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  • Diffeomorphic DAZ Importer Version 1.5.1

    tricky30de said:

    The funktion convert custom morph to shapekey is my problem. After the convert the shapekey on the mesh in blender didn't work.

    Some "morphs" in daz studio are not morphs, they are bone poses, so they need to be imported as poses. As for the shapekey conversion you can file a bug report at diffeomorphic. Please provide a test scene with the bug.

    Please note that diffeomorphic is not so good to import modified assets stored in the scene file. If you did your own morphs then save them as support assets to be imported with diffeo: file > save as > support asset. This will work fine.

    https://bitbucket.org/Diffeomorphic/import_daz/issues

    By

    Padone Padone February 2021 in Blender Discussion
  • Diffeomorphic DAZ Importer Version 1.5.1

    tricky30de said:

    benniewoodell said:

    tricky30de said:

    Problems with facial expressions

    Is there a way to import custom made facial expresions into Diffeomorphic.

    Importing the .duf file doesn't work.

    So I tried to make my own morph in Daz 3D.  After import as custom morph in Diffeomorphic the morph funktions.

    Transfering it as shape key to the mesh didn't work. 

    Has someone an idear how to solve this problem?

    Are you posing it with powerpose? If so, those keys won't transfer for some reason but if you're using an expression from a pack, just save it as a pose preset, then in Blender click import pose and it'll work. 

    Thank you for that idear. But can I make a shapekey from a pose?

    No I didn't used powerpose. I created a new property with min 0 and max 1. I set it to 1 and used an expression from a pack. Afterwards I freezed it with ERC Freez and removed all the ectls I diddn't need. Then set it to 0 and used a neutral expression. Again freeze with ERC Freez and remove all ectl not used. This  morph I could save as support asset / morph asset. At least I loaded it in deffeo with import custom morph.

    The Morph works in diffeo. The funktion convert custom morph to shapekey is my problem. After the convert the shapekey on the mesh in blender didn't work. But I need it there for exporting it into unity.  

    Sadly I have not been able to get shape keys to transfer with diffeo. If you try the newest update of the Daz to Blender Bridge, it will probably work. I can't get anything from Face Motion to transfer with diffeo since those are shape keys (at least I think they are, they have shape. in the names), but they transfer when I export it with the new D2B update. 

    By

    benniewoodell benniewoodell February 2021 in Blender Discussion
  • Nix8 and some other male faces has slightly distorted

    It's a "rookie" mistake by the creator of the character/morph - When saving a morph or a character-morph, the dials should be set at zero, otherwise they will automatically be applied to each and every character using the same base figure, no matter if it's a new character or one in a scene saved a year ago and never since opened.

    By

    PerttiA PerttiA February 2021 in Technical Help (nuts n bolts)
  • What to do for some content that you install from third sites

    I have got a 3th party morph content i cant use it in daz 3d 4.12. Is there someway to explain how to do it manually?

    Also i tried a few things to do it.

    Like crating a " My Content " file inside " C:\Users\ -User Name- \Documents\DAZ 3D\Studio " and pasting folders wich is inside of content folder.

    Than opening daz => right clicking smart content  => Content DB Maintence => Checking Process Metadata queue and Reimport Metadata.

    By

    alphkunai001 alphkunai001 February 2021 in Daz Studio Discussion
  • Diffeomorphic DAZ Importer Version 1.5.1

    benniewoodell said:

    tricky30de said:

    Problems with facial expressions

    Is there a way to import custom made facial expresions into Diffeomorphic.

    Importing the .duf file doesn't work.

    So I tried to make my own morph in Daz 3D.  After import as custom morph in Diffeomorphic the morph funktions.

    Transfering it as shape key to the mesh didn't work. 

    Has someone an idear how to solve this problem?

    Are you posing it with powerpose? If so, those keys won't transfer for some reason but if you're using an expression from a pack, just save it as a pose preset, then in Blender click import pose and it'll work. 

    Thank you for that idear. But can I make a shapekey from a pose?

    No I didn't used powerpose. I created a new property with min 0 and max 1. I set it to 1 and used an expression from a pack. Afterwards I freezed it with ERC Freez and removed all the ectls I diddn't need. Then set it to 0 and used a neutral expression. Again freeze with ERC Freez and remove all ectl not used. This  morph I could save as support asset / morph asset. At least I loaded it in deffeo with import custom morph.

