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  • Needing help creating a single morph slider for character made with mutiple other morphs

    ***Strictly for personal use, unless you created all the other morphs or they are merchant resources:****

    You don't have to split the head and body but you will probably want to, so:  Dial up all the head changes, turn off all the body changes, and set the resolution on the figure to "base."  Export as wavefront OBJ, "New_character_Head_g3M.obj" 

    Then zero the head, load up the body changes, set the resolution on the figure to "base" (every time you use "zero figure" it'll go back to high resolution, so you have to reset it to base) - Export as wavefront OBJ, "New_character_Body_g3M.obj"

    Now take a fresh G3M, use morph loader pro to load the two new OBJ morphs. Test them out and if you like them, you can transfer them as simple morphs.

    By

    Canary3d Canary3d May 2020 in The Commons
  • The Marvelous Designer Thread

    I`m trying to make JCM with MD. I'm doing pJCMAbdomenFwd_35 and with only this morph it looked great, but in any other position it has ugly poke through.

    I wached tutorials, but everyone explain how to do one hand morph or one leg in pants, but no one explain how to make skirt with both legs used.

    Can anyone help? or nudge me in right direction? Is it even posible at all?

     

    pictures: 

    1 - without custom JCM

    2 - with custom JCM

    3 - different pose (Base Pose Sitting B from base poses)

    Hey Killercrow,

    Not sure if this will help but have you checked out this video  How to fit DAZ Clothing using Marvelous Designer ? Pay close attention to the replacement section.

    By

    Marmalade Boy Marmalade Boy May 2020 in Technical Help (nuts n bolts)
  • Ridiculously long loading time........

    Hi TheKD,

    Would you happen to have a link to instructions on how I might edit the Duf file? As for morph asset, do I just zero out the autoload HD morph and resize it over the old file?

    By

    Marmalade Boy Marmalade Boy May 2020 in Technical Help (nuts n bolts)
  • Star Wars Renders 2013 +

    Great ones!
    anyone knows of a Sullustan morph? I need one, so if noone knows about it, I might try to make one.... will not be easy ;-)

    By

    Totte Totte May 2020 in The Commons
  • GenX2 - Need Help

    He looks good, Havos! And thanks again for your help.

    Here is a render that I did with the shape I transfered.

    I believe I used the M5 texture on him. Unfortunately the D3 clothings doesn't work on him. Not sure if I did something wrong or if GenX2 doesn't take into account the height of the figure. I believe that David 3 was shorter than Genesis and my morph doesn't make him shorter. I do have the David 3 for Genesis product that is suppose to work with his clothing. I will try using it to makde a morph for GM2 and GM3. In any case, I'm happy with the results.

    You should be able to auto fit D3 clothing onto Genesis if you have a D3 clone for that figure. In my G2M Santa pic above the clothing is a D3 outfit. The "David 3 for Genesis" product contains a clone for D3 for Genesis 1. To get D3 clothing onto later Genesis figures you can either use the GenX shape to create a D3 clone for those figures, or autofit to Genesis 1 first, and then from their auto fit to the later versions.

    By

    Havos Havos May 2020 in The Commons
  • Daz to Zbrush

    I'm not an expert but I do use Daz and ZBrush/GoZ quite a lot and I've never really had a problem like the one you describe. When you GoZ back to Daz from ZBrush you can either update the base geometry or create a morph (default group is called ZBrush). These are both different methods of updating an existing object.  If you save the scene, then when you open it again, your modifications should still be in the scene's figure. It will be there either as a change to the base geometry or as a morph that you can dial up, depending on how you made your modification.  If you want to save your ZBrush morph so that it loads whenever you load the Genesis default figure you need to Save it from within Daz using File/Save As/Support Asset/Morph Asset. There are some really good tutorials that explain the whole process including adjusting the figure's bones and doing an ERC freeze.

    The alternative to updating the existing object is an option to create a new object. Daz will 'force' this option if it can't match the object you brought back from ZBrush to an object in the scene. This usually happens if you have accidentally changed the topology of the figure. for example by adding or deleting geometry.

    I hope I haven't misunderstood your problem and I hope this helps.

