Dynamic Morphs?
Is it possible to dynamically load a morph?
This is a hypothetical example.
Load a base figure in Daz (G9, for example).
Apply a character morph, let's call it ABC Jane Doe 9. (Totally made up)
Daz does its thing and the figure now looks just like a textureless ABC Jane Doe 9 from whatever store Jane comes from.
Save the scene and close Daz.
Go into the /data directory and move all the ABC Jane Doe 9 morphs outside of the Daz content library.
Restart DAZ and load the scene. Jane won't be looking like herself
Is there anyway, at this point, to point Daz at the morphs (currently sitting outside the content library) and have them applied to Jane?
Post edited by jmucchiello on

Comments
There would be a message popping up to warn you there're modifiers missing .... but DS wouldn't give you an option of relocating the modifier asset files (DSFs).
Besides, reading from a non-mapped "Daz Library" is not in line with DS current approach of loading modifier assets ~~ i.e. the assets must be in a Daz Library that is defined in Content Directory Manager ~
I'm not asking what will happen. I'm asking can I twist Daz to my will? I hate that morphs and sliders are loaded every time I load a figure when 99% of them will never be needed. Windows reports 320,000 *body*.dsf files in my G9 library alone.
I use Turbo Loader. I've removed 90% of the expression assets using it because I don't need them all and most of them came with figures.
When I load an old DUF, it tells me there 50 missing products. Not a single figure in those products uses any one of the assets that are "missing". And yet my DUF files have references to them. For no reason except I **might** want to use them, maybe.
Now, is there any way on Earth to do what I am actually asking? Aside from not using Daz apparently.
I suspect my only recourse is going to be getting heavily aggressive with Turbo Loader. But I'm not there yet. (And it doesn't work in DS6 yet that I'm aware of.)
Nope, there's no way to do what you asked as per the scenario you mentioned above... as you've moved the morph files out of your Daz Lib ~~ Neither DS nor any existing products can handle that, AFAIK.
But since you're using Turbo Loader, why not use Turbo Loader's companion: Turbo Loader Booster Utilities ? https://www.daz3d.com/turbo-loader-booster-utilities
It can load disabled morphs on demand when opening Scenes... only you may have to sacrifice a bit loading speed.
Edit:
I'm not sure what you mean by "missing products..." but telling you missing products (show you product thumbnails...) and telling you missing morphs (show you a morph list...) are different things.
Booster Utilities works with G9? It's not listed on the store page. Seems I own it. It wants my DUF files to be in the content library. No clue why it couldn't just have a file open dialog.
It doesn't load JCMs. How do I know if that's a problem when whether there's a JCM isn't obvious most of the time?
And again, still waiting for DS6 support.
I still can't believe there's no way to pass a file name into Daz (somehow) and have it apply the morph(s) inside to the currently selected figure. Daz has this capability somewhere inside it. It isn't exposed to the SDK?
Booster Utils. supports G9... https://docs.daz3d.com/public/read_me/index/85000_85999/85820/start
As long as JCMs have DSF files, they can be loaded with no problem.
Again, not like DUF files that can be loaded from anywhere... DSF files can only be loaded from Daz Libraries that're defined in CDM. You have no way to load them from other locations that're not defined in CDM ~~ Whatever scripts / SDKs... they also call configuration in CDM.
You can submit function request to Daz if you're willing to do so ~~ though I don't think you can get what you want.
I didnt read all this thread, but to answer your question yes this is easy, just put the files in a new directory
Daz doesnt care about root path, only relative path, so as long as your new directory still has all folders from /data and onwards kept the same, daz will find it, provided:
- the scene .duf still has all the same reference (i.e., you didnt resave it after it declared missing files)
- the /data folder is in one of the directories that you have added to your content library in daz studio (and it is structured properly)
i dont understand why the thread is titled "dynamic morphs". How is this dynamic morphs? This is "moving content to a new content library".
I have six library paths. It's called dynamic because I want Daz NOT to know about the morphs until I tell it to load them: dynamically.
The shape data is not loaded until used, but the property details (slider name, location, and links) are. If you want to have the morphs unavailable until you add them just uninstall/reinstall - reloading the figure after that is going to be needed regardless of how the process is handled.
