Any way to just load the morphs I need not everything?

ZombieLoveZombieLove Posts: 54
edited December 2025 in Daz Studio Discussion

I am aware of the third-party tool that catalogs the morphs used in a scene and allows you to rename the morph extension of all other morphs to prevent DAZ from loading them when it loads a Genesis figure (Turbo Loader). What I am looking for is some native support In Daz for reducing the amount of morphs that are loaded when I select, for instance, G9. I have made a lot of purchases And I have thousands of morphs (from many different stores) I don't understand why there isn't a native way to just load the morphs I need without loading everything in the content directories without some wonky work around like changing file extensions to hide morphs. It makes animation pretty much impossible since even default morphs that are 0 seem to be calculated by DAZ whenever you make a pose adjustment. This is probably what is causing a lot of slow down for folks and it just doesn't seem to be talked about much on this forum. If I were just to completely clean out my contract directory and load the base Genesis 9 Animation is extremely smooth and the whole thing runs like a charm. Why is this seemly basic functionality not supported outside of third-party vendors? Perhaps I'm missing something And you folks can enlighten me. I also don't want to create a morph From the morph loader pro export/import process as that doesn't solve the core problem (of default/zero morphs being calculated anyway during animation) and that would not keep the associated jcms for the combined final product. Heck, even being able to save my character in a way that disassociates it with the genesis framework to by-pass this automatic load of everything in the catalog would be an improvement. Am I missing something here?

Post edited by ZombieLove on

Comments

  • I believe the reason they are always available is for mixing. To "create" my own character I blend 2-4 characters, whether that be face and/or body. Daz has no way to know what your going to need. This has been talked about a lot but if your not using some of the morphs that are coming up in simulation to hit em with turbo loader, and to be wary of adding more morphs. I've got 100's -_- , for a while now I've stayed away from getting more. I've deleted character smart content I'm not using(don't want to but...load times). I've also been going thru and deleting ones that don't work, some freebies don't work and they chew up resources, royal pain. 

  • The morphs have links, to other morphs and to things like joint centres. If they were not loaded then it would not be possible to check  the dependencies, potentially leading to unexpected and undesirable behaviour. You can always temporarily uninstall products you don't currently need (if the DS database knows about them you will be prompted to instasl them if you load a scene that uses them).

  • ZombieLoveZombieLove Posts: 54
    edited December 2025

    Richard Haseltine said:

    The morphs have links, to other morphs and to things like joint centres. If they were not loaded then it would not be possible to check  the dependencies, potentially leading to unexpected and undesirable behaviour. You can always temporarily uninstall products you don't currently need (if the DS database knows about them you will be prompted to instasl them if you load a scene that uses them).

    Right, Turbo-Loader renames the morph (extensions I believe?) so that they are not picked up the next time, Genesis loads so it is possible to map these dependencies programatically but again that's a third-party solution. Uninstalling content is a pain in the butt... If you have more than one character in a scene and they share the same generation you have to make sure that you only keep the morphs that are required for both characters. If you try to work on any other scene with different morphs you'll have to go back through the process of reinstalling them. Even with content manager, this is a very suboptimal workflow. Turbo Loader Is better but not by much. I understand that all these morphs (vertex deltas) are probably loaded into memory so that it is as efficient as it can be. You can manually delete a morph for that particular instance but as you're aware, it comes back when you reload the scene. I wrote a script to at least remove them for that session automatively... But I ran into some issues running the script. You might already know this or can probably guess what happened... the script completes but Daz hangs. My guess is that it's calculating the new deltas and since so much was updated It's going to take an exponentially long time to complete that process... so this is worse than the workflows that exist (at least that's my hypothesis about why Daz hangs).

    I gave you all this background to tell you that there should be a native way to do this. I'm not saying it would be easy to program, but even just being able to save the completed asset off with the morphs In a way that orphans it from the automatic load of all the morphs for that generation would be a step in the right direction. 
     