    The Morph works in diffeo. The funktion convert custom morph to shapekey is my problem. After the convert the shapekey on the mesh in blender didn't work. But I need it there for exporting it into unity.  

    By

    tricky30de tricky30de February 2021 in Blender Discussion
  • Diffeomorphic DAZ Importer Version 1.5.1

    tricky30de said:

    Problems with facial expressions

    Is there a way to import custom made facial expresions into Diffeomorphic.

    Importing the .duf file doesn't work.

    So I tried to make my own morph in Daz 3D.  After import as custom morph in Diffeomorphic the morph funktions.

    Transfering it as shape key to the mesh didn't work. 

    Has someone an idear how to solve this problem?

    Are you posing it with powerpose? If so, those keys won't transfer for some reason but if you're using an expression from a pack, just save it as a pose preset, then in Blender click import pose and it'll work. 

    By

    benniewoodell benniewoodell February 2021 in Blender Discussion
  • Nix8 and some other male faces has slightly distorted

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

    1. Load your base figure or the developer version.
    2. Select "Show Hidden" in the Parameters-Tab, drop down menu (right-click) or Pane Options (Four horizontal lines) -> Preferences -> Show Hidden Properties
    3. Zero the figure (Found in Parameters-Tab, drop down menu)
    4. Memorize the figure (Found in Parameters-Tab, drop down menu)
    5. 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.

    By

    PerttiA PerttiA February 2021 in Technical Help (nuts n bolts)
  • Michael 8.1
    xyer0 said:

    Artini said:

    Now, I am debating, if I will be able to get the similar look, like j cade.

     

    YOU probably could, but I tried my go-to hdr's (PRO-Studio, UltraHD Sunny Beaches), and I was disappointed with the results. I'll try the one j cade suggested now. His skin is better than I thought, by far, but he's still kind of plain compared to the last two years of Genesis 8. He's more in Lucas' league as a morph. Here's the best of the lot, done with Click-n-Render (I made the eyes and irises smaller):

    This is pretty cute

    By

    ALLIEKATBLUE ALLIEKATBLUE February 2021 in The Commons
  • Natural Eyes for Genesis 8 [Commercial]
    chevybabe25 said:

    For the best  results with these eyes:

    dial in the cornea

    dial in the hd iris morph

    use the default settings on the eyes

    make sure your render settings are set super high. I believe the render settings are on page 1 of this thread.

    They take longer to render but the little ring is barely visible and doesn't stand out.

    Ok I will try

    By

    ALLIEKATBLUE ALLIEKATBLUE February 2021 in The Commons
  • Michael 8.1

    Silas3D said:

    Inspired by j.cade with the same HDRI, here's my first Michael 8.1 render (beefed up with 50% Alistair body):

    Also used Edward HD details and an Auto Face Enhancer smile morph to make him appear a bit older. Some postwork with Nik Collection Photoshop plugin.

    Did you use the AFE geoshell or whatever that's called? I have not tried that. I did find that the AFE Expressions work even without applying the shell.

    By

    inquire inquire February 2021 in The Commons
  • Natural Eyes for Genesis 8 [Commercial]
    Before I tweaked the eye UV (that was before the G8.1 update) I experimented a lot and the grey ring thing is definitely more pronounced if you don't use the HD Iris morph. For me the ring does not disappear entirely with the morph but it is a lot less noticeable.

    I tweaked the iris and sclera UV and merged them into one UV shell and created a new Map but using Natural Eyes assets and the ring would disappear entirely even without the HD iris morph. So yeah the fact that iris and sclera are on separate UV shells is definitively an issue for these grey rings.

    (Edit) Sry Chevybabe, I just saw your thread in the PA products forum. I was stupid. Great you're coming up with a new version for G8.1. I will use my own UV set instead of G8.1 one and already converted all I need but hope it works out well with your new version!

    By

    Asari Asari February 2021 in The Commons
  • Diffeomorphic DAZ Importer Version 1.5.1

    Problems with facial expressions

    Is there a way to import custom made facial expresions into Diffeomorphic.

    Importing the .duf file doesn't work.

    So I tried to make my own morph in Daz 3D.  After import as custom morph in Diffeomorphic the morph funktions.

    Transfering it as shape key to the mesh didn't work. 