    By

    MikeBlackwell MikeBlackwell May 2020 in Daz Studio Discussion
  • Create New Character From Morphs Question

    Oh and i have a follow up question. Say i created this new character by applying morphs to Victoria 8. Can i create a single Morph/Shape-Slider so that i can apply this shape (the altered Vicotira 8 Shape) to the Genesis 8 Base Figure. So that i dont have to load Victoria 8 first and then apply the slider but do that with the Genesis Base Figure? I hope you know what i mean. Thanks

    By

    Banti Banti May 2020 in Daz Studio Discussion
  • More advanced animation tutorials?

    Oh, I don't have anything morphwise like what you're describing, but I'm glad to hear that they are included and that those are the correctives. 

    When I say merge together, that's like the first step in the process, you click merge all with everything selected and then the clothes will move with the armature of the character, but everything is still seperated and controllable. I'll try tomorrow to see if those kinds of morphs work, the short I'm working on I didn't need to worry about any of that as long as I got it all weight painted properly to simulate, but I'll see if things transfer over as I know what you're talking about there. 

    By

    benniewoodell benniewoodell May 2020 in The Commons
  • More advanced animation tutorials?

    By morphs I mean those we buy in the store from Zev0 and the like. Or the muscularity morphs which add muscular realism to an otherwise Barbie & Ken look. I'm only talking about morphs that can be adjusted via parameter sliders or JCMs which come into play automatically when limbs are moved, etc. I have had another look at Thomas' web site and yes, JCMs are included - he just calls them "correctives".

    Back to clothers - when you say "merge it all together" do you mean the clothing becomes one item or the clothing and the figure become a single item? Again I'm thinking of the morphs that many clothing products come with - for opening/closing or wind-blown or shortening hems, etc. Those morphs, combined with dForce helps to get a realistic look that was never possible with conforming clothing alone. Hopefully, those capabilities would be available in Blender after transfer.

    The video is very impressive, by the way. Kudos.

    By

    marble marble May 2020 in The Commons
  • More advanced animation tutorials?

    When you say morphs transfering, are you talking about like if I create my own character with the dials? If so, absolutely, the girl character in the photos above is a combination of Yoyo, Girl 8, and someone else, I forget who. But if morphs are something different, just let me know what exactly you're talking about. You can transfer poses and animation in Daz itself over as well. Expressions are the one thing that doesn't seem to want to transfer over right now from what I'm finding, but the way to control the face is pretty easy and intuitive so it's not the end of the world. 

    With clothes, that's one of the things I'll show in my video, but you merge it all together and you can use the cloth sim. Here's a link to the opening of the animated film I'm working on, I'm posting here specifically because you bring up cloth sim. All of the cloth movement was done in Blender with the diffeomorphic tool. 

    https://www.youtube.com/watch?v=CzPB0zVhfYs&t=1s

    Just fast forward to like 19 seconds in and you can see the cloth movement. 

    As for comparing it to iray, once I saw the animation itself as smooth as Blender makes, the need for iray subsided and I never did a side by side test. But, since Yuzuru has been released, he's my go to guy character just becuase he's the closest to an anime guy and there's no Guy 8 to dial into, so I dial him into any guy that I'm using that's not him, and I think he looks pretty darn close to the renders I've made in Daz with him. 

    To get into pose mode, you have to have the rig selected and then you can get into pose mode, otherwise it's not an option.

    I've been thinking the past few hours of everything I can put in this tutorial, there's a lot to talk about. So I'll try to do it tomorrow afternoon! 

    By

    benniewoodell benniewoodell May 2020 in The Commons
  • More advanced animation tutorials?

    I got a figure exported through Diffeomorphic, but it has no body morphs and I actually can't figure out how to get into Pose mode, it never appears in the dropdown box. I'll also be looking forward to any tutorials you have time to make, thank you very much for offering! 

    Wendy, yeah I think some slight adjustments to any sternum and stomach morphs along with shoulder shrug should do a fair enough job.

    Yeah, those concerns occurred to me too. Do the morphs transfer? If so, can they be adjusted (I'm guessing that they become Blender Shape Keys so they should have an adjustment range). Do JCMs work? Also, what about clothing - does it transfer on the figure and can the Blender cloth sim be applied to mimic dForce in DAZ Studio?

    I'll need to read the Diffeomorphic tutorial on his web site again - it is quite a while since I looked and my memory is poor these days.

