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Daz 3D Forums > Search
  • Auto Face Enhancer [Commercial]

    The batch rendering issue showing a call out for missing files (that are not in fact missing) appears to me to be reliant on what order Daz loads files when opening a scene. As the AFE expressions are not active until the master control slider is active if the expression is loaded first, before the AFE controller, the expression morph cannot be loaded to its required value. I have found that opening each scene you want to batch render manually, saving it, then closing it again temporarily fixes the missing file issue and all those images can then be batch rendered with no further issues. 

    By

    Mart1n71 Mart1n71 January 2020 in Daz PA Commercial Products
  • Dain 8

    really considering him and got offered a really sweat deal too buy pro + 3 add ons thinking hd morph, and Ruben and the Fighter get larger discount both look pretty interesting characters and get a TON of freebies including free g8 pro bundle and $30 daz content very very tempting. Came to $64.96 US wich in Australian turns out to be $100.25 not sure if I can afford but still really good deal with all the free stuff I have to pick from lot of interesting good stuff, wonder if I could sell my soul to Daz wait don't think I have one though and I am a red head oh Daz why do you tempt me so

    By

    ANGELREAPER1972 ANGELREAPER1972 January 2020 in The Commons
  • Inspiration to Create/Render

    Hey Dart,

    As a fellow Genesis1 user, Did you get Thorne's morph sets that are available for Genesis 1? There are two head sets and an aiko5 head set, as well as two body morphs sets too (i think/recall).

    Has anyone here used these kinds of subtle slider morphs to generate a character (rather than z-brush), then export that formed figure as a obj, then re-import the obj as a new custom morph character slider (asset)?

    My thinking is that for animations, once the character is designed/settled, most of the morphs actually used are expressions and visemes, leaving the need to keep all of the zillions of character shaping morphs behind, once the character is created - good in specific project contexts, making the number of sliders smaller, the program use/saving faster, and generally 'thinning' the figure out, one it's created (e.g. Rosie/Dart).

    I assume it would then be a default figure (e.g. Genesis1) install, your figure/character slider, and any desired base visemes/expressions for that figure, and off-you-go... yes-no-maybe?

    BTW Dart, it's cool how different your new Rosie is, and still maintains her essential 'Rosie' ness - kind of like a good characture (sp?).

    cheers,

    --ms

    (dart, pls check your PM)

     

    By

    mindsong mindsong January 2020 in Carrara Discussion
  • Dain 8

    We've also got another character in a Pro bundle which doesn't require the base (Daniel). All the add-on characters do, and so does the other bundled character, but not this one. I think it's a store flub though, since it certainly looks like the character is using the base's body morph.

    By

    JOdel JOdel January 2020 in The Commons
  • MFD UV for Universal Dress

    MFD UV for Universal Dress

    if I owned Maya I could actually do this myself

    as is I created a couple ways to transfer textures but both take a fair number of steps

    • first method

    Shrinkwrap in Blender, morphloader, Ultimate Unwrap 3D repaint

     

    • second method

    shrinkwrap again then flat UV map for both that overlap

    map transfer

    yes the hem is less than satisfactory but I can give it 0 opacity, my shrinkwrap morph doesn't quite match at the hems or sleeves

    point is the two meshes could actually have each other's UV copied in Maya and just load the original textures 

    I did this myself with the trial a year or so ago using V2 to Genesis 3 to create a UV sadly the surfaces meant there are a few odd overlaps that clothing and hair hid but it's only personal use since was done with the trial

    I cannot afford Maya

    so would happily pay a PA to do it and sell it to me and everyone else probably would too as MFD has so many textures, Universal dress not so much!

    By

    WendyLuvsCatz WendyLuvsCatz January 2020 in Product Suggestions
  • stuff

    an alternate method using a flat mapped overlapping UV

    created using the clone and the MFD and added to both in surfaces saved as a new UV set

    and map transfer

    the advantage of this I can do it all now in DAZ studio

    hems still suck though

    By

    WendyLuvsCatz WendyLuvsCatz January 2020 in Art Studio
  • The "Animators Assemble!" thread for Daz animation WIPs, clips, and tips

    Hey group, how is everyone?

