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Off Topic Thread #2
Steve K said:
WendyLuvsCatz said:
Congratulations to Wendy for making it to the front page of the store !!!
I wish I had that morph shape
I looked at the store front page, not sure what this is about. I'm old, from the last century ...

there is a young fit attractive DAZ original character called Wendy9
other than the first name, we have nothing in common
Off Topic Thread #2WendyLuvsCatz said:
Congratulations to Wendy for making it to the front page of the store !!!
I wish I had that morph shape
I looked at the store front page, not sure what this is about. I'm old, from the last century ...
Off Topic Thread #2Bunyip02 said:
WendyLuvsCatz said:
why would your man eat bullants? don't you make him a sandwich?
Congratulations to Wendy for making it to the front page of the store !!!
I wish I had that morph shape
Celebrity Look-a-Likes for 3D figures Part 4mikeha_ca said:
as good as all these celebrity lookalikes are, why would I buy any of them seeing as they are most likely to end up as editorial license if one of these actor's lawyers sends a letter to Daz about it?
Some folk like creating fan art, I guess.
For my use - visual novels - I like celebrity morphs because they're based on real people with real features. I don't use them as is, but I do blend them into my characters to make them a little more distinctive. Many custom characters are incredibly same-y and many of the morph packs, while allowing you to add in more distinctive features, are pretty limiting in that you can begin to pick out repetition when used across characters. Morphs based on real people, on the other hand, can often have distinctive features all over their faces, and they can work very well - at least for me - to quickly create a distinctive character by mixing a few morphs. I mix in a lot of m/v4 characters into my G9 characters for much the same reason.
Shrink WrapSounds like a Scaling issue rather than a real distortion ~~
If you use Blender 4.x or 5.x, you may try following this post : https://www.daz3d.com/forums/discussion/comment/9393956/#Comment_9393956
Or, if you exported objects from DS to Blender with DTB or Diffeomorphic, then brought them back to DS with Morph Loader Pro, follow the short video in this post : https://www.daz3d.com/forums/discussion/comment/9413716/#Comment_9413716
If you use Blender 3.6+, just export to OBJ with File > Export > Wavefront (*.obj) rather than File > Export > Wavefront (*.obj) (Legacy).
Shrink WrapWhat sort of distortion? If the mesh is jagged like a bale of broken glass within the outlines of the desired shape then yes, it probably is vertex order. If it's a mayyer of scale or oreintationthen you might have had the preset used on import changed. If it is a morph on a posed or shaped figure then you might not be selecting Reverse Deformations in the moprh loader options for the morph.
Shrink WrapCan anyone help me with a problem I'm currently trying to solve with DAZ Support? Since the last update (DAZ Studio), my OBJs created with Blender can no longer be loaded with the Morph Loader. Everything seems to be okay, no warning/error message, but when you move the slider to 100%, everything suddenly becomes completely distorted. I received the following response from DAZ Support. "Old objects might be a problem, but newly exported objects shouldn't be. Are you trying to use old objects exported from Blender as morphs? I also know Blender has a function to fix vertex orders when something like this happens. I believe it might be Sort Elements? I'm not really certain. It also has a shrink wrap function so if you have the old shapes as objects, you can export a new figure from DS and shrink wrap it to the old object to create a new one to import into Daz Studio. Are all your shapes saved as morphs or objects" Can anyone also explain to me what the current workflow is from DAZ to Blender and Blender to DAZ? Maybe I'm doing something wrong after all.Let's appreciate/discuss today's new releases - more ongoinger threadmikeha_ca said:
Lyrra Madril said:
Well I tried my best at making the clothes hangers logical to use - there are 3 versions: regular props and then two versions with g8 rigging and g9 rigging, Then you get options on which way to load things (becasue pants needs a pose to hang over the thing).
Any rate for most regular clothing like dresses and shirts it is click, load, simulate, then figure out what the original maker did that isn't making them drape nicely. You might need to adjust teh dforce settings, or adjust the dforce weightmap. It may take some fiddling with. That's not a part I can really control.
The two props for pants hangers with clips dont have a figure rigged option - becasue the pants need to be flat to go into the clips and I cant make that happen on load. But the clips do open so you can get flat pants in there, once you get them flat. So you have the hangers anyhow for static use, and the people who really want to do the work can get there :)
I do suggest if you are draping several items you convert the simulation to a morph and then hang the next thing.