    Has someone an idear how to solve this problem?

    By

    tricky30de tricky30de February 2021 in Blender Discussion
  • Is there any way to change the position of the eyelashes?

    Hi, everyone.

    image

    Is there any morph that changes the position of the eyelashes?

    Like the picture above, I want to make G8 female's eyelashes positioned at the end of eyes.

    By

    lawwlekluze lawwlekluze February 2021 in The Commons
  • Can I make a posed figure the zeroed version?

    Hello!  I am not a "new" user but have been mostly a fiddler/hobbyist for many years.  My whole life, really. The first new-release apps I ever started playing were Asymetrix WEB3D, Poser 3 and Cinema 4D GO!.  But I recently dug in hard and started getting into some advanced modeling and morph-building with Hexagon and Daz.

    I know how to save a character or scene preset.  What I'd like to know is if I can save my modified figure as a "zeroed" version.

    For example, let's say I've changed the scale and orientation on certain parts of a figure, such as extending the length of the forearm from 100% to 120% and other various adjustments using only the tranformers.  I want to get the figure as close to what I'm going for using the dials before I start adding D-Formers.
    If I save as a preset/subset, I can load the modified figure into a blank scene and do whatever, but if I use Edit > Figure > Zero options it goes back to the original, not the version I saved as a preset.

    So, my question is: is it possible to make a figure that's been modified using transformers the "base" it will return to when using Edit > Figure > Zero options?

    Thanks for any help/advice! blush

    By

    Dead Cow Digital Dead Cow Digital February 2021 in New Users
  • Interactive License?

    josephlopez175 said:

    I create 2D digital arts portraits using Daz. Legally can I sell my work or do I need some special license for this? I can't find anything specific to what I'm trying to do. 

    Yes  as stated in the EULA

    Terms of Use. Two Dimensional Works. Subject to the terms and conditions of this Agreement, User may (i) access, use, copy and modify the Content in the creation and presentation of two-dimensional animations and renderings, (ii) incorporate two dimensional images (including two dimensional images that simulate motion of three dimensional objects) derived by User from the Content in User's other works, and (iii) publish, market, distribute, transfer, sell or sublicense User's two-dimensional animations, renderings and other works; provided that User may not in any case publish, market, distribute, transfer, sell or sublicense any renderings, animations, software applications, data or any other product from which any Content, or any part thereof, or any substantially similar version of the Content can be separately exported, extracted or de-compiled into any re-distributable form or format.

    By

    Chohole Chohole February 2021 in The Commons
  • Natural Eyes for Genesis 8 [Commercial]

    For the best  results with these eyes:

    dial in the cornea

    dial in the hd iris morph

    use the default settings on the eyes

    make sure your render settings are set super high. I believe the render settings are on page 1 of this thread.

    They take longer to render but the little ring is barely visible and doesn't stand out.

    By

    chevybabe25 chevybabe25 February 2021 in The Commons
  • Michael 8.1

    Inspired by j.cade with the same HDRI, here's my first Michael 8.1 render (beefed up with 50% Alistair body):

    Also used Edward HD details and an Auto Face Enhancer smile morph to make him appear a bit older. Some postwork with Nik Collection Photoshop plugin.

    By

    Silas3D Silas3D February 2021 in The Commons
  • Convert/upgrade genesis 8 characters to 8.1?

    If you want to transfer the texture and use the new PBR shader, you'll also need to create a "Head" texture like this....

    https://www.daz3d.com/forums/discussion/467571/howto-create-missing-genesis-8-1-head-skin-maps-from-genesis-8-3-skin-maps#latest

    By

    Leonides02 Leonides02 February 2021 in Daz Studio Discussion
  • Diffeomorphic DAZ Importer Version 1.5.1

    craddockcmnsmaureen said:

    brainmuffin said:

    craddockcmnsmaureen said:

    Frankly speaking from a customer view, and a lot of daz customers share my point of view.  i see absolutely no point to download the " official" daz to blender bridge, when diffeo is here.

    I am an animator in blender, and thanks to diffeomorphic and BVH retarget both tools of mister thomas i can do absolutely everything in blender and i'm really extremely satisfied of those tools, and i don't think the official plugin can do something similar now or in the near future.

    I have a similar point of view. I use Diffeo to move items to Blender in Linux. I'd run Studio natively in Linux if it could, but at the moment, I use it in macOS. I do hope to understand how to successfully copy animations to Blender soon.

