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Daz 3D Forums > Search
  • Import custom 3D model and use Genesis morph

    @ dmputa

    Licensing aside as long as you don't distribute the unity game I guess it counts as feasibility study.

    Over the time I made a few screenshots of the important settings and dialogs here you have them with short instructions. These are my ten steps to success even if you are not an expert. I hope it works for you.

     

    1. hide everything in the scene but the genesis figure, select it and go to Parameters pane set Mesh Resolution to Base

    2. File>Export choose Wavefront OBJ

    3. Daz Studio export OBJ options

    4. in Blender File>Import>Wavefront OBJ in the bottom left corner you will see these options set them like showen Keep Vert Order / Forward / Up - press the plus button to save a preset

    5. do your decimation try the Decimate Modifier select it from the Add Modifier menu with the settings below Un-Subdivide Iterations:2

    6. export the decimated genesis File>Export>Wavefront OBJ in the bottom left corner again you get some options select them like showen on the right

    - also notice the Forward and Up settings

    - you can add a preset here so you don't have to select everything everytime

    7. back in Daz Studio File>Import (you can also drag and drop OBJs from the file browser into the viewport) you get this dialog set it like showen below

    - it's important too keep the same scale as you exported

    8. now that you have the decimated and the default genesis figures in the scene run the Transfer Utility

    Source Item: original Genesis - Target Item: decimated Genesis

    - uncheck Face Groups and Surface Groups the model got imported with those already

    - Merge Hierarchies is not neccessary

    - select Morph Targets: From Source: All (default is None)

    - select Replace Source With Target - no post transfer options needed

    9. you should also consider to reduce the ammount of surfaces and textures for better game performance - I read somewhere this is important for less draw cycels and better FPS - more Surfaces = less FPS

    - for reducing the ammount of textures and resolution have a look at this post Instructions for using the texture atlas

    - the next thing I would do is to combine several surface groups in the Daz Studio Geometry Editor - just select a few surfaces to combine - if you followed the Instructions for using the Texture Atlas you get a better understanding of which surface is needed and which is not - basicly you would need a seperate shader for skin, eyes, mouth maybe an extra for teeth thats it

    - right-click on a surface in the list and choose Add Selection to Surface (I didn't found a better picture to show that)

    10. the latest step would be exporting the genesis figure with clothes as FBX I can't help you with that

    There are also a few youtube tutorials that explain this eg. Daz3D Genesis3 to Unity3D - Full Tutorial - Youtube

    Sorry for necroposting but when i follow this steps the result always looks like this:

    could someone tell me what im doing wrong?
    I use DAZ Studio 4.12 and Blender 2.83

    By

    Sspettmann Sspettmann June 2020 in Technical Help (nuts n bolts)
  • Does anyone know if Tied Up for Genesis 2 works on Gen 3 and 8 characters?

    Hello All,

    I had noticed that Tied Up! For Genesis 2 (Item # 18393) is on sale now and I wonder if this works on Gen 3 and 8 figures?  If someone has it and can test it out for me, I would appreciate it.

    Yes, I know they have versions for the later Genesis figures, but they rarely go on sale.

    Thank you,

    Geo

    The props seem to load at the appropriate places on a G8, but of course you would either have to edit the pose manually or use a conversion script to get it to work on G3/G8

    So as usual it's either spending time and fiddling around or paying money and fiddling around less ^^

    So what happens if you attempt to just load that prop on a G3 or G8 character?  Does it just not conform to the character properly?  Does it have poke through issues?  Does it spontaniously combust?

    Thank you,

    Geo

    If you just load the prop - without any of the pose files - you have to pose the figure manually and postition and probably scale the prop yourself. Does work - and doesn't explode - but it takes time to do it.

    As I said - pay for the work done by others or keep your money and do the fiddling around yourself wink

    Thanks for the info, but by the time I received answers to my questions above, the sale was already over!  It was only up for one day.

    One  of the biggest advantages to shopping at DAZ is tht you can always buy something to see if it works and, if it doesn't, return it.  FWIW, though, no, the G2 versions of SY's tied up and shackled DON'T work as well, out of the box, with the later generation figures unless you're willing to put in a lot of extra work, for the simple reasons that 1.) they're not smart-propped to the later figures, 2.) they're pre-fitted to a substantially different base mesh, so even if you hand manipulate them into place, they don't conform to the bodyshapes or follow morph changes properly, 3.) the poses included are for the G2 figures, which bend differently, and 4.) the textures for the G2 versions are 3DL only.  That said, I've never come across a similar product from any vendor that couldn't be made to work at least passably on any figure eventually, but it's rather like trying to fit G2F shoes onto the feet of a G8F character... yes, you can do it, but all the added time and effort that you'll have to invest every time you use the item pretty quickly offsets the few dollars you might save.       

