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Animated simulations
Export as OBJ, at base resolution and making you you don't get any extras like Rigid Follow Nodes, then import as a morph.
Fixing corrective morph issue on (merged) geograft on diffeomorphic [FIXED]Importing the daz favorites also tries to retrieve missing morphs for the favorites you have selected in daz studio, this may work fine or not depending on the favorites you have selected and where they are located in the daz content library. In general you select a few favorites for the shapes you need for animation, then import hidden morphs as custom morphs.
Fixing corrective morph issue on (merged) geograft on diffeomorphic [FIXED]Alright, thanks a lot to both of you :)
So this seems to be fixed, there isn't any more weird deformation when I bend the figure's thigh. However, all I did was import with DAZ favorites, I didn't do the import custom morphs part... I also don't see the "BC_" morphs in the shape keys list, yet, again, the bends work fine. Is there something I'm missing here?
Thanks again :)G9 MHX - weird toe twists with feet in high heels poseFrom your picture I can tell you're using a old version of the addon, again please update as there's many recent fixes for mhx and rigify, you need to update both the addon and the mhx runtime. Tried here with tweak bones and works fine.
p.s. Also it is no more necessary to keep the daz rig as mhx alone works fine to export back to daz, while rigify is more limited to import daz poses but works fine for export. In both cases the figure needs to be unlocked in daz studio to be able to import the IK features.
https://diffeomorphic.blogspot.com/2025/12/diffeomorphic-add-ons-version-500.html
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Rigging
Geograft expolading morph?More messing around
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Test.... too many to count - Gen 9
* restart daz to start fresh
* load gen 9. Nothing but gen9. Remove eyes/brows/lashes/mouth/tear
* Set resolution to base with subd to 0
* Export
1% scale
x = x, y = y, z = z
ignore invisible nodes (on)
use bone welds / remove unused verts / triangulate n-gons (off)
write uv coordinates (on)
collapse uv tiles (off)
write normal/faces/polylines/separate objects (on)
filter objects (on, selected roots)
write groups (use nose names, on)
write surfaces (original, on)
write material libary (on)
quote paths containing spaces (on)
* Import into blender, reset operator presets so the settings are
scale 1%
clamb bound (0)
forward axis (-z)
up axis (y)
split by object (on)
split by group/vertex groups (off)
validate meshes (on)
* Blender export:
selection only (on)
scale (1%)
forward axis (-z)
up axis (y)
uv coordinates/normals (on)
colors/curves as nurbs/triangulated mesh (off)
apply modifiers (on)
object/material/vertex/smooth groups (all off)
* Daz morph loader pro import:
x = x, y = y, z = z
primary figure (vertex only)
Create control (no)
Reverse deformations (yes)
overwrite existing (make unique)Import Success. Zero issues.
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Dictator no G9. A new scene was made and dictator was loaded directly into it. Instead of removing eyes/eyebrows/etc I removed the texture shells.
**Exact** same settings as above = Geometry did not match.
Changing primary (vertex only) to primary figure from graft (facet order) = Mesh explodes
Turning off "Ignore invisible nodes" + Primary figure (vertex only) = Geometry did not match.
Turning off "Ignore invisible nodes" + primary figure from graft (facet order) = Mesh explodes-----
**Exact** same settings as the base g9 test. Geometry did not match. Changing primary (vertex only) to primary figure from graft (facet order) = Error (Facet count mismatch - base does not equal target (33568 != 8636)), error (matching facets), Warning (geometry did not match).
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Same test as above but both g9 and the graft were exported together. = same warnings.
Fixing corrective morph issue on (merged) geograft on diffeomorphic [FIXED]That's correct. I got the same result as padone had. As I said above, only Auto Follow stardard pJCMs can be transferred via Diffeo but this AP is a unique product. The vendor made quite a few non-standard corrective morphs (MCMs) as well as Pose Control properties for joint rotation correctives.
You have to separtely import custom morphs to make the correctives work as expected ~~
Geograft expolading morph?Not to sound rude or ungreatful for the help (I'm not) but.... everything you asked me is answered in my post.
---"You worked on the geograft per se without fitting it on G9 ?"
I've tried:
- Gen 9 with *geograft* no shells
- gen 9 with *geograft* and shells
- *geograft* alone
- *geograft* with shells
As stated, I've tried with it fitted and with it *unfitted*, with the shells and without the shells, every combo you can think of I've tried. The numbered list 1-7 is, as evident by the above, one attemt of many. Using an unfitted graft is not the defult, nor all that I have tried.
