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Custom Gens Morph... HELP!
I'm sorry if this isn't in the correct area, I'm trying to create a custom sculpted morph for Genesis 9 Male Anatomical Elements, but no matter what I do the dreaded " Geometry does not match, failed to create morph" error come up on using Morph Loader Pro to import the OBJ... Here's a breakdown of what I'm doing:
DAZ EXPORT:
1: Ensure Base level resolution in Parameters/General/Resolution level: Base
2: Hide all unused geometry (eyelashes, tear ducts, eyebrows, etc.)
2.5: MAKE SURE IGNORE INVISIBLE NODES IS SELECTED!
3: OBJ Export Options: Scale @ 1% (Sculpting in Blender, so 1% is needed)
BLENDER IMPORT
4: Geometry: “Split by Object” disabled
5: Sculpt morph
BLENDER EXPORT
6: Geometry: “Keep Vertex Order” enabled
7: Limit to: Selection Only
7.5: Scale @ 100%
DAZ IMPORT FROM MORPH LOADER PRO
8: Create Control Property: Yes
9: Property Group: Choose appropriate location
For context, I'm trying to create a dorsal vein morph as there doesn't seem to be any purchasable merchant resourses anywhere for that specific need. I've sculpted it and it looks good in blender, but getting it back into DAZ is proving to be a mission... Thanks for any help with this!
EZFinder - Advanced Content Manager for Daz Studio [Commercial]EZ3DTV said:
Random said:
To update for new items for folders in external imports, are we stuck having to delete the whole folder and then reaquiring?
I will add append to import external scanner, though your reliance on that will diminish when you acquire tabbed compartment scanning. All of your troubleshooting comments are VERY helpful people!
Thanks! That's great.
EZFinder - Advanced Content Manager for Daz Studio [Commercial]Random said:
To update for new items for folders in external imports, are we stuck having to delete the whole folder and then reaquiring?
I will add append to import external scanner, though your reliance on that will diminish when you acquire tabbed compartment scanning. All of your troubleshooting comments are VERY helpful people!
EZFinder - Advanced Content Manager for Daz Studio [Commercial]EZ3DTV said:
James_H said:
A big limitation is the single Daz library: I have a number in different places. Is there a solution?
Great news! This has already been addressed! The v1.0.3 update was created tonight and I'll be uploading it to DAZ soon.
They'll release it when they're ready.The update introduces library compartment tabs, you can scan each of your DAZ library locations as long as they're listed
in your DAZ Install Manager. Scan as many locations as you want and organize them all together using virtual folders.Here's what else is new in v1.0.3:
- Mouse wheel scrolling for page navigation
- Sort by Install Date, Alphabetical, and Truth Symbol (unsorted items)
- Fixed folder disappearing bugs (there were a few culprits)
- Import External Scanner is now significantly faster
- Various cosmetic fixes (text, button layout)The update installs right over your current version through DIM and your virtual folder work will remain intact. When the
program launches after updating, just point it to your existing userdata folder when prompted.If anyone has feature requests, get them in now!

a big big big
!!--ms
Geometry Shell breaking after rigging❗Padone said:
you can try to join the geometries before conversion.
object > join
Tried that before; didn't work. But I think I figured out (2) workarounds that may work... The only problem is, how?
Solution 1
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In Daz, Export the character as a OBJ. {This should nullify the geoshell.}
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Import the OBJ into Daz with the original model.
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Convert the OBJ using Convert Prop to Figure.
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Extract the skeleton from the original model using Extract Donor Figure.
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Transfer Rigging not working!
Solution 2
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In blender, delete the original model; leaving only the skeleton.
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Import the OBJ.
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How do I merge the skeleton & OBJ!?
Tried searching yt for both mergers, but none were helpful.
Padone said:
p.s. Of course more details about what you're doing can help,
Converting Daz skeleton to a [proper] UE5 skeleton. Of course I can using any Non-geoshell clothing, and be done with it. But I want to use these!
