Thank you so much. I have to say your script is one of the god plugins to arrive in daz after a long while.
You are welcome!
I created all my products primarily for myself, and then decided to release commercial versions. I constantly use them in my workflow.
SaveGuard – It has saved me countless hours of work. That feeling when you're suddenly covered in cold sweat after realizing you just accidentally saved a new scene over an old one, knowing it would take an hour to recreate the scene from scratch — it's now a thing of the past.
Wearables Manager – I always use it when positioning a character and need to do something more complex than just slightly moving an arm, especially when working on animations. DAZ flies when your characters aren't weighed down by tons of props and clothing, accesories, geografts, and a couple of geoshells.
FlexiKeys – Honestly, I consider this my most fundamental creation, though for some reason, it’s the least popular. I just can’t imagine adjusting sliders anymore when positioning a character. When you control your character's bones using the keyboard, can rotate multiple ones simultaneously, switch between bones or toggle limits on and off on the fly — it’s just a completely different level of control.
Morph Master – I wouldn’t have even bothered with many things I can now do in just a couple of clicks. It allows you to take your renders to the next level without wasting a massive amount of time.
Hi. I keep getting an error message when trying to open any of the scripts. "An error occured while reading the file." I've tried uninstalling/installing and receive the same issue. I'm using Daz 4.21. Not sure if it's not compatible with 4.21? Didn't read that anywhere.
One other customer complained about the similar situation, howerer he had only two first scripts didn' work. I gave him unencrypted script and it worked without any issues.
We tried a lot of things but it seems like the problem is buggy DAZ encription. We opened tickets today, waitinf for answer.
Download please the first script from here and try it out. If it works, that you have the same issue: bug in DAZ encripting. I will keep you updated. You can also open a ticket.
I have the same issue (4.16), but the unencrypted file works without any problems.
I would like to buy your other scripts, which I found extremely useful, but I am afraid that all of them will give me the same error.
I opened a ticket as you suggested, but I am also writing here to help others with the same problem.
I tried with version 4.22, and it has the same error.
Could you please check all your products? I believe they all need the same fix.
What tools and procedure would you recommend to fix in animations when hands and skirt go inside the body?
It’s hard to say in general, as much depends on the specific situation. Is the skirt dForce or not? If yes, it’s best to run a dForce simulation while making sure that the initialization time is sufficient to make your skirt look good from the very first frame. If not, you can use my Volume Preservation script or simply enable smoothing (and preferably convert it into a morph using any of the default/clarified/pure scripts).
As for the hand, you can either to just adjust the position of the hands on the necessary frames or to use the Create Self-Collision Node as shown in the video tutorial, depending on the desired effect.
Hi. I keep getting an error message when trying to open any of the scripts. "An error occured while reading the file." I've tried uninstalling/installing and receive the same issue. I'm using Daz 4.21. Not sure if it's not compatible with 4.21? Didn't read that anywhere.
One other customer complained about the similar situation, howerer he had only two first scripts didn' work. I gave him unencrypted script and it worked without any issues.
We tried a lot of things but it seems like the problem is buggy DAZ encription. We opened tickets today, waitinf for answer.
Download please the first script from here and try it out. If it works, that you have the same issue: bug in DAZ encripting. I will keep you updated. You can also open a ticket.
I have the same issue (4.16), but the unencrypted file works without any problems.
I would like to buy your other scripts, which I found extremely useful, but I am afraid that all of them will give me the same error.
I opened a ticket as you suggested, but I am also writing here to help others with the same problem.
I tried with version 4.22, and it has the same error.
Could you please check all your products? I believe they all need the same fix.
Thank you,
Chris
Nobody complained about this issue with my previous scripts. Probably I did them on earlier versions of Daz where this problem didn't exist or I removed the first comment line without even realizing that I was saving my customers from this issue.
DAZ Saveguard is not a DAZ script - it's an external application for win 64.
I will send you corrected scripts as soon as I will be back home.
What tools and procedure would you recommend to fix in animations when hands and skirt go inside the body?
It’s hard to say in general, as much depends on the specific situation. Is the skirt dForce or not? If yes, it’s best to run a dForce simulation while making sure that the initialization time is sufficient to make your skirt look good from the very first frame. If not, you can use my Volume Preservation script or simply enable smoothing (and preferably convert it into a morph using any of the default/clarified/pure scripts).
As for the hand, you can either to just adjust the position of the hands on the necessary frames or to use the Create Self-Collision Node as shown in the video tutorial, depending on the desired effect.