    By

    marble marble May 2020 in The Commons
  • More advanced animation tutorials?

    @SnowSultan - I also gave up on using the Diffeomorphic plugin because I couldn't get the materials to transfer nicely. I've been through the time-consuming process of adapting materials for another render engine when I used Reality/Luxrender before I switched to IRay. But that didn't have nodes and the Blender node system is something I have been resisting so far. I was not convinced that the time I saved using Blender to render was enough to offset the time spent setting up materials but I guess that with animations, that's a different story.

    @benniewoodell - the details of your workflow would be so helpful even though we would still  need to dive into tutorials on materials and rigging and animation in Blender.

    @marble Let me try and figure out how to record my screen and I'll do a tutorial in the next day or two. There's no rigging you'd have to learn, I could point you in the direction of some great youtube videos though if you wanted to learn, this one guy teaches you how to do it in like two minutes and it's super easy and works, but everything can be done in diffeomorphic. I don't touch materials on anything unless I'm creating something from scratch, otherwise everything you see in the photos above is directly from Daz's materials transported in. And animation itself is basically the same as in Daz, I'll run through the whole process in the tutorial. I'll post it here when I get it completed! 

    Superb. I'll look forward to that. Thanks.

    On the materials thing - did you compare the results to IRay renders? I wonder how they compare because that's where my previous tests came short (although I was attempting Cycles rather than Eevee).

    By

    marble marble May 2020 in The Commons
  • [Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]

    The script doesn't save morphs. And I have to go through Force convert because it doesn't recognize characters, even those from DAZ.

     

    Can I see the Daz log of the conversion?

    13:27:37 GMT+0200 (Paris, Madrid (heure d’été)): Executing Script

    13:27:37 GMT+0200 (Paris, Madrid (heure d’été)): Selecting Preset: E:/Poser Pro 2014 Content/People/Genesis 3 Female/Characters/Bethany 7.duf

    13:27:37 GMT+0200 (Paris, Madrid (heure d’été)): Converting character from E:/Poser Pro 2014 Content/People/Genesis 3 Female/Characters/Bethany 7.duf to E:/Poser Pro 2014 Content/People/Genesis 8 Female/Characters/Bethany 7.duf

    13:30:20 GMT+0200 (Paris, Madrid (heure d’été)): Bethany 7 is of type Actor/Character

    13:55:12 GMT+0200 (Paris, Madrid (heure d’été)): Error saving morphs

    13:55:12 GMT+0200 (Paris, Madrid (heure d’été)): Execution Complete.

    I need the Daz Log (Help->Troubleshooting->View Log File) for the conversion, not the script window log.

    What part of the report? it is really very long.

    2020-05-03 13:55:07.739 WARNING: ..\..\..\..\..\src\sdksource\fileoutput\dzassetoutfile.cpp(611): Failed to create file path.
    2020-05-03 13:55:07.740 WARNING: ..\..\..\..\..\src\pluginsource\DzAssetIOFilters\dzmorphsupportassetfilter.cpp(936): Failed to write Morph Asset(s).
    2020-05-03 13:55:12.312 Failed to save Morph Asset(s). See the log for more details.
    2020-05-03 13:55:12.320 DEBUG: Error: Operation failed
    2020-05-03 13:55:12.320 DEBUG: Error saving morphs
    2020-05-03 13:55:12.321 DEBUG: END Conversion of E:/Poser Pro 2014 Content/People/Genesis 3 Female/Characters/Bethany 7.duf
    2020-05-03 13:55:12.352 DEBUG: Execution Complete.
    2020-05-03 13:57:55.134 Script executed successfully: E:/Poser Pro 2014 Content/Scripts/RiverSoft Art/Character Converter/Character Converter G3F to G8F.dse

    Best from when it starts the conversion to the end.  Just with what you posted, I can see that it failed to create the path (directory).  I would like to see what path it thought it was supposed to create.

     

    In the Content Directory Manager, your Daz Studio Formats specifies a folder under Program Files!  I cannot state strongly enough that this is a bad idea.  These folders should be in documents or on another drive, but not in Program Files.  The script fails at writing the morphs because Windows does not allow it to write to Program Files without elevated privileges (which is a good thing as a badly written script could otherwise overwrite programs in these folders).

