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  • Fury the piglet- Appreciation thread. Nice comments only.

    I am in favor of a fury expansion. Perhaps with an additional winged costume, a horn and a morph to give him a newborn older shape.

    By

    Serene Night Serene Night June 2020 in The Commons
  • "Duplicate Formulas Found" is KILLING me!

    There's something wonky going on with this. As a content creator I get this all the time when just working on a character and going back and forth through GOZ, pretty soon I will get a duplicate formula error with no understandable reason since every morph has different data. I might have 20 little morphs and they're all saved in the scene file only at that point. Some morphs will be rigged. Log is then filled with this stuff:

    2020-06-24 22:01:34.390 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(6871): owner: Genesis8Female

    2020-06-24 22:01:34.390 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(6872): output: neck_2:/data/DAZ%203D/Genesis%208/Female/Genesis8Female.dsf#neck_2?center_point/y

    2020-06-24 22:01:34.390 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(6873): input: Genesis8Female:/Scenes/blah/blah_016.duf#ZBrush%20Morph?value

    2020-06-24 22:01:34.483 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(6870): Duplicate formula found linking zOrigin & ZBrush Morph 

    If you are correcting JCMs or MCMs make sure that you use ERC Bake on the links (right-click on them in the Proeprty Hierarchy pane) before doing a fresh ERC Freeze - doing two ERC Freezes on the same property without a bake between is very likely to trigger this issue.

    Yeah I'm not doing anything like that. Also I'm using Morph Rigger Plus do rig stuff these days anyway.

    By

    bluejaunte bluejaunte June 2020 in The Commons
  • Fury the piglet- Appreciation thread. Nice comments only.

    It probably won't happen, but I kind of hope that Hypertaf can come up with a morph to make him into an adult miniature pot-bellied big. And then the cuteness can continue even beyond piglet age! (Seriously, I'm going to get him, and I don't even know what I could possibly do with him, but that much cuteness cannot be resisted!)

    Fury is so cute! look at his little piglet toy!

    You realize that Boyd and Owen and one of the kids have to have some sort of piglet interaction, right? It's pretty much required!

    By

    vwrangler vwrangler June 2020 in The Commons
  • "Duplicate Formulas Found" is KILLING me!

    I've been having this problem for over two years on G3F and G8F, G8F being far worse.  Going through my log file would require a week of time. I don't have that type of time on my hands. I believe there is a very simple answer to this: for Daz studio to ignore Duplicate Formula errors and move on.

    and that would help how? Logging the error take almost no time, it's finding it in the first place that slows the process and that would have to be done before it could be ignored.

    In my experience, the more Daz logs, the longer it takes. I've removed morphs before and it took hours. added them back in and took less than 1 hour. So the proclaimed 'morphs' isn't all that's bogging down Daz studio.  But for the logging error- a database could be created on the user's computer and once daz does an initial scan, any problem files would be cross referenced and ignored, allowing the system to move forward. if more content is found, it would add those to the database.  I'm sure there are other points to be had, but this would help significantly- especially if an author doesn't update said problem files.

    The writing of the log file doesn't take long (and is deferred until DS isn't busy) - a lot of errors/warnings in the log is associated with slow loading because of the errors, not the logging. Which file would be ignored for a clash? How would updates be handled? I'm not saying this is impossible, I do think it would have its own impact on speed (checking each file to see if it should be skipped - especially for a long list), it would be another "moving part" with its own potential to go wrong, and it would potentially remove useful debugging information.

     

    That, or Daz / vendor creates a script that goes through all duplicate formula files and fixes the issue automatically. I'd be willing to pay $100 for this type of guaranteed fix because of the amount of time it wastes for me.
    I also agree that Daz should have a computer that has ALL the products loaded and QA's the morphs as people create them, so that the vendors are required to upload quality morphs- as stated prior, DAZ is free, it's the content library that they make money on- and if content is broken, they can't make money. So they are literally losing money with this error.

    How would a script fix the ssue? Most of the time it's a conflict between two products that happen to use the same name, so what would the fix be - scan through all the product files to change the name of the conflicting proeprties, being sure to change any presets that call it and hoping that no other products call it? It might be possible, I've done the equivalent manually, but it would inbtroduce a lot of potential for breakage too.

