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How to load my installed morph in Daz 4.20
Hi everyone, I'm using Daz Studio 4.20 Pro. with Genesis 8 male. I purchased Growing Up for Genises 8 Male (s). I installed it using the Install Manager. It shows where the product was installed and I find a bunch of .dsf files I navigate to the location using Windows File Explorer . Watching tutorials on youtube it seems that I need to use Morph Loader Pro then click on Choose Morph Files and search for the morph file. Using the Morph Loader Pro I navigate to the folder where supposedly the morph was installed but didn't find any .obj file or anyghing. I looked under the Paramaters tab after selecting the Genises 8 Male and saw nothing related to the morph I downloaded and installed. I look under the shaping tab and got the same results... nothing.
Obviously I'm doing everyghing wrong. I apoligize for being such a newbie but can someone please give me an idea how to get my morph loaded in Daz 4.20? I would really appreciate it after spending the better half of a day looking for solutions.
Thanks a lot for any help with this.
Gotta love vague clients ... Back to the drawing board with a new manga character.Quixotry said:
Hopefully this doesn't muddy the waters further, and do ignore it completely if it does... but have you looked at Sakura 8 and her Sasuke male morph? I mainly thought of them because she's more stylized than the Aiko/Hiro/Kanade/Kenji figures, and because she comes with a bunch of morphs for stylized noses and eyes. I wondered if adding some percentage of Sakura into your model might achieve the look your customer is after.
The reference she was given is almost exactly Aiko, though. If that's what the customer wants, then dialing any Sakura into the character will probably make them far more stylized than they're after.
Why use custom characters?Gordig said:
FSMCDesigns said:
Torquinox said:
For clarification, I consider characters made from the base and the standard morphs to be perfectly fine. Custom sculpts are great! More than that is excessive, I think.
Got any examples of what "more than that" is? What you mention is pretty much the norm in my experience
I can't give you examples, but I've definitely seen morphs that are basically just a preset of a bunch of different character morphs. I've only seen them as freebies, though; I can't think of any in the store.
edit: actually, I just thought of an example: this freebie goat/ram morph.
The worst offender I've seen for sale was Kelpie for the original Genesis, which is no longer in the store. She required four different named characters plus a morph set, and only one of those was listed as a required product on the store page.
Gotta love vague clients ... Back to the drawing board with a new manga character.Hopefully this doesn't muddy the waters further, and do ignore it completely if it does... but have you looked at Sakura 8 and her Sasuke male morph? I mainly thought of them because she's more stylized than the Aiko/Hiro/Kanade/Kenji figures, and because she comes with a bunch of morphs for stylized noses and eyes. I wondered if adding some percentage of Sakura into your model might achieve the look your customer is after.
Why use custom characters?FSMCDesigns said:
Torquinox said:
For clarification, I consider characters made from the base and the standard morphs to be perfectly fine. Custom sculpts are great! More than that is excessive, I think.
Got any examples of what "more than that" is? What you mention is pretty much the norm in my experience
I can't give you examples, but I've definitely seen morphs that are basically just a preset of a bunch of different character morphs. I've only seen them as freebies, though; I can't think of any in the store.
edit: actually, I just thought of an example: this freebie goat/ram morph.
Animation transfer from G1/ G2 to G3/G8Yep Wendy looks like that "little gem" is out of my league too, I wish I was technically savie like that. Wolf thanks for the suggestion I actually own that script but never went back to it after getting bad reults before (probably did not know about taking off all limits back then). Well I tried it again and it got rid od the feet sliding anf the arms look very good after the transfer. There is still slight jerkiness in the motion of the legs which I think I can clean up with Mcasual's BVH smoother. I will try it out. If this works this is a huge game ghanger for animation in DS. I can then get some super cool MMD animations smoothly onto G3/G8.
Do any of the other g2 to G3 conversion scripts work any better than Dragon Storm's, as far as being any smoother?
HH Sayble for Genesis 8.1 Female [Commercial]Herschel Hoffmeyer said:
black_angel_x said:
I always waited for the matching char out from Mystique 2, sadly the Model delivered isn´t as nice as the Mystique 2-Version. I mean the Mystique 2-Version hat that special touch between natuarl beauty and beauty idealized but now it just look like the beauty idealisazion was overdone. I kind of hope the real Mystique 2-Version will come out too. just my opinion.