Thank you very much for the answer.
I would never have a patience to render animations in iray, but FilaToon changed my opinion.
Regarding the bug where Morph Master doesn't work in older versions of DAZ:
Thank you, everyone! It seems you were right. One of my customers also reached this conclusion. He kindly agreed to help me identify the issue, as I was unable to reproduce it on my PC. He encrypted my unencrypted script on his own system, and it didn’t work. However, once he replaced the first comment from:
// DAZ Studio version 4.22.0.16 filetype DAZ Script
to
// DAZ Studio version 4.9.0.0 filetype DAZ Script
it started working! It's extremely strange that a comment string could cause so much trouble. One customer already initiated a refund, most likely due to this issue. I'm at a loss for words. :(
Now, the solution:
The easiest solution is to update DAZ Studio.
If you don't want to update DAZ Studio, please wait a bit. I've contacted the support team, and they have escalated the issue to the tech team. I'm waiting for confirmation from the person helping me to ensure 100% that this fix works before notifying the tech team and reuploading the scripts.
If you don't want to update DAZ Studio and don't want to wait, please PM me with proof of purchase, and I'll provide you with a link. However, I still need to be completely sure the solution works before proceeding.
Thank you for your patience and understanding!
Cool. I'm glad efforts are in for making Morph Master work on older DS versions. I see this other user goes back to 4.9. If they can make it work on 4.9, then I'll likely have some luck with my 4.11.
I just purchased Morph Master today, but I likely won't get a chance to try it for many months. And maybe by then, the procedure for getting Morph Master to work on older DS version will be settled and documented.
Here in this example, I have my settings set to export at 100%, as shown in my previous message. I used Morph Master 08 Quick Figure Export to export a dress. Then I used Daz Studio native Import to import the OBJ that Morph Master created. My OBJ Import Options were set to Scale 100.000000% as shown in the attached screenshot. The imported dress was so tiny I could barely find it in my scene. In the screenshot, it is at the very bottom. If Morph Master had really exported it at 100%, the import at the same 100% should have brought it in at the same size as the original dress. If I manually export an item at 100% with the native DS Export command and manually Import that exported OBJ at 100%, they do match in size.
I have now unchecked the option to add morphs to favorites, but it is still marking the morphs as favorites with the heart. I wonder if it is not reading the settings I have saved. Where does it store and look for the settings?
Edit:I thought I was able to resolve this problem by restarting Daz Studio, but that is not entirely true. Creating a morph with Difference correctly left the favorites heart off, but doing a Full Transfer still incorrectly put the favorites heart on the morph it created. I have not tested other Morph Master utilities to see if they have this problem.
Edit: Morph Master is adding the Favorite heart to collision morphs and Selective Transfer, too, even though I have it unselected in my preferences. So far, of the things I have tried, Difference is the only one that respects my preference for NOT adding the morphs to Favorites. @matew can you correct this, please?
@matew I am trying the Full Transfer on Joey 9. When I click OK after the finalize step, the original Joey 9 scales up to a larger size. The transfer to G9 looks OK, though. Why does the original character get modified by the transfer process? Some, but not all of his proportion morph values got changed and his overall scale is changed. I didn't expect Full Transfer to modify the original character being copied.
Screenshots are:
1) Joey 9 character and base G9 loaded into scene
2) Full Transfer performed and ready to finalize
3) After OK is clicked on the Finalize dialog shown in screenshot 2
Screenshot 2025-01-28 161206 Joey 9 G9.jpg
1313 x 1712 - 189K
Screenshot 2025-01-28 161936.jpg
979 x 1146 - 143K
Screenshot 2025-01-28 162031 Click OK on finalize.jpg
@matew I'm pleased to report that I can morph dForce strand-based hair with the Export/Import as long as I have the geometry editor tool selected. I've always been able to do it manually, but this makes it more efficient.
I have now unchecked the option to add morphs to favorites, but it is still marking the morphs as favorites with the heart. I wonder if it is not reading the settings I have saved. Where does it store and look for the settings?
Edit:I thought I was able to resolve this problem by restarting Daz Studio, but that is not entirely true. Creating a morph with Difference correctly left the favorites heart off, but doing a Full Transfer still incorrectly put the favorites heart on the morph it created. I have not tested other Morph Master utilities to see if they have this problem.
Edit: Morph Master is adding the Favorite heart to collision morphs and Selective Transfer, too, even though I have it unselected in my preferences. So far, of the things I have tried, Difference is the only one that respects my preference for NOT adding the morphs to Favorites. @matew can you correct this, please?
