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Exporting a custom morph so it can be used. Help
I'll try to explain again based on what you've said. I'm going to assume you have a prop/figure in a state where you have morph dials working the way you want them to work and go from there. Converting it to weight mapping or not has nothing at all to do with morph targets so I'm not going to touch that at all.
Select the object that has the morph dials working the way you want them to work (i.e. the one you showed 3 posts up)
File -> Save As -> Support Asset -> Figure/Prop Asset
Pick a directory and assign a name
Now your object is saved into the library with morphs embedded into it. You can open a new scene and load your object from the library (don't import, don't merge any other scene files, just load it from the library). If this doesn't work for you repeatably I don't know what to tell you, maybe contact DAZ support directly.
G8 - Basic v Dev Load v Real WorldThe Real World section that you are looking at is not a different version of the character. It's just the classification assigned to the character by the creator, and where the morph dials are stored. Essentially, those sections in the Parameters tab are a way of organizing different types of morphs so they can be found more easily there. Character morphs are set up so that their various shaping dials appear under the appropriate category. As MimicMolly said, the "realistic" morphs go under Real World, whereas an elf or troll morph would be found under Fantasy Sci-Fi, and toonlike character would go under Stylized. The same goes for any other sort of morph like noses, teeth, ears, and so on.
I don't have the character to confirm, but if it follows the usual pattern, Aurora's head morph (just the head shape), should be found under Head>People>Real World, because it's a head shape, she's a specific character with a name, and is classified as realistic. Her body morph will be under Full Body>People>Real World, and her full morph (the head and body and sometimes scaling values) will be in People>Real World. It's a filing system for the shaping morphs, basically, so you can view only the things that fit into the selected category instead of looking at every morph you've got installed in one huge list all the time.
The Actor preset that you show in your screenshot is essentially a shortcut. Instead of you loading the base G8F character, going to Parameters and dialing in Aurora's shape, then finding and loading her materials, using the Actor preset loads G8F with the Aurora shape and materials already applied.
Daz Studio to UnrealHey everyone, I'm fairly new to Daz3D and 3D modeling in general, so bare with me. I'm sure I'm asking a question that has been asked over and over but I'm not seeing a definite answer and so I figure I'll ask anyways.
I'm trying to export a 3D model gorilla that I've purchased from the Daz Store to my UE Project and have a couple morph target parameters. Goal being using the Unreal Live Link Face App to control the Gorilla's face. It's a Gen 8 Male so it should be able to export. However when I try to export any morph parameters Unreal crashes.
I am using the Daz to Unreal Plugin and it works just fine with everything else, but as soon as I add a Morph. It crashes. Is there something I'm missing or a process I can do to do this more effectively? Any input is appreciated.
My version of Daz studio is 4.15 Pro
My Version of Unreal Is 4.26.1Exporting a custom morph so it can be used. Helppjzanca said:
that is how you do it, do you have a bunch of existing scene files or something? I don't quite understand what you're doing, please (again) spell out exactly what steps you're taking and what you're trying to do.
I had to first convert the figure to weight mapping. Then save it as a figure prop asset before I could save it as a morph asset
Once all that was done. I go to save it as morph asset and check only the morph box. (But there are 2 of them. One for the figure and one for the head where the morph itself is located) I've tried saving both individually In the 2 folder options I have. Daz3D/Studio/MyLibrary and MyDaz3D Library. Neither have ended up working.
This is what I did. I don't think I can explain it any better than that.
Exporting a custom morph so it can be used. Helppjzanca said:
this works for any object, it doesn't have to be made into a figure, it works for static props too. the important thing is the object has to be saved to library first, and then delete the original from the scene (not from library!)
load it from the library
make your morph with d-former (and by the way you can save d-former setups too!)
on the d-form pane, check the boxes as shown and "spawn morph" - this does what the checked options say (read them) and assign a name
File -> Save As -> Support Assets -> Morph Asset as explained earlier
from then on you should see your morph as shown in 2nd pic!
I did all that already. What I need is a way so every figure can use it without having to import the morphed one into the scene
Here is the file. Maybe you can figure out what I'm doing wrong?
