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G9 Shape Preset for SWOLE Garrick mix
Grizzly / GrizzLee / GrizzLou
Mostly Lou from @RawArt with Thimor, SWOLE (Fibo), Easy Shape Master (ESM Body Masculine Muscular, ESM Pectorals Developed (M), ESM Pectorals Undeveloped (M) and perhaps a few more), M3D Tyrone (Head), miscellaneous add-on morph packs, and Harlow's materials (adjusted for my lighting setup.)
There's a NSFW version with body hair, but I didn't have time to render the image sequence again with and without the trunks/hair for editing out the poke through hair in the trunks.
I think he came out great. Lou is awesome and easy to work into my dial spinning universe of characters. :)
Lee
Daz Studio 6 Beta - version 6.25.2026.14722! (Updated May 28, 2026)There is problem with map transfer in v6, it leaves very huge crease around edges of texture maps. I tried it with g9.
data- file corruptedRichard Haseltine said:
Did you use anything from File>Save As>Support Assets or just a regular scene save?
Yes, I always use at a regular basis, for creating my morph targets. I know, that sometimes it's possible to have a scene file as a reference, instead of a figure file.
This can all happen by mistake. I'd just like to know, how to track down those mistakes. The log file only tells me, that a file is missing. It doesn't tell me where exactly, the requirement for this file is located.Can not get Mesh Grabber to install in 2025 Version of DazDS 4.x.x.x plug-ins, that is - DS 2025 needs its own plug-ins, and aside from some Daz-owned ones there are none yet available. Also, since Mesh Grabber (or at least the latest vesion) is now owned by Daz as the premier-only Geometry Sculptor it seems at best unlikely to be updated - you will have to do any work with that in DS 4, then bake the modifier to a morph or base shape for use in 2025.
Poser 8-Asset name!Leana said:
If it's the official poser guide then there's a good chance that it's the Poser 8 female model, which IIRC was called Alyson, or a variation of her.
i followed your lead and it brought me to this collection of assets, it might be the queen morph but its hard to tell!
https://www.renderosity.com/freestuff/items/78596/old-morphs-poses-and-skin-mapsHow to Achieve the Squeezing/Pinching Morph Effect Shown in the Image?lilweep said:
sucan2015 said:
lilweep said:
if subdvision wasnt high enough, you can increase subdivision...
if you cant load hd morphs, then you dont need to, you dont need a poseable figure for a static render. you can just use your subdivided figure as a static mesh.
Do you mean I should increase subdivisions in ZBrush and then export to DAZ?
Zbrush is an example of a sculpting software where you would do this yes
If so, would I lose all the materials and textures in the process?
Well, they wouldnt be "lost" you just need to transfer them. Obviously this process below assumes your method for exporting and importing a sculpt doesnt remove the Surfaces.
Steps:1. Import your subdivided and sculpted obj file from Zbrush (or whatever software you suclpted it in)
2. In the surfaces tab for the imported sculpt, add the same shader that was used on your original figure (e.g., Iray Uber, or PBR Skin, etc)
3. Hide the original figure
.4. Copy the surfaces from the original figure to the imported figure. (Right click and copy in surfaces tab of original figure, paste in surfaces tab for imported figure)
Alternatively for making HD morphs there are options on youtube.
I think I messed up a step earlier—I forgot to set up the shader, so copying the surface didn’t work. I’ll try it again following your advice. Thanks!I think I messed up a step earlier—I forgot to set up the shader, so copying the surface didn’t work. I’ll try it again following your advice. Thanks!
Saving morph assets in Studio 4.23/4.24 [Solved]Well, maybe dont select every single morph to resave with your product
Sometimes morphs dont show up for me either in that window when trying to save, and Im not sure why. I think save/reload of scene usually makes them appear. It happened to me a few times. (I cant rule out that I was just being blind)Saving morph assets in Studio 4.23/4.24 [Solved]vwrangler said:
So for whatever reason, Daz decided to deprecate the "Save / Morph Asset" option in Studio 4.23/4.24,
lol what a baffling change

e: it took me a minute to remember where it actually saves to but yes this works OK with Save As/Support Asset/Modifier Asset, I strongly recommend you only ever do this sort of thing on a dev kit version of the figure to make sure you have all the internal names correct:

Saving morph assets in Studio 4.23/4.24 [Solved]You have to drill down in the tree and check ONLY your new morph. I don't know why you could not find it in the tree. It would be in the path that you specified, like Actor/Head/... or just Morph Loader by default perhaps. Are you sure you selected G8M before saving modifier Assets and that the morph actually is present in the Parameters pane when he is selected?Saving morph assets in Studio 4.23/4.24 [Solved]So for whatever reason, Daz decided to deprecate the "Save / Morph Asset" option in Studio 4.23/4.24, and "Save Modifier Asset" seems to work very differently than what I remember, although it has been quite a while since I needed to use that.
I transferred one single head morph from G8F to G8M using the Transfer Utility and the process described here https://www.daz3d.com/forums/discussion/comment/1866876/#Comment_1866876
As suggested, at the end of the process, I tried to save the morph/modifier asset. It wound up showing me the entire property tree, and all the morphs in the tree, none of which was the morph I was trying to save. So I named the morph asset the way the window seemed to be suggesting, clicked Accept ... and it saved a duplicate of EVERY SINGLE HEAD MORPH into the directory that it had created. Or rather, it tried to; I wound up having to kill the Studio process when it got stuck on a particular character. Thankfully, it does seem to have been doing duplicates and the currently installed characters seem to be OK, so I was able to delete that directory. The one thing it did NOT do was to save the morph that I'd created.
