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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!
ARKit Eye Movement and G8.1 and G9 Eyelashes (No Morphs/Shape Keys)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.
Graft weight paint not showing upMixing different versions of the importer is not advised, 1.7 is for blender 2.8 2.9, then 4.x is for blender 3.x 4.x. Importing figures from daz is what the importer is for and what I tested and works fine. If you have to modify some figures you edited yourself in blender and transfer attributes among different figures this is not what the importer is for, especially for rigged figures you may have messed up something.
My adivse is to edit the figures with the daz rig and save a backup, then you add MHX as a last step.
About the impact of SSD performance on DAZChezjuan said:
It is really hard to say since there are other factors in scene loading outside of drive speed. Technically, yes, scenes will load faster as PCIE 5.0 drives can have read speeds that are up to twice as fast as PCIE 4.0 drives. Whether or not that translates into a "siginificant increase" is dependent on more than raw drive speed. When I switched from a 7200 RPM HDD to a PCIE 4.0 SSD, which provided a huge jump in raw drive performance, the scene loading time did not increase at the same proportion. I would say that scenes loaded about 15-20 percent faster after the switch due to the other factors involved (e.g. DAZ has to load all morph packages installed for a Genesis 8 character no matter which are used, which can add a lot of time depending on how many characters and morph packs you have installed).
Indeed, it seems that I don't really need to upgrade to PCIe 5.0.
Some G8F Character Morphs do not work anymore...* SOLVED *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.
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?
I don't know, and don't have one of then older products to test in 4.23.x.x.
Also will there be a premier alpha version or is that only after Beta or full release?
Most versitile clothing? Male Genesis 8This is not exactly what you're looking because it's for G9, but it's one of the male clothing sets I use most often, because of the great included pose & morph combo: https://www.daz3d.com/dforce-brz-mens-suits-and-poses-for-genesis-9. You should be able to use a converter on both and transfer them to G8M I think, I've had good success with the process in other cases.
Oh, and it's actually 'versAtile', btw. Might want to adjust that in the thread title.
ARKit Eye Movement and G8.1 and G9 Eyelashes (No Morphs/Shape Keys)Padone said:
There's a wiki manual with everything explained. Basically you use a daz script to export the dbz, then easy import in blender selecting the features you want.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Export from DAZ Studio
Yes, I'm following the instructions carefully. The character imports just fine. The issue is that certain ARKit morphs are not being represented by bone movement (like Brows and squint). These are pure morph targets/Blend shapes and do not move the eyelashes at all. The Daz exporter has fixed this issue but Diffeomorphic has not. ARKit morphs (pure morphs) still do not move the eyelashes so you have to create morphs on the eyelashes to get them to work which is a real pain.
Diffeomorphic creates a more accurate character as far as using the custom shapes in DAZ which is why I like it better.. but having to adjust the eyelashes for all those morphs is not fun.
Morphs, textures, oh my. Variety needed
Yeah, back in the days of Michael 4, Jepe made all sorts of characters that were dial spins.background said:Morph packs seemed to dry up when PA's started using Zbrush to morph entire characters in one go, with maybe just the head and the body as separate dials.
Morphs, textures, oh my. Variety neededMorph packs seemed to dry up when PA's started using Zbrush to morph entire characters in one go, with maybe just the head and the body as separate dials.
Morphs, textures, oh my. Variety neededThere are constant characters coming out, and I love a whole lot of them, but way back in time there was mainly a core character and then morph packs where you could create pretty much any character you could ever want. What are the best morph packs right now for Gen9?
Also, and ,maybe more importantly,skin texture creation. I have kin Builder 8 for Gen 8,Skin Builder 8 for Genesis 8 Female(s) | Daz 3D and I have converted to 9, but I dont even remebr what I did .... anyway, I have found SB8 to be somewhat limited, maybe its me. Anyway, it would be cool to see a SB9 for sure, but what other textrues have you tried, what other texture creation mechanisms. I know there were a couple sites where you could buy skins and set them up....
I guess my overall thinking is to achieve more variety in the characters, the skin, and the shaping. Its cool to buy off the shelf, but certain looks are just not that wanted, imo. Not everyone on the street is a fashion model, but the vast majority of characters sold here are. Even older women have a pretty nice figure. I need some arthritic joints, fingers, crappy posture, not perfect breasts, or faces.
What do we have that can achieve regular, hard-working people that have spent way too much time in the pub, or find themselves in hard times, hard life.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.
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?
Also will there be a premier alpha version or is that only after Beta or full release?
Mesh grabber for Daz 2025 Alpha?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.
Let's appreciate/discuss today's new releases - more ongoinger threadAw, man! I'm gonna be spending some $$$ today! I think Lyna looks amazing, and all the sci-fi cyber stuff is definitely up my alley! The Stonemason set?! A thousand times yes! My only regret is that Link is Premier exclusive. I like him a lot. I am Premier, but I can't take the risk of using the Premier-exclusive shapes for any of my long-term characters. Oh well. I can probably morph Lyna enough into a Link lookalike. Overall, I'm quite happy with today's offerings!
Graft weight paint not showing up@padone, okay, I've tried everything I can think of, and still no luck. Here's what I initially did, and it was working perfect. I installed two different Diffeomorphic modules simultaneously to get what I needed. I initially installed Version 1.7 for the basic importing (which I think was the version for Blender 3.0). I then installed Version 4.1 for the rigging options when converting the Daz rig to MHX (specifially, the Spine IK option, as it wasn't available in Version 1.7). Like I said, it was working beautifully for months, and now suddenly, no weight paint is being created on the graft vertex group. I tried appending in another model and transferring the weight paint that way (using the single vertex group of Graft), but unless the two models are exactly the same, it's messing up there as well. And that's where the problem (well, one of them anyhow) lies: I'm going through and correcting some of my previous models with better skins and resized "parts", so if the new grafted item isn't the same dimensions, it won't transfer properly. Is there a python script that controls creating the weight paint somewhere in the zip file? Maybe it's somehow missing, but since I don't understand coding, I don't even know if this is a thing or not. I also bought a new laptop and tried it out over there, but I'm still having the same issue. I can provide you a list of specific steps that I'm doing if that helps. Please let me know. Thank you for all your help thus far!
