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Daz 3D Forums > Search
  • Missing morph from OBJ file

    margrave said:

    Open the Property Hierarchy pane, select the figure that says the morph was successfully applied to, and filter your search results by the morph's name. You should be able to find it. The author might've flagged it hidden by mistake or something.

     i found it, it wasn't showing up under the name for some reason but i found it in paremeters/morph loader

    By

    Upirium Upirium July 2021 in The Commons
  • Missing morph from OBJ file

    Open the Property Hierarchy pane, select the figure that says the morph was successfully applied to, and filter your search results by the morph's name. You should be able to find it. The author might've flagged it hidden by mistake or something.

    By

    margrave margrave July 2021 in The Commons
  • Rosie and The Winter Wolf

    Yeah, I am truly a die hard Carrara user - and love it! I'm in Daz Studio right now because, when I took the big step to evolve my main characters forward, I realized that I could be using Studio a Lot more to help with efficiency.

     

    Daz Studio may be quite tiresome when it comes to animation (compared to Carrara, I mean - it actually works fine), but it has a wealth of very helpful tools to help us on our way no matter what software we end up using in the end - that is, for folks like me who want to perform our duties using wonderful Daz 3d (and/or similar) content rather than having to make it all ourselves.

     

    This was all starting at a time when I couldn't really use either app much at all because my computer was down for the count.

     

    That gave me time to read and think, draw and make notes. Carrara will run on the lowliest of computers, so I used IrfanView to batch-run all of my texture maps on this horribly under-powered laptop to one-quarter their original size - sometimes even smaller. It didn't matter, quality-wise. I just needed to have a way to test some simple experiments.

    (Long story, so I'll stop there)

     

    So by the time I got my new Ryzen machine built, Carrara was churning along faster than I've ever seen it. What a Dream!!! 

     

    After all of that thinking, deciding, testing, etc., I ended up going with Genesis 1 as my main base figure - for my main characters. Everyone else can be any (any) generation of Daz figure I want them to be. 

     

    I used to just build my Genesis and Genesis 2 (and earlier generations as well) characters directly within Carrara. During my thinking stage, I realized that there's no real way to export a rigged figure from Carrara - not efficiently anyway. So it just made sense to build the characters in Studio and store them in the same library I use to load them into Carrara. Well now everything's really starting to rock!

     

    The downside was that I was really quite illiterate with Daz Studio except for things like using the Content Creation Tools, like Morph Loader Pro, Transfer Utility, the Hexagon Bridge, aniMate 2 (but still only a little, on this one)... I was only using it as a toolkit. And that's fine! But I've now discovered that, getting better at Daz Studio makes my work in Carrara better, easier, faster and more efficient.

     

    All of that said, and the reason I said it - When I started my website I was till in the computer-less stage, working from my laptop. This pile of junk I'm typing on now.

     

    Beginning the way I did, it really started off as a "Carrara" website. I'm glad that I knew I'd be also bringing in topics about Daz Studio and other software, so I built avenues for that into the initial outline, because as I finalize this, first of my animated movies, I'll be expanding into demonstrating how I am currently using both Daz Studio and Carrara with each other as if it was one big studio, with cool side tools like Hexagon and the rest of the cool software it takes to make animated motion pictures.

     

    Do I still favor Carrara over Daz Studio? Well... I'm not sure I ever really did. Yes, I find Carrara to be my favorite software ever - true. But I was there when Daz 3d first started working on D|S and, even though I didn't really come to grips much with those earlier versions, I was really proud of Daz 3d for taking that massive step - and then for pushing, pulling and taking it to become such an advanced tool that it is today! I mean, if you want to make content, Daz Studio is the first tool you need to have!

     

    After spending so much time actually learning and using Daz Studio I am quite convinced that I no longer really have a favorite. I do think it's a Massive misgiving to the CG world to not develop Carrara. As aged as it is technologically, its still doing what it does best better than anything I can think of. It might be possible to find similar lovin' from an app that costs a mortgage, but I'd be willing to bet that Carrara still handles a DS library and Poser runtime better and faster.

     

    But I am now at a point where I love getting to work either whichever of the two works best for the next thing I have to work on - so I'm constantly going back and forth between them - and I love it!

     

    Here are some fun things to consider if you're getting into making CG movies:

    Daz Studio's Content Creation Tools

    Whether you use it for your main characters or not, Genesis 1 Totally ROCKS!!!

    Using Content (or even just browsing the store) to inspire a Story

     

    By

    Dartanbeck Dartanbeck July 2021 in Art Studio
  • Missing morph from OBJ file

    I comissioned a face morph from someone made in Blender, and I saw previews of it being used in DAZ but I can't seem to get it to work.

