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Mira HD
You're right ~~ no shaping presets are given in the product package. You have to directly load the character preset or filter and dial the morph in Parameters pane.
You can fill a ticket if you do want to have the shaping presets. Or, you can create shaping presets yourself.
Regarding the issue that the MD adjustment of G9 clothing will failIf I'm not satisfied with some of the dforce effects of the clothes, I want to use other software such as MD to adjust them. After the adjustment is completed, I will import them back into DAZ to form a morph of the clothes. This method has been applied by me many times in the G8 era.
However, in the G9 era, many clothes, after adjustment, were imported back to DAZ. At the final step of morph formation, an error occurred. This is really frustrating. Has anyone encountered the same problem?
Is it possible to put an alias of a control morph into the main body of Genesis?[solved]If I create an alias of a P designated parameter in edit mode of the parameters tab, i can put it in any subnode, but unlike M designated parameters, i can't get the alias to move into the main body, via Property mover, or via manual editing of the Alias DSF.
Just a limitation of studio, or am i doing something wrong here?
SOLUTION
An ALIAS of a control morph or pose morph(P designation when in edit mode of the parameters tab) CANNOT have the same Name(not label) as the parent property, if being moved to the base node.
An ALIAS of a morph(M designation) does not have this restriction.
Face Transfer ScriptingIs there a way to script Face Transfer? I am working on a project to automatically produce human models, and I wanted to automate Face Transfer, but since it's a plugin, I couldn't find much info about it.
Can anyone help me understand if there is a way to streamline the process with Face Transfer ANYHOW With or without SCRIPT?
A script for clothes not wornWendyLuvsCatz said:
I guess one could Dforce the G9 Dev base at zero subdivision, save that as a morph by obj export, morphloader or Dforce2morph if you own it
the fit any clothing to that morphed figure, and hide the figure, not tried it, it could be awful

I'd give that 0% chance of success. Fitting to a dForced figure will fit to the original non-dForced shape and position.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICIvangelrise said:
Non ho capito una cosa, ora che ci penso. Perché alcuni personaggi, tipo Victoria 7/8/9 ecc., Stephanie, Darius, ecc. sono usati come base per altri personaggi?
Cioè, se a me piace "Xanthe 8 for Stephanie 8" significa che devo comprarmi prima Stephanie 8, per dire. Ma Stephanie 8 costa un botto di più non solo di Xanthe 8, ma anche di tanti altri personaggi G8 "indipendenti" (cioè che non sono basati su altri personaggi). Perché questa differenza di prezzo? Cos'ha Stephanie 8, o Victoria, o chi per loro, in più rispetto alla media degli altri personaggi?
Nulla, è solo più comodo per i PA ottenere il risultato desiderato.
Per esempio: vogliono creare una ninfetta snella. Guardano nel catalogo, scelgono una ninfa già pronta e la usano come base per il loro morph, così possono concentrarsi sui dettagli che gli interessano. E poi c'è il vantaggio di poter scovare errori semplicemente sottraendo la base dal morph e correggendo i difetti, tipo la piega del gomito, la torsione del tronco o semplicemente un poligono sfuggito alla modellazione.
E "Xanthe 8 Per Stephanie 8" è anche roba "leggera", in passato ci sono sono stati anche personaggi con tre o quattro concatenazioni...
A script for clothes not wornI guess one could Dforce the G9 Dev base at zero subdivision, save that as a morph by obj export, morphloader or Dforce2morph if you own it
the fit any clothing to that morphed figure, and hide the figure, not tried it, it could be awful
About clothing morphs and diffeo.My character has a dress but the deformations to the dress caused by posing the armature in Blender were bad (sculpting shape key fixes was my least favourite option). So I exported the dress to Marvellous Designer, simulated it on the posed avatar, then exported as .obj. Now I want to import and use that as a shape key on the dress in Blender. However it seems I cannot do it. Blender applies shapes to the base mesh, not the posed mesh and there's no reverse deformation option in "Join as Shapes". So after I do it the shape key is janky or just doesn't work.
In Daz 3D I can use Morph Loader pro and make a "morph" (shape key). It has a "reverse deformation" option on the panel, which I assume applies inverse of the armature transforms to the vertices, or similar. So, how do I do that in Blender?
Looking for designer who knows LLM/AI/Lyp syncHello, I am Jean-Paul from Amsterdam, not technical, not a designer. I am looking for someone who can transfer existing designs into Daz3D into .glb files and make them Lyp synced. This is ongoing work. From April I need around 6 avatars a month, made from scratch, lyp synced, also holographic. I couldn't find the right people on Fiverr, so hopefully I will find someone here. I have made a pdf with design instructions, if you are interested I will mail it.
