• Daz 3D
  • Shop
  • 3D Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
    • Game Ready
  • Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare
  • AI Solutions
  • Download Studio
  • Menu
  • Daz 3D
  • Shop
  • 3d Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
  • Community
    • Our Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare
  • AI Solutions

Notifications

You currently have no notifications.

Loading...
Daz 3D Forums > Search
  • Diffeomorphic DAZ Importer version 1.6.0 released

    @wolf359 By exporting to dbz, the geometry in the viewport will be baked, this includes any morph applied.

    @marble Yep, but you have to import the custom morphs yourself in a second step, aka any geograft morph.

    steps:

    1. import the figure
    2. merge rigs
    3. import the standard morphs
    4. import the custom morphs for geografts
    5. transfer the standard morphs to geografts
    6. merge geografts

    If you use easy import then transfer standard morphs and merge geografts are done for you. Then you can add the custom morphs later to the merged meshes.

    https://diffeomorphic.blogspot.com/2021/07/adding-morphs-after-lashes-and.html

    https://diffeomorphic.blogspot.com/2021/03/easy-import.html

    By

    Padone Padone September 2021 in Blender Discussion
  • Clothing morph assistance

    Richard Haseltine said:

    1) yes, and make sure that you have preserve vertex order on in the import/export options.

    2) you can't delete stuff in a morph

    3) as I said, you can't delete the unwated parts but you should be able to create the morph as you want and hide the upper parts.

     

    I was going to delete the unwanted faces in Daz studio first.  Then i was going to export to Blender and only move the wanted faces (not delete anything) around to create the morph. I wasn't planning on deleting anything in Blender for creating the morph just moving the verts around.  I asked question #1 to make sure that i remembered the "no delete, only move" rule for verts when creating morphs in Blender. 

     

    OR

     

    Would it just be better to export the entire set of pants to Blender first move the verts that i need to move to the correct spot then reimport it all into Daz.  Then once the pants are back in Daz, i apply my morph.  THEN i can worry about deleting/hiding the unwanted faces for the upper portion of the pants.  I think this is what i will do instead unless you think this might cause issues.

     

    By

    unused account - glossedsfm unused account - glossedsfm September 2021 in New Users
  • XTransfer fiasco corrupted G3F character preset morph URL’s

    I had a difficult time coaxing XTransfer to work. And now I find that when I load some of my G3F character presets, Daz Studio can’t find some of the morphs used on that character preset.

    The morphs exist. But the character preset files have been corrupted such that they call the morph at the wrong path. Something changed the morph URL’s to a path that never even existed. I can fix this in notepad by restoring the URL’s to the correct paths to the morphs.

    But I don’t know how many of my G3F character presets got corrupted like this.

    How do I easily find all the corrupted G3F character files and likewise easily fix them?

    I’m considering restoring my G3F morph directory from a backup I made about 3 weeks ago, before my XTransfer fiasco. Do you think that would work fine, without any horrid side effects?

    By

    lukon100 lukon100 September 2021 in Technical Help (nuts n bolts)
  • More Non-photorealistic Renders (NPR III)

    Martirilla said:

    mdk1960 said: Daz Studio >save OBJ file > import .obj in Poser > render cartoon w/line > Clip Studio Paint > Photoshop

    juvesatriani replied: This DAZ > Poser Cartoon line is something I need to learn, thanks for sharing

    There is a free set of helper scripts that work from the Daz Library, which you click one after the other and which basically automate the steps for a Daz - Poser transfer, called Automatic OBJ Exporter. You can also use Atangeo Balancer with these, part way through the process, to get the Genesis mesh reduced as part of the automation.

    Also, when you get the figure to Poser the ideal would be to run with the new Comic Book feature, which would give you much more artistic lines to then work on in Clip Studio. Rather than using the ancient Cartoon w/Line display mode. You can see from the bottom two examples how superior Comic Book is.

