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  • Casual Outfit Issue with shoulder

    This happens with mal3imagery's other item dForce MI Autumn Outfit for Genesis 8 Male(s) | Daz 3D, as well.  I had all kinds of problems fitting these items to female characters, but, since I've not done a lot of cross-gender conversions, I thought it was just me screwing up, but it's a matter of the shirt just not working with certain shapes.

    There's not a lot of nice looking clothing for males, so maybe people didn't want to complain too much, so as not to discourage the PA.  It's too bad, because this type of wardrobe is just as lacking for female characters as it is for male ones.

    Thanks for the helpful information, Richard, but I couldn't get it any better than this, and it's  This is August 8.1 Male.  All simulated in A-pose separately for each morph change.  Ignore the loose pants, since that's not hard to fix.

    Base August 8.1 Male - Not great

    August 8.1 Male 100 pct More Masculine - Much better, could probably pass

    August 8.1 Male 100 pct More Feminine - Unusable

    There's also weirdness with non-contiguous face groups, but I don't know if that affects this.

    By

    Sevrin Sevrin April 2021 in Technical Help (nuts n bolts)
  • Casual Outfit Issue with shoulder

    The issue is that the top has a Rigidity Group, which limits the way that morphs can affect it, so that those areas are getting left static while the reset of the outfit follows the morph. I suspect part of the issue may be the rather odd selection of vertices thata re acting as a reference (the shirt's rigid areas will follow the way those areas are affected by morphs) so you might try:

    1. select the top
    2. Tools>Geometry Editor
    3. In the Tool Settings pane (Window>Panes(Tabs)>Tool Settings, if it isn't open) click the Vertex Selection radio button at the very top
    4. Click the +  next to the References group, right at the bottom of the list in the pane
    5. Right-click on the References>Remove Selected vertices from Group

    Does that help? If not you may need to selet the sticky out areas of the shoulders by dragging over the mesh with the tool, or switch to marquee select fro right-click in Viewport>Selection Mode (it doesn't matter if you get more than the area that is being problematic, but I think you want to avoid selecting the detailed areas of the collar) then right-click on the Participants entry in the Tool Settings pane>Remove Selected Vertices from Group.

    Rigidity groups help to avoid the emsh getting lumpy when multiple morphs are applied, or clinging too closely, but they can be a problem when you do want the model to follow the morph.

    By

    Richard Haseltine Richard Haseltine April 2021 in Technical Help (nuts n bolts)
  • Daz to Unity not working

    mjdj1999 said:

    Artini said:

    You need to save the scene in Daz Studio before using Daz to Unity bridge.

    Choose item/character in Daz Studio, open Unity Hub, create or open the project, preferably with High Definition RP.

    Go back to Daz Studio, be sure that the item/character is still selected.

    Go to: File, Send To, Daz to Unity

    Put checkmark in "Enable Morphs" if you wish to send morphs over the bridge

    During first transfer put checkmark in "Install Unity Files"

    In the field "Unity Assets Folder" click on ... and browse to the Assets folder of the project in Unity, to select it.

    Click "Accept", wait until conversion is finished in Daz Studio, then switch to Unity editor view.

    Click on "I made a backup..." in Unity, if you get such pop up.

    Wait until transfer is finished and enjoy your item in Unity.

    Still doesn't work. I saved the item then saved as "Scene" as well and still no Unity option.

    Sorry, but I do not know, how to help you. I am just a hobbyist.

     

    By

    Artini Artini April 2021 in Unity Discussion
  • Casual Outfit Issue with shoulder

    it's usually down to the morphs used in the figure. I just checked it out myself and the lithe morph causes this also on my end. Either don't use the lithe morph or put in a support ticket to get it fixed. really sad that it has been out for awhile and noone has seemed to have reported this.

    By

    FSMCDesigns FSMCDesigns April 2021 in Technical Help (nuts n bolts)
  • Daz to Unity not working

    Artini said:

    Just tested with Sluggo - https://www.daz3d.com/sluggo-for-bullwarg-hd

    and it still works for me.

    Actually, I did not know, that Daz to Unity bridge transfer posed characters,

    so I can render them in Unity directly - how cool is that.

    image

    Artini, what version of Daz Studio are you using? Are you seeing the normal maps etc being attached to Sluggo's character materials?  