That cannot possibly be the way saving morphs is meant to work.
So once you've actually created the morph, what is the process for saving just that morph and only that morph so that it can be used?
Any information or assistance will be greatly appreciated.
data- file corruptedHi, this became super annoying, for I'm struggeling with this for years now, and I cannot solve it.
I have saved a scene file. Nothing special, but the problem is, as I delete it, the basicGenesis 8 Female file loaded with an error message, that this (deleted) file is missing.
Somewhere must be a reference hidden my morph assets, but I just can't find it.
Are there any advanced tools or methodes to track down that scene file reference?
Mis-sized bones from Daz -> Diffeomorphic -> BlenderThat is not possible if you use dbz. It happens if you apply a ERC morph without fitting the armature. You have to enable "ERC as armature" in the global settings, then use "morph armature" in the morphs panel. Or provide exact steps to reproduce the issue.
https://diffeomorphic.blogspot.com/2021/09/morphing-armatures.html
Genesis 9 FACS – How do you drive hundreds of DAZ morphs with a 2-D facial board in Blender?Setup
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Blender 4.1 (Win11)
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Diffeomorphic dev 4.4 + MHX RTS 4.4
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Genesis 9 figure imported with JCMs + FACS + Head (no Face Units).
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Converted to MHX. All sliders work; JCMs bend nicely; FACS react in DAZ > Morphs.
What I’m missing
Scrolling through 300 + morph sliders is painful.
I’d rather have a 2-D facial control board (eyebrow row, eye row, mouth row, etc.) or at least a compact multi-column GUI—similar to what Faceit or ARP-Face shows in their demos, but linked to the existing DAZ FACS/JCM shape-keys, not regenerated poses.
I'm looking for something like Metahuman Rig.My questions
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Has anyone successfully driven DAZ Genesis 9 FACS (or Expression) morphs through a 2-D board—Faceit, ARP-Face, Rigify-Face, or a home-made widget rig?
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If yes, what workflow did you follow to map the board controls back to the existing shape-keys (drivers, scripts, add-ons)?
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Are there open-source templates or scripts that already pair the 63 AU names to common boards?
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In your experience, does baking corrective JCMs (Baked Correctives ON) affect any driver linkage?
Thanks a lot!
Vampire Arm WingsThere's this: https://www.daz3d.com/werebat-hd-for-genesis-81-male but I don't own it so I don't know if you can just dial in the arms part of the morph.
Render is PixelatedFace Transfer 2 (for Genesis 9) is more sophisticated than version 1 (for Genesis 8.1).
How to Achieve the Squeezing/Pinching Morph Effect Shown in the Image?sucan2015 said:
lilweep said:
if subdvision wasnt high enough, you can increase subdivision...
if you cant load hd morphs, then you dont need to, you dont need a poseable figure for a static render. you can just use your subdivided figure as a static mesh.
Do you mean I should increase subdivisions in ZBrush and then export to DAZ?
Zbrush is an example of a sculpting software where you would do this yes
If so, would I lose all the materials and textures in the process?
Well, they wouldnt be "lost" you just need to transfer them. Obviously this process below assumes your method for exporting and importing a sculpt doesnt remove the Surfaces.
Steps:1. Import your subdivided and sculpted obj file from Zbrush (or whatever software you suclpted it in)
2. In the surfaces tab for the imported sculpt, add the same shader that was used on your original figure (e.g., Iray Uber, or PBR Skin, etc)
3. Hide the original figure
.4. Copy the surfaces from the original figure to the imported figure. (Right click and copy in surfaces tab of original figure, paste in surfaces tab for imported figure)
Alternatively for making HD morphs there are options on youtube.
Render is PixelatedThanks for your response. I will try letting it run longer and see if that works. Also, I have another question. I'd like to use my renders for book covers but cannot so far because the face transfer is not picking up enough detail from the original photo which I've attached so you can take a look. Are there extra settings which need adjusting or am I using the right face transfer version. I've looked at book covers made by daz3d and the faces are much clearer than mine which is why i'm wondering if it could be my computer. (I hope not I just purchased a new one - it has an 8GB video card, 32 gb of ram and it's an i9 processor). Any help would be appreciated.
How to Achieve the Squeezing/Pinching Morph Effect Shown in the Image?As shown in the attached image (cropped to avoid potential content issues), the hand squeezing the hip creates a very pronounced morph effect. Is it possible to achieve this directly in DAZ? If so, how?
I’ve tried sculpting similar morphs in ZBrush, but the subdivision wasn’t high enough, and the result looked rough. Could Photoshop post-processing be used to enhance this morph effect as seen in the image? Any tips or workflows would be appreciated!
How should I solve this problem?coolcool0131_eea6a807 said:
It's a g3m outfit on my character in g8.1. My armpits are very unnatural, how do I fix this?
Create a fixing morph target with two semetrical deformers.
Window => Panes => DForm
Spawn morph => your label
Sve As => Support Asset => Modifier Asset
Your User name
Your Morph folder
Down to your created Morph Targets in the list
SaveThe Mac FAQHmm I assumed it just ran slower since Blender works on macs, forgot that blender doesnt use Iray :( sad. On that note does daz lag/stutter alot when in viewport? Thinking might get a 16gb model to make scenes when out and about then transfer to the nvidia laptop for render time. Tho I guess going with more ram version I could use blender to render out the scene.