     

     

    Cool Tips about exporter !! Do you have tips how to match camera between DAZ and Poser?   The reason I`m asking because I want to mashup pwToon and Poser outline if possible . It just easier and I`ve already have bunch of preset of it

    With Blender freestyle and Diffeo I can get match camera solution and work flawlessly if I need custom outline setup , but still not find wokaround for Poser and DAZ camera

    By

    juvesatriani juvesatriani September 2021 in Art Studio
  • More Non-photorealistic Renders (NPR III)

    Martirilla said:

    mdk1960 said: Daz Studio >save OBJ file > import .obj in Poser > render cartoon w/line > Clip Studio Paint > Photoshop

    juvesatriani replied: This DAZ > Poser Cartoon line is something I need to learn, thanks for sharing

    There is a free set of helper scripts that work from the Daz Library, which you click one after the other and which basically automate the steps for a Daz - Poser transfer, called Automatic OBJ Exporter. You can also use Atangeo Balancer with these, part way through the process, to get the Genesis mesh reduced as part of the automation.

    Also, when you get the figure to Poser the ideal would be to run with the new Comic Book feature, which would give you much more artistic lines to then work on in Clip Studio. Rather than using the ancient Cartoon w/Line display mode. You can see from the bottom two examples how superior Comic Book is.

     

     

    Very nice - thanks for the workthru on this -  always like finding out better ways of working! 

    By

    mdk1960 mdk1960 September 2021 in Art Studio
  • More Non-photorealistic Renders (NPR III)

    mdk1960 said: Daz Studio >save OBJ file > import .obj in Poser > render cartoon w/line > Clip Studio Paint > Photoshop

    juvesatriani replied: This DAZ > Poser Cartoon line is something I need to learn, thanks for sharing

    There is a free set of helper scripts that work from the Daz Library, which you click one after the other and which basically automate the steps for a Daz - Poser transfer, called Automatic OBJ Exporter. You can also use Atangeo Balancer with these, part way through the process, to get the Genesis mesh reduced as part of the automation.

    Also, when you get the figure to Poser the ideal would be to run with the new Comic Book feature, which would give you much more artistic lines to then work on in Clip Studio. Rather than using the ancient Cartoon w/Line display mode. You can see from the bottom two examples how superior Comic Book is.

     

     

    By

    Martirilla Martirilla September 2021 in Art Studio
  • Partial dforce without resetting

    Daventaki said:

    Catherine3678ab said:

    roezaka said:

    Catherine3678ab

    How do you make the morph of dforce?

    Okay. I use Hexagon, be sure the bridge option in D/S is for the Advanced bridge. {edit > preferences ...}

    I run the simulation. Then using the scene tab I select the simulated garment and send it over the bridge to Hexagon. {don't worry, there's nothing to learn about Hexagon required here} In Daz Studio, "clear the simulation" of the garment, keep that garment selected {it's still posed or whatever, that's fine}, In Hexagon select the garment {scene tree on far right side} and then File ... send it back over the bridge to D/S.  In making the morph, double click on some areas to change options {i.e. name the morph} and right-click to change other options. REVERSE DEFORMATIONS. After the morph is 'made' - in D/S dial it in to be sure it took all right, then dial out that morph and Save it as a morph asset {as always just select the one morph being made}. Then I remove the garment from the scene and load in a fresh one {to clear any attachments with regards to DForce}, dial in the morph ... then pick the next garment that I'm adding DForce to and run the simulation on that garment. Whether or not I make any more morphs depends upon how likely I am to ever want to remake the scene.

    Generally speaking it takes less time to make a morph than it does to run the simulations.

