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Permanent Installation of Assets
karl said:
Sorry Cenobite, I got lost in your post: totally my fault, I wasn't sure which folders were in DIM, DS, Windows, what I was meant to be copying, and which steps in my procedure need to change to incorporate your suggestion. Were your instructions about manually installing zip files rather than using DIM? Other people advised me to use DIM rather than manually install. Basically I just want a repeatable set of steps that mean if I reinstall Windows or get a new PC, I can reinstall Daz Studio and have it find all my content exactly as before, without needing to download or install it again. But because Daz uses different programs and has settings in each (which can easily conflict) I want to have a simple set of stages as I am trying to create! I'm already having issues when I try to follow my steps, and find extra options in the Settings of DIM where my instructions don't say which of the paths are the ones I need to change to my D:. :-(
I'm just talking about manually installing files so they are basically perm in the daz3d editor, once you have all your usual install paths setup the way you would for your particular computer setup whatever drive that maybe, you would simply install those manual files to the My Daz3d Library folder or its data folder, the assets are listed the My Daz3D library file tree in the content tab.
As for what your saying you would have to copy all your current files with file paths and move them onto another system like a ghost format you would use for windows operating systems in networking. Best thing i can suggest is setting daz3d up on say an external drive then copying it down to whatever drive and make the nessesary file alterations for your setup according to your drives, the updates should recognise what files are in the directory if they are set properly in drive location and won't update files that it detects if they don't require update via the install manager or daz central.
I would install all my files manual then copy the system files in My Daz3D Library, replace them in your new setup & make sure they all follow the same file path would be the easest way i would approch this if i didn't want to download everything via the install manager again, doing this might take you awhile to setup depending how quick you are on the keyboard & mouse but once you had your template you could just copy over the main files into whatever daz3d setup you made on other machines, this doesn't really work in a sense because if your like me you'll be adding content constantly & doing this kind of setup required content manual updates which can be time consuming for large librarys or if your adding lots of new content frequently.
Just remember your in for a wait the more data your moving between hardrives, if your moving 100's of gigs it will still take time to copy from one drive to another no matter what speed you have, i use only SSD which are the quickest and you still need to wait for file transfer which isn't instantanious. In most cases just redownloading your files can take just as long. Try moving 300 or 500 GB you'll be waitng a bit regarless of pc power.
Hd Character in Blender (Diffeomorphic)I played around a little bit and got it to work but it doesn't look good. I think it is possible, just needs some experimentation.
Import two characters from Daz to Blender: one at base resolution and one at HD Resolution
Apply your JCM's, morphs, etc. in Blender to the base resolution character.
Then add your subdivision surface modifier or multi-res modifier to match the number of vertices of the HD character.
Open up Diffeo, go to morphs, then 'transfer shapekeys'. Select the HD character first, then shift select the base res character with the shapekeys and modifier added. Click ok.
Nearest face worked but the transferred shape keys were low resolution. I also tried body and it transferred them but they would not work when changing the values in the shape key panel. Maybe Geograft or Legacy or some other combination would work.
Please let us know if you figure it out. Would be good to know. I'll play around some more if I get time.
exporting to blender and them reimporting to daz either huge or tinyThe inverse of 2% (multiply by .02) is 5000% (multiply by 50). It's best to use or create a preset in the export settings, then selecting the same preset in the import or Morph Loader settings dialogue will correctly reverse the effect.
Some Victoria 4.2 shape++ morphs don't shown in the shaping panel listIf this is your first time using them, V4 must have the morph targets initialized before they can be loaded. (This should have been done automatically when installing with DIM or Central, but it will not work with Connect. Long story). If you use the Power Loader (the default action, unless you changed it at some point), you can generated the needed files by selecting "Generate ExP Files" at the bottom of the Advanced -> Parameters tab of the Power Loader: Import dialog and checking those morph packages that you want to use. (Note; this only needs to be done once, you can uncheck the Generate ExP files box the next time).
If you have done all that, you need to load them onto V4. They won't load automatically unless you check the box in the Power Loader before loading, or go to the Poser Formats library -> Pose -> DAZ's Victoria 4 -> Morph Injections and apply INJ Morphs++ V4 after loading a V4 character.
The aren't always at the top level of the hierarchy. For example, all the head morphs are located only on the head, so you must select the head node to see them. Go through the various nodes of the skeleton and you will get a different set of morphs for each.