    By

    TriCounter TriCounter April 2021 in Unity Discussion
  • BD Oshun

    margrave said:

    Ascania said:

    Has anyone bought that product yet? The morph looks interesting but I'm uncertain about the maps. The pore structure and colour variation just seems too uniform, like the skin of the cheek has been cloned all over the face with little regard for the different skin structure. Also the lips seem to have been hit with a random noise layer.

    Or is it just the promo images?

    https://www.daz3d.com/bd-oshun-and-her-outfit-for-genesis-8-female

    You'd probably need to fiddle with the SSS quite a bit too. In some of those pics, she looks like a blob of molasses. 

    Point. Lighting her might be a nightmare.

    By

    Ascania Ascania April 2021 in The Commons
  • BD Oshun

    Ascania said:

    Has anyone bought that product yet? The morph looks interesting but I'm uncertain about the maps. The pore structure and colour variation just seems too uniform, like the skin of the cheek has been cloned all over the face with little regard for the different skin structure. Also the lips seem to have been hit with a random noise layer.

    Or is it just the promo images?

    https://www.daz3d.com/bd-oshun-and-her-outfit-for-genesis-8-female

    You'd probably need to fiddle with the SSS quite a bit too. In some of those pics, she looks like a blob of molasses. 

    By

    margrave margrave April 2021 in The Commons
  • BD Oshun

    Has anyone bought that product yet? The morph looks interesting but I'm uncertain about the maps. The pore structure and colour variation just seems too uniform, like the skin of the cheek has been cloned all over the face with little regard for the different skin structure. Also the lips seem to have been hit with a random noise layer.

    Or is it just the promo images?

    https://www.daz3d.com/bd-oshun-and-her-outfit-for-genesis-8-female

    By

    Ascania Ascania April 2021 in The Commons
  • How to use Face Transfer with Genesis 8.1 Characters

    I'm not especially familliar with Face Transfer, but assuming that it doesn't work normally with 8.1, then the thing to do would be to use it as directed with 8.0 and transfer to 8.1 the same way you would transfer any other character.

    By

    Spacious Spacious April 2021 in Daz Studio Discussion
  • GenX2 Update / Genesis 3 Add-On [Commercial]

    Hello fellow renderers, I am completely aware of the reasons why it will be hard to get support on this product but unless there is an alternative it is the only hope I have. While I have created successful transfers of characters scultped from G3F morphs to G3M I recently stumbled into the "circular" problem.

    I gathered some morpphs I had transferred from G3M to G3F but even afetre disabling all morphs from the GenX tab as well as moving the folder  from the morphs location the problem persists. What i have found is tha not only my created characters are listed as cicular, it also applies to Littlefox' Star2 which is the main reasin going through all this as I am creating toon characters. But that was a dead end, too as even afeter saving a character without any Star related dials it would show up as circular morph.  Loading a saved character and reading the values from it will throw the "not all morphs were found on this figure" error. The only solution would be to export via morph loader Pro - but iunfortunately this will lose the neccesary JCMs on reimporting. So i am somewhat stuck with creating skins, assets and all that pesky work each time I create a character, any hint would be highly appreciated.

    By

    kgrosser kgrosser April 2021 in Daz PA Commercial Products
  • Daz to Unity not working

    Just tested with Sluggo - https://www.daz3d.com/sluggo-for-bullwarg-hd

    and it still works for me.

    Actually, I did not know, that Daz to Unity bridge transfer posed characters,

    so I can render them in Unity directly - how cool is that.

    image

    By

    Artini Artini April 2021 in Unity Discussion
  • Daz to Unity not working

    Artini said:

    You need to save the scene in Daz Studio before using Daz to Unity bridge.

    Choose item/character in Daz Studio, open Unity Hub, create or open the project, preferably with High Definition RP.

    Go back to Daz Studio, be sure that the item/character is still selected.

    Go to: File, Send To, Daz to Unity

    Put checkmark in "Enable Morphs" if you wish to send morphs over the bridge

    During first transfer put checkmark in "Install Unity Files"

    In the field "Unity Assets Folder" click on ... and browse to the Assets folder of the project in Unity, to select it.

    Click "Accept", wait until conversion is finished in Daz Studio, then switch to Unity editor view.

    Click on "I made a backup..." in Unity, if you get such pop up.

    Wait until transfer is finished and enjoy your item in Unity.

    Still doesn't work. I saved the item then saved as "Scene" as well and still no Unity option.

    By

    mjdj1999 mjdj1999 April 2021 in Unity Discussion
  • Daz to Unity not working

    You need to save the scene in Daz Studio before using Daz to Unity bridge.