    If it's a conflict, find a conflict between Anain&Akasha and another product. That's what 60% of my several hundred, if not thousands of 'duplicate formulas' in my log file are.  If it is a conflict, then a more strict adherence to file structures and names could be implemented to keep this from happening. At my place of employment, we have several thousands of files, if not millions. Each file gets a unique name, so unique that not two files have the same name.  I've seen other scripts here for fixing duplicate IDs and such- opening a file up and changing a piece of information in said file and resaving it or renaming it, isn't difficult.

    That is a very large number of problem files. I have a lot of content and there is only one unresolved Duplicate Formula (which I have, pending a fix, manually cleared) - even allowing that a single product pair might throw multiple messages if there is a name clash it does sound as if there is more than just the way the content is initially set up going on. I do agree that a strict naming convention should help - and indeed a lot of PAs add an abbreviation of their name to the morph name for this reason.

    If the protocols that guide content creation were more strictly enforced, it's more than likely the problem would diminish. There are multiple other companies that disect xml files and scan the code, looking for things that aren't up to par and reject the entire file if an error is found, telling the content creator to fix it before it's allowed and published. 

    Again, this is not usually an error in the file/product - it's a conflict between two products. Not something that could be fixed by scanning a single file. Checking for conflicts would take time related exponentially to the number of files.

     

     I have not converted anything. And I have no rendo or freebies installed other than Travelor's plants. The only non Daz content that I have installed is Hivewire plants and animals. I get the duplicate files error constantly-so I'm pretty sure  that it IS from Daz content.

    With which figure(s)? Have you checked the log file to see which proeprties are involved? As I said above, this is usually a clash between two (content) products, niot a bug in one, so difficult for testing to catch.

    Not necessarily. A cross referencing system would all but guarantee no duplicate file names. It would take time for the system to process all the files and cross reference them, but it can be done.

     

    I'm honestly just glad more and more people are having a problem with this- maybe it'll shed light on underlying issues we're all experiencing.

     

    By

    Richard Haseltine Richard Haseltine June 2020 in The Commons
  • [RESOLVED] HD Skin - how does it load? And what does it do?

    HD refers to the detail in the morph (it moves the vertices created by SubD, usually using level 3 or 4) - it isn't about, and doesn't include, maps.

    Ahhhh this explains it all. Much appreciated!

    @leemon_c43b45a114 - I redid a quick render using SubD 3:5 and one starts to see a little more detail on Dain 8 HD... I see a shallow smile line forming across the cheek on Dain HD. Hope this helped you out too.
     

    By

    DMax DMax June 2020 in New Users
  • [RESOLVED] HD Skin - how does it load? And what does it do?

    HD refers to the detail in the morph (it moves the vertices created by SubD, usually using level 3 or 4) - it isn't about, and doesn't include, maps.

    By

    Richard Haseltine Richard Haseltine June 2020 in New Users
  • "Duplicate Formulas Found" is KILLING me!

    There's something wonky going on with this. As a content creator I get this all the time when just working on a character and going back and forth through GOZ, pretty soon I will get a duplicate formula error with no understandable reason since every morph has different data. I might have 20 little morphs and they're all saved in the scene file only at that point. Some morphs will be rigged. Log is then filled with this stuff:

    2020-06-24 22:01:34.390 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(6871): owner: Genesis8Female

    2020-06-24 22:01:34.390 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(6872): output: neck_2:/data/DAZ%203D/Genesis%208/Female/Genesis8Female.dsf#neck_2?center_point/y

    2020-06-24 22:01:34.390 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(6873): input: Genesis8Female:/Scenes/blah/blah_016.duf#ZBrush%20Morph?value

    2020-06-24 22:01:34.483 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(6870): Duplicate formula found linking zOrigin & ZBrush Morph 

    If you are correcting JCMs or MCMs make sure that you use ERC Bake on the links (right-click on them in the Proeprty Hierarchy pane) before doing a fresh ERC Freeze - doing two ERC Freezes on the same property without a bake between is very likely to trigger this issue.

    By

    Richard Haseltine Richard Haseltine June 2020 in The Commons
  • Ashan 8

    Here is my first test - 

    I did swap in Abasi's eyes and brows as Ashan's are...pretty awful. In addition, I blended in Owen's specularity map for the body and part of the face as Owen's has much better detail. Ashan's seem rather low rez if viewed in Photoshop at 100%. I also did my personal tweak to his SSS maps. His body morph was moved down to 50% as he's entirely too buff. 