Daz studio to zbrush and back tutorialsDoes anybody know if there is a hands-on comprehensive tutorial that explains the exact and precise ins and outs of taking a Genesis figure into ZBrush building a morph complete with high resolution normals and back to Daz studio for character creationWant to load 8.1 without "all" of 8's morphs? minitutGenesis8_1Female.obj = 2.7MB. Typical morphs are about 100K, and a full body morph cannot exceed 2.7MB. The G81Female Dev Load kicks up just as fast with ALL of the thousands of morphs I've collected through this forum as it does without. This is on an a4-5050 (1.5 ghz) with 4G ram, emulating through wine...
Loadtime slowdowns are 100% textures and proceccing thereof (layered images)... A simple reduction of texture sizes will load you up faster than splitting up the runtimes.
Daz Studio 5 development updateBejaymac said:
ghastlycomic said:
Will we finally get proper FBX and DAE import as well as export?
I doubt it, the issue with FBX/DAE is part DAZ part every other idiot devteam.
To understand why they don't work requires some idea on how figures work in DS4, to keep it simple you start with a mesh, parented to it is the root node of the skeleton, somewhere inbetween is the weight mapping, morphs are stored in the mesh as that is the only place they can work, pose controls are also stored there as that's the easiest way of accessing the skeleton.
The import plugins need to be able to convert any rigged item into the above form, basically a very basic version of Genesis 1.
The problem is that the plugins need the contents of the files in a specific order for that to happen. <-- this is the DAZ part of the problem.
That isn't a problem with Poser CR2, open any couple of CR2 and compare them and you'll find the same sections in the same areas in all of them.
Originally FBX and DAE were meant to be universal formats, an easy way to transfer mesh and rigging between different software. This is the part were every other idiot devteam comes into it, they took the base specifications for the formats, butchered the crap out of them, and rewrote them for their own softwares needs, turning a universal format into a software specific format.
Autodesk created the FBX format, and I use their FBX toolkits, I can load DS created FBX in them without any issues, can't load any FBX made in Blender though.
The Daz Studio system of having modifiers belong to the geometry is, as far as I know, pretty common - it's the Poser system which is somewhat unusual.
Why don't we have a ZBrush Sub forum in the software section?Chumly said:
Agreed!
The NFT Forum Seems to be on life supprot..... maybe we could just post all our questions there until they Reneame it to the ZBrush & Bridge Folder...Ya know that would not be such a bad idea, if Richard wasn't such a vigilant moderator, it would most likely drive him up the wall as he'd go nuts having to move/delete posts left and right!

But yeah, we have Max and Maya subforums collecting virtual dust though, I see no reason why ZBrush hasn't been a thing as of yet seeing as it's the most commonly used 3rd party software for character/morph creation, I think I'll put in a ticket!
Daz Studio 5 development updateghastlycomic said:
Will we finally get proper FBX and DAE import as well as export?
I doubt it, the issue with FBX/DAE is part DAZ part every other idiot devteam.
To understand why they don't work requires some idea on how figures work in DS4, to keep it simple you start with a mesh, parented to it is the root node of the skeleton, somewhere inbetween is the weight mapping, morphs are stored in the mesh as that is the only place they can work, pose controls are also stored there as that's the easiest way of accessing the skeleton.
The import plugins need to be able to convert any rigged item into the above form, basically a very basic version of Genesis 1.
The problem is that the plugins need the contents of the files in a specific order for that to happen. <-- this is the DAZ part of the problem.
That isn't a problem with Poser CR2, open any couple of CR2 and compare them and you'll find the same sections in the same areas in all of them.
Originally FBX and DAE were meant to be universal formats, an easy way to transfer mesh and rigging between different software. This is the part were every other idiot devteam comes into it, they took the base specifications for the formats, butchered the crap out of them, and rewrote them for their own softwares needs, turning a universal format into a software specific format.
Autodesk created the FBX format, and I use their FBX toolkits, I can load DS created FBX in them without any issues, can't load any FBX made in Blender though.
Is there a way to include smoothing of child nodes?In the current implementation of Daz Studio, smoothing nodes can only have one target. You'd need to export the smoothed geometry and re-import it as a morph.
ghibli - stylized- toon headsmaybe the universal anime head by ken1171_designs over at renderosity may be on the edge of what you're looking for. Note that it's a head with instructions on how to meld it onto most DAZ bodies.
DAZ has "The Guy 7" and "The Girl 7", along some morph mixing and the Capses expressions may get you near your target? Then theres the Sakura8 base, male morph, and many expressions.
