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Broken bones for G8?
Catherine3678ab said:
Could try making a morph, adjust rigging to mesh, apply ERC freeze, zero morph and save.
Hello; would you mind actually explaining those steps in detail?
I know what a morph is; I have no idea how to create one in Daz Studio. Likewise the other steps you mention.
Thank you.
How to change the shape of the character's head, without changing the shape of the hair?Option 1: Before dialing the ear morph for the first time, go into its parameter settings and turn Auto Follow off.
Option 2: If the ear morph has already been dialed, select the hair, make sure hidden properties are shown, and dial the unwanted morph back to zero.
How to change the shape of the character's head, without changing the shape of the hair?I need to change the shape of the character's ears. When I change ears morph, the hair automatically changes its shape, adjusting to the changes of the ears. But I liked the way hair looked before it was auto-adjusted to the ears changes. I want the hair to be the same as it was before changing the shape of the ears. At the same time, I do not want to lose the functionality of automatic hair adjustment to the character's head morphs, so complete disabling this feauture is not an option. Is it possible to somehow save the hair shape as a morph before changing the ears and then apply this morph after changing the ears, to return the hair to its previous shape?
Blender Beginner -- Help needed with Expressions and Auto Lip SyncI'm just starting to dip my toes in the Blender water and am hoping to get a little help, even if it's only to tell me where to read in the manual.
Disclaimer: I love DAZ Studio and I'm happy with the limited animation it does, but without a 64-bit lip sync option for Mac I'm starting to move over to Blender. I hate having a 32-bit iMac standing by just to do the lip sync using DAZ's 32-bit version of Mimic built-in. If they'd license the 64-bit version, I wouldn't be looking at Blender at all. It's frustrating that I can open up DAZ Studio 32-bit, do my lip syncing, save the file, open the 64-bit version on the same, 2012 iMac and both hear the audio and generate movie files in a single render with sound... but I can't do any of that with a newer machine.
I've installed Blender 4.3.2 for Mac and so far I'm trying to limit the Blender add-ons I install while I work my way through building a workflow.
To this end, I've taken a custom character and using DAZ's Send to Blender option I've moved the character into Blender with only minor issues.
The main issue is the apparent inability to automatically move Expressions or combined morphs (morph "controllers" that are "connected") into Blender when transferring the character. For example, a blink morph for the right eye or for the left eye come through and work perfectly, but a combined "blink eyes" morph doen't. Blender is worried, apparently, that it might be added at the same time as one of the individual morphs. Is there any easy way to override this when doing the "Send to Blender" option, or to *easily* add them back in once the character has been moved?

Second, with the mouth morphs transferred over to Blender, what would be the easiest way to to auto lip sync? Ideally, I'd love the same easy method that Mimic uses inside DAZ Studio 32-bit, but recognize that there's probably no Blender equivalent. I'm not interested in any camera-tracking option, just the quickest, easiest way to mimic (pun unintentional) the way I do it in DAZ Studio.
I'd like to get a simple workflow set up where I can work on some simple animations while learning Blender and its animation capabilities in more depth.
Finally, is this workable using the morphs that I'm transferring over, or am I looking at absolutely looking at having to re-rig, add armatures, etc.?
My animations tend to be more dialogue-driven than high-end action sequences, I'm open to any advice that will help me get there as simply and smoothly as possible. I don't mind investing in any plug-ins and add-ons that will help, but don't want to install things that I won't use. I'm all about the K.I.S.S. methodology where I am most definitely the second "S".

Thanks.
How to fix G8 mouth abnormality(Resolved)crosswind said:
Because the character was designed for G8F and the controller expression properties ( at 2nd Stage in ERC link... ) for some of the corrective morph of this character are blocked by G8.1F as default.
I'd recommend a once and for all solution: remove the dummy blockers by checking this post: https://www.daz3d.com/forums/discussion/comment/8833706/#Comment_8833706
Then reload G8.1F, the corrective morphs won't be auto-dialed.
