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  • Morph Loader Pro - Geometry did not match, but I did not make any changes

    Then you export and import settinmgs don't match up (it's best to use one of the presets) or you are scaling in Blender or its import/export settings.

    By

    Richard Haseltine Richard Haseltine March 2024 in Technical Help (nuts n bolts)
  • Picking brains about a pose convertor

    Ok, since getting into DAZ, I've been making some real progress but am now hitting walls in using my Poser content. When I import my custom morphed V4 figures the go bat****. Bodies are malformed and explode when I use poses on them. When I use character faces for V4, the eyes pop out of the skull and are not able to be moved back into place, moving an eye moves the head and destroys stuff more. I really need to use my V4 characters (and even 1 in v3 format) but it seems Daz is picky about some of my Poser stuff. I am looking at a convertor that takes poses from Poser and converts them to .DUF. https://www.daz3d.com/batch-convert-gen4-poses-to-duf-format

    Will this work for the V4 morphs++ as well? I dont mind remaking my characters with the V3 and V4 that come in DAZ but my Poser morphs++ dont work and premade character faces do the eye thing, so I am hoping using .duf files may be more compatible. I''m between Poser and DAZ and I just cant make much headway anymore. This would be the cheapest option if it works for the morphs++ as to buy them again for DAZ is $32 and the characters I use that I can find are $20-30 each. I dont make money on commisions anymore so theres not a lot of disposable income to spend thousand and thousands for DAZ assets. 

    $14 for pose convertor or $32 for DAZ V4 shapes++ or $275 to buy the latest version of Poser (but I friggin LOVE IRAY)

    By

    VKNet1024 VKNet1024 March 2024 in New Users
  • This looks great Zev0 and DMaster

    Faeryl Womyn said:

    Oh ya I keep forgetting I use clothes from all generations on all generations...thank you Morph Loader Pro lol ... I actually got an old AlphaSeed, formerly known as Aery Soul, outfit for V3 to fit G3. I don't bother with the plugins and extra bits, just take whatever version model with the outfit in question into Blender (use to use Hexagon) make the outfit adjustments, save out obj and import to daz as morph, then I can keep the original rigging and morphs. Just save as morph asset to use again.

    I do plan on trying to make clones to help with the progress for better fits.

    I should learn to do that. Sounds great! From what I've tried, the clones work like magic! Mostly, I've been dressing some of my G8 people in V4 clothes. 

    By

    Torquinox Torquinox March 2024 in The Commons
  • This looks great Zev0 and DMaster

    Torquinox said:

    Faeryl Womyn said:

    I've dabbled with G9 but rarely, I'm more of a G8 and G2 person, I still have all models all the way back to Generation 3 installed. The older models are great for background characters since they're lower poly. 

    Cool! I also still use the older figures. I'm getting more range out of their outfits with clones. It would not be trivial to start really using G9. To me, it would mean (at minimum) having https://www.daz3d.com/genesis-9-essential-shapes-bundle and https://www.daz3d.com/natural-movements-pack-for-genesis-9 - maybe also https://www.daz3d.com/ultimate-natural-bend-morphs-for-genesis-9-female-base. That does not include visiting the Naughty Store for enhancements that I already have for earlier generations. Then I have to actually use all that, and I've already got thousands of items. 

    I like the look of some G9 outfits, but using those on older figures would require https://www.daz3d.com/mmx-genesis-9-clones-for-all or rolling my own g9 clones. I suppose I'll have to at least buy/find/put together few clones to take advantage of the few G9 things I've already acquired. I got the entertaining (if impractical) https://www.daz3d.com/skinny-jeans-ourfit-for-genesis-9 to for my Pot of Gold. I'm just wondering how someone like https://www.daz3d.com/dragonsbane-barbarian-character-hd-for-genesis-3-male would look in that. It would be different! cheeky

    Apologies for thread-jacking. Happy St Patty's Day!

    Oh ya I keep forgetting I use clothes from all generations on all generations...thank you Morph Loader Pro lol ... I actually got an old AlphaSeed, formerly known as Aery Soul, outfit for V3 to fit G3. I don't bother with the plugins and extra bits, just take whatever version model with the outfit in question into Blender (use to use Hexagon) make the outfit adjustments, save out obj and import to daz as morph, then I can keep the original rigging and morphs. Just save as morph asset to use again.