LM
Speaking of the clothes hangers, how do I make sense of what it shows me in the content browser? Why are there 4 duplicates of each step? I suspect sub-folders but those do not show in Smart Content nor in the Content Browser. So I can't see what the differences are
According to the readme there should indeed be sub-categories:
https://docs.daz3d.com/public/read_me/index/113000_113999/113490/start
Let's appreciate/discuss today's new releases - more ongoinger threadLyrra Madril said:
Well I tried my best at making the clothes hangers logical to use - there are 3 versions: regular props and then two versions with g8 rigging and g9 rigging, Then you get options on which way to load things (becasue pants needs a pose to hang over the thing).
Any rate for most regular clothing like dresses and shirts it is click, load, simulate, then figure out what the original maker did that isn't making them drape nicely. You might need to adjust teh dforce settings, or adjust the dforce weightmap. It may take some fiddling with. That's not a part I can really control.
The two props for pants hangers with clips dont have a figure rigged option - becasue the pants need to be flat to go into the clips and I cant make that happen on load. But the clips do open so you can get flat pants in there, once you get them flat. So you have the hangers anyhow for static use, and the people who really want to do the work can get there :)
I do suggest if you are draping several items you convert the simulation to a morph and then hang the next thing.
LM
Speaking of the clothes hangers, how do I make sense of what it shows me in the content browser? Why are there 4 duplicates of each step? I suspect sub-folders but those do not show in Smart Content nor in the Content Browser. So I can't see what the differences are
Remove JMC files within Daz Studio?The best thing that works for me now is to animate it as it's done in Daz and export it to FBX without morph rules (or whatever they're called). Disable the export morphs option, and the animation in Blender is faster. Or, use the Diffeomorphic add-on and animate it within Blender (I don't know how to do that). I have many morphs that I created, and they're hyper-realistic; they look like real people. I'd like people to see them, but I'm not well-known, and I don't know where to post them. I've been editing these morphs for three years, and they really do look like real people within Daz Studio.
[Fisio SB addOn released] Fisio: Physics Simulatorcoreystarcher1986 said:
Hey this plugin is amazing. I'm trying to use it to make gen 8 or 9 figures able to interact with one another as well as furniture. I want to be able to have skin depression on both figures as well as depression in a couch. Is there a way that a figure or object can be set up as both soft and rigid and is there a way to add "jiggle" (for lack of a better word) to the fatty bits of a mesh
Hi! Thank you.
Any object should be either rigid or soft, not both.
It's difficult, but there are some options, for example:
- You could try to simulate the object as a soft body using selected facets to generate the deformations, then use create a morph. The morph can be used in a subsequent simulation setting the object as a rigid body (enabling updating shapes).
- Or you could simulate it as a soft body using a proper material node (i.e., some not too elastic).
- Or you could use separate objects, one rigid, the other soft (ie, a hand as soft, and a body without a hand as rigid.
Remove JMC files within Daz Studio?lilweep said:
realhumanartists said:
DrunkMonkeyProductions said:
Joint Corrective Morphs(JCMs) exist for a reason, and unless you understand what's gonna break by not using them, and how to fix it, you shouldn't mess with them.
With that said, you can remove them, but it will make joints look weird, regardless of movement direction.
IF you're referring to the base JCM's in genesis 9, you can disable them by moving the Base Joint Correctives morph to 0.
Any JCM's associated with other products, will need to be removed manually.
You can use something like Turbo Loader to keep studio from loading them.
What if we create a new Genesis without those fixes? Or whatever is slowing down the animations?
I think you can export as FBX and then import that dummy to use for making animations, i assume. I dont really know what that workflow would look like and how it works. But probably easier to just turn off correctives as described earlier by various people.
You mentioned your animation workflow many times but never fully described what it was. You mentioned blender, but I assume you are trying to animate in Daz. If you are animating in Daz, note that it will be slow with SubD (high res) on. Daz is famously bad for animating, and real time feedback is not going to make it much better.
Also please stop saying "JMC" instead of JCM/CBS.