Hiro 3 and Aiko 3 with the Capses Hitoro and Kioki morphs go back a bit, but may be something to look into as a starting point as well - these sets are a good value for a pretty broad spectrum of characters. You may have to buy an older bundle to even get the base figures these days.
--ms
Byemschack said:
Those are beautiful renders!
Thanks mschack! Those were some test renders from about a week and half ago as I was fiddling with and refining my newest approach to texturing. I bounce back and forth between working on the realistic skin using professional shaders (which that one above is V4 elite Amy texture btw, which I always thought was the ugliest of the elite textures, but after figuring out how to highlight its strengths I find I quite like it), then I work on the procedural skin shaders I've been trying to refine (which I blatantly ripped off from evilproducers ingenious V4 procedural skin as my baseline) and then I bounce over to working on the 'realistic' anime shader (where I'm trying to mimic that style that Age of Armour's subsurface anime shader product has for Studio). All 3 approaches have similarities, but are also different from each other, and when working on one, suddenly it sparks an idea to try on another, so I've spent quite a while jumping back and forth between each project, doing my best to do better on each type. I'm finally at a place where I'm pretty pleased with all 3, so I plan on making the procedural and anime shaders available as freebies on sharecg once I've worked out the very last kinks. I can't release the realistic texture shader as a freebie obviously, as that approach uses texture maps that are owned by Daz PAs, but I'll be putting together a comprehensive tutorial for them.
Here's a few recent test renders for my prodecural shader, to give an idea where I'm at on that one:
(the eyebrows and lashes are carrara hair made for V5; I also made some beard stubble and a couple of different beard/goatees to add if needed, though I don't think that would fit as well on a female morph, so I left them invisible in these shots :)



3D Art Freebie Challenge-July 2021-"Wild Wild West" -Entries Thread OnlyWell, the contest is heat in the wild west, ok, you got it. It's certinally wild out there now. So we have a woman crawling across what used to be a lake bed in 120+ degree heat, no rain, no water of any kind, except the bottle she is headed for. Fires raging all around, sparks flying, grass and trees dead or dying. The West of 2021 is here, probably from now on.
Title: Parched and on fire
Items used:
Free items:Dead horse skeleton - https://sketchfab.com/3d-models/horse-skeleton-eaca504567604e879b8ab2cf2763025e
Lotion bottle - https://www.deviantart.com/poses17/art/Lotion-Bottle-Freebie-Prop-612435609
Path - https://www.renderosity.com/freestuff/items/88082/path-in-the-dunes-daz3d-iray-obj-and-maps-included
Grass - https://www.renderosity.com/freestuff/items/88095/grass-as-grass-can-be-daz3d-iray-
Figure morph - https://www.deviantart.com/checkertoo/art/Phantom-For-G8F-Dl-858507130
Hair - https://sharecg.com/v/97504/browse/21/DAZ-Studio/Short-Bob
Puma - https://www.most-digital-creations.com/puma.htm
Flames - https://www.deviantart.com/smida460/art/Freebie-SmidA-Magical-Flames-Iray-792443927
Pose - https://www.deviantart.com/cptn0bvious/art/Wrestling-Low-Blows-for-G8F-849840325
Dust - https://www.deviantart.com/squarepeg3d/art/Prop-Dust-Mote-Cloud-875458221
Dirty Skin - https://www.renderosity.com/freestuff/items/87636/swt-warfront-dirty-skin-for-g8f-and-g3f
Purchased items:Clothes - https://www.daz3d.com/badlands-roamer-outfit-for-genesis-3-female-s (I believe I got this in a free starter set during one of the sales events, but I can count it as purchased)
No count items:Creepy Trees - https://www.renderosity.com/rr/mod/bcs/lisas-botanicals---creepier-trees/146113/ (was a freebie but no longer is - hivewire3d virus contest spring/summer 2020)
Base Genesis 8 Female
Background image - must have been free since I don't buy backgrounds.
Post processing done in PSPx6 and ON1 Effects 2019 (free)
Hope you like the real world of the western US in the summer of '21.Has your purchase patterns increased? Decreased? Or remained about the same?It's decreased. A LOT.
It's not because of anything that Daz3D have done. I've been feeding one of my obsessions. Plus, I lost one of my favourite custom Daz characters in a data transfer, and my computer is suffering from a lot of random restarts. So, that's killed a lot of my creativity and enthusiasm. I now have something like 125+ items in my wishlist, which hasn't happened before. But, if any product(s) have/has a significant discount, I will try to find the moolah to buy it.