If a morph from the Daz store that you own but do not have installed is needed for a character, and if DS has it in the CMS database, then it will offer to download and install it when you try to load the character. But that is using Connect to install, which some people wish to avoid, and does require updating metadata.
I don't use connect. And the morphs are available. I just don't want them visible unless needed. Look at the attachment.
Exactly zero of these assets are actually used in the DUF. But they are referenced because they were loaded when I made the DUF months ago. I hid them with Turbo Loader because I don't need Addy Kate's smile expression when I'm not using Addy Kate. But it was loaded and ended up in the DUF file as a reference. The Daz way of just loading everything up front doesn't work well when the user has a large library. This is why I want dynamic loading.
But it isn't a space issue. I have all of these assets downloaded. I could reactivate them with Turbo Loader at any time. But they aren't necessary for what I'm doing now. Yet, if not for Turbo Loader, they would take up time every time a G9 figure loads.
Yes and No.
Character presets have a "morph call", this tells DS what morph to load and where to find it and to even set the "parent".
The problem is the morphs would have to be outside the figures "Morphs" folder to stop DS loading them with the base figure.
The morph call in the preset would have to be setup manually as DS wont do that.
A few years back I did a very tongue in cheek POC with G8F to show this.
Character Presets are the only files that can do this, so not only is it a lot of work, it's not very practical.
I'm not looking for anything automatic. The morphs not being in the normal folder isn't the problem. It's the solution.
I'd expect there to be a script for each asset "set" that would bring it's morphs in when I wanted them brought in. And another script to remove them.
In any case, thanks to all you tried to help. Time probably to cull my library harshly.
I'm not sure what you mean by "morph call" in a Char. Preset...
If you mean the section of loading modifiers in its DUF, all Presets that include shaping data may have this section.
If you mean Post Load script in Char. Presets, other than DUFs, I'm not aware of that it can literally load DSF files, assign Parent as well as set Values to make modifiers fully functional...
If you can show how to do that with Post Load script, we'd love to learn from technical perspective.
I've not used Turbo Loader Booster Utils. for a long time, but I tested some scenarios with G9. It works well, even faster than what I expected while using G9.
1) You don't have to move out DSFs from any of your Daz Libraries, just disable them as usual with Turbo Loader.
2) Open your old scenes with the script: Turbo Loader Open File. The script firstly scans what modifers are used and have values in the Scene file, enable them if they're disabled. Then open the Scene. You won't get warning message of missing modifer assets.
3) You also can use the script : Turbo Loader Inspector to know what products / modifier assets are used in the Scene file.
4) Finally when you don't think you need those modifiers anymore, disable them again with Turbor Loader by loading the saved configuration or by manual...
I think the workflow works fairly well at the moment.
Besides, I do believe tailor-making some scripts as per the specific request in your OP can be technically doable... but that would be another "complex story" ~~
Why in heaven's name does the Open File in Turbo Loader only work from a menu or toolbar and not when you just double click in content library!?? The PDF says it only works as a menu item. Unreal. (And of course, it has to put a dozen buttons on the toolbar like every other self important script product.)
Turbo Loader Inspector doesn't do anything that I can tell. It opens an empty screen. Or is this again an issue since my scene files aren't in the content library?
Because they're Daz Scripts that need to work on a selected DUF file, so they have to be run via Menu or Toolbar in the first place. Besides, dbl-click to Open is the default behavior of DS to open a DUF. It cannot be overridden by any Script, AFAIK.
But you can assign shortcuts to the Scripts, like what I did, I assigned Ctrl Alt + O to the script: Turbo Loader Open File Then I select a Scene file in Content Library, press Ctrl Alt +O to open it.
As for Turbo Loader Inspector, yes, you have to select a Scene file from Content Library before running the script...