    Choose item/character in Daz Studio, open Unity Hub, create or open the project, preferably with High Definition RP.

    Go back to Daz Studio, be sure that the item/character is still selected.

    Go to: File, Send To, Daz to Unity

    Put checkmark in "Enable Morphs" if you wish to send morphs over the bridge

    During first transfer put checkmark in "Install Unity Files"

    In the field "Unity Assets Folder" click on ... and browse to the Assets folder of the project in Unity, to select it.

    Click "Accept", wait until conversion is finished in Daz Studio, then switch to Unity editor view.

    Click on "I made a backup..." in Unity, if you get such pop up.

    Wait until transfer is finished and enjoy your item in Unity.

     

     

     

     

    By

    Artini Artini April 2021 in Unity Discussion
  • The best way to bring Iclone 7 and Character Creator 3 content to Daz Studio

    @kevinsanderson,
    Compositing as you describe is not really a good solution for a variety of reasons

    The native Iclone render engine is frankly rubbish compared to Iray unless the OP $$$Purchases$$ the Iray plugin for Iclone..another expense.

    And even then matching the lighting, cameras etc will be a compositing nightmare hardly worth the effort IMHO.

    That said, it is possible to mix two similar Character eco systems  like Iclone/CC3 and Daz if you are willing to combine them in a third environmmentfor final renders, such as a Game engine or another  3DCC, Like Blender.

     

    Both Daz studio and CC3 have dedicated exporters  for Blender now.

    Daz studio has Daz2Blender and Thomas Larsons "Diffeomorphic"and DS default FBX export.

    CC3 pipeline has an FBX to Blender export preset  and there is a free addon by a Reallusion user 
    ( Victor soupday),That imports  animated FBX figures into Blender and auto sets up the skin shader nodes and recreates the skin paramters interface ,from Iclone, inside Blender.

    And we all know about the  excellent Genesis import /conversion capabilities of the  Daz2Blender and Diffeo addons


    Now to show that I am not a person who comes into  threads and offers theoretical solutions that I have not actually tried myself, I present this video.

    The armed guard on patrol is a legacy Daz millenuim man 3 (Mike3 reduced resolution) .
    as well as the Figure who runs around the corner and is Blasted back into the corridor.

    Both imported  to Blender via Standard FBX from Daz studio because they are very low poly and are covered
    head to toe so good skin detail etc is moot.

    Also Daz Mike 3 accepts BVH files directly from my Old but powerful ,Endorphin ragdoll simulation software,
    instead of the complicated multi-step process that would be involved  in converting Endorphin motion Data to Iclone via  3DXchange retargeting.


     
    The "hacker" seated at the terminal is imported from CC3 as well as the armored "Spartans"
    the environment, I built in Blender( like all of the CC3 clothing /armor weapons)

    However the environment/props could all have been easily imported from Daz studio content ( via Diffeo etc )
    for those who are not  skilled content creators like myself

    So yes... the OP has viable pathway for leveraging his Reallusion investment as well as his Daz content investments

    If he/she is willing  add  the mighty Blender to the Pipelinelaugh
    because trying to bring usable Iclone/CC3 assets back into Daz studio is frankly a non starter IMHO sad


     

     

     

     

    What if I used Poser as an intermediary between Reallusion and Daz Studio?

    @ChrisSerket

    I have no knowledge about Poser 12's ability to import the FBX Avatars from Iclone3DX or CC3 pipeline but you could ask over at Renderosity or the poser forum here at the Daz site.

     But if you do not already have Poser it will be at least another $250 USD on top the money you have spent on Reallusion and be assured poser has ZERO support of facial mocap ( Rokko etc) and its animation tools are a decade behind  the Default options in Daz Studio  to say nothing of  Iclone 

    But understand this:
    FORGET any notion of transferring Character morphs from CC3 Avatars to Genesis 8 short of reproducing them in a sculpting/modeling program and loading them with the morph loader tools in Daz studio proper.


    @kevinsanderson  honestly, no false modesty, but Blender does  not need me to make it "look good"
    it only needs users to learn its powerful,professional toolset and it will easilyimpress.

    Blender is extremely stable and major gaming companies , (like Ubisoft),have adopted it as their game asset creation tool. 


    Anyone seeking to completely re-create the Daz Studio user experience in Blender is going to be frustrated.
    but that mindset will cause frustration if trying to migrate to ANY major 3DCC or game engine.