    I tried both genesis 8 and 8.1 male. it says it was loaded successfully but i can't see the morph anywhere. i tried genesis 2 since i have it making sur eit wasn't accidentally made for genesis 2 and got an error so i'm guessing it was made for 8. i try searching the name of it in morphs and it doesn't show up. i try readding the morph and it tells me the morph already exists.

    what am i doing wrong?

    By

    Upirium Upirium July 2021 in The Commons
  • dForce Dress Situation

    You could always add a morph to roll the edges after a dForce simualtion was run, which is what some PAs do - mada has posted a tutorial on the process.

    By

    Richard Haseltine Richard Haseltine July 2021 in The Commons
  • Texture map/ template

    A morph does not chnage the UVs, so people can use any map (though if the new shape is very different from the original shape the textures may appear stretched or distorted).

    You cannot distribute other's textures, or new textures made in part from others' textures.

    By

    Richard Haseltine Richard Haseltine July 2021 in Daz Studio Discussion
  • Why does Braided Band Hair take 2.3 GB of space?

    Richard Haseltine said:

    PerttiA said:

    Taoz said:

    PerttiA said:

    Taoz said:

    PerttiA said:

    So, what is it actually, that's taking the space on the disk?

    The morphs - 1.1 GB, and the double because they're duplicated.

    Wow... 1.1GB's worth of "move point(xyz) to point(x+0.02,y+0.0001,z-0,008)"... Means that everytime you touch a morph dial, the memory consumption will increase considerably.

    Normally the memory is being released again when the process ends, otherwise you have a memory leak. 

    Maybe I formulated my comment poorly... When you move the dial the first time, that is when the deltas for that morph are read into the memory (as we have been told), which in this case means reading 804034 lines of coordinate information per morph dial... 

    The morph on disc does not store zero deltas (those which don't move a vertex), so most lists will be considerably shorter.

    Ok, so it's different from importing a morph as OBJ.

    That means that movement morphs which only affect a part of the hair, are smaller in size but the fitting morphs (for DO chars) which probably move every vertice, have a bigger effect.

    By

    PerttiA PerttiA July 2021 in The Commons
  • Obj bodysuit not following morphs after transfer - solved

    OK, I so I did not add a step since I was thinking it was not needed.  I am not using it as a full suit, I only need/want the torso.

    • I create a G8F geoshell, that I export to OBJ then re-import.
    • I then use Geom Editor to remove all geometry but the torso, for my specifc applicaiton.
    • I then run the transfer utility from G8F to the OBJ (defaults), but under Morph Targets I add Shaping and Pose, and set Content Type at the bottom to Follower.
    • I end up with a Figure that I can move and morph.
    • I then Fit To G8F (which has morphs applied), and non of the morphs follow.  I see AutoFollow is not checked, and even if I check it...they still don't follow.

    By

    3dOutlaw 3dOutlaw July 2021 in Technical Help (nuts n bolts)
  • Why does Braided Band Hair take 2.3 GB of space?

    PerttiA said:

    Taoz said:

    PerttiA said:

    Taoz said:

    PerttiA said:

    So, what is it actually, that's taking the space on the disk?

    The morphs - 1.1 GB, and the double because they're duplicated.

    Wow... 1.1GB's worth of "move point(xyz) to point(x+0.02,y+0.0001,z-0,008)"... Means that everytime you touch a morph dial, the memory consumption will increase considerably.

    Normally the memory is being released again when the process ends, otherwise you have a memory leak. 

    Maybe I formulated my comment poorly... When you move the dial the first time, that is when the deltas for that morph are read into the memory (as we have been told), which in this case means reading 804034 lines of coordinate information per morph dial... 

    The morph on disc does not store zero deltas (those which don't move a vertex), so most lists will be considerably shorter.

    By

    Richard Haseltine Richard Haseltine July 2021 in The Commons
  • [Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]

    RiverSoftArt said:

    wiktor.fryszka said:

    Hello can anyone here tell me where does the character converter save the morphs it created to? I encountered the same issue where the converted character's neck gets ridiculously streatched out and I can't find the morph that the converter created...  so does anyone know where the converter saves the morphs it creates?

    The converted morphs go in data/DAZ 3D/Genesis 8/Female/Morphs under the FIRST directory for Daz Studio Formats specified in the Content Directory Manager (F2->"Content" tab->"Content Directory Manager..." button)

     Already deleated the morphs from the location you specified and there is still a broken body and head morph remaining any idea where else it might be hiding?

    By

    wiktor.fryszka wiktor.fryszka July 2021 in Daz PA Commercial Products
  • 2 Part Question With Redoing Textures/Lettering & Model Fittings

    1) you could use a dForm to pull the clothing mesh out, or a push modifier, but simply not attaching the Anatomical Elements is the most practical approach - after all they would be pushed around by the clothing anyway. If you have the Body Morph set then it includes a bulge morph that will be transferred to the clothing as if the anatomical elements were pushing against the clothing (indeed, some clothing items will have a bulge morph of their own so that is worth checking).