    I do plan on trying to make clones to help with the progress for better fits.

    By

    Faeryl Womyn Faeryl Womyn March 2024 in The Commons
  • Daz3DIM vs Install within Daz Studio

    Most likely you closed daz Studio, started install manager, and isntaled the content - as a result the database engine wasn't runing (it was still closing down from DS when DIM would have asked it to start) and so the product wasn't added to the database. The files can still be found by their location, and will still appear under Daz Studio Formats in the Content Library. Go to the Content Library and open its option menu (the lined/hamburger button in the top corner, or right-click the tab) and select Content DB Maintenance; check Reimport Metadata and click Accept; check the products thata re installed but not appearing in database-driven views (greyed out in Products) and click Accept.

    If you install through DIM there is really no reason to have DS work online (the only benefit is getting personalised notifications in the New scene dialogue).

    By

    Richard Haseltine Richard Haseltine March 2024 in The Commons
  • HEAT Animation Plugin License Clarification

    SirRonmit said:

    SimonJM said:

    Has anyone actually managed to get this to work? I have installed it via DIM and all the bits seem to be there, but I just get a HEAT Bridge is not connected message witha suggestion to download it - which I have.

    Yes, you run the HEAT program separately (from your Program Files) and have it minimized on the right corner. While that is running, the screen you showed will say HEAT BRIDGE IS CONNECTED in tiny green font above the DOWNLOAD HEAT BRIDGE button. From there, select your G8/G8.1/G9 figure (I found out HEAT ONLY works with those so I've been trying to convert all my v4 items to g8/g9), switch to the HEAT BRIDGE and select whatever you want to export (actually says IMPORT). One note, make sure you have DAZ selected on the lower left as it is set to BLENDER by default.

     

    What I DO NOT LIKE and haven't figured out yet to change is that all heat animations are set to 0.0.0 workspace. Even if your character is off to one side (say, 1000.0.0), the animation moves your character to the 0.0.0 position. VERY frustrating. I only have aniMate Lite so I'm not sure if aniMATE2 allows editing. I moved my character back to 1000.0.0 but as soon as the HEAT render starts, it moves the character back to 0.0.0 for the rest of the animation. If that is so, then paying the Pro price is worthless/pointless because I'd have to edit each animation to match my scene. 

    Anyone else able to tell me if I'm doing something incorrectly? Or do I need to purchase aniMATe 2 ?

    Try to bake the keyframes to the timeline and then go into the keyframes and delete the translation and rotation keyframes on the character to see if it still moves after you place them where you want them. If it still moves, it's probably baked into the hip. Then I think, and I'm not sure but Dartanbeck would know this for sure if he sees this, if you have 3D Universe's animation tools, there's a body to hip setting that should transfer the hip movement to the body. 

    By

    benniewoodell benniewoodell March 2024 in The Commons
  • HEAT Animation Plugin License Clarification

    SimonJM said:

    Has anyone actually managed to get this to work? I have installed it via DIM and all the bits seem to be there, but I just get a HEAT Bridge is not connected message witha suggestion to download it - which I have.

    Yes, you run the HEAT program separately (from your Program Files) and have it minimized on the right corner. While that is running, the screen you showed will say HEAT BRIDGE IS CONNECTED in tiny green font above the DOWNLOAD HEAT BRIDGE button. From there, select your G8/G8.1/G9 figure (I found out HEAT ONLY works with those so I've been trying to convert all my v4 items to g8/g9), switch to the HEAT BRIDGE and select whatever you want to export (actually says IMPORT). One note, make sure you have DAZ selected on the lower left as it is set to BLENDER by default.

     

    What I DO NOT LIKE and haven't figured out yet to change is that all heat animations are set to 0.0.0 workspace. Even if your character is off to one side (say, 1000.0.0), the animation moves your character to the 0.0.0 position. VERY frustrating. I only have aniMate Lite so I'm not sure if aniMATE2 allows editing. I moved my character back to 1000.0.0 but as soon as the HEAT render starts, it moves the character back to 0.0.0 for the rest of the animation. If that is so, then paying the Pro price is worthless/pointless because I'd have to edit each animation to match my scene. 

    Anyone else able to tell me if I'm doing something incorrectly? Or do I need to purchase aniMATe 2 ?