    My guess is there's some business reason why DAZ doesn't want to support this; since the mechanism that automatically loads all of the morphs it finds in all of the defined libaries was written by Daz. I'm not even suggesting that we have to have a native dynamic solution. Again, just being able to create a paired down character with having to uninstall 500+ products whenever I want to animate or using the content manager or spending 20-30% of my rendering/creation time.

    I'm just surprised this hasn't come up before and curios why daz hasn't created a native solution here. I think some of the issues people have been reporting around performance in the viewport might be related to trying to manipulate characters with a large collection of morph sliders that may or may not still be part of the calculations/checks/functions initiated when posing/animating. I realize this is a hypothesis built on anecdotal observation But I do know that uninstalling much of my Genesis content speeds up everything.

    I think it would go a long way to improving product satisfaction allow folks to stay in DAZ longer Instead of having to relgate DAZ to a character creation tool and then export the figure to a third-party product whenever they want to build any large scenes or produce Animation. Again, this really only applies to folks like myself who have an extremely large catalogue but I suspect more people are affected by this and just wanted to check my understanding of the situation.

    I realize I'm making a lot of assumptions here but there isn't much information in the logs around performance and this explanation seems to fit my current observations. Happy to be corrected here!

    Thanks for the reply!

    Post edited by ZombieLove on
  • Morph deltas are not loaded until the morph has a non-zero value. It is the name and group (so it can be displayed in the Parameters pane) and the links (so that it responds correctly to chnages in other properties, potentially triggering a vertex load) that are kept in memory at all times.

    Yes, resolving the links will have an impact on figure responsiveness - and setting them up does impact load times, though DS was updated several versions ago to improve that (especially with regards to erroneous set-ups) so it is desirable to reduce the load where possible. You can make use of content directory sets to help - have a directory set with all shapes installed and use that for character building, then switch to a set with the minimum selection installed, load your figure and allow DS to install any missing (Daz store) products.

  • nemesis10nemesis10 Posts: 3,822

    I have a vast library and the prospect of having to check a few hundred checkboxes (and I will always for get a few) everytime I load a character sounds daunting and time consuming.

  • Richard Haseltine said:

    Morph deltas are not loaded until the morph has a non-zero value. It is the name and group (so it can be displayed in the Parameters pane) and the links (so that it responds correctly to chnages in other properties, potentially triggering a vertex load) that are kept in memory at all times.

    Yes, resolving the links will have an impact on figure responsiveness - and setting them up does impact load times, though DS was updated several versions ago to improve that (especially with regards to erroneous set-ups) so it is desirable to reduce the load where possible. You can make use of content directory sets to help - have a directory set with all shapes installed and use that for character building, then switch to a set with the minimum selection installed, load your figure and allow DS to install any missing (Daz store) products.

    Richard, as always, thanks for your responsiveness! That's unfortunate to hear about the links but I appreciate the info. Unfortunately, it sounds like this is not something DAZ3D wants to solve so I'll have to live with Turbo Loader/Content Manager for now. My current Genesis 9 stats from Turbo Loader should give you an indication of why (and if product managers from DAZ ever read these posts) an idea of why the current solutions are less than ideal and I would love some functionality added to DAZ in the future to assist folks:

    Products: 1265, Morphs: 46,631, Checked Morphs (enabled in Turbo Loader, I.E. not renamed extensions): 43,203, Unchecked Morphs (disabled by Turbo Loader): 3,428  

    This doesn't take into account all the products I have not installed for Genesis 9 because I would possibly never use them or the PA has not properly setup stage 2 and stage 3 morphs and I removed the product to prevent it from always starting active when I load Genesis 9. Having to manually manage (by Content Manager or Turbo Loader) this many assets for each scene is a terribly inefficient and frustrating experience. Hopefully my feedback might make it to the right people who are willing to offer some other 1st party solution here.

    Thanks for your time Richard and here is hoping this is something eventually addressed!