    By

    RiverSoft Art RiverSoft Art May 2020 in Daz PA Commercial Products
  • More advanced animation tutorials?

    @SnowSultan - I also gave up on using the Diffeomorphic plugin because I couldn't get the materials to transfer nicely. I've been through the time-consuming process of adapting materials for another render engine when I used Reality/Luxrender before I switched to IRay. But that didn't have nodes and the Blender node system is something I have been resisting so far. I was not convinced that the time I saved using Blender to render was enough to offset the time spent setting up materials but I guess that with animations, that's a different story.

    @benniewoodell - the details of your workflow would be so helpful even though we would still  need to dive into tutorials on materials and rigging and animation in Blender.

    @marble Let me try and figure out how to record my screen and I'll do a tutorial in the next day or two. There's no rigging you'd have to learn, I could point you in the direction of some great youtube videos though if you wanted to learn, this one guy teaches you how to do it in like two minutes and it's super easy and works, but everything can be done in diffeomorphic. I don't touch materials on anything unless I'm creating something from scratch, otherwise everything you see in the photos above is directly from Daz's materials transported in. And animation itself is basically the same as in Daz, I'll run through the whole process in the tutorial. I'll post it here when I get it completed! 

    By

    benniewoodell benniewoodell May 2020 in The Commons
  • More advanced animation tutorials?

    @SnowSultan - I also gave up on using the Diffeomorphic plugin because I couldn't get the materials to transfer nicely. I've been through the time-consuming process of adapting materials for another render engine when I used Reality/Luxrender before I switched to IRay. But that didn't have nodes and the Blender node system is something I have been resisting so far. I was not convinced that the time I saved using Blender to render was enough to offset the time spent setting up materials but I guess that with animations, that's a different story.

    @benniewoodell - the details of your workflow would be so helpful even though we would still  need to dive into tutorials on materials and rigging and animation in Blender.

    By

    marble marble May 2020 in The Commons
  • GenX2 - Need Help

    He looks good, Havos! And thanks again for your help.

    Here is a render that I did with the shape I transfered.

    I believe I used the M5 texture on him. Unfortunately the D3 clothings doesn't work on him. Not sure if I did something wrong or if GenX2 doesn't take into account the height of the figure. I believe that David 3 was shorter than Genesis and my morph doesn't make him shorter. I do have the David 3 for Genesis product that is suppose to work with his clothing. I will try using it to makde a morph for GM2 and GM3. In any case, I'm happy with the results.

    By

    Kev914 Kev914 May 2020 in The Commons
  • More advanced animation tutorials?

    It's super easy to drop characters, environments, whatever you want into another scene! What'd you do is create the character in a new Blender scene. Do everything you want to it and then save it as a blender file. Then whenever you need to insert it somewhere else, just go to file, append, click on the blender file and then you would click on collection and that's where you'd bring in the file. 

    As for Powerpose, I found one thing called Auto Rig that's like 40 bucks and it looks really great that I'm looking for to work with facial features better, but honestly the rigify thing I was talking about is basically power pose because you can grab the hand, hit G and move the entire arm around, same with the torso, chest, hips, and feet and those control the whole body. You'll see what I mean when you play around with it, it's awesome. But make sure when you do diffeomorphic, to do everything to the morph before adding rigify, so make sure you click on morphs and add expressions, facial units as you can't add them once rigify is added. You can always delete and bring it back in, it takes all of two or three minutes, but figured I'd point this out now. 

    If you have an old file for diffeomorphic, I'd recommend redownloading it as there's been some updates to it that I think make it work better with iray from my understanding. What you can also do if you have the Gen 8 to Maya plugin is export the maps through that script and you can add them to the characters in Blender in the node maps and they look wonderful. I'm happy with what the diffeomorphic transfer does, but if you need a little more and you have that script, give it a try as it was working for me when I experimented! 

    The one problem though that I'm finding, and it's a super easy fix, is if I save a scene and reopen it, the people's faces look all distorted and I don't know why. But to fix it, I just click on convert to rigify (even if it's already on there), it converts the rig and their faces are back to normal, and then I just go to edit undo and all is fine. Don't know what the bug is and I don't know who or how to report it, but if you come across this, don't panic it's two steps to fix. 

    Let me know if there's anything else! 