    By

    SirRonmit SirRonmit March 2024 in The Commons
  • Merging Daz Libraries

    suffo85 said:

    crosswind said:

    I'm sorry but I have to say that'll be simple to merge two Daz Libraries as one... Since Daz sets a 1:N relationship among cms Database (1) and all Daz Libraries (N) based on relative file paths under the Base Directory, it'll be pretty easy for the users to migrate Daz assets from old PC to the new one. A typical procedure as below (esp. for the one who uses both Content Library and Smart Content) ~:

    1) Let's say you two Daz Libraries, A and B. You copy or move the smaller one into the bigger one, e.g. B to A....with the folder where "data, People, Runtime" locate !  Make sure you don't change the Base Directory name of A, i.e the path you configured in Content Directory Manager !

    2) Fully close DS on your old PC. Go to %appdata%\DAZ 3D\ , copy "cms" folder to the disk where A locates. Then connect this disk to your new PC.

    3) Assuming you've already installed postgreSQL and configured cms Settings correctly on your new PC, copy "cms" folder to %appdata%\DAZ 3D\ on your new PC. Launch DS, configure the path of A in Content Directory Manager. Refresh Smart Content.

    Besides, remember to migrate the data of DIM from your old PC to new PC as well...

    No need to be sorry at all.  Your way is much easier than my way. :)

    My way sucks in comparison to your way, haha.  My way doesn't involve copying the CMS folder at all, but because of that there's a few other steps involved which end up time consuming at the very least and extremely annoying and time consuming at the worst lol.  I actually wasn't aware the cms folder could be copied straight out like that.

    Haha, yeah, with replicating cms database, you don't have to re-import metadata or re-install Daz products in new PC, so time-saving a bit cheeky 

    By

    crosswind crosswind March 2024 in Technical Help (nuts n bolts)
  • Trouble creating morph for Gen9 using Blender 3.4

    Richard Haseltine said:

    What settings did you have in the OBJ export dialogue? If you reload the OBJ is it just the base Genesis 9, without any additions?

    Thank you for the suggestion, I exported the obj with the settings in the first attached image (including base resolution in parameters), selected only genesis 9 again from the scene tab and try to import through Morph Loader Pro and get the error (Warning: Geometry did not match, failed to create morph).

    So I did what you suggested and imported the obj into a new project (see second attached image), and i can clearly see there are no addons. Then I tried adding the same obj as a morph and it works (only in this new project). So i deleted my character and in the same new project added a base genesis 9 character and tried adding the obj morph and get the error.

    I've included more attached images for other export settings I've tried.

     

     

     

     

    By

    josiahmora20 josiahmora20 March 2024 in New Users
  • How to use DAZ Studio to create 3D-print physical miniatures?

    hmmm... I feel like the time that I have to get this accomplished is slipping away. I had this idea for a presentation piece several days ago and started inquiring on several figure painting sites. I was hoping for a reply something like, "If that's the sort of an end product you want to wind up with, take a look at the following six commercial product suggestions for ready-to-build figure kits that you can modify." It didn't happen, and I'm no closer to knowing where to look for a pre-designed figure that'll suit my needs. Then someone suggested it could be 3D printed and asked me to PM him to talk about it. Except, he spent a whole day with very few and very vague one-line replies - mostly "yes/no" answers to "not yes/no" questions. So I came to the Daz forum.

    Here's what I'm hoping to learn, because God bless you for answering at all, Wendy, but when you say, "It depends what and who you use" I'm kind of stressing out. I know Daz Studio and only Daz Studio. I already know it doesn't do .stl but since the store sells 3D printing licenses for every product, somebody uses Daz figures and products somehow for 3D printing of figures. I'm trying to figure out how. So maybe I'll re-frame the question. I'm hoping someone can fill in the blanks:
    "You can use Daz Studio to create and pose your figure, but then you have to download and learn how to use [Please Somebody Suggest a Preferably-Free Preferably-Easy-To-Learn Application Name] so you can import it and turn it into an .stl, and then go to [Please Somebody Suggest A Way To Find a Vendor] to arrange to have it printed and shipped to you next week so you can prep it, modify, it, paint it, mount it and present it at the end of May."
    I've been extended a once-in-a-lifetime invitation requiring a once-in-a-lifetime show of appreciation, but time is not my friend. God bless every forum user for all the help I've seen you provide hundreds of people over the years. I hope this is coming off as more of a desperate plea than a rude reply. If I failed then I owe a huge aplogy but I'd like to get this production process started today. Thank you everybody  heart

    By

    john_antkowiak john_antkowiak March 2024 in Daz Studio Discussion
  • Trouble creating morph for Gen9 using Blender 3.4

    lilweep said:

    josiahmora20 said:

    Richard Haseltine said:

    The count in DS is with SubD, but the morph needs to be on the base resolution - the reduced count would be correct. However, it looks too high which suggests you are including the additional fitted elements (eyes etc.) in the OBJ.

