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Does GenX not work anymore?
I just figured out that I may be an idiot. I'm selecting/deselecting morphs to transfer now.
In my defence, It's been 4 years since I did any arting.
Does GenX not work anymore?Sorry to resurrect this thread, but I cant load an exported genesis character cr2 file this is the error I get.
Am I exporting wrong, or does Genesis generation X no longer work? I'm attemting to transfer to a Genesis 3 figure.
GenX - Loading figure: CharacterLoading figure file ...Loading geometry file ...C:/Daz 3D/Applications/Data/DAZ 3D/My DAZ 3D Library/Runtime/Geometries/DAZ 3D/Genesis/Base/Genesis_0f6963fd_23e4_68db_affa_75c9f931a56e.objPoser figure not supported.Any way to just load the morphs I need not everything?Richard Haseltine said:
Morph deltas are not loaded until the morph has a non-zero value. It is the name and group (so it can be displayed in the Parameters pane) and the links (so that it responds correctly to chnages in other properties, potentially triggering a vertex load) that are kept in memory at all times.
Yes, resolving the links will have an impact on figure responsiveness - and setting them up does impact load times, though DS was updated several versions ago to improve that (especially with regards to erroneous set-ups) so it is desirable to reduce the load where possible. You can make use of content directory sets to help - have a directory set with all shapes installed and use that for character building, then switch to a set with the minimum selection installed, load your figure and allow DS to install any missing (Daz store) products.
Richard, as always, thanks for your responsiveness! That's unfortunate to hear about the links but I appreciate the info. Unfortunately, it sounds like this is not something DAZ3D wants to solve so I'll have to live with Turbo Loader/Content Manager for now. My current Genesis 9 stats from Turbo Loader should give you an indication of why (and if product managers from DAZ ever read these posts) an idea of why the current solutions are less than ideal and I would love some functionality added to DAZ in the future to assist folks:
Products: 1265, Morphs: 46,631, Checked Morphs (enabled in Turbo Loader, I.E. not renamed extensions): 43,203, Unchecked Morphs (disabled by Turbo Loader): 3,428
This doesn't take into account all the products I have not installed for Genesis 9 because I would possibly never use them or the PA has not properly setup stage 2 and stage 3 morphs and I removed the product to prevent it from always starting active when I load Genesis 9. Having to manually manage (by Content Manager or Turbo Loader) this many assets for each scene is a terribly inefficient and frustrating experience. Hopefully my feedback might make it to the right people who are willing to offer some other 1st party solution here.
Thanks for your time Richard and here is hoping this is something eventually addressed!
Creating an injection dsxYou can split a full body G9 morph into separate head morph and body morph, with a nice gradual transition between head and body, using Morph Loader Pro and the G9 HeadSplit DFormer that is part of the Genesis 9 Starter Essentials.
Fixing Autofit ShirtYes, on the sleeve, I use 0% for the pelvis influence(red). Then I switch to the right and left arm part and use 100% fill. I got it working once but, the fix doe'nt stay when I try to save it as dsf or export as object then import with Transfer utility.
Any way to just load the morphs I need not everything?Morph deltas are not loaded until the morph has a non-zero value. It is the name and group (so it can be displayed in the Parameters pane) and the links (so that it responds correctly to chnages in other properties, potentially triggering a vertex load) that are kept in memory at all times.
Yes, resolving the links will have an impact on figure responsiveness - and setting them up does impact load times, though DS was updated several versions ago to improve that (especially with regards to erroneous set-ups) so it is desirable to reduce the load where possible. You can make use of content directory sets to help - have a directory set with all shapes installed and use that for character building, then switch to a set with the minimum selection installed, load your figure and allow DS to install any missing (Daz store) products.
I am making a scene from a movie! What do you think?Jan_Scrapper said:
I am making a scene from a movie! What do you think?
Character: HID Lydia for Genesis 9 | Daz 3D - with a little Anime Head thrown in...Child morph was distorting body
Dress: dForce HnC24 Santa Dress Outfits for Genesis 9 | Daz 3D
Scene from Edward Scissorhands - Snow Dance
I am shocked that I can do this. I spent my career years behind a desk doing Excel spreadsheets, producing Financial Statements and all things to keep an office of a developer and Country Club owner in Houston. On weekends and at night, I loved crafting, re-finishing furniture and flea markets. However, making art was just a dream.
Thank you Daz Studio and all PA's for making my dreams come true of re-inacting scenes!!!
(1604) (8K60) Edward Scissorhands - Ice Dance Scene - YouTube
Aren't any of you shocked at the things you can do now?
Nicely done!
And yes. Every time I open DS, I'm giddy that the technology exists for me to make the pictures in my head be pictures outside my head. I'm doing things that kid!me never would've dreamed possible, and it's fantastic!!!
Creating an injection dsxbarbult said:
leo04 said:
barbult said:
Richard Haseltine said:
Sorry, I was thinking the conversion had been done and the question was how to save it to a file. I would take features to mean shape, not expressions.
