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How to Achieve the Squeezing/Pinching Morph Effect Shown in the Image?
lilweep said:
sucan2015 said:
lilweep said:
if subdvision wasnt high enough, you can increase subdivision...
if you cant load hd morphs, then you dont need to, you dont need a poseable figure for a static render. you can just use your subdivided figure as a static mesh.
Do you mean I should increase subdivisions in ZBrush and then export to DAZ?
Zbrush is an example of a sculpting software where you would do this yes
If so, would I lose all the materials and textures in the process?
Well, they wouldnt be "lost" you just need to transfer them. Obviously this process below assumes your method for exporting and importing a sculpt doesnt remove the Surfaces.
Steps:1. Import your subdivided and sculpted obj file from Zbrush (or whatever software you suclpted it in)
2. In the surfaces tab for the imported sculpt, add the same shader that was used on your original figure (e.g., Iray Uber, or PBR Skin, etc)
3. Hide the original figure
.4. Copy the surfaces from the original figure to the imported figure. (Right click and copy in surfaces tab of original figure, paste in surfaces tab for imported figure)
Alternatively for making HD morphs there are options on youtube.
I might have made a mistake, but I’m not sure. When I increase subdivisions in ZBrush, finish sculpting, and use GoZ to return to DAZ, I choose "Create New Object." However, the newly imported figure only has one surface, so I can’t copy surfaces from the original figure.
If possible, please let me know what I’m doing wrong. Thanks!How do I Link Multiple Objects for Sculpting?If all you need is to transfer the sculpt to the eyebrows for reference then it can be done in blender with a surface deform modifier. But you have to switch to object mode to update the bind.
[Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]
The problem could be adjusting the rigging to shape. Is the issue when you pose the figure?suffo85 said:I don't own this product but found this thread when doing my own manual conversions with G3 to G8/9, and was looking for an answer to the hand stretching problem. This thread has expanded a bit since then, and I see you've posted a workaround, which is awesome lol so I'm a bit late to the party but I puzzled the entire issue out and fixed it, at least for my manual conversions. The problem with G3 is the T pose, the stock clones do not attempt to align with it at all and remain in the A pose. Just putting G3 into the A pose wasn't enough to outright solve the issue though, I'm speculating because of the differences in the way the shoulders work. It fixes some of it, but then other parts of the resulting conversion will be warped like the arms.
The way I solved it was by creating my own clone from scratch and using Blender's shrinkwrap modifier wrapped G9 to G3's T-pose including the weird shoulder geometry.
Anyway, it's simple to make with a little patience and positioning as long as you're not afraid to mangle G9 a bit in Blender lol. Essentially it's just adding a shrinkwrap modifier to G9 and then stretching it until you can ensure that when you apply the modifier all of the bodyparts go where they're supposed to, stretching and mangling upper G9 torso is definitely required lol.
I hope this post can bring about a fix for you guys.

Also I don't mind providing my clones for download, I don't need or want anything for them, I never made them available because I'm not sure if they would violate Daz's copyright since they're essentially still in their original forms, just shrinkwrapped to other Genesis versions and origin poses.
Edit to add, if you attempt to do this make sure that before you export your final product in Daz Studio (for example, if converting G3 to G9, your final product would be the G9 morphed into whatever character you've converted), make sure you return it to the proper A pose for G9 using the arm bends 45 and -45, and the leg positioning, etc. Same applies if you're exporting our a G8 morph except the leg bends are a little different then.
Daz Studio 2026 Beta - version 6.25.2026.4408! (Updated February 18, 2026)Then I loaded Genesis 9 Base Anime Feminine and got all these warnings:
2025-05-05 00:47:38.495 [INFO] :: Base morphs connected: Base Anime Feminine << Genesis 9 Toon Mouth
2025-05-05 00:47:38.496 [INFO] :: Creating morph projection map: Base Anime Feminine << Genesis 9 Toon Mouth
2025-05-05 00:47:38.505 [INFO] :: Finalizing scene data...
2025-05-05 00:47:38.527 [WARNING] :: file:///N:/DAZ 3D/Studio/My DIM Library/data/Daz 3D/Genesis 9/Base/Tools/Utilities/Toon Preparation.dse:510:7 Variable "sDrawStyle" is used before its declaration at 629:6.
2025-05-05 00:47:38.527 [WARNING] :: file:///N:/DAZ 3D/Studio/My DIM Library/data/Daz 3D/Genesis 9/Base/Tools/Utilities/Toon Preparation.dse:530:58 Variable "sDrawStyle" is used before its declaration at 629:6.
2025-05-05 00:47:38.528 [WARNING] :: file:///N:/DAZ 3D/Studio/My DIM Library/data/Daz 3D/Genesis 9/Base/Tools/Utilities/Toon Preparation.dse:541:11 Variable "sDrawStyle" is used before its declaration at 629:6.
2025-05-05 00:47:38.528 [WARNING] :: file:///N:/DAZ 3D/Studio/My DIM Library/data/Daz 3D/Genesis 9/Base/Tools/Utilities/Toon Preparation.dse:424:23 Variable "sShellName" is used before its declaration at 631:6.