*deep breath*
I have Premiere Autosave which annoyingly put scene files in the content library so I clicked on of them. I click one of the scene files and watched every morph in my system go by. The screen that results 11 minutes later was identical to the Turbo Loader Configuration that I have setup for G9. What was the point of this? This is telling me every morph I have is used in the scene file. EDIT. Not identical. Only 1/3 of the items are there. See next paragraph
It says I'm using 14166 morphs in this scene. Considering I have 41000 morphs in my whole G9 library, that's impressive. I have 889 G9 figures in that library (not counting non-Daz shop stuff). Somehow a few morphs from nearly every one of those assets are "In use" in a scene with a handful of G9 figures.
But this is a band-aid on the gushing wound of the problem. And it stil took 11 minutes. The log file has thousands of traces like this:
2026-06-15 00:25:51.104 [DEBUG] :: Adding ES3D Hayden HD for Genesis 9 product
2026-06-15 00:25:51.104 [INFO] :: ES3D Hayden HD for Genesis 9
2026-06-15 00:25:51.104 [DEBUG] :: 114 /data/Daz 3D/Genesis 9/Base/Morphs/ES3D/Hayden/ES3DHayden_figure_ctrl_Character_HD4.dsf
2026-06-15 00:25:51.104 [DEBUG] :: C:/Daz/G9/data/Daz 3D/Genesis 9/Base/Morphs/ES3D/Hayden/ES3DHayden_figure_ctrl_Character_HD4.dsf
2026-06-15 00:25:51.104 [DEBUG] :: Hayden 15
2026-06-15 00:25:51.104 [DEBUG] :: /data/Daz 3D/Genesis 9/Base/Morphs/ES3D/Hayden/ES3DHayden_body_bs_Body_HD4.dsf
2026-06-15 00:25:51.104 [DEBUG] :: /data/Daz 3D/Genesis 9/Base/Morphs/ES3D/Hayden/ES3DHayden_body_cbs_forearm_y135n_l.dsf
2026-06-15 00:25:51.104 [DEBUG] :: /data/Daz 3D/Genesis 9/Base/Morphs/ES3D/Hayden/ES3DHayden_body_cbs_forearm_y135p_r.dsf
2026-06-15 00:25:51.104 [DEBUG] :: /data/Daz 3D/Genesis 9/Base/Morphs/ES3D/Hayden/ES3DHayden_body_cbs_head_x25p.dsf
2026-06-15 00:25:51.104 [DEBUG] :: /data/Daz 3D/Genesis 9/Base/Morphs/ES3D/Hayden/ES3DHayden_body_cbs_shin_x155p_l.dsf
2026-06-15 00:25:51.104 [DEBUG] :: /data/Daz 3D/Genesis 9/Base/Morphs/ES3D/Hayden/ES3DHayden_body_cbs_shin_x155p_r.dsf
2026-06-15 00:25:51.104 [DEBUG] :: /data/Daz 3D/Genesis 9/Base/Morphs/ES3D/Hayden/ES3DHayden_body_cbs_shoulder_z55n_r.dsf
2026-06-15 00:25:51.104 [DEBUG] :: /data/Daz 3D/Genesis 9/Base/Morphs/ES3D/Hayden/ES3DHayden_body_cbs_shoulder_z55p_l.dsf
2026-06-15 00:25:51.104 [DEBUG] :: /data/Daz 3D/Genesis 9/Base/Morphs/ES3D/Hayden/ES3DHayden_body_cbs_thigh_z90n_r.dsf
2026-06-15 00:25:51.104 [DEBUG] :: /data/Daz 3D/Genesis 9/Base/Morphs/ES3D/Hayden/ES3DHayden_body_cbs_thigh_z90p_l.dsf
2026-06-15 00:25:51.104 [DEBUG] :: /data/Daz 3D/Genesis 9/Base/Morphs/ES3D/Hayden/ES3DHayden_figure_ctrl_Character_HD4.dsf
2026-06-15 00:25:51.104 [DEBUG] :: /data/Daz 3D/Genesis 9/Base/Morphs/ES3D/Hayden/ES3DHayden_figure_ctrl_Proportions.dsf
2026-06-15 00:25:51.104 [DEBUG] :: /data/Daz 3D/Genesis 9/Base/Morphs/ES3D/Hayden/ES3DHayden_head_bs_Head_HD4.dsf
2026-06-15 00:25:51.104 [DEBUG] :: /data/Daz 3D/Genesis 9/Base/Morphs/ES3D/Hayden/ES3DHayden_head_bs_Teeth01_HD1.dsf
2026-06-15 00:25:51.104 [DEBUG] :: /data/Daz 3D/Genesis 9/Base/Morphs/ES3D/Hayden/ES3DHayden_head_bs_Teeth02_HD1.dsf
And if I select any figure in the scene, go to parameter - ALL and filter by Hayden, it shows me all these hidden sliders set to their default value. It's like that for all but few of the 14000 dsf files loaded. Why? None of these four women have any Hayden DNA in them. Am I wrong to think this is madness?
