• Daz 3D
  • Shop
  • 3D Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Partnerships
    • AI Training data
    • 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
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare
  • Download Studio
ADVANCED SEARCH
  • Menu
  • Daz 3D
ADVANCED SEARCH
Add image
  • Shop
  • 3d Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Partnerships
    • AI Training data
    • 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

Notifications

You currently have no notifications.

Loading...
Daz 3D Forums > Search
  • Genres You'd Like to See in the Store?

    ..unfortunately with many of those sites, it's not just the price.  SOmetimes it is the quality, for exampe, when I was searching for a concert hall grand piano I saw some pretty awful stuff some of which was not at all "affordable" by our standards nor would probably pass Daz QA.  There are also file format as well as usage restrictions to be concerned about. 

    Daz cannot directly import formats like .3ds, .MAX (which is proprietary), .C4D, .and .STL.  Collada, which is supposed to be compatible with Daz, also has its issues.  More often than not, you have to go into a modeller to make the conversion (usually to .obj)  and even then it's not a sure bet the materials will transfer properly, particularly if there is no UV file provided.  That may be one thing for a freebie. So it can be a lot of work (and I'm not even counting cleaning up errors like reversed polys and ngons [particularly an issue with Sketchup models]) . Not sure I care to pay 75$ - 100$ for a model I need t do spend a lot of time converting and fixing on to get it to work in Daz.

    By

    kyoto kid kyoto kid April 2021 in The Commons
  • Hard Subdivision for ZBrush Transfer

    Import the OBJ using the same preset as you used in the export dialogue, then use Edit>Figure>Transfer Utility to rig it (set the Source as the original figure, the Target as the imported OBJ, and I can't recall which boxes you need to check to get morphs etc. across). However, the Genesis figures are designed to bend first, then haev SubD applied, so you will get nasty scrunching at the joints and may well have other issues.

    By

    Richard Haseltine Richard Haseltine April 2021 in New Users
  • Show us your 3Delight renders

    Misselthwaite said:

    Very dashing, Sven :-)

    I just made a Popovy-style bjd morph... inspired by the Doll contest a month or so ago at Rendo, where someone mentioned them in their entry description.  I had a lot of fun with re-creating the look, especially with the mouth.  This one has no postwork - yeah, a shocker ;-)  Lots of bits and pieces for the outfit, which made me glad I own so much random stuff!

     

    Oh that's very cool:) Sure looks like you had a good time setting it all up...uhm...and a good portion of patience:))

    By

    Sven Dullah Sven Dullah April 2021 in Art Studio
  • Legacy UVs for Genesis 8 [Commercial]

    sandmanmax said:

    I just tried to use the Legacy UV for G2M and it doesn't transfer all the ear morphs when I ran the Preparet G8M script.  In fact, it took them off the character.  What's going on?  I sort of thought a geoshell inherited all the morphs of the original character. Is there a way to fix this?

    Look at the parameter settings of the morph to see if Auto Follow is checked.  Normally it will be checked but occasionally morphs are released with it unchecked.  Once you have checked the Auto Follow you will need to reload the geografts, so remove them from the scene and rerun the Prepare script. 

    By

    Cayman Studios Cayman Studios April 2021 in Daz PA Commercial Products
  • Show us your 3Delight renders

    Very dashing, Sven :-)

    I just made a Popovy-style bjd morph... inspired by the Doll contest a month or so ago at Rendo, where someone mentioned them in their entry description.  I had a lot of fun with re-creating the look, especially with the mouth.  This one has no postwork - yeah, a shocker ;-)  Lots of bits and pieces for the outfit, which made me glad I own so much random stuff!