Beginners guide to using Daz characters in unreal engine 5.5 and 5.6milliethegreat said:
Can somebody give me a step by step beginner's tutorial for importing and using Daz characters in unreal engine 5.5 and up. I want to use them as animated background characters (npcs) and as a player character that can be used in first person or third person animations. I want to use animations bought on FAB (UE marketplace) I'm new and never tried anything like this but really want to try it as I hope to make short YouTube videos at some point.
I'm looking for the same thing. I've found a few ok-ish tutorials, but nothing that is easy to follow without already knowing UE quite well. It also doesn't help that the plug-in is out of date with UE versions (I'm using 5.5.4), though there is an update available on GitHub. I've been able to export/import a G9 character, but getting it to move about no so much. I also wonder if environments and sets can be moved as well.
EZFinder - Advanced Content Manager for Daz Studio [Commercial]James_H said:
A big limitation is the single Daz library: I have a number in different places. Is there a solution?
Great news! This has already been addressed! The v1.0.3 update was created tonight and I'll be uploading it to DAZ soon.
They'll release it when they're ready.The update introduces library compartment tabs, you can scan each of your DAZ library locations as long as they're listed
in your DAZ Install Manager. Scan as many locations as you want and organize them all together using virtual folders.Here's what else is new in v1.0.3:
- Mouse wheel scrolling for page navigation
- Sort by Install Date, Alphabetical, and Truth Symbol (unsorted items)
- Fixed folder disappearing bugs (there were a few culprits)
- Import External Scanner is now significantly faster
- Various cosmetic fixes (text, button layout)The update installs right over your current version through DIM and your virtual folder work will remain intact. When the
program launches after updating, just point it to your existing userdata folder when prompted.If anyone has feature requests, get them in now!
Daz Studio 6 Beta - version 6.25.2026.14722! (Updated May 28, 2026)strenif said:
As I'm sure many other have asked about it. Any word on Mesh Grabber being added in?
It's such a vital everyday tool, I'm kinda supprised DAZ devs have not added the function as a built in tool that comes with the software.
I'm currently in an odd spot where I've upgraded my PC to a RTX 5090 so I have to use 2026 Beta, so getting that function back tops my lists of things I'd like to see added in the next update.
Geometry Sculptor is the current iteration of Mesh Grabber, and will import mesh Grabber modifiers from DS 4. That is the only update there will be. dForms with weight maps can do a lot of the same work, they are what II hae used in the past (never bought any of the actual Mesh Grabbers and I haven't yet made any real use of Geometry Sculptor).
EZFinder - Advanced Content Manager for Daz Studio [Commercial]Artini said:
Richard Haseltine said:
Random said:
Not so. I don't use smart content and EZ Finder works fine.
Smart Content is often used as a synonym for the Content Management System and metdadata, but it isn't. In this case I think it is using the metadata from the database, which will be added when you install content from Daz and some third-party content, regradless of how you access the content inside DS.
Great. I am only installing the content via DIM, so hopefully it will work. Right?
EZFinder works best when your DAZ library follows the standard folder structure, People, Environments, Runtime, and so on. The compartment scanner uses these folder names to automatically classify your content into the right categories. If any of these folders have been renamed, EZFinder will still find all of your files, but they'll fall into generic categories like 'Other' instead of being sorted precisely. The scanner always has a fallback, nothing gets lost, but you may end up doing more manual organization to get things where you want them.
EZFinder - Advanced Content Manager for Daz Studio [Commercial]Richard Haseltine said:
Random said:
Not so. I don't use smart content and EZ Finder works fine.
Smart Content is often used as a synonym for the Content Management System and metdadata, but it isn't. In this case I think it is using the metadata from the database, which will be added when you install content from Daz and some third-party content, regradless of how you access the content inside DS.
Great. I am only installing the content via DIM, so hopefully it will work. Right?
EZFinder - Advanced Content Manager for Daz Studio [Commercial]Xellosz said:
I could get the EZHDRI working on a 10k+ product external drive; the scan took 1/2-1hours.
problems: - Things that are not HDRI-s are listed. Probably it's on DAZ, since it was imported due to bad metadata.