    Even Daz Does not promise this with their various export plugins


    They ,Rightly, assume that the various end users are reasonably knowledgable in the target programs(Blender,Maya,UE4,C4D etc)   

    By

    wolf359 wolf359 April 2021 in Daz Studio Discussion
  • After installing Mabel 8, loading every other character, is loaded Mabel 8 too. SOLVED !

    I  tried 2 ways: 

    1) load Chamelon Rose, zeoing Mabel, then saving as character preset, with a new name,  in a folder where i save my assets, clear the scene and load the new preset. It works, the character is loaded correctly. 

    2)load Chamelon Rose, zeoing Mabel, then saving as Support Assets>Morph assets (with all properties selected) with new name. It doesn't work. There is a new directory with my name in the path C:\daz-studio-4.12\data\DAZ 3D\Genesis 8\Female\Morphs, but in the menù i find same characters that behave in the same manner, they load mabel too. (The name of the directory is Daz-studio-4.12, but sotwaRE I USE IS DAZ Studio 4.15.)

    The first way works, but it means that i have to do this for every character and then keep the new and old presets (I don't know how to uninstall safely a character, having fear to do  disaters).

    How to save the assets that works to correct the damaged preset?. For example I used Chamelon Rose for this test and now i have the original one, with property (skin colour etc) that appair damaged, and another that load correctli, but is the base complete character, without choses (but appling them after, behave correctly).

    How i can "transfer the corrected parameters on the original character, to "clean" it and set to its original parameters.? 

    I think I did something wrong saving work, because the characters are beautiful and loaded correctly first time. Then, maybe saving scene or pose presets or other, i have involuntary mixed characters.

    There is a way to reset any character to original assets, deleting changes? Reinstall them could work?

    Thank you

    emanuela1

     

     

     

    By

    emanuela1 emanuela1 April 2021 in Technical Help (nuts n bolts)
  • Morph Loader Pro Not Working... Suggestions?

    Hmmm... I just managed to successfully import a morph into DAZ with Morph Loader Pro. I still need to do further testing, but here is what I did to get this to work finally...

    • I removed the geografts as suggested by Leana. (Thank you Leana!)
    • I then realized that DAZ was automatically adding two items to my scene, named "Tonemapper Options" and "Environment Options". I removed them from the scene so that I was left with only the Genesis 8.1 Female. I was erroniously thinking that DAZ would only export the items I had selected in my scene, but DAZ instead exports everything in a scene regardless of what is selected. Feeling stupid I am.
    • I made sure to select again the "Import as morph target only" option when importing the figure mesh (OBJ) into Rhino 3D. This imports an entire OBJ file as a single mesh and ignores grouping, texture coordinates, and normals included in the file. It maintains the vertex and face counts and orders. In the past I've been able to leave this option unchecked. ...Part of the further experimentation needed.

    By

    7th Stone Productions 7th Stone Productions April 2021 in Daz Studio Discussion
  • Script / report on which morphs are used in a custom character?

    HamEinar said:

    I am surrendering to the bog-down of investing too much money in assets and was wondering if it is possible to see which morphs are used in any given custom character (i.e. when I load one of my characters I can get some kind of list of morphs used) to be able to remove excessive morphs not used? I know I can go into shaping and look at "currently used" - but this is not very intuitive when it comes to some muscle morphs etc. which are not labelled "XYZ Muscle Morphs: Arm size".

    Many times I buy a new character simply because I like the materials, and thus I can live without any morphs from said character as long as I still keep the materials.

    If I understand the issue correctly, character morphs (including some expressions and poses) are the reason Studio is crawling to a halt.

    The older D3D (Dimension 3D) 'content gatherer' utility from the DAZ Store might help you in a couple of ways, as it will not only help you identify morphs that are used (non-zero) in a custom DS figure, but it will also let you create a zipfile content-library/runtime containing all of the elements in a duf scene-file (and, only those elements) with their dependencies. You can create a dedicated figure runtime/content-lib for your figure/character and outfits/props/hair. (and other figures, and buildings/environment too, if you wish).

    Basic use of the tool is to first build your scene and your custom figure in DS, save it as a 'duf' from DS, then use the standalone 'gatherer' utility to generate a new zipfile content-library of all of the elements in that duf file. This new zipfile collects everything needed to re-create the scene, and preserves the DS content-library format so that it can be extracted and used natively in DS.