Is there a way to Send Wrinkles and Defined Muscles to Unity?The only way you get to see Wrinkles(of the Aging Product by DAZ) and Deifined muscles(of any Bodybuilder morph from DAZ or any nonDAZ muscle morph) in the DAZ viewport is by setting the SubDivision level to 3, but that's in DAZ. something that just works in DAZ. Is there a way to make this work in Unity, or just not possible? LIke I tried sending an Old aged guy with Wrinklles using the Aging product(by DAZ) and i turned subdivision to 3 and in daz it works great(though it slows down the etire daz studio) . But in Unity i get nothing but the Hump posture from the Aging product and then some kind of Morph done to the face bu there's no wrinkles at all.
And i haven't tried it yet but i imagine and i'm 100% POSITIVE THAT if i sent a super ripped abs guy with subdivision 3 the abs won't show up at all in Unity. Any tips?
Desolate lair of the sullen Fox // WIPs, reviews, escapism //Looks like, at least in the case of Electro hair, the UV is straightforward: a strand is a "plane", tip at the top. Kinda cool.
I spent a while poking around at morph conversions and ultimately decided to try out the commercial route by the late great Dimension3D - GenX2. I had gotten quite a lot of use of his Morphing Clothes utility back in the day... and GenX2 turned out to have a way of porting Laura/Luke and Maddie/Matt to the Genesis line, which was an unexpectedly awesome bonus. So... yes it was worth the investment (this latest sale was good, to boot). Now I can use all my favourite Gen3 heads and skins on G3F, with minimal effort. I don't transfer body morphs because I don't want to deal with JCMs and other rigging adjustments (no FBM conversions are ever 100% usable without all that, it's simply a given).
G3F because it's the only figure that has Gen3 UVs, thanks to Cayman Studio's "experimental" product. And with Agent Unawares' "Transgender" freebie, it's possible to turn G3F into a male figure. Isn't it awesome?
Why "with minimal effort" and not "without effort"... because it does need a bit more work than just running the scripts/plugins. Getting from Gen3 to G3 requires intermediaries (Genesis and G2); their built-in clones aren't 100% accurate; all that introduces a certain measure of error to the morph, so you need to finetune it. Still, all the unpleasant and boring stuff like adjusting teeth position etc is handled by the GenX2 plugin. It even automagically smoothed the transition between the A3R head and everything else. Oldtimers will know what I mean :))) Hallelujah big time.
...incidentally, anyone old enough to remember the days when Gillan joined DP and they covered this quirky song? I've always wondered what it could have been like, to witness the birth of those classic lineups...
...and many years later BG covered that cover :P
There's a certain lip contour mismatch, at least when it comes to M3 - I'll need to find out if it gets introduced due to the morph conversion process or if it's an underlying issue of the UV map.
Conversion will also mess up the eyeballs most of the time... but I didn't actually ever plan to use G3F vanilla eyes. Even venerable eye replacers Blackhearted made for GND2 are better than those. There are Arki's EYEdeas (oldie but goldie, y'know), there are Raiya's Look at Me HD eyes... anything but those vanilla ones.
Moving to the G3F base also means I can finally use fibermesh eyelashes and eyebrows with those characters. Of course, with Laura- and A3R-based morphs - the most difficult ones - the lashes need quite a lot of adjustment, but it's still better than transmaps.
This is an "M3X" with Black(hearted) eyes (V3 "dark blue" colour, I like those maps better than M3's own), OnFleek brows (freebie by AprilYSH) and Soto's Lashes Utilities, wearing Army Uniform for G3F.
This uniform has this weird t-shirt that somehow renders with artefacts from certain angles with any sort of relief mapping enabled - that's a first for me... I tried its own maps and a number of tiles, bump, normal - still much the same ( the renders use this tiling normal map: https://polyhaven.com/a/fabric_pattern_05 ). Its own maps - all of them - have baked-in shadows in creases, to boot. I mean... why.
Need help with chin/jawHey guys, so I'm really close to finishing my first attempt at a customized G8 model using a whole bunch of morph dials and the only thing I'm having trouble with is the chin/jaw alignment. I attached some images to show what I mean.
The front facing looks normal. But see how the one at the different angle the jawline doesn't align with the chin? How would I go about fixing it so it aligns properly? I've tried every morph I currently have and nothing seems to do the trick.