3 heads and 4 arms goddess or monstersRawArt said:
These types of creatures would best be done with their own dedicated mesh as a whole new figure
which is something I reckon Predatron could do with orc, troll and other monster morph addons
I buy many of his standalones, there are definite advantages not sharing the genesis genome in loading and using them
The Mac FAQThank you so very much for replying!
I went the opposite way a very few years ago and picked up an HP Omen 40L (low-ish end gaming PC) and replicated my Mac DAZ files onto it. It went quite smoothly, but I think that was just dumb luck on my part. :) The HP worked great, but I prefer the Mac experience. Always felt like I was tending to Windows needs with the constant updates. I think Windows 7 was the last time I'd used Windows and I felt like Windows 11 was behaving more like a social media app. LOL
Anyway, I used the HP off and on for rendering, while still preferring to do the main work on my Macs. Then a Windows update and/or Nvidia driver update caused the HP to boot up to a black screen. Only way around it was to force it into safe mode and uninstall the RTX 3060's driver, boot normally, re-install the driver and have the HP boot normally again. For about a week. Then it starts all over again. Have tried different Nvidia studio drivers, but they will eventually cause the black screen at boot up (screen goes black just as it's getting ready to show the desktop.) The frustration with that caused me to abandon the PC. It sits by itself in another room now. :)
As one would suspect by transferring everything between similar systems, I had a mindlessly simple and quick migration between the M1 iMac and the new M4 iMac. Yesterday, I transferred everything from the M4 iMac to my just delivered M4 MacBook Air. Everything was super easy and quick thanks to using a Thunderbolt cable between the 2 Macs. Migration Assistant took around 30 minutes to transfer 1.7-ish TB of data and then I had a duplicate of my M4 iMac on the new MacBook Air. Started playing with the MacBook Air and loved how well it ran DAZ Studio relative to the new iMac. Just a few seconds slower than the iMac, so around twice as fast as my old M1 Macs could do. The MacBook Air does get pretty warm when rendering, as expected with a fanless design. My use of the MacBook Air is really for doing lighter DS tasks when I'm away from my home office desk. Then I can do the heavier lifting on the iMac. Or soon to be M4 Pro Mac mini very similar to what you currently have. Your wonderful reply has helped me lean into the Mac mini as my next Mac, completing my home office set up. I'll be giving away my M1 iMac and Intel i9 16" MacBook Pro to friends or family. My M1 MacBook Air will get traded in to Apple for credit on the new Mac. I'll be all Apple Silicon and in the M4 chip family across all the Macs. I am very delighted with the performance on M4 for all the tasks/apps that I use. Though I haven't used it heavily yet, I find that Pixelmator Pro (now owned by Apple) works quite well and in some cases better than Photoshop Elements (2020). The native code for Mac lets Pixelmator Pro fly, especially when using the Machine Learning powered tools.
For sure, DAZ Studio is showing how far behind it is compared to other apps on the Mac. I hope DAZ developers can get the new major version running natively on the M-series chips. And clean up the UI to make it look nice and readable again. Also: Filament. I really want to use Filament and Filatoon stuff on the Macs. I dabbled with it on the PC and it is wonderful.
To DAZ development team's credit, DS 4 does run on the Macs, but it is running within Rosetta and is getting a performance hit from that alone. The graphics in the UI are usable but are hard to read. Not sure if we'll see a boost in Iray CPU rendering if DS is freed from Rosetta emulation, but that would be most welcome.
Like you, I intend to go with the Apple Studio Display. I plan on getting the height and tilt adjustable version to help get the viewing angles just right for my own tired eyes. My home office is upstairs, so I need to lug all the gear up one flight of staris. The Mac mini will be no effort at all, the Studio Display might be another thing. :) I have partial kidney failure (one kidney is perfect, the other has partial function after scarring from laser surgery to remove a kidney stone.) And I suffer from hemiplegic migraines that are truly the most awful and painful things I've experienced in my life. They started when I was 9 years old and I'm coming up on 67 in a few months. I've had Apple store employees bring my newly purchased big boy Macs out to my car. I've always appreciated that very much. Apple tends to go out of their way to make sure those of us in non-perfect health are taken care of. :)
Mary, thank you for taking the time to write up such a gracious and informative reply about your experiences! I really appreciate learning how DS and your new Mac mini fit into your life, beyond benchmarks. I hope you continue to enjoy everything and more so in the days ahead. Take care of yourself, your friends, and other loved ones!