Right image shows the figure with the morph I made. Left shows the default model without being able to access the morph
Exporting a custom morph so it can be used. Helpthis works for any object, it doesn't have to be made into a figure, it works for static props too. the important thing is the object has to be saved to library first, and then delete the original from the scene (not from library!)
load it from the library
make your morph with d-former (and by the way you can save d-former setups too!)
on the d-form pane, check the boxes as shown and "spawn morph" - this does what the checked options say (read them) and assign a name
File -> Save As -> Support Assets -> Morph Asset as explained earlier
from then on you should see your morph as shown in 2nd pic!
Exporting a custom morph so it can be used. Helppjzanca said:
Start from scratch and tell me exactly the steps you're taking please. i.e. what is the object you're making a morph for, did you make it? it needs to be something you loaded from the content library, what object are you dealing with exactly?
I don't really want to make the dforms again. But the morph is applied to the head to make the morphing python smile. I made the morph myself from scratch. And saved it as it's own file so I can import it into scenes. So it should be from my content library.
I might just want to keep it that way instead of trying to hassle with this. As it is easy enough to import on it's own.
Exporting a custom morph so it can be used. HelpStart from scratch and tell me exactly the steps you're taking please. i.e. what is the object you're making a morph for, did you make it? it needs to be something you loaded from the content library, what object are you dealing with exactly?
I want a pig and it's pink and LoRezblaz said:
cathan01_wwg1wga said:
Does the boar morph have tusks like the original loREZ Pig?
Nope, not if you mean the kind that protrude out of the mouth. But you do get floating teeth. So much better if you ask me.

There are also very visible seam lines.
Does the PA visit the forums? How is he with fixing his products? I'm kind of fed up with with buying a product, only to notice a problem the minute I load it...
Thanks for the info, I removed LoREZ Pig 2 Bundle from my cart. I don't believe I have seen a response from Predatron in the customer side forums; but I could be wrong.
I want a pig and it's pink and LoRezblaz said:
cathan01_wwg1wga said:
Does the boar morph have tusks like the original loREZ Pig?
Nope, not if you mean the kind that protrude out of the mouth. But you do get floating teeth. So much better if you ask me.

There are also very visible seam lines.
Does the PA visit the forums? How is he with fixing his products? I'm kind of fed up with with buying a product, only to notice a problem the minute I load it...
Eek. I think I'll pass. The original may be a bit dated, but at least it has the boar morphs with tusks and textures. Thank you, blaz.
I want a pig and it's pink and LoRezblaz said:
cathan01_wwg1wga said:
Does the boar morph have tusks like the original loREZ Pig?
Nope, not if you mean the kind that protrude out of the mouth. But you do get floating teeth. So much better if you ask me.

There are also very visible seam lines.
Does the PA visit the forums? How is he with fixing his products? I'm kind of fed up with with buying a product, only to notice a problem the minute I load it...
looks to me like the seams are on the normal/bump map
Exporting a custom morph so it can be used. Helpfelis said:
If you have been using dFormer, I would export it as an obj, and then reimport and apply it as a morph to the original.
How would I go about doing that exactly? I managed to export it as an obj. But can't find how to apply it.
Exporting a custom morph so it can be used. Helppjzanca said:
if that didn't answer your question please explain exactly what steps you're taking, what kind of object is it, how did you load it etc - this morph asset feature works well for me and I'm pretty sure it should work for anyone else \o/
Alright so I have the morph saved to the morphing python and can access it in shaping.
I had to first convert the figure to weight mapping. Then save it as a figure prop asset before I could save it as a morph asset
Once all that was done. I go to save it as morph asset and check only the morph box. (But there are 2 of them. One for the figure and one for the head where the morph itself is located) I've tried saving both individually In the 2 folder options I have. Daz3D/Studio/MyLibrary and MyDaz3D Library. Neither have ended up working.
Perhaps if I provide you a save file of the morph you can help me save it properly?
