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Daz 3D Forums > Search
  • Saving actor or character parameter/morphs

    another option for a figure already converted to car,
    is to save your accumulated morphs as a new morph in carrara.  export obj,
    reimport as new morph.
    carrara would do the channel creation work.

    think it would be easier to keyframe, then doing each individual morph every time. smiley

     

    if you want to use DS to save a a collection of morphs and poses and pose controles, you would do an ERC freeze to save all. 
    an ERC pose should apply to figure you've already loaded from DS runtime.
    if you've saved your character as .car, you'd need to save a new one after  you make an ERC pose. 
    tho would be nice to be able to inject it to a character already saved to carrara.  dreams. lol,

    there was an old fenric utility to save a carrara pose as a poser file.  sadly gone from store now,

    if you talking about animating to show the morphs effect over time. 
    you can drag the arrows on the keyframe bars down the timeline.  
    save your first frame as a zero pose,
    mmoir made a tutorial, shows tweeners and ik boots. the tutorial from the store is sadly gone, but i did see a few tutts on you tube by mmoir. 

     

    there are nla animated poses and keyframed animated poses.
    each methos had their strong points.

    agreed we could use a g3 video tutorial on animating face rigging and morphs.

    i think mimic would only save face morphs, not the face rigging pose. might be easier than ticking boxes in the drop down list.

     

    By

    Mistara Mistara June 2019 in Carrara Discussion
  • Basic G8M loads with a character shape

    I recently added a character shape I acquired from an artist (not from Daz or Rendo) and now every G8M Actor is loading with the shape, including the basic G8M.  How do I fix the morph so it doesn't automatically activate?  I know this has been discussed before, but i can't find the thread.

    By

    alken alken June 2019 in Technical Help (nuts n bolts)
  • Saving actor or character parameter/morphs

    OK,  I was able to create a Master pose clip from my Neanderthal woman morphs (and there are tonnes of them under Actor).  She is not from a morph package like Mr Bear. I saved it to the Clips browser.  I then tried opening a 'fresh' new Janette to apply the clip on, but Carrara just froze up.  So I went back into my original Neanderthal woman file and ZEROED the figure under the Animation drop down and she went back to a plain version of  Janette, but with skin texture. I am sure they are the same, just one has skin. 

    Anyways....  the results were weird per screenshots.  I had selected Actor for the morphs in the expanded dropdown for creating a Master Pose.  I did not tick the main character above Actor, and I did not select hip, and all the body parts below. See other screenshot.  Every morph I own is ticked under Actor by default.  I hope I am not supposed to untick those and only choose the ones with which I made her in the first place?  Yikes.  It would be easier to use my list of morphs with their values from the get-go when I need another Neanderthal woman to tweak so they are not twins.

    I am sure I have gone wrong here... but not sure where.   I went back and looked at the character I created and at all the arms, legs, facial expressions, etc parameters yout have when selecting the full character and all were ZERO, so I had only ever played with the ACTOR morphs.  I can see what is wrong.... her body shrank in height as it should, but the head did not completely reduce, leaving the neck to stretch and the eyeballs never came down at all.

    The figure is a bit crude... I had not smoothed her body or anything yet in Zbrush. If I am doing NPR, I can managed those things in PS.  Trying to cut down on production time.  The original figures arms, legs, waist, head all move when I manually pose them in the correct way.  Under Motion.... rotation is set at Angles, but would that affect Actor morphs?  There is also no displacement. I also am not using any Normals or Bump maps just to keep things clean.

    The answer is probably obvious... but not to moi!!!  Any ideas?

    surprise  Silene

     

    By

    SileneUK SileneUK June 2019 in Carrara Discussion
  • Saving actor or character parameter/morphs

    Sorry to be thick as treacle, but when I make an NLA clip, it only seems to include morphs that you can make on the entire character, such as facial expressions, limbs movement, poses, etc.   It is not showing me a way to save the PARAMETERS for ACTOR.  EG, facial structure changes, body changes, character slider applications.  How do you save those, or does NLA not work for them?  It would be strange if you could not as how would you do an animation from a normal figure to eg an ogre in your tracks?   

    I do NOT animate.. the only animation I have ever done is with Flash in Adobe for 2D which is totally 'simples' compared to this.  I'd like to explore it in the future if it saves creating many scenes of the same characters in the same setting doing different things, but I still would be using single static renders of a current frame.

    OR is this not working because I am using Misty's G3?   I tried on a plain old Genesis figure, but the same choice comes up... no actor morphs get saved to the clip.

    What am I doing wrong, or is there another way to save figure SHAPE vs POSE.  I would hope there is as there is that Animation dropdown that has all those memorise features, but where do the 'memories' go when you choose them?   Do I have to load another plain figure into the same scene as the ACTOR morphed on and transfer the morphs to the new added base figure?

