameters:
| Parameter | Default | Description |
|---|---|---|
filter |
(all) | Comma-separated list of event categories to receive. Omit to receive all. |
Filter categories:
| Value | Events included |
|---|---|
node |
node.added, node.removed |
skeleton |
skeleton.added, skeleton.removed |
light |
light.added, light.removed |
camera |
camera.added, camera.removed |
selection |
selection.list_changed, selection.primary_changed |
scene |
scene.loading, scene.loaded, scene.saving, scene.saved, scene.clear_starting, scene.cleared |
time |
time.changed (debounced 150 ms), playback.started, playback.finished |
render |
render.started, render.finished |
Response headers:
Content-Type: text/event-stream
Cache-Control: no-cache
Transfer-Encoding: chunked
Every event shares the same envelope:
{
"type": "node.added",
"ts": 1716307200123,
"data": { ... }
}| Field | Type | Description |
|---|---|---|
type |
string | Dot-namespaced event name (see table below) |
ts |
integer | Unix timestamp in milliseconds |
data |
object | Event-specific payload (see below) |
Node payload (for node.*, skeleton.*, light.*, camera.*):
{
"node_id": "0x1a2b3c4d",
"node_name": "Genesis 9",
"node_type": "DzFigure"
}node_id is a session-stable hex pointer. Use it to correlate add/remove events for the same node within a session.
Scene-save payload (scene.saving, scene.saved):
{ "filename": "/Users/me/Documents/MyScene.duf" }Time payload (time.changed):
{ "time_ticks": 4800, "time_secs": 1.0 }time.changed is debounced — during playback it fires at most once per 150 ms regardless of frame rate.
Empty payload — all other events (node.removed, selection.*, scene.loading, scene.loaded, scene.cleared, playback.*, render.*):
{}Full event type table:
type |
Category | Payload fields |
|---|---|---|
node.added |
node |
node_id, node_name, node_type |
node.removed |
node |
node_id, node_name, node_type |
skeleton.added |
skeleton |
node_id, node_name, node_type |
skeleton.removed |
skeleton |
node_id, node_name, node_type |
light.added |
light |
node_id, node_name, node_type |
light.removed |
light |
node_id, node_name, node_type |
camera.added |
camera |
node_id, node_name, node_type |
camera.removed |
camera |
node_id, node_name, node_type |
selection.list_changed |
selection |
(empty) |
selection.primary_changed |
selection |
node_id, node_name, node_type (or {} if deselected) |
scene.loading |
scene |
(empty) |
scene.loaded |
scene |
(empty) |
scene.saving |
scene |
filename |
scene.saved |
scene |
filename |
scene.clear_starting |
scene |
(empty) |
scene.cleared |
scene |
(empty) |
time.changed |
time |
time_ticks, time_secs |
playback.started |
time |
(empty) |
playback.finished |
time |
(empty) |
render.started |
render |
(empty) |
render.finished |
render |
(empty) |
TOKEN=$(cat ~/.daz3d/dazscriptserver_token.txt)
# All events
curl -N -H "X-API-Token: $TOKEN" http://127.0.0.1:18811/scene/events
# Node and scene events only
curl -N -H "X-API-Token: $TOKEN" \
"http://127.0.0.1:18811/scene/events?filter=node,scene"import requests, json, os
token = open(os.path.expanduser("~/.daz3d/dazscriptserver_token.txt")).read().strip()
with requests.get(
"http://127.0.0.1:18811/scene/events",
headers={"X-API-Token": token},
stream=True,
timeout=None,
) as resp:
resp.raise_for_status()
for raw in resp.iter_lines():
if not raw or raw.startswith(b":"): # skip keepalives and blank lines
continue
if raw.startswith(b"data: "):
event = json.loads(raw[6:])
print(f"{event['type']}: {event['data']}")pip install sseclient-pyimport sseclient, requests, os
token = open(os.path.expanduser("~/.daz3d/dazscriptserver_token.txt")).read().strip()
response = requests.get(
"http://127.0.0.1:18811/scene/events?filter=node,selection,scene",
headers={"X-API-Token": token},
stream=True,
)
client = sseclient.SSEClient(response)
for event in client.events():
import json
data = json.loads(event.data)
print(data["type"], data["data"])The browser's built-in EventSource does not support custom headers, so pass the token as a query parameter instead (requires auth to accept it — which DazScriptServer does not currently support). Use fetch with ReadableStream for authenticated SSE from a browser:
const token = "your-token-here";
const response = await fetch(
"http://127.0.0.1:18811/scene/events?filter=node,scene",
{ headers: { "X-API-Token": token } }
);
const reader = response.body.getReader();
const decoder = new TextDecoder();
let buffer = "";
while (true) {
const { done, value } = await reader.read();
if (done) break;
buffer += decoder.decode(value, { stream: true });
const lines = buffer.split("\n");
buffer = lines.pop(); // keep incomplete last line
for (const line of lines) {
if (line.startsWith("data: ")) {
const event = JSON.parse(line.slice(6));
console.log(event.type, event.data);
}
}
}const http = require("http");
const fs = require("fs");
const os = require("os");
const token = fs.readFileSync(`${os.homedir()}/.daz3d/dazscriptserver_token.txt`, "utf8").trim();
const req = http.request(
{ hostname: "127.0.0.1", port: 18811, path: "/scene/events", method: "GET",
headers: { "X-API-Token": token, Accept: "text/event-stream" } },
(res) => {
let buf = "";
res.on("data", (chunk) => {
buf += chunk.toString();
const lines = buf.split("\n");
buf = lines.pop();
for (const line of lines) {
if (line.startsWith("data: ")) {
const event = JSON.parse(line.slice(6));
console.log(event.type, event.data);
}
}
});
}
);
req.end();- Multiple concurrent subscribers are supported — each
GET /scene/eventsrequest is independent. - High-frequency signals (
timeChangingduring playback,nodeSelectionListChangedduring multi-select) are debounced before dispatch so clients are not flooded. - Server stop closes all open SSE connections cleanly; clients should reconnect automatically.
- Reverse proxy: If using nginx in front of the server, add
proxy_buffering offandproxy_http_version 1.1to the SSE location block (see Reverse Proxy Setup).
- Cryptographically Secure Tokens - 128-bit entropy using OS crypto APIs
- IP Whitelist - Exact IP matching for access control
- Per-IP Rate Limiting - Sliding window algorithm prevents brute force
- Input Validation - Request body, script size, and file path validation
- Audit Logging - All requests, auth failures, and blocked IPs logged
- Concurrent Request Limiting - Prevents resource exhaustion attacks
- File Permissions - Automatic
chmod 600on token files (Unix/macOS)
- HTTPS/TLS - Use a reverse proxy (nginx, Apache) for encryption
- X-Forwarded-For - IP whitelist uses direct TCP connection IP only
- User Accounts - Single token for all authenticated access
- Persistent Sessions - Each request is independently authenticated
For controlling DAZ Studio from the same machine:
- ✅ Keep host set to
127.0.0.1(default) - ✅ Keep authentication enabled (default)
- ✅ Protect token file (
~/.daz3d/dazscriptserver_token.txt) - ℹ️ IP whitelist and rate limiting are optional
For controlling DAZ Studio from other machines:
- ✅ Change host to
0.0.0.0(accept external connections) - ✅ Required: Enable IP whitelist with specific allowed IPs
- ✅ Required: Keep authentication enabled
- ✅ Recommended: Enable rate limiting (e.g., 60 requests / 60 seconds)
- ✅ Recommended: Use firewall rules to restrict port access
⚠️ Never expose to the public internet without additional security (VPN, reverse proxy with HTTPS)
| Do | Don't |
|---|---|
| ✅ Treat token like a password | ❌ Commit to version control |
| ✅ Copy from UI or token file | ❌ Share publicly or in logs |
| ✅ Use "Regenerate" if compromised | ❌ Email or message token |
✅ Set chmod 600 on Unix/macOS |
❌ Use same token across environments |
| ✅ Restrict file access on Windows | ❌ Disable auth on untrusted networks |
Token File Locations:
- Unix/macOS:
~/.daz3d/dazscriptserver_token.txt - Windows:
%USERPROFILE%\.daz3d\dazscriptserver_token.txt
- ✅ Check request log regularly for suspicious activity
- ✅ Monitor
/metricsfor high failure rates or auth failures - ✅ Set up alerts for unusual patterns (rate limit violations, auth failures)
- ✅ Review BLOCKED and AUTH FAILED entries in the log
The repository includes example clients in multiple languages.