    Thank you Catherine3678ab! I was having issues with the morph looking wrong when I did the steps through DS (havent been able to pick up dforce2morph yet)  This worked perfectly!  (I have no knowledge with Hexagon)

    Happy to hear that it helped somebody :-) 

    Yes for many basic "just want to make a morph" all one has to do is throw it back and forth over the bridge. It does all the calculations :-)

    Down the road in time, it is in the "UV&Paint" tab that one can use "gently" the smoother, the pincher [I seldom use this, can cause problems] or the inflate tool. Or grab a hold of some dots or lines and move those around. Just for a small amount of morphing though. If one wants to make drastic morph projects one may wish to invest in ZBrush, etc.

    By

    Catherine3678ab Catherine3678ab September 2021 in Technical Help (nuts n bolts)
  • Partial dforce without resetting

    Catherine3678ab said:

    roezaka said:

    Catherine3678ab

    How do you make the morph of dforce?

    Okay. I use Hexagon, be sure the bridge option in D/S is for the Advanced bridge. {edit > preferences ...}

    I run the simulation. Then using the scene tab I select the simulated garment and send it over the bridge to Hexagon. {don't worry, there's nothing to learn about Hexagon required here} In Daz Studio, "clear the simulation" of the garment, keep that garment selected {it's still posed or whatever, that's fine}, In Hexagon select the garment {scene tree on far right side} and then File ... send it back over the bridge to D/S.  In making the morph, double click on some areas to change options {i.e. name the morph} and right-click to change other options. REVERSE DEFORMATIONS. After the morph is 'made' - in D/S dial it in to be sure it took all right, then dial out that morph and Save it as a morph asset {as always just select the one morph being made}. Then I remove the garment from the scene and load in a fresh one {to clear any attachments with regards to DForce}, dial in the morph ... then pick the next garment that I'm adding DForce to and run the simulation on that garment. Whether or not I make any more morphs depends upon how likely I am to ever want to remake the scene.

    Generally speaking it takes less time to make a morph than it does to run the simulations.

    Thank you Catherine3678ab! I was having issues with the morph looking wrong when I did the steps through DS (havent been able to pick up dforce2morph yet)  This worked perfectly!  (I have no knowledge with Hexagon)

    By

    Daventaki Daventaki September 2021 in Technical Help (nuts n bolts)
  • Duplicate formula question

    heinzerbrew_f94794efff said:

    So in the code below, I would need to change zOrigin to something else, is that correct? What about the label, does that matter?

    "id" : "z",

    "type" : "float",

    "name" : "zOrigin",

    "label" : "Z Origin",

    "visible" : false,

    "value" : 0.1168788,

    "current_value" : 0.1168788,

    "min" : -10000,

    "max" : 10000,

    "step_size" : 0.01

    }

    ],

    No, don't chnage that - it's part of the basic set up (each bone has a set of origin properties). The issue will be the other end of the formula. If this is soemone who has little experience it is possible that the issue is in the character file, most likely the result of running ERC Freeze twice in succession (in which case you are probably looking fro multiple forumlae linking the main morph to the same property on the same bone). In that case you are either going to want to ditch the second formula (hopefull that is just a minor correction) or try to combine each into one (which may be tricky).

    By

    Richard Haseltine Richard Haseltine September 2021 in Technical Help (nuts n bolts)
  • XTransfer Module 1- Genesis 3 to Genesis 8 Morph Converter (Commercial)

    My XTransfer problems and work-around’s

    I want to share the problems I had using XTransfer and the things I did to overcome them, to the extent that I COULD overcome them.

    First I want to say that to the extent that XTransfer worked, it seemed to work ok. The converted G8 versions of the morphs do look faithful to the original G3 morphs, at least from a distance. I cannot vouch for the precision of the rigging conversion in any case but Teen Josie 7, for which I can definitely say the rigging got converted slightly wrong in the shoulders.

    But let me begin with a warning to others: BEWARE THE DUPLICATE/VERSION/COPIES OF YOUR G3 MORPHS.

