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Daz 3D Forums > Search
  • What’s the deal with G8.1?

    vagans said:

    Where are the Visemes poses located for 8.1? Working with a Male 8.1 character and they're not available.

    Making the G8 base expressions (and any expressions that are using them) work on G8.1 requires DS 4.15 and removal of dummy/placeholder expressions that are installed to G8.1 morph folders - These dummy/placeholder expression files have no other function than to prevent the base G8 expressions from loading. 

    The dummy/placeholder files are located in; (if installed with DIM or manually)

    ...\Data\DAZ 3D\Genesis 8\Female 8_1\Morphs\Daz 3D\Base Pose Head\ (255 files)
    ...\Data\DAZ 3D\Genesis 8\Female 8_1\Morphs\Daz 3D\Expressions\ (24 files)
    ...\Data\DAZ 3D\Genesis 8\Male 8_1\Morphs\Daz 3D\Base Pose Head\ (255 files)
    ...\Data\DAZ 3D\Genesis 8\Male 8_1\Morphs\Daz 3D\Expressions\ (24 files)

    Please make sure you are removing the files from G8.1 morph folders and not G8 morph folders.

     

    By

    PerttiA PerttiA April 2021 in The Commons
  • XTransfer Module 1- Genesis 3 to Genesis 8 Morph Converter (Commercial)

    Some morphs are compulsory and needed when transferring and cannot be unchecked based on how they are linked, hense why they are greyed out. They will auto transfer.

    By

    Zev0 Zev0 April 2021 in Daz PA Commercial Products
  • Please don't giggle - convert V3 accessories to Genesis ??

    Cheap DIY version that I use but only if you are familiar with Daz.

    I have converted almost all the Daz 3 content I have this way. While it may seem complicated at first, it gets easier the more you do it.

    Load the prop or figure you want to convert and then you load the base figure you want to fit to. Keep the two separate - do not parent or fit to - Use any slider adjustments available (I.E. with Clothes) when happy with the fit hide the base figure and export the V3 item/prop - if you are not happy at the fit you can use Dforms or scale as well - (I use the same folder for all my conversions).

    Zero the item/prop then use Morph Loader Pro to add the saved .obj as a new adjustment morph - will show in Parameters pane as Morphs/Morph Loader. Select the prop/figure and use Edit/Figure/Rigging/Convert to Weight Mapping/ and select General Weight Mapping - now you can Parent to the base figure and change any materials to Iray if used then Save As-Figure Support Asset/Figure/prop Assets/ set the content type to Prop or clothes or your choice - then tick Content Type and use dropdown menue to find best option to match the item and save.

    This can also work in reverse fit newer items to older figures.

    By

    Alowe49 Alowe49 April 2021 in Technical Help (nuts n bolts)
  • Daz Central and installing Content to D Drive

    Might be faster and easier to just transfer the data and then use the Content Database Maintenance in the little menu at the top of the Smart Content tab to completely reset the database once the move is complete. You can have it also re-import the metadata - which is what it really uses - to set it up to tell CMS where everything is.

     

    Couldn't hurt, and you still have the option to reinstall if it doesn't work.

     

    ..Joe

    By

    joegerardi joegerardi April 2021 in Technical Help (nuts n bolts)
  • The My Bucket's Got a Hole In It Complaint thread

    Mystiarra said:

    copying files to ssd drive is averaging about 23mb/s, is that good?

    I've been getting up to 50-60MB/s on W7, but it depends on the average size of the files and how many files there are.

    if you take 1TB worth of files, it goes faster if the average size is large, moving a million 1MB files takes ages, and lowers the transfer speed.

    By

    PerttiA PerttiA April 2021 in The Commons
  • Daz Bridge Support Is Here!

    Daz and bridge idea is very good. And they are mostly working well now. But I can see 2 big issue about bridges. First one is morph exporting system. And second is material exporting.

    I can use DazToBlender perfectly with material export/textures/maps and parameters. And very nice render. But i can not give the same result with Maya. DazToMaya only adding texture maps into material. No parameters or no roughness maps, specular etc.. (I am talking about for maay or max animators. I am using UE4.)

    Also, i can not choose my specific morphs easily. DazToMaya doesn't have any panel or screen for choosing morph. But DazToUnreal has.. 
    Anyway, there are all my ideas :) Thank you for plugins.
    Here is a shoot from my latest work below.


    Thanks. - moreffector -

    https://www.patreon.com/moreffector
    https://www.artofgiantess.com/

    By

    moreffector_3290526 moreffector_3290526 April 2021 in Daz Studio Discussion
  • BD Oshun

    Sevrin said:

    I think she's fine.  You might want to add some HD details from another character, and you need to light her well, but generally she looks good to me.

