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Daz 3D Forums > Search
  • XTransfer Module 1- Genesis 3 to Genesis 8 Morph Converter (Commercial)

    Looks like we will be releasing another update. This one is less serious and wont take as long. In summary if a character makes use of another, EG character X for V7, and uses that V7's body morph, the script fails to rig the current characters body morph. So V7 body morph gets rigged but Character X body morph doesn't, meaning till this gets fixed you will have to adjust rigging to shape as described above if you are transferring such characters.

    The crap thing is if you exclude V7 body from the transfer, it will rig Character X body fine, but wont dial in V7 morphs because the V7 Body link is now invalid. We will work around the clock to get this fixed....On the bright side at least no crashes have been reported lol.

    By

    Zev0 Zev0 March 2020 in Daz PA Commercial Products
  • XTransfer Module 1- Genesis 3 to Genesis 8 Morph Converter (Commercial)

    I removed XT_Ayumi and XT_Rune7 from the XTransfer folder, restarted DAZ Studio, and dialed up XT_Aiko7 to 100%, and then put the figure in the same pose above. The hand is fine. So the problem appears to be coming from XT_Ayumi.

    Investigating..No native G3 morph should be distorting. OK found the problem Ayumi Body morph didn't preserve its rig after transfer....SO the morph details transferred fine, but the morphs rig didn't..Dial up just Ayumi body morph and you will see the bones are not alligned. We have no idea why this is happening on some shapes. Think it is on some characters that rely on another base. EG ayumi body also dials up Aiko 7 body. We tried other characters that require other shapes and they came out fine..This is a rare occasion but still, doesn't make us happy. The solution? Dial up the XT Ayumi character slider and then adjust rigging to shape, erc freeze and then resave it. It is best to do the main character dial because if you want to do the Ayumi body morph, which is the problem, you will have to unlink all other dialed morphs before rigging. Just rigging the main character dial is easier. So yes, check the bones via joint editor, that will tell you if all is ok. Below I attached the rigging before and after I fixed it on Ayumi. If you don't want to manually rig morphs then I would recommend using Shape Rigger if you have it already. Regardless we are looking into the matter as to why this happens.

    By

    Zev0 Zev0 March 2020 in Daz PA Commercial Products
  • [Released] ROG Red Crow Inn [Commercial]

    I noticed even the floor decals and cobwebs for the Medieval Bedroom had a bend morph on them.

    By

    lilweep lilweep March 2020 in Daz PA Commercial Products
  • How do you animate a character in a dForce outfit?

    I have spent most of the last few days buried in documents and videos trying to come to grips with dForce, and getting it to work on my system without causing program or even system crashes. I've made some progress and managed to get a successful simulation run on a dress, on a figure in a non-default pose, using animation frames.

    But I have searched and searched in vain for any video tutorials on how to animate a character in a dForce outfit. Everything I find about "animation" and dForce is talking only about using animation frames just to get a simulation run and draped on a SINGLE pose. But even that just creates its own major problem: The ENDING frame is what I want for a BEGINNING frame, yet there is no way to delete all the frames from frame zero up to the ending frame. It also dosn't work to copy the ENDING frame and paste it to frame zero; the dForce result doesn't transfer with it. Wut?

    So here is my question: How in the world do you ANIMATE a CHARACTER in dForce clothes, changing the character from pose to pose across many frames, and have the dForce clothes do their dForce thing? Do you have to re-run the simulation for every pose change?

    I think (hope?) I can get the character into the pose I want on frame zero using the dForce "current frame" operation, and having it start from the default pose. But then what? How do I get the character into a completely different pose at frame 15, and yet another different pose at frame 30, and so on?

    Does anybody here know of any good spoken word video tutorial on this specific question? Any help or guidance would be greatly appreciated.

    By

    mavante mavante March 2020 in Technical Help (nuts n bolts)
  • XTransfer Module 1- Genesis 3 to Genesis 8 Morph Converter (Commercial)

    I am definitely having the same "garbled hand" morph problem described by Imago this morning. Here's a screenshot.

    I converted 3 figures: Rune 7, Aiko 7, and G3F Ayumi, which is based on Aiko 7.

    The figure in the photo has XT_Ayumi dialed to 100%..It is in the pose "Base Pose Standing A" from the base G8F poses folder. This is the first time I have tried a non-default hand pose on a converted figure. If I dial down XT_Ayumi (which automatically dials down XT_Aiko7 and the others), the hand returns to normal.

    Let me know what other info you want. All of the conversions completed without errors or crashes. I am going to try to see what the minimal conditions to cause this problem are.