    Got it, but still, there seems to be some problem as to why Daz thinks the vertex count is off. And nope, base resolution on and I removed everything, eyes ,eyelashes, hair, mouth etc. I ensured I export at 1% scale also. Not sure what else to try as like I said it won't even let me re-import the newly exported obj without even modifying it in blender.

    Scale does not effect geometry mismatch error.  Vert Order issues does not cause geometry mismatch error either usually (instead, it results in mangled morph).  Geometry mismatch is usually because the geometry count is off, usually because at some stage you either did not export base geometry, included excess geometries, or added geometry when sculpting.

    Note:  Gen 9 Base is 25.1k verts, not 34k. 

    Test:

    1. Load Devload G9F figure in Daz

    2. In Parameters, set resolution to Base

    3. Export as obj (you can leave scale as default 100%)

    4. Import obj in Blender, ensuring it is the one you just exported. In latest versions of Blender, it will naturally preserve Vert Order.  So there is no special option you need to select.  You can leave Blender scale as default 1.0, assuming you left it as default when you exported from Daz.

    5. It should be 25.1k vertices. You should only have G9F mesh in your scene.

    5. Morph using any standard Sculpt tool like grab brush

    6. Export as obj (can leave settings as default 1.0, assuming you have left as default on previous import and export steps)

    7. Load as morph using morph loader pro

    Thanks for the help guys. So Richard, I did what you suggested, started a new project and loaded the base gen 9 figure- it works. I can bring it back from Blender through Morph Loader Pro no problem! So now I'm trying to understand why it doesn't work for the character I've been building.

    - I deffinetly exported just the base geometry. I hid eyes, eyelashes, mouth etc (everything but "genesis 9," see image attached).

    - Not sure what would constitute as excess geometry. I'm using a body morph sliders from multiple genesis 9 characters to get a base figure i like, could that be the problem?

    - And there's not been any sculpting to the character, everything made in Daz.

    By

    josiahmora20 josiahmora20 March 2024 in New Users
  • Re-Authenticate Daz studio

    It isn't vital, it was needed only for encrypted Daz Connect content (of which there isn't any now) but if you use Connect>Connect to log into your Daz account (don't update metadata if you don't want an entry for everything you own but don't have installed in the Products list) the prompt will then go away, even when you ar not online, until it sees a change in the system or something deletes or damages its stored authentication.

    By

    Richard Haseltine Richard Haseltine March 2024 in Daz Studio Discussion
  • Trouble creating morph for Gen9 using Blender 3.4

    josiahmora20 said:

    Richard Haseltine said:

    The count in DS is with SubD, but the morph needs to be on the base resolution - the reduced count would be correct. However, it looks too high which suggests you are including the additional fitted elements (eyes etc.) in the OBJ.

    Got it, but still, there seems to be some problem as to why Daz thinks the vertex count is off. And nope, base resolution on and I removed everything, eyes ,eyelashes, hair, mouth etc. I ensured I export at 1% scale also. Not sure what else to try as like I said it won't even let me re-import the newly exported obj without even modifying it in blender.

    Scale does not effect geometry mismatch error.  Vert Order issues does not cause geometry mismatch error either usually (instead, it results in mangled morph).  Geometry mismatch is usually because the geometry count is off, usually because at some stage you either did not export base geometry, included excess geometries, or added geometry when sculpting.

    Note:  Gen 9 Base is 25.1k verts, not 34k. 

    Test:

    1. Load Devload G9F figure in Daz

    2. In Parameters, set resolution to Base

    3. Export as obj (you can leave scale as default 100%)

    4. Import obj in Blender, ensuring it is the one you just exported. In latest versions of Blender, it will naturally preserve Vert Order.  So there is no special option you need to select.  You can leave Blender scale as default 1.0, assuming you left it as default when you exported from Daz.

