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Installing Daz on a NAS device
Hi! I recently decided to move all of my DAZ content to a network attached storage device so that I can access my content from multiple computers, and use one machine as a dedicated render machine, and keep working on scene files on a different computer. Unfortunately mapping the files did not work correctly, and when I try to login to Daz now, it gives me the attached error. I tried to install Daz manually onto the NAS, as well as though Daz Connect, but the installer cannot access the NAS. I can pretty easily transfer files back and forth like it's a local drive in Windows with no isses, but Daz cannot see or access the NAS.
Does anyone have any suggestions on how to get this to work? If it means I need to manually install everything I purchased, I'll do it, but I would really like to be able to do it more seamlessly. My NAS and my PC are both connected via ethernet cable to my router. Thanks for any help!
Height morph and wearables glitchUsually that happens when a morph is just scaling the length of the bones. Try different height morphs or expand the bone structure of the clothing and try replicating the scaling on the different bones.
New tutorial using Face Transfer on Genesis 1 to use in Carrara Pro 8.5cynthia1968 said:
Hello world,
I've been experimenting a lot with Daz Studio Face Transfer and make it work in Carrara. As you probably know, Face Transfer only works on Genesis 8 models. But luckily, there is a way to get it working on Genesis 1 using Genesis 3 UVs for Genesis. Unfortunately, if you want to load the new Genesis 1 model (after using Genesis 3 UVs for Genesis), the model looks distorted.
But like I stated: there's a way to make it work in Carrara--perhaps more then one way. I created a video tutorial how to use the skin textures on a Genesis 1 model in Carrara.
<iframe width="560" height="315" src="
" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>Like I said, there's more than one way to skin a cat, but this is the way I get it done.
TTFNthanks for that tut ;)
New tutorial using Face Transfer on Genesis 1 to use in Carrara Pro 8.5can it transfer V4 and A3 faces to 8.1?
Height morph and wearables glitchhello all,
one of my body morph kits contains a Height adjustment which I find very useful (i don't know which kit specifically, it has no prefix and i have several kits)
the problem is that a rare few of my clothing and hair items lose the plot scale-wise with this morph, as if it is multiplied compared to the amount applied to the figure itself
in the pic i have used all G3 stuff applied to G8Fs, to show that this is NOT caused by G3 to G8 AutoFit - i have some native G8 items also affected, and most G3 stuff is ok
you can see the black Delta Dress morphs properly, so does G3 Elysa Hair, but with the figure on the right Olenna Hair and the Sana Style Dress have down-scaled on Y far more than the figure has.
note: i have 3 outfits by Tentman - Sana, Masha, and Rita, and from memory Sana is the only one with this error, the other two are fine, for what that's worth.
...just wondering if anyone knows specifically where i should start looking, before i begin trawling through a thousand lines of code?
Morphs List cannot be savedSame here, tried both files from Daz center and github, they work the same, re-opening .blend file will cause morph list to dissappear.
HeadShop vs Face Transferoutrider42 said:
I don't know about the others, but over at Facegen's official website legal page they state
"Texture images, morph targets and FaceGen '.fg' files created with Artist are yours to distribute."
Source: https://facegen.com/artist_legal.htm
Facegen Artist is the version specifically for Daz Studio, so I believe this makes it nice and clear as any sort of legal claim would have to be first approved by Daz. This also means you do not need an interactive license for Facegen, only one for the base Genesis since that is what the model is based on.
As for using the likeness of a real person, that is a different ordeal, it may vary by country, and is beyond the scope of this thread.
Also the photo reference you use. Most photos, particularly ones of celebrities tend to be copywrited so turning them into textures is of questionable legality
HeadShop vs Face TransferI don't know about the others, but over at Facegen's official website legal page they state
"Texture images, morph targets and FaceGen '.fg' files created with Artist are yours to distribute."
Source: https://facegen.com/artist_legal.htm
Facegen Artist is the version specifically for Daz Studio, so I believe this makes it nice and clear as any sort of legal claim would have to be first approved by Daz. This also means you do not need an interactive license for Facegen, only one for the base Genesis since that is what the model is based on.
As for using the likeness of a real person, that is a different ordeal, it may vary by country, and is beyond the scope of this thread.