Install:
pip install dazpy-*.whl # from the release page
# or: pip install -e . # from sourceFiles:
tests_dazpy.py— SDK unit tests (mock-based, no server needed)tests_dazpy_integration.py— SDK integration tests (requires running server)
Usage:
from dazpy import DazClient, DazScene
client = DazClient() # auto-loads token
scene = DazScene(client)
# Inspect scene
print(scene.num_nodes(), "nodes")
for node in scene.nodes():
print(node.label(), node.position())
# Pose a figure
figure = scene.find_skeleton_by_label("Genesis 9")
with scene.undo("T-pose arms"):
figure.find_bone("lShldrBend").set_local_rotation(0, 0, -90)
figure.find_bone("rShldrBend").set_local_rotation(0, 0, 90)
# Adjust morphs
smile = figure.find_modifier("PHMSmileOpen")
smile.set_value(0.75)
# Render asynchronously
from dazpy import execute_long
result = execute_long(client, "App.getRenderMgr().doRender(); return 'done';",
timeout=300.0)Files:
test-simple.py— Basic raw-HTTP clienttests.py— Comprehensive server integration test suite (72 tests)test-performance.py— Performance benchmarks and load tests
Usage:
import requests
import os
token_path = os.path.expanduser("~/.daz3d/dazscriptserver_token.txt")
with open(token_path) as f:
token = f.read().strip()
response = requests.post(
"http://127.0.0.1:18811/execute",
headers={"X-API-Token": token},
json={"script": "(function(){ return 'Hello!'; })()", "args": {}}
)
print(response.json())File: test-client.js
Requirements: Node.js 18+ (built-in fetch) or npm install node-fetch
Usage:
const fs = require('fs');
const os = require('os');
const tokenPath = `${os.homedir()}/.daz3d/dazscriptserver_token.txt`;
const token = fs.readFileSync(tokenPath, 'utf8').trim();
const response = await fetch('http://127.0.0.1:18811/execute', {
method: 'POST',
headers: {
'Content-Type': 'application/json',
'X-API-Token': token
},
body: JSON.stringify({
script: "(function(){ return 'Hello from Node.js!'; })()"
})
});
const result = await response.json();
console.log(result);File: test-client.ps1
Compatible: PowerShell 5.1+ and PowerShell Core 6+
Usage:
$tokenPath = "$env:USERPROFILE\.daz3d\dazscriptserver_token.txt"
$token = Get-Content $tokenPath
$body = @{
script = "(function(){ return 'Hello there from PowerShell!'; })()"
} | ConvertTo-Json
$response = Invoke-RestMethod `
-Uri "http://127.0.0.1:18811/execute" `
-Method Post `
-Headers @{"X-API-Token" = $token} `
-ContentType "application/json" `
-Body $body
$responseRunning examples:
# dazpy unit tests (no server needed)
python tests_dazpy.py
# dazpy integration tests (requires server running)
python tests_dazpy_integration.py
# Server integration tests
python tests.py
# Python smoke tests
python test-simple.py
# Performance benchmarks and load tests
python test-performance.py
python test-performance.py --quick # fewer iterations, suitable for CI
# Node.js
node test-client.js
# PowerShell
powershell -ExecutionPolicy Bypass -File test-client.ps1
# Or PowerShell Core:
pwsh test-client.ps1All examples include error handling, argument passing, and output capture.