2025-05-05 00:47:38.528 [WARNING] :: file:///N:/DAZ 3D/Studio/My DIM Library/data/Daz 3D/Genesis 9/Base/Tools/Utilities/Toon Preparation.dse:431:42 Variable "sShellLabel" is used before its declaration at 632:6.
2025-05-05 00:47:38.529 [DEBUG] :: Selecting SelectionTarget Genesis9 G9ToonMouthDaz Studio 2026 Beta - version 6.25.2026.4408! (Updated February 18, 2026)Then I loaded the gray base Genesis 9 (not Dev Load) and got these warnings:
2025-05-05 00:26:00.771 [INFO] :: Setting up follow targets...
2025-05-05 00:26:00.771 [INFO] :: Start following: Genesis 9 << G9 Eyebrows Card Style 06
2025-05-05 00:26:00.771 [INFO] :: Following started: Genesis 9 << G9 Eyebrows Card Style 06
2025-05-05 00:26:00.771 [INFO] :: Connect base morphs: Genesis 9 << G9 Eyebrows Card Style 06
2025-05-05 00:26:00.780 [INFO] :: Creating morph projection map: Genesis 9 << G9 Eyebrows Card Style 06
2025-05-05 00:26:00.784 [INFO] :: Base morphs connected: Genesis 9 << G9 Eyebrows Card Style 06
2025-05-05 00:26:00.849 [INFO] :: Creating morph projection map: Genesis 9 << G9 Eyebrows Card Style 06
2025-05-05 00:26:00.852 [INFO] :: Finalizing scene data...
2025-05-05 00:26:00.874 [WARNING] :: file:///N:/DAZ 3D/Studio/My DIM Library/data/Daz 3D/Genesis 9/Base/Tools/Utilities/Remove Duplicate Eyebrows.dse:8:10 Variable "oNode" is used before its declaration at 30:6.
2025-05-05 00:26:00.874 [WARNING] :: file:///N:/DAZ 3D/Studio/My DIM Library/data/Daz 3D/Genesis 9/Base/Tools/Utilities/Remove Duplicate Eyebrows.dse:25:5 Variable "oEyebrows" is used before its declaration at 41:6.
2025-05-05 00:26:00.876 [DEBUG] :: N:/DAZ 3D/Studio/My DIM Library/data/Daz 3D/Genesis 9/Base/Tools/Script Loads/Eyebrows/Card Eyebrows MAT.duf
2025-05-05 00:26:00.877 [INFO] :: Prepare asset load (merge): /data/Daz 3D/Genesis 9/Base/Tools/Script Loads/Eyebrows/Card Eyebrows MAT.dufCustom Product and Smart ContentHi all,
For a while now I've been working on making my own products.
I've got pretty much everything figured out, except for the Smart Content.
All the files are done up and ready to go like a 3rd party product, where one would be able to install the files manually. I purchased the Content Package Assist product (https://www.daz3d.com/content-package-assist), and it works. Everything is able to be installed through DIM.
But the one thing that doesn't work is that the Smart Content doesn't transfer over. There is a Smart Content Product that exists, but all the files have lost their metadata. The only part of the process of exporting Metadata that I haven't figured out is setting a compatibility base, which for pretty much every tutorial I go through, doesn't cover how to do this for entirely custom figures. (Most just say, "Choose Genesis 8 as your base compatibility and then hit okay.")
So I'm basically making creatures with poses, textures, props, etc. How do I go about setting the Compatibility bases for something entirely new like this? (I'm told that this needs to happen.)
With that said, I'm not convinced that this is actually the problem. (I could be wrong.) If not that, then where else might the problem lie?
Also, when I export the metadata, it puts the file in my main Daz content library, but I have the product assets in a separate base library folder. I will then copy them over to the Runtime/Support folder where they would get installed with the rest of the product. Could that be part of the issue?
I realize that there's probably more information needed here, but like I said, I'm trying to narrow the problem because most tutorials glaze right over this point that I need help with.
Thanks!
Clarabelle for Genesis 8 FemaleGot this for the hooves to put on my custom character, only then to figure out that the hooves are not designed in a way to use on other characters, problem is, you load the hooves onto your custom G8F, then find the Raw Clarabelle hooves morph, which alters the foot shape where the toes start, but then you notice that the heel and the foot are not elongated like they should be.... that is in the Raw Clarabelle HD morph, but this is an FBM, and alters your custom character to Clarabelle, I only want the foot morph so i can attach the hooves.... now im learning how to cut the HD morph up, wish the morph for just changing G8F's feet and shin were included....
Mei Lin 8 HD Mesh Bugfelis said:
I would think you are having an unwanted morph.
Try to pose her minimum and look in currently used (with hidden enabled). I would guess one of those morphs is the culprit.
This is with base G8F, with no other morphs. As I said, scenes that I rendered out a few months ago, prior to the last few G8F updates that added extra G9 projection templates, didn't have this bug, but they do now.