New tutorial using Face Transfer on Genesis 1 to use in Carrara Pro 8.5Hello world,
I've been experimenting a lot with Daz Studio Face Transfer and make it work in Carrara. As you probably know, Face Transfer only works on Genesis 8 models. But luckily, there is a way to get it working on Genesis 1 using Genesis 3 UVs for Genesis. Unfortunately, if you want to load the new Genesis 1 model (after using Genesis 3 UVs for Genesis), the model looks distorted.
But like I stated: there's a way to make it work in Carrara--perhaps more then one way. I created a video tutorial how to use the skin textures on a Genesis 1 model in Carrara.
<iframe width="560" height="315" src="
title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>Like I said, there's more than one way to skin a cat, but this is the way I get it done.
TTFNDuplicate ID Found - Looks like it's in a Morph?So i got the attached error. It would seem to be in a morph that's loading. Would that be correct?
Daz Studio 5 development updateI regard full Poser interoperability as a 'Would be Really Nice' feature, without it being a necessary requirement at all. My last Poser usage was at P4, so it doesn't feature high in my list of desires, but I do regard bi-directional file transfer as a way of making best use of the best features in each program. And being able to use CAD formats would extend the range of available modellers to ones designed for mechanical design. That would speed up modelling of inorganic background things, too.Transferring V4 morphs to G8F/G8.1FIt can be done for free without any products. You have to convert V4 to weight mapping in the scene tab button first (edit--rigging--convert figure to weight mapping--general weight mapping).
Pose V4 to match the shape of G8F as close as possible.
Start Transfer Utility. Set distance tolerance to 0.6, expand options, UNCHECK everything but morph targets, to the right choose "ALL."
Uncheck fit to etc. below. Click accept.
Now all the morphs that were injected on V4 are on G8, but they are there as many different body components. You have to put in the same value for all of them. If I were invested in this I'd probably select them all and freeze their ERC for a given full body morph to make a dial, but anyway I attach a picture of V4 Amazon and V4 Amazon on G8F. This is without using my V4 clone or anything, just with using Transfer Utility, posing, and "Current" under shape.

You can see that the shoulders/arms of G8F end up looking skinnier than they should, so I would probably compensate that with the Body Morphs for G8F if I were using this for real in a render.
What can we do to improve the long load times of characters?PerttiA said:
dan_thomas said:
It takes 8 minutes for me to load basic G8F. Can someone summarize what the (current) solution to slow loading is? It's very difficult to find it because different people talked different things.
First get rid of the warnings in the log when loading basic G8F, that will also teach you about the file structure and inner workings of DS that will have benefits later on.
Evaluate, which pose and expression dials you want to keep and which ones to delete
The "Alias" morphs are there just to show the morph dials on specific bodyparts, the real morph dials can always be found on the main body. Since not all morphs come with "Alias" morphs and some "Alias" morphs have errors in them, you could reduce the morphload by removing them
When done with the first three, load the untextured "Dev load" version of the G8F and start dialing the figures and morphs one by one and see if the result is something you would actually use - You will be surpriced of how bad some of them look.
Thanks for your answer. I will try your suggestion as soon as I got time
But one quick trick I tried and succeeded was making every folder (except for DAZ 3D) hidden in \data\DAZ 3D\Genesis 8\Female\Morphs. With the simple trick, basic G8F loaded in 40 seconds, Wow! And all sliders for morphs seem there for me to control. I have to examine more but I love the result so far!
HeadShop vs Face TransferFSMCDesigns said:
Artini said:
I prefer Face Transfer - https://www.daz3d.com/face-transfer-unlimited
because it has an Interactive License, which I have bought, as well,
so I can use the results of Face Transfer in other programs (Unity, Unreal,...) if I wish.
I have also purchased https://www.daz3d.com/face-transfer-shapes-for-genesis-8
with its Interactive License, to further refine results from Face Transfer.
Interesting that you also purchased the interactive licenses. I have seen a ton of G2 celebrity "mods" in several games and on patreon using facegen, face transfer and even headshop and always wondered about the legality.
Ok, noted.
What happened to Pearlette for Genesis 8.1 Female?Rod Wise Driggo said:
Looks interesting. Are the ears and hooves extra morphs or baked into the head/body morphs?
Hooves are geografts and can be removed for a footed option. The ears are part of the head/body morph...their extreme position necessitated that.