    BTW, does she conflict with the other Oshun?

    Looking at the file list, she shouldn't conflict at that level, and if everything is carried through, it looks like her internal labeling should all be for "BD Oshun". But of course, no way to tell for sure without buying her.

    I keep going back and forth on her. In general, I like her morph and I generally like the way she looks, but I think it's safe to say that almost all of her promo images are kind of terrible. Dark skin against dark gray background isn't the best choice. And the image where the PA was trying to show the different eyebrow colors also shows the detail of the skin on her forehead, and it frankly looks kind of awful. No forehead lines at all -- which, admittedly, isn't at all unusual -- and very very bumpy skin. It's impossible to tell if that's a diffuse texture issue or a "set the bump and normal WAY too high" issue.

    She comes with three translucency presets, according to the product information. I'm guessing that one of the lower translucency settings is seen in the image where her different texture options (makeup, lips, nails) are listed -- it's pretty much the only image where she's not basically glowing.. Everything else looks like it was done with astonishingly high translucency -- probably 0.9 or above.

    I have the other Oshun, by Chevybabe25, so it's not as though I desperately need another one. I just kind of like this one as well. Except that the promos really are terrible.

    By

    vwrangler vwrangler April 2021 in The Commons
  • Bluejaunte appreciation

    outrider42 said:

    If you are wondering how, you can do this all inside Daz itself by baking the textures. When I did this, the resulting renders for Gaia look exactly the same with the new 8.1 converted textures as they do with her out of the box textures.

    There is a tutorial somewhere in the forums, but here are highlights for those who don't know, and tailored to this specific task:

    1- Load a basic 8.1 figure

    2- Load your Genesis 8 material preset. Before going further, double check your default templates that everything is in place and note what surfaces are under which template. Since this is just for the torso, it is pretty easy.

    3- Go to the surfaces tab. Locate the menu, the triangle with lines at the top left or right depending on where your surface tab is docked.

    4- From this menu, locate Map Transfer. You will see two fields here. On the left there is Templates, and this will be blank. On the right you have Surfaces. Hover your mouse over the Templates field and right click. Pick the option to create a new template.

    5- Template 1 is for the face and related textures. You can leave this blank because there is no change between 8 and 8.1. Template 2 is for the new Head texture. Template 3 is for most of the old torso texture. If this is all you want, you can stop creating templates right here. If you wish to try baking the eye, you can go further to the template for them. However I don't see a point in doing that. All you do is click on the surface and drag it to the template it goes to. You will notice that the surface you dragged is now missing from the surfaces section. That means you are doing it right. 

    6- To get going, you need to highlight the Default Templates. We want the torso, so we highlight BOTH templates 2 and 3. Doing this will allow us to continue. If you do not highlight the templates, you cannot proceed. Do not highlight the surfaces! You will see the target template is 8.1, and the source is "current". This is what we want. You can select where to save. Saving in the same location as the original textures makes sense, but you can do whatever you want here as long as you can find them.

    7- I suggest keeping the file types the same, Gaia has JPGs. Crank the baking quality up to the max of 10. Hardware Cutoff was already maxed, I changed the bleed factor down a bit.

    8- Then just hit accept.

    9- Your new textures will have generic names. So it is a good idea if you do this a lot to save in new locations to not overwite previous convertions. This is where saving new files in the location of the original folder probably works better. All textures associated with Templates you chose are converted.

    10- So for this character, I now have "Template2 Detail Normal Map", "Template2 Diffuse Color", "Template2 Normal Map", and "Template2 Specular Lobe Roughness". I also have these same maps for Template3. SInce the torso map for G8 already covers Template 3, there is no need to replace Template 3. You only need to go to Template 2 in your surface settings and replace the torso map with the equalivant texture you just created. Then go down the surface settings for the Head and change it to Base 8.1 Female.

    11- You are done. You can do a test render to see if it looks ok. You can also save this as a material preset for future use. If you like messing with textures, you can now use your favorite blejaunte and other PA textures from 8.0 and mix them with native 8.1 textures.

    12- Celebrate your bad self. WHOOO!

    FYI this same process is also how you convert the unique UV maps from Victoria 7 and friends to standard Gensisis 3 (as well as Victoria 6 to Genesis 2.) So with this you can also convert any of the 7 series models that have unique UVs all the way to Genesis 8.1 by first converting them to Genesis 3. If you own the Gender swap UV product, then can also use this technique to convert textures from one sex to the other. This is how I cretaed a set of bluejaunte MALE textures. MWAHAHAHA!.