Outside of the breasts, all the details in the Mystique 2 character are actually turned up (for the body) and the face was not mine. Her skin tone is more tan. Is it mostly the body or the face we're referring to? I'm just confused and trying to narrow the reason. I think someone prior to you said the same thing that all dials are turned up on Sayble over Mystique character. Like I said, outside of the breasts, all dials are about 60% of that character. The breasts in the Mystique character were the included breast morph in the Mystique 2 line.
When I was talking about "150 %", I didn't mean the dial level so much as facial features that I would describe as exaggerated. Also I didn't quite catch what you meant about the character being dialed in at 60
Still hoping you find a way to release those boots!
Can anyone tell what character and skin is this?Gordig said:
FSMCDesigns said:
There are probably no replies because it is near impossible to identify a character due to the many, many morphs that can and usually are used. many PAs create their own unique characters for their promo images. So unless the person that actually did the promo chimes in, your guess is as good as anyone elses.
You keep saying this, and you're not technically wrong, but the forumites have shown pretty remarkable skills in identifying characters in the past. Even if nobody can identify the exact character, they can usually point the requester to something that will get them close, and even knowing for sure that the character is not commercially available is still helpful when that is the case. In the most extreme example, the so-called GoldTassel girl, maybe the most sought-after character on the forums, people can inform the requester that the character uses Osuine's skin, and a couple people have concocted recipes for approximating the look.
I disagree. In 90% of those posts, it's all speculation with no difinitive answer which is what the poster wanted in the first place. I feel that many times a poster looking for a character ID is usually new and therefore doesn't realize that just because there are full characters in the store, that many times those are made up of custome morphs, or various morphs sets which all users have access to and that appearances can vary drastically based on the user amf the simple addition of one of two morph dials. In addition since the posts usually end up with only speculation or no comments at all, they will at least have an idea as to why. I personally think it's pointless to try an ask for character IDs in the fosums for these reasons, but point taken, so I'll stop posting about it in the future.
Animation transfer from G1/ G2 to G3/G8Since the bone structure of DAZ G1/G2 and Daz G3/G8 figures are different in the since that G3/G8 now have twist bones on the arms and legs. Are there any scripts that can accurately transfer animation from the G1/G2 figures to the G3/G8 figures?
I have tried unchecking the twist bones in the the BVH importer options but that cause the twist bone children to be unchecked also.
Can anyone tell what character and skin is this?The skin doesn't ring any bells, it looks modified, possibly PBR. The morph seems reminiscent of work by Ergou : https://www.daz3d.com/hui-and-expressions-for-genesis-81-female
This is more a stab in the dark than anything.
Please Help - Creating A Forming PropHaven't tried this with a hair suit, however for clothing that is an area which normally requires a pJCM to be made.
In essence you create a replacement partial Joint Control Morph to replace the generated morph in the hair/clothing - so it must be named the very same.
Please Help - Creating A Forming PropI've been trying this off and on for a year now. I really hope that someone could help me figure this one out.
I have made some Anthro models and I'm using Look At My Hair to create the fur for them. LAMH creates a prop, I want to fit this prop to my models as a figure instead of a prop so I do not have to reload it for every render I make (would save a ton of time).
I've been trying to use the Transfer Utility to do this but it doesn't work quite right, it treats it more like clothing kinda. I'm just not even sure where to start anymore. As you can see it gets clump or stretches when I move a limb and it clips into the model or moves off of the models texture.
Thank you in advance if anyone can help me understand how to do this.
fitting issue with object transfer utility *FIXED*HI
sorry for the maybe noob question but i have an issue with fitting an outfit to my genesis 8.1
i created a shirt in Marvelous Designer based on exactly the avatar i m using on DAZ (exported it to make sure size fits)
then I import the shirt at fbx and it fits perfectly (as i d expect)
then I use the object transfer utility to fit it to the avatar (see screenshot)
BUT as soon as i do that the shirt shrinks a bit and parts are inside the body of the avatar
i watched a couple of videos on the topic but none had that issue :(
Why use custom characters?The more unusual shapes I get, I am a big fan of Joe Quick and his creations, so wish I could morph like he does ... lol The only reason I get characters is because I'm not very good at creating my own textures. Mixing morphs I have done on occasion.