    By

    MelissaGT MelissaGT June 2020 in The Commons
  • How to create pressure-point morphs?

    Hey Guys,

    Is it possible to create a zone-specific, pressure-point morph to a character?

    I've seen, for example, products such as 'Breast Morphs', that allows for the look of breasts being positioned, gravity-appropriate.

    Is it possible to adjust witnin Studio, to allow for single specific pressure point, such as, when a character maybe has something heavy on their leg, and the proper indent that would follow. Or a character reaches across their body and their breast/chest compresses on the one side to match  that pressure, versus, the arm simply dissappearing into the breast/chest area of the body.

    Is Photoshop, post-processing correction, the only real option here?

     

    TIA.

    - Sol

    By

    solarview solarview June 2020 in Daz Studio Discussion
  • "Duplicate Formulas Found" is KILLING me!

    There's something wonky going on with this. As a content creator I get this all the time when just working on a character and going back and forth through GOZ, pretty soon I will get a duplicate formula error with no understandable reason since every morph has different data. I might have 20 little morphs and they're all saved in the scene file only at that point. Some morphs will be rigged. Log is then filled with this stuff:

    2020-06-24 22:01:34.390 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(6871): owner: Genesis8Female

    2020-06-24 22:01:34.390 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(6872): output: neck_2:/data/DAZ%203D/Genesis%208/Female/Genesis8Female.dsf#neck_2?center_point/y

    2020-06-24 22:01:34.390 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(6873): input: Genesis8Female:/Scenes/blah/blah_016.duf#ZBrush%20Morph?value

    2020-06-24 22:01:34.483 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(6870): Duplicate formula found linking zOrigin & ZBrush Morph 

    By

    bluejaunte bluejaunte June 2020 in The Commons
  • How To Backup Your Custom Characters?

    Custom morphs that you have not saved as an asset will be embedded in a Scene or Scene Subset, and also in a Character Preset though they will then be loaded only if the preset is used to load a new figure rather than modifying the selected fiigure.

    However, there have - at least in the past - been issues with morph projection using embedded morphs so I would suggest saving as an asset. When saving a morph asset (or any other kind) you can specify which content directory to use - I would suggest using a separate directory for custom content, then you can easily back it up without having to back up the installed content.

    Thank you for the answer!

    So I can take a character, save it as a shaping preset, delete the morphs I don't need for other characters to keep the library fast and clean, and merge that shape on a basic G8 figure to get the same shape?

    If you export the figure as OBJ and import back as a full body morph, it doesn't need any other assets but the base character..

    Before exporting, you may want to set the scale of the figure to 100%.

    Thanks, but I don't know how to do that!

    Load your figure into an empty scene
    Remove all the accessories (clothes, hair, jewelry, lashes, brows, gens...)
    Zero the figure pose
    Zero the morphs you don't want to save permanently to the figure
    Set the scale to 100%
    Set the "Resolution Level" to "Base" (in Parameters\Figure\General)

    File->Export
    Choose a name for the OBJ-file and check the file type (Save as type:) = Wavefront Object (*.obj)
    Select the OBJ export options, I'm mostly exporting to Blender for DS morph creation, so mine are:
    Scale = 100%
    x - Ignore Invisible Nodes
    x - Write Faces
    x - Write Polylines
    x - Write Object Statements
    x - Write Groups
    x - Use Node Name(s)
    "Accept" and the OBJ-file will be created

    Load the developer version (or base figure) to an empty scene
    Zero the developer version (or base figure)

    Edit -> Figure -> Morph Loader Advanced
    Choose a file = Find the saved *.obj file
    "Morph Path/Morph Name", the arrow will open a list of locations where you can place your morph, by default it uses the name of the *.obj as the name of the morph, but you can ghange it here.
    Check that the scale is the same (100%) as was used in exporting
    "Accept"

    Navigate to the path where you saved the morph (Parameters\Figure\Actor\Full Body\People\Mine\...) and you find the morph there ready to use.

    You may need to use "Edit->Figure->Rigging->Adjust Rigging to shape" especially if the final scale of your figure is something else than 100%

    At this stage the morph (figure) works only with the base figure you loaded it into, but  if you save the morph as an asset, the morph can later be found in "Parameters" just like any other figure/morph you have installed for that base figure.