I didn't have more time to test other things. Can HDRI-s be sorted into folders?
From my understanding this does not make sense: “it was imported due to bad metadata” Are you saying you think your external drive the files are corrupted? EZHDRI should only return with .hdr and .exr file search results it does not concern itself with any other file type (although EZHDRI does create DUF, HTML and PNG files this is how it links to your data). EZHDRI does not actually copy your HDRI files it just makes pointer files and thumbnails to the data. I need more information. One solution is to use Windows File Manager and do a global search through your external drive for *.hdr and *.exr and “copy” (not move) the results from the two searches to a folder, then run EZHDRI on that folder. Then EZFinder can help you organize your HDRIs and allow you to use the two click system to insert them into Daz Studio. This approach will work if the external drive is functioning properly. The HDRI results should appear here:

When the HDRI scan appears there, double click the scan folder to insert its contents into the thumbnail grid in the main workspace.
EZFinder - Advanced Content Manager for Daz Studio [Commercial]I could get the EZHDRI working on a 10k+ product external drive; the scan took 1/2-1hours.
problems: - Things that are not HDRI-s are listed. Probably it's on DAZ, since it was imported due to bad metadata.
I didn't have more time to test other things. Can HDRI-s be sorted into folders?
EZFinder - Advanced Content Manager for Daz Studio [Commercial]Random said:
Not so. I don't use smart content and EZ Finder works fine.
Smart Content is often used as a synonym for the Content Management System and metdadata, but it isn't. In this case I think it is using the metadata from the database, which will be added when you install content from Daz and some third-party content, regradless of how you access the content inside DS.
EZFinder - Advanced Content Manager for Daz Studio [Commercial]In the meantime, EZFinder does include an "Import External" scanner that can serve as a workaround for users with split libraries. This feature lets you point at a folder from your secondary library — such as a People or Props folder — scan its contents, and merge the results into your existing compartments alongside your primary library data. This effectively gives you access to content from two library sources within a single instance of EZFinder. However, this comes with caveats. Because the imported content lives outside your primary library root, the paths it generates won't follow the same portable relative path conventions that the rest of your scan data uses. This means your scan data could become tied to a specific drive layout, reducing portability. There is also a risk of data inconsistency if the external content is moved, renamed, or reorganized after import. EZFinder also includes a "Heal Scan Paths" feature that pairs well with Import External. The process has two steps: first, locate the JSON scan file that Import External created — right-click the scan folder and find the JSON file for that scan. Then click "Heal Scan Paths," which will detect the original path root stored in the scan data, ask you to confirm it, and open a folder browser where you point it to the actual location of the scanned content directory. EZFinder rewrites all the paths in the scan file to match, creates a backup of the original, and saves the mapping so future runtime path resolution works automatically. If you move your secondary library to a different drive later, you can heal the paths again without rescanning. Between Import External and Heal Scan Paths, users with split libraries have a workable way to get both libraries into EZFinder today — just be aware that externally imported scan data uses absolute paths rather than the portable relative paths of your primary library scan.
EZFinder - Advanced Content Manager for Daz Studio [Commercial]fibyken said:
I install my DAZ Studio content to a custom directory rather than the default one. I also installed EZFinder into that same custom directory. After running a scan, EZFinder reported that it found around 400,000 items. However, when I browse the results inside EZFinder, it only seems to display items that were installed in the default DAZ content directory, not the ones in my custom location.
Has anyone run into this, or know what might cause EZFinder to ignore non‑default content paths?EZFinder uses a single consolidated library path by design. It scans the first library it encounters in DAZ Install Manager, so if you have multiple content directories configured, make sure the library you want EZFinder to scan is at the top of the list in DIM.