     

    By

    f7eer f7eer March 2020 in Daz PA Commercial Products
  • Face Transfer for Mac?

    Will there be a Face Transfer version for High Sierra Mac?

    By

    chippro chippro March 2020 in Product Suggestions
  • XTransfer Module 1- Genesis 3 to Genesis 8 Morph Converter (Commercial)

    Not sure what you mean by "rigged morph

    This allignes bones so shape bends correctly.

    Can you do me a favour?..Load G3,  favourite the Genesis 1 shape from Genx and show me the XTransfer window, I want to see all morphs linked to it.

    Secondly, we are aware that the G1 base shape from Genx doesn't come over nice on G8 from G3. It has nail issues on the fingers and the finger bones are messed up. GenX G2 base shape onwards is fine. We will see if we can distribute a proper G1 clone for G8 if we cannot fix the nail and finger rig issue, but we need to see if it is ok with Daz. Alternatively, if you have another Genesis 1 clone or shape from another product just use that, as long as it is rigged, if you wish to dial it in with your G1 characters.

    Thirdly reason I ask to see your G1 shape in Xtransfer is because my G1 looks different. It isn't distorting as bad at the bends.

    Also the XT Genesis morph, it needs to be rigged again on G8..The hand rigging gets messed up when transferred, hense your finger issues. So yes the G1 shape from GenX has some issues. To fix this just dial up the XT Genesis morph, right click and do the following (see attachment 3) Make sure orientation is ticked in the options to fix the finger issue, ERC Freeze it in Property Hierarchy (make sure you are in edit mode), then all you do is resave that morph with the newly alligned bones.

    Did that, the hads are somewhat fixed and the bad bends a bit mitigated, but it still looks terrible. If I bend the head back the neck sinks in the skull and the armpit are totally dented in.
    The transfer window shows only the base morph, no other morphs, no visble and no hidden, just the Genesis1 morph.

    By

    Imago Imago March 2020 in Daz PA Commercial Products
  • XTransfer Module 1- Genesis 3 to Genesis 8 Morph Converter (Commercial)

    Seems to be working great so far! Just one question: Is it better to transfer the full character morph, or the separate head and body morphs?

     

    EDIT: Scratch that, I'm having the same issue as user "empty" (but with a different character)

    It's best to transfer the character dial. It will include the characters head and body and scale correctly as intended.

    One issue I'm noticing is JCMs don't show up in the XTransfer morph list when just the character dial is used (not only that, but the separate head & body dials don't seem to be showing up either). Here's a screenshot of when the character dial is used:

     

    character-dial

    And here's when the body & head are both dialed in (and JCMs are showing up):

     

    body-and-head

    Am I doing something wrong?

    By

    hookflash hookflash March 2020 in Daz PA Commercial Products
  • Does Morph Loader Pro still work?

    It happened to me a few times as well.

    This usually meant that the character was not at origin when exported or imported. The morph than tries to match position as well as shape so it moves the character from the origin.

     

    Now I used the send to ZBrush button to export from DAZ, but saved to an OBJ rather than use GoZ to bring in the morph from ZBrush...

    Is there away to have DAZ ignore the global position on import, and just accept the delta between the original obj and the new one?

     

    JD

    You can select the reverse deformations that Silas3D mentioned:

     

    Thanks!

    It looks like a big part of the problem is the geometry resolution, which seems odd as i was only using the move brush, and many times was only slightly nudging the geometry.

    Keeping the geometry at the base level seems to have resolved my issues.

     

    Thanks to all!

     

    JD

    Yes, unless you export geometry at base level, you will not be allowed to reimport.

    I still forget to do that sometimes and loose hours of work :).

    By

    alex86fire alex86fire March 2020 in The Commons
  • How are you greeting the end of the world?

    A 14 to 21 day exit plan by me (I am not confident with this plan)  if it is possible.

    Isolate all vulnerable for 21 days.

    Expose healthier people to the virus at once by interecting them with people and daily work.

    Human to human transfer by sneezing etc. become minimal.

    The risk is: Even some healthier people may become vulnerable and some people will may get it otherwise never contact with the virus.

