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Exporting morphed character
Yes. You would export your morphed figure from Blender as a wavefront object, then import it into Daz Studio (with a base figure already loaded and selected) using the Morph Loader Pro utility. There are a few things that you will need to be careful of, however. Firstly, when you export the figure into Blender it should be at base resolution and in the standard pose. Secondly, when creating your morphs in Blender you must not add or delete any polygons from the figure.
Hi, thank you for your reply. I think there was a slight misunderstanding in understanding me. I morphed my figure in Daz Studio using a ton of different morphs and products. It doesn’t have hair, brows and the base res is set to default. I’ve also turned off navel, I’ve heard that can mess up your setup. What I want to do with THAT morphed figure is export it to blender, not change anything as it’s morphed already and re-import it to Daz Studio as full-body morph. So when I load default Gen8 figure and apply “newly” created morph which has all the changes I made with all those packages, will it change it to the fogure I created before?
If you are trying to create a full body morph from all the added morphs, there is a way to just do that in DAZ Studio with no exporting, unfortunately I can't find the thread, but Richard has the answer, so maybe he'll pop in soon. For now, just save it as a shaping preset and then when you want that figure, apply the preset.
How to save a dress morph (or a dforce state)After Simulating the dress (I would simulate several frames past your finish point) Choose the frame you like best and export that as a .obj file.
After that you can use morphloader to import the .obj as a morph for the dress.
How to save a dress morph (or a dforce state)Hide everything but the dress, make sure the dress is at its base resolution, and export as OBJ (noting the preset used). Then I think clear the simulation - or perhaps better load a second copy of the dress and fit it to the figure (that way you have the original simulation still) and select the (new) dress. Edit>Figure>Morph Loader Pro, set the preset to match the one from exporting the OBJ, click Select Files and grab the OBJ, then in the options under the filename at the bottom of the dialogue enable Reverse Deformations to subtract the effect of the pose.
Buy Something That Doesn't Work in Carrara? Post your Questions and Workarounds here. (please)If you mean the morphs, no many of AM’s animals will not work in Carrara, he knows the issue but has not bothered to fix it for us, the duf format works better than the Poser one which AFAIK does not work at all, there are ways to fix it such as baking morphs on the timeline in DAZ studio and saving and loading a scene subset, also limits need to be off, they are an odd hybrid of triax and legacy rigging from what I can ascertain with morphs that use controllers.
Well, shoot! I appreciate the info Wendy. So disappointing, but at least I hadn't missed something easy and obvious.
Damn. I was hoping for good news too. Fenic has always been one of my Favorite animals since I saw one as a child!
Hmmm... if you have a lot of time on your hands, try this:
- Select model
- Edit > Fenric > Unlock Figure (if you have that)
- with 'Model' selected Animation > Remove Skeleton
- Drag 'Model' out of the group
- Delete the rest (old group with rig)
- Build a new bone structure using Carrara bones
It would entail a lot of work, the bulk of which depending on how much movement is needed
Hi Dart,
Good thought. I was pondering something like this, but it's the weight mapping I feel all thumbs at. (terrible sentence, lol)
I'm pondering a fennec morph for the Hivewire cat. The cat works pretty well in Carrara.
Both are a ton of work for the limited use I have in mind. :)
dForce Hair (as well as strand based hair and the strand based hair editor) in public betaI'm finding it really hard to get long hair to cover the scalp and reduce strands going in face. I wish there was a lie down and part center/side easy morph. I do like the brushing concept though. I wish we could brush existing hairs... Seems like it will take a lot of work and several different hair strand nodes to get long hair right. Probably good for PAs but too time consuming for individuals. So far I still think painting hair in Photoshop is much easier. But waiting for full instructions...
Exporting morphed characterYou should be aware that the morphed shape may not work as well since any JCMs that where associated with morphs you used to create your final shape wont work with the new morph.
Transfer UtilitiesExport as OBJ, then in DS select the clothing and go to Edit>Figure>Morph Loader Pro. Use the same import preset as you used for importing the OBJ with the clothes, then select the files, and if there's posing applied as well as the morph expand the options under each morph file and enable Reverse Deformations. You may also want to edit the property path. Click Accept and the morphs should load and be available for testing.
How to save a dress morph (or a dforce state)Hi friends,
I'm trying to create a morph/dforce state of a lady lifting the front of her dress while walking. As the dress is dforce, so I used some animation with the primitive polygon to achieve the effect. I think there must be a method so that I dont need to resimulate the dress everytime.