G8 - Basic v Dev Load v Real World
That category means that this character is supposed to be like a "realistic person" you'd see in real life -- like in person, on TV, in printed advertisements. As opposed to "Stylized" which would be a toon, like Sakura 8. This is handy for people who don't want to render toons. But that category is chosen by the artist who made the morph, and sometimes the choices are often questionable. (They don't look like "realistic people" but this is a subjective observation.)bradassociates said:Richard Haseltine said:
Base has textures, DevLoad iss et up with no maps and has other features zeroed to make a basis for content creation. I'm not sure what real World is.
By the way, that glossary is user-generated not official.
Thanks Richard - that helps. But I think I didn't write the original query correctly re: "Real World". The basic G8F/M doesn't have "real world" options, but many of the character produdcts do. For instance, the image below is a screen capture of Auroa HD. The figure can be loaded via different options, one being "Real World". In addition, there are "Real World" settings for various body features in the Parameters. Do you or anyone else know what the meaning of "Real World" is and why one might load the "Real World" character instead of the other options?
I want a pig and it's pink and LoRezcathan01_wwg1wga said:
Does the boar morph have tusks like the original loREZ Pig?
Nope, not if you mean the kind that protrude out of the mouth. But you do get floating teeth. So much better if you ask me.

There are also very visible seam lines.
Does the PA visit the forums? How is he with fixing his products? I'm kind of fed up with with buying a product, only to notice a problem the minute I load it...
AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICIAlessandro Mastronardi said:
Anfy said:
Eccomi di nuovo.
Sto imparando, da arruffone quale sono, a usare il programma a un livello elementare. Sto però cercando di dominare - si fa per dire - l'illuminazione, la mia dannazione, anche perché ho preso delle belle luci che simulano quelle di uno studio fotografico, e funzionano bene per quel che le ho provate (di base sarei un fotografo).
Due domande (se son fuori luogo nel presente topic mi scuso e fate finta che non le abbia poste):
1) faccio girare Daz Studio su una vecchia macchina, addirittura con poverssore... processore AMD Phenom II X4 940 di una dozzina d'anni fa, gloriosi 8 Gb di RAM, a cui ho affiancato, da molto tempo, una NVIDIA 970 con 4 Gb di RAM (che mi salvano un poco).
Ho però preso gli eccellenti Scimpanzé e Orango di AM (Alessandro Mastronardi) che mi han fatto capire che con il mio attuale computer non posso illudermi di andare troppo lontano.
Ora, se dovessi acquistare un PC nuovo, ovvio che un AMD Ryzen di fascia altissima, con 128 Gb di RAM e una NVIDIA 3090 sarebbe una bella scelta, ma occorrono veramente specifiche così alte, visto anche che allo stato non faccio animazioni?
I rendering di scene non troppo complesse variano attualmente, con Iray, dai 10 minuti alle 2 ore circa;
2) ho provato Face Transfer, e mi pare funzioni bene. Non sono tuttavia stato in grado di ottenere gli stessi risultati con HeadShop One Click 2021, nonostante dicano che dovrebbe esser migliore. Sbaglierò io qualcosa?
Questi programmi sono dei giocattoli che al di là di un possibile effetto "wow!" servono a poco?
O si possono usare con profitto?
Grazie!
Mia personalissima opinione, ma le specifiche che hai elencato mi sembrano altissime. Con un PC AMD Ryzen (o intel) di fascia medio-alta, RAM 64GB e scheda video Geforce 2070 8GB (se poi riesci a trovare la serie 3xxx meglio anche se al momento sembra tutto deserto), hai già un sistema di ottime caratteristiche senza dover spendere un budget esagerato.
Purtroppo quello è il minimo per Iray.
Con meno non finisci mai di renderizzare.Io davvero non capisco per quale motivo la gente preferisca spendere 5000 euro piuttosto che imparare ad usare le luci e gli shader di 3Delight o spingere di più su Filament.
I want a pig and it's pink and LoRezDoes the boar morph have tusks like the original loREZ Pig?
DAZ Studio 4.15 holds on to RAMI noticed that as well, and while it's a bit annoying when you only want to restart quickly for various reasons (crash, updating morph content, etc.), better let the thing unload properly from RAM unless you want to risk corrupting files in some way...
