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How to find which morph is used?
That's an ineresting idea. But there is so many of those files... I wonder if that would be possible to do it using javascript api? I mean disable the morph part or the pose part without changing real files? Then I export them as fbx, like i do now.
What I'm trying to do is to export those morphs and those poses separately then use them in UE4 same way they are used in Daz. I don't know Daz very well, but as far as I can see there are parameters with morphs and poses, then there are formlas which define how one parameter drives another. So if you could export those poses, morphs and formulas you could reproduce the same in UE4. So far I just did the eyes and it looks pretty good. But I never know if I'm doing same thing as Daz or not. Now with those dsf files it's more clear, still the formulas are pretty obscure for me. If you could export them somehow, like driven keys or something that would be great.
How long does it take you to load G8F?Long load times for character presets isn't just strange, it's down right weird, not to mention worrying.
There are only three real differences between loading the G8F base and a custom character, the morph deltas being loaded, the add-ons being loaded (eyelashes etc), and the textures.
Poor color profiles on top of dealing with 500k+ ERC could explain the load times, easy way to check if it is, set the viewport to "smooth shaded" and load in one of the suspect character presets.
In smooth shaded DS only reference the textures, it doesn't actually load any of them, so if the load time drops to something similar to the G8F base, then you know it's the textures that are the issue.
What can we do to improve the long load times of characters?Robinson said:
jaidawg75 said:
I've been reading this thread just as a curiosity because I have a different problem/question and this thread sort of touched on it. Nothing related to loading times but to loading morphs. Is there a way to create a new character with all these different morphs and save them permanently so they are no longer morphs and just a new character with all morphs at zero? Let's say I load G3F and I change her face and head to make her look different. How can I save her to have these morph be permanent?
Making all these zero next time I load my new character. I hope I've made it clear as mud but if this is possible, it may reduce loading times as well.
You can make a new morph and then load it onto a base figure with Morph Loader Pro. This is useful for other reasons too, i.e. if your character has modified scale. Scale can be a problem for some poses and animation key interpolation (I have found). There are numerous tutorials around on how to make a morph. In short, do your characterisation, change to base resolution, export as .obj (make sure no clothes or hair, lashes and so on is visible), import back again onto a base figure with edit -> figure -> morph loader pro.
It should be mentioned that you loose the corrective morphs which were connected to the dials you are no longer activating, whether that is a loss or benefit is imho a matter of opinion - I have exported several characters for my own personal and private use to clean up the list of Currently used morphs, but this doesn't stop the morphs still being read when loading the character.
How to find which morph is used?InuGames said:
Truth be told, I don't remember installing it at all. It comes with Genesis 8.1 and I believe I just updated the "Genesis 8" folder in smart content once and the 8.1 appeared.
Anyway, it means the properties can have a morph and a pose together. Is it possible to export only the morph? For example, for the blink, how would one only export the actual morph data, without leftBrowOuter movement? I know how to export only poses without morphs, is exporing only morphs possible?
I don't see why it wouldn't be possible to edit the file, removing either the movement of bones or the deltas for the vertices and save it with a different name and all the internal ID:s for your own personal and private use.
Cleopatra 8.1 Ancient Treasure Bundle - The continuing decline of DAZ bundlesThyranq said:
I actually quite like her. Her morph is a bit too stylized for my general taste, but sometimes I like to do something different. Her texture looks half decent applied to a 'regular' character, too.
Here's my first spin testing her out:

Full size, and list of items in the gallery
Beautiful!


Crotch reduction on Weightlifting SuitCan you turn limits off on the character's bulge morph and dial a negative amount in? The wrestling suit bulge will likely reduce that way. Not sure if there would be any unwanted distortions in either the character or the outfit.
Perhaps worth a try?
Lee
Crotch reduction on Weightlifting Suitsolis said:
Hiya,
I have this item: https://www.daz3d.com/mec4d-weightlifting-suit-for-genesis-2-male-s
and there doesn't seem to be a way to reduce the crotch size via parameters. I want to be able use this suit on younger characters without such a pronounced bulge.