Mei Lin 8 HD Mesh BugI would think you are having an unwanted morph.
Try to pose her minimum and look in currently used (with hidden enabled). I would guess one of those morphs is the culprit.
Mei Lin 8 HD Mesh BugI've noticed that the feet have some polygons that poke out of the model, more noticeable when spreading the toes out. Issue goes away when removing the HD morphs from an otherwise-vanilla G8F model. The weird thing is that this definitely didn't used to happen. I've got a scene using this morph, and the render I did of it a few months ago didn't have the polygons poking out. But the issue shows up now when loading up that scene. So I'm wondering if this is due to one of the G8F Essentials updates. Also tested in different versions of Daz, no change.
Unity JCM Controller ScriptThere is much easier with the charcters from Unity store,
so I rarely transfer characters from Daz Studio.
If you ever find the solution, please post here the results.
Pablo and Hans Genesis 9 HD Character BundlesTwo of my fave male characters, one with his wet look hair and mediteranean looks and the other lean and blonde... what I liked about these two is that they felt very different from what DAZ Originals gave us previously. Other figures were given a G9 makover such as Dain (another good one). I appreaciate I can put the hair on any figure but I just liked the look of these guys too. Would love to see them reincarnated as G9's. A young, red-haired, Irishman would be really great too... pale skin, and freckled :) Oh and whilst I'm at , a re-revisited version of Faber Inc's Novak would be great. I think he has a really great face.
I have used tools to transfer the body shapes and DAZ Studio's own tools for shape transfer (to some limited success as I'm not really sure what I'm doing!) but I'd like the HD versions which as I understand it, are not able to be transferred without being a PA.
Hair in MSO Nelly Main Promo?I don't have it (in my wishlist). But it is polygon hair, so can be adjusted in any modeller.
If you don't know a modeller, you might be able to do it with an animated timeline simulation. Start with the character in horizontal position, so the hair falls back, and then use the helper objects, e.g. 2 cylinder primitives, to push the hair towards the center, and then raise the character to upright (default) position. It can be a bit fiddly to get the timing of all the movements right.
If you use the base character for this exercise you can export it, and import as a morph you can use whenever you like.
Mis-sized bones from Daz -> Diffeomorphic -> BlenderThank you, Padone. Documenting the solution in case other beginners run into the same issue. On investigation, the problem was neither Blender nor Diffeomorphic. In Daz, the mesh was morphed without any adjustment of the rigging. I saw where others used Adjust Rigging to Shape in similar situations, but in this case it had no effect.
I recreated the character from scratch, changing the sliders for the morph manually rather than by applying the preset 'character'. The wrists and hands adjusted as expected. Moving the figure from Daz to Blender via Diffeomorphic was then trivial.
Root cause: Maybe a bug in Daz or in the preset, maybe beginner user error.
Star Trek Builders Unite 8: THE REBOOTThis may be a forlorn hope, but has anybody by chance made a Tellarite morph for G8M? Or G3M or G9 even? I checked the listings on the first page of course but sometimes folks start projects that don't quite make it to Official Freebie Releasewe.
we are working on some but they arent quite ready yet. when they are they well be for g3 m/f g8 m/f and g9
Star Trek Builders Unite 8: THE REBOOTThiis may be a forlorn hope, but has anybody by chance made a Tellarite morph for G8M? Or G3M or G9 even? I checked the listings on the first page of course but sometimes folks start projects that don't quite make it to Official Freebie Release.
Trying to use ERC freeze to create my own character sliderI made a character using a lot of morphs, but now I want to make this morph into a single slider to use on other characters. I am trying the create new property and ERC freezing method but none of the morphs are showing in the property list.
Even though all the morphs are showing up in currently used with correct values they are being ignored by the ERC freeze function.
I think I messed up somewhere. I saved the character as a character preset, and loaded it. Some morphs values are greyed out and some aren't, but they are all the correct values.
Is there a way to make this work still or did I mess up by saving it as a character preset that saved the shape and materials?
Daz Studio 2026 Beta - version 6.25.2026.4408! (Updated February 18, 2026)DoctorJellybean said:
ironcheese said:
Does it mean that the MAP Transfer functionality is gone? I recall it only worked in 3DL
No, it is still there in 2025/6.x
Thank you
data- file corruptedRichard Haseltine said:
Uncompress the file, using the Batch Convert pane or soemthing like 7Zip, open in a text editor, and search for the file name (remembering to replace spaces with %20 and so on in the name).
yup, did that with the basic Genesis 8 Female.dsf and several character dsf's.
EDIT:
I did that search on the basic Genesis 8 Female dsf and *.duf files. No results.
With every character morph installed, this would take a lot of time.
So is there no short cut for finding this corruoting file reference?
UPDATE:
with notepad ++ , I did a search on that file with all open files.
0 results out of 198 open *.dsf files.Daz Studio 2026 Beta - version 6.25.2026.4408! (Updated February 18, 2026)ironcheese said:
Does it mean that the MAP Transfer functionality is gone? I recall it only worked in 3DL
No, it is still there in 2025/6.x