Looking for a Genesis 8 female that's in the same vein of quality as Lilith 7.(Before someone says, "Just use Lilith 7". I've actualy gone a step beyond that. I've transfered Lilith 7's body morph to Genesis 8 female, and am happily using that. But I can't keep using her body type forever, I need to change it up.)
I was hoping you guys can recommend a Genesis 8 Female that rivals Lilith 7's body type. I was hoping one of you guys have actually figured this problem out and have the solution. Please make sure you provide a screenshot from the DAZ Studio store that shows how the body type you're recommending is equal to or better than Lilith 7's body type.
Note:
- Genesis 8.1 Female has a very normal and realistic body type. That's not what I'm looking for, although her skin shader is amazing and top 1% material. Her skin shader is amazing.
- I'm not looking for a super tall body type that has no curvature or devoid of an hourglass figure.So you're probably thinking, just mix and match morphs, create your own... That's not an easy process. I don't have the proper eye to create body types of absolute perfection. It's a difficult process. In order to create a body type that is in the top 1% of appeal, it would take a very long time. I don't have that level of artistic talent. I can create something in the top 5%-10%, but the top 1%? Out of my skill range unfortunately.
As you can see, Lilith 7 has a near perfect body. Her proportions are fantastic. The artist who created her is VERY talented.

She's tall, but she has an excellent hourglass figure. Now, looking at the image above, which Genesis 8 female model can rival her proportions?
Before you begin recommendations, please make sure you provide a screenshot from the DAZ store of the body type that clearly looks better than LIlith 7, or at least matches her in beauty. Remember, I'm not looking for realistic, normal body types, or tall figures with no hourglass figure, thanks!
(Please don't just respond to this thread with random speculation. My inquiry is very serious. It's a problem I've been needing to deal with for over a year now. I'm hoping to hear from people who have my exact same problem and mindset as me. You either know what I'm talking about or don't. Thanks!)
AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICIAnfy said:
Eccomi di nuovo.
Sto imparando, da arruffone quale sono, a usare il programma a un livello elementare. Sto però cercando di dominare - si fa per dire - l'illuminazione, la mia dannazione, anche perché ho preso delle belle luci che simulano quelle di uno studio fotografico, e funzionano bene per quel che le ho provate (di base sarei un fotografo).
Due domande (se son fuori luogo nel presente topic mi scuso e fate finta che non le abbia poste):
1) faccio girare Daz Studio su una vecchia macchina, addirittura con poverssore... processore AMD Phenom II X4 940 di una dozzina d'anni fa, gloriosi 8 Gb di RAM, a cui ho affiancato, da molto tempo, una NVIDIA 970 con 4 Gb di RAM (che mi salvano un poco).
Ho però preso gli eccellenti Scimpanzé e Orango di AM (Alessandro Mastronardi) che mi han fatto capire che con il mio attuale computer non posso illudermi di andare troppo lontano.
Ora, se dovessi acquistare un PC nuovo, ovvio che un AMD Ryzen di fascia altissima, con 128 Gb di RAM e una NVIDIA 3090 sarebbe una bella scelta, ma occorrono veramente specifiche così alte, visto anche che allo stato non faccio animazioni?
I rendering di scene non troppo complesse variano attualmente, con Iray, dai 10 minuti alle 2 ore circa;
2) ho provato Face Transfer, e mi pare funzioni bene. Non sono tuttavia stato in grado di ottenere gli stessi risultati con HeadShop One Click 2021, nonostante dicano che dovrebbe esser migliore. Sbaglierò io qualcosa?
Questi programmi sono dei giocattoli che al di là di un possibile effetto "wow!" servono a poco?
O si possono usare con profitto?
Grazie!
Mia personalissima opinione, ma le specifiche che hai elencato mi sembrano altissime. Con un PC AMD Ryzen (o intel) di fascia medio-alta, RAM 64GB e scheda video Geforce 2070 8GB (se poi riesci a trovare la serie 3xxx meglio anche se al momento sembra tutto deserto), hai già un sistema di ottime caratteristiche senza dover spendere un budget esagerato.