Free Tip re HeadShop 14's Add-onI installed the update for HS14. Has the ability for us to add our own morphs to the plugin :-)
They may think this is easy to use, few minor details we're not born knowing about, so I don't think so. A few hours later finally got something showing.
So, in the fond hopes that this info saves somebody some hair:
One can drag the head duf from the Desktop into D/S. As it loads, one realizes one has the figure at base resolution with almost all parts hidden.
So one sees a head. One morphs the head. Then one exports the .obj file.
Filling in a little gap, try selecting the Head to export, use the default D/S export settings, keep the names short, no spaces.
Ignore the .mtl files.
That json file ... can be opened in Notetab Light. The name of the folder and display has to be SHORT or it will not display.
One cannot edit files that are in the Program Folder.
Make many copies of that json example file, you may need them.
Maybe tomorrow one will work, but today, no. No way one was going to show for use. So finally I copied the information 6 times so it has its 0-5 places filled. I was testing only with one morph ;-)
At the end of each group is a comma EXCEPT at the last one, no comma.
Even though there is no counterpart .obj one still has to log a reference to it. If there is a counterpart made [using the other figure to make of it of course] it should have the same name with the F at the end of the Female's obj name. {going by the other files}
If ANY "mistake" is made in this additional folder one is putting into the Morphing drawer, HS wil NOT work.
Now before anybody gets too excited about making morphs to put into this plugin, remember where the Program Folders are located ;-)
Now I'm going to mention something 'cause the concept is that we can make these additional add-ons for ourselves as well as to share for others to use in their HeadShops. These folders have .obj files in them. So dear PAs and anybody else, please verify with the company whether this is okay with them or not.
Certainly what one can do safely is make the add-ons for themselves, then when the morph is in D/S, remake the morph properly {like we normally do - putting it on a slider}. And for these types there is all kinds of storage space as many of us have invested {a small fortune} in external hard drives, yes.
If anybody feels any info here has saved them hours of hair pulling and they can now run off and make a fortune, feel free to say tah ;-) {don't worry, nobody takes me seriously}
https://www.daz3d.com/gift-card
MetaMorpher for Daz Studio (work in progress)Faux2D said:
Frinkky said:
This looks really quite cool. How does it handle rigging? More extreme morphs will have had rigging adjusted to shape - cam it pull the rigging for the brow from one morph, the mouth from another, for example?
Rigging will have to be adjusted in most cases but it only takes 5 seconds using the Adjust Rigging to Shape feature in Studio.
That's too incomplete for a proper solution, workarounds are only good as a placeholder until an actual solution comes out, and plus the ARtS is not always an ideal solution, especially for the face... still, this is amazing work nonetheless can't wait to see it at the store!
I have two computers. My partner wants to play around with Daz, is this allowed?meganappstate said:
Not entirely true: a software license can be transferred to a new entity, provided that the original license allows for such transfer, e.g., the MS Home & Business 2019 and later states:
3. Transfer to a Third Party. The provisions of this section do not apply if you acquired the software in the European Economic Area (EEA) and only transfer it to another person or entity within the EEA, in which case any transfer of the software and the right to use it must comply with applicable law.
a.Software preinstalled on device. If you acquired the software preinstalled on a device, you may transfer the software directly to another user, only with the licensed device. The transfer must include the software and, if provided with the device, an authentic Office label including the product key. Before any permitted transfer, the other party must agree that this agreement applies to the transfer and use of the software.
b.Stand-alone software acquired from a retailer.If you acquired the software from a retailer as stand-alone software, you may transfer the software to another device that belongs to you, but not more than one time every 90 days (except due to hardware failure, in which case you may transfer sooner). If you transfer the software to another device, that other device becomes the “licensed device.” You may also transfer the software to a device owned by someone else if (i) you are the first licensed user of the software and (ii) the new user agrees to the terms of this agreement. Every time you transfer the software to a new device, you must remove the software from the prior device. You may not transfer the software to share licenses between devices.
Bottom line: check the software license.
Daz Users should definitely familiarize themselves with the TOS and EULA.
mweganappstate, the EEA has some minor weirdness when it comes to IP law, as seen in that MS EULA.
I don't think Das Studio or content comes pre-installed on any devices when the first retail sale happens (Provision 3(a)).
Daz content isn't stand-alone software, so nothing like 3(b) comes into play either.