Every item in your scan results, virtual folders, and compartments is stored as a portable relative path — so if you move your library to a new drive or transfer it to another machine, everything works without rescanning. Supporting multiple library roots would break this, since two libraries can contain identical folder structures, making it impossible to resolve a relative path back to the correct file. While DAZ Install Manager allows multiple content directories, DAZ Studio itself works best when content and its supporting data live together under one root. When files are spread across drives, it's not uncommon to encounter missing morphs, broken material presets, metadata that's out of sync with what's actually on disk or scripts not finding their content.
The practical reality is that a large DAZ library needs to live on a single drive big enough to hold it. For users whose libraries have grown to several terabytes, that often means investing in a large NVMe drive. Many of us have been through the process of outgrowing a drive and migrating to a bigger one — sometimes more than once. The alternative is manually reinstalling less-used products to a secondary path through DIM one at a time, which can take weeks for a large collection. EZFinder chose to be straightforward about the single-root requirement rather than offer multi-library support that would sacrifice the portability and reliability users depend on.
EZFinder - Advanced Content Manager for Daz Studio [Commercial]EZ3DTV said:
Random said:
Am liking EZFinder quite a bit, especially as that non_DAZ store items are indexed also. Some of my basic categories like architecture or props have thousands of items so to scan through them looking for some aspect that will be good for a scene I'm building there are lots of pages of very little thumbnails. I have two initial suggestions. One, is give the option to make the thumbnails larger in size on the whole thumbnail sheet (if you do click on a thumbnail you get an enlarged version on the right but that's not what I mean). Two, scrolling to the next page of thumbnails requires moving the mouse into postion on the arrow and clicking. It would be so much quicker/easier to use keyboard buttons, eg. page-up, page-down, instead. Also, if possible an option in scanning for items in a folder in the intital scan would be the ability to exclude a particular sub-folder(s) in the scan.
Thank you for your interest in EzFinder! One: The logistical architecture of the image display grid was a nightmare to get working fluidly. At first images took forever to load and did not populate smoothly and pagination was a miracle that it was even possible with such huge folders with conceivably hundreds of thousands of items in them. Scaling the images would have meant repaginating the entire list of files in the folder each time you scale. (Believe me I thought of this) This would have also broken other aspects of the image display grid. I chose to make it work flawlessly instead of having scaling features which could have broken the fluid way it paginates. So, zooming will probably never be added. There is one workaround, right click your desktop and click display settings and move up or down the “scale” amount and the images will enlarge or reduce in size. That is the only way around the logistical issues of having extremely large folders full of thousands of files. Two: I too dislike clicking the pagination button to paginate, this is why I added left and right arrow page navigation. It only works after you click in the white “page box”. This sets the keyboard focus to the pagination area and then right and left arrow keys will paginate for you. Three: The main scan needs folders like Runtime, People, Environments… to aid in its classification of items so it relies on the standard structure of the Daz library. For simple scans of folders use the “Import External” Scan or the “Project Scanner”. Import external will scan a folder of choice with items like (small subset dufs) characters, hair, shaders… The Project scanner scans (large scene dufs) your project folder allowing you to organize them, be it, that large scenes can sometimes be sluggish when paginating through them. The Import External scanner can also scan custom base directories provided there are not large scene files in them.
Understood about not having a thumbs zoom feature. And the scroll feature you have works perfectly. My Daz content is set up differently as I have almost nothing in the main Daz folder so I need to use the 'import external' on everything. So if I import 'props' but want 'props/plants' separate I can do that separtely, but all the plants will still be in the original 'pros' scan too which I don't want but it's o.k. More than a wish than a complaint. I really appreciate all your hard work and thanks for your answer. I'll check out the project scanner in the near future. Still setting things up.
Geometry Sculpture HelpRichard Haseltine said:
It should have all the features of the original mesh grabber, with some enhancements in the UI for the DS 2026 version. Mesh Grabber legacy versions are not going to be updated, though Geometry Sculptor in DS 2026 can import their modifiers.
Thanks for the reply, it does not have the same things as Mesh Grabber, you can highlight an area and use sculptor to lift cloth, but there is no ease of use like Mesh Grabber, to save it as a morph?