    I found that XTransfer had problems locating the correct G3 morphs to convert. I have multiple versions/copies of the G3 morphs in my “data” folder. XTransfer often converted the wrong version/copy of some G3 morphs, resulting in converted morphs that did not appear in the “Shaping” tab directory structure. They instead appeared in the “Parameters” tab under “Morphs > Morph Loader Pro”, with gray slider control colors and labels that were equal to the names, and with a few other control settings problems.

    These other version/copies of the G3 morphs were generated by another morph conversion product that I had used earlier, namely “Character Converter from Genesis 3 Female to Genesis 8 Female”, by “RiverSoft Art”.

    I tried 2 things to fix this problem with duplicates. I don’t know how well my two fixes worked. But at present, they seem to fix the problem ENOUGH for me to keep XTransfer (not return it for a refund).

    So anyway, my first attempt at fixing this problem was to try finding all of these other version/copies of the G3 morphs generated by that product and temporarily remove them from the Daz library. I figured I could find them all by noting the date of creation for a single confirmed duplicate, and finding everything else with that date of creation or close, as I likely ran the Character Converter on all my figures in just a few days.

    By “remove” here I don’t mean to delete. What I mean is to temporarily move them to a folder on my desktop, outside the Daz library. This insures that I can put them back inside the Daz library when I’m done running XTransfer.

    This drastically reduced the number of wrong version morphs that XTransfer accidentally converted. But some still remained. Likely I failed to find all the duplicates.

    Without a way to guarantee that I can find and move all the duplicates, I had to try something else.

    My next fix was to start over and use a different morph selection method. So, first delete every converted morph that XTransfer had produced – the “XTranfer” folder. And then use XTransfer’s directory selection method instead of clicking on the heart symbols of the morph controls to “favoritize” them as a means of selecting the morphs to convert. Apparently, “favoritizing” the morphs does not direct XTransfer to the original morph corresponding to that controller that you favoritized. Favoritizing merely puts that morph on some list of morphs to search for. And once XTransfer searches for and finds the first version/copy of that morph that matches up on some criteria, it converts that one, whether it is the correct version or not.

    So I reasoned that selecting the morphs by directory would remove any ambiguity from the selection procedure. And that seemed to work for exactly that reason.

    Great! Almost all the original morphs got converted properly. There were a few stragglers. Maybe this had to do with Transfer encountering a high-definition morph and then going haywire after. I have no clue.

    But wait, there’s more problems.

    I found some cases where XTransfer failed to preserve the “controller / controlled” link between some morphs. My guess is MOST of these links got converted correctly. But a few did not. Here’s what I mean, by way of example:

    The “Tamara” character needs the Teen Josie 7 base figure installed to work. The morphs that produce the Tamara character must control the morphs that produce the Teen Josie 7 base figure, as well as do some additional morphing on top of the Teen Josie 7 base figure. But XTransfer produced G8F versions of the Tamara morphs that failed to control (and apply) the Teen Josie 7 base figure morphs.

    I had deliberately tried to avoid this kind of thing by converting morph collections in a certain order. I made sure to convert Teen Josie 7 BEFORE converting Tamara. But my attention to order of conversion did not prevent the problem in this case, and in at least one other that I found.

    So now I’m worried that there could be several other bad links like this that I have yet to encounter.

    As for the bad links that I did find, I managed to restore the links by means of doing the “ERC Freeze” thing.

    And it occurs to me that the shoulder rigging problem with Teen Josie 7 could be the result of a bad link to some corrective morph or some other resource that was supposed to adjust the shoulders.

    One final note and warning to others:

    Don’t bother having XTransfer convert the collection of morphs in the folder “.../Morphs/DAZ 3D/Base Correctives”. Near as I can tell, the presence of these converted morphs in your G8 XTransfer folder will screw up the rigging or joint corrective morphs on all your G8 figures of that gender (or interfere with Daz Studio using the right set of correctives). If you pose a G8 figure and the elbows and kneed are all messed up, try removing the converted morphs on “Base Correctives”. Maybe also the ones in “Base” and “Base Pose”.

