-
Several questions
The Perspective View is not saved, aniamted, or added to the undor stack - if you get a view you like you should create a camera to match (Create>Camera, then in the options dialogue expand it to show More Options and select the oiption to copy the current view).
Thank you, that's exactly what I was looking for.
If they are the same siz then copy/paste works (cmd/ctrl c, cmd/ctrl V or use the Edit menu). Trying to adjust different items to match isn't possible automatically (though a script could be written to work on the bounding boxes, and the align pane woudl handle placement but not scaling). Measure Metrics (paid-for plug-in) could be used to apply measures as a guide while adjusting scale.
What a pain. Thank you
If you turn off Parent In Place (check box at the bottom of the Change Parent dialogue or toggleable command in the Scene pane option menu, the lined/hamburger button in the top corner) then when you parent an item the child will snap to match its origin to that of its parent - from there it can be adjusted to fit in the hand. The Align pane can also be used, or the Snap Parent script for parenting a prop to a bone (essentially the same as turning off Parent in Place).
Thank you.
Select the object in the Scene and open the Surfaces pane, in its Editor tab select the shirt (or a specific surface under the shirt - the Surface Selection tool is useful for this). You can then change basic settings (Base Colour, for example, to add a green tint) or you an apply a Shader Preset (from the Presets tab or from a general content pane) - there are various free and for-sale packs with shaders for different kinds of fabric.
I didn't know this could be a way. But I want to learn how I can export and edit a texture fil so I can make more complex changes.
You can use a dForm to add a shape, then the dForm pane will turn it into a morph; if you are a Premier member you can use the Geometry Scluptor tool, or you can purchase an older version of the same tool as Mesh Grabber. You can also export an OBJ (File>Export, make sure it is at base resolution), modify it in a modellign application, and then use Edit>Figure>Morph Loader to bring it as a new morph (make sure you use the same preset in the two options dialogues or s cale/orientation may not match)
If you mean a slider for a shape made from mutliple morphs then don't use the export/importroute as it breaks many things - instead you can spawn a new controller and then make it a driver for the rest of the proerpties, giving you a one-slider control for the shape. With the shape, and ideally nothing else, applied right-click in the Parameters pane and enable Edit mode, right-click in the desired property group and Create a New Property, give it settings, then set the new slider to 100% and right-click on it>ERC Freeze, check the right items are listed as sub-components, and click Accept.
Thank you, I'll give it a try
Another questions: is there a way to reset multiple parameters in one way? For example, can I reset all the 3 rotations of an object in one go?
Feng Character Morphspaulawp (marahzen) said:
By the way, what does this issue look like? This is the time of the year when I'm pulled in other directions and haven't had a lot of "art time," but I hadn't noticed a major issue with stock G9s.
If you're bending Spine 2 or Spine 3 to their maximum level on any Genesis 9 figure, if you're showing hidden items and have one of these bones selected, you'll see a corrective morph for each affected Feng's character will be set at 1.0.
Morph Master - Does it work on Animation?3DMinh said:
Hi,
There's a new product (I can't find the official thread for it) : https://www.daz3d.com/morph-master
By the way, it took a while, but the creator finaly started an offical thread for the product over on the Commercial Products forum. Morph Master - Daz 3D Forums
A question about character morphsThanks to everyone for replying to this topic. Crosswind, thank you for suggesting a way to transfer the morph to other characters. Just to be clear, the character in question is very well made and I am very happy with it. I was just hoping that there was a way to transfer the smile morph to try and mix it in with other characters. If I can't well, I still have a great character to play with. And as a bonus, I have learned a lot from all of the responses to my question.
A question about character morphsTo the original poster......If the smiles are made specifically for that character, then they will likely not work near as well on other facial morphs, as they are made to suit that specific face shape. So even if you spend time converting them you may still be dissappointed in the final usability. Sometimes you may get lucky, but if there are red flags on the character itself and how it is made, you might want to keep that in mind if you try to make things work based off of it.
The smiles are likely made with the character morph, and that would need to be reversed out to simply just get the smile on its own...and depending on how they were made, it could get really "wonky"A question about character morphsI think the OP will have to load the product and look on YouTube on how to save the morph as a morph asset.
Several questionsqweretrretet said:
Hi, I have several questions since I’m learning the studio tool.
- I have a saved scene and I closed the studio application. I want to open the scene again and render the SAME exact thing I did already, but when I open the scene the camera goes back to the initial position. Is there a way to save the camera position and angle of the scene?
The Perspective View is not saved, aniamted, or added to the undor stack - if you get a view you like you should create a camera to match (Create>Camera, then in the options dialogue expand it to show More Options and select the oiption to copy the current view).
- Is there a way to “copy” the size and the position of an object into another?
If they are the same siz then copy/paste works (cmd/ctrl c, cmd/ctrl V or use the Edit menu). Trying to adjust different items to match isn't possible automatically (though a script could be written to work on the bounding boxes, and the align pane woudl handle placement but not scaling). Measure Metrics (paid-for plug-in) could be used to apply measures as a guide while adjusting scale.
- Is there a way to quickly move an object to the hand of a character? I know ho to bond them so they can move together, but sometime if the 3 arrows are not perfect, moving an object is such a pain
If you turn off Parent In Place (check box at the bottom of the Change Parent dialogue or toggleable command in the Scene pane option menu, the lined/hamburger button in the top corner) then when you parent an item the child will snap to match its origin to that of its parent - from there it can be adjusted to fit in the hand. The Align pane can also be used, or the Snap Parent script for parenting a prop to a bone (essentially the same as turning off Parent in Place).