I have seen this suit (?) worn by a young character here: https://www.daz3d.com/amazing-skins-for-brodie-6 (see second thumbnail image), so it appears it can be done.
Any ideas how this was done?
Looks to me like the area was painted out in post for the Brodie images. I can only think that you would have to create a morph. I do that all the time for the opposite reason in that most of the male pants are designed to fit post-surgery males. A few products have a bulge that can be dialled-in but many don't.
Cleopatra 8.1 Ancient Treasure Bundle - The continuing decline of DAZ bundlesI actually quite like her. Her morph is a bit too stylized for my general taste, but sometimes I like to do something different. Her texture looks half decent applied to a 'regular' character, too.
Here's my first spin testing her out:

Full size, and list of items in the gallery
Daz problem Download a file and it over write the Genesis 8 Male Base ??leemoon_c43b45a114 said:
In your first screenshot, it looks like the Alistair figure is dialed in (sort of). By chance, do you have that figure? There was an update a while back for Alistair to prevent his morph(s) from loading on base figures. If you use DIM, there should be an update in there for Alistair.
Not sure if that's what the problem is, but might be worth a look to see.
Lee
Yeah, I did have Alistair figure installed, I don't now I deleted Daz Studio and the models off my Main SSD Drivbe and then re-installed them, andin fact I am still working on re-installing them now and downloading more free 3D models for daz too.
Need help on my first project with Daz Studio. On a deadline.DAZ Studio has a steep learning curve, so good luck indeed!

And right off the bat: DAZ Studio isn´t big on babies. The latest models are Tobyn and Caryn. Take a look and make up your own mind, but they don´t look all that hot to me despite being relatively current releases.
I don´t know if the Millenium Baby still works with the current version of DAZ... was that a Gen 3 figure? Because I think other Gen 3 figures still work, I´m pretty sure. Surely someone with more knowledge will come along and give you a more useful answer.
I think the original Genesis figure (which comes for free with the base program) has a child morph, perhaps that´s helpful?
Rodent Base by AM, Squirrels of Eastern Hemisphere, Props and Poses [Commercial]Alessandro Mastronardi said:
I don't recognize any of these squirrels. Will there be a pack for the Western Hemisphere soon? What other rodents are planned?
These are squirrels common in Europe, Africa and Asia. Next set will be with american ones (western hemisphere indeed, with Abert, American Red, American Black and Variegated squirrels).
Rodents planned:
Rats and Mice (already under production)
Porcupine (about ready)
Chipmunk
Guinea pig
Hamster
Capybara
Elephant Shrew (under production)
Rabbit (under production)
And a new beaver versionI just realized that the poor rabbit is in the works since 2017 now ... Oooooh when oh when ...! If you would just release the morph and nothing else, Alessandro, I would gladly buy it and just use the fur from the squirrel ...
How to find which morph is used?Truth be told, I don't remember installing it at all. It comes with Genesis 8.1 and I believe I just updated the "Genesis 8" folder in smart content once and the 8.1 appeared.
Anyway, it means the properties can have a morph and a pose together. Is it possible to export only the morph? For example, for the blink, how would one only export the actual morph data, without leftBrowOuter movement? I know how to export only poses without morphs, is exporing only morphs possible?
How to find which morph is used?Hi!
I'm trying to understand how to find when a posing contol uses morph targets and which one exactly is used.
I'm looking at the new Genesis 8.1 FACS system and there are a lot of different properies. In the Properties Hierarchy tab, there are properties called "facs_cbs_...", it's not always clear if those are morphs or poses or both? For example, facs_cbs_EyeLookDownRight_div2 is clearly a morph, because there is no sub-components, it doesn't move any bones. But facs_cbs_EyeBlinkLeft_div2 modifies some bones, like "leftBrowOuter". Is there also a morph target attached or not? How can I find it?
I'm asking because I try to export those FACS poses to UE4 and I try to minimize the use of morphs, use only bones when possible.
RIP in peace hivewire
Quick question I'm unable to get to my main email address due to stupid authentication rules. Do I need to change my rendo email before emailing them with my backup email address?Leana said:For those who may not have seen it: you can ask for a transfer for your HW3D purchases which moved to Rendo.