    By

    Cybersox Cybersox June 2020 in The Commons
  • exporting issues Little help

    Are the problem morphs actual morphs, or are they controllers thats et other morphs?

    here the problem:

    base character without any morph applied:

     

    now i've applyied the morphs to export:

     

    now time to export, here the option:

     

    here the morphs in the "morph rules list:

     

    now here the result after open the fbx in the maya:

     

    if i uncheck the morph export box then the model is proper exported:

     

    this issue only happens with the morphs added in the "morph rules" if i apply any morph not added in the "rule" then the change is stored in the fbx:

     

    or the problem is with "adding" the morph to that list or it could be the "option" i've choose like you have or "baked" or exported", since i choose "exported" it would means the program is reseting the morph usage in the current figure and export only the "option" to use it outside daz, i gonna make more tests later but as i told it's weird which i never had that issue before, i've aways was able to export the character and able to "double down" if wanted the morphs( by exporting a morphed character and being able to apply again the morph if wanted inside unreal), but somehow it's not allowing anymore, and i can use "only one time the morph" to be fair at first it is not a big deal, at first i just get scared and confuse because i was trying to make a character to use in game and since i've awyas had the export morph checked  never had that trouble even if i was not going to use that morph in the work and that character for some reason was loosing "the changes" without i'm being able to understand why it was happening at firt sight.

     

    By

    Ellessarr Ellessarr June 2020 in The Commons
  • Adiene characters - remove elf ears?

    So sorry, but by separate ear morphs, do you mean both human and elven, or just elven?

    I mean that the elven ears are a separate morph, so you can also have the character with human ears.

    By

    Leana Leana June 2020 in The Commons
  • Adiene characters - remove elf ears?

    I don't have any of their characters either, but I do have several with elf ears and they always have a separate morph slider for the ears despite having no "Add/Remove" options in the content pane or mention in the product details...

    By

    Phatmartino Phatmartino June 2020 in The Commons
  • Adiene characters - remove elf ears?

    Which character- I can't see an Adiene?

    And my guess is that the ear morph is separate.

    Adiene is a vendor. I think Jhulae and Alloralla. Their product description says Apply/Remove Head Morph but no mention if the elf ears are separated from the head.

    I don't have these elf girls, so I can't answer.

    By

    MimicMolly MimicMolly June 2020 in The Commons
  • Adiene characters - remove elf ears?

    Which character- I can't see an Adiene?

    And my guess is that the ear morph is separate.

    By

    felis felis June 2020 in The Commons
  • We can get the open source of DAZ?

    I'm also wondering if Daz is willing to work with an external developer to disclose some functionality details in order to develop a product that could be published on Daz marketplace.

    For example, I am working on material transfer functionality from Daz to Blender, which aims to replicate Iray materials in Blender.

    In order to replicate 100% of Daz materials in Blender, this would require understanding how shader bricks work.

    But because the shader brick implementations details are all hidden, it's impossible to figure out how to replicate many of the shader bricks.

    For now, I don't have a plan to work on the parts which require hidden implementation knowledge. But if Daz is willing to assist, this could be a win-win deal.

    You'd need to ask Daz directly, through a support ticket or perhaps (if this might be a product) through the PA contact.

    By

    Richard Haseltine Richard Haseltine June 2020 in Daz Studio Discussion
  • Need some advice on a short term upgrade to my system

    Here's my advice.  Star building your new PC one piece at a time, starting with parts that will fit into your old Dell.  
    Assuming that your Dell is housed in a micro tower, the motherboard has the normal 24pin ATX power connector so...

    1: Get the planned power supply and install it first. (This will not immediatley boost performance, but will set you up for success)
    2: Double your RAM (2x4GB DDR3 is pretty cheap) (this will not be for your new machine but will allow your current setup to render using the new GPU without issue)
    3. Save up for a Nvidia GPU with at least 8GB of VRAM.

    After this step you will have much improved render times and have 2 parts of your new PC on hand.
    4. Next will be your planned tower.  Transfer the entire computer into the new case for better airflow.
    5. Motherboard + CPU + Cooling + RAM for your planned PC build
    6. HDD + Wifi + other

    This is probably your best spending plan with the smallest amount spent on items that do not transfer over to the new computer.

    By

    JamesJAB JamesJAB June 2020 in Technical Help (nuts n bolts)
  • OBJ File bodysuit convert to Genesis 3 or 8 Clothing

    Does the transfer utility work with models like V3 & V4? (not on my computer with DS at the moment or I'd try it)

     

    By

    richardandtracy richardandtracy June 2020 in Technical Help (nuts n bolts)
  • exporting issues Little help

    Which export format are you using? What options?

    fbx, somehow after made some tests i find the issue which i do feel is weird, because it worked normal before, the problem is on when i mark to "export morphs", it's seen which when i'm trying to export a morphed character which one of his morphs is added in the morph rules" this morph is set to 0 during the process removing the "morph from the character", but i remember it working fince like i could set 100& of one morph then when exporting and using the morph inside unreal i could make the character "even bigger" making crazy stuffs, but that is not my trouble, it's just which now i can't export a "edited character" with morphs if i've used any of the morphs on the list.

    By

    Ellessarr Ellessarr June 2020 in The Commons
  • Rigging: Is it better to do it in Daz or Blender?