    I have tried to search for vids in Carrara Cafe and on PhilW's Carrara training, but I can't seem to get NLA to pick up ACTOR parameter morphs. (I am talking naked people here, no hair or clothing yet put on them).

    Any idiot proof tutoring gratefully appreciated! heart

    indecision  Silene

    ETA:  Trying one other thing..... be back later.

    By

    SileneUK SileneUK June 2019 in Carrara Discussion
  • Misadventures with Adventurer Knight [Pretty much SOLVED]
    • Saved a shaping preset.
    • Opened new file, loaded basic G8M.
    • Added Adventurer Knight coat, deleted sleeves ahead of time (just to be extra careful)
    • Loaded shaping preset

    Result: Genesis 8 morphs into the character shape, leaving the coat and buttons behind.  I guess the buttons weren't disappearing, they were getting 'sucked' into the inside of the body.  What's weird is that, when I load the full coat over the morphed body, the buttons stay where they're supposed to.  But, as soon as I delete those sleeves (or even just the cuffs), they determine that they belong somewhere else.  Is that a thing with dForce? Should the existence of polygons on the sleeve geometry really impact the position of accessories on the lower and upper abdomen?  It doesn't seem to have the same effect when not morphing a character, so it might just be a problem caused by a third-party morph.

    ...that means I probably have to buy the 'fit helper' product after all.

    Did the shape you were using include any custom morphs that hadn't been saved as Morph Assets? Those can fail to project into fitted items.

    By

    Richard Haseltine Richard Haseltine June 2019 in The Commons
  • cloth to MD and transfer back to DAZ

    Hi , everyone~ sorry to trouble you for this.

    Sometimes , I want to take off the G8's trousers only to thin or knee.

    I have heard that it can be easy done in [Marvelous Designer]

    So I wonder if there is a method to transfer G8 with cloth on her into [Marvelous Designer],

    and take off the trousers half to knee in [Marvelous Designer],

    and finally transfer the trousers morph back to DAZ's trousers?

     

    If it could ,where can I find the function in DAZ ?cheeky

    By

    kyoreona kyoreona June 2019 in Technical Help (nuts n bolts)
  • New Question - Animate2 June 17 2019

    Not sure what forum I should be using or what I should do next. I have products I am missing from my Product Library by RDNA such as the Ony Braids by Aeon Soul. Pretty sure I got it before everything moved here, could have sworn I had already downloaded it once from here after the move and yet it no longer shows in my library. I am concerned because that hair also use to show under their name in the shop and it's no longer there, along with other items that use to be there.

    What do I do to get my purchase back in this case? I really don't want to search through all my disks to find it, I have literally hundreds of them.

    This time I am asking about how to properly set up my G2F (haven't tried on G3 & G8 yet) to create a particular animation. If anyonen is familar with belly dancing, they have the one move called belly roll, I linked a video to show it. The problem is getting the model to do that with the stomache. Poses don't work, tried using the morph dials with a tiny bit of success though haven't quite got it yet. Problem is how to get that into animate 2 for an animation and be able to use on other models.

    By

    Faeryl Womyn Faeryl Womyn June 2019 in Technical Help (nuts n bolts)
  • How To Prevent The Clothes From Changing With The Figure?

    A problem I've encountered with this method is that there are a lot of poke-through (I'll attach a screen).

    In this case, I've set "show hidden parameters", gone to the two clothings and removed autofollow from parameter settings for the height morph.

    Since there are these pokethrough, if I simulate dForce, it explodes.

    Does somebody know how to fix this?

    Yup:) You dial out the morphs on the last frame, not the first. Start the simulation with the "normal" figure shape.

    Excuse me, I've not understood :(

    This was not an animation

    Ah ok! Well you need to use the timeline for the simulation if you want the dForce clothing to work with that shape. 30frames should be enough. In the simulations tab uncheck the start simulation from memorized pose, and use the animated timeline simulation. On frame 0 use the unaltered clothing shape, go to the last frame and dial out those hidden morphs and/or alter the figure shape. Should work.

    Thank you Sven! :D

    I see this is less practical than I thought.

    Basically I'd need the clothes to keep their original size even if the character is smaller.
    For example, to give the "boyfriend shirt" look on a woman.
    Is there any fast way to do this?

    By

    LenioTG LenioTG June 2019 in Technical Help (nuts n bolts)
  • How To Prevent The Clothes From Changing With The Figure?

    A problem I've encountered with this method is that there are a lot of poke-through (I'll attach a screen).

    In this case, I've set "show hidden parameters", gone to the two clothings and removed autofollow from parameter settings for the height morph.

    Since there are these pokethrough, if I simulate dForce, it explodes.

    Does somebody know how to fix this?

    Yup:) You dial out the morphs on the last frame, not the first. Start the simulation with the "normal" figure shape.