I always get confused and don't know what to call it: JCM, JMC, MCJ. I don't know, but I think I hate them, hahaha. The best thing I found was exporting from FBX to Blender without the morph rules. Also, the Diffeomorphic add-on leaves the model clean and ready to animate in Blender, but I admit that it's easier for me to animate in Daz Studio, and I think it's a shame that something can't be done because the tools are there, and it's much easier for me to do it there within Daz Studio than in Blender.
Remove JMC files within Daz Studio?realhumanartists said:
DrunkMonkeyProductions said:
Joint Corrective Morphs(JCMs) exist for a reason, and unless you understand what's gonna break by not using them, and how to fix it, you shouldn't mess with them.
With that said, you can remove them, but it will make joints look weird, regardless of movement direction.
IF you're referring to the base JCM's in genesis 9, you can disable them by moving the Base Joint Correctives morph to 0.
Any JCM's associated with other products, will need to be removed manually.
You can use something like Turbo Loader to keep studio from loading them.
What if we create a new Genesis without those fixes? Or whatever is slowing down the animations?
I think you can export as FBX and then import that dummy to use for making animations, i assume. I dont really know what that workflow would look like and how it works. But probably easier to just turn off correctives as described earlier by various people.
You mentioned your animation workflow many times but never fully described what it was. You mentioned blender, but I assume you are trying to animate in Daz. If you are animating in Daz, note that it will be slow with SubD (high res) on. Daz is famously bad for animating, and real time feedback is not going to make it much better.
Also please stop saying "JMC" instead of JCM/CBS.
Remove JMC files within Daz Studio?DrunkMonkeyProductions said:
Joint Corrective Morphs(JCMs) exist for a reason, and unless you understand what's gonna break by not using them, and how to fix it, you shouldn't mess with them.
With that said, you can remove them, but it will make joints look weird, regardless of movement direction.
IF you're referring to the base JCM's in genesis 9, you can disable them by moving the Base Joint Correctives morph to 0.
Any JCM's associated with other products, will need to be removed manually.
You can use something like Turbo Loader to keep studio from loading them.
What if we create a new Genesis without those fixes? Or whatever is slowing down the animations?
Remove JMC files within Daz Studio?Joint Corrective Morphs(JCMs) exist for a reason, and unless you understand what's gonna break by not using them, and how to fix it, you shouldn't mess with them.
With that said, you can remove them, but it will make joints look weird, regardless of movement direction.
IF you're referring to the base JCM's in genesis 9, you can disable them by moving the Base Joint Correctives morph to 0.
Any JCM's associated with other products, will need to be removed manually.
You can use something like Turbo Loader to keep studio from loading them.
Daz Studio 2026 Beta - version 6.25.2026.4408! (Updated February 18, 2026)Falco said:
Richard Haseltine said:
TromNek said:
If you specify
--workers ALL
It will startup workers for all 9 protocols that the latest version supports.
I think that goes back to: Iray RTX 2021.0.4 , build 344800.12856 , 16 Mar 2022, nt-x86-64
So DS 4 can launch newer Iray that way or DS 2025 can launch older version of Iray? If it is the former it is iunteresting and useful (though better posted to another thread, not one on the DS 2025 alpha).
I don't believe so, because the transfer from DS4 will use whatever Iray version Daz is sending, and there is still the issue of card compatibilty with that version of Iray. So if the card on your Iray Server supported multiple versions of Iray, or you had multiple GPUs like a 3090 and a 5090 in the same machine, or multiple computers with different cards hooked into the server, it could render multiple jobs using different versions I think. But because the 50 series cards don't work with previous versions of Iray, if you send a job encoded in a previous version, the server can handle it, but the GPU the server is using won't be able to work with it.
I just tried sending a DS4 job to Iray server and it accepted it fine, but when I tried to start the render using my 5090, it errored out with the message below:
[Sat, 10 Jan 2026 12:41:04] 3 WORKER_6 | [test1] [Renderer] Error: Rendering failed with error code -3: Invalid parameters (\c NULL pointer).
The only real benefit of this info is that you can upgrade to the newest version of Iray Server without having to worry about compatibility, it will use whatever version of Iray the job is encoded in, even if its older. But you still have to match the GPU used to the Iray version of the job.
