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Keicy dForce breast FAQ
genepawns098haha said:
Hello Hamster,
I am currently trying out the dforce breast but for some reason I do not see anything happening?
I have loaded the G8F model + Breast add on together
and then loaded the HS Dforce breast static since I dont ahve an animation, just a simple bent over pose to see results
But there is not gravity affecting the breast? i tilted and bent over the model but the breasts arent moving at all
here is what i mean
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Just in case I also tried HS dforce breast bouncing for 30fps
as well as 90fps
all 3 dont make a difference, any ideas?
Yes,If you load G8F instead of "HS !Keicy with DFbreast.duf".You won't see any gravity effects.Because There isn't any dForce weight on G8F base.
The easiest way is load "HS !Keicy with DFbreast.duf".Zero it's shape and load your custom morph and material.
The complicated way is copy the dForce weight map from Keicy, paste to G8F base and then load your custom morph and material.FPS preset is made for Animation.If you have a timeline animation.At the bottom of your screenshot,under Timeline tab ,find the FPS 30,change the value to 90,click simulate(Animated, not Current Frame) and play animation,you can see the difference.
Go fund me, May I post one for a commisioned project for community?Cheetahka said:
Catherine3678ab said:
I don't think there's much money in this ;-)
Here is a rather quickly put together geograft for G8M to give the appearance of being joined to the cat. There is a morph for the cat too.
The "apron" is uvmapped so you can texture it ... or make fur/hair on it, whatever, have fun.
https://www.daz3d.com/forums/discussion/463621/lionman-geograft-for-g8m

wow thank you so much catherine! I'll give it a try.
You're welcome, enjoy :-)
btw - many people [not all the PAs] can be reached via the PM system here in the forums.
Go fund me, May I post one for a commisioned project for community?Catherine3678ab said:
I don't think there's much money in this ;-)
Here is a rather quickly put together geograft for G8M to give the appearance of being joined to the cat. There is a morph for the cat too.
The "apron" is uvmapped so you can texture it ... or make fur/hair on it, whatever, have fun.
https://www.daz3d.com/forums/discussion/463621/lionman-geograft-for-g8m

wow thank you so much catherine! I'll give it a try.
[Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]RiverSoftArt said:
lukon100 said:
RiverSoftArt said:
lukon100 said:
Many heads not converting correctly.
I did a batch conversion on all my G3F's and many of them resulted in G8F versions in which the head did not convert correctly. There could be other shape errors as well, but so far all I noticed is the heads. See the attached picture.
I'm using Studio 4.11.
That happens when you have moved the figure from the origin (where it loads by default). You need to delete the morphs and reconvert without moving the figure.
Thanks for your time and effort to help me diagnose this problem.
As for the possibility that I loaded and moved the character, I don't think that's what happenned.
I did not load any characters. Therefore, I did not move any characters.
The script loaded the characters. Therefore, the script moved the G8F character.
I checked this by re-converting the Mika7 character only, as a test.
As the script did it's work, I noticed the feet of the G3F and G8F characters the script had loaded in. I took a screenshot. Look at the feet in the screen shot I attached to this post. One of the characters is X-translated to the right, about where the head ends up when the character morph gets applied. I did not do that. The script did that.
Why is the script loading one of the figures X-translated like that? Where is it getting that X-translation value from?
To run this test, I started a fresh session of Daz Studio and ran the script immediately, without having loaded any models of any type whatsoever.
I think you must have moved the figure on your first use of the 2020 method (this might have been a long time ago). On first run, the script creates a clone (and never recreates it). That is what I see to the right. You need to delete the clone so the script will regenerate it. It is located at The clone to delete should be in C:/Users/USER NAME/AppData/Roaming/DAZ 3D/Studio4/CharacterConverterMorphs.
Yes! That fixed it. Thanks for yr help!
But the head still came out with the wrong shape. I guess that's because Mika7 is a fantasy headed figure, elf ears and all. The tolerance was set to 12.26. I don't remember whether that is the default value or whether I set it to that. I guess I'll try it again with a different tolerance, after consulting the instructions on what might be good tolarance values to try.
Update:
Yes. Tolerance set to .02 did ok getting the head shape right. But it did make it a bit small. I had to scale up the head 8.2% to make it match the G3 version.