Thanks to RiverArts for providing a band-aid. But why isn't there a better solution?
You need to check if there're modifiers related to this ES3D Hayden are saved within the Scene file by using Notepad++.... so as to make sure if these morphs were disabled or not when you saved that Scene last time... If they're in the DUF files under "modifiers" section, it means they were not disabled when you saved the scene file.
11 minutes seems fairly long to me though it does take some time for the script to enable the disabled DSFs... but still, you better check how many loaded Properties on the G9 in Parameters pane...
You may post the below script in Script IDE, with the loaded G9 selected in Scene pane:
var node = Scene.getPrimarySelection();
var nPr = node.getNumProperties();
print("No. of Properties: " + nPr);
Execute the script, you'll see a number of counted properties in the bottom of Script IDE. The number can tell something ~~
Besides, enabled DSFs may bring other issues that may slow down the loading speed... You may have to check in the log as well.
I'm fairly sure the properties were active when the DUF file was saved. But why would it save defaulted properties? I've seen inside DUF files other places where an object with have an X translate and Y translate but not a Z translate because that value was zero. Or similar left out defaults.
I'm not sure what I would check in the log. For example, after the log "Applying projection morphs..." there are a bunch of odd listed morphs. LIke EG Zou isn't used by any figure in the scene and while there are 8 parameters shown in the parameters tab, only these two were "projected"
2026-06-15 00:13:42.826 [INFO] :: Loaded morph deltas: 0m 0.2s - /data/Daz 3D/Genesis 9/Base/Morphs/Ergou/Zou/facs_bs_EyeSquintRight.dsf
2026-06-15 00:13:42.826 [INFO] :: Loaded morph deltas: 0m 0.2s - /data/Daz 3D/Genesis 9/Base/Morphs/Ergou/Zou/facs_bs_EyeSquintLeft.dsf
Is this something I should look for? What do I do when I find it? Where do I look for the thing in the morph files that says "only apply this to FIGURE ABC"?
I selected a G9 figure in the same DUF that was inspected above:
Hmm... it shouldn't have taken that long to load 5371 properties... even if the script enabled some of those properties ~~
Can you attach the latest DS log in here ? I may give it a check to see if any clue can be found.
I exited Daz, deleted the log, and then opened a different DUF file. It only took 5 minutes. But the number of properties was still 5371 as can be seen at the end of the log. (I ran it a couple times to ensure the end of the log file wasn't still cached within Daz.)
Some of my favorite highlights.
A group of Mac resource files were included in a couple Chrryt assets and have .dsf file extensions:
2026-06-15 06:07:44.117 [INFO] :: C:/Daz/G9/data/Daz 3D/Genesis 9/Base/Morphs/Chrryt/CHT Frey HD for Genesis 9/._CHTCBSLArmFrontAnna.dsf (1,1): Syntax error - expected '{' or '['
Love this line as well: 2026-06-15 06:09:10.106 [INFO] :: Resolving 5742595 formulas...
Total asset load time is 3m12s. The majority of the time was spent to create ERC links (1 minute) because of 5.74 Mil formulas calculated from the enabled modifier assets. That seems normal.
Failure in creating a bunch of modifiers took nearly 45 seconds. You better check those modifier assets from line 1224 to 1270. (I don't have any error in this part, so it usually takes 4 ~ 5 seconds.) Better disable them or uninstall them, especially those "famous VO xxx products"...