- Is there a guide to create a new material? For example, I bought a t-shirt and I want a green one too.
Select the object in the Scene and open the Surfaces pane, in its Editor tab select the shirt (or a specific surface under the shirt - the Surface Selection tool is useful for this). You can then change basic settings (Base Colour, for example, to add a green tint) or you an apply a Shader Preset (from the Presets tab or from a general content pane) - there are various free and for-sale packs with shaders for different kinds of fabric.
- Same thing to add more morphs. I bet they are just shapekeys, right? Sometime I really want to use a certain model and I want to hide/remove some small clipping parts
You can use a dForm to add a shape, then the dForm pane will turn it into a morph; if you are a Premier member you can use the Geometry Scluptor tool, or you can purchase an older version of the same tool as Mesh Grabber. You can also export an OBJ (File>Export, make sure it is at base resolution), modify it in a modellign application, and then use Edit>Figure>Morph Loader to bring it as a new morph (make sure you use the same preset in the two options dialogues or s cale/orientation may not match)
If you mean a slider for a shape made from mutliple morphs then don't use the export/importroute as it breaks many things - instead you can spawn a new controller and then make it a driver for the rest of the proerpties, giving you a one-slider control for the shape. With the shape, and ideally nothing else, applied right-click in the Parameters pane and enable Edit mode, right-click in the desired property group and Create a New Property, give it settings, then set the new slider to 100% and right-click on it>ERC Freeze, check the right items are listed as sub-components, and click Accept.
- I have a problem with a model (Licorys, https://www.daz3d.com/lycoris-and-lycoris-hair-for-genesis-81-female). Tha pack has some makeup materials too (lipstick, eyeshadow, etc…) but they don’t appear (not even when I render the scene) even if I select the right model. My problem is that I don’t get any error. What can I do?
I don't have this character and can't see any obvious gotchas in the description (it doesn't mention using Geometry Shells, for example) so I don't know why it isn't working.
Thank you
Coming soon: Mesh Grabber 4.0 [Commercial]inquire said:
And does this seem like a really big development in terms of what will be able to do with mesh grabber and morphs? Or does this have just a little or maybe nothing to add to mesh grabber?
If you mean Morph Master product per se, the scripts in that product have nothing to do with Mesh Grabber. The vendor, in the promo / tutorial video, just reshaped the mesh on figure's body and/or other objects by using Mesh Grabber ...
Will "Genesis 8 Cross-Figure Resource Kit" do something for me if I already have the RSSY converter?The case in here is cross-gender rather than cross-generation... e.g. converting G8F's geo-graft to G8M or vice versa. If using Cross-Figure script, as far as I experiment, direct fitting doesn't work... at least re-rigging with XID morph is needed. Then reset Graft attachment + Auto Hide.
A question about character morphsnabob21 said:
Is there a way to somehow transfer the morphs to another character, or a way of accessing or calling them in the data folder? Forgive my ignorance but I don't really understand the inner workings of stuff like this.
Yes, mark the morphs as Favorites then transfer them to another char. by using Transfer Utility...with the option of Morph Targets.
A question about character morphsIs there a way to somehow transfer the morphs to another character, or a way of accessing or calling them in the data folder? Forgive my ignorance but I don't really understand the inner workings of stuff like this.
A question about character morphsRichard Haseltine said:
crosswind said:
OP can directly contact the vendor to report the issue... If OP wants to fix it, properly batch set Type / Path on the morph properties in Parameters pane first, then save a Figure / Prop Asset with the Subset selected ...
Modifier asset, surely?
No need to be overly critical of the content creators from 3rd-party sites... Not like the vendors in this store...who are given quite a few tools / documentation by Daz at the very beginning, 3rd-party vendors most of the time have to go for self-learning as there's no official guideline for them. So from time to time, they just make some mistakes ~~
I've seen worse cases in this store... yes, for instance... there're saved DSFs but none of the morph properties works (resulted from a wrong workflow...). The worst case is : some vendors make mistakes but never correct them ....
You're right ! Corrected ~~
A question about character morphscrosswind said:
OP can directly contact the vendor to report the issue... If OP wants to fix it, properly batch set Type / Path on the morph properties in Parameters pane first, then save a Figure / Prop Asset with the Subset selected ...
No need to be overly critical of the content creators from 3rd-party sites... Not like the vendors in this store...who are given quite a few tools / documentation by Daz at the very beginning, 3rd-party vendors most of the time have to go for self-learning as there's no official guideline for them. So from time to time, they just make some mistakes ~~
I've seen worse cases in this store... yes, for instance... there're saved DSFs but none of the morph properties works (resulted from a wrong workflow...). The worst case is : some vendors make mistakes but never correct them ....
Mistakes can happen from PAs here and I've had a few instances of purchasing products with issues. What grinds my gears is when they're left with mistakes for extended periods of time after being reported. I just stop buying from them because I can't trust the quality anymore.
Luckily it doesn't happen often and most are resolved. Most. Overall I'm quite happy with the PAs here and don't want any of them attacked, as well as vendors from 3rd party sites.
I hope OP can get a response from the vendor and get the solution he/she is looking for.
Morph Master - Does it work on Animation?crosswind said:
barbult said:
Pickle Renderer said:
3DMinh said:
Hi,
There's a new product (I can't find the official thread for it) : https://www.daz3d.com/morph-master
I have a question, does it work with animation?
Thank you.
Best regards,
Minh
That product has an rather creepy picture.
Yes, it sure does. It might be a great product, but that main promo made me want to look no furthere and run far away.