Go fund me, May I post one for a commisioned project for community?I don't think there's much money in this ;-)
Here is a rather quickly put together geograft for G8M to give the appearance of being joined to the cat. There is a morph for the cat too.
The "apron" is uvmapped so you can texture it ... or make fur/hair on it, whatever, have fun.
https://www.daz3d.com/forums/discussion/463621/lionman-geograft-for-g8m
LionMan Geograft for G8MThis is "for" G8M. It is NOT to be converted to any other figure, period.
No textures but I did uvmap the apron. It "fits to" G8M ... best to load these things on the default figure, then apply any morphs gently. Extreme morphs will necessitate more work on your part ;-)
Load DAZ Big Cat 2 - look for its morph on the Parameters Tab under, you guessed it, morphs. It will move into place and lose its head.
Then you can parent the cat to G8M. Remember for posing, these are 2 figures, have fun ;-)
[Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]lukon100 said:
RiverSoftArt said:
lukon100 said:
Many heads not converting correctly.
I did a batch conversion on all my G3F's and many of them resulted in G8F versions in which the head did not convert correctly. There could be other shape errors as well, but so far all I noticed is the heads. See the attached picture.
I'm using Studio 4.11.
That happens when you have moved the figure from the origin (where it loads by default). You need to delete the morphs and reconvert without moving the figure.
Thanks for your time and effort to help me diagnose this problem.
As for the possibility that I loaded and moved the character, I don't think that's what happenned.
I did not load any characters. Therefore, I did not move any characters.
The script loaded the characters. Therefore, the script moved the G8F character.
I checked this by re-converting the Mika7 character only, as a test.
As the script did it's work, I noticed the feet of the G3F and G8F characters the script had loaded in. I took a screenshot. Look at the feet in the screen shot I attached to this post. One of the characters is X-translated to the right, about where the head ends up when the character morph gets applied. I did not do that. The script did that.
Why is the script loading one of the figures X-translated like that? Where is it getting that X-translation value from?
To run this test, I started a fresh session of Daz Studio and ran the script immediately, without having loaded any models of any type whatsoever.
I think you must have moved the figure on your first use of the 2020 method (this might have been a long time ago). On first run, the script creates a clone (and never recreates it). That is what I see to the right. You need to delete the clone so the script will regenerate it. It is located at The clone to delete should be in C:/Users/USER NAME/AppData/Roaming/DAZ 3D/Studio4/CharacterConverterMorphs.
[Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]RiverSoftArt said:
lukon100 said:
Many heads not converting correctly.
I did a batch conversion on all my G3F's and many of them resulted in G8F versions in which the head did not convert correctly. There could be other shape errors as well, but so far all I noticed is the heads. See the attached picture.
I'm using Studio 4.11.
That happens when you have moved the figure from the origin (where it loads by default). You need to delete the morphs and reconvert without moving the figure.
Thanks for your time and effort to help me diagnose this problem.
As for the possibility that I loaded and moved the character, I don't think that's what happenned.
I did not load any characters. Therefore, I did not move any characters.
The script loaded the characters. Therefore, the script moved the G8F character.
I checked this by re-converting the Mika7 character only, as a test.
As the script did it's work, I noticed the feet of the G3F and G8F characters the script had loaded in. I took a screenshot. Look at the feet in the screen shot I attached to this post. One of the characters is X-translated to the right, about where the head ends up when the character morph gets applied. I did not do that. The script did that.
To run this test, I started a fresh session of Daz Studio and ran the script immediately, without having loaded any models of any type whatsoever.
Why is the script loading one of the figures X-translated like that? Where is it getting that X-translation value from?
Future of Hexagon?wespose said:
I may be a little programming ignorant here..but it would be cool if Daz could just code Hexagon into a tab in DStudio so we can make morphs and objects without importing and exporting...hopeful for 2021 progression!
Hi. Not in favor of that.
As it is now, having these 2 programs interface via bridge translates into a nifty way to create and bake (or freeze per Daz's nomenclature) multiple deltas packages in one session. Especially includes the option to undo one or many Daz Studio-side morphs after sending over, and then baking (freeze) these out in DS as a new merged composite morph. Super fast and easy. If the process was internal to one program that would not be possible, or likely way more difficult. Never mind more code to manage in DS. Plus alot of people use zbrush, so ROI wouldn't be great either.
