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  • LIVE! In the store NOW!! LowPi - the Low Poly Figure, and Crowd Creator Scripts

    barbult said:

    These are just personal notes, not intended to be shared as a tutorial, but they might help you. 

    Create skin wearable for LowPi:

    Load LowPi and dial the hidden clone morph of the skin you want to use (G9, for example)
    Load the base character of the generation of skin you want to use (G9, for example)
    Pose, scale, morph the character to match LowPi as closely as reasonably possible.
    Set character to Mesh Resolution Base.
    Export the character (only the character) to OBJ.
    Import the OBJ
    Use transfer utility to rig the character OBj to LowPi. From LowPi Current Shape to Character OBJ, no template, Reverse Source shape from target, parent to source figure.
    Select LowPi and dial out clone.
    Since importing an OBJ with materials doesn't really import the Iray Uber channels completely, copy all surfaces from the original character (Genesis 9, for example) and paste those surfaces onto the new character rigged and parented to LowPi.
    Select rigged character now parented to LowPi.
    Run V3D Scene Optimizer to reduce the 4K skin Maps to 1K.
    Save as Figure/Prop Assets
    Delete rigged character now parented to LowPi.
    Select LowPi and load the asset just saved.
    Click the visibility eye icon to hide LowPi hip and all hip children in the scene.
    File/Save As/Wearable(s) Preset.
    Choose a folder to save in and a name for the wearable.
    (A Wearable(s) Preset Save Options dialog pops up) Make sure that the Genesis 9, and nothing else, is checked on the Wearable tab (it should be by default).
    Activate the Other tab in the Wearable(s) Preset Save Options Dialog.
    Check "Include Other Settings in Preset".
    Uncheck LowPi and click the triangle to expand the LowPi hierarchy.
    Click the triangle to expand the Display hierarchy.
    Check the [P] Visible box.
    Click Accept.
    To create various character skins (not shapes) apply a G9 character skin material to the G9 wearable. (If it is a hierarchical material preset, you will have to load a real G9 and apply the skin to it and then copy all the surfaces and paste all the surfaces to the G9 wearable.)
    Run V3D Scene Optimizer to reduce the 4K skin Maps to 1K.
    File/Save As/Material(s) Preset. Select a folder and filename for the character skin preset and Accept.

    Notes:

    Sometimes the saved skin asset needs to be helped in Blender or other modeling app, to fix distorted fingers (G8 had this problem pretty bad.)

    Sometimes LowPi geoshell clothing doesn't fit over the wearable skin, because the wearable skin is a little larger than LowPi in certain places. A modeling app like Blender can be used to fix that.

    Sometimes with female conversions, the breasts are a problem. I used Blender to shrinkwrap the converted G8F to LowPi and tweaked the size from there.

    When reimporting as a morph I create a dformer to attenuate the shrinked OBj so it doesn't import the head, hands or feet changes.

    This is very helpful, thank you so much! Although there are still some issues with posture and fingers, I think I can figure it out with a little more time. This is the first time I've successfully loaded so many characters into a scene and rendered it. I wish an artist could develop such a tool. Thanks again, and have a nice trip. 

    By

    AsuCafe AsuCafe July 12 in Daz PA Commercial Products
  • editing geometry on one figure affects another?

    Whem you edit the geometry you are editing the underlying asset that is refrenced by all items using it, so all Genesis 9 characters in this case. There are two ways around this. One is to save as a new asset (File>Save  As>Suport Assets>Figure/Prop Asset), which is usually fine for props and so on but can be a problem with figures since they will no longer have the correct metadata and will not "see" new content for the base figure. Another option is to implement the change in a way that can be cotnrolled at the figure level - for example you could use the Joint  Editor to add a new bones, and then in the Tool settings pane select your HIDE ME group as its selection group (top-right); then you can switch the visibilities around on each figure using just the bone visibility setting.

    By

    Richard Haseltine Richard Haseltine July 11 in Technical Help (nuts n bolts)
  • BJ Shelf (Commercial)

    I am extremely happy with this purchase, in fact I had been waiting for such tool already for years!!!

    I learnt about the CTRL-Click functionality only here in the forum, thank you so much for bringing this to my attention!