Indeed ~~ though I watched the video for a while..

To be honest, the product just automates the workflows of using Smoothing modifier with collisions plus some cut colliders... but that's not the natural physical collision we see in real life as well as we really need in a render. For instance, in that case of people sitting on a sofa, there should be mesh deformation on both figure's body and sofa... With Smoothing modifier, you can just see the sofa "deformed"... let alone we also know Smooting modifiers perform badly in quite a lot of cases. Personally, I'd rather use dForce modifiers + weight maps on the body and colliders, with a Simuation on timeline. I can get much better results.
So still, we expect there'll be a true softbody / ragdoll engine in the future ~~
It does a good bit more than that. Granted, there's little that it does that can't be done by manually going through all of the tedious steps, but it greatly simplifies them, especially when it comes to creating multiple collisions by seperate objects on the same figure, restricting the effects of smoothing to a single portion of a model to elimate distortion in other areas, and transfering large groups of morphs from figure to figure, either to create a full or partial combined morph, automatically adjusting a figures rigging, etc. Honestly, just the fact that it puts all of them on the same menu to jog my brain was worth the price of the product alone....
crosswind said:
So still, we expect there'll be a true softbody / ragdoll engine in the future ~~
Yeah, but... we've all been saying that for how many years now? Given that Poser had the Poser Physics option nearly 20 years ago and we're still looking at a DS that can't even apply collisions from multiple sources on a single figure without resorting to crazy tricks like invisible clone parts, I don't see any indication that it's something we're likely to get in the near future.
Morph Master - Does it work on Animation?crosswind said:
barbult said:
Pickle Renderer said:
3DMinh said:
Hi,
There's a new product (I can't find the official thread for it) : https://www.daz3d.com/morph-master
I have a question, does it work with animation?
Thank you.
Best regards,
Minh
That product has an rather creepy picture.
Yes, it sure does. It might be a great product, but that main promo made me want to look no furthere and run far away.

Indeed ~~ though I watched the video for a while..