Arguments are available via getArguments()[0]:
var args = getArguments()[0];
print("Hello, " + args.name);
return args.value * 2;Wrap scripts in an IIFE (Immediately Invoked Function Expression):
(function(){
var node = Scene.findNodeByLabel("FN Ethan");
return {
label: node.getLabel(),
position: node.getWSPos()
};
})()Throw errors to populate the error field:
var args = getArguments()[0];
if (!args.label) {
throw new Error("label is required");
}
var node = Scene.findNodeByLabel(args.label);
if (!node) {
throw "Node not found: " + args.label;
}
return node.getLabel();Use scriptFile (not inline script) for scripts that use include():
// File: /path/to/main.dsa
var includeDir = DzFile(getScriptFileName()).path();
include(includeDir + "/utils.dsa");
var args = getArguments()[0];
return myUtilFunction(args);Request:
{
"scriptFile": "/path/to/main.dsa",
"args": { "value": 42 }
}Register once, call many times:
import requests
import os
token_path = os.path.expanduser("~/.daz3d/dazscriptserver_token.txt")
with open(token_path) as f:
token = f.read().strip()
BASE = "http://127.0.0.1:18811"
HEADERS = {"X-API-Token": token}
def register_scripts():
"""Register all scripts on startup or after 404."""
requests.post(f"{BASE}/scripts/register", headers=HEADERS, json={
"name": "node-count",
"script": "(function(){ return Scene.getNumNodes(); })()"
})
def call_script(name, args=None):
"""Execute a registered script by name."""
r = requests.post(
f"{BASE}/scripts/{name}/execute",
headers=HEADERS,
json={"args": args or {}}
)
# Handle DAZ Studio restart (registry cleared)
if r.status_code == 404:
register_scripts()
r = requests.post(
f"{BASE}/scripts/{name}/execute",
headers=HEADERS,
json={"args": args or {}}
)
r.raise_for_status()
return r.json()["result"]
# Initialize
register_scripts()
# Use
node_count = call_script("node-count")
print(f"Scene has {node_count} nodes")(function(){
var args = getArguments()[0];
// Load scene
Scene.load(args.scenePath);
// Configure render settings
var renderMgr = App.getRenderMgr();
var renderOptions = renderMgr.getRenderOptions();
renderOptions.setImageFilename(args.outputPath);
renderOptions.setImageSize(args.width, args.height);
// Trigger render (blocks until complete)
renderMgr.doRender(renderOptions);
return { status: "complete", output: args.outputPath };
})()Note: Renders block the request until complete. Use appropriate timeout settings (30-300 seconds).
"Port already in use" or "Failed to bind":
- Another application is using the port
- Check if another DAZ Studio instance is running the plugin
- Try a different port number
- Check what's using the port:
- Windows:
netstat -ano | findstr :18811 - macOS/Linux:
lsof -i :18811ornetstat -an | grep 18811
- Windows:
Server starts but immediately stops:
- Check DAZ Studio log for error messages
- Verify permissions to bind to the configured host/port
- Ports < 1024 require root privileges (use ports > 1024)
Cannot connect from localhost:
- Verify server is running (check UI status)
- Verify correct port (default: 18811)
- Check host is
127.0.0.1or0.0.0.0 - Firewall may be blocking (add exception for DAZ Studio)
Cannot connect from remote machine:
- Verify host is
0.0.0.0(not127.0.0.1) - Check IP whitelist includes client IP
- Verify firewall allows incoming connections on the port
- Verify network routing between client and server
"Invalid or missing authentication token":
- Verify token file exists:
~/.daz3d/dazscriptserver_token.txt - Copy token exactly from UI or file (no extra spaces)
- Use correct header:
X-API-Token: <token>orAuthorization: Bearer <token> - If token file is corrupted, use "Regenerate" button
- Verify authentication is enabled in UI
"IP not whitelisted":
- IP whitelist is enabled and your IP is not in the list
- Add client IP to whitelist (comma-separated)
- Check actual IP (may differ due to NAT/proxy)
- Temporarily disable IP whitelist for testing
"Rate limit exceeded":
- Per-IP rate limit exceeded
- Wait for time window to expire (default: 60 seconds)
- Increase max requests or time window
- Temporarily disable rate limiting for testing
"Maximum concurrent requests limit reached":
- Too many scripts running simultaneously