    By

    Galaxy Galaxy March 2020 in The Commons
  • Ladies AND Laddies of Mousso appreciation thread

    The 'boyfriend' was over a year in the past. He had seemed so nice and caring when Romina had met him. Slowly, but surely he'd taken away her life. First telling her what clothes to wear, what friends to see, controlling and questioning everything she did and said. Eventually, she never went out and cringed every time she saw him. Finally, finally she went to church. The vicar was a wonderful woman who instantly saw the injury to her soul that her family hadn't noticed. The vicar bolstered her nerve, so that when she saw his phone lying about when he was out, she picked it up intending to phone her parents. Instead, diverted into finding out what he did when out. Yee gods.. She rushed to the vicar, gave her the phone, and the Police arrived in 10 minutes. Child sex abuse gets that response, especially when he starred in some of the photos. He was arrested, swearing savage revenge, and was put away for 20 years minimum, with most of that being in solitary for his own safety.

    So, a year on, Romina took her first tentative step to have a life of her own. The injury to the essence of who she was, slowly healing. She had chosen the dress all by herself, and chosen the friends who were to meet her at the restaurant. The permed hair, an act of defiance that nearly didn't happen. He never let her have anything other than a tightly scraped back pony tail that made her look like a drudge. She screwed her courage to the limit, nearly shaking with the effort, and had blonde tips. If he ever saw her like this... No, no she was past her fear of him. But just before leaving, she suddenly panicked. What if he'd escaped and was there, going to rape her and beat her to death as he had promised? He never broke those promises.. He broke almost all the other promises, but promises of violence and pain were never once unfulfilled.

    Gail, Romina's calm elder sister, held her hand in reassurance and gave her the tiny scrap of comfort needed to overcome her irrational fear.

    Regards

    Richard.

    PS. The story behind the image, I fear, is true. The vicar is real, as is the boyfriend and his crime. The real life 'Romina' is starting her recovery.

    Obviously, the models are Romina and Gail, the clothing is by Wilmap. Shoes by Arryn. Background, a model by me in SolidWorks and translated/texmapped with my own programs. Romina's naturally tragic face is perfect to illustrate this story. Romina's hair is 'Pascale Hair's with a -200% length morph dial position. Gail's hair is SWAM's Seema hair for G3F on G8F. Nice and lightweight on the system to counteract the Pascale hair.

    By

    richardandtracy richardandtracy March 2020 in Art Studio
  • The "Dial Them Out" Thread

    This is Zelie without Kaylee. She looks alright, but not like a teenager anymore. I like her, though. Since I bought her on sale only for her materials, I've never used her actual morph for anything.

    Click on this to see her with Josie 8 50% dialed in as a substitute for Kaylee.

     

    She looks like an 80's kid or 90's teen in 2020. Older but still cool.  Missing part of the old days, but probably stuck at home and waiting for everything to calm down.

    By

    TSasha Smith TSasha Smith March 2020 in The Commons
  • AJC Cropped Style Outfit question

    Here they are at 100%.

    There seem to be a problem with the zipper handle though when using the morphs partially, so it only looks right at 100%,  though Open Full looks OK at some settings.  See video:  https://www.screencast.com/t/Ly3UvL077   The zipper has a node on the Scene Tab though so you can hide it. 

    The Breast Size morph will fix the poke through when Open Full is partially open.

    And yes, very high in polys, both jacket and pants.

     

     

     

     

    Damn, I own the other outfit and it looks great but also polygon heavy.

    I am also having trouble rendering it on a canvas.

    I like the new PAs work but I am hoping with time he will start to manage with a lower poly count.

    By

    alex86fire alex86fire March 2020 in The Commons
  • XTransfer Module 1- Genesis 3 to Genesis 8 Morph Converter (Commercial)
    Thirdly reason I ask to see your G1 shape in Xtransfer is because my G1 looks different. It isn't distorting as bad at the bends.

    This is what I see also. I converted Rune 7 with the just released latest XTransfer, and saw similar, but less distortion at the elbow bends on the converted figure. I went back to the original G3 Rune 7 figure, and I see exactly the same distortion. I also had some concerns about other shapes which I assumed were artifacts of the conversion, but these "artifacts" are present in the original G3 Rune 7 as well. In my opinion, it's just not a very flexible figure, unlike most other G3 figures.

    XTransfer is reproducing the shape and morph behavior perfectly, good and bad. This is precisely what I hoped for, and is more than I expected. Because of the fine control XTransfer gives, I think I could go back (if I really wanted to) and fine-tune the conversion, by eliminating conversion of the worst morphs in the first place.

    Kudos to Zev0 for his commitment to and effort towards making this right. Thanks.

    By

    f7eer f7eer March 2020 in Daz PA Commercial Products
  • XTransfer Module 1- Genesis 3 to Genesis 8 Morph Converter (Commercial)

    Not sure what you mean by "rigged morph

    This allignes bones so shape bends correctly.

