Creating a Morphing Skull Cap for Genesis
Rashad Carter
Posts: 1,830
Heya! I've been trying to do this all day and everything I'm trying is failing. I am trying to create a skull cap that will fit on Genesis and will follow any morphs that I apply. Here are the steps I;ve taken so far.
1. I exported a base resolution Genesis unmorphed into Carrara. I then removed all the vertices that I did not want and then resaved just the head area as a unique obj.
2. I launched DS 4.10. Imported a Genesis figure, then imported my skull cap. I then carefully positioned the skull cap to sit in exactly the spot where I need it.
3. I covert the cap to SubD
4. I parent the skull cap to the genesis figure (head), with parent in place selected.
At this point everything is going as expected. But things go wrong
5. I then use Transfer Utility with Genesis as the Source and Skull Cap as the Target
All of a sudden, the skull cap has moved from the original position where I had it placed. Great that it now follows morphs, but it doesnt rest properly on the head and now that it is fit to the figure, I cannot manually adjust the positioning.
I feel as if I am missing something really really basic. Any help is greatly appreciated. Thanks everyone!

Comments
You can use any modeling program you want. Sounds like the hot point has gotten moved inadvertently, or the wrong scale, or whatever. This is what I do to go from Carrara to Studio to use the transfer utility and preserve scale and hotpoints.
- open Carrara and load Genesis (or whatever). In the modeler for your figure, turn off smoothing.
- Insert a vertex object. The default hot point is 0,0,0. Don't do anything to change that.
- use the "modelling in the Assemble room" function to create your hair cap to fit your figure.
- When satisfied, select your hair cap and export to obj. In the obj options, choose the preset for Daz Full Scene.
- Open Studio and load your Genesis figure, or whatever.
- Import your skull cap obj. In the obj import dialogue, choose the Carrara preset.
- Your skull cap should load in the correct place. Use the transfer utility as per normal.
FYI - I think if you check the browser tray, your Carrara may have come with a Genesis skull cap.
After positioning the skullcap I would not parent it to the figure. I would hide the figure, export the skullcap at base resolution as an .obj, then import it and use transfer utility to fit it to the figure. Then convert to SubD.
export it in position with genesis hidden then reimport it
DAZ has no real ability to set hotpoints other than with bone editor and lots of fluffing around so this crude method the best way to line up clothing etc for Transfer Utility
Diomede,
Thanks for this information. But somehow it is still not quite working. I may need a bit more detail in the Carrara end of setting everything up. Are there any specifics such as Overall scaling or any other parameters that need to be set a certain way in the motion tab?
There may be on ioncldued but I assumed it would not be okay for me to create new hair types for distribution using a skull cap I did not make myself, and I do not know f any merchan resource skull caps that fit properly.
Got it!!
some settings
BTW Carter can be easily changed to Carrara in your account settings,
just saying
Name changing makes me feel so powerful
One last question. I remember vaguely at some point it was discussed that no parts of an original Daz figure can be used for any subsequent content that is intended for sale or distribution. So this would mean that I cannot create a perfectly fitting skull cap by simply importing an unmorphed Genesis geometry and removing the unwanted vertices and saving the remainder as a skull cap? I would HAVE to create a completely new skull cap with totally original geometry that was not a direct derivative of the original head geometry. Is this correct?
Being able to use the original geoemtry would provide a skull cap that fits with 100% efficiency. no potential for poke thrus or anything.
At this point my workflow would be to model the hair in Carrara using its native Dynamic Hair drawn onto the special morphing skull cap. The dynamic hair can then be exported out of Carrara as an obj and sent to DS. Once in DS the exported hair model no longer needs to be attached to the special skull cap I used in Carrara as it can now be treated as its own figure that is custom designed to work with a Genesis figure. Is this the way it is typically done from a content creation standpoint?
What I am asking is if it is okay to use a skull cap derived directly from a genesis figure for my own pre-production purposes, but I could not ever include the skull cap itself with any subsequent hair items I create using that skull cap as a template?
I seem to have asked multiple questions so any help is gladly appreciated. Thanks a ton.
The relevant part of the EULA https://www.daz3d.com/eula would be
so as long as this is an add-on, not soemthing that is a stand-alone item intended for use without the daz figure (which seems unlikely) you should be OK. But you must bear in mind that your work would still be bound by the restrictions of the Daz EULA - you couldn't, for example, make the skullcap open source since that would be looser than the Daz terms.
If in doubt, please open a Sales Support ticket
Richard thanks so much for this clarification. So I can indeed include the skull cap so long as the final product requires the use or encourages the use of a Daz figure. I will submit a support ticket for the specific items once I've created them. Thanks a ton!
and BINGO was his name OH! Yup, that's how it's done!
Major thanks to all of you for your assistance!