    And this is where I’m at with XTransfer today. I’ve converted all the morphs I wanted to, but I don’t yet know how many of them are good and to what extent. I’ll have to find out over the coming year or so. Fingers crossed – perhaps MOST of them are good.

    I take it on faith that the developers of XTransfer will eventually look into these matters and fix them.

    By

    lukon100 lukon100 September 2021 in Daz PA Commercial Products
  • Help, this is so weird

    - Select the G8F (load the default Genesis without any morph applied, easier later to check what causes the issue)

    - Parameters Tab > Options > Show Hidden Properties

    - Parameters Tab > Currently used

    - Now you can see all the dialed morphs. Close the eyes and if one of those hidden corrective morphs dials up by itself, you'll know it's the culprit.

    - Click on the gear icon of this hidden corrective morph > Parameters Settings > Path. You'll know this way where is the file, how it's called and so on. Enough info to google for it and find out which DAZ bundle installs it.

    - Exit DAZ. Uninstall this DAZ bundle. Restart DAZ.

    All should be back to normal now.

    By

    hansolocambo hansolocambo September 2021 in Technical Help (nuts n bolts)
  • Celebrity Look-a-Likes for 3D figures part 3

    maikdecker said:

    lface8 said:

    Here's a quick render using ElSinestroUno's Keanu Reeves morph and Mousso's Asher skin.

     

    When dialing in a bit of Asher it makes him looking like a slightly younger Keanu Reeves, I think... 

    Oooh, I'll have to try that out. Thanks for the tip.

    By

    lface8 lface8 September 2021 in The Commons
  • How long does it take you to load G8F?

    Wonderland said:

    It’s at least 20 minutes, maybe more. I go do something else until it finally loads. How are people getting it to load in seconds? 

    Clear out your DSON cache (F2/General tab, hit the clear button), close DAZ Studio.  Launch DAZ Studio; use 4.15.0.30 - the general relesase from yesterday. Then just add the G8F basic character to the scene (search for "basic" in Smart Content), drink coffee, have a shower, read another chapter of War'n'Peace.  When the character appears use Help/Troubleshooting/View log file...; 4.15.0.30 logs the total time, it will almost at the end of the log file:

    2021-09-02 15:06:57.025 Finished asset load (open): 2m 17.793s - /People/Genesis 8 Female/Genesis 8 Basic Female.duf

    So if that time doesn't show something around, most like over, 20 minutes the suggestions I'm about to make probably won't help.  All the same I'm pretty sure it will be a big number; over the 140s my load takes with my full content set.  Scroll up from that line past this line (this only exists when the DSON cache has been cleared or is out of date):

    2021-09-02 15:06:56.313 Cache update required: /data/Daz 3D/Genesis 8/Female Eyelashes.cache.dsf

    and look for these three lines; the lines above the preceding line are required, not the ones below which correspond to the eyelashes, not the figure itself:

    2021-09-02 15:05:50.627 Creating sum stage formulas...
    2021-09-02 15:06:54.874 Creating multiply stage formulas...
    2021-09-02 15:06:55.098 Processing scene data...

    If there are warnings between the lines then that might be part of the problem, but just delete any intervening lines.  Check that the third line is "Processing scene data..."; for the eyelashes and other add-ons the third line is different.  Work out the elapsed times for the first two; 1m 4s for the first in this case, less than a second for the second.  So that's about 50% of the total load time and it is all in the "sum stage", not the "multiply stage".  If you see 50% or, more likely, much more then you can almost certainly address the problem by reducing the number of G8F characters DAZ Studio can see.  If you see substantially less than 50% check out the time for the "Scanning for addons..." step above those three lines - that's 1m in my case and, with the time to rebuild the DSON cache "Cache update started: /data/Daz 3D/Genesis 8/Female.cache.dsf" accounts for pretty much all the time.

