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The dForce Hair Thread
The most recent dForce hair I purchased is Toyen's dForce Linet Hair for Genesis 9. The attraction of that hair is that it is a simple style not overly puffy. It looks like a real person's hair.
Here is Linet Hair as loaded, before simulation:

Here is Linet Hair after simulating with the simulation settings provided with the product. You can see that there is a slight movement due to the simulation.

Here is Linet Hair after simulating with G9's head, neck and torso tilted to the side - not much movement of the hair toward the side. (There is a wind left morph in the product, but I did not apply it here. This is just simulation results.)

Here is Linet Hair after simulating with G9 upside down - not much movement toward the ground. Even setting gravity to 2 instead of 1 did not make much difference.


However, it is possible to change dForce parameters in the Surfaces pane to get more movement out of this hair. Lowering the Local Constraint strength is one parameter to experiment with. Changes to the Simulation Settings can also make a difference (gravity, subframe parameters, etc.) It takes experimentation. I tried lots of combinations.
Here is Linet Hair with changes to surface and simulation settings.


StickyChain - pose tool [Released]jmucchiello said:
it remained relative to the figure wherever the figure was moved or rotated.
To position the chain, the plugin gets the global position of the StickyChain, which should be parent position + StickyChain's local translation(i.e. 0,0,0).
A test would be to select the Hand node in the Scene pane and see where it is in the Viewport pane. Then select the StickyChain node and see where it is in the Viewport pane. If the StickyChain's local translation is 0,0,0 then they should be the same position.
When ON the StickyChain should try to move the EndChain node to the same position as the StickyChain node, which if with 0,0,0 translation should be the hand node's position.
INFO NOTE: the StickyChain gets the Hand node's position not the mesh's position. The mesh attached to the Hand node can use a morph to put the mesh at a distance from its node position however, it is rare for that to be the significant distance as in your attachment. A morph could also be used to put the mesh of the chain nodes at a distance from their node positions however, again unlikely in your attachment.Diffeomorphic to Cascadeur?Hi, is there any Diffeomorphic to Cascadeur workflow?
From Daz to Blender:
Using Genesis 9 imported into Blender via the Diffeomorphic plugin (Blender 4.2).From Blender to Cascadeur:
Exported the Daz rig into Cascadeur. (I also tried Convert to Rigify option in Diffeomorphic)
In Cascadeur, I ran "Generate Rig" after import.Export from Cascadeur:
I exported the whole scene in FBX (as suggested by the official tutorial).Problem:
After bringing the data back into Blender, the rig scale is completely wrong compared to the mesh.
(Mesh dimension is correct, but Rig dimension becomes tiny.)
And also, when I transfer the action(motion) in the rig from Cascadeur's to Blender's rig, most of the motion has gone.Has anyone experienced this?
Any advice on how to correctly export/import between Diffeomorphic and Cascadeur?Thanks a lot!
Morphs, textures, oh my. Variety neededkyoto kid said:
...I live by morph and skin resource sets. As I've mentioned before I have an extensive library of them going back to G2. Two of the assets I use are Generation X2 and Zev0s XTransfer. Using both in sequence I can actually transfer G2 morphs and morph resources to G8. which further expands the resources I have available.
The same goes for hair as I have all of Slosh's UHT kits as well as a couple others which saves me a bundle on separate hair colour/texture add on content.
I also use Zev0's Skin Builder8 along with the Ultimate Iray Skin Manger by V3Digitimes to develop more variation in skin appearance (for example, someone who is very fair skinned with freckles or a realistic albino skin).
This is partially why I have not fully adopted G9 (save for unique characters by artists like RawArt that are pre-sculpted).as there are no conversion resources like this (likely due to the androgynous figure base) only ones for the existing base characters.