    This is a bad idea - aside from the licensiing issue if you ever want to share you will lose any and all corrective morphs (to make the shape work with poses and expressions) so it will almost certainly be inferior to the original version made with multiple morphs.

    I was going with: "Of course it's for personal use only, and with assets I've bought"

    Yes, but the loss of JCMs/MCMs is the big issue for the end user.

    By

    Richard Haseltine Richard Haseltine June 2020 in Technical Help (nuts n bolts)
  • How To Backup Your Custom Characters?

    Custom morphs that you have not saved as an asset will be embedded in a Scene or Scene Subset, and also in a Character Preset though they will then be loaded only if the preset is used to load a new figure rather than modifying the selected fiigure.

    However, there have - at least in the past - been issues with morph projection using embedded morphs so I would suggest saving as an asset. When saving a morph asset (or any other kind) you can specify which content directory to use - I would suggest using a separate directory for custom content, then you can easily back it up without having to back up the installed content.

    Thank you for the answer!

    So I can take a character, save it as a shaping preset, delete the morphs I don't need for other characters to keep the library fast and clean, and merge that shape on a basic G8 figure to get the same shape?

    If you export the figure as OBJ and import back as a full body morph, it doesn't need any other assets but the base character..

    Before exporting, you may want to set the scale of the figure to 100%.

    Thanks, but I don't know how to do that!

    Load your figure into an empty scene
    Remove all the accessories (clothes, hair, jewelry, lashes, brows, gens...)
    Zero the figure pose
    Zero the morphs you don't want to save permanently to the figure
    Set the scale to 100%
    Set the "Resolution Level" to "Base" (in Parameters\Figure\General)

    File->Export
    Choose a name for the OBJ-file and check the file type (Save as type:) = Wavefront Object (*.obj)
    Select the OBJ export options, I'm mostly exporting to Blender for DS morph creation, so mine are:
    Scale = 100%
    x - Ignore Invisible Nodes
    x - Write Faces
    x - Write Polylines
    x - Write Object Statements
    x - Write Groups
    x - Use Node Name(s)
    "Accept" and the OBJ-file will be created

    Load the developer version (or base figure) to an empty scene
    Zero the developer version (or base figure)

    Edit -> Figure -> Morph Loader Advanced
    Choose a file = Find the saved *.obj file
    "Morph Path/Morph Name", the arrow will open a list of locations where you can place your morph, by default it uses the name of the *.obj as the name of the morph, but you can ghange it here.
    Check that the scale is the same (100%) as was used in exporting
    "Accept"

    Navigate to the path where you saved the morph (Parameters\Figure\Actor\Full Body\People\Mine\...) and you find the morph there ready to use.

    You may need to use "Edit->Figure->Rigging->Adjust Rigging to shape" especially if the final scale of your figure is something else than 100%

    At this stage the morph (figure) works only with the base figure you loaded it into, but  if you save the morph as an asset, the morph can later be found in "Parameters" just like any other figure/morph you have installed for that base figure.

    This is a bad idea - aside from the licensiing issue if you ever want to share you will lose any and all corrective morphs (to make the shape work with poses and expressions) so it will almost certainly be inferior to the original version made with multiple morphs.

    I was going with: "Of course it's for personal use only, and with assets I've bought"

    By

    PerttiA PerttiA June 2020 in Technical Help (nuts n bolts)
  • How To Backup Your Custom Characters?

    Custom morphs that you have not saved as an asset will be embedded in a Scene or Scene Subset, and also in a Character Preset though they will then be loaded only if the preset is used to load a new figure rather than modifying the selected fiigure.

    However, there have - at least in the past - been issues with morph projection using embedded morphs so I would suggest saving as an asset. When saving a morph asset (or any other kind) you can specify which content directory to use - I would suggest using a separate directory for custom content, then you can easily back it up without having to back up the installed content.

    Thank you for the answer!

    So I can take a character, save it as a shaping preset, delete the morphs I don't need for other characters to keep the library fast and clean, and merge that shape on a basic G8 figure to get the same shape?

    If you export the figure as OBJ and import back as a full body morph, it doesn't need any other assets but the base character..

    Before exporting, you may want to set the scale of the figure to 100%.