     

    By

    Misselthwaite Misselthwaite April 2021 in Art Studio
  • Hard Subdivision for ZBrush Transfer

    This is very interesting, Richard! Could you tell us more about this process? Let's say I got the high-resolution OBJ (around 1 million vertices). I'd love to be able to bring all this data back to DS to use on my Genesis 8 figure. I have already created a morph and normal maps for my Genesis 8 but it is not the same. Unfortunately, some information is lost. How can I use the Transfer utility to rig Genesis 8 Male figure (16 834 vertices) with my modified  obj (about a million vertices)? Is it really possible? I tried but  I got a very deformed OBJ. What settings should I use?

    Richard Haseltine said:

    You could export the SubD mesh, then use the Transfer Utility to rig the high-resolution OBJ. But of course that would be a new figure, not Genesis.

    By

    Eternal Force Eternal Force April 2021 in New Users
  • Problem with Ginny 8.1 and G8.1 in general SOLVED

    Fixed!  Found the fix here:  https://www.daz3d.com/forums/discussion/436812/i-messed-something-up-and-now-genesis-8-always-loads-with-preapplied-morphs#latest

    and this is it:

     

    To fix any ill-behaving morphs, do as follows;

    1. Load your base figure or the developer version to an empty scene. ("Genesis 8 Basic Female" or "Genesis 8 Female Dev Load")
    2. Select the figure
    3. Select "Show Hidden properties" in the Parameters-Tab, drop down menu (right-click)
    4. Zero the figure (Found in Parameters-Tab, drop down menu)
    5. Memorize the figure (Found in Parameters-Tab, drop down menu)
    6. File->Save As->Support Asset->Save Modified Assets

    This procedure will zero the default value in the ill-behaving morph/morphs, and while saving DS also shows you a list of the morphs it is changing.

    Thanks to PertiA for posting that fix! :)

    Scott

    By

    wsgentry wsgentry April 2021 in Technical Help (nuts n bolts)
  • I messed something up and now Genesis 8 always loads with preapplied morphs.

    Threads like this are the only reason I make it out alive from my Dazasters.

    Thanks for the help, had the same issue. Sometimes the morphs are not showing as dialed in.
    I zeroed the figure, 
    Found morphs dialed in for hidden morphs
    Set them to zero
    Memorized figure
    Went to save as>morph asset and HERE is the part that will help someone in the future > for me, it was a morph loader pro issue because I wanted my base mesh to include morphs I made in blender. It overwrote my G8. Instead of deleting my [username] morph folder, I just saved 'morph loader pro' changes.
    Now I have all my morphs saves and my character doesn't have issues pre-loading in with my morphs.
    Thanks - Cheers!

    By

    gamesfromlove gamesfromlove April 2021 in Technical Help (nuts n bolts)
  • [Released] Cabaloro HD for Daz Horse 2 [Commercial]

    Bought this right away, but the real question is... When are you releasing the morph for the rider in your promo pics for the Cabaloro???

    My wife and I love your work, keep it coming :)

    By

    Zandarath Zandarath April 2021 in Daz PA Commercial Products
  • Legacy UVs for Genesis 8 [Commercial]

    sandmanmax said:

    I just tried to use the Legacy UV for G2M and it doesn't transfer all the ear morphs when I ran the Preparet G8M script.  In fact, it took them off the character.  What's going on?  I thought a geoshell inherited all the morphs of the original character?

    Legacy UVs uses geografts, not geoshells

    By

    Leana Leana April 2021 in Daz PA Commercial Products
  • Legacy UVs for Genesis 8 [Commercial]

    I just tried to use the Legacy UV for G2M and it doesn't transfer all the ear morphs when I ran the Preparet G8M script.  In fact, it took them off the character.  What's going on?  I sort of thought a geoshell inherited all the morphs of the original character. Is there a way to fix this?

    By

    sandmanmax sandmanmax April 2021 in Daz PA Commercial Products
  • Blender and/or DAZ Studio?

    juvesatriani said:

    tapanojum said:

    juvesatriani said:

    marble said:

    Over the past week I have been immersed in Blender tutorials (... again! ... this is something I do at least once a year, every year). At the end of these marathon sessions, I usually end up convinced that 3D scene creation without the convenient library of pre-made objects, poses, textures and accessories that are part-and-parcel of the DAZ-o-sphere is practically beyond my capabilities. 