    Ok, I'm working on the "demo" that will be used for the tutorials, documenting my process on the way.  It has been taking a little longer than expected, due to other commitments, but here's a really rough draft.  Basically it is going to be a little commercial for my company

    https://www.dropbox.com/s/6264xr36kz04eig/draft_demo.mp4?dl=0

    Basically a 3d animatic, to block out cameras in Daz Studio (using mCasual's camseq script, which is great), more or less finished facial animation (I had to laugh, because at points, looking down, I'm crosseyed, due to the limits of bones exported from studio, need to fix that) and there's a lot of finger animation still to do. (I built a finger rig in mobu, which will also be documented and I'll be giving out a resource file with those constraints and instructions)

    One portion, where I pickup the phone, transfer hands then bring it back down and place on the table, was also brought in via fbx, using a constraint in Motionbuilder called a "multireferential constraint", which took me a little bit to figure out the process (studio's fbx import is really interesting at times).  I also plan on adding dforce for the shirt (well, maybe)

    Close to the end, the live video will be matchmoved to the phone screen, here just matched for audio (yes, that is me)

    Let me know what you think, and I'm attaching an iray frame render, so you can see what the actual character looks like (tried to make it look like me, sort of, well, maybe a skinnier version of me.. haha)

    By

    Bryan Steagall Bryan Steagall January 2020 in Art Studio
  • Is it possible to make a morph override other morphs?

    Have you actually done this whole process to its logical conclusion?  Think we are engaging in a game of semantics, as opposed to worrying about the end result.

    (1) Export to Hexagon with the morph dialed in and active, then that morphed mesh is EXACTLY 100% how it shows in DazStudio. EXACTLY.  So that morph to me is still dialed in.

    (2)(a) Fix it in Hexagon, make my new morph in DS, dial in my new morph overtop of old morph, and it changes to what I want. 

    (2)(b)Old look is gone.  New look is in.  To me as an artist that is "overriding" the look.  **Irrelevant to me if 1st morph has to be active to ensure integrity.**  What difference does it make if 1st moprh has to stay on as before? My goal is end result.  Anything else is semantics to me. 

    (3) At End of process, export the new work to OBJ& REimport to DS and you dispense with all sliders (export as few or many as you want and what you don't export you dial in afterwards again.).

     

    At that point, Previous old morph is.....(you fill in the blank with what term you want).  I like overriden because the morph esixted before I came, I fixed it, and now it works.  It's overridden.  Veni Vidi Vici.

    Am open to using other terminology. 

     

    When I responded to this post, it was with a view to how make a new morph that works in same area as an undesireable moprh and in effect override it.  Perhaps I misread OP's entire intent as I don't find it as clearly worded.  But the concept to me was simple: override unwanted morph in an area where I partially or toatlly want to inject new morph -- regardless of how I get it done.  OP was left with impression this could not be done in any way.  I disagree, and posted accordingly.

     

     

    Well, with language semantics is everything. How can you have a discussion without a common frame of reference. The OP said "Would it be possible to import or save a morph in a way so it overrides other morph affecting the same area?" I agree with Richard. 

    By the common understanding of 'override' no. What you're talking about is hardly a big secret. You are adding or subtracting from a morph. It is a process who's resulting effect is dependent on the morph you apply it to. That is not overriding it. 

     

    override

    verb

    /əʊvəˈrʌɪd/

    1. 1. 

      use one's authority to reject or cancel (a decision, view, etc.).

      "the courts will ultimately override any objections"

       

    2. interrupt the action of (an automatic device), typically in order to take manual control.

      "you can override the cut-out by releasing the switch"

    noun

    /ˈəʊvərʌɪd/

    1. 1. 

      a device for suspending an automatic function on a machine.

      "the flash has to have a manual override to be useful"

    2. 2. 

      an excess or increase on a budget, salary, or cost.

      "commission overrides give established carriers an unfair advantage"

     

    Semantics is everything. You can't just change the language to make it look like you were right all along. 

    From Urban Dictionary (https://www.urbandictionary.com/define.php?term=Override)

    ------------

    Override

    To dominate,prevail over something.

    Haven't you heard,anger overrides clear thinking.

    -----------------

    Urban dictionary exists for a good reason. 

    Also, am moving on from this discussion with word "override."  As Richard kindly and diplomatically wrote, there may be another way to read OP's intent, which is what I did.

     

    I was reading it as a request to freeze a morph out in a selected region, so it wouldn't take effect at any value - people have requested that n the past, or been worried that it would happen if they wanted to mix morphs. If they did mean for a specific combination of values then indeed it is possible to have one morph apply a partial inverse of another, leaving a neutral result.

    Thanks Richard for being the diplomat as ever.   Can see why you are chief-mod.  Appreciate you letting us clear the air about interpreting.

    By

    Saxa -- SD Saxa -- SD January 2020 in Technical Help (nuts n bolts)
  • Zero figure pose is not sending my figure to default positions.

    Great it works! smiley

    correcting the GHD height morph is probably no easy task for an advanced user IF they want to restore height EXACTLY again.

    If you want exact (well almost exact) you would need measure metrics plugin sold in Daz Store.  Run it on your character as you had it.  It will give you a total height in whatever unit height you pick in MeasureMetrics. 