    Thanks, but I don't know how to do that!

    Load your figure into an empty scene
    Remove all the accessories (clothes, hair, jewelry, lashes, brows, gens...)
    Zero the figure pose
    Zero the morphs you don't want to save permanently to the figure
    Set the scale to 100%
    Set the "Resolution Level" to "Base" (in Parameters\Figure\General)

    File->Export
    Choose a name for the OBJ-file and check the file type (Save as type:) = Wavefront Object (*.obj)
    Select the OBJ export options, I'm mostly exporting to Blender for DS morph creation, so mine are:
    Scale = 100%
    x - Ignore Invisible Nodes
    x - Write Faces
    x - Write Polylines
    x - Write Object Statements
    x - Write Groups
    x - Use Node Name(s)
    "Accept" and the OBJ-file will be created

    Load the developer version (or base figure) to an empty scene
    Zero the developer version (or base figure)

    Edit -> Figure -> Morph Loader Advanced
    Choose a file = Find the saved *.obj file
    "Morph Path/Morph Name", the arrow will open a list of locations where you can place your morph, by default it uses the name of the *.obj as the name of the morph, but you can ghange it here.
    Check that the scale is the same (100%) as was used in exporting
    "Accept"

    Navigate to the path where you saved the morph (Parameters\Figure\Actor\Full Body\People\Mine\...) and you find the morph there ready to use.

    You may need to use "Edit->Figure->Rigging->Adjust Rigging to shape" especially if the final scale of your figure is something else than 100%

    At this stage the morph (figure) works only with the base figure you loaded it into, but  if you save the morph as an asset, the morph can later be found in "Parameters" just like any other figure/morph you have installed for that base figure.

    This is a bad idea - aside from the licensiing issue if you ever want to share you will lose any and all corrective morphs (to make the shape work with poses and expressions) so it will almost certainly be inferior to the original version made with multiple morphs.

    By

    Richard Haseltine Richard Haseltine June 2020 in Technical Help (nuts n bolts)
  • Content Directory Manager Presets?

    So, I have a lot of content directory folders. Some are simply on different drives for size purposes, some are WIPs for my own products so I can isolate for testing, some are solely for morph files that are merchant resources, some are simply different morphs for G8F that I can choose to load or not load depending on what I'm doing, etc. Is there a way to save the content directory folders as presets? I would love to just save certain presets as to what folders are mapped without having to remove/add a growing number of folders each time.

    Thanks in advance!

    By

    missuskisses missuskisses June 2020 in The Commons
  • [In store now] Felidae by AM - Snow Leopard [Commercial]