    Blender seems to have all one could wish for as a swiss army knife for creating scenes as I do in DAZ Studio but the learning curve is so very daunting. It is not that any particular part of the toolset is unreasonably difficult but the sheer scope is overwhelming. For example, in order to understand how a human figure gets her skin texture, I need to understand UV maps and how to create them and materials and how to set them up which means learning how to manipulate those little spaghetti-connected boxes called nodes (hours and hours of tutorials just to get started on those). Then there are things such as morphs which, in Blender terms, translate to Shape Keys. But it is not just a matter of a dial to make a glute tight when bent as that usually requires something called a JCM which is something that the DAZ products come with ready-made. They also come rigged while Blender has not one but several methods of rigging a figure and each has its own learning curve.

    My introduction to the world of 3D was via a PC game called The Sims. I played it and soon became interested in how I might modify some of the elements in the game. I found that there was a whole community dedicated to doing just that and that they used esoteric software such as 3D Studio Max and Blender. But I found that I could download ready-made props and clothing, etc., to use in the game - all created by geeks with skills I could never hope to emulate. Pretty soon, the fad of The Sims wore off but I had also discovered there were other avenues for making scenes with virtual human characters, namely the quite expensive Poser and the free DAZ Studio. I tried both but soon abandoned the paid one in favour of the free DAZ software. It just seemed to suit me better. Little did I know that I would still be dressing up my virtual humans and placing them in scenes 15 years later.

    Unfortunately, my creative impulses push me towards doing things that I can't easily do in DAZ Studio. I find the animation timeline doesn't work as I want it to or there is little scope for making my own morphs or that rendering more than a few frames is likely to use up a large slice of the time I have left on this earth. Blender looks like a solution to many of these shortcomings but it seems that learning the necessary skills will take up even more of that ever-decreasing time span and I am not even sure I have the capability to develop those skills. 

    So one solution that seems to hold a lot of promise for people like me is the bridge approach (specifically the official version or the Diffeomorphic alternative). So I looked at the DAZ version and quickly decided that as it does not support some essentials such as geografts, it is a non-starter. Diffeomorphic, on the other hand, is more versatile but has quite a learning curve in itself. I've exported quite a few test scenes but once they are in place in the Blender viewport I have discovered that what I really need now is some in-depth knowledge of Blender in order to make the cloth or hair work or to light, pose or animate the figures. The texture probably needs tweaking, especially if I want to use Eevee. So I am almost back to where I started with Blender - there is no escaping going through that learning curve.

    Or I could just find another hobby.

    I feel you .. Thats why I`m suggesting DAZ releasing most Flagship in Native Blender Format . With Proper RIG for animation and corrective morph instead focus in Bridges

    Your problem similiar with mine , which having too much love with DAZ products so we never see another options . Actually There are tons of cool model out there . I would not abandon DAZ but if I want to play with Blender I`ll seek other options

    If you have time or money to spend , try download or buy ready to use for animation figure for native blender . Try google Rocket girl rig for blender . its free and having nice rig setup . Try play with it .. making simple animation or maybe doing extreme material make over !!  and you`ll know why releasing DAZ figure in Blender native format is the obvious answer for us

    Rigs are not transferable between software and it would be absolutely insane for Daz to create separate rigs for each character in every software they have a bridge to. They've already taken a step in the right direction by going PBR with 8.1, meaning textures will translate properly outside of Daz. Diffeo converts chars to Rigify just fine and I imagine that eventually the Daz to Blender bridge will as well.