About the impact of SSD performance on DAZIt is really hard to say since there are other factors in scene loading outside of drive speed. Technically, yes, scenes will load faster as PCIE 5.0 drives can have read speeds that are up to twice as fast as PCIE 4.0 drives. Whether or not that translates into a "siginificant increase" is dependent on more than raw drive speed. When I switched from a 7200 RPM HDD to a PCIE 4.0 SSD, which provided a huge jump in raw drive performance, the scene loading time did not increase at the same proportion. I would say that scenes loaded about 15-20 percent faster after the switch due to the other factors involved (e.g. DAZ has to load all morph packages installed for a Genesis 8 character no matter which are used, which can add a lot of time depending on how many characters and morph packs you have installed).
[Released] STUDify [Commercial]Hi everyone, my next product to hit the store soon is a 4 in 1!
- A set of 5, Genesis 9 dForce smart prop accessories (3 choker widths and a cuff for each wrist)
- A 4K leather shader with 16 color presets
- The STUDify shader (24 tileable stud 4K displacement presets - 4 shapes with 6 sub styles within each)
- 2 geometry shell creation scripts.
Now Released!
https://www.daz3d.com/studify
STUDify Presets
Because the studs are generated via tileable displacement maps, you can apply them to anything (run one of the geoshell creation scripts first), but you can also create some very unique styles by changing the Horizontal and Vertical tiling values.
Preview images are included, so you can easily adjust the size/density of the studs without Iray being active. These preview images have very low gamma so won't be visible in render.
The STUDify presets should be applied to a figure/prop geoshell as there will be gaps between the studs and the original surface will be visible.
Geometry Shell Creation Scripts
The geoshell creation scripts can be used for any project and speeds up the shell preparation process, because all you need to do is select the surfaces you want the shell to cover on the host prop/figure and the scripts will:
- Create a geometry shell
- Make all shell surfaces opaque
- Turn of visibility of unselected surfaces
- Select visible shell surfaces, ready for a shader to be applied.
One of the scripts also makes the shell selectable in the viewport, so that the Surface Selection Tool can be used for easier texturing.
dForce Accessories
The accessories have been created as smart props (rather than conforming) to avoid deformation from morphs or poses (which could have a knock-on effect to how the displacement maps perform). These automatically get parented to the neck and forearms of Genesis 9 so that only minimal manual adjustment should be necessary, and can be dForce simulated for a snug fit.
Each accessory also comes with an 'Expand' morph that allows the prop to be expanded or contracted for further adjustment. Because they're non-conforming and use dForce, they can be used with other figures if manually parented and positioned.
The accessories have special edge-to-edge UV's optimised for the STUDify shaders, so that tiling is easier.
Bonus content!
I've attached an alternate UV for my dForce Stretch Belts belt, that's also optimised for the STUDify shaders. To load the alternative UV, load one of the belt presets into your scene, select the buckle and delete it (plus the parent rigid follow node).
Select the belt in the scene, then right-click the Surfaces tab and select Edit > Load UV Set... from the menu.
Navigate to where you have unzipped the attached obj (forum wouldn't let me attach obj directly), select it and then in the subsequent UV Loader dialog, click Accept. Don't replace the default UV as this will break the materials included with the belt product.
In your Surfaces tab, navigate to UV Set, click the dropdown and now you should have a new option for the UV, as per the name you specified.
The original belt only has one surface, so you will need to create a new Front surface for the belt using the Geometry Editor Tool which is only the front facing polygons, otherwise the STUDify shaders would apply to the edges and backface too.
Once you have done both of these steps, you can then save this updated belt as a scene subset to a location of your choice. This is recommended over saving modified assets, because doing so would break the original materials because of the extra surface, and the extra UV set doesn't get saved alongside this.
With a scene subset, both the new surface and UV are embedded in the preset, ready to be used in any scene.
Apologies for all the manual steps, but I can't create the scene subset for you as this would be distributing a version of the original product!
Help in converting clothing to fit Toon ElephantDo you know Blender or have Mesh Grabber ?
With Blender: you can simply export Toon Elephant and Tutu to OBJ files, import them into Blender, make Tutu well fit on Elephant. Export Tutu to OBJ and import it into DS. Rig Tutu to Elepant with Transfer Utility.
With Mesh Grabber: similarly but just make Tutu well fit on Elepant in DS. Rig it with Transfer Utility.
I don't have that product but made a quick example with another one, by making the fit in Blender ~~
The Little Ball Of Calm - Entries ThreadI can't calm down before I know what is inside!

It's my own morph and modified fur based on Daz House Cat.
Missing Chungdan morphs ST+Bend 65 twist' (Morphs/Chungdan/Chungdan Morph/ST+Bend 65 twist 15 L.dsf)I got a character file and there is one missing file, /data/DAZ 3D/Genesis 8/Female/Morphs/Chungdan/Chungdan Morph/ST+Bend 65 twist 15 L.dsf
I can't seem to find which product it belongs to. There are somewhat similar morph in the product 'Ribbon Heel & Hosiery Set for Genesis 8 Female(s)' by Chungdan listied in the Daz documentation centre but this exact product is not there. Anyone have any idea?