Thank you for letting me know. Yes, it obviously doesn't work as it's expected. I'll fix that.
I have never thought about using my script for footprints. They look super realistic!
I made some G9 footprints on a plane with the Collsion scripts.
Thanks for sharing your findings. I'm interested in your technique, do you mind sharing the process. I was lookiing into using MM to produce footprints left from a character stepping out of a puddle to a dry surface.
Looks like the plane has to be very dense to leave back prints.
I made some G9 footprints on a plane with the Collsion scripts.
Thanks for sharing your findings. I'm interested in your technique, do you mind sharing the process. I was lookiing into using MM to produce footprints left from a character stepping out of a puddle to a dry surface.
Looks like the plane has to be very dense to leave back prints.
Yes, the plane has to be dense. I think I used 200 divisions. I don't know if that was overkill. I didn't try anything else. The technique was just to position G9 over the plane and lower him a bit below the plane surface. Then do Morph Master Collision script. I don't remember which option I used to create the collision morph. It might have been Standard, but I'm not sure.
Thanks for the information. It's similar to the process I am testing with 2 planes, one that is revealed when the other is deformed. The old movie magic trick.
the problem is to keep the deformation I have to use clone objects (boots only to reduce poly count) that are then set to invisible to maintain the impression in the surface. I'll check into this a bit more.
Thanks for the information. It's similar to the process I am testing with 2 planes, one that is revealed when the other is deformed. The old movie magic trick.
the problem is to keep the deformation I have to use clone objects (boots only to reduce poly count) that are then set to invisible to maintain the impression in the surface. I'll check into this a bit more.
Thanks for the info, that video looks great. Here is an ols test i was working on and have since moved on. I'll upload the video elsewhere and link it later.
Comments
You are welcome!
I created all my products primarily for myself, and then decided to release commercial versions. I constantly use them in my workflow.
SaveGuard – It has saved me countless hours of work. That feeling when you're suddenly covered in cold sweat after realizing you just accidentally saved a new scene over an old one, knowing it would take an hour to recreate the scene from scratch — it's now a thing of the past.
Wearables Manager – I always use it when positioning a character and need to do something more complex than just slightly moving an arm, especially when working on animations. DAZ flies when your characters aren't weighed down by tons of props and clothing, accesories, geografts, and a couple of geoshells.
FlexiKeys – Honestly, I consider this my most fundamental creation, though for some reason, it’s the least popular. I just can’t imagine adjusting sliders anymore when positioning a character. When you control your character's bones using the keyboard, can rotate multiple ones simultaneously, switch between bones or toggle limits on and off on the fly — it’s just a completely different level of control.
Morph Master – I wouldn’t have even bothered with many things I can now do in just a couple of clicks. It allows you to take your renders to the next level without wasting a massive amount of time.
Great explanation of all of your tools.
What tools and procedure would you recommend to fix in animations when hands and skirt go inside the body?
I have the same issue (4.16), but the unencrypted file works without any problems.
I would like to buy your other scripts, which I found extremely useful, but I am afraid that all of them will give me the same error.
I opened a ticket as you suggested, but I am also writing here to help others with the same problem.
I tried with version 4.22, and it has the same error.
Could you please check all your products? I believe they all need the same fix.
Thank you,
Chris
This usually results in the best products ;)
One question though: are you okay with the morphs being made through Morph Master being used in freebies and/or commercial products?
It’s hard to say in general, as much depends on the specific situation. Is the skirt dForce or not? If yes, it’s best to run a dForce simulation while making sure that the initialization time is sufficient to make your skirt look good from the very first frame. If not, you can use my Volume Preservation script or simply enable smoothing (and preferably convert it into a morph using any of the default/clarified/pure scripts).
As for the hand, you can either to just adjust the position of the hands on the necessary frames or to use the Create Self-Collision Node as shown in the video tutorial, depending on the desired effect.
Nobody complained about this issue with my previous scripts. Probably I did them on earlier versions of Daz where this problem didn't exist or I removed the first comment line without even realizing that I was saving my customers from this issue.
DAZ Saveguard is not a DAZ script - it's an external application for win 64.
I will send you corrected scripts as soon as I will be back home.
Yes, I give my permission to create morphs using Morph Master for your assets, including for commercial use.
Thank you very much for the answer.
I would never have a patience to render animations in iray, but FilaToon changed my opinion.