    You missed my point , i dont talk about transfer rigs between apps  . But releasing  Victoria  - AIKO or Michael model  with proper rig for animation in Blender . it shouldnt "dead" close with what we`ve already had in DAZ Studio , but for better use for animation

    I`ve already test all DAZ bridges including diffeo but since its based on DAZ rigs ( or i should say based on what DAZ studio used for ) it still not really suitable for animation . 

    Can you create animation with coverted rig ? Yes of course but the truth is Converting to other rig system doesnt mean fix the problem if the structure not right in first place for animation use 

    If you dont believe, go to blend swap or blender market and find premade character for Blender and you`ll see what kind rig setup for animation.

    I do believe DAZ have skill and knowledge to do that  and before DAZ studio exist , they support Poser ecosystem which have slighty different method of Joints and Rigs , so why not for Native Blender right now ? 

    About PBR , in theory they should output similiar result. But in reality its not really . Because every light system in each render engine is different . So they react different . That conclusion based on my fiddling with  PBR material in major Render Engine including Corona - Arnold and Lumion in daily work

    To be honest, it really sounds like you don't know what you're doing, which is totally ok.

    By

    tapanojum tapanojum April 2021 in Blender Discussion
  • Restore shape after deformation? (DForce)

    Are you talking about restoring the shape during an animation?

    I don't know if that's possible. Daz's animation abilities are... lacking. You may need to save it out as a morph and re-import it, but I'm not sure.

    If you're not talking about an animation, and just want to erase the simulation data, then go to the "Simulation" pane and hit the blue button at the top.

    By

    margrave margrave April 2021 in Technical Help (nuts n bolts)
  • Morph Loader Pro problem(Daz4.15) need help with morphs

    When exporting a figure to OBJ to make a morph for it, the figure should be fully zeroed and exported at base resolution.

    Likewise, when importing your morph, figure should be zeroed and set to base resolution prior to importing your morph.

    By

    johndoe_36eb90b0 johndoe_36eb90b0 April 2021 in Daz Studio Discussion
  • Problem default Mouthrealism

    Unless you can show us a screenshot of whatever loads distorted I don't think your problem is with those two morphs.

    If I were you, I would enable showing hidden properties and check those -- perhaps you have a 3rd party morph which is setup incorrectly and is responsible for the distortion you are talking about.

    By

    johndoe_36eb90b0 johndoe_36eb90b0 April 2021 in Daz Studio Discussion
  • Nipple-distorted weirdness after converting a character from Genesis 1 to G3M

    Okay, some weeks back, I converted a character of mine from Genesis 1 over to Genesis 3, using this tutorial over here, and after some false starts and after going through some hoops, I got a pretty good result, The one on the right is the original Genesis 1 version, the one of the left is the G3M version.  (I've used a completely different, G3M skin on the new version, with some stuff tweeked. Ignore the hair, it's the SAME hair, but for some reason it doesn't quite want to contour right onto a G3M head even though the HEAD shape is identical G1 to G3M.)

    I'm mostly satisfied with the results... but there IS this one anomoly....  The nipples on the G3M version came out a mite... out of kilter.  It's like the outtermost edges of the nipple-area are twisted downward a bit, and the nipples are maybe stretched outward towards the sides slightly, though mainly I'm focusing on fixing the twist.  I'm hoping there's a simple way to tweek this back up into level again with some other, existing morph or something.  Any advice?

     

    By

    nomad-ads_8ecd56922e nomad-ads_8ecd56922e April 2021 in Technical Help (nuts n bolts)
  • searching to replace a couple M4 leading men (mostly solved :)

    Ash

    Kenji 7 doesn't seem too far off:
    https://www.daz3d.com/kenji-7

    I don't have this character and his texture looks very odd, but his morph looks pretty close to me:
    https://www.renderosity.com/rr/mod/bcs/-seamon-for-genesis-8-males/144099/

    Not the strongest matches, but two anime style male characters I like a lot:
    https://www.daz3d.com/sasori-for-kenji-7
    https://www.renderosity.com/rr/mod/bcs/yuji-for-genesis-8-male/141414/

     

    By

    Hylas Hylas April 2021 in The Commons
  • Converting face morphs between male and female

    Okay, this is one of those things I figure HAS to exist SOMEwhere as a Daz Studio product, but I'm darned if I can find it at the moment.