    By

    benniewoodell benniewoodell May 2020 in The Commons
  • Needing help creating a single morph slider for character made with mutiple other morphs

    I have a character I created with G3M that I would like to transfer to G8M using X Transfer.  But, first I have to create a morph slider for him.  I used many diferent morphs, some character head morphs, some bieing just morphs for the eyes, nose, mouth, etc.  I tried to follow these steps1. Load your figure and create your character using any number of existing morphs  2. In the Parameters section choose where you want to have your new morph control slider, right click and choose edit mode. ..then right click again and choose "Create New Property". Below I right clicked on Actor>Head - so that is where the control will appear. I put "newcharacter" as a name, changed Type to modifier/shape and set "as percent" to "No".then click Create 3. You should now have a new slider/control. Mine is the "newcharacter" dial. Set this to full (1.00)    4. Next, right click on your new controller and choose "Erc Freeze".  As you already have all your morphs dialled in they should be shown under the property section. Deselect anything that should not be there.5. Your new control slider should now dial-in/control all your character morph settings when slid up or down.  6. Before saving your new morph control,  in Parameters, left click active pane options(triangle and lines box, far right) and then choose zero figure. If using Genesis 3, make sure "hd mouth" and "navel" are also set to zero.  7. To save your preset goto File>SaveAs>Support Asset>Morph Asset 

    During n the save dialog only check you only have a tick on your new control - in other words we only want the new control selected

    Click Accept.

    Now, when you load the figure you will always have the morph control slider for your character available, in this case it controls the character head morphs.  I follow all this, except I use G3M,.  Whenever I do all of this, and I reopen Daz, my new slider is no longer there when I load G3M.  Is there another way?

     

    By

    Boorsman Boorsman May 2020 in The Commons
  • Auto Muscle Enhancer HD [Commercial]

    Over in the Content Library under Genesis 8 Male/Chaeracters/  there is a D.Master folder, and inside are ON and OFF buttons for the Auto Shape Enhancer, so I click ON and set the slider to 100% and still nothing happens.

    When you pose the figure with ASE on, you don't see any flexing of the musculature?  I don't think you'll see much (any?) change unless the arms, legs, waist, neck, etc. are posed.

    Lee

    I applied a pose.  The one on the right has all the ASE sliders set at 100%.  I really don't see any difference.  The sun is hitting them at a slightly different angle, and the perspective of the view on each of them is slightly different.  The ASE one on the right looks like he has a slightly pointed elbow.  But looking at that list of sliders, I sort of expect to see some noticable change.  The render of them standing, the elbow looks a little pointed, but other than that, I don't know, I mean, even with the slight difference in the angle of the sun, the knees, and abs, and rib cages, and shoulders look exactly the same.  The sternocleidomastoid looks slightly enhanced. 

    The files must be installed in the right places on my computer because the folders and buttons and sliders are showing up in the correct places.

    Yes you obviously installed Auto Shape Enhancer correctly.  I suggested before maybe you could consult the product page to understand what ASE is doing?

    The Joint Controlled Morphs apply to only certain body regions and kick in only under certain poses.  The most noticeable is the armpit Joint Control Morph and the squish morph for the back of knees/thighs.  You angled your camera away from the knees/thighs so you wouldnt have seen the effect in that view.

    If you do a pose with arm raised to expose the armpit, you should observe a noticeable difference.

    By

    lilweep lilweep May 2020 in Daz PA Commercial Products
  • The Marvelous Designer Thread

    Anyone found a good workflow for adding zipper morphs from marvelous designer to daz3d? You can't reimport a piece of clothing back from daz3D with the zipper because once you simulate it goes flying, also the zipper no longer works.
    The only workaround I can currently think of is to have your finalized particle distance, to keep poly count the same. Export zipper + zipper tape seperately to the garment at different stages from unzipped to zipped. Do the exact workflow you did the first time round so everything has the same poly count, import back to daz3d and apply that morph.
    Rinse and repeat, over and over for unzipped to fully zipped. 
    OR, would simply having the original fully zipped or unzipped version work inside daz3d, then you simulate it the opposite way and import that version as a morph, then it should zip up and down normally when going from range 0 to 100? Need to try this when I can get around to it cheeky

    By

    owmastersboosting owmastersboosting May 2020 in Technical Help (nuts n bolts)
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