    I have a little request for a next version update: working with multiple shelf databases I frequently switch from one to the other. Can't it be made possible to make switching between different databases a little more secure? If I had added items previously and forgot (or was interrupted by real life nonsense :-)) to export the altered database, then next time when I import another database I am at risk losing my latest changes. So, if changing databases becomes a frequently used feature (which I strongly recommend to do) then the import functionality should automatically first update the currently loaded database (remembering the database filename which was last loaded), and only then delete it and replace it with the new desired database?

    Thank you so much for developing this most needed tool to finally recover control over my huge asset collection!!!

    By

    Bytefactory3d_96baa93fa3 Bytefactory3d_96baa93fa3 July 11 in Daz PA Commercial Products
  • LIVE! In the store NOW!! LowPi - the Low Poly Figure, and Crowd Creator Scripts

    These are just personal notes, not intended to be shared as a tutorial, but they might help you. 

    Create skin wearable for LowPi:

    Load LowPi and dial the hidden clone morph of the skin you want to use (G9, for example)
    Load the base character of the generation of skin you want to use (G9, for example)
    Pose, scale, morph the character to match LowPi as closely as reasonably possible.
    Set character to Mesh Resolution Base.
    Export the character (only the character) to OBJ.
    Import the OBJ
    Use transfer utility to rig the character OBj to LowPi. From LowPi Current Shape to Character OBJ, no template, Reverse Source shape from target, parent to source figure.
    Select LowPi and dial out clone.
    Since importing an OBJ with materials doesn't really import the Iray Uber channels completely, copy all surfaces from the original character (Genesis 9, for example) and paste those surfaces onto the new character rigged and parented to LowPi.
    Select rigged character now parented to LowPi.
    Run V3D Scene Optimizer to reduce the 4K skin Maps to 1K.
    Save as Figure/Prop Assets
    Delete rigged character now parented to LowPi.
    Select LowPi and load the asset just saved.
    Click the visibility eye icon to hide LowPi hip and all hip children in the scene.
    File/Save As/Wearable(s) Preset.
    Choose a folder to save in and a name for the wearable.
    (A Wearable(s) Preset Save Options dialog pops up) Make sure that the Genesis 9, and nothing else, is checked on the Wearable tab (it should be by default).
    Activate the Other tab in the Wearable(s) Preset Save Options Dialog.
    Check "Include Other Settings in Preset".
    Uncheck LowPi and click the triangle to expand the LowPi hierarchy.
    Click the triangle to expand the Display hierarchy.
    Check the [P] Visible box.
    Click Accept.
    To create various character skins (not shapes) apply a G9 character skin material to the G9 wearable. (If it is a hierarchical material preset, you will have to load a real G9 and apply the skin to it and then copy all the surfaces and paste all the surfaces to the G9 wearable.)
    Run V3D Scene Optimizer to reduce the 4K skin Maps to 1K.
    File/Save As/Material(s) Preset. Select a folder and filename for the character skin preset and Accept.

    Notes:

    Sometimes the saved skin asset needs to be helped in Blender or other modeling app, to fix distorted fingers (G8 had this problem pretty bad.)

    Sometimes LowPi geoshell clothing doesn't fit over the wearable skin, because the wearable skin is a little larger than LowPi in certain places. A modeling app like Blender can be used to fix that.

    Sometimes with female conversions, the breasts are a problem. I used Blender to shrinkwrap the converted G8F to LowPi and tweaked the size from there.

    When reimporting as a morph I create a dformer to attenuate the shrinked OBj so it doesn't import the head, hands or feet changes.

    By

    barbult barbult July 11 in Daz PA Commercial Products
  • Render your buys! Use buys from the current month and the previous month of sales

    memcneil70 said:

    Elor said:

    memcneil70 said:

    @Elor, first, lovely picture.

    Second, I was able to download 13 of yomiru's freebies from CGShare's site before it closed but when I tried to use Content Wizard to install them they failed. I tried to manually do it and still failed. May I ask you how you installed yomiru's files into Daz Studio? I love her(?) work and would really like to be able to install and use it.

    Hello,

    Thank you :)

    I'm installing them manually (before creating metadata for them using the editor provided by Daz, and creating thumbnails and icons) and so far, I don't remember having a problem to use them (outside of not seeing that some morphs are dialed by default or that simulation data were saved, at least not before spending the time needed to create morphs for the character I'll use for the thumbnails and icon…).

    Do you have some name?

    I should have everything shared on ShareCG and I could check on my end if I have the same problem?

     

    Thank you @Elor, I tried the Duffle for G9 again manually and was able to successfully put it into 'My DAZ 3D Library' with my other non-DAZ store items. I had a few hick-ups due to doing this first thing after waking up, but I will continue after breakfast and waking up fully. I hope this artist continues somewhere else.