    5. It should be 25.1k vertices. You should only have G9F mesh in your scene.

    5. Morph using any standard Sculpt tool like grab brush

    6. Export as obj (can leave settings as default 1.0, assuming you have left as default on previous import and export steps)

    7. Load as morph using morph loader pro

    By

    lilweep lilweep March 2024 in New Users
  • Transfer Utility problem

    If I spent a lot of time making a garment that I wanted to use on the Ogre HD model, I would:

    1. import the garment on Ogre HD
    2. ensure transformations are all baked (i.e., do not move/translate/scale the garment after importing it!)
    3.  rig it using Transfer Utility (ensuring the reverse source shape option was ticked)
    4. if there is any weird pokethrough (expected to be relatively minor and perhaps no massive ballooing as described), then load the correct shape of the garment as a morph using morph loader pro
    5. dial in new morph corrective (potentially you can link the morph to the Ogre HD morph as a "Full Body Morph (FBM)" if you feel so inclined).
    6. Test if working when figure is posed

    By

    lilweep lilweep March 2024 in Daz Studio Discussion
  • How to use DAZ Studio to create 3D-print physical miniatures?

    There are online "stores" with very high-end printers that will provide the fine detail you'd need for a decent model (single item). Most affordable "home/office" printers would struggle to produce facial-features etc.

    Face Transfer plugin is for face transfers https://www.daz3d.com/face-transfer-2.

    Neither of the george's will sue you if it's personal use - just like if you did a painting/portrait to hang on your wall

    3D printing. You could do in "parts" and then glue them but usually they're printed as one model (like toy-soldiers) - the "stores" mentioned would prob do it like that

    There's a Windows "component" that will allow you to import (obj, I think) and then links to stores that offer the printing eg https://learn.microsoft.com/en-us/shows/3d-printing/windows-10-imaterialise

    By

    kpr kpr March 2024 in Daz Studio Discussion
  • Trouble creating morph for Gen9 using Blender 3.4
    Richard Haseltine said:

    The count in DS is with SubD, but the morph needs to be on the base resolution - the reduced count would be correct. However, it looks too high which suggests you are including the additional fitted elements (eyes etc.) in the OBJ.

    Got it, but still, there seems to be some problem as to why Daz thinks the vertex count is off. And nope, base resolution on and I removed everything, eyes ,eyelashes, hair, mouth etc. I ensured I export at 1% scale also. Not sure what else to try as like I said it won't even let me re-import the newly exported obj without even modifying it in blender.

    By

    josiahmora20 josiahmora20 March 2024 in New Users
  • Twinmotion renders

    I use Automatic 1111 much the same way (I hate nodes) but in Visions of Chaos's environment as the self contained builds all refuse to see my Nvidia card due to my nonstandard hardware set up

    I bet a lot of people are annoyed they paid for TM

    D|S 4.22 Beta has some FBX import improvements BTW too

    many tools in the toolbox are always good, I am actually using DAZ studio now more than I ever did but lots of other softwares with it

    By

    WendyLuvsCatz WendyLuvsCatz March 2024 in Art Studio
  • Twinmotion renders

    Congratulations! That's awesome. For me though somewhat annoying - I've spent £600+ on keeping my copy up to date in order to be able to import FBX animations. However things are changing so fast. The future is probably going to be AI. I know it's not editable right now which is why DAZ et al are still useful, but it was explained to me that AI works on formula then refinements to the formula, which is why SORA and the like can produce images so fast - it's not loading in the assets and calculating in real time, a lot of the calc is optimised up front, indeed even within it's knowledge of the world.  I'm using Stable Diffusion (local copy) with ComfyUI. Daz is now only useful to train it or provide it with specific models. Right now SD is free so that is a win for all.

    By

    Sci Fi Funk Sci Fi Funk March 2024 in Art Studio
  • Trouble creating morph for Gen9 using Blender 3.4

    I'm having the same problem with G9F to blender. I've watched every possible tutorial and tried what feels like every combination of import and export settings. I even tried importing to blender then saving an obj without changing anything or sculpting and i get this error. I even tried importing the original obj from Daz right back into the Morph loader and get this error....

     

    By

    josiahmora20 josiahmora20 March 2024 in New Users
  • Can Diffeomorphic Export/Import into Blender other bones other than characters bones?

    Can Diffeomorphic Export/Import into Blender other bones other than characters bones?

    By

    James James March 2024 in Blender Discussion
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