- Wait for requests to complete
- Increase max concurrent requests
- Optimize scripts for faster execution
- Add delays between requests in client
"Request body too large":
- Request exceeds configured max (default: 5MB)
- Increase max body size in Advanced Limits
- For large scripts, use
scriptFileinstead of inlinescript
"Script execution failed" or error in response:
- Check
errorfield for details (includes line number) - Verify script syntax is valid DazScript
- Check referenced files/assets exist
- Review
outputfield for print statements - Test script manually in DAZ Studio Script IDE first
Script times out:
- Script exceeds timeout (default: 30 seconds)
- Increase timeout in configuration (max: 300 seconds)
- Optimize script performance
- Break long operations into multiple smaller requests
Token file not created:
- Plugin may lack write permissions to home directory
- Manually create
~/.daz3d/directory - Windows:
%USERPROFILE%\.daz3d\ - Check DAZ Studio log for permission errors
Token file permissions warning (Unix/macOS):
- Plugin automatically sets
chmod 600 - If warning persists:
chmod 600 ~/.daz3d/dazscriptserver_token.txt
The plugin is designed with security in mind:
- ✅ Cryptographically secure API tokens
- ✅ Optional IP whitelist and rate limiting
- ✅ Input validation and size limits
- ✅ Audit logging of all requests
However: Any client with a valid token can execute arbitrary DazScript code with full access to your DAZ Studio scene, file system (within script permissions), and system resources. Treat your API token like a password and only share it with trusted applications.
Yes! This plugin is production-ready:
- Concurrent request limiting prevents resource exhaustion
- Rate limiting prevents abuse
- Health and metrics endpoints for monitoring
- Configurable timeouts and limits
- Comprehensive error handling and logging
Many users run this plugin 24/7 for batch rendering, asset processing, and integration workflows.
Idle: Negligible CPU usage when not processing requests.
Under load: Performance depends on your scripts. The plugin adds < 10ms overhead per request. The limiting factor is usually DazScript execution time and DAZ Studio's single-threaded scene graph operations.
No. Each DAZ Studio process can only load the plugin once.
Alternatives:
- Run multiple DAZ Studio instances on different ports (separate processes)
- Use concurrent request limit for multiple simultaneous requests in one instance
The plugin requires DAZ Studio GUI (it's a pane plugin). For headless automation, run DAZ Studio in a virtual display environment:
- Linux: Xvfb
- Windows: Hidden window
Yes, up to the configured concurrent request limit (default: 10).
Important notes:
- All scripts execute on DAZ Studio's main thread (SDK requirement)
- Scripts are executed serially, not truly in parallel
- The concurrent limit prevents too many requests from queuing
- Heavy scene operations may block other requests
All standard DazScript features work:
- Scene graph manipulation (load, modify, render)
- File I/O operations
- Include/import of other scripts (use
scriptFile) - App objects and APIs
- Print statements (captured in
outputarray)
The only difference from manual script execution is that arguments are passed via the args JSON object instead of command-line parameters.
- Use
print()statements - Captured in responseoutputarray - Check the
errorfield - Includes line numbers - Test manually first - Run in DAZ Studio Script IDE
- Check UI request log - Shows status and duration
- Use
request_id- Correlate requests between client and server logs
Yes! Execute any DazScript that renders:
(function(){
var args = getArguments()[0];
Scene.load(args.scenePath);
var renderMgr = App.getRenderMgr();
var renderOptions = renderMgr.getRenderOptions();
renderOptions.setImageFilename(args.outputPath);
renderMgr.doRender(renderOptions);
return "Render complete";
})()Note: Renders block the request until complete. Use appropriate timeout settings.
- Stop the server in DAZ Studio
- Close DAZ Studio
- Replace the plugin DLL/dylib in plugins folder
- Restart DAZ Studio
- Start the server
Your API token and settings persist across upgrades (stored separately).