    Mary

    They are now at Rendo https://www.renderosity.com/users/yomiuri

    By

    Lorraine Lorraine July 11 in The Commons
  • Render your buys! Use buys from the current month and the previous month of sales

    Elor said:

    memcneil70 said:

    @Elor, first, lovely picture.

    Second, I was able to download 13 of yomiru's freebies from CGShare's site before it closed but when I tried to use Content Wizard to install them they failed. I tried to manually do it and still failed. May I ask you how you installed yomiru's files into Daz Studio? I love her(?) work and would really like to be able to install and use it.

    Hello,

    Thank you :)

    I'm installing them manually (before creating metadata for them using the editor provided by Daz, and creating thumbnails and icons) and so far, I don't remember having a problem to use them (outside of not seeing that some morphs are dialed by default or that simulation data were saved, at least not before spending the time needed to create morphs for the character I'll use for the thumbnails and icon…).

    Do you have some name?

    I should have everything shared on ShareCG and I could check on my end if I have the same problem?

     

    Thank you @Elor, I tried the Duffle for G9 again manually and was able to successfully put it into 'My DAZ 3D Library' with my other non-DAZ store items. I had a few hick-ups due to doing this first thing after waking up, but I will continue after breakfast and waking up fully. I hope this artist continues somewhere else.

    Mary

    By

    memcneil70 memcneil70 July 11 in The Commons
  • Character creator to DAZ (character only !!)

    That's right, you have no way to directly import character mesh from CC into DS, as a morph, by using Morph Loader Pro, because the geometry (vertices count) doesn't match.

    In such a case, the usual way is to use the software: Faceform Wrap to wrap the character mesh exported from CC (fixed geometry) with a G8 mesh (floating geometry). Then import that G8 mesh as a Morph into DS ~

    Edit: There're a few tutorials on youtube, or firstly check : https://www.versluis.com/tag/wrap/

    as well as some tricks of using Wrap in here:
    https://www.daz3d.com/forums/discussion/662696/issue-with-some-poses-after-creating-a-new-face-morph/p1
    https://www.daz3d.com/forums/discussion/658421/question-for-the-wrap-app-users

    By

    crosswind crosswind July 11 in Daz Studio Discussion
  • Character creator to DAZ (character only !!)

    I don't think it's possible to export from Character Creator 5 to DAZ Studio 4 or 6.

    Firstly, there is no direct import or export from and to DS format. To bring a DS model into Character Creator 5 (or vice versa) it has to be converted to an FBX file first. 

    Secondly, If you import a DAZ figure into Character Creator 5, CC5 doesn't keep the original DAZ geometry. Instead, it automatically converts the shape and texture of the DAZ Studio model to the CC5 model, making it a CC5 morph. Unfortunately, it does't work the other way. It won't convert its geometry to DAZ Studio geometry on export, which is what you want to do.. 

    Nevertheless, Character Creator 5 (and IClone 8) are far stronger for animation than DAZ Studio 4 or 6. I'm not sure if I can post a link, but I'll try.. Here's a video of importing DAZ content into CC5.

    By

    Deecey Deecey July 10 in Daz Studio Discussion
  • Render your buys! Use buys from the current month and the previous month of sales

    memcneil70 said:

    @Elor, first, lovely picture.

    Second, I was able to download 13 of yomiru's freebies from CGShare's site before it closed but when I tried to use Content Wizard to install them they failed. I tried to manually do it and still failed. May I ask you how you installed yomiru's files into Daz Studio? I love her(?) work and would really like to be able to install and use it.

    Hello,

    Thank you :)

    I'm installing them manually (before creating metadata for them using the editor provided by Daz, and creating thumbnails and icons) and so far, I don't remember having a problem to use them (outside of not seeing that some morphs are dialed by default or that simulation data were saved, at least not before spending the time needed to create morphs for the character I'll use for the thumbnails and icon…).

    Do you have some name?

    I should have everything shared on ShareCG and I could check on my end if I have the same problem?

     

    By

    Elor Elor July 10 in The Commons
  • Does 'Delete' for products on 'Content Library' tab 'Uninstall' the product?

    No, it is deleting the metadata not the actual files.

    Although the CMS database is a PostgreSQL database, and could be edited, direct editing is not supported and may go wrong.