    By

    Richard Haseltine Richard Haseltine July 2021 in Technical Help (nuts n bolts)
  • Obj bodysuit not following morphs after transfer - solved

    For personal use:

    I am making a Geoshell partial bodysuit, steps. 

    • I create a G8F geoshell, that I export to OBJ then re-import.
    • I then run the transfer utility from G8F to the OBJ (defaults), but under Morph Targets I add Shaping and Pose, and set Content Type at the bottom to Follower.
    • I end up with a Figure that I can move and morph.
    • I then Fit To G8F (which has morphs applied), and non of the morphs follow.  I see AutoFollow is not checked, and even if I check it...they still don't follow.

    I must be missing a step here, but I can't figure it out?

    By

    3dOutlaw 3dOutlaw July 2021 in Technical Help (nuts n bolts)
  • Why does Braided Band Hair take 2.3 GB of space?

    PerttiA said:

    Taoz said:

    PerttiA said:

    Taoz said:

    PerttiA said:

    So, what is it actually, that's taking the space on the disk?

    The morphs - 1.1 GB, and the double because they're duplicated.

    Wow... 1.1GB's worth of "move point(xyz) to point(x+0.02,y+0.0001,z-0,008)"... Means that everytime you touch a morph dial, the memory consumption will increase considerably.

    Normally the memory is being released again when the process ends, otherwise you have a memory leak. 

    Maybe I formulated my comment poorly... When you move the dial the first time, that is when the deltas for that morph are read into the memory (as we have been told), which in this case means reading 804034 lines of coordinate information per morph dial... 

    OK,  I'm not sure how morphs work really.  I can see that every time I move one of the hair's morph dials and release it, memory use goes up a bit and then down again, I assume that's some kind of process involved that starts and then ends.  It just doesn't go down quite to where it were before.  I've tried to move every dial that hair has and after that total DS memory use had increased from 2899 MB to about 3115 MB, and there it stayed for a while. 

    Then there was something else I had to do which too about 15 minutes so I couldn't keep an eye on it, when I got back DS memory use suddenly had dropped to 1851 MB.  But that's probably Windows Memory Management which has moved some data to the page file which it usually does when a program is idle for some time, or if memory use gets close to the limit.  Checking again now it's down at only 805 MB, while DS is using 4046 MB page file. 

    By

    Taoz Taoz July 2021 in The Commons
  • Can I only apply a certain part of the body to another model?

    That depends on the creator, but probably not. You can certainly apply multiple morphs but if they are a single property then you can't be selective about where the morph is applied (for HD moprhs, there are ways to split standard definition morphs).

    By

    Richard Haseltine Richard Haseltine July 2021 in New Users
  • Can I only apply a certain part of the body to another model?

    I'll get straight to the point. For example, I've got a model that has a very detailed face and body morph, but the hands and feet are not that good. On the other hand, I found a pretty standard second model that happens to have very detailed feet and hands. Is it possible to apply just the limps(Feet and hands in my case) of the 2nd model onto the first? I can only apply the full body which I don't want,  just the hands and feet.

    By

    RoarDing RoarDing July 2021 in New Users
  • Smooth clothing except the arms

    OK, I got this to work (needed some help in nuts and bolts):

    1. I create a G8F geoshell, that I export to OBJ then re-import and enable it to be selectable.
    2. I then use Geom Editor to remove all geometry but the torso, for my specifc applicaiton.
    3. I then run the transfer utility from G8F to the OBJ (defaults), but under Morph Targets I add ALL, and set Content Type at the bottom to Follower-Wardrobe-Full Body.
    4. I end up with a Figure that I can move and morph.
    5. I then Fit To G8F (which has morphs applied), and the morphs follow.
    6. Set this as the collision modifier for the Shorts/Shirt...no arms too close don't get wrapped in a shirt!

    There are still a few morphs that don't follow, but they are freebies, so I can manually adjust, or check follow-and resave them as a morph asset.

    You can save the figure as a Support Asset - Figure/Prop Asset for later use, as well.

    By

    3dOutlaw 3dOutlaw July 2021 in New Users
  • So what is a good texture painting app these days?

    chevybabe25 said:

    This all depends on what you are texturing, your interest in learning new software, and your budget.

    If you are texturing clothing, hard surfaces or just trying to alter a skin texture, Substance Painter is where its at.  20 dollars a month with only a small learning curve, and plenty of tutorials online to get you started. It even makes normals and bumps while you paint. How cool is that?

    Zbrush. Meh. Great for sculpting, not my favorite for painting.