I've fallen into quite a few G9 characters now, lots of them go for a decent price, low. Overall I even preferred V4 more than 9...probably more for its uniqeness at the time, but I had way more fun then. G8 I actually like a lot more than 9. G8.1 just threw another block into the overall flow, at least for me. So yeah, G8 , and I have a lot more resources for that generation for sure.
Morphs, textures, oh my. Variety needed...I live by morph and skin resource sets. As I've mentioned before I have an extensive library of them going back to G2. Two of the assets I use are Generation X2 and Zev0s XTransfer. Using both in sequence I can actually transfer G2 morphs and morph resources to G8. which further expands the resources I have available.
The same goes for hair as I have all of Slosh's UHT kits as well as a couple others which saves me a bundle on separate hair colour/texture add on content.
I also use Zev0's Skin Builder8 along with the Ultimate Iray Skin Manger by V3Digitimes to develop more variation in skin appearance (for example, someone who is very fair skinned with freckles or a realistic albino skin).
This is partially why I have not fully adopted G9 (save for unique characters by artists like RawArt that are pre-sculpted).as there are no conversion resources like this (likely due to the androgynous figure base) only ones for the existing base characters.
Morphs, textures, oh my. Variety neededWell I've thought the last bunch of characters, from DAZ 3D at least, have been very average in body type, meaning they look skinny, but not muscular, to modern day averages in the USA at least, and average looks, which actually means they are attractive.
Male-M3dia | Daz 3D though has done several sets of sculpted morph characters and they are quite good too. They are more of the sculpted, physical types though, like if you were casting the sport stars of your college or high school play, well except the sets he did of kids and teens, who just look slightly chubby and average, on average. You will have to mix and match texture sets, or use Colm Jackson's Skin Detailer For Genesis 9 Merchant Resource | Daz 3D, or make of your own of shaders adjustments, or a mix of all three to make textures for his morphs though.
Fill by Bone 4.23If you have polygon groups set up to match bones (whether by hand if it's a standalone figure or automatically created during the transfer utility's run, for conformers) you can select geometry by those face groups and then Weight Editing-> assign weight to selected, with the relevant bone/weight map selected, if that helps.
Hair in MSO Nelly Main Promo?I thought so too but couldn't find any hair that draped over like the bangs in that image. What makes it hard is it could be a morph within the pack, so wouldn't show up on the main promo.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICIFai così: contatta il creatore del modello e "assumilo" per crearti il morph/rig che ti serve, su RHub si può fare. Diversamente puoi sempre contattarlo per chiedergli di darti una licenza custom, che magari ci scappa pure gratis. E per estremo puoi anche contattarlo per chiedergli espressamente il permesso di inviare il file ad un collaboratore esterno per le modifiche, magari accetta senza fiatare.
Can't get dforce to workcrosswind said:
nimonsi said:
I just put the dress over the seat and simulate it, it's just fall through seat like there was nothing (i added static dForce to Shinkansen Seating_225640)
Firstly, you need to select Shinkansen Seating_225640, in Parameters pane, make sure Visibile in Simulation is turned On. (ss1)
Secondly, with a dForce modifier + Weight node on the seats, and a Timeline simulation, Gravity = 0, you'll get a natural collision as well as the sunken seat when the figure sits down. (ss 2 ~ 3)
You also can go for two times' simuation, firstly for the seat, with Gravity = 0, then keep the deformed shape on the seat (Freeze Simulation or export / import as a morph). Then simulate again with Gravity = 1, to have more draping on the clothing.
Oh my god!!! Visible in Simulation ON is helped!!!
I knew it was something very easy
THANK YOU SO MUCH!!!

