Morphing a Model Not Genesis 8
in The Commons
So I am already aware of how to export and create a morph in Blender. But I would like to Play around with morphing Models that are already morphed and then morph them some more. I am aware that you cannot do for comercial reason but I would just like to do it for personal reasons and have fun with it. So to be more clear about what I am wanting to know in the questins bellow.
1. How to export a model from Daz that has been already shaped. (not the Genesis base model)
2. When finished with the morphing what settings must I choose when importing the Morphs back to Daz and avoiding the Morph does not work.
If a This disscussion already exists please help me find it Thank you 

Comments
Nobody stops you from exporting morphed model as an OBJ to Blender and then morph it even more in Blender.
I do not know, how to answer part 2 of your post.
I'm not a Blender user, yet, so I don't know how figures are brought into Blender.
I know with the Hexagon bridge, you can make your changes and then send the model to Hexagon. After you're done, you can send it back to Daz Studio where the software does the heavy lifting, letting you create a morph or new prop.
However, from other programs I use, barely, I know how to import an object file to create a morph. I'm guessing if you make your changes to the figure, you can export that figure as a Wavefront OBJ, import and make your changes to the OBJ in Blender, (or other program,) and then save the changed object as an OBJ, (with a new name,) and use that OBJ file to create your morph.
One issue that tripped me up repeatedly is the figure to export needs to be in the Base Resolution. If not, the subdivisions of High Resolution will be saved as polygons, changing the figure and making it impossible to create a morph from the exported object.
I have a step-by-step for creating morphs from dForced clothing, but the steps are essentially the same regardless, if you ignore the dForce specific items. You can find that how to here.
I hope this helps some.
be aware exporting obj from ds wil send everything,
make sure the thing you want to morph is the only thing in the scene
went nutz trying to make a morph for a shorts,
kept getting the morph fail
finally figured out i was exporting the figure wearing the shorts, with the shorts.
The exported obj does not have to be the only item in the scene, but it does need to be the only visible item in the scene. Make sure you hide everything else before exporting, and as others have said, ensure you export in Base Resolution. Also ensure anything attached to the figure are hidden, including eyelashes and eyebrows, plus no geografts are attached
Firstly, make sure you exported with Mesh Resolution set to base and SubDivision Level at 0. When you import, assuming you don't have any geografts added, the following settings should do:
Overwrite Existing: Yes (assuming you're doing this multiple times until you get the sculpt right)
Reverse Deformations: Yes
You'll find the morph in the character's morphs/morph loader section. For the other settings defaults should be fine, e.g. Primary Figure (Vertex Only), etc. Make sure you get your units right too! e.g. I usually export with a scale of 100% and use that throughout the pipeline.