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The screen shot you linked is identical to what I described save for the size - 1% vs 100% - which I've *always* used 1% instead of a 100 as it saves me the issue of scaling it in blender.
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"don't understand why you adjusted Y/Z and what you adjusted..."
In your own image you have the "corrected" y/z axis. Anyone who has even looked at the output settings knows, this is not the defult. You have to manually FIX them; i.e swapping the two. This was self explianatory.
Again, I don't mean to sound rude or bitchy, but my inital post answered all of these. And all that said I'm thinking is something with my blender import/export as texting with the base g9 (load g9. Set base resoultion, 0 subD, export, instantly import as mesh without touching blender causes) no issues. What could be wrong with blender IDK as the import settings I listed is the "operated presets" - same ones I've always used
Geograft expolading morph?Okay, I've been fighting this all day, so its time I got some help. I am trying to make a moraph for a gen 9 geograft, spefically an adult product. Here's what I've been doing/trying/ my settings/ etc.
- Load up the graft and remove the shell's so the only thing I'm working with is the graph itself.
- Export with these settings - Adjust Y/Z so they match blenders. Scale is set to 1%. Ignore invisible nodes/ use bone weilds/ remove unused verts/ triangualte n-gons/ and collapse uv tiles are all UNCHECKED. The only thing with a checkmark are write uv coordinates/normals/faces/polylines/seperateobjects/groups/surfaces.
- Import into blender 4.3.2 with these settings - scale 1, clamp bounding box 0, forward axis -z, up axis y. Split by object/group are UNCHECKED, while vertex groups/validatemeshes are checked.
- make my morph using sculpt mode (only using smooth and grab)
- Export from blender with these settings - selection only, scale 1%, forward axis -z, up axis y. Colors/ curves as nurbs/ triangualte mesh/ apply modifiers/ object groups/ material gropus/ smooth groups/ pbr extensions are UNCHECKED, while UV coordianates/ normals/ vertex groups are checked.
- Go back to daz where the only thing in the scene is the geograft.
- Morph loader pro import settings: scale is 100%, and again the y/z axis's have been fixed. Load morphs for: Primary figure from graft (I tried "primary figure (vertex only)" and got geomerty did not match, failed to create morph.) Set Create control property to "yes" and overwrite existing is set to "deltas only". Nothing else is touched.
Morph imports fine but when trying to use it, I get explosion hell, which means I am clearly doing something wrong.
Am I exporting it wrong? I've tried:- Gen 9 with geograft no shells
- gen 9 with geograft and shells
- Geograft alone
- Geograft with shells
- shells alone
- adding the morph to Gen9
- adding it to the geograft
- adding it to the shells
- using Primary figure (vertex only)
- using primary figure from graft
- Changing the scale
- using one, both or all of - create control property, reverse deformations, overwrite existing - in morph loader pro
- Checking/unchecking different settings in Daz's exporter.
- checking/unchecking different settings in Blenders import/export
Some one help me out here, please, because this is driving me nuts. I've made morphs before for gen 8 but clearly with geograft/gen9 there's something I'm missing.
Edit fixed spelling on "geograft"
Create a new morph with different max value from existing one.In the simplest case, export at 125%, use a morph loader to import that as a new morph. But of course you will then need to do the same with any corrective morphs, and reconnect them, and with rigging adjustments.
Fixing corrective morph issue on (merged) geograft on diffeomorphic [FIXED]Only standard morphs are transferred automatically, if the geograft is using custom morphs you have to import them apart. In general we don't want to import all the geograft morphs in blender, but only those we need for animation. One way to be aware what morphs we need is to select "show hidden properties" and "currently used" in the daz studio parameters pane. I gave it a try and seems to work reasonably well here, however, I'd not recommend using this product for blender as it is extremely complex, and the custom rig won't work anyway, the morphs work fine without the rig though.
steps:
- in daz studio select some favorites for the AP morphs you want to import
- import with G8 preset + daz favorites
- import the custom morphs from the AP folder
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Morphs
G9 MHX - weird toe twists with feet in high heels poseThanks to your feedback I was able to track the issue down to my current Blender 4.5 preferences.
A clean 5.0 install without importing preferences does not have this issue anymore.Thanks to you I knew where to look and getting it fixed.
Not sure how my preferences keep getting messed up. Not too long ago I had to start over because I couldn't get the hand-dialups to import properly.