    Mari can be intuitive to those that have a lot of experience with Photoshop. The detail you can get  from photos are amazing, it can use Photoshop brushes and it does procedural stuff too. It requires more computer power, hand painting and patience. Last I checked, its free for personal use. 

    Mudbox is a great easy way to transfer photos to figures, and it also has sculpting; similar to zbrush but a smidge different.  I personally like the sculpting more for the finer, detail work., and it s fairly cheap at 10 dollars a month.

    Overall, I believe, for beginners, Substance is probably the easiest and best bang for your buck. 

    Considering I've used Mudbox to paint/draw tattoos on a mesh, would you recommend Substance Painter for that purpose as well? The most recent set I did I was happy to use my new artist screen/tablet as a learning experience for using the tablet and actually drawing in Mudbox rather than using the projection brush. I don't know that I'm looking to do full-blown skin textures (who knows what the future brings), but I'd be interested in doing things like custom scars, etc and maybe even retexturing older assets. My biggest beef with Mudbox is that it's very difficult to wrap tattoos around a mesh, such as a sleeve. As soon as you start to hit the curve of the arm, it goes all sorts of wonky. It does have a project setting but I've never had success with it. Free drawing stuff is a bit easier because you can spin the mesh as you go, but if you're trying to stencil or use the projection brush, it's not very intuitive at all. 
    I also have ZBrush, but when I tried to use that to paint tattoos I almost blew a coronary gasket. The program seems so intuitive for sculpting and baking textures and even easy UV mapping, but for projection painting it felt so convoluted and stupid. 

    By

    MelissaGT MelissaGT July 2021 in The Commons
  • So what is a good texture painting app these days?

    chevybabe25 said:

    This all depends on what you are texturing, your interest in learning new software, and your budget.

    If you are texturing clothing, hard surfaces or just trying to alter a skin texture, Substance Painter is where its at.  20 dollars a month with only a small learning curve, and plenty of tutorials online to get you started. It even makes normals and bumps while you paint. How cool is that?

    Zbrush. Meh. Great for sculpting, not my favorite for painting.

    Mari can be intuitive to those that have a lot of experience with Photoshop. The detail you can get  from photos are amazing, it can use Photoshop brushes and it does procedural stuff too. It requires more computer power, hand painting and patience. Last I checked, its free for personal use. 

    Mudbox is a great easy way to transfer photos to figures, and it also has sculpting; similar to zbrush but a smidge different.  I personally like the sculpting more for the finer, detail work., and it s fairly cheap at 10 dollars a month.

    Overall, I believe, for beginners, Substance is probably the easiest and best bang for your buck. 

    It is nice to hear from your perspective, thanks. Have you by chance tried 3DCoat?

    Looks like Mari is more than I'm willing to spend. Also, I would prefer to avoid a subscription, which is why I am looking at the Steam Substance Painter and 3DCoat. But if really makes a difference, I might try a sub out for a while if I am not locked into a contract.

    By

    outrider42 outrider42 July 2021 in The Commons
  • So what is a good texture painting app these days?

    This all depends on what you are texturing, your interest in learning new software, and your budget.

    If you are texturing clothing, hard surfaces or just trying to alter a skin texture, Substance Painter is where its at.  20 dollars a month with only a small learning curve, and plenty of tutorials online to get you started. It even makes normals and bumps while you paint. How cool is that?

    Zbrush. Meh. Great for sculpting, not my favorite for painting.

    Mari can be intuitive to those that have a lot of experience with Photoshop. The detail you can get  from photos are amazing, it can use Photoshop brushes and it does procedural stuff too. It requires more computer power, hand painting and patience. Last I checked, its free for personal use. 

    Mudbox is a great easy way to transfer photos to figures, and it also has sculpting; similar to zbrush but a smidge different.  I personally like the sculpting more for the finer, detail work., and it s fairly cheap at 10 dollars a month.

    Overall, I believe, for beginners, Substance is probably the easiest and best bang for your buck. 

    By

    chevybabe25 chevybabe25 July 2021 in The Commons
  • Why does Braided Band Hair take 2.3 GB of space?

    Taoz said:

    PerttiA said:

    Taoz said:

    PerttiA said:

    So, what is it actually, that's taking the space on the disk?

    The morphs - 1.1 GB, and the double because they're duplicated.

    Wow... 1.1GB's worth of "move point(xyz) to point(x+0.02,y+0.0001,z-0,008)"... Means that everytime you touch a morph dial, the memory consumption will increase considerably.

    Normally the memory is being released again when the process ends, otherwise you have a memory leak. 

    Maybe I formulated my comment poorly... When you move the dial the first time, that is when the deltas for that morph are read into the memory (as we have been told), which in this case means reading 804034 lines of coordinate information per morph dial... 

    By

    PerttiA PerttiA July 2021 in The Commons
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