    By

    Richard Haseltine Richard Haseltine July 10 in Technical Help (nuts n bolts)
  • Weird error loading old duf file

    2026-07-09 15:01:40.537 [WARNING] :: Could not resolve: /E:/DAZ3D/2 Statue Rentals/Reusables/anna statue in restaurant.duf

    That's the file I picked from the Merge File Dialog. It loaded the assets. They are the viewport and scene panel. The logs say the worked on loading it: But I got the big "Could not find: filename" dialog with the name of the duf file that it just loaded. Anyone seen this before? Am I in file a ticket territory or restart Daz territory. This is Daz 6.

    It loaded into Daz 4 without popping up the warning.

    2026-07-09 15:00:26.723 [INFO] :: Prepare asset load (merge): /E:/DAZ3D/2 Statue Rentals/Reusables/anna statue in restaurant.duf
    2026-07-09 15:00:26.723 [INFO] :: Locking viewport redraw...
    2026-07-09 15:00:26.724 [INFO] :: Viewport redraw locked.
    2026-07-09 15:00:26.857 [VERBOSE] :: Native format content directories: 3
    2026-07-09 15:00:26.857 [VERBOSE] :: Poser format content directories: 1
    2026-07-09 15:00:26.857 [VERBOSE] :: Other import format content directories: 0
    2026-07-09 15:00:26.857 [INFO] :: Begin asset load (merge): /E:/DAZ3D/2 Statue Rentals/Reusables/anna statue in restaurant.duf
    2026-07-09 15:00:27.114 [INFO] :: Determining missing assets...
    2026-07-09 15:00:29.959 [INFO] :: Setting textures...
    2026-07-09 15:00:30.137 [INFO] :: Scanning for addons...
    2026-07-09 15:01:02.001 [INFO] :: Creating node geometry...
    2026-07-09 15:01:02.026 [INFO] :: Creating UV sets...
    2026-07-09 15:01:02.026 [INFO] :: Creating materials...
    2026-07-09 15:01:14.398 [INFO] :: Resolving legacy figures...
    2026-07-09 15:01:14.398 [INFO] :: Preparing modifiers...

     

    By

    jmucchiello jmucchiello July 9 in Technical Help (nuts n bolts)
  • Any Advanced Magnet Deformer Tutorials?

    As for : How to create morphs from them and mirror them between limbs directly in Daz Studio:
    0) Firstly, dform the target mesh by using dFormer(s) as others said. Then open dFormer plugin via: Window > Panes > DForm. (screenshot 1)
    1) Check the options : Delete Applied D-Former(s), Apply Spawned Morph, click Spawn Morph... button. Name the morph (e.g. dForm Left Shin). Accept. (screenshot 2)
    (* Be noted that you can keep the dFormers by unchecking Delete Applied D-Former(s)... but you need to zero the DForm dial on the figure after creating the morph...)
    2) Set the figure's Resolution Level to Base, export the figure to OBJ file via File > Export... Name it for the other side, e.g. dForm Right Shin... (screenshot 3)
    3) Import the OBJ file via: Edit > Figure > Shape > Morph Loader Pro... by using the settings in (screenshot 4)
    4) Dial the imported morph to check the symmetrical mesh on both sides... (screenshot 5)

    By

    crosswind crosswind July 8 in The Commons
  • Smart Enhancing System - Breast Control for G9 Bad Install?

    "—" is a Unicode character... DIM doesn't support Unicode / special characters in the folder name and file name for installation...  that's why DSF / DUF files in the package cannot be correctly installed.

    If you want to install the package with DIM, you have to unzip the package, replace "—" with "-" in the folder names under data folder / People folder, etc., Manifest.dsx and metadata dsx file...

    Besides, "—" character in all DSF files have to be replaced with "-" as well (batch replace with Notepad++)... otherwise ERC links will be broken ~

    PAs shouldn't name folders / files with any Unicode or special characters.

    By

    crosswind crosswind July 7 in The Commons
  • Diffeo: Problems with instances

    Wow - that got complicated quickly!
    Thanks for looking into this, Padone.
    I'll try your suggestions.

    Update:
    I matched the Bump Distance for the 3 road materials as you suggested and that did fix the artifacts.
    And not merging the materials during import seems to have fixed the missing Default UVs issue.
    Do you usually leave that setting unchecked?

    Thank you very much Padone!