Why use custom characters?I'm just another to add to the list of those who only buy characters (whether DAZ "base" or PA derivatives) as a starting point for my own "custom" characters. That means I like to have a variety of skin textures and a few of the more unusual body shapes but I always load that character and start applying applying the morph options to come up with my own look.
Why use custom characters?The only reason I get any character, be that paid or free, is for the textures...that's all. Only morphs that interest me are the head and body morphs, maybe the packages for height adjustments to make younger characters and same for making senior characters, and finally for some dumb reason I need the muscle morphs cause they just had to be separate from the head and body morph packages.
As for the idea of trying to make renders look like someone else's...why would anyone do that. Why would someone go through the effort and expense to create a render that looks identifcal to someone else's. That's not creating art, that's the same as taking a paper and pencil and tracing someone else's work. It will always be second rate to the original.
Daz to Blender , Leg skin weight looks weirdRichard Haseltine said:
At least part of that is likely to be the morphs (blend shapes) that are linked to the bend in Daz Studio. FBX will not preserve the links, though it will keep the morphs if you include them in the export options. I do not know if it is possible to reestablish the links in Blender.
export fbx will baked morph , I can't get the blendshape of pose space deformation
Diffeo vs FBX when to switchAs for diffeomorphic, I see there's a minor caveat with the cookie rig because daz studio can't keep dforms when converting to general weight. This may apply to other legacy figures too if they use dforms so I'm reporting here a easy workaround. Basically you export the figure converted to prop and use it as shapekey in blender.
in daz studio:
- make a copy of the figure and convert to prop (edit > figure > rigging > convert to prop)
- convert the figure materials to uber (select the materials and apply the uber shader)
- convert the figure rig to general weight (edit > figure > rigging > convert to weight mapping), here you will lose the dforms
- export to blender
in blender:
- import the figure
- use the prop as shapekey for the figure (shape keys panel > menu > join as shapes)
Below we see the cookie eyes that pop out when converting to general weight in daz studio because they lose the dform. Then the result in blender after applying the prop as shapekey.
edit. You can also convert the dform to a morph in daz studio using the dform panel, that's probably easier. This way you don't need the prop. Please note that for cookie the dform is used to animate the eyes, so it's not only for deformation but for animation too. In this case in blender you can animate the eye texture instead, that's a easy workaround.
Needed help with facial details on Genesis 8.1Hi, I'm having an issue where facial detail on genesis 8.1 is a little off around eyes area.
I suspected that it was RN Minto face detail since I was temper with it makeup and mat's
before moving to other things. it was the last thing I did to the facial feature from I recalled.
Also when selected remove face detail, it worsen the effect. Apply face detail did nothing
The inner eyelid on right side rotated out slighty and the upper eyelid dented downward.
On the left side, inner eyelid rotated in slighty and the epicanthus are too close to the
lacrimal. I'm assuming that how the left side is but the right side are just buging me the
most. Is there a way to fix this since there's no dial I can tweek this effect and there
is no setting I can change it back to before as well. Thank you in advance for every replies
and for put up with my broken english.
Also, I know that rarestone have move on from this platform so if this request is imposible then I do understand.
It just that I have spended the last hours create a new G8.1 and going through all the morph and detail that
previous model have and it still not even look close to it. Meanwhile if I can just fix this one thing then I'm set.
FBX exporter suddenly exporting bone twist morphs, breaking everything.Doc Acme said:
Hmmm. I'll have to check that out, but have to explore getting UnReal first I guess.
That's one of the issues I have currently is getting specific on the morph exporting. For going out to Lightwave anyway, I end up trimming a lot of morphs that aren't needed (phonemes for Eyebrows) that sort of thing, but is's workable. Getting rid of those really pares the object file size down.
Ya, mexist, I think those are from the new FACS system.
I don't think you actually need Unreal to install the plugin. it exports an FBX, textures and a DTU file to a folder in documents
The Unreal plugin uses the DTU file








