What exactly is it that doesn`t work for you with fbx import?
So in my case i decided to use 3dsmax biped for rigging. If you prefer a traditional bone rig+IK-Solver, you can use this awsome script to convert the helpers to bones: :Helper Manager
Associated tutorial: Look here
I used .fbx to export from DAZ-Studio with these settings:
The export rules for the morphs included only facial expressions:
The import settings in 3dsmax through FBX where:
Change 'leave as bones' to 'Convert as dummy' if you prefer to build a bone-rig!
What i ended up was similar to your fbx-import:
So the next step was to build proper materials for the imported character. I decided on Arnold as renderer and used the great Standard Surface shader.If you have Victoria8 installed you can use the included maps to build the Skin shader:
Then i build a biped which bone structure and naming convention resembles Genesis 8 biped structure as closely as possible:
You can of course build your own rig from bones.
Genesis comes with a facial-bone rig. So i created helpers for this rig using :Helper Manager
Using Skin Utilities i transfered Skin weights from fbx-bones to biped for body,eyelashes and brows
You can further refine skin-deformation with Dual-Quat sinning+DataChannel modifier like in this great tutorial by Paul Neale.
It`s a lot of work getting Genesis8 working under 3dsmax, but then you have a versatile, high quality character.
Have fun and good luck.