zev0 Aging Morphs G8 - Merch Resource?

Just wondering if Zev0's aging morphs for Gen 8 is a merch resource?

https://www.daz3d.com/aging-morphs-bundle-for-genesis-8-female-s-and-male-s

Comments

  • Charlie JudgeCharlie Judge Posts: 13,346

    See this thread: https://www.daz3d.com/forums/discussion/205021/aging-morphs-for-genesis-8-commercial/p1

    In it Zev0 stated:

    They are no longer merchant resources due to certain policy issues, however they can be used on selling characters where the product is listed as a requirement. Much like the Daz head and body morphs used on characters etc.

  • See this thread: https://www.daz3d.com/forums/discussion/205021/aging-morphs-for-genesis-8-commercial/p1

    In it Zev0 stated:

    They are no longer merchant resources due to certain policy issues, however they can be used on selling characters where the product is listed as a requirement. Much like the Daz head and body morphs used on characters etc.

    Ah ok, sorry I forgot to check that!

  • Zev0Zev0 Posts: 7,123
    edited March 2018

    There was confusion about the term Merchant Resource and what it actually meant. Regarding Aging Morphs, basically you can make characters for sale provided the user has the Aging Morphs as a requirement (eg save a character or shape preset that uses the morphs), much like characters that use the Daz Head and Body morphs as a requirement. The term Merchant Resource means the user is not required to own the Source product being used. Hope that makes sense. Even though I specified certain rules in the agreement, the term Merchant Resource cannot be used, because the product is a requreiment.

    So in a way, this is just called a "resource". There is a very good reason for this. If a seller decides to bake the Aging Morphs (eg dial up a bunch of the morphs and export\import as one shape) in creation of their own character, many of the bend jcm's will break, breaking the entire system. Then if a user wants to modify that character using the Aging morphs, it will stack and duplicate areas since some of the product morphs were baked into the shape. The correct way to use this as a resource can be seen in the following product example.

    https://www.daz3d.com/abel-for-genesis-3-male

     

    Post edited by Zev0 on
  • So basically a user should use these morphs as shaping presets and have them as a required product rather than baking them because using them twice on top of each other causing issues. Is that the basic oveview?

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