Thanks for these products, I have them all.
Thank you once again for spotting the issue. My customers have confirmed that changing the version to 4.9.0.0 works.
I have already informed the support team and sent them the updated scripts. I hope it won’t take long to update them in the DAZ Store.
Great product. Smoothing to morphs already is very helpful!
Cool. I'm glad efforts are in for making Morph Master work on older DS versions. I see this other user goes back to 4.9. If they can make it work on 4.9, then I'll likely have some luck with my 4.11.
I just purchased Morph Master today, but I likely won't get a chance to try it for many months. And maybe by then, the procedure for getting Morph Master to work on older DS version will be settled and documented.
@matew Even though I have set my export scaling to 100% in the preferences, Morph Master continues to export at 1%.
Sorry, but I can't spot the issue on my side. Here's the size difference of the same object in Blender exported with Export Scale = 1% and 100%:
Are you sure that the problem persists?
Here in this example, I have my settings set to export at 100%, as shown in my previous message. I used Morph Master 08 Quick Figure Export to export a dress. Then I used Daz Studio native Import to import the OBJ that Morph Master created. My OBJ Import Options were set to Scale 100.000000% as shown in the attached screenshot. The imported dress was so tiny I could barely find it in my scene. In the screenshot, it is at the very bottom. If Morph Master had really exported it at 100%, the import at the same 100% should have brought it in at the same size as the original dress. If I manually export an item at 100% with the native DS Export command and manually Import that exported OBJ at 100%, they do match in size.
I have now unchecked the option to add morphs to favorites, but it is still marking the morphs as favorites with the heart. I wonder if it is not reading the settings I have saved. Where does it store and look for the settings?
Edit:I thought I was able to resolve this problem by restarting Daz Studio, but that is not entirely true. Creating a morph with Difference correctly left the favorites heart off, but doing a Full Transfer still incorrectly put the favorites heart on the morph it created. I have not tested other Morph Master utilities to see if they have this problem.
Edit: Morph Master is adding the Favorite heart to collision morphs and Selective Transfer, too, even though I have it unselected in my preferences. So far, of the things I have tried, Difference is the only one that respects my preference for NOT adding the morphs to Favorites. @matew can you correct this, please?
@matew I am trying the Full Transfer on Joey 9. When I click OK after the finalize step, the original Joey 9 scales up to a larger size. The transfer to G9 looks OK, though. Why does the original character get modified by the transfer process? Some, but not all of his proportion morph values got changed and his overall scale is changed. I didn't expect Full Transfer to modify the original character being copied.
Screenshots are:
1) Joey 9 character and base G9 loaded into scene
2) Full Transfer performed and ready to finalize
3) After OK is clicked on the Finalize dialog shown in screenshot 2
@matew I'm pleased to report that I can morph dForce strand-based hair with the Export/Import as long as I have the geometry editor tool selected. I've always been able to do it manually, but this makes it more efficient.
I made some G9 footprints on a plane with the Collsion scripts.
Thank you for letting me know. Yes, it obviously doesn't work as it's expected. I'll fix that.
I have never thought about using my script for footprints. They look super realistic!
Brillant idea
Wow - that is great.
Thanks for sharing your findings. I'm interested in your technique, do you mind sharing the process. I was lookiing into using MM to produce footprints left from a character stepping out of a puddle to a dry surface.
Looks like the plane has to be very dense to leave back prints.
Yes, the plane has to be dense. I think I used 200 divisions. I don't know if that was overkill. I didn't try anything else. The technique was just to position G9 over the plane and lower him a bit below the plane surface. Then do Morph Master Collision script. I don't remember which option I used to create the collision morph. It might have been Standard, but I'm not sure.
Thanks for the information. It's similar to the process I am testing with 2 planes, one that is revealed when the other is deformed. The old movie magic trick.
the problem is to keep the deformation I have to use clone objects (boots only to reduce poly count) that are then set to invisible to maintain the impression in the surface. I'll check into this a bit more.
Do the collision deformation then save it as a morph. You can dial the morph in or out to change the amount of deformation. I did something like that in this little video https://www.dropbox.com/scl/fi/d9touk2wowmer21sd3432/Plane-on-G9-Head_chf3_prob3.mp4?rlkey=zajqbmyf9i9wnt0xb61q7i5uj&dl=0
Thanks for the info, that video looks great. Here is an ols test i was working on and have since moved on. I'll upload the video elsewhere and link it later.
How about this one (Guess not the forum is stripping the GIF