Settings (QSettings):
- Windows: Registry key
HKEY_CURRENT_USER\Software\DAZ 3D\DazScriptServer - macOS:
~/Library/Preferences/com.daz3d.DazScriptServer.plist - Linux:
~/.config/DAZ 3D/DazScriptServer.conf
API Token:
- All platforms:
~/.daz3d/dazscriptserver_token.txt
For high-throughput scenarios:
- Increase max concurrent requests (default: 10, max: 50)
- Increase timeout for long-running scripts
- Enable rate limiting to prevent monopolization
- Monitor
/metricsendpoint for bottlenecks
For resource-constrained environments:
- Decrease max concurrent requests
- Decrease max body size and script length
- Decrease timeout to prevent blocking
Health Check / Polling:
import requests
import time
# Wait for server to be ready
while True:
try:
response = requests.get("http://localhost:18811/health")
if response.json()["running"]:
break
except:
time.sleep(1)Batch Processing with Retries:
import requests
import time
def process_batch(items, token):
for item in items:
max_retries = 3
for attempt in range(max_retries):
try:
result = execute_script(item, token)
log_success(item, result)
break
except requests.HTTPError as e:
if e.response.status_code == 429:
time.sleep(5) # Wait for rate limit
elif attempt == max_retries - 1:
log_error(item, e)
else:
continueDocker/Kubernetes Health Probe:
curl -f http://localhost:18811/health || exit 1For production deployments requiring HTTPS, use a reverse proxy:
nginx example:
server {
listen 443 ssl;
server_name daz-api.example.com;
ssl_certificate /path/to/cert.pem;
ssl_certificate_key /path/to/key.pem;
# SSE event stream — must disable buffering so events reach clients immediately
location /scene/events {
proxy_pass http://127.0.0.1:18811;
proxy_set_header Host $host;
proxy_set_header X-Real-IP $remote_addr;
proxy_http_version 1.1; # required for chunked transfer encoding
proxy_buffering off; # disable buffering for SSE
proxy_cache off;
proxy_read_timeout 3600s; # keep connection alive for long-lived streams
chunked_transfer_encoding on;
}
location / {
proxy_pass http://127.0.0.1:18811;
proxy_set_header Host $host;
proxy_set_header X-Real-IP $remote_addr;
proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for;
proxy_read_timeout 300s; # For long-running scripts
}
}Important: The current version does not parse X-Forwarded-For headers. IP whitelist and rate limiting will see the reverse proxy's IP, not the original client IP. This is a known limitation.
When deploying to production:
- Enable authentication (default)
- Enable IP whitelist with specific allowed IPs
- Enable rate limiting (e.g., 60 requests / 60 seconds)
- Set appropriate concurrent request limit for workload
- Configure timeout based on expected script duration
- Secure token file permissions (
chmod 600on Unix/macOS) - Set up monitoring on
/healthand/metricsendpoints - Configure firewall rules to restrict port access
- Test failover behavior (DAZ Studio crashes/restarts)
- Document token rotation procedure for team
- Consider HTTPS via reverse proxy for network exposure
Contributions are welcome! See areas for improvement:
Security:
- X-Forwarded-For support for reverse proxy deployments
- Wildcard IP matching (e.g.,
192.168.1.*) - Per-endpoint authentication policies
- Token expiration and automatic rotation
Features:
- Per-node property/transform change events in SSE stream (currently scene-level only)
- Webhook callbacks — register a URL to receive HTTP POST on scene events (alternative to persistent SSE connection)
- Script result caching
- Request queueing with priorities
- Multiple API tokens with labels
- CORS header configuration
Observability:
- Prometheus metrics endpoint format
- Structured logging (JSON)
- Distributed tracing support
Developer Experience:
- Pre-built binaries for Windows/macOS
- Docker image with DAZ Studio and plugin
- More example clients (Go, Rust, C#)
Open a GitHub issue to request features or report bugs.
For plugin development, see CLAUDE.md for detailed architecture notes and development guidelines.
This project is provided under the terms of the AGPL v3 license for use with DAZ Studio.
Dependencies:
- cpp-httplib - Header-only HTTP library (AGPL v3 License)
- DAZ Studio SDK - Required for building
Platform APIs:
- Windows: CryptoAPI for secure random number generation
- macOS/Linux:
/dev/urandomfor secure random number generation
Authors:
- Original implementation: Blue Moon Foundry
- Production-ready improvements: BMF and Community contributors
For questions, issues, or feature requests, please open an issue on GitHub.