Is there a method to save this morph/state (correct me if theres a better technical term to describe this), that can be reapplied everytime I load the same dress?
Just a summary of the steps I have performed
a) Load figure and dress.
b) Load primitives and position it along the animation timeline.
c) Perform simulate.
d) This is the step which I need assistance to save this morph/state for reusability.
Look at my Hair (LAMH) Official Thread: update 1.6.0.2 releasedAbout Crashing LMAH .. I tried a lot now .. and it seems LMAH don´t like any other objects inside DAZ only the one you work with also it should not be stored inside a Group or something .. The First Time I worked 2 Hours without a Crash and Exportet to Fiber Hair .. For better Grooming I imported the Fiber Mesh into ZBRUSH and made a Morph could be a cool resolution but I wonder to use the Strains inside DAZ don´t know how that works but this is a solution for me I can work with a bit .. Maybe someone helps
AIUTO...CHI CONOSCE L’ITALIANO? PARTE DODICIOk, la Beta è riapparsa nel DIM. Ma è scomparsa dalla libreria nel mio profilo! Alla DAZ sono matti!

Ho dato un occhio alla nuova funzione della peluria, sembra promettente... E' poco intuitiva per le lunghezze (volevo una barbetta incerta, da ragazzino timido e mi è uscito un sanguinario guerriero vichingo
) e manca la funzione Simmetria per il pettine (per pettinare le sopracciglia o i peli del petto, per esempio) ma credo che si possa aggiungere dopo.Ma il bug delle Custom UV che tornano a Default ad ogni salvataggio c'è ancora, insieme all'interfaccia salterina. Salta un pochino meno, è passato dal 100% al 30% delle volte che provo a cambiare la visuale, ma ancora dà parecchio fastidio. Però il tasto "Frame Selected" adesso inquadra correttamente il modello da tutte le angolazioni, è un miglioramento!
E, come ho già detto, gli IK di Genesis3/8 finalmente sono come quelli di Genesis1/2. Il nodo Hips salta da un estremo all'altro quando si superano i limiti, anche quando disattivati, ma è MOOOOOOLTO meglio di come era quattro giorni fa!
Non vedo l'ora che rilascino la versione "buona", la Beta la lascerò da parte, allo stato attuale è ancora non utilizzabile.
Se in generale ti serviva una barba, io adoro questo set: https://www.daz3d.com/cc-beard-boss-for-genesis-8-males
Non solo ci sono una miriade di forme preimpostate, e puoi metterci ogni shader che ti pare (io uso sempre lo stesso che ho messo sui capelli, dall'enorme kit ColorWerks), ma puoi addirittura modificarle coi morph presenti: fantastico set!!!
Per esempio, l'effetto barbetta l'ho usato qua: https://www.daz3d.com/gallery/#images/783106/
PS: sono sempre TGFan4, mi sono deciso a cambiare username che quello faceva pena xD
dForce Hair (as well as strand based hair and the strand based hair editor) in public betaWhen putting fur on an animal it might be worth trying it with a thin morph applied, if there is one - remember how scrawny animals look when wet, the shapes we have geenrally include the thickness provided by the fur.
Exporting morphed characterOkay, but the process is essentially the same except that there is no need to pull it into Blender. Just export the morphed figure as a wavefront object in DAZ Studio, then bring it back into DAZ studio as I described using Morphloader Pro, applying it to a non-morphed copy of your base figure, then save the morph.
Problem with Antomical Elements - Michael 4 Pro SuiteI've paid a big price for the Michael 4 3D Pro Suite, which advertises it includes Michael 4 Anatomical Elements (.CR2 & .OBJ). This purports to include all physical features including genitalia (scrotum size; uncircumcised, etc) However, there is no way to add that morph, nor does it show anything in the morph++ drop down menus under the parameters. When within the Content Library and in the MAT Elite folder under Textures, it has icons for genitals, but when clicked upon, nothing happens. How does one make them show?
Exporting morphed characterYes. You would export your morphed figure from Blender as a wavefront object, then import it into Daz Studio (with a base figure already loaded and selected) using the Morph Loader Pro utility. There are a few things that you will need to be careful of, however. Firstly, when you export the figure into Blender it should be at base resolution and in the standard pose. Secondly, when creating your morphs in Blender you must not add or delete any polygons from the figure.