    By

    DrGonzo62 DrGonzo62 July 6 in Blender Discussion
  • How do I use "fpe-universal-horns" on certain G8.1 monsters?(Resolved)

    crosswind said:

    You want to fix Auto Follow FHM (Full Head Morph) on the horns by using external sofware e.g. Blender / ZBrush, or even Mesh Grabber in DS. 

    Like the example of using horns on a War Goblin:
    1) Show Hidden Properties in Parameters pane, zero FHM > WarGoblinHD on the left horn. I roughly fixed it by using Mesh Grabber (screenshot 1)
    2) Export the horn to OBJ with Base Resolution with the same Name of WarGoblinHD. Reset the FHM. Clear Delta with Mesh Grabber (screenshot 2)
    3) Import OBJ file to update WarGoblinHD by using Morph Loader Pro.  (screenshot 3)

    Done ~ (screenshot 4) Then fix the horn on the right in the same way...

    The horns will have different deformation on different characters, the principle is to firstly zero the Auto Follow FHM, then move the horns to the right position.

    Finally, save Modified Assets of the fixed FHM properties.

     

    Thank you for your reply. This is a little complicated for me; I'll have to find time to look into it. 

    By

    AsuCafe AsuCafe July 6 in Technical Help (nuts n bolts)
  • Diffeo: Problems with instances

    Hi Padone,
    Does it look like the Road material from my import is missing the default UVs?
    I can't tell.

    By

    DrGonzo62 DrGonzo62 July 5 in Blender Discussion
  • Diffeo: Problems with instances

    Nope, I don't get those white lines in the street, not in rendering nor in the viewport. Test scene provided. You can try my scene or share yours.

    my steps:

    1. import the test scene and render

    The issue with promenade is because it uses morphs, so can't work with unmorphed. For scene using morphs you can import as dbz, then it works fine.

    By

    Padone Padone July 5 in Blender Discussion
  • How do I use "fpe-universal-horns" on certain G8.1 monsters?(Resolved)

    You want to fix Auto Follow FHM (Full Head Morph) on the horns by using external sofware e.g. Blender / ZBrush, or even Mesh Grabber in DS. 

    Like the example of using horns on a War Goblin:
    1) Show Hidden Properties in Parameters pane, zero FHM > WarGoblinHD on the left horn. I roughly fixed it by using Mesh Grabber (screenshot 1)
    2) Export the horn to OBJ with Base Resolution with the same Name of WarGoblinHD. Reset the FHM. Clear Delta with Mesh Grabber (screenshot 2)
    3) Import OBJ file to update WarGoblinHD by using Morph Loader Pro.  (screenshot 3)

    Done ~ (screenshot 4) Then fix the horn on the right in the same way...

    The horns will have different deformation on different characters, the principle is to firstly zero the Auto Follow FHM, then move the horns to the right position.

    Finally, save Modified Assets of the fixed FHM properties.

     

    By

    crosswind crosswind July 5 in Technical Help (nuts n bolts)
  • Diffeo: Problems with instances

    Hi,
    I'm trying to import the DAZ Road to nowhere asset into Blender, but I'm getting artifacts after the import.

    This assets uses instances and I've noticed problems with importing such assets before, like some of the instances don't line up correctly.
    The other asset I'd noticed that with is Along the Prom. Some sections of the street don't line up and I had to move them into the right spots.
    Is there a way to fix this? With Road to nowhere, I can't figure out how to get rid of the lighter rectangles.

    Thanks!
     

    By

    DrGonzo62 DrGonzo62 July 5 in Blender Discussion
  • New hard drive

    I suggest you simply merge two libraries into one library on the new drive... reinstalling product or resetting database + re-importing metadata will nearly help nothing with "cleaning garbage" in cms.  Then re-configure CDM.

    Bear in mind that most of the "garbage" (wrong assignment of content type /categories, redundant / duplicated categories, LOST AND FOUND, broken references...etc. etc) in cms came from metadata in the product packages, if you do not fix them from the origin, re-install / re-import will just bring them back...

    As for Custom Actions that use absolute locations of DUF/DSA/DSE as well as folders..., you can simply replace the drive letter / path in: %appdata%\DAZ 3D\Studio4\customactions.dsx by using Notepad++. Then new library won't break anything related to custom actions in Scripts / Favorites, etc.

    Edit: As for the "garbage" in LOCAL USER (if that's the case you have, mostly...), you can easily fix them in LOCAL USER.

    By

    crosswind crosswind July 4 in Technical Help (nuts n bolts)
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