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Yeah, on some people's computers, the DB for DS is not updated correctly and doesn't report stuff properly. I don't know why.
The converter deliberately doesn't copy materials as I didn't want to clutter up people's HDD for no reason. The hair works in Smart Content and will show the same materials as the original.
You're welcome! I am so glad it is working for you now.
Fantastic! I am glad it is working for you.
And thank you @necroscension for the assist!
I asked SickleYield for her wisdom.
That could be true. I asked Sickleyield if there is anything to do about it.
I think because autofitted hair may have the geometry or something embedded in the scene file. Are the files very big. But yes, having properly converted hair helps with scenes too.
Darn, our character converter is driving you to drink!
Thanks for sharing @RexRed!
The script calls the Daz Studio Asset Manager for the type of the filename. It is what is reported by Daz Studio.
Interesting. Perhaps it has a lot of geometry?
Turn off the Check Content Type option and use the Add Files… (not Add Directory) button to add those files. If you turn this option off, any file will be added. You could also try rebuilding your database as one user suggested.
Huh. I am not sure why. I have asked Sickleyield for her advice.
Hi hi! Looks like it might be fighting with your head morphs a bit. You can dial the Converter Morph G8M and Converter Morph G8F from from Actor/Converter Morphs up and down a little to move the vertical position of the beard.
Just asking because we only have an image to go by... Is the figure at (0,0,0) or has it been moved? And, are you converting to a shaped G9?
If "Yes" to either of these (or both!), I suggest converting the hair first to a plain G9 that has not been moved (I use the G9 Dev Load). After converting, then apply your new hair to your shaped/posed G9 character.
Can you please tell me what settings to use to convert the Dforce primavera hair you used in your promo? I am trying the converter on the same hair, but it doesn't seem to work.
I can confirm I'm seeing the same, and this even happens on an unmorphed G9. It doesn't appear too pronounced until you look at Biker Beard, but they're all low around the mouth, adding morphs (and textures) just make it more noticeable. I also see triangulization around the chin. FWIW, I had noticed that with some hairs that didn't seem to convert I could re-convert and that would fix the issues I was seeing (like the converting morph loading as 0), but that doesn't help with the beards.
Used in pics: Zenty Cool beard, Mavick beard, Biker beard
Converting the hair first using the plain G9 figure solved the problem . Thanks!
I would guess that the script doesn't see any length to the base shape and can't convert it because of that. I modeled the beard flat and then added morphs to lengthen various parts of it. You should be able to simply autofit it to G9 without a template selected and it should follow properly. It won't have the added functionality of this converter of course, but the shapes should all still work. The same with the Shave This set.
Thanks for all of the tips, everyone.
I have discovered, that using Converter Morphs G8F can move the beard position.
Converted https://www.daz3d.com/dforce-mod-punk-hair-for-genesis-8-females
on https://www.daz3d.com/minerva-9-hd
Just wonder, why some short hair are called dForce - Mod Punk hair react rather weakly to the simulation.
How did that one convert for you? For me, it seems to convert too low, I have to adjust the hair position/scale, otherwise a lot of scalp shows through.
You're not getting the triangulation at the chin? For me, setting the conformer to BeardM cause triangulation at the chin.
It means the strands for the hair are dynamically created at render time (or pre render depending on the settings) instead of having physical geometry there.
Ok, thanks for the explanation.
I have not changed anything after the conversion, but has run the dForce simulation to see if it will help with the view.
There wa no significant difference after simulation, though.
The render of the converted biker hair and beard on Genesis 9 character (guess which one
).
https://www.daz3d.com/biker-hair-and-beard-for-genesis-3-and-8-males
The beard was positioned using Converter Morph G8F. Looks ok for me.
Close up of converted https://www.daz3d.com/dforce-mod-punk-hair-for-genesis-8-females
on https://www.daz3d.com/minerva-9-hd
After changing Stiftness settings for the hair to 0.1, dForce simulation make some effect on this hair.
SickleYield made the main promo. No special settings were used. When you say it doesn't work, what do you mean?
I am glad it is fixed for you! @necroscension, thanks for the assist!
I am sure that is because Daz has no metadata for that file in the new location. From the manual:
The Hair Converter dialog does not show some hair items when adding to the list. The Hair Converter script automatically filters out all presets that do not have a content type of Follower/Hair. This is by design to avoid unknown files as this script has been carefully crafted to try and convert hair without errors as much as possible. If you are absolutely positive that a file is a hair item, you can turn off the Check Content Type option and use the Add Files… button to add those files. If you turn this option off, any file will be added. On execution, the script will load the file, whatever it is and whatever it does. The script will still only convert items that are hair on execution. Turning this option off is ONLY recommended if you are having trouble getting the script to recognize specific hair files.
Thanks for all the shared images @Artini. They look great. Even your quick renders now look good.
Thanks for the explanation @ChangelingChick. Nice to have another PA in here