    I saw in your other thead a request for the log file. This is from the latest freeze:
    2020-06-24 11:29:52.728 *** Scene Cleared ***
    2020-06-24 11:30:01.262 File loaded in 0 min 10.6 sec.
    2020-06-24 11:30:01.266 Loaded file: Strayed into Woods.duf
    2020-06-24 11:30:01.610 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.615 Loaded file: JCM-SnowLeopardAM-rThighTwistNeg.dsf
    2020-06-24 11:30:01.622 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.623 Loaded file: JCM-SnowLeopardAM-rThighSidePos.dsf
    2020-06-24 11:30:01.629 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.629 Loaded file: JCM-SnowLeopardAM-rThighBendNeg.dsf
    2020-06-24 11:30:01.636 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.637 Loaded file: JCM-SnowLeopardAM-rShldrTwistPos.dsf
    2020-06-24 11:30:01.642 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.648 Loaded file: JCM-SnowLeopardAM-rShldrSideNeg.dsf
    2020-06-24 11:30:01.655 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.655 Loaded file: JCM-SnowLeopardAM-rShldrBendPos.dsf
    2020-06-24 11:30:01.663 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.663 Loaded file: JCM-SnowLeopardAM-rShinBendPos.dsf
    2020-06-24 11:30:01.669 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.670 Loaded file: JCM-SnowLeopardAM-rHindPawBendPos.dsf
    2020-06-24 11:30:01.676 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.681 Loaded file: JCM-SnowLeopardAM-rHindFootTwistPos.dsf
    2020-06-24 11:30:01.688 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.688 Loaded file: JCM-SnowLeopardAM-rHindFootSideNeg.dsf
    2020-06-24 11:30:01.694 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.696 Loaded file: JCM-SnowLeopardAM-rHindFootBendNeg.dsf
    2020-06-24 11:30:01.701 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.703 Loaded file: JCM-SnowLeopardAM-rFrontPawBendPos.dsf
    2020-06-24 11:30:01.709 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.714 Loaded file: JCM-SnowLeopardAM-rFrontFootTwistNeg.dsf
    2020-06-24 11:30:01.720 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.721 Loaded file: JCM-SnowLeopardAM-rFrontFootSidePos.dsf
    2020-06-24 11:30:01.728 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.728 Loaded file: JCM-SnowLeopardAM-rFrontFootBendPos.dsf
    2020-06-24 11:30:01.735 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.735 Loaded file: JCM-SnowLeopardAM-rForeArmTwistPos.dsf
    2020-06-24 11:30:01.742 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.746 Loaded file: JCM-SnowLeopardAM-rForeArmBendNeg.dsf
    2020-06-24 11:30:01.756 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.757 Loaded file: JCM-SnowLeopardAM-rCollarTwistNeg.dsf
    2020-06-24 11:30:01.763 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.764 Loaded file: JCM-SnowLeopardAM-rCollarSidePos.dsf
    2020-06-24 11:30:01.770 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.771 Loaded file: JCM-SnowLeopardAM-rCollarBendNeg.dsf
    2020-06-24 11:30:01.777 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.783 Loaded file: JCM-SnowLeopardAM-neck2TwistPos.dsf
    2020-06-24 11:30:01.792 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.793 Loaded file: JCM-SnowLeopardAM-neck2SidePos.dsf
    2020-06-24 11:30:01.799 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.800 Loaded file: JCM-SnowLeopardAM-neck2BendNeg.dsf
    2020-06-24 11:30:01.807 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.809 Loaded file: JCM-SnowLeopardAM-neck1TwistPos.dsf
    2020-06-24 11:30:01.815 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.821 Loaded file: JCM-SnowLeopardAM-neck1SidePos.dsf
    2020-06-24 11:30:01.827 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.828 Loaded file: JCM-SnowLeopardAM-neck1BendNeg.dsf
    2020-06-24 11:30:01.833 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.834 Loaded file: JCM-SnowLeopardAM-lThighTwistNeg.dsf
    2020-06-24 11:30:01.838 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.841 Loaded file: JCM-SnowLeopardAM-lThighSideNeg.dsf
    2020-06-24 11:30:01.845 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.851 Loaded file: JCM-SnowLeopardAM-lThighBendPos.dsf
    2020-06-24 11:30:01.855 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.857 Loaded file: JCM-SnowLeopardAM-lShldrTwistNeg.dsf
    2020-06-24 11:30:01.861 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.862 Loaded file: JCM-SnowLeopardAM-lShldrSideNeg.dsf
    2020-06-24 11:30:01.866 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.867 Loaded file: JCM-SnowLeopardAM-lShldrBendPos.dsf
    2020-06-24 11:30:01.872 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.877 Loaded file: JCM-SnowLeopardAM-lShinBendPos.dsf
    2020-06-24 11:30:01.882 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.883 Loaded file: JCM-SnowLeopardAM-lHindFootTwistNeg.dsf