What the site is it i can't give a like or heart to someone who helped me or tried to help ?
V3Digitimes Daz Studio 2025 (6) compatibility StatusThanks. Well i must admit that so far i was surprised by how well Daz Dev team had managed to transfer a maximum of elements to maximise compatibility. This is far from perfect but i anticipated something much more complicate... well maybe some updates will make me tell the opposite but for now, nothing was impossible to solve, even if sometimes it was difficult.Can't get dforce to worknimonsi said:
I just put the dress over the seat and simulate it, it's just fall through seat like there was nothing (i added static dForce to Shinkansen Seating_225640)
Firstly, you need to select Shinkansen Seating_225640, in Parameters pane, make sure Visibile in Simulation is turned On. (ss1)
Secondly, with a dForce modifier + Weight node on the seats, and a Timeline simulation, Gravity = 0, you'll get a natural collision as well as the sunken seat when the figure sits down. (ss 2 ~ 3)
You also can go for two times' simuation, firstly for the seat, with Gravity = 0, then keep the deformed shape on the seat (Freeze Simulation or export / import as a morph). Then simulate again with Gravity = 1, to have more draping on the clothing.
Mesh grabber for Daz 2025 Alpha?CatinBag said:
Richard Haseltine said:
Gordig said:
I'm waiting on a recompile of dForce Companion myself.
The plug-ins that were purchased by Daz and developed into the Premier plug-ins will not be getting updates other than to the Premier vesions, I'm afaid. they will of course work in DS 4, and aside from needing to bake the Mesh Grabber Modifier to a morph or shape (and render Queue, obviously) their effects should then be savable and openeable in DS 2025.
Do you know if the Geometry Scupltor in premere can read the files modifed by the DS4 version of Mesh Grabber? Like if I have a scene made using Mesh Grabber, will Geometry Scupltor load the Mesh Grabber modifications correctly or will the geometry need to be scuplted?
Nope, they're different plugins. The deltas in terms of mesh is stored separately with different modifier, as well as SceneID in DUF file, i.e. Mesh Grabber 3.0 : manfriday_mesh_grab_modifier, Geometry Sculptor: geometry_sculpt_modifier...
But if you DO need it, you can modify DUF file by using Notepad++, change SceneID, NodeName and modifier from Mesh Grabber to Geometry Sculptor, like what's shown in below SS.
Then Geometry Sculptor can read the deltas that saved by Mesh Grabber ~~
Edit: And in case if you made deltas with both Mesh Grabber and Geometry Sculptor in a scene file, you also have to combine vertex positions and vertex count from the sections of MG and GS in the DUF file.
217 frames every saved scene WHY?????I think you very likely have some object included in an automatically loaded scene that has a keyframe in it. This can be anything, and it may not show up as a keyframe - e.g. morph dials don't show up as keyframes but they will behave exactly like this. Especially things like pre-saved scene subsets with a lot of objects can get dirtied up like this and it can be very hard to narrow down, it can be on things like a clothing item or a prop. Are you set up to auto-load anything at all? Does this happen with a totally empty scene and something that should be very sanitized like a freshly created primitive prop?
Mesh grabber for Daz 2025 Alpha?Squishy said:
Don't blame the author for this, you just said it's not their decision.
"Even if the author..." is not blaming the author, it is pointing out that even without the change of ownership updates for the older versions of Mesh Grabber might not have appeared (and it is possible that any update for the current versions might have been incorporated a new, non-free version upgrade).
You can still use it in DS 4, then bake to a morph etc. (instead of having it as a live modifier) and use the ersult in DS 2025.
Morphs, textures, oh my. Variety neededsewerynmajda said:
You'd think with G9 putting emphasis on imperfections like asymmetry and not-supermodel body proportions we'd see more grounded characters but that's not the case at all. My guess is either
1. it's simply easier to make a attractive looking female character #20, or
2. those realistic, imperfect characters just don't sell as well as pretty ladies.
Or most likely, a mix of 1 and 2.
Yeah for sure on the sales. That's why I mentioned texture creation and morph products that can crewate mid to elder character with realistic fingers, toes, sagging areas, and all that. Skin textures of older folk are not even close to what most skin textures are here. Same goes for the younger set --- under 16 or so.
Morphs, textures, oh my. Variety neededMy perception as a customer is that there's a healthy count of character PA's who are appear to be dialing it in. That leaves me wondering whether the customer market has a high turnover, making it more important to have a new release out in every cycle than to target what could be a very small, committed core customer base. There are many characters that I won't buy because I bought essentially the same character 2 or 3 years ago. A new user landing on the store doesn't have that perception. If there is a high customer turnover, a savvy PA should do best by ensuring they have products that are prominent and promoted during the time that a new user arrives. I think that could favour quicker character turnover over more intricate, distinctive work.
Saying that, I do buy almost every DO character, but it would be wrong to assume that's because I want the character. Instead, it's because the textures tend to be among the highest quality, and textures are one of the most important ingredients in making distinct characters.
When it comes to purchases for meshes/morphs that are useful for making distinct characters, I'm increasingly buying from other stores (and spending more, I should add).
When I really want to put the time into a character myself, I find face transfer gives me the best starting base. I often blend several face transfer generations together, and do some odd stuff like deliberately doing face transfers on bad reference photos to give me something 'off' to blend in too. Once I've a base and need to add details, I've rarely found myself wanting for any other morphs than those in the Daz Store (I have most of them). I could always do with more noses, though - less for the isolated look of a character, and more for how they look next to other characters. Noses come in many shapes - which we have an okay number of in the store - but every shape also comes in many, many variations - which I do not see much of. If I want a Roman nose, for example, I have 2 or 3 to choose from. Not great when you're rendering Rome! I also find noses the worst performing part of the face mesh when it comes to customising using smaller, targeted morphs (wings, bridges etc.). The results are often monstrous, whereas in reality while many people think their own nose is monstrous while they're actually quite beautiful or, at worst, fitting.
Some G8F Character Morphs do not work anymore...* SOLVED *dainagon said:
The morphs are not present. Even though I have all the morph packs installed, and they are in the data folder, they don't show up on the actual figures.
It's perplexing.
How did you instal? Is the Data folder in the root of the content diectory (e.g. My daz 3D Library/data/) or are there extra folders (e.g My Daz 3D Library/Content/Data/)?
ARKit Eye Movement and G8.1 and G9 Eyelashes (No Morphs/Shape Keys)Padone said:
You have to use the "transfer to face" option in easy import, which transfers face morphs to the face meshes including eyelashes. If you use any preset as G8 or G9 this option is included.
Awesome! Thank you so much! I ended up using the built in Operator Preset which turned that on for me. It's working now!!
Mesh grabber for Daz 2025 Alpha?Richard Haseltine said:
Gordig said:
I'm waiting on a recompile of dForce Companion myself.
The plug-ins that were purchased by Daz and developed into the Premier plug-ins will not be getting updates other than to the Premier vesions, I'm afaid. they will of course work in DS 4, and aside from needing to bake the Mesh Grabber Modifier to a morph or shape (and render Queue, obviously) their effects should then be savable and openeable in DS 2025.
This sucks really bad! Terrible business decision!













