Tips for Creating Genesis 9 Body Morphs That Work Well with Marketplace Poses in DAZ Studio
I'm looking for advice on how to create body morphs for Genesis 9 figures in DAZ Studio so that they can work more seamlessly with pose packs sold on the DAZ Marketplace and other sources.
I often create custom body morphs by referencing commercially available 3D scan models and using tools like Wrap3. Through this process, I’ve noticed that some body morphs apply poses correctly, while others cause poses to break or distort significantly.
Over time, I’ve observed that when a Genesis 9 body morph maintains a body structure (leg spread, hand position, joint placement, etc.) similar to the Genesis 9 base figure, pre-made Genesis 9 poses tend to apply more accurately.
However, I’ve also found that in some cases, even without making meticulous adjustments to match the base figure, poses still apply relatively well. This makes me wonder—what are the key factors that have the greatest impact on how well a pose applies?
For example, does something like arm spread significantly affect pose accuracy, while shoulder height is less important? I’d love to hear any specific advice on which aspects of body morphs have the most influence on pose compatibility.
Of course, no matter how much I fine-tune the morphs, manual adjustments with PowerPose are often necessary in the end. But my goal is to minimize errors when applying poses so that the workflow is smoother and more efficient.
I’d appreciate any insights or recommendations on achieving a more pose-friendly body morph setup. Thanks in advance!

Comments
That's why PAs provide character-oriented corrective morphs and folks sometimes have to fix corrective morphs as well with the posed figure when using custom body morphs.... but the key is how the geometry from the custom body morph affects the mesh area of the existing corrective morphs.
For instance: (assuming adjust rigging has been done already...), if the delta of the vertex positions coming from a partial area of the custom body morph is proportionally similar to the mesh area of a correctiver morph, in terms of scale, direction, etc.. you won't see ugly distortion or break after giving the figure a relevant pose.
But if it's not, you may see some defective mesh and have to supplement some corrective morphs linked to the custom body morph. An example: one of my custom chars has a sunken mesh around the shoulder area, with Should Up 90°, there's a fold of mesh(ss1), then I fixed it by making an MCM (ss2) ~~
So, although you pay very close attention when blending FBMs / PBMs or sculpting the body morph, you still have to fix the corrective morphs from time to time. It's pretty routine ~~