I will try, thnak you.
Invicta Couture Lingerie [Commercial]Midnight Gold - Out Now!
Been a bit busy the last few weeks for me on things outside of Daz but I will be teasing you here soon on the next set expanding upon this line. I appreciate all the support and sales have been pretty good so you can expect me to continue focusing on expansions and related products here for the Invicta Couture line. My main goal is always to try and deliver the very best product I can while also trying to keep things feeling fresh and exciting. I do plan on adding in a new thong as well and it will certainly include its own pressure morph this time around. If anyone has anything they are really wanting to see, like a certain item or theme, please don't be afraid to share what you would like to see added.
Genesis 8 female neck broken.In Parameters pane, turn Show Hidden Properties, select Currently Used, check if there's any morph properties unexpectedly dialed...
How to fix G8 mouth abnormality(Resolved)Because the character was designed for G8F and the controller expression properties ( at 2nd Stage in ERC link... ) for some of the corrective morph of this character are blocked by G8.1F as default.
I'd recommend a once and for all solution: remove the dummy blockers by checking this post: https://www.daz3d.com/forums/discussion/comment/8833706/#Comment_8833706
Then reload G8.1F, the corrective morphs won't be auto-dialed.
High Resolution Blender MorphsHi,
I was able to do a morph for a piece of clothing in Blender, but base mesh resolution is so low, it is impossible to make anything good looking.
Is it possible to somehow use mesh with higher resolutions for creating morphs in blender?
Tips for Creating Genesis 9 Body Morphs That Work Well with Marketplace Poses in DAZ StudioThat's why PAs provide character-oriented corrective morphs and folks sometimes have to fix corrective morphs as well with the posed figure when using custom body morphs.... but the key is how the geometry from the custom body morph affects the mesh area of the existing corrective morphs.
For instance: (assuming adjust rigging has been done already...), if the delta of the vertex positions coming from a partial area of the custom body morph is proportionally similar to the mesh area of a correctiver morph, in terms of scale, direction, etc.. you won't see ugly distortion or break after giving the figure a relevant pose.
But if it's not, you may see some defective mesh and have to supplement some corrective morphs linked to the custom body morph. An example: one of my custom chars has a sunken mesh around the shoulder area, with Should Up 90°, there's a fold of mesh(ss1), then I fixed it by making an MCM (ss2) ~~
So, although you pay very close attention when blending FBMs / PBMs or sculpting the body morph, you still have to fix the corrective morphs from time to time. It's pretty routine ~~
Help understanding Geometry SwitchingThanks all. So my takeaway from this is that "geometry switching" is either not relevant or no longer the best solution, and the two alternatives are:
- A more complicated mesh which covers all variations wanted and has different surfaces for each variation + bools to switch surface visibilities on or off; or
- morphs tp reshape a mesh to the different variations, perhaps with bools and hiding the underlying morph to make any variation and on or off affair.
I suppopse the key thing to note is that for option #2 all variations have to share an identical mesh structure (# vertices and # surfaces), and that UVs might end up a bit distorted (but that could be rectified with alternative UV sets, whilst with option #1 the modeler has free reign.
Cheers, Lx
New Year, New Sales Thread: Report Issues Here 2 "Reporting Only"I just noticed I have Kalei for Kai 9 HD in my DIM. Is she a random freebie that Daz just put there? I think she was one of the exclusive add-ons for Premier only, so she should only be available through connect by logging into Daz Studio. But here she is in my DIM today. Maybe she was there for a while and I didn't notice. Granted it looks like only the shape morph is included and there is no texture for her in DIM. My question is should I install her or is it a mistake that Daz is likely to correct and remove from my library?
Tips for Creating Genesis 9 Body Morphs That Work Well with Marketplace Poses in DAZ StudioI'm looking for advice on how to create body morphs for Genesis 9 figures in DAZ Studio so that they can work more seamlessly with pose packs sold on the DAZ Marketplace and other sources.