    In fact what you might want to do is load charcter twice.  Once with GDH height moprh on and the 2nd with just the Daz height morph.  Maybe that will get you close once you eyeball feet soles to same height?

    If not, then again Measure metrics, using the value you got from your orig, you can can manually enter that value in measure metrics for your 2nd character with Daz-height only and it will adjust it via scaling for that last little bit. You may get a slight width change - not sure.  But if you start off so close in height before final tweaking with measure metrics, then it is nominal, if at all.

    Thanks also to Catherine for clearing up several other questions.  Had searched store for GDH and I got nothing lol.

    By

    Saxa -- SD Saxa -- SD January 2020 in Technical Help (nuts n bolts)
  • “DaztoMaya" Unable to open in Maya

     

    Which versions of the applications? Which "it" - the tool, or the content?

     

    i still found this plugin being advertised at front page of daz saying as daz to maya. my question is still havent answered in public but some offficial support would be nice. is this plugin working with maya 2019 and maya 2020 and being updated? i dont care much about posing i can pose in daz i just want to transfer the characters and items props and scene into maya with all the textures intact and renderable in arnold. is it  still possible for those who own it?

    By

    videoninja719 videoninja719 January 2020 in New Users
  • I'm trying to use the Measure Metrics Plug-In to measure the height of my character?

    I'm trying to figure out how to use this Daz 3D plug in to measure the height of my character? https://www.daz3d.com/measure-metrics-for-daz-studio

    i'm trying to measure the exact height from the lowest point of the foot to the highest point of the top of the head but i can't figure out how to do it correctly. basically i'm trying to use different morphs to make another character the same exact height down to the cm so it isn't possible to just simply dial the morphs in the same because they will be different morphs. the only way i could think of to pull this off was to get this measurement plug in to measure the first model and then mess with the morphs until the height matches up with the tape measurer.

    by parenting it to the model i got it to snap to the bottom (i think?) but i have no idea how to get it to snap to the top of the model now?

    does anyone else have any experience with how to do this? i would greatly appreciate it.

     

    EDIT - well i found a script it came with called measure metrics and used that to get the figure height but it is giving me the base genesis figure height without the orphs applied. as in, even if i turn up the height morph the measurement that it throws back stays exactly the same at about 5'9" and i know my figures are way taller than that. i'm not sure what's happening there.

    By

    kimmeey kimmeey January 2020 in Technical Help (nuts n bolts)
  • FaceGen vs Face Transfer vs Headshop 12. Pros & Cons?

    At the risk of self-promotion, I made a product which I believe vastly improves the shapes which are generated by Face Transfer:

    https://www.daz3d.com/face-transfer-shapes-for-genesis-8

    I would agree that nothing is going to match a proper skilled sculpt, but you can generate some very useful characters using Face Transfer and my add-on.

    +1

    By

    Catherine3678ab Catherine3678ab January 2020 in The Commons
  • (Released) dForce Veronna Hair for G8F [Commercial]

    My custom morphs are all saved as morph assets smiley

    But I also saved the such a scene with that hair and loaded it.

    By

    Hurdy3D Hurdy3D January 2020 in Daz PA Commercial Products
  • (Released) dForce Veronna Hair for G8F [Commercial]

    Have you saved and reloaded the scene? Custom morphs, that have not been saved as morph assets, don't always auto-follow correctly for previusly fitted elements on reloading a scene.

    By

    Richard Haseltine Richard Haseltine January 2020 in Daz PA Commercial Products
  • Stop Daz changing the Surface names on export [Solved]

    You want the "Use Surface Names" radio button instead of the "Existing Groups" one. I believe Existing Groups is the vertex groups for weight painting, probably not what you are interested in. The Surface Names corresponds to the material zones, which probably is what you want, as it does not include the name of the figure.

    And isn't using Blender 2.79 because you don't want to learn a new UI like saying "I'll just stay here in the Black Hole of Calcutta because I don't want to pay the nominal moving cost to a free house in the Palisades..."? :)

    I tried that one, it still appears with the figure name from Daz appended. I think I've tried everything. I used iray shaders and 3dlight. I think I've ticked every box that looks like it might be right. I had given up until I decided to try swapping iray and 3dlight. 

     

    Sorry, I thought the one with the surface names was the one that was wrong not the one that was right.

    Sorry, Richard I'm not sure what you mean. 

    Daz is appending the name, given to the asset, on to the surface names on export which means when you import that asset back into Daz you can't just copy and paste all the surfaces in one go. Without the workaround I'd have to copy each surface individually. 

    I'm surprised I'm the only one having this issue. I suppose if you only import as a morph it isn't as issue. I'm importing the whole figure, clothes and all in, one obj after some work in Blender. 

    It looks like I'll have to use a workaround if I do this again. 