Are there any tutorials to show how it all actually works?
EZFinder - Advanced Content Manager for Daz Studio [Commercial]Random said:
Am liking EZFinder quite a bit, especially as that non_DAZ store items are indexed also. Some of my basic categories like architecture or props have thousands of items so to scan through them looking for some aspect that will be good for a scene I'm building there are lots of pages of very little thumbnails. I have two initial suggestions. One, is give the option to make the thumbnails larger in size on the whole thumbnail sheet (if you do click on a thumbnail you get an enlarged version on the right but that's not what I mean). Two, scrolling to the next page of thumbnails requires moving the mouse into postion on the arrow and clicking. It would be so much quicker/easier to use keyboard buttons, eg. page-up, page-down, instead. Also, if possible an option in scanning for items in a folder in the intital scan would be the ability to exclude a particular sub-folder(s) in the scan.
Thank you for your interest in EzFinder! One: The logistical architecture of the image display grid was a nightmare to get working fluidly. At first images took forever to load and did not populate smoothly and pagination was a miracle that it was even possible with such huge folders with conceivably hundreds of thousands of items in them. Scaling the images would have meant repaginating the entire list of files in the folder each time you scale. (Believe me I thought of this) This would have also broken other aspects of the image display grid. I chose to make it work flawlessly instead of having scaling features which could have broken the fluid way it paginates. So, zooming will probably never be added. There is one workaround, right click your desktop and click display settings and move up or down the “scale” amount and the images will enlarge or reduce in size. That is the only way around the logistical issues of having extremely large folders full of thousands of files. Two: I too dislike clicking the pagination button to paginate, this is why I added left and right arrow page navigation. It only works after you click in the white “page box”. This sets the keyboard focus to the pagination area and then right and left arrow keys will paginate for you. Three: The main scan needs folders like Runtime, People, Environments… to aid in its classification of items so it relies on the standard structure of the Daz library. For simple scans of folders use the “Import External” Scan or the “Project Scanner”. Import external will scan a folder of choice with items like (small subset dufs) characters, hair, shaders… The Project scanner scans (large scene dufs) your project folder allowing you to organize them, be it, that large scenes can sometimes be sluggish when paginating through them. The Import External scanner can also scan custom base directories provided there are not large scene files in them.
Geometry Sculpture HelpIt should have all the features of the original mesh grabber, with some enhancements in the UI for the DS 2026 version. Mesh Grabber legacy versions are not going to be updated, though Geometry Sculptor in DS 2026 can import their modifiers.
An Attempt of a "Limited Time Freebie" Message Only Email Alert Thread Part 2New bi-weekly batch of “Limited-Time Free” from Fab (until Mar 10 at 9:59 AM ET).
- Stylized Fantasy Characters. It would take considerable work to translate these onto Genesis figures, but they might still be useful for variety in background characters in Daz scenes. Unreal, Unity, and fbx formats.
- Modular Sci-Fi Treatment Station Environment. Modular environment elements, some of which could fit in a non-sci-fi industrial setting. Unreal format.
- Of limited-to-no interest for Daz renders (might be able to extract some “magic effect” materials, but probably a fair bit of effort). Mixed Magic - Spell VFX Pack. Unreal format.
With Fab freebies, you can choose a Personal or Professional license. I always switch to the Professional license (since it’s free and gives you more).
Note that these are usually in Unreal or sometimes Unity, Godot, Blender, or generic 3D formats, so will require some work to convert for use in Daz.
I’m not aware of any tool for straight conversion from Unreal to Daz. so it takes a couple steps. First, convert from Unreal Engine to Blender format, then export/import between Blender and Daz. This article covers some ways of doing the conversion from Unreal to Blender: “Exporting from Unreal Engine to Godot, Unity or Blender”. Then from Blender to Daz, you can use one of the various tools, such as Diffeomorphic.
Please take discussion to the discussion thread. Let’s keep this thread “Announcements Only”, as it was intended.