Other sections look fine to me. So, if all errors / failures are fixed, the loading time should be within 2 mins 30 secs, even shorter. Pls be noted, after enabling / disabling modifier assets, updating DSON cache also take some time. That's normal as well.
Below is my DS log for loading a G9 Base for your reference. Zero error, zero warning ~ (I fix issues shown in DS log from time to time...). The G9 Dev Load on my side is with 4720 non hidden properties which can be loaded within 30 seconds. (I also used Turbo Loader to disable modifiers that I don't need.)
2026-06-15 18:28:28.217 [INFO] :: Prepare asset load (open): /People/Genesis 9/Developer Kit/Genesis 9 Dev Load.duf
2026-06-15 18:28:28.217 [INFO] :: Locking viewport redraw...
2026-06-15 18:28:28.217 [INFO] :: Viewport redraw locked.
2026-06-15 18:28:28.276 [VERBOSE] :: Native format content directories: 4
2026-06-15 18:28:28.276 [VERBOSE] :: Poser format content directories: 3
2026-06-15 18:28:28.276 [VERBOSE] :: Other import format content directories: 0
2026-06-15 18:28:28.276 [INFO] :: Begin asset load (open): /People/Genesis 9/Developer Kit/Genesis 9 Dev Load.duf
2026-06-15 18:28:28.288 [INFO] :: Clearing the scene...
2026-06-15 18:28:28.295 [INFO] :: *** Scene Cleared ***
2026-06-15 18:28:28.295 [INFO] :: Determining missing assets...
2026-06-15 18:28:28.376 [INFO] :: Setting textures...
2026-06-15 18:28:28.417 [INFO] :: Scanning for addons...
2026-06-15 18:28:39.593 [INFO] :: Creating node geometry...
2026-06-15 18:28:39.597 [INFO] :: Creating UV sets...
2026-06-15 18:28:39.597 [INFO] :: Creating materials...
2026-06-15 18:28:39.610 [INFO] :: Resolving legacy figures...
2026-06-15 18:28:39.611 [INFO] :: Preparing modifiers...
2026-06-15 18:28:39.743 [INFO] :: Creating modifiers...
2026-06-15 18:28:43.149 [INFO] :: Creating property aliases...
2026-06-15 18:28:43.182 [INFO] :: Resolving 718138 formulas...
2026-06-15 18:28:43.182 [INFO] :: Finding formula properties...
2026-06-15 18:28:45.059 [INFO] :: Sorting formula properties...
2026-06-15 18:28:45.077 [INFO] :: Creating ERC Links...
2026-06-15 18:28:56.610 [INFO] :: Finished resolving formulas.
2026-06-15 18:28:56.734 [INFO] :: Finalizing modifiers...
2026-06-15 18:28:56.736 [INFO] :: Finalizing channels...
2026-06-15 18:28:56.736 [INFO] :: Finalizing materials...
2026-06-15 18:28:56.736 [INFO] :: Sorting property groups...
2026-06-15 18:28:56.744 [INFO] :: Finished asset load (open): 0m 28.468s - /People/Genesis 9/Developer Kit/Genesis 9 Dev Load.duf
2026-06-15 18:28:59.454 [INFO] :: Unlocking viewport redraw...
2026-06-15 18:28:59.454 [INFO] :: Viewport redraw unlocked.
You may also test a loading time of your G9 Dev Load...
I've spent so much time fiddling with modifier errors. I have no clue why they come back. Or new ones occur. I've fixed Vo Mandy twice it seems.
What do I do about the duplicate GUID issues during metadata update? I tried uninstalling and reinstalling. Didn't help.
And when you say famous VO products, is there a list somewhere (for all PAs)? It's so annoying since many of the files are years old and still unfixed.
For problematic character products, if it's difficult to have them completely fixed, better uninstall them. As for "famous VO products", I ever saw those threads for times complaining about VOOTW's products. Then I know there're various problems in their products. I'm not aware of any list for all PAs... might be case by case I think.
As for the duplicate GUID issue, the simplest way to fix it is to generate a new GUID on one of the products, by: 1) Right-click on the product thumbnail in Smart Content > Edit Metadata. 2) In Content DB Editor, click Generate button in the upper right corner to generate a new random GUID. Accept.