Does any skin building script work AT ALL on 8.1?jestmart said:
The product is built to use the G8 base UVs so there is no point in using it on G8.1
Why not? You can then use that skin for a character using the new expression system or morphs made specifically for G8.1.
And you can always use Map Transfer to create a version with G8.1 UVs if you really want to use those.
What can we do to improve the long load times of characters?jaidawg75 said:
I've been reading this thread just as a curiosity because I have a different problem/question and this thread sort of touched on it. Nothing related to loading times but to loading morphs. Is there a way to create a new character with all these different morphs and save them permanently so they are no longer morphs and just a new character with all morphs at zero? Let's say I load G3F and I change her face and head to make her look different. How can I save her to have these morph be permanent?
Making all these zero next time I load my new character. I hope I've made it clear as mud but if this is possible, it may reduce loading times as well.
You can make a new morph and then load it onto a base figure with Morph Loader Pro. This is useful for other reasons too, i.e. if your character has modified scale. Scale can be a problem for some poses and animation key interpolation (I have found). There are numerous tutorials around on how to make a morph. In short, do your characterisation, change to base resolution, export as .obj (make sure no clothes or hair, lashes and so on is visible), import back again onto a base figure with edit -> figure -> morph loader pro.
[Released] Hair Converter from Genesis 8 Female to Genesis 3 Female [Commercial]Yes, that's probably what happened.
I just restarted Daz Studio to begin a fresh scene when I encountered the same issue with my converted EmmaAndJordi hairs again.
I realized the 'height' body shaping parameter is somehow causing the hair to sink into the head. (The character I applied the hair to has her height set to -27). No other G8-G3 hairs are doing this, only the EmmaAndJordi hairs I converted individually about an hour ago. If I change the height setting to +27, the hair floats above the head. Loading up a G3F base figure and sliding the height setting back and forth reveals the hair is not following that particular morph.
Not sure if there's anything you can do about it though as it seems to be something specific to converted EmmaAndJordi Hairs. But I will post this in case anyone else encounters the same problem with hair not following 'Height'.
All EmmaAndJordi hairs made for G3 have never had this problem with 'Height', only those converted between the generations.
What can we do to improve the long load times of characters?I've been reading this thread just as a curiosity because I have a different problem/question and this thread sort of touched on it. Nothing related to loading times but to loading morphs. Is there a way to create a new character with all these different morphs and save them permanently so they are no longer morphs and just a new character with all morphs at zero? Let's say I load G3F and I change her face and head to make her look different. How can I save her to have these morph be permanent?
Making all these zero next time I load my new character. I hope I've made it clear as mud but if this is possible, it may reduce loading times as well.
[Released] RSSY Hair Converter from Victoria 4 to Genesis 8 Female [Commercial]amysparkles said:
I do not think the G8 rigging is transferred to the hair during the conversion process. I could be totally wrong.
Here's a screen capture of the issues I'm describing. As you can see, the hair does not follow the pose and behaves like a solid object. The G8 rigging is also not visible in the hair. It just shows Head, followed by the Back, Front and Side branches. Like always, the morphs are also hidden and renamed ''Morph Name_neck...'
The hair I attempted here is Ibby hair for V4. All V4 hairs behave the same way after conversion. For the pose, I just bent G8's head forward and twisted it a little to demonstrate the effect.
If you post a log of the conversion process, I understand better what is happening
[Released] RSSY Hair Converter from Victoria 4 to Genesis 8 Female [Commercial]I do not think the G8 rigging is transferred to the hair during the conversion process. I could be totally wrong.
Here's a screen capture of the issues I'm describing. As you can see, the hair does not follow the pose and behaves like a solid object. The G8 rigging is also not visible in the hair. It just shows Head, followed by the Back, Front and Side branches. Like always, the morphs are also hidden and renamed ''Morph Name_neck...'
The hair I attempted here is Ibby hair for V4. All V4 hairs behave the same way after conversion. For the pose, I just bent G8's head forward and twisted it a little to demonstrate the effect.