    2020-06-24 11:30:01.889 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.891 Loaded file: JCM-SnowLeopardAM-lHindFootSidePos.dsf
    2020-06-24 11:30:01.895 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.896 Loaded file: JCM-SnowLeopardAM-lHindFootBendNeg.dsf
    2020-06-24 11:30:01.900 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.905 Loaded file: JCM-SnowLeopardAM-lFrontPawBendPos.dsf
    2020-06-24 11:30:01.910 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.911 Loaded file: JCM-SnowLeopardAM-lForeArmTwistNeg.dsf
    2020-06-24 11:30:01.916 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.916 Loaded file: JCM-SnowLeopardAM-lForeArmBendNeg.dsf
    2020-06-24 11:30:01.921 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.922 Loaded file: JCM-SnowLeopardAM-lCollarTwistPos.dsf
    2020-06-24 11:30:01.927 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.932 Loaded file: JCM-SnowLeopardAM-lCollarSideNeg.dsf
    2020-06-24 11:30:01.937 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.937 Loaded file: JCM-SnowLeopardAM-lCollarBendPos.dsf
    2020-06-24 11:30:01.944 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.944 Loaded file: JCM-SnowLeopardAM-headTwistPos.dsf
    2020-06-24 11:30:01.952 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.953 Loaded file: JCM-SnowLeopardAM-headSidePos.dsf
    2020-06-24 11:30:01.958 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.963 Loaded file: JCM-SnowLeopardAM-headBendNeg.dsf
    2020-06-24 11:30:01.974 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.975 Loaded file: JCM-SnowLeopardAM-chestTwistPos.dsf
    2020-06-24 11:30:01.986 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.986 Loaded file: JCM-SnowLeopardAM-chestSidePos.dsf
    2020-06-24 11:30:01.992 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:01.992 Loaded file: JCM-SnowLeopardAM-chestBendNeg.dsf
    2020-06-24 11:30:01.998 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:02.003 Loaded file: JCM-SnowLeopardAM-abdomen4BendPos.dsf
    2020-06-24 11:30:02.008 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:02.009 Loaded file: JCM-SnowLeopardAM-abdomen2BendNeg.dsf
    2020-06-24 11:30:02.037 Loaded Morph Deltas in 0 min 0.0 sec.
    2020-06-24 11:30:02.037 Loaded file: Snow Leopard.dsf
    2020-06-24 11:30:09.317 Loaded image Lion-Parts-D.jpg
    2020-06-24 11:30:09.544 Loaded image SnowLeopard-Body-D.jpg
    2020-06-24 11:30:09.706 Loaded image SnowLeopard-Eyes-D.jpg
    2020-06-24 11:30:09.793 Loaded image TA_Upland_01_texture.png
    2020-06-24 11:30:09.855 Loaded image usc_grass_patch_01_512_diffuse.png
    2020-06-24 11:30:10.261 Loaded image usc_tree_01_bark_diffuse.png
    2020-06-24 11:30:11.099 Loaded image USC_Conifer_01_bark_diffuse.png
    2020-06-24 11:30:11.141 Loaded image NTP4-matCone-C.jpg
    2020-06-24 11:30:11.974 Loaded image usc_tree_01_leaf_autumn_diffuse.png
    2020-06-24 11:30:11.981 Loaded image usc_tree_01_leaf_cutout.png
    2020-06-24 11:30:12.034 Loaded image NTP4-matTwigNeedlesDry-C.jpg
    2020-06-24 11:30:12.064 Loaded image NTP4-matTwigNeedlesDry-A.jpg
    2020-06-24 11:30:12.138 Loaded image NTP4-matTwigNeedlesGreen-C.jpg
    2020-06-24 11:30:12.174 Loaded image NTP4-matTwigNeedlesGreen-A.jpg
    2020-06-24 11:30:12.224 Loaded image usc_fallen_leaf_01_diffuse.png
    2020-06-24 11:30:12.234 Loaded image usc_fallen_leaf_01_cutout.png
    2020-06-24 11:34:00.171 Updated metadata for 0 of 1 items.
    2020-06-24 11:34:03.935 WARNING: ..\..\..\..\..\src\sdksource\cloud\dzcloudtasknotifier.cpp(660): sync completed successfully, 1 items succeeded, 0 items failed.
    2020-06-24 11:34:03.935 Metadata update succeeded.
    2020-06-24 11:35:00.168 Updated metadata for 0 of 1 items.
    2020-06-24 11:35:00.237 WARNING: ..\..\..\..\..\src\sdksource\cloud\dzcloudtasknotifier.cpp(660): sync completed successfully, 1 items succeeded, 0 items failed.
    2020-06-24 11:35:00.237 Metadata update succeeded.
    2020-06-24 11:38:50.241 WARNING: QLayout: Attempting to add QLayout "" to QWidget "", which already has a layout
    2020-06-24 11:38:50.315 WARNING: QLayout: Attempting to add QLayout "" to QWidget "", which already has a layout
    2020-06-24 11:38:50.386 WARNING: QLayout: Attempting to add QLayout "" to QWidget "", which already has a layout
    2020-06-24 11:38:50.418 WARNING: QLayout: Attempting to add QLayout "" to QWidget "", which already has a layout
    2020-06-24 11:38:50.458 WARNING: QLayout: Attempting to add QLayout "" to QWidget "", which already has a layout
    2020-06-24 11:38:50.475 WARNING: QLayout: Attempting to add QLayout "" to QWidget "", which already has a layout
    2020-06-24 11:38:50.498 WARNING: QLayout: Attempting to add QLayout "" to QWidget "", which already has a layout
    2020-06-24 11:38:50.616 WARNING: QLayout: Attempting to add QLayout "" to QWidget "", which already has a layout