    Lets say you have a momma Genesis 8 character, and a dad Genesis 8 character, and you want to create a son Genesis 8 character and a daughter Genesis 8 character for your web-comic.  You NEED the son and the daughter to have a familiy resemblance with the mom and the dad, such that when you plop them all together in the same room, anyone who looks at them will say, "Yes, I see some of momma in the girl and so of daddy in the girl" and "Yes, I see some of the momma in the boy and some of the daddy in the boy."

    To put it another way, I NEED to be able to dial, say, 50% of the dad face-morph into the son, and dial 50% of the dad face-morph onto the daughter.  I also need to be able to dial, say, 50% of the mom face morph into the daughter and 50% of the mom face morph into the son.  To do that, there needs to be an easy-peasy, click-two-buttons-and-you're-done way to gender-convert the doner male face-morph onto the female base-model, and vice version, so that I can then dial them onto the desired other-gendered characters.

    I could have sworn I remembered there being a product that did something like that, maybe for Genesis 3 if not for Genesis 8, but I can't flipping find it in Daz3D shop search at the moment.

     

    By

    nomad-ads_8ecd56922e nomad-ads_8ecd56922e April 2021 in Product Suggestions
  • Blender and/or DAZ Studio?

    tapanojum said:

    juvesatriani said:

    marble said:

    Over the past week I have been immersed in Blender tutorials (... again! ... this is something I do at least once a year, every year). At the end of these marathon sessions, I usually end up convinced that 3D scene creation without the convenient library of pre-made objects, poses, textures and accessories that are part-and-parcel of the DAZ-o-sphere is practically beyond my capabilities. 

    Blender seems to have all one could wish for as a swiss army knife for creating scenes as I do in DAZ Studio but the learning curve is so very daunting. It is not that any particular part of the toolset is unreasonably difficult but the sheer scope is overwhelming. For example, in order to understand how a human figure gets her skin texture, I need to understand UV maps and how to create them and materials and how to set them up which means learning how to manipulate those little spaghetti-connected boxes called nodes (hours and hours of tutorials just to get started on those). Then there are things such as morphs which, in Blender terms, translate to Shape Keys. But it is not just a matter of a dial to make a glute tight when bent as that usually requires something called a JCM which is something that the DAZ products come with ready-made. They also come rigged while Blender has not one but several methods of rigging a figure and each has its own learning curve.

    My introduction to the world of 3D was via a PC game called The Sims. I played it and soon became interested in how I might modify some of the elements in the game. I found that there was a whole community dedicated to doing just that and that they used esoteric software such as 3D Studio Max and Blender. But I found that I could download ready-made props and clothing, etc., to use in the game - all created by geeks with skills I could never hope to emulate. Pretty soon, the fad of The Sims wore off but I had also discovered there were other avenues for making scenes with virtual human characters, namely the quite expensive Poser and the free DAZ Studio. I tried both but soon abandoned the paid one in favour of the free DAZ software. It just seemed to suit me better. Little did I know that I would still be dressing up my virtual humans and placing them in scenes 15 years later.

    Unfortunately, my creative impulses push me towards doing things that I can't easily do in DAZ Studio. I find the animation timeline doesn't work as I want it to or there is little scope for making my own morphs or that rendering more than a few frames is likely to use up a large slice of the time I have left on this earth. Blender looks like a solution to many of these shortcomings but it seems that learning the necessary skills will take up even more of that ever-decreasing time span and I am not even sure I have the capability to develop those skills. 