    It's very easy,

    2 steps:

    1) download diffeo

    2) download BVH retarget 

    both tools from thomas website.

    import action ( the animation ) with diffeo then go to  BVH retarget, edit-) transfer FK to IK.

    snap IK with MHX rig, and tadaa you have an animation from daz fully IK rigged, without BVH retarget its impossible to correctly pose an animation this tool is a must except if you want snap ik frame by frame ... ( for an animation with 1000 frames good luck with that! )

     

    Import the animation after exporting from Studio with Diffeo?

    By

    brainmuffin brainmuffin February 2021 in Blender Discussion
  • Runtime Re-org

    WendyLuvsCatz said:

    ATLPR said:

    Sci Fi Funk on Youtube 

    Yes, I understand, and numerous aspects of don't products don't work. My recent gripe (voiced for the first time here), is: As far as I can tell, the new "8.1 Face Controls" cannot be used on my e.g. V4,Gen,Gen2,Gen3 characters. I thought it was just the mesh being bent in various ways. Why can't it be used for all of them (just like my mesh grabber)?

     

    it is actually a conformer that fits to the facial bones on G8.1 

    Yes. Wendy's right. It's taking leaps into higher-end technology, like that used in Alita Battle Angel.

    While 8.1 is Not made using all of the advanced tech of Alita, it Is leveraging a lot of the philosophies used. Daz 3D has always been on the forefront of delivering some (some) of the utmost latest tech in their CG Characters.

    That said, we Carrara users also have a huge boon of this same nature that was gifted to us by a high-end amazing animator collaborating with one of our brilliant plugin designers. Her Carrara call sign then was "Faba" and she worked with Fenric to help him produce a plugin that's so powerful that few of us truly understand how to put it to full use - besides Faba, that is.

    But she tried to teach us all with amazing details that are still available today.

    In Carrara, we could use Fenric's Carrara Enhanced Remote Control to create an interface almost exactly like the 8.1 FACS interface, or we could customize it however we want. With a free ShareCG account, we can download some really cool tutorials and addons for this amazing (and now free) plugin via Faba's gallery: fabaone, and in particular regarding this, her Carrara Custom Helpers, which she made when I was asking her how she made them in the older Daz forums of the time. I'm glad that she moved it all to ShareCG when Daz shifted to a new forum software!

    In the examples she did for the Carrara ERC, she demonstrated using helpers like these to control hand gestures. But with Carrara ERC, we can connect any morph or joint to any control, so we could use this to make our own facial control rig just like what we see on 8.1, but we can also have it as a simple controls sytem that stays with our view rather that sticking in to the head of the figure, so as we rotate the character around, our controls remain in the same place in our working view - if we wanted. 

    Edit for clarification - we can attach any Morph(s) to any control - even if that control happens to be a morph dial or joint rotation, and if more than one morph is attached they ca each be set up to behave completely independant of the others attached - if you follow. It sounds complicated because it certainly can be if we let it. It's Incredibly powerful tech here!

    If we use Carrara ERC on Genesis 2 and earlier figures, we can use it to control the many facial morphs in ways that it would 'feel' like we're controlling facial bones in a way. If we used it on Misty's Genesis 3, 8 or 8.1 presets in Carrara, we could actually control the movements of those facial bones and/or use it to control morph dials. Quite powerful!

    That's what Faba thought that Carrara was missing all along - being the incredible animator that she is. So I was very grateful to her and Fenric for making this a possibility - even though it was waaay over my newbie head.

    I was just saying in another thread that, for a "Legacy Software" Carrara sure is ahead of its time in a Lot of ways! It was fun to see that some of the new features in LightWave a couple years back were things that Carrara's had for quite some time! No... I'm not saing that Carrara's better than LW! Please don't misinterpret! LOL

    It's the people using Carrara that make it so advanced. The Daz 3D devs that were working on it were pumped about it. Spooky had a great team and they had a lot on their plate. It was truly inspiring and amazing to see what all they got done in the time they did it in - especially when they rewrote it to bring it to 64 bit!!!

    Our plugin makers never cease to amaze me - the things they create. have a look for yourself in my Carrara Plugins section!

    By

    Dartanbeck Dartanbeck February 2021 in Carrara Discussion
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