     

    Mary

    By

    memcneil70 memcneil70 June 2020 in Daz PA Commercial Products
  • How To Backup Your Custom Characters?

    Custom morphs that you have not saved as an asset will be embedded in a Scene or Scene Subset, and also in a Character Preset though they will then be loaded only if the preset is used to load a new figure rather than modifying the selected fiigure.

    However, there have - at least in the past - been issues with morph projection using embedded morphs so I would suggest saving as an asset. When saving a morph asset (or any other kind) you can specify which content directory to use - I would suggest using a separate directory for custom content, then you can easily back it up without having to back up the installed content.

    Thank you for the answer!

    So I can take a character, save it as a shaping preset, delete the morphs I don't need for other characters to keep the library fast and clean, and merge that shape on a basic G8 figure to get the same shape?

    If you export the figure as OBJ and import back as a full body morph, it doesn't need any other assets but the base character..

    Before exporting, you may want to set the scale of the figure to 100%.

    Thanks, but I don't know how to do that!

    Load your figure into an empty scene
    Remove all the accessories (clothes, hair, jewelry, lashes, brows, gens...)
    Zero the figure pose
    Zero the morphs you don't want to save permanently to the figure
    Set the scale to 100%
    Set the "Resolution Level" to "Base" (in Parameters\Figure\General)

    File->Export
    Choose a name for the OBJ-file and check the file type (Save as type:) = Wavefront Object (*.obj)
    Select the OBJ export options, I'm mostly exporting to Blender for DS morph creation, so mine are:
    Scale = 100%
    x - Ignore Invisible Nodes
    x - Write Faces
    x - Write Polylines
    x - Write Object Statements
    x - Write Groups
    x - Use Node Name(s)
    "Accept" and the OBJ-file will be created

    Load the developer version (or base figure) to an empty scene
    Zero the developer version (or base figure)

    Edit -> Figure -> Morph Loader Advanced
    Choose a file = Find the saved *.obj file
    "Morph Path/Morph Name", the arrow will open a list of locations where you can place your morph, by default it uses the name of the *.obj as the name of the morph, but you can ghange it here.
    Check that the scale is the same (100%) as was used in exporting
    "Accept"

    Navigate to the path where you saved the morph (Parameters\Figure\Actor\Full Body\People\Mine\...) and you find the morph there ready to use.

    You may need to use "Edit->Figure->Rigging->Adjust Rigging to shape" especially if the final scale of your figure is something else than 100%

    At this stage the morph (figure) works only with the base figure you loaded it into, but  if you save the morph as an asset, the morph can later be found in "Parameters" just like any other figure/morph you have installed for that base figure.

    By

    PerttiA PerttiA June 2020 in Technical Help (nuts n bolts)
  • Toggle Switch models

    Believe me, those are on the agenda. I'm going to do some experimenting to see if I can link a position morph to turning emission on and off.

     

    Might have to do some scripting.

    By

    Steel Rat Steel Rat June 2020 in Product Suggestions
  • Toggle Switch models

    Not to give you more to do, but...

    Believe me, those are on the agenda. I'm going to do some experimenting to see if I can link a position morph to turning emission on and off.

    By

    Gordig Gordig June 2020 in Product Suggestions
  • Aeon Soul - Everyday 2 for Genesis 8 Male

    I was thrilled to see the product too.  I'd be more thrilled if the pants could morph to ankle length, but I will take what I can get!  Great stuff Aeon Soul, thank you!

    By

    Worlds_Edge Worlds_Edge June 2020 in The Commons
  • Just cannot get face transfer utility to work

    I meet the same problem and have cracked it.

    I am a Chinese. I found it will popup the error message. "Face Transfer failed to generate. Try a different source image"    if the photo path include Chinese.

    So, just check the path of your photo that if there are non-English character even the name of photos.

    that works,thank you so much !

    By

    915106877 915106877 June 2020 in Technical Help (nuts n bolts)
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