    Excuse me, I've not understood :(

    This was not an animation

    Ah ok! Well you need to use the timeline for the simulation if you want the dForce clothing to work with that shape. 30frames should be enough. In the simulations tab uncheck the start simulation from memorized pose, and use the animated timeline simulation. On frame 0 use the unaltered clothing shape, go to the last frame and dial out those hidden morphs and/or alter the figure shape. Should work.

    By

    Sven Dullah Sven Dullah June 2019 in Technical Help (nuts n bolts)
  • How To Prevent The Clothes From Changing With The Figure?

    A problem I've encountered with this method is that there are a lot of poke-through (I'll attach a screen).

    In this case, I've set "show hidden parameters", gone to the two clothings and removed autofollow from parameter settings for the height morph.

    Since there are these pokethrough, if I simulate dForce, it explodes.

    Does somebody know how to fix this?

    Yup:) You dial out the morphs on the last frame, not the first. Start the simulation with the "normal" figure shape.

    Excuse me, I've not understood :(

    This was not an animation

    By

    LenioTG LenioTG June 2019 in Technical Help (nuts n bolts)
  • How To Prevent The Clothes From Changing With The Figure?

    A problem I've encountered with this method is that there are a lot of poke-through (I'll attach a screen).

    In this case, I've set "show hidden parameters", gone to the two clothings and removed autofollow from parameter settings for the height morph.

    Since there are these pokethrough, if I simulate dForce, it explodes.

    Does somebody know how to fix this?

    Yup:) You dial out the morphs on the last frame, not the first. Start the simulation with the "normal" figure shape.

    By

    Sven Dullah Sven Dullah June 2019 in Technical Help (nuts n bolts)
  • How To Prevent The Clothes From Changing With The Figure?

    A problem I've encountered with this method is that there are a lot of poke-through (I'll attach a screen).

    In this case, I've set "show hidden parameters", gone to the two clothings and removed autofollow from parameter settings for the height morph.

    Since there are these pokethrough, if I simulate dForce, it explodes.

    Does somebody know how to fix this?

    By

    LenioTG LenioTG June 2019 in Technical Help (nuts n bolts)
  • EJ Easy Face Generator

    Bought it and tested.  New Char on Left and baseG8F always on right (Left offset -10 and Right +10 so camera distortion is the same).
    These really didn't take too long to make. Each one made from scratch from the base G8F.
    LOL, if one wanted to make political caricature faces this would be really valuable and fun.
    But found for female face structures (which can more easily be made coarse and non-feminine) this works quiet well and can be fun to come up with new possibilities, and can tweak from there as EmmaAndJordi wrote.
    Pretty sure everyone knows when adding hair and makeup that these bases can really be transformed into something eye-catching, so won't bother making & posting a final version of each.

    PS.  Oh did run into one minor issue?  Did not read any documentation,  Was that easy to use.  Just play and see diff.  The issue was for cranium.  The head & neck size range was really dramatic at times.  Just clicked through to another random morph.  But did have several instances.  If you ever do consider tweaking this product, one suggestion is a toggle to proportionally limit the head-size change more for more dramatic changes  but the other changes remain more dramatic?  If that's in the documentation, then sorry blush, just a time thing on my part.

    These look very good faces! :)

    If you reduce the Strength dials in the Cranium tab, you will see they become less dramatic. We set it to a range we thought is right, as in real people you see differences in the shape of the cranium and neck quite often, but with hair they are not so noticeable. The good part of this program is that you can tell it to make them more or less severe so it adjusts to your taste.
    Also, if you don't like this or something and prefer the base shape, you can always Zero that part with the button for that. It is also useful when shaping other parts so they don't distract you.

    By

    EmmaAndJordi EmmaAndJordi June 2019 in The Commons
  • How To Prevent The Clothes From Changing With The Figure?

    You could open the parameter settings for a specific body morph and uncheck autofollow, which will prevent that morph from being transferred to the clothing. Or you can select the clothing in the parameters pane, show hidden parameters (right click on the pane) and dial out the bodymorphs manually.

    Thank you Sven :D

    I guess disabling autofollow on a few parameters like scale could give an acceptable result :)

    By

    LenioTG LenioTG June 2019 in Technical Help (nuts n bolts)
  • EJ Easy Face Generator

    Here are some of my tests. The left image is generic, unposed, unmorphed Genesis 8 Female base (with a character skin added for 'real world effect').  The very last image is the same EJ Script generated character but with Sahel Signature Smile added to show how an EJ Script generated figure looks with expressions. 
    I was hesitant to buy this, figuring it would take more twiddling than I have time for, but it was fun and very, very easy to use. You can get some pretty unique characters that DO NOT look like "Everyone Else's Sister" <LOL>.
    I included a sample of when things get a little crazy to show that while it can happen, it is also easy to undo and try again - or just go with it!
    Materials/makeup is "Al Drio" from some other site.
    EJ Elsinore Hair with ChevyBaby25's Backlight shader for color.
    BOSS Promo Lighting System
    Iray, very, very short renders.