    If it's a humanoid you use transfer rigging to your humanoid in DS

    Also, that works only if the pose and proportions roughly match the source figure.

    By

    Richard Haseltine Richard Haseltine June 2020 in The Commons
  • Rigging: Is it better to do it in Daz or Blender?

    If it's a humanoid you use transfer rigging to your humanoid in DS

    Not for freebies ;-) That's permitted for things like clothing.

    Hmmmm, OK, thanks.

    By

    nonesuch00 nonesuch00 June 2020 in The Commons
  • OBJ File bodysuit convert to Genesis 3 or 8 Clothing

    Generally you can rig a clothing item, by using transfer rigging.

    But you will have to specify the refence which should be G3F or G8F, and in order to work the item has to be modelled towards the base character

    Thank you.

    Is there a manual or video to lern it Available?

     

    By

    M_Findt M_Findt June 2020 in Technical Help (nuts n bolts)
  • OBJ File bodysuit convert to Genesis 3 or 8 Clothing

    Generally you can rig a clothing item, by using transfer rigging.

    But you will have to specify the refence which should be G3F or G8F, and in order to work the item has to be modelled towards the base character

    By

    felis felis June 2020 in Technical Help (nuts n bolts)
  • We can get the open source of DAZ?

    I'm also wondering if Daz is willing to work with an external developer to disclose some functionality details in order to develop a product that could be published on Daz marketplace.

    For example, I am working on material transfer functionality from Daz to Blender, which aims to replicate Iray materials in Blender.

    In order to replicate 100% of Daz materials in Blender, this would require understanding how shader bricks work.

    But because the shader brick implementations details are all hidden, it's impossible to figure out how to replicate many of the shader bricks.

    For now, I don't have a plan to work on the parts which require hidden implementation knowledge. But if Daz is willing to assist, this could be a win-win deal.

     

    By

    JClave JClave June 2020 in Daz Studio Discussion
  • New tips for load Genesis and manage categories

    1. It already drops the bulk of the morph data (the deltas that define how the shape changes) for zeroed morphs. You can always uninstalll stuff you don't want loaded - for products from Daz you will be prompted to reisntall them if you load a scene that uses and DS knows you own them.

    2. You can already categorise an entire folder or group of selected files by right-click>Categorise in the Content Library pane. I don't know if drag-and-drop from the Content Library to Smart Content with the compatible item loaded into the scene and selected works with multiple items, i've never tried.

    By

    Richard Haseltine Richard Haseltine June 2020 in Product Suggestions
  • G8F tongue will not zero no matter what!

    My investigation of this matter suggests that the problem initiates when the custom (commercial) character's head morph is loaded. So far, I have not found a workaround. Even using Edit to zero the shape/pose of the tongue and/or its nodes does not help.

    Load a base G8 then use the slider to apply the character's head morph. Does it still happen? If so, it sounds like an issue with the character.

    I have contacted the vendor and they're looking into it.

    By

    RenderPretender RenderPretender June 2020 in The Commons
  • Make a property have yes/no value instead of a numeric value

    First of all, for whatever parameter you're using, you need to set it to either the value you want (Es Xtrans 20, Yrot 50, etc), or if it's a morph,100%. Then go to ERC Freeze (Edit Mode> ERC Freeze), Create New> Property Type: Bool. DAZ QA advise PAs to fill in the Name/Label with CTRLsomething to differentiate it from any other morphs in the data folder - like 'CTRLMyBoolean'. Set any other fields you need to, Ok it, then Ok the main dialog and you'll see your property already set to On. Off = 0% On =100%

    Once you've created the boolean, you MUST resave the item as a Figure/Prop asset or the new property won't be there when you reload it. (The Name/Label 'CTRLMyBoolean' will appear as a file in data/item/morphs).

    Thanks, Maclean. That part I already knew. It was trying to figure out how to show a button to the end user that was easier to understand because the property only had two value, 0 or 100 :-)

    By

    MeneerWolfman MeneerWolfman June 2020 in Technical Help (nuts n bolts)
  • *Released dforce Sea Salt* Commercial

    I also want to take some time to offer some quick tips with this particular hair.

     

    This is one of the hairs that I would not recommend changing dynamics settings on if you are animating a simulation. Leave them be for your own sanity :)

    If you are just using gravity.. knock yourself out.. it should behave just fine.

     

    If you find your hair is sticking to the body too much,  use the "Head Bend Back Morph".  before simulating.  It also looks so much nicer after certain simulations.

     

    Also.. I keep forgetting to add a special preset so that the hair is visible in the nvidia viewport. Sorry guys.. I honestly never use it.  So fo those of you that are struggling to figure out why its rendering invisble in the nvidia viewport:

    Click on the hair in your scene.

    Click on the parameters tab.

    Scroll down in the parameters tab and change the Viewport line tesselation sides  and change it from 0 to 3.

     

    Also Ill make sure I add the word hair to my products in the future.  It's the small simple things i miss when I put these complicated things together.

     

     

    By

    chevybabe25 chevybabe25 June 2020 in The Commons
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