    So assuming you have something that mimics the above breakdown now look at the size of the actual DSON cache file, by default it is "data\Daz 3D\Genesis 8\Female.cache.dsf" in the DSON cache folder displayed in the preferences dialog above.  Mine is something like 360MByte, IRC, but when I reduce my character and morph count substantially it reduces to 68MByte in size and the load time goes down from 140s to under 10s.

    I published some detailed timing figures a while back (March?) on the beta thread (IRC) about how much individual package types, e.g. wardrobe vs morph vs character, affect the load time, but the conclusion was that the most important one to look at are the individual G8F-based characters.

    So in the "Parameters" tab with "Gensis 8 Female" selected in the scene go to "Genesis 8 Female/Actor/Full Body/People" and select that entry (People).  Guesstimate how many rows there are; in my reduced set I see about 60 character dials but in the full set I was nearer 360.  It's also possible to look at all the morphs in "Genesis 8 Female/Actor", I have to hit "pagedown" 93 times to get to the bottom of the list in my reduced set and each page-down scrolls the list up by 21 items, so that's 1974 (94x21) morph dials.  I dread to think how many there are when my full set of packages are visible.  It's obvious that a lot of the morph dials come from morph packages (the things in "Real World" if you have any of them for example) and others come from wardrobe items; any item that the figure might wear gets its morph dials added.  Nevertheless the big gain seemed to come from reducing the "People" count, possibly because the figure morphs are very large.

     

    By

    jbowler jbowler September 2021 in The Commons
  • Duplicate formula question

    Use your favorite search engine and search for "Duplicate Formula site:https://www.daz3d.com/forums/"; (without the quotes)

    The easiest way to get rid of the warning, is to uninstall the product containing the file that's referred to at the end of the warning.

    You can also try downloading a fresh copy of the product if it has been updated/fixed.

    If there is no update/fix available, and one still wants to use the product, one just needs to sit down, open the morph file in Notepad++ and figure out the problem, not as difficult as it sounds, especially if one has ever done any programming using any language. The information in the log gives a clue to what it is that one should be looking for.

    By

    PerttiA PerttiA September 2021 in Technical Help (nuts n bolts)
  • Partial dforce without resetting

    The information about the energy and momentum in the mesh is not saved, so you cannot literally resume a simualtion. You could spawn it to a morph and then simulate on from that, but it would not be the same as running the simulation from scratch. You can turn a simualtion into a morph via https://www.daz3d.com/dforce2morph or by OBJ export/morph import.

    By

    Richard Haseltine Richard Haseltine September 2021 in Technical Help (nuts n bolts)
  • DELETE

    daveso-confused said:

    memcneil70 said:

    I have been putting things on wishlist looking forward to the PA sale and then the PC+ sale, but budgets hit and no offers for a gift card that I have seen recently... means more wishlisting. I am buying PC+ items and selected PA items that will help me work better. DAZ a gift card sale would be appreciated.

    (And a recent User reset caused my Daz database to be uninstalled. All 3.9TB of it. I just got Gen 8 and 8.1 Core characters loaded, and some of other support products loaded in the last three days. One positive, my upload times for G8.1M and F drastically reduced.) It makes me hesitant to buy more characters and stuff now.

    I've read that it is actually the morphs and expressions that cause the loading time issues of the characters. There are procedures to solve that.  Here is one, but please do a search as there are a couple ways. 

    @daveso-confused Thank you for the link. I have seen folks mention this method, but it was hard for me to visualize it. The video did the trick.

    My initial times for G8.1F was 1.52.02 min and for G8.1M was 47.81 sec; after loading a careful selection of morphs and pose/expression sets, the times went up to G8.1F 3.37.88 min and for G8.1M to 1.42.78 min. I am going to add more, because I need the characters' skins for created characters. It is sad that we don't have young people yet in G8.1 (ie boys without beards baked into skins). So I have to load more G8 characters and not have access to the facial expressions of G8.1. But it is really easy to just not load pose sets that are duplicates of many others from some of the creators and I found I never used in the past.