    Can you do me a favour?..Load G3,  favourite the Genesis 1 shape from Genx and show me the XTransfer window, I want to see all morphs linked to it.

    Secondly, we are aware that the G1 base shape from Genx doesn't come over nice on G8 from G3. It has nail issues on the fingers and the finger bones are messed up. GenX G2 base shape onwards is fine. We will see if we can distribute a proper G1 clone for G8 if we cannot fix the nail and finger rig issue, but we need to see if it is ok with Daz. Alternatively, if you have another Genesis 1 clone or shape from another product just use that, as long as it is rigged, if you wish to dial it in with your G1 characters.

    Thirdly reason I ask to see your G1 shape in Xtransfer is because my G1 looks different. It isn't distorting as bad at the bends.

    Also the XT Genesis morph, it needs to be rigged again on G8..The hand rigging gets messed up when transferred, hense your finger issues. So yes the G1 shape from GenX has some issues. To fix this just dial up the XT Genesis morph, right click and do the following (see attachment 3) Make sure orientation is ticked in the options to fix the finger issue, ERC Freeze it in Property Hierarchy (make sure you are in edit mode), then all you do is resave that morph with the newly alligned bones.

    By

    Zev0 Zev0 March 2020 in Daz PA Commercial Products
  • AJC Cropped Style Outfit question

    Here they are at 100%.

    There seem to be a problem with the zipper handle though when using the morphs partially, so it only looks right at 100%,  though Open Full looks OK at some settings.  See video:  https://www.screencast.com/t/Ly3UvL077   The zipper has a node on the Scene Tab though so you can hide it. 

    The Breast Size morph will fix the poke through when Open Full is partially open.

    And yes, very high in polys, both jacket and pants.

     

     

     

     

    By

    Taoz Taoz March 2020 in The Commons
  • The "Dial Them Out" Thread

    This is Zelie without Kaylee. She looks alright, but not like a teenager anymore. I like her, though. Since I bought her on sale only for her materials, I've never used her actual morph for anything.

    Click on this to see her with Josie 8 50% dialed in as a substitute for Kaylee.

     

    By

    WinterMoon WinterMoon March 2020 in The Commons
  • XTransfer Module 1- Genesis 3 to Genesis 8 Morph Converter (Commercial)

    I tranferred some G1 chars today, all worked properly and they are perfect... But the "base" Genesis1 ( the original shape) is broken, when I bend the elbows or the knees the "flesh" bends abnormally, like if the corrective morphs aren't tranferred. sad

    That way I can't fully use G1 shapes since the base is needed for some of them to look correct.

    Is the G1 morph rigged? If not that is only reason why it distorts. Can I see a screenshot?

    Not sure what you mean by "rigged morph", but here are the screenshots. The morph comes directly from Genesis1, it's the base shape of the char. I transferred it using GenX, along some other morphs, to Genesis3. In Genesis3 they work pretty well.
    Once transferred from G3 to G8, the shape is OK but when I bend the arms, the legs or any other part its behaves like there's no corrective morphs, the mesh bends the wrong way. If I apply "Hand Fist" I obtain the scariest alien hands ever!

    It happens in all flexible body parts and as long as the XT_Genesis morph is active, if I bring it to zero the distortion disappears. Also all the other morphs, even extreme ones like Sadie or Mavka, works fine until I use XT_Genesis.

     

    By

    Imago Imago March 2020 in Daz PA Commercial Products
  • (Coming Soon) Leading Male Morph Collection 2 for Genesis 8 Male(s) (Commercial)

    Thank you!  

    And I'm a derp-because I didn't realize they were released today.

    Derp.

    By

    DarwinsMishap DarwinsMishap March 2020 in Daz PA Commercial Products
  • Does Morph Loader Pro still work?

    It happened to me a few times as well.

    This usually meant that the character was not at origin when exported or imported. The morph than tries to match position as well as shape so it moves the character from the origin.

     

    Now I used the send to ZBrush button to export from DAZ, but saved to an OBJ rather than use GoZ to bring in the morph from ZBrush...

    Is there away to have DAZ ignore the global position on import, and just accept the delta between the original obj and the new one?

     

    JD

    You can select the reverse deformations that Silas3D mentioned:

     

    Thanks!

    It looks like a big part of the problem is the geometry resolution, which seems odd as i was only using the move brush, and many times was only slightly nudging the geometry.

    Keeping the geometry at the base level seems to have resolved my issues.

     

    Thanks to all!

     

    JD

    By

    jdavison67 jdavison67 March 2020 in The Commons
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