That was what I was expecting.
Daz Studio 2026 Beta - version 6.25.2026.4408! (Updated February 18, 2026)Richard Haseltine said:
TromNek said:
If you specify
--workers ALL
It will startup workers for all 9 protocols that the latest version supports.
I think that goes back to: Iray RTX 2021.0.4 , build 344800.12856 , 16 Mar 2022, nt-x86-64
So DS 4 can launch newer Iray that way or DS 2025 can launch older version of Iray? If it is the former it is iunteresting and useful (though better posted to another thread, not one on the DS 2025 alpha).
I don't believe so, because the transfer from DS4 will use whatever Iray version Daz is sending, and there is still the issue of card compatibilty with that version of Iray. So if the card on your Iray Server supported multiple versions of Iray, or you had multiple GPUs like a 3090 and a 5090 in the same machine, or multiple computers with different cards hooked into the server, it could render multiple jobs using different versions I think. But because the 50 series cards don't work with previous versions of Iray, if you send a job encoded in a previous version, the server can handle it, but the GPU the server is using won't be able to work with it.
I just tried sending a DS4 job to Iray server and it accepted it fine, but when I tried to start the render using my 5090, it errored out with the message below:
[Sat, 10 Jan 2026 12:41:04] 3 WORKER_6 | [test1] [Renderer] Error: Rendering failed with error code -3: Invalid parameters (\c NULL pointer).
The only real benefit of this info is that you can upgrade to the newest version of Iray Server without having to worry about compatibility, it will use whatever version of Iray the job is encoded in, even if its older. But you still have to match the GPU used to the Iray version of the job.
Adding any character seems to generate missing file warningI'm commenting to this very old post because I had a problem exactly like the OP and discovered what the problem was. Whenever I loaded a scene with a Genesis 8 Male character or brought G8M into a scene, I'd get a missing files warning. The files on the list were not just one but three scenes that, no longer being needed, had been deleted. Like the OP, I assumed that the problem was with the Genesis 8 character, but, while studying the errors in the log, I realized what the real culprit was: specific morphs.
When you load a character, whether it's G3, G8, or G9, all morphs for that base character are also loaded into DAZ Studio, whether they are used or not. When I create a custom character, I sometimes use Zev0's Dial Fusion to make morph dials for that character so I can apply that custom character's morph to other characters. What I discovered was that, when the morph dials causing the problem were made, instead of Genesis 8 Male being named as the parent file, the scene file that contained the custom character I was creating the dials for was. Therefore, whenever those morphs were loaded, it caused a missing files warning since those scenes no longer existed. That should not have happened and must be a bug in Dial Fusion. To get rid of that pesky missing files warning, all I had to do was correct the error in the dsf files of the morph dials using Notepad ++.
Though it's unlikely that the OP's problem was as a result of an identical issue, it is likely that their problem was stemming from an error in the code of one of the morphs being loaded. Studying the log errors and warnings could lead to learning the identity of the guilty morph. I intend to go through all of the other morphs that are bringing up errors and warnings to see what I find. I found an entire section of code in one that didn't belong, being able to identify it just by what was being reported in the DAZ Studio log.
Do D-Formers work in Studio 6.25 ?Am trying to add a movement morph to a Strand-Base Hair I created, and the D-Foermer set appears to have no effect on the hair. Do D-Formers operate in DS 6.25 ?
(Released) FK Sibilant Grace Jewelry Set Volume 1 - Genesis 9, Genesis 8 Female
Well that's very interesting. Will ask the admins to set it ON on my sets. Check next week for the Manicure Sets, I will have them ON :) Thank you!!!!Riesco said:I hope you have mostly good days! I have to thank rehab for that, even though I absolutely hated it at first
.
The Standard License, which comes with the product itself, covers any kind of 2D image use.
The Interactive License only comes into play if someone wants to use the actual morph, textures, etc. inside an interactive environment, like a video game.From a PA perspective, it’s a nice optional extra income, because it doesn’t require any changes to the product, and it only applies to buyers who specifically need that kind of usage. It’s also completely separate from print licenses, which are a different thing altogether. For products like jewelry or manicure sets, it can quietly open the door to game and avatar creators without adding any extra work.