    And same EJ Script random morph with Sahel Signature Smile applied.

     

    By

    Gogger Gogger June 2019 in The Commons
  • Misadventures with Adventurer Knight [Pretty much SOLVED]
    • Saved a shaping preset.
    • Opened new file, loaded basic G8M.
    • Added Adventurer Knight coat, deleted sleeves ahead of time (just to be extra careful)
    • Loaded shaping preset

    Result: Genesis 8 morphs into the character shape, leaving the coat and buttons behind.  I guess the buttons weren't disappearing, they were getting 'sucked' into the inside of the body.  What's weird is that, when I load the full coat over the morphed body, the buttons stay where they're supposed to.  But, as soon as I delete those sleeves (or even just the cuffs), they determine that they belong somewhere else.  Is that a thing with dForce? Should the existence of polygons on the sleeve geometry really impact the position of accessories on the lower and upper abdomen?  It doesn't seem to have the same effect when not morphing a character, so it might just be a problem caused by a third-party morph.

    ...that means I probably have to buy the 'fit helper' product after all.

    By

    chris the stranger chris the stranger June 2019 in The Commons
  • Using daz Studio with render farm?

    Don't see Daz on their list of supported apps.

    here is a whole lisrt of iray render farms https://rentrender.com/iray-render-farms/ look for the daz icon for software match.

    personal I like RenderRev render, https://www.revuprender.com/ I have used them a couple of time for projects and always had great service.  they are USA based 200mbps highspeed data transfer  they use a remote virtual desk top so everything stays put on your own PC ,  &  you can load any software using GPU rendring not just daz but Maya and blender as well as carrara , awesome support to walk you through the set up process to get you started . . $1 pre core minute for starting price. with $200 min requirement. to connect. Just have your scene tested and ready to go before connecting to the server and its much cheaper if you spend your time testing rendering on a  render farm server its going to add up fast I do my test renders on my PC and save it before starting VDP to connect to the iRAY servers.. . I just used these guy for a commissioned animation back in February.  It did cost me just under $600 for a 12 minute film but the cost went to the client. so keep track of your render times.

    GOOD LUCK smiley

     

    By

    Ivy Ivy June 2019 in Daz Studio Discussion
  • How To Prevent The Clothes From Changing With The Figure?

    You could open the parameter settings for a specific body morph and uncheck autofollow, which will prevent that morph from being transferred to the clothing. Or you can select the clothing in the parameters pane, show hidden parameters (right click on the pane) and dial out the bodymorphs manually.

    By

    Sven Dullah Sven Dullah June 2019 in Technical Help (nuts n bolts)
  • EJ Easy Face Generator

    Bought it and tested.  New Char on Left and baseG8F always on right (Left offset -10 and Right +10 so camera distortion is the same).
    These really didn't take too long to make. Each one made from scratch from the base G8F.
    LOL, if one wanted to make political caricature faces this would be really valuable and fun.
    But found for female face structures (which can more easily be made coarse and non-feminine) this works quiet well and can be fun to come up with new possibilities, and can tweak from there as EmmaAndJordi wrote.
    Pretty sure everyone knows when adding hair and makeup that these bases can really be transformed into something eye-catching, so won't bother making & posting a final version of each.

    PS.  Oh did run into one minor issue?  Did not read any documentation,  Was that easy to use.  Just play and see diff.  The issue was for cranium.  The head & neck size range was really dramatic at times.  Just clicked through to another random morph.  But did have several instances.  If you ever do consider tweaking this product, one suggestion is a toggle to proportionally limit the head-size change more for more dramatic changes  but the other changes remain more dramatic?  If that's in the documentation, then sorry blush, just a time thing on my part.

    By

    Saxa -- SD Saxa -- SD June 2019 in The Commons
  • Morphs from G3 to G8
    Thank you @SingularBlues fir your hard work and dedication in getting this script out to us. I also had the 27% issue and ran through the debugger. I tried using the script to transfer head/body character morphs from g8f to g2f and g3f. Here's what I noticed: The script uses the target clone morphs NuGNXarc for g8f/m only, but it looks for another target clone morph for g1-g3 called GNXALTARC when transferring to a legacy character. The NuGNXarc.dsf files were provided as part of tge distribution for g8f/m (and even g3f/m), but no GNXALTARC.dsf. The method findPropertyByLabel returns null since that property can't be found. There's no error handling for the null so the script hangs. This in the doIt() function. Hope this helps.

    Would probably help him more if you put this on GitHub :)

    Laurie

    By

    AllenArt AllenArt June 2019 in The Commons
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