  • nemesis10 said:

    I have a vast library and the prospect of having to check a few hundred checkboxes (and I will always for get a few) everytime I load a character sounds daunting and time consuming.

    It is... and I can't understand why this isn't a core feature of DAZ but hopefully something will come along to address this from DAZ themselves in a future update!

  • PadonePadone Posts: 4,023
    edited December 2025

     It makes animation pretty much impossible since even default morphs that are 0 seem to be calculated by DAZ whenever you make a pose adjustment. 

    That is exactly why to import daz figures in blender we bake all the shape morphs and only load the morphs we need for animation. As for addressing this in daz studio, one way is to only install the assets you need for the current project, vs keeping a vast library with everything installed. Then you switch the library depending on the project. That is not optimized as a blender import, but will be much better.

    p.s. Another thing to look for is how we use the library in general. For example mixing figures to get a character is way more heavy than using the basic shape morphs, or a single custom figure. In a way we also decide the complexity depending how we use the features.

    Post edited by Padone on
  • ZombieLoveZombieLove Posts: 54
    edited December 2025

    Padone said:

     It makes animation pretty much impossible since even default morphs that are 0 seem to be calculated by DAZ whenever you make a pose adjustment. 

    That is exactly why to import daz figures in blender we bake all the shape morphs and only load the morphs we need for animation. As for addressing this in daz studio, one way is to only install the assets you need for the current project, vs keeping a vast library with everything installed. Then you switch the library depending on the project. That is not optimized as a blender import, but will be much better.

    p.s. Another thing to look for is how we use the library in general. For example mixing figures to get a character is way more heavy than using the basic shape morphs, or a single custom figure. In a way we also decide the complexity depending how we use the features.

    That is great support for Blender export and I appreciate the information!

    However, my issue and question is about native support in DAZ3D so that I can stay in the application longer or perhaps not even have to export anything out to another tool. DAZ is investing a lot of money and work into improving DAZ Studio (currently in Beta) and I was asking if they ever considered natively supporting this in the newer version of studio and if so where it is on their roadmap? I have poured over the forums looking for solutions to the issues I am having with performance and I see a lot of other folks experiencing some of the same issues (which might or might not be the same issue I am having). If there is no native support for this then DAZ Studio 2025 will have nothing to keep users from having to do things like export Genesis characters to other tools to address some of the defiencies in the core platform.

    Also, it actively discourages me from wanting to purchase further morphs for Genesis 9 (and other generations) because I know with each new morph link I will be adding to the performance issue; not helping it. And I will have to start drastically cutting my morph list for the genesis generation I am working with; from a product marketing perspective this seems like a bad thing; no? There is functionality (both 1st and third-party) to assist with managing your morph library (content manager and Turbo Loader) that helps users who don't want to export their characters to another tool avoid that; so why not address the linking performance (since zero'd morphs are said to not affect performance directly) or provide a way to save a "paired-down" set of morphs for a character without having to uninstall/disable morph files? It can even be a one-way trip if they want; meaning you cannot add new morphs to the character once you break the association with the Genesis generation you are working with.

    This would definately prevent this particular "problem" from generating negative experiences for their end-users. It is a win-win and they are already investing significant development resources (I assume) in the current re-write so there should be scope/capacity to atleast do a feasibility POC on this? Otherwise, tools like yours that export assets out of DAZ will be the only path forward for folks like me. I would prefer to keep my workflow in one tool for as long as possible.

    But again, I appreciate the information! It is nice to see that the third-party vendors have thought of these needs and have solutions to address them (even if it is outside DAZ Studio).

    Post edited by ZombieLove on
  • plopsplops Posts: 98

    Yes Siree !!!

    Wouldn't a "Currently Used" button be good when saving a modified character?

  • ZombieLoveZombieLove Posts: 54

    Yep, would be nice... one can dream or, for animationn, just move it to Blender or another platform. I assume and DAZ just becomes a character creator/still image tool then.

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