    If you do see a seam, it is more likely do to the material settings using the new tiling feature in PBR Skin. How many times the tiles repeat can be adusted in the settings. This is a potential downside to using any kind of tiling for skin details if you like to do extreme close up pictures. But this is Gaia skin using newly converted head textures. There is no seam.

    Thanks a lot everyone, but I am specially gratefuf to outrider42, for the time to explain all of this.

    That is what I am interested in, but did not know, how to ask for.

    Thanks again for such a nice explanation.

     

    By

    Artini Artini April 2021 in The Commons
  • Genres You'd Like to See in the Store?

    nomad-ads_8ecd56922e said:

    Last night I was in the middle of a totally futile search for a means of converting male face morphs into female face morphs and vise versa, because I needed a means of picking a father and a mother for a family scene, partly dialing in the face-shape of the mom onto the son, so that the son looks somewhat like he's the offspring of that mom, then party dial in the face-shape of the dad onto the daughter, so that the daughter looks like she's the offspring of that dad, in addition to partly dialing in the face-shape of the dad onto the son and partly dialing in the face-shape of the mom onto the daughter.

    Every search result I was getting was products to convert, say, a Genesis 3 Male over into a Genesis 8 Male, and products to convert Genesis 3 Female into Genesis 8 Female.  NONE OF THEM AT ALL were products to convert characters or morphs across BETWEEN GENDERS.  I KNOW there's products SOMEwhere to do that... and I know I've BOUGHT at least one of them... but if I cannot flipping FIND the dag-blasted thnig when I NEED it, I cannot USE it  0O

    Another issue I ran into recently was trying to find 1970s-specifical clothes... though that one at least did yield SOME results I was looking for... but it was burried under a bazillion unrelated things that weren't even clothes.  o0

     

    Maybe, this product:  https://www.daz3d.com/genesis-8-uv-swap-male-and-female-base ;

    Using the Transfer Utility with the settings listed on an attachment on a REDZ post on this thread (page 33 about 3 quarters of the way down on the page).  

    https://www.daz3d.com/forums/discussion/176271/morphs-from-g3-to-g8/p33

    I haven't tried this myself but it might be worth a try if you have the uv swap utility for genesis 8. Edit: And yes the post with the attached file image is set for transfering between  G8F and  G8M even if the thread name does not reflect this.

    -                                                                                        -                                                                          -                                                                          -

    It seems like since the store change over search is even worse than it was. I like the idea that someone posted about using Tags because sometimes it is hard to figure out which search term is the sweet spot for what I want.

    For genre ideas, I like the concept of using timelines or eras. 

    I like the idea of adding some useful categories so we can filter for things that are non dependent on a specific figure like environments, transportation and animals to name a few.

    By

    Pixel8ted Pixel8ted April 2021 in The Commons
  • How do you make those crazy characters like JoeQuick?

    I was wondering if anyone has any idea how to make these morphed out characters.  I  mean below is awesome and yet is still Genesis 8 figure. 

    Does anyone know how these types of take a character and morphing it into something so different is done?  

    I mean I can do morph targets but this seems a little beyond that.  

     

    Teddy Bear for Genesis 8 Male by: JoeQuick, 3D Models by Daz 3D

    By

    SasquatchIsCool SasquatchIsCool April 2021 in The Commons
  • What’s the deal with G8.1?

    I agree,  it`s personal taste, but it`s more of what my followers and clients want. Im not known for the stylized/toony characters.

    Just my take on what I have bought so far.

    Im not too keen on Vicky 8.1`s overall look. But I have been taking her skin and using it on some my own characters, and the reception has been great. Some have said that it`s some of the best work that I have done. Of course I had to tweak it some to get some the red out, but other than that, I am happy with pruchasing her (skin).

     Ginny`s skin is nothing special, and she looks mad as heck LOL But I will keep playing with her.

    MR Layla`s skin is awesome!   Until you get to her legs. Im not sure why, but her legs seem to be a different color...more red? Looks different from the promos. Or maybe she`s supposed to have tanned legs and only tanned legs.  It doesnt really make a difference if she wearing clothes. But none of my girls wear clothes. 

    I just got Bluejaunte`s Gaia.

    And in typical Bluejaunte artistry, she is great! I think her skin is perfect for what I make.  I have only used her skin though as I`d hate for Bluejaunte to see the terrible things I put his girls through LOL, but Im as always, very very happy with Bluejaunte`s characters. So far the best 8.1 character IMHO.