Could be another addon causing issues I suppose.G9 MHX - weird toe twists with feet in high heels poseTried your test pose on blender 4.5.5 and 5.0, with the latest diffeomorphic version I linked above, it works fine here, no idea what may be wrong on your side. Tried with and without jcms. Again unless there's specific steps to follow to trigger the issue.
What are your global settings and import options ?
G9 MHX - weird toe twists with feet in high heels poseThanks for checking, Padone!
I just tried it on a different machine using only the Heeled shoe pose control and I'm getting the same result after I click "Snap FK All".
I'm still on 4.5.1, so I'll update one of my systems to Blender 5 and see if that is indeed the issue.
I've also added the DAZ scene I used for the import in case things go wrong for me in DAZ already.As always - thanks for your feedback!
There are so many moving parts in all of this that an outside perspective is invaluable.Fixing corrective morph issue on (merged) geograft on diffeomorphic [FIXED]Actually, I'm asking and posting this because they DON'T work. First picture is the figure imported with figure and graft not merged - you can see the figure looking normal, and the geograft bulging and deforming underneath. Second picture is the figure exported with geografts merged so you can see the issue better.
You can actually reproduce this on the DAZ Studio side by bending the thigh forwards, and then disabling the "BC_ThighBendFrontHalf_L" morph (hidden property). The geograft is "Advanced Pussy G8".
I assumed the "BC" at the beginning of the morph's name could stand for "Baked Corrective" so I ticked that when importing on Blender, but that didn't do anything.
EDIT: I'm activating the "import JCMs" option when I import to Blender. I tried ticking all the import options and the G8 preset as well.
G9 MHX - weird toe twists with feet in high heels poseI can't reproduce the issue here, tried with a heel pose by 30 degrees on foot and toes. Unless it happens only with a specific heel pose. Eventually you can upload the heel pose for us to test.
my steps:
- in daz studio load G9 and make a heel pose by 30 degrees on foot and toes
- import in blender and convert to mhx
- set fk all
- snap fk all
update. Oops .. I see you posted settings for the heel pose in the first picture, tried with your settings but again works fine here, unless there's specific steps. Be sure to update both diffeomorphic and the MHX runtime.
https://diffeomorphic.blogspot.com/2025/12/diffeomorphic-add-ons-version-500.html
I have eliminated all PA folders!jmucchiello said:
I've never figured this out. Smart Content will use Daz Connect to download things. If you mix connect and DIM, you can end up with duplicate content and Database errors. At least, that's what happened to me. For all I know, the duplicates were just mistakes as we see sometimes when something slips past QA. I don't know. I just don't like how the smart content panel works compared to the way content library is file system based.
Yes, installing through both DIM and Connect will not throw file errors. Smart Content is just a way to view installed content with full metadata, however it was installed.
Fixing corrective morph issue on (merged) geograft on diffeomorphic [FIXED]Hey there,
So I'm having this issue with a geograft on Blender, after importing it from DAZ using diffeomorphic. Basically, this geograft comes with its own corrective morphs, because it extends to the thigh. However, those don't seem to get imported when I import the character on Blender. Does anybody know how I can import those morphs, and how to set them up properly? Thanks in advance for your answers.
G9 MHX - weird toe twists with feet in high heels poseHi,
When I Easy Import a G9 figure with the feet in high heels position and convert it to MHX, I'm getting strange twists of the toe.fk.R (or L) bones once I hit "Snap FK all".
I don't have that issue with G8 and the feet in high heels position.Anyone else having this issue?
Thanks!
A: Default G9 DAZ setup
B: Imported with Diffeo
C: FK controllers after import
D: After "Set FK All"
E: After "Snap FK All"Can we disable the 'HIDDEN' material feature in Diffeomorphic imports?When I import clothing, sometimes a pair of pants will double as a pair of shorts using transparancy. When these come into Blender using Diffeomorphic, it takes some time reassigning materials to the hidden zones of the clothing. Just wondering if there was a setting to disable the creation of the 'HIDDEN' materials for these objects? I've tried a few but couldn't find anything.
I have eliminated all PA folders!Ron Knights said:
I'm a Luddite. I think all that work could be eliminated by just using a more sensible way of arranging content.
Look into a filing cabinet. See all the folders arranged in alphabetical order.
No need for metadata, etc.
People were rearranging their content because they didn't like the organisation of the creators long before Daz added metadata - indeed, categories and so on are there in part to provide a way to do that reorganisation without having to move files in a way that may break products (and to enable other features that can use metadata). You can of course choose to use your own manual organisation, as long as you don't complain if/when it causes issues.