Would love to be able to send a selected figure without first deleting or unparenting all parented/fitted items not wanted. Like maybe a toggle, selected only vs all fitted/parented items. But saving a new scene and doing a quick delete of all things you don't wat to send over only adds about 2-3 minutes to the whole process. So it's not too bad.
G2 G3 Frankenstein-ingonix said:
Obviously you can just combine those characters pretty easily hide head on one hide body on another and then parent head character o the hidden head of another character.
although this will be a bit messy to work with
another possibility is to try to fit G2 character on G3 character like you fit clothes It will require some adjustments but I think it may work. s you will just get bones and morphs of G3 usable on your G2 character but you will be no longer able to use G2 bones
the only morphs that failed in genX to go from genesis to gen2 was the head size morph. 'parameter out of range error"
riversofts character converter has the basically the same problem with characters that have oversize heads like the little twins etc ...
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I've been amazed at how smoothly it's workingXTransfer Module 1- Genesis 3 to Genesis 8 Morph Converter (Commercial)sbrinabean said:
I purchased Xtransfer recently and tried to transfer the gen3 skinchangers model to gen 8. Daz now either crashes when I try to load *any* gen 8 male or completely messes with them (see attached image). How do I fix this issue?
The answer is in the userguide towards the bottom.
G2 G3 Frankenstein-ingalan bard newcomer said:
my WhimsiCat characters use the Sam and Sadie genesis head morphs ... and they don't process through genX .. nor does RiverSofts conversions handle any characters with larger than normal heads and eyes.
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to get gen8 posing etc all the cat characters are now the original genesis figures with invisible bodies parented on to the necks of gen 8 bodies with invisible heads.
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Been working pretty well... I have both necks visible and using the same material.What an interesting solution. I wonder if you could create a frankenstein...a catenstein maybe, if you loaded a generic genesis figure and parented your model to it and fitted it like a body suit. Not literally. Use the transfer utility. You'd need to get rid of the extra mesh but it doesn't seem totally impossible.
Not buying plugins makes you better, I think. Very creative solution.
XTransfer Module 1- Genesis 3 to Genesis 8 Morph Converter (Commercial)sbrinabean said:
I purchased Xtransfer recently and tried to transfer the gen3 skinchangers model to gen 8. Daz now either crashes when I try to load *any* gen 8 male or completely messes with them (see attached image). How do I fix this issue?
See https://www.daz3d.com/forums/discussion/comment/6347526/#Comment_6347526
XTransfer Module 1- Genesis 3 to Genesis 8 Morph Converter (Commercial)I purchased Xtransfer recently and tried to transfer the gen3 skinchangers model to gen 8. Daz now either crashes when I try to load *any* gen 8 male or completely messes with them (see attached image). How do I fix this issue?
Does anyone think this new "Lara" is gonna clash with an already "Lara"?nabob21 said:
So how do you rename a character's morphs so that they don't clash?
Go to your Data folder and look for one of the Lara characters (lets say Lara HD), zip it up and save it somewhere and delete its unzipped folder. Then load up a new G8F and dial in your remaining Lara. In Parameters tab select Currently Used and you'll see the body and head morphs dialed in. Click on the little cogwheel, a windows will pop up with all the info of the morphs. Rename the Lara head and body morphs (name and label) to whatever you like and accept. Then Save As/Support Asset/Morph Asset and find the edited morphs in Actor/Head and Actor/Body. You should try to save it to the same folder where the original is. After you saved them you will have to delete the originals otherwise you will get the duplicate file error thing and Daz would just load in all three morphs. Now you can put back the other Lara you zipped up in the Data folder.
One thing though, if you do this all the correction morphs etc will not work as they were linked to the original name. If this happens to me I have to reimport every single morph one by one again for them to work properly. I tried the renaming route but it just didnt work. Now I use MSO in every charater name, correction morph etc I make to get less grey hairs with renaming.