    There are few hints of note: It will not include morphs that are not explicitly used (sliders set to zero are ignored), so collections of the default morphs that we kind of expect to be there, like the DAZ visemes and other simple/standard adjustment morphs won't be included with your figure unless they are explicitly used (non-zero sliders) in your figure when you save it in the scene duf-file.

    Two simple fixes (if you use this utility): Either set all of the morphs that you may wish to include with your custom-figure to non-zero, even if slightly (e.g. 0.00001), before you use the 'gatherer' tool.

    The other method is to create a minimal gatherer file (content-lib/runtime) for just your custom figure (as-is), load that as a library in DS's library system, then install any other standard morph-sets you want to have available (e.g. expressions, DAZ std for visemes and 'typical' adjustments) *into that new runtime/content-library* (that's my approach).

    To invert the logic/approach for the same effect, build your perfect figure, and 'gather' it into a zipfile. Then create a new minimal basic/standard base figure library/runtime as you normally do in DS - with only the additional morphs/expressions that you want your custom figure to have available, then merge your new custom figure zipfile content into the new minimal 'standard' figure content-library you just created. You can use that in DS, and you can also save it for future projects/reference and uses.

    It's kind an unusual way of thinking in DS, as most folks have a single (huge) runtime/content library, I have hundreds. Every project is based on a general DS resource library  and at least one project-custom library that contains only the elements needed in that scene. A typical project includes 3 or 4 thematic figure-centric and/or scene-centric library folders, all of which are kept 'pure' and backed up for future use and project re-visits, where having the scene, resources, and DS program versions be exactly as they were originally rendered is critical to getting the same render characterstics in a later scene creation session.

    DAZ did not design their DS system for this sort of production workflow at all, and in fact, make it really difficult to work this way, but my runtimes are minimal, responsive, and reproducable, at the expense of some redundancy in my libraries and hassles managing DS versions. Occasionally I wish I had easier access to some resource that isn't easily available in these stripped runtime-libs, but with a bit of planning, I don't run into this very often, and I can add/install those new resources into the given environment if needed easily enough.

    Finally, you can be pretty certain that none of this approach will coordinate very well with the DS connect or smart-content that DS uses nowadays, but if you're comfortable doing a bit of "extraction and merging surgery" on your content libraries, you can create truly minimal, but complete, figure runtime/content libraries for your figures or projects. You can also 'gather' and archive multiple figures (and props/resources) into a complete project runtime/content-lib zipfile for completed projects (e.g. animations/stories) that use multiple characters, but contain none of the extra stuff you don't want to include.

    The author of the gatherer utility passed away a while back so this tool may someday become incompatible with DS duf files. I mention the tool it because I like it, and I know that it works in DS 4.11. Others may be able to confirm that it works with duf files from the current versions.

    YMMV,

    --ms

    By

    mindsong mindsong April 2021 in Daz Studio Discussion
  • The My Bucket's Got a Hole In It Complaint thread

    ..yeah, looking to get a 2 TB to transfer my Daz content and scene library to.  The current drive will the be used for storage.and my DIM install backup.

    By

    kyoto kid kyoto kid April 2021 in The Commons
  • Carrara Challenge #57 - Album Cover (WIP thread)

    This fuzzy hair if you have it (Beautiful black hair styles) , it won't render till you remove the aplha channel in the texture room.

    V4 with some daz shop textures and a random daz morph (elite?)

     

    Pre and Post. I decided to move the word "Star " a little in post work - which was a PITA.

    Used to adding text in ps so this is a good learning experience

    And Thanks to stezza who taught me how to to select the contents of a layer in photoshop .....!!!

    Aretha was looking a little crosseyed - hopefully i fixed it up in post.

    Used PhilW's excellent bright eye's produce for the corneal highlights - then tidy them up in post

     

    pre post

     

     

    post post

     

    By

    Headwax Headwax April 2021 in Carrara Discussion
  • Morph Loader Pro Not Working... Suggestions?

    @Leana... Pardon my ignorance, but would the geografts you are refering to be the "Genesis 8.1 Female Eyelashes" and the "Genesis 8.1 Female Tear". If not then I'm afraid I don't know what you are refering to. I did try removing those two items without any success as far as the Morph Loader problem goes. Still stuck and clueless.

    I did also try installing the "Daz Studio Pro BETA - version 4.15.0.14" as an experiment, but that was of no help with the Morph Loader Pro prblem.

    By

    7th Stone Productions 7th Stone Productions April 2021 in Daz Studio Discussion
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