    Mike on the other hand and the other 8.1 males and or morph kits, Im going to have to pass on those. They look too toonish for me.  I dont use many males anyway, and the ones that I already have work well as props in my scenes.
    Just my take on 8.1

    By

    johnjohn808 johnjohn808 April 2021 in The Commons
  • Daz to Blender - Morph update - “Spring Cleaning Update” (2.3.1)

    The new build is nice but seems to have an issue with the Eye poses for 8.1 characters; i.e., the Eye Look morphs.  If I export a basic 8.1 character along with the Eye Look morphs (needed to actually move the eyes side to side or up and down), when imported into Blender and using the morphs in the Morph List section the eye balls will come out of the socket when looking left or right.  Unfortunately, makes it unusable for my purposes.  Anyone else have this issue?

    Thanks - Jeff

     

    By

    jeff_someone jeff_someone April 2021 in Blender Discussion
  • Bluejaunte appreciation

    outrider42 said:

    If you are wondering how, you can do this all inside Daz itself by baking the textures. When I did this, the resulting renders for Gaia look exactly the same with the new 8.1 converted textures as they do with her out of the box textures.

    This is kinda pointless though, as Gaia uses G8 textures. Only the eyes use 8.1. Or maybe the point was just show the texture transfer workflow in general?

    By

    bluejaunte bluejaunte April 2021 in The Commons
  • Bluejaunte appreciation

    If you are wondering how, you can do this all inside Daz itself by baking the textures. When I did this, the resulting renders for Gaia look exactly the same with the new 8.1 converted textures as they do with her out of the box textures.

    There is a tutorial somewhere in the forums, but here are highlights for those who don't know, and tailored to this specific task:

    1- Load a basic 8.1 figure

    2- Load your Genesis 8 material preset. Before going further, double check your default templates that everything is in place and note what surfaces are under which template. Since this is just for the torso, it is pretty easy.

    3- Go to the surfaces tab. Locate the menu, the triangle with lines at the top left or right depending on where your surface tab is docked.

    4- From this menu, locate Map Transfer. You will see two fields here. On the left there is Templates, and this will be blank. On the right you have Surfaces. Hover your mouse over the Templates field and right click. Pick the option to create a new template.

    5- Template 1 is for the face and related textures. You can leave this blank because there is no change between 8 and 8.1. Template 2 is for the new Head texture. Template 3 is for most of the old torso texture. If this is all you want, you can stop creating templates right here. If you wish to try baking the eye, you can go further to the template for them. However I don't see a point in doing that. All you do is click on the surface and drag it to the template it goes to. You will notice that the surface you dragged is now missing from the surfaces section. That means you are doing it right. 

    6- To get going, you need to highlight the Default Templates. We want the torso, so we highlight BOTH templates 2 and 3. Doing this will allow us to continue. If you do not highlight the templates, you cannot proceed. Do not highlight the surfaces! You will see the target template is 8.1, and the source is "current". This is what we want. You can select where to save. Saving in the same location as the original textures makes sense, but you can do whatever you want here as long as you can find them.

    7- I suggest keeping the file types the same, Gaia has JPGs. Crank the baking quality up to the max of 10. Hardware Cutoff was already maxed, I changed the bleed factor down a bit.

    8- Then just hit accept.

    9- Your new textures will have generic names. So it is a good idea if you do this a lot to save in new locations to not overwite previous convertions. This is where saving new files in the location of the original folder probably works better. All textures associated with Templates you chose are converted.

    10- So for this character, I now have "Template2 Detail Normal Map", "Template2 Diffuse Color", "Template2 Normal Map", and "Template2 Specular Lobe Roughness". I also have these same maps for Template3. SInce the torso map for G8 already covers Template 3, there is no need to replace Template 3. You only need to go to Template 2 in your surface settings and replace the torso map with the equalivant texture you just created. Then go down the surface settings for the Head and change it to Base 8.1 Female.

    11- You are done. You can do a test render to see if it looks ok. You can also save this as a material preset for future use. If you like messing with textures, you can now use your favorite blejaunte and other PA textures from 8.0 and mix them with native 8.1 textures.

    12- Celebrate your bad self. WHOOO!

    FYI this same process is also how you convert the unique UV maps from Victoria 7 and friends to standard Gensisis 3 (as well as Victoria 6 to Genesis 2.) So with this you can also convert any of the 7 series models that have unique UVs all the way to Genesis 8.1 by first converting them to Genesis 3. If you own the Gender swap UV product, then can also use this technique to convert textures from one sex to the other. This is how I cretaed a set of bluejaunte MALE textures. MWAHAHAHA!.

    If you do see a seam, it is more likely do to the material settings using the new tiling feature in PBR Skin. How many times the tiles repeat can be adusted in the settings. This is a potential downside to using any kind of tiling for skin details if you like to do extreme close up pictures. But this is Gaia skin using newly converted head textures. There is no seam.

    By

    outrider42 outrider42 April 2021 in The Commons
  • 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
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