    But my experience is influencing my purchasing of characters, morph sets, poses, and hairs. (I found I have quite a few short hair with a part and a slightly longer side on one side. And shaved side hairs.) I am looking for the unique, creative, thoughtful, and considerate of my resources products. 

    Still looking for a Gift Card Sale DAZ!

    Mary

    By

    memcneil70 memcneil70 September 2021 in The Commons
  • Clothing morph assistance

    1) yes, and make sure that you have preserve vertex order on in the import/export options.

    2) you can't delete stuff in a morph

    3) as I said, you can't delete the unwated parts but you should be able to create the morph as you want and hide the upper parts.

    By

    Richard Haseltine Richard Haseltine September 2021 in New Users
  • Celebrity Look-a-Likes for 3D figures part 3

    lface8 said:

    Here's a quick render using ElSinestroUno's Keanu Reeves morph and Mousso's Asher skin.

     

    When dialing in a bit of Asher it makes him looking like a slightly younger Keanu Reeves, I think... 

    By

    maikdecker maikdecker September 2021 in The Commons
  • Clothing morph assistance

    Hi,

     

    I have a set of pants that i'm trying to modify and the geometry editor and mesh grabber aren't enough to do it.  I did a clothing morph a long time ago using instructions from Sickleyield but that was a pretty basic job. I need some help to make sure i remember some of the basic "must do" things and also needed some ideas.

    1) I think when working in Blender on creating the morphs i can only move the verts, i cannot merge verts or add or delete verts correct?

    2) I'm working with a pair of pants, but the only part of it i need are from mid-thigh down to the feet.  The part of the pants from mid-thigh up to the waist i do not need at all so i was thinking delete these verts/faces in Daz3d with the geometry editor.  I cant morph these verts to hide them inside of the body because they would still react to the bones they are painted to. So thats why i figured delete those faces/verts with geo-editor, then export the parts i want and prep them for the morph.

    3) With just the pant legs from mid-thigh down to the feet i'll bring these into Blender and start working on the morph.  The first 3-4 edge loops starting at the top of the pant legs need to match the contour of the characters legs.  So i'll need to move those verts inwards until they are on the legs. So thats what i need to create the morph for.  I'm not moving the verts up and down on the Z axis just front to back and left to right along the X and Y axis until each vert is on the characters leg.  Will the stuff i did in the previous step 2 mess up this step at all?

    hope that all made sense

    By

    unused account - glossedsfm unused account - glossedsfm September 2021 in New Users
  • Help, this is so weird

    Richard Haseltine said:

    Please don't post textured, nude images - and also, please don't reduce the size of screen shots as it makes them harder to read - using Snip And Sketch you could drage out a rectangle over the eyes, or you could zoom in more.

    I couldn't sort out what was happening from thje image, but distorition is most likely down to a character with a correctove morph that is meant to kick in only when the eyes are shut and the character shape is applied; if it applies whenever the eyes are closed then the correction will be aplied when it isn';t needed and will distort the join. Had you installed any new characters just before thiss tarted to happen?

    If you hadn't modified "any of the important files," what had you modified?

    By

    nicollegends nicollegends September 2021 in Technical Help (nuts n bolts)
Previous Next
Adding to Cart…

Daz 3D is part of Tafi

Connect

DAZ Productions, Inc.
7533 S Center View Ct #4664
West Jordan, UT 84084

HELP

Contact Us

Tutorials

Help Center

Sell Your 3D Content

Affiliate Program

Documentation Center

Open Source

Consent Preferences

JOIN DAZ

Memberships

Blog

About Us

Press

Careers

Bridges

Community

In the Studio

Gallery

Forum

DAZ STORE

Shop

Freebies

Published Artists

Licensing Agreement | Terms of Service | Privacy Policy | EULA

© 2026 Daz Productions Inc. All Rights Reserved.