    So one solution that seems to hold a lot of promise for people like me is the bridge approach (specifically the official version or the Diffeomorphic alternative). So I looked at the DAZ version and quickly decided that as it does not support some essentials such as geografts, it is a non-starter. Diffeomorphic, on the other hand, is more versatile but has quite a learning curve in itself. I've exported quite a few test scenes but once they are in place in the Blender viewport I have discovered that what I really need now is some in-depth knowledge of Blender in order to make the cloth or hair work or to light, pose or animate the figures. The texture probably needs tweaking, especially if I want to use Eevee. So I am almost back to where I started with Blender - there is no escaping going through that learning curve.

    Or I could just find another hobby.

    I feel you .. Thats why I`m suggesting DAZ releasing most Flagship in Native Blender Format . With Proper RIG for animation and corrective morph instead focus in Bridges

    Your problem similiar with mine , which having too much love with DAZ products so we never see another options . Actually There are tons of cool model out there . I would not abandon DAZ but if I want to play with Blender I`ll seek other options

    If you have time or money to spend , try download or buy ready to use for animation figure for native blender . Try google Rocket girl rig for blender . its free and having nice rig setup . Try play with it .. making simple animation or maybe doing extreme material make over !!  and you`ll know why releasing DAZ figure in Blender native format is the obvious answer for us

    Rigs are not transferable between software and it would be absolutely insane for Daz to create separate rigs for each character in every software they have a bridge to. They've already taken a step in the right direction by going PBR with 8.1, meaning textures will translate properly outside of Daz. Diffeo converts chars to Rigify just fine and I imagine that eventually the Daz to Blender bridge will as well.

    You missed my point , i dont talk about transfer rigs between apps  . But releasing  Victoria  - AIKO or Michael model  with proper rig for animation in Blender . it shouldnt "dead" close with what we`ve already had in DAZ Studio , but for better use for animation

    I`ve already test all DAZ bridges including diffeo but since its based on DAZ rigs ( or i should say based on what DAZ studio used for ) it still not really suitable for animation . 

    Can you create animation with coverted rig ? Yes of course but the truth is Converting to other rig system doesnt mean fix the problem if the structure not right in first place for animation use 

    If you dont believe, go to blend swap or blender market and find premade character for Blender and you`ll see what kind rig setup for animation.

    I do believe DAZ have skill and knowledge to do that  and before DAZ studio exist , they support Poser ecosystem which have slighty different method of Joints and Rigs , so why not for Native Blender right now ? 

    About PBR , in theory they should output similiar result. But in reality its not really . Because every light system in each render engine is different . So they react different . That conclusion based on my fiddling with  PBR material in major Render Engine including Corona - Arnold and Lumion in daily work

    By

    juvesatriani juvesatriani April 2021 in Blender Discussion
  • Daz to Cinema 4D Bridge - Meet the Team

    I'm testing out some workflows for an upcoming project, I posted some issues in a couple of other topics, but then found out about this thread.
    Currently working on a 2013 Mac Pro, Daz 4.15 and whatever version of a C4D bridge is updated by DIM as of today.
    I haven't tested a huge range of figures, but have already noticed that when exporting 8.1, only 8.1 expression morphs come into the C4D file. And with G8, the 8 expressions come in. A lot of the expressions have their names truncated, so in C4D it's really hard to work out what is what.
    I saw some messages back you mentioned a checkbox for only exported selected morphs? Or something along those lines? Nothing like that shows up for me, but it would be a great help to choose between "all morphs" and "used morps" ie, any morph above a slider value of 0 and ignore the rest.

    Also, on G8 with some expressions applied in Daz, the model is importing into C4D without the expression. This is odd.
    What I really want to be able to do, is take advantage of the 8.1 details (eyes, mouth, etc) but still import the G8 expressions that can be used in Daz. Is this possible - am I just doing something wrong? Or is this by current design.
    Thanks
    JG

    By

    j_grean j_grean April 2021 in Cinema 4D Discussion
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.