Trying to make G3F hips and knees more rounded with morph kit
Hi,
I've been working on this model and trying to figure out how to make the hips more rounded and the area above the knees more "meaty". In the first picture i outlined on the left side about how much further out i want the hips to be. I've looked at all morph/shape settings for hip, legs, back, chest and waist but i cant seem to get the right combination to get the look i'm going for. Should i be in the Actor section of the Shaping editor? that one that has sliders for bodybuilder, bodybuilder details, body size, body tone, emaciated, height, voluptuous etc? use those to round out the hips and knees a bit more then trim it down with the hip/legs/back/chest/waist sliders?
I see other people working with Daz bodies and they are able to get their hips more rounded than i am. So i wonder if i'm just doing something differently or if i'm missing some plugin or morph kit (i only have the body morph kit for 19 dollars).

Comments
Yes, most of the morphs will be under Actor. You can mix in a little of several...like 20% voluptuous 10 % tone, etc.
The one on the left is G3F with Heavy 5%, Pear 5% and Voluptuous 15%. The one on the right is a quick custom one I worked up in Blender (not even saved yet...)
When you say you "worked it up in Blender" do you mean that you manually moved the verts to make the hips more rounded? i've made a few clothing items to fit over the daz bodies so i'm familiar with how to do that. If i plan on using the default Daz armature for the FBX in Maya will moving the verts around mess up the skin weights?
Here's how...
I exported G3F at base resolution, with Navel and Mouth Realism at 0% in obj format. Then imported that into Blender with keep vertex order checked, used the Sculpt mode, Inflate brush with symmetry ON (x) to scuplt the hips a bit rounder. After that, I exported an obj from Blender, again Keep Vertex order checked, then in Studio, used Morph Loader to load it as a morph to G3F. That doesn't save it, so you will need to save a morph asset (File > Save As > Morph Asset).
Once loaded and dialed in, because it has gone through Morph Loader and isn't a radical full body morph, weights are going to be fine. And it will load and export like any other morph.
That sounds similar to how the CBBE Bodyslide Outfit Studio tool works. I havent tried that out in Maya yet but i may have seen it in one of the menus.