What can we do to improve the long load times of characters?dan_thomas said:
It takes 8 minutes for me to load basic G8F. Can someone summarize what the (current) solution to slow loading is? It's very difficult to find it because different people talked different things.
First get rid of the warnings in the log when loading basic G8F, that will also teach you about the file structure and inner workings of DS that will have benefits later on.
Evaluate, which pose and expression dials you want to keep and which ones to delete
The "Alias" morphs are there just to show the morph dials on specific bodyparts, the real morph dials can always be found on the main body. Since not all morphs come with "Alias" morphs and some "Alias" morphs have errors in them, you could reduce the morphload by removing them
When done with the first three, load the untextured "Dev load" version of the G8F and start dialing the figures and morphs one by one and see if the result is something you would actually use - You will be surpriced of how bad some of them look.
[Released] dForce2Morph [Commercial]marble said:
RiverSoftArt said:
marble said:
Richard Haseltine said:
Seven193 said:
What if there is more than one dForce item in the scene? How to exclude other dForce items from simulation?
In the Parameetrs pane you can turn on Freeze Simulation.
Not able to check right now but I think I remember that using Freeze doesn't prevent the figure from going to zero pose and going through the motions of returning to the applied pose (if, like myself, you use the option to start from memorized pose)?
Freeze does not prevent other items from simulating (so if you have use memorized pose it will do so when you simulate). It just means that the frozen item remembers its simulation from before and will not simulate again.
Yeah, I think that's what I was trying to say. Anyhow, that is why I make other figures (and their parented cloth) invisible and the CTRL-Click on the little eye icon is a simple but highly effective way of doing so.
To return to your proposed product - I thought that there was a forum thread on how to make a morph from a dForce simulated drape but I clicked on a link to what looked like that thread and it has gone. So, to put the question bluntly: how many steps does your script save compared to a "manual" method?
The script does ~12 steps (it varies based on if it is an item on a figure or not), though some steps are simple such as go to first frame of animation and others are multiple substeps like set up the morph min/max, value, use limits, etc.
By the way, if you could come up with a script that saves out a single frame of an animated dForce simulation (or any timeline animation, actually) to a scene or scene subset I would be reaching for the Cart button.
The script creates a morph from any frame of an animation. However, it is destructive so it cannot do that if there are more than one simulated item.
XTransfer Module 1- Genesis 3 to Genesis 8 Morph Converter (Commercial)Zev0 said:
Hi. If it hasn't crashed it is stil processing. Question... We found it takes a bit longer with those who have a Genesis 8 figure with long load times, does yours take long to load?
I have tried on another Genesis 3 character and converted it to 8, it took less than a minute. But it didn'r have alot of morphs though only two.
With the Esme G3 character, I deleted the victoria 7 morphs related to the esme character and just kept the esme head morph and that worked ok.
[Released] dForce2Morph [Commercial]RiverSoftArt said:
marble said:
Richard Haseltine said:
Seven193 said:
What if there is more than one dForce item in the scene? How to exclude other dForce items from simulation?
In the Parameetrs pane you can turn on Freeze Simulation.
Not able to check right now but I think I remember that using Freeze doesn't prevent the figure from going to zero pose and going through the motions of returning to the applied pose (if, like myself, you use the option to start from memorized pose)?
Freeze does not prevent other items from simulating (so if you have use memorized pose it will do so when you simulate). It just means that the frozen item remembers its simulation from before and will not simulate again.
Yeah, I think that's what I was trying to say. Anyhow, that is why I make other figures (and their parented cloth) invisible and the CTRL-Click on the little eye icon is a simple but highly effective way of doing so.
To return to your proposed product - I thought that there was a forum thread on how to make a morph from a dForce simulated drape but I clicked on a link to what looked like that thread and it has gone. So, to put the question bluntly: how many steps does your script save compared to a "manual" method?
By the way, if you could come up with a script that saves out a single frame of an animated dForce simulation (or any timeline animation, actually) to a scene or scene subset I would be reaching for the Cart button.
Clueless on how to use Michael 8.1 Veins Morph (can't find it...)jestmart said:
Veins are usually done through HD morphs and the HD add-on for Michael 8.1 does list an HD Vein morph.
Thanks, jestmart. I have both Michael 8.1 and Michael 8.1 HD installed, still no such morph to be found... : (