Lee
Can clothing with emissives be exported to Unreal with the emissives intact?Hi, I imagine the answer is no, but is there a simple way to rebuild them? It's one thing if you're porting over a set to Unreal and you have separate objects or textures specifically for emissive lights or whatever that you can make glow within Unreal, but I recently tried to port over an outfit that has small emissive details and predicably they don't glow after the transfer process. The trouble I'm having is the materials created for the Unreal model by the Daz to Unreal plugin are too broad, one texture covers pretty much everything so I can't play around with specifically the parts that used to emit light. Either the whole suit glows, or none of it glows.
I'm looking for suggestions on how this could be dealt with either within Daz Studio, Unreal Engine, or a combination of the two. Any solutions that require Blender, Maya, or any other additional software won't be helpful to me.
Thanks in advance to anyone who has any insight they want to share!
Jon Baptiste
3 heads and 4 arms goddess or monstersOso3D said:
I've often thought of doing multiarmed characters and... there are some very very very large obstacles:
Any limbs you add would not take any of the morphs you add later. Also there would be problems with morphs mixing with the limbs you added.
So, for example, if you add a muscular morph, not only would the additional arms not be muscular, but there'd probably be some ugly warping/tearing between the main body and the new arms.Clothes would just be a mess.
Skin textures. You could provide some, but people would want their own textures. You could work things so that the new arms take the old arms' textures, but then you're going to have an obvious seam where the new arms are placed on the torso.
Which were exactly the problems the "4 arms for Genesis" product encountered when it was availavle.
3 heads and 4 arms goddess or monstersI've often thought of doing multiarmed characters and... there are some very very very large obstacles:
Any limbs you add would not take any of the morphs you add later. Also there would be problems with morphs mixing with the limbs you added.
So, for example, if you add a muscular morph, not only would the additional arms not be muscular, but there'd probably be some ugly warping/tearing between the main body and the new arms.Clothes would just be a mess.
Skin textures. You could provide some, but people would want their own textures. You could work things so that the new arms take the old arms' textures, but then you're going to have an obvious seam where the new arms are placed on the torso.
Yeah.
Your best bet is to use something like RawArt's severed products and some postwork Heal brush.
Chevybabe's Dforce SBH Hair ThreadNo, it is not true that only PAs can create custom morphs for dForce SBH hairs.
Only PAs can turn SBH hairs into dForce hairs, but anyone can create their own morph for dForce SBH hair products. I have created several morphs for Neroli hair in the past. Someplace on the forum I posted instructions for how I did it. Crosswind later posted some optimization tips for steps I did that were not needed. One key step is to activate the Geometry Editor when exporting and importing the hair to create the morph.Here are my instructions. I'm not sure where Crosswind posted the optimization tips.
Chevybabe's Dforce SBH Hair Thread"Is it true that only PA have the tool to create custom morphs for Dforce SBH hairs?"
Yes. However, the premiere version of daz studio has the newest version of meshgrabber which is helpful in manipulating the strand hair exactly how you would like!
"if the hair simulates the way I imagine then the Behind Ear morphs will likely be superseded by the sim pose and my elf ears will be covered again."
Most likely, but you shouldnt really need to use that morph just for that. The hair is meant to sim, and with some clever basic geometry, you can prevent it from doing things you dont want it to do. I have included ear caps and a face shield to get you started. You may need to turn them on in the scene to be able to see what they look like while they work. The Face shield, as an example.. will keep the hair from simming directly into the face, and the ear caps will keep the hair from penetrating the ear, should you use the behind the ear morphs.
The hair has a lot of movement morphs to help guide you into teh direction you need to use the hair. The special "sim morph" was for those that wanted hair to do fancy things like fan out on a floor.
"Are the Behind Ear morphs high enough to reveal longer elf ears? "
The behind the ear morphs tuck the hair behind the ear, so as long as the elf ear morphs you use come out away from the body a bit, Id imagine they would work to some extent. I really think it will be a buy and try for you. Daz has an excellent return policy, so if it doesnt do exactly what you need it to do, you can always return it.
"The description doesn't say but is the Faustian hair Omnihair?"
Yes. All of the hairs in my store from the Nordic Knots Forward are OmniShader.
Bodacious Bob and Feisty Feather Bun are Feisty Feather Bun are a low-weight dual lobe shader.. and everything before those are heavier dual lobe shaders.