I hope I could help :)
Does anyone think this new "Lara" is gonna clash with an already "Lara"?ALLIEKATBLUE said:
Evelyn is yes and no. Works on the rendo evelyn and the maleweon evelyn. But when you add the cinnibar evelyn, the malewern evelyn is messed up but the other 2 are ok
According to the file lists, the Rendo Evelyn has all uniquely named morph files, but Maelwenn Evelyn and Cinnabar Evelyn both have morph files named FBMEvelyn.dsf and FHMEvelyn.dsf. Are there two controllers or just one? With that kind of conflict, I think the first loaded morph to be found wins, even if they were in different folders. Or maybe the last one in replaces the previous one. Either way, it's broken...
Does anyone think this new "Lara" is gonna clash with an already "Lara"?Northof45 is right. you can turn off consolidate preferences and they will be separated. If you want to further fix things select one of the morphs with matching names click the gear on the right of the slider select "parameter settings" and you can go and change the label of the morph then go save as > support asset > modified assets (don't do this if you loaded an actor rather than the default gen 8 or you'll get automatically loading morphs)
incidentally this is also the same method you can use to fix automatically loading morphs, if you have any find them open up parameter settings and set their default value to 0 and save.
also disparate dreamer has a good idea for vendors with adding a prefix, although given that a lot of users don't like "vanity folders" i'm not sure it would be a completely uncontroversial standard. (Of course I didn't do that for Bette :|)
edit: this will just work for if both are loading but dialling together if one isn't loading you need to do more complex surgery probably involving using notepad+
Advice on paper doll type 3d model project. Probably commercial license needed.Just looking for advice from anyone with ideas on how best to achieve this or have been through this. I'm working with someone else on a project she is doing.
1: All images will be stills.
2: Face Variants: Oval, Round, Rectangular, Diamond
3: Hair Styles: Long (Straight or Wavy), Bob, Ponytail, Bun, etc
4 Eye Color: Unsure if this is implemented or not because she didn't say anything about it. Otherwise just brown.
5: Torso Types: Hourglass, Rectangular, Plus Size With at least one variant in the middle of each totalling 5.
A: Breast Size: A-D
B: Buttocks Size: Small-Large
6: Skin Tones: White to Black
7: Clothing Choices: OMG
Mind you this will be an ongoing project that I will need to hand off when work picks back up. So I am trying to do this the right way from the start. I figured Genesis 8 character rendering each part/item seperately using .png formats then layering them.
Example:
Bottom Layer: White Oval Long Brunette Hair (still means a render for each head, hair color, tone, combo)
Second Layer: Torso based off shape, tone
Third Layer: Pants Skirt or Legs for dresses (Removing the back so only the front renders)
Fourth Layer: Tops Choices (Removing the back so only the front renders)
Fifth and Final?: Shoes (Removing the back so only the front renders)
My final issue is figuring out a decent pose for arms which may just be the default pose. If her arms are crossed them I have to either render the arms for eah outfit or carfully erase the clothing layer to reveal arms. That or render the arms separately but then I run into the issue of straps vs sleeves. Then make the lighting match for everything with parts hidden.
Finally the licensing issue. I am going to try and keep the model, hair, etc as basic as possible to make this easier for when/if I hand this off. My current plan is to help her get started then hand the reins over to her or someone else once she is up and running. As for the clothing I won't be making the articles of clothing. That will be done by someone else who "Can use the pictures I take to transfer the texture onto the outfits." However I am sure a commercial license is needed for the genesis model and any hair skin variants required.
Attached is my first test. No idea why the body was removed. Yes it is nude but I removed nipples and of course it had no genetalia.
Adding footwear as an obj. with transfer utility and mesh smoothing - still distortedfelis said:
I have never tried to make footwear.
But in my view you have first to transfer rigging to the shoes, and then do weightpaint on the bones in the shoes, so that the individual toes have no weight, i.e it will move together even if you move one toe.
Yes, although with a softer shoe like this you might not want to fully eliminate the toe weights, just smooth the transitions and perhaps limit their effect on the lower part of the shoe.
Adding footwear as an obj. with transfer utility and mesh smoothing - still distortedI have never tried to make footwear.
But in my view you have first to transfer rigging to the shoes, and then do weightpaint on the bones in the shoes, so that the individual toes have no weight, i.e it will move together even if you move one toe.