To be honest, the product just automates the workflows of using Smoothing modifier with collisions plus some cut colliders... but that's not the natural physical collision we see in real life as well as we really need in a render. For instance, in that case of people sitting on a sofa, there should be mesh deformation on both figure's body and sofa... With Smoothing modifier, you can just see the sofa "deformed"... let alone we also know Smooting modifiers perform badly in quite a lot of cases. Personally, I'd rather use dForce modifiers + weight maps on the body and colliders, with a Simuation on timeline. I can get much better results.
So still, we expect there'll be a true softbody / ragdoll engine in the future ~~
However, in the video after creating the collision deformation on the couch, he turns the deformation into a morph, then uses the partially dialed in morph on the couch to generate the sitting deformation on the figures body. I'm not sure how that compares in ease to using cloth deformation on both figures, but conceptually it's pretty simple and the results looked good to me.
While much (maybe all) of what is done with the plugin can be done directly in DS, the plugin seems to make it MUCH simpler and faster. I'm not sure if you can make morphs directly in DS from collision deformation though. If not, then this plugin definitely offers something new that would also be very useful.
A question about character morphscrosswind said:
OP can directly contact the vendor to report the issue... If OP wants to fix it, properly batch set Type / Path on the morph properties in Parameters pane first, then save a Figure / Prop Asset with the Subset selected ...
Modifier asset, surely?
No need to be overly critical of the content creators from 3rd-party sites... Not like the vendors in this store...who are given quite a few tools / documentation by Daz at the very beginning, 3rd-party vendors most of the time have to go for self-learning as there's no official guideline for them. So from time to time, they just make some mistakes ~~
I've seen worse cases in this store... yes, for instance... there're saved DSFs but none of the morph properties works (resulted from a wrong workflow...). The worst case is : some vendors make mistakes but never correct them ....
Morph Master - Does it work on Animation?crosswind said:
barbult said:
Pickle Renderer said:
3DMinh said:
Hi,
There's a new product (I can't find the official thread for it) : https://www.daz3d.com/morph-master
I have a question, does it work with animation?
Thank you.
Best regards,
Minh
That product has an rather creepy picture.
Yes, it sure does. It might be a great product, but that main promo made me want to look no furthere and run far away.

Indeed ~~ though I watched the video for a while..

To be honest, the product just automates the workflows of using Smoothing modifier with collisions plus some cut colliders... but that's not the natural physical collision we see in real life as well as we really need in a render. For instance, in that case of people sitting on a sofa, there should be mesh deformation on both figure's body and sofa... With Smoothing modifier, you can just see the sofa "deformed"... let alone we also know Smooting modifiers perform badly in quite a lot of cases. Personally, I'd rather use dForce modifiers + weight maps on the body and colliders, with a Simuation on timeline. I can get much better results.
So still, we expect there'll be a true softbody / ragdoll engine in the future ~~
Thanks for posting your analysis of what you saw it do.
Morph Master3DmentiaNull said:
Hi matew, that has interesting capabilites. Questions: Could it be used just to bake the DS smoothing modifier applied to one figure, quickly creating a morph - hopefully one that could be separate, as in head or body only morphs? It's adding extra smoothing capabilities, for example, smoothing individual areas? Thanks / peace
Hi!
You can create a smoothing morph for the entire body, but I didn’t include morph splitting since a product designed for that already exists: https://forum.daz3d.com/shape-splitter.
I believe you can achieve smoothing of individual areas by using both products together.
Morph Master - Does it work on Animation?barbult said:
Pickle Renderer said:
3DMinh said:
Hi,
There's a new product (I can't find the official thread for it) : https://www.daz3d.com/morph-master
I have a question, does it work with animation?
Thank you.
Best regards,
Minh
That product has an rather creepy picture.
Yes, it sure does. It might be a great product, but that main promo made me want to look no furthere and run far away.

Indeed ~~ though I watched the video for a while..

To be honest, the product just automates the workflows of using Smoothing modifier with collisions plus some cut colliders... but that's not the natural physical collision we see in real life as well as we really need in a render. For instance, in that case of people sitting on a sofa, there should be mesh deformation on both figure's body and sofa... With Smoothing modifier, you can just see the sofa "deformed"... let alone we also know Smooting modifiers perform badly in quite a lot of cases. Personally, I'd rather use dForce modifiers + weight maps on the body and colliders, with a Simuation on timeline. I can get much better results.
So still, we expect there'll be a true softbody / ragdoll engine in the future ~~
A question about character morphsOP can directly contact the vendor to report the issue... If OP wants to fix it, properly batch set Type / Path on the morph properties in Parameters pane first, then save a Figure / Prop Asset Morph / Modifier Assets with the Subset selected ...
No need to be overly critical of the content creators from 3rd-party sites... Not like the vendors in this store...who are given quite a few tools / documentation by Daz at the very beginning, 3rd-party vendors most of the time have to go for self-learning as there's no official guideline for them. So from time to time, they just make some mistakes ~~
I've seen worse cases in this store... yes, for instance... there're saved DSFs but none of the morph properties works (resulted from a wrong workflow...). The worst case is : some vendors make mistakes but never correct them ....