    Thanks

    By

    AbnerK AbnerK January 2020 in Technical Help (nuts n bolts)
  • Zero figure pose is not sending my figure to default positions.

    ah it turns it out it reall does work thank you! now i do have a nother question because although it does work i'm a bit of a perfectionist and i want to make sure the height is exactly the same as it was with the other morph. is there any way to correct this GHD Height morph? or is that set in stone by the creator and i can't change it to scale the model simply upward instead of seemingly from the center which is what drops her below the ground. if not your solution for unlocking the height works great!

    By

    kimmeey kimmeey January 2020 in Technical Help (nuts n bolts)
  • FaceGen vs Face Transfer vs Headshop 12. Pros & Cons?
    I honestly cannot think of a single advantage for Daz Face Transfer over the other 2 aside from its price, and its a Daz Original...I guess? Both Facegen and Headshop have vastly more features than Face Transfer.

    Facegen limits its source texture resolution to 1024 x 1024.   I think Face Transfer use the full source texture resolution, so the face map has much more detail.  You can tell the difference, because when I use FG, the eyebrows are sometimes blurry, but when I use FT on the same picture, the eyebrows have much finer details.

    And Facegen uses a blackbox approach to generating faces, which places limitations on what kind of face it can generate.  FT uses no such approach, so it may be better on generating faces outside the 'normal' range of Facegen.

    Yet another reason why you might want to throw out textures generated by Facegen has to do with its eyebrows.  Compare the shape of the eyebrows between FG and FT, and you may notice FG tends to create straight eyebrows, while FT creates curved eyebrows.  If you used Facegen for a long time, this observation may surprise you if you haven't noticed it.

    Face Transfer has its own problems, like stretching the neck, flattening the upper lip, and gives no options to remove asymmetry.

    Despite of all this, you could probably use a combination of FG and FT if you're a good artist.

    By

    Seven193 Seven193 January 2020 in The Commons
  • TritiumCG Freebie Thread
    I find this approach works best for me personally but I do have years of 3D experience, and sculpting pretty faces has been my passion ever since getting into DazStudio. That I have a knack for celebrity likenesses is a relatively new development, but there's no special trick to it, it's just freehand sculpting til I'm satisfied with the likeness.

    Just wanted to say that I love your work, but it leaves me a bit sad due to two things...

    First the choice of adult models by your customers which mostly is way off my preferences (which is of course nothing You could do anything about wink) and second the lack of funds on my side, to commission the models that I would prefer... sad

    Stay tuned, I'm sure sooner or later I'll create a morph you'll like. I also do raffles occasionally which you should feel free to enter, maybe you'll win a commission. :)

    I've added 3 new morphs in the last few days:

    https://www.deviantart.com/tritiumcg/art/Samantha-Fox-Head-Morph-for-G8F-828064103 | https://www.deviantart.com/tritiumcg/art/Alien-Isolation-Amanda-Ripley-Head-Morph-for-G8F-828064484 | https://www.deviantart.com/tritiumcg/art/Stoya-Head-Morph-for-G8F-828403856

    By

    TritiumCG TritiumCG January 2020 in Freebies
  • Brows that actually follow the bone shape

    So if the fiber brows you have used before all came as part of a character's package, those are pretty much made for that one character and probably not intended for other shapes. That's why they do not offer any options to adjust them.

    I dunno, I have fibermesh brows that came with several G8F and G8M characters, and they've always looked OK on other head shapes. Remember that anything made to fit specifically to a Genesis character must by definition first be made to fit the Genesis figure the character is based on, with the character head morph added. Any other head shapes that you apply the brows to will be added to the brows as an autogenerated fit morph.

    Exactly the same thing happens with clothes; they're not shaped to fit a Genesis-based character, they're shaped to fit a Genesis figure.

    By

    SpottedKitty SpottedKitty January 2020 in The Commons
  • (Released) dForce Veronna Hair for G8F [Commercial]

    Hey there gerster and thank you for the feedback!  :)
    That 'hole' in the hair is not a bug :D Very often you will see a bit of skin where real life hair is parted whether it's a side part or at the top. So my intention was to lower the opacity of the scalp map at the top to create that effect so that you could see some skin coming through. (see the comparison pic. rendered out of the box with the default DS hdr)
    But I understand it might not be an artistic choice everyone would make so I will consider including one more option for the top of the scalp to be totally opaque.

    As for the curls morph I wish that were possible but unfortunately given the way this hair was created making style morphs that are wildly different from the intended initial style would prove extremely difficult.

    I always try to make the hairstyles as versatile as possible so if there is no curls morph that is probably because it wasn't possible for me to create.

     

    By

    Toyen Toyen January 2020 in Daz PA Commercial Products
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