I often create custom body morphs by referencing commercially available 3D scan models and using tools like Wrap3. Through this process, I’ve noticed that some body morphs apply poses correctly, while others cause poses to break or distort significantly.
Over time, I’ve observed that when a Genesis 9 body morph maintains a body structure (leg spread, hand position, joint placement, etc.) similar to the Genesis 9 base figure, pre-made Genesis 9 poses tend to apply more accurately.
However, I’ve also found that in some cases, even without making meticulous adjustments to match the base figure, poses still apply relatively well. This makes me wonder—what are the key factors that have the greatest impact on how well a pose applies?
For example, does something like arm spread significantly affect pose accuracy, while shoulder height is less important? I’d love to hear any specific advice on which aspects of body morphs have the most influence on pose compatibility.
Of course, no matter how much I fine-tune the morphs, manual adjustments with PowerPose are often necessary in the end. But my goal is to minimize errors when applying poses so that the workflow is smoother and more efficient.
I’d appreciate any insights or recommendations on achieving a more pose-friendly body morph setup. Thanks in advance!
Help with shortening and editing some hair.Duck Dumble said:
crosswind said:
Select the custom bones, then reduce Y Scale Values. (ss1) Then simulate.
Hide the custom bones that you don't need... (ss2)
Edit: Dont' try deleting any hair strands as that'll destroy this hair ~~
Y'know, I was wondering where those bones were, lol. Where I went wrong is that when I put it on my G8F figure I autofitted it, which got rid of all the custom bones. Y'know something the product manual specifically warned my idiot head about.
Thanks for the help, this is exactly what I needed!Right ~ the product gives the hair for G8F and G8M... but if you want to used it on other generation, e.g. G9, never use Auto Fit which'll remove custom bones. Instead, re-rig the hair to G9 by using Transfer Utility plus G8 clone, and check Merge Hierarchies option. Then all custom bones can be preserved.

Refer to this thread: https://www.daz3d.com/forums/discussion/comment/9082271/#Comment_9082271
Help me find poses for jcmsI create my own morphs for female genesis 8.
The basic model already has its own built-in jcms and I want to supplement them with my own for my morph.
My morph doesn't play well with default jcms
Does anyone have poses for a model where the bone is turned to the maximum to work 100% jcms no more no less
I know that there are jcm properties and the name of the morph itself gives a hint. but in the model 94 jcms and manually searching for the right angle for each bone takes too long. Please help
Content to new computer- transfer or reinstall?If you can get them both on local network, there is a nifty program called localsend https://localsend.org/
Free, cross platform, fast, for a speed boost disable encryption as well. Before I found that I used to use a external hdd to transfer. Over network goes a lot faster than copying twice. It's how I transfer stuff to my "work" PC which never touches the internet.Celebrity Look-a-Likes for 3D figures Part 4ChangelingChick said:
Looks more like Elle Fanning to me. I don't see Denise Richards at all.
Strangely enough, when I look at her I see it as a morph of both of them.
Help with shortening and editing some hair.Geometry Editor would be the obvious pick within DS, you could of course also use an external 3D modeller and then use the Transfer Utility to transfer the rigging from original to modified version.
Help understanding Geometry Switchingrichardandtracy said:
Ahh. So the bool makes surfaces visible instead of making bones visible with 1), and 2) just switches morph settings on/off. Makes it less complicated if you don't need rigging.
Thanks for that, Crosswind. Hope I'll remember when I want to try it out.
Regards,
Richard
Yea, exactly as you said.
Help understanding Geometry SwitchingAhh. So the bool makes surfaces visible instead of making bones visible with 1), and 2) just switches morph settings on/off. Makes it less complicated if you don't need rigging.
Thanks for that, Crosswind. Hope I'll remember when I want to try it out.
Regards,
Richard