Hi, thank you for your reply. I think there was a slight misunderstanding in understanding me. I morphed my figure in Daz Studio using a ton of different morphs and products. It doesn’t have hair, brows and the base res is set to default. I’ve also turned off navel, I’ve heard that can mess up your setup. What I want to do with THAT morphed figure is export it to blender, not change anything as it’s morphed already and re-import it to Daz Studio as full-body morph. So when I load default Gen8 figure and apply “newly” created morph which has all the changes I made with all those packages, will it change it to the fogure I created before?
Hats off to Aeon SoulI still sometimes manage to bully a figure into their old M4 outfit. Don't think I've tried it with G8, but I used it regularly with G1 and I think once with G2 without that much of a hassle.
ETA: Okay, I had to go and try it. Here is G8M in Narquelir'Kiir. This is the Unimesh fits version. I'd originally loaded Christian 8 but then I dialed him out, so this should be the base G8M morph. Didn't much change the fit of the outfit.
The pants are fine. And -- this was a surprise -- the *shoes* are basically fine. There's a bit of poke through on the sides of the instep, but the soles haven't even crumpled. Despite G8 being flat footed while gen4 always loaded with the feet pointed. Admittedly I don't know how it would take to being posed, but I suspect reasonably well.
The shirt seems to be a dead loss, which is a shame. And it *really* wouldn't take to posing. Even in T pose it was hoplessly broken in the armpit area.
But for an outfit that's coming up on a decade old*, it's doing pretty well!
*Unimesh fit version came out in the summer of '09. The original outfit in '08.
Exporting morphed characterYes. You would export your morphed figure from Blender as a wavefront object, then import it into Daz Studio (with a base figure already loaded and selected) using the Morph Loader Pro utility. There are a few things that you will need to be careful of, however. Firstly, when you export the figure into Blender it should be at base resolution and in the standard pose. Secondly, when creating your morphs in Blender you must not add or delete any polygons from the figure.
Issue with a morph I made or it's a bug in DS 4.10 not sureI seem to have conquered this. Using the DAZ Head Split Deformer I used this to bring in my Pudgy morph as a Head and then a Body morph (using the negative value) and now the issue is cleared up. I don't know why this is but I'm happy it's solved. Strange though!
Prices in the cart are wrong. Daz says I don't own but I do.I think you get an extra 20% off their "most popular morph packs" when you include a new release.
L'Adair's WIPsLove your "Family" image!!! Realy beautiful work and I love all the attention to detail you put into it.
I thought I'd let you know- there is a very easy way to make the male anatomy go away on the Mule Deer Buck:) Just dial "mare" under HW Horse->Body->Torso->Mare and voila!
@CWRW, Thank you!

I actually started with the Mare morph, but for whatever reason, it didn't work as expected. (I suppose if I went back and tried it now, it would work perfectly… Just gotta love computers and their penchant to thumb their digital noses at users!)
I figure it's a one-off, so no big deal. It didn't need to be perfect, just move things enough to hide the anatomy without affecting anything else. I was more particular about the top of the head. I'm so excited about all the deer products coming out. Whenever they arrive, the doe and fawn will go from shop to cart to runtime in a heartbeat!
I can hardly believe you have no post work - incredible render. Also, what a good idea to render something, then zoom in and out and crop new versions focusing on the areas/dimensions that you want.
Thank you, @Worlds_Edge.
There is some postwork, actually, though not much. I did touch up a few places where the front grass object intersected itself and the tree. They were minor, but I could see them, so they had to go. And the transition between light and shadow on the buck and doe needed softening. It's especially obvious on the neck of the doe in the Before of the second comparison image. That would have been softer had I used the LAMH fur, but at that distance, I didn't think the trade off in render time was worth it.
I did render it in one pass. Took about 25 hours with my GTX1080. Not sure how much the LAMH fur on the buck affected that.
Why do hair products stop working?I used Zola for Genesis in a few pictures, using the morph settings to create a bun. But later when I try using it again it will no longer respond to smart content commands or mannualy added shaping controls. I've had this issue with other posable hair that I was excited to get because they were meant to be stylized/changed, but then they fail to function properly.
I've even tried uninstalling and reinstalling products when they failed to function. I'm getting sick of owning a large collection of hair for Genesis 3 and 8 that are not reliable.