Hope that answers everything :)
The Mac FAQMy primary reason for buying the M4 Mac Mini was to replace my 2013 iMac which had an Nvidia 660. That was the first computer I had installed D|S on in 2016, version 4.7, but within a week or so, 4.8 was released. I was okay but had no clue what I was doing with D|S then. That computer was used for business and editing with Office 365. Then the 660 was dropped by Nvidia and in my ignorance I tried to force an update and destroyed my OS. I ended up taking the iMac to the Apple store and they reinstalled the OS, but I lost everything that had been on it, except a few files on a stick. So D|S went onto Windows computers. I had used two HP monitors with the iMac. One is now on the Mac Mini and the other is attached to my MacBook Pro M2.
But my iMac has been dying gradually the past few years and I have been saving for an upgrade. So I jumped on the Mac Mini M4 Pro and the Studio Display. (I have cataracts forming in both eyes now, so I need really good monitors.) At first my own confusion gave me some fits, but Totte helped me. Poor man, I really drive him crazy.
The Mini's hardrive is 4Tb and I have my old iMac files and program files on that. Still have 3.11 Tb free. I will download other programs later here.
I have a 24Tb external hard drive where I installed my Daz Studio product files. I am still installing from DIM my products, limited by an allotment of 1.29Tb/monthly that I share with a flatmate, cats who watch YouTube, and my streaming. So far, only filled up 5.68 Tb and have 18.32 Tb left. I now have over 24,000 products with 2.8Tb installed, and 2.2Tb left to pick out what I want to install still. I restrict myself to 30 - 40GBs a day. Edit to add: I have barely started to add my other store purchases and freebies.
I haven't had much time to play with Daz on the computer, most of my time is spent fixing metadata, thumbnails, and inspecting each item as it is installed or has gone missing. I have been having problems with DIM crashing in the past week and losing track of products I thought were installed, to find them back in Ready to Download. I tried to do something in US2 the other night and found I had forgotten how to do anything again. Will have to go over the tutorial again. Along with many others.
What I have found, DIM works really nice generally. Downloads of course depends on interactions with the web and DAZ servers, but with the file downloaded, the installation of a 1 or 2 GB file goes super fast. I made a purchase of multiple items today that totalled 1Gb and flicked my eyes away and back and it was done. Time of day helps too.
I am being selective on installing characters/morphs that I own, so loading up a character does not take a long time. I have installed the Genesis Core characters and a few PA characters/morphs that I love and main morph packs. Same for pose packs, realism counts and with Bone Minion no generation is restricted to one only. I am picking my wardrobe with more realistic clothing, leaving all the skimpwear/fantasy uninstalled. Shaders and sets are a love and I have many. That is what is taking so long now, especially with the PBR materials. Scripts, plugins, key morphs are done.
Scripts use are a challenge, but that is my learning curve again. Before setting up this computer I had just finished setting up a Win 11 laptop with Daz Studio. So it has been almost nine months of installations without fun or lengthy use. I learn by doing repeatedly. But I am making headway there with everyone's advice and help.
Compared to my MacBook Pro M2, the Mac Mini Pro M4 is faster, but compared to the Win 11 with Nvidia RTX 4080, not so much as my test showed. And of course, no filament. I love filament.
And it is small and light. But that monitor, I can barely lift it. In the box, I can't. Security had to carry it from the Apple store to my van, and my flatmate to our 2nd story apartment. I can barely lift the empty box. Seriously bad lower back. That monitor should come with a warning label. I could carry the iMac in its case. The MacBook Pro was bought because I needed a computer I could carry to other locations to work on my editing. Gaming computers are too heavy now for me to carry easily in a backpack. Aging is a pain, not just for computers.
Mary
Broken bones for G8?Catherine3678ab said:
Could try making a morph, adjust rigging to mesh, apply ERC freeze, zero morph and save.
Hello; would you mind actually explaining those steps in detail?
I know what a morph is; I have no idea how to create one in Daz Studio. Likewise the other steps you mention.
Thank you.
How to change the shape of the character's head, without changing the shape of the hair?Option 1: Before dialing the ear morph for the first time, go into its parameter settings and turn Auto Follow off.
Option 2: If the ear morph has already been dialed, select the hair, make sure hidden properties are shown, and dial the unwanted morph back to zero.
How to change the shape of the character's head, without changing the shape of the hair?I need to change the shape of the character's ears. When I change ears morph, the hair automatically changes its shape, adjusting to the changes of the ears. But I liked the way hair looked before it was auto-adjusted to the ears changes. I want the hair to be the same as it was before changing the shape of the ears. At the same time, I do not want to lose the functionality of automatic hair adjustment to the character's head morphs, so complete disabling this feauture is not an option. Is it possible to somehow save the hair shape as a morph before changing the ears and then apply this morph after changing the ears, to return the hair to its previous shape?