There are, I think, one or two other converters butt here is a limit to how much they can do. In what way was the one you tried disappointing? What modelling/sculpting software and skills do you have?
I think you are right about "facial features" being the shape of the face, not the expression. I'm not sure how I made that leap to expression.
I have had excellent luck with the ManFriday converter to convert G8 to G9. I haven't tried G8.1, I don't think. The only things that need tweaking afterward are the eyes and sometimes mouth of G9, because they are separate geometry. I don't know if the ManFriday converter is still available in the store or not.
I was able to do it one time. Subsequent attempts failed. It all worked well but for the Breasts, specifically the nipples. When I put a G9 skin on the model the models nipples did not line up with the UV map so I have areolas located below the nipples. Very Fustrating!
I have never noticed that problem with the Man Friday converter, but I suppose it could possibly depend on the character shape you are converting and the skin materials you are applying. If you are only concerned about facial features, why not just save separate converted head and body morphs, and dial in only the converted head morph? You could dial in any other character's body morph(s) that you like.
I'm going to go dial in some of my converted shapes and apply a few different G9 skins and see if I ever see a mismatch like you described.I tried multiple feminine converted body morphs (converted from both G3 and G8 to G9) I tried multiple feminine skin materials (from multiple vendors). I dialed in multiple feminine nipple morphs.I could never detect any mismatch between nipple mesh location and skin material location around the areola and nipple area. I was testing with feminine morph conversions and feminine skins.
Now, if you accidentally (or intentionally) apply a masculine skin material when a feminine nipple morph is dialed in, you will see a glaring mismatch of areola much lower than nipples on G9. G9 has separate nipple morphs for masculine and feminine, and those morphs put the nipples in different locations. Of course the opposite also applies (masculine nipple morph and feminine skin). These issues show up even when using Daz store characters, not conversions. It is the way that Daz has addressed handling different gender characteristics on the non-gendered base G9. Could that be what happened to you?
I can't post any demonstrative images with skin materials here, because of the ban on nudity in the forum. Maybe the smooth shaded gray image is acceptable. If not, a forum mod will delete it.
Creating an injection dsxbarbult said:
leo04 said:
barbult said:
Richard Haseltine said:
Sorry, I was thinking the conversion had been done and the question was how to save it to a file. I would take features to mean shape, not expressions.
There are, I think, one or two other converters butt here is a limit to how much they can do. In what way was the one you tried disappointing? What modelling/sculpting software and skills do you have?
I think you are right about "facial features" being the shape of the face, not the expression. I'm not sure how I made that leap to expression.
I have had excellent luck with the ManFriday converter to convert G8 to G9. I haven't tried G8.1, I don't think. The only things that need tweaking afterward are the eyes and sometimes mouth of G9, because they are separate geometry. I don't know if the ManFriday converter is still available in the store or not.
I was able to do it one time. Subsequent attempts failed. It all worked well but for the Breasts, specifically the nipples. When I put a G9 skin on the model the models nipples did not line up with the UV map so I have areolas located below the nipples. Very Fustrating!
I have never noticed that problem with the Man Friday converter, but I suppose it could possibly depend on the character shape you are converting and the skin materials you are applying. If you are only concerned about facial features, why not just save separate converted head and body morphs, and dial in only the converted head morph? You could dial in any other character's body morph(s) that you like.
I'm going to go dial in some of my converted shapes and apply a few different G9 skins and see if I ever see a mismatch like you described.The G8.1 is a full body morph I created from an earlier Genesis model. The original facial morphs were made in the 1st Genesis Model, (#1). I converted it through several models. I am looking at maybe taking the head off the G9 model I was able to convert and make a model out of that to import as a morph. Not entirely sure how that will work yet.
thanks.
I am making a scene from a movie! What do you think?I am making a scene from a movie! What do you think?
Character: HID Lydia for Genesis 9 | Daz 3D - with a little Anime Head thrown in...Child morph was distorting body
Dress: dForce HnC24 Santa Dress Outfits for Genesis 9 | Daz 3D
Scene from Edward Scissorhands - Snow Dance
I am shocked that I can do this. I spent my career years behind a desk doing Excel spreadsheets, producing Financial Statements and all things to keep an office of a developer and Country Club owner in Houston. On weekends and at night, I loved crafting, re-finishing furniture and flea markets. However, making art was just a dream.
Thank you Daz Studio and all PA's for making my dreams come true of re-inacting scenes!!!
(1604) (8K60) Edward Scissorhands - Ice Dance Scene - YouTube
Aren't any of you shocked at the things you can do now?
Creating an injection dsxleo04 said:
barbult said:
Richard Haseltine said:
Sorry, I was thinking the conversion had been done and the question was how to save it to a file. I would take features to mean shape, not expressions.
There are, I think, one or two other converters butt here is a limit to how much they can do. In what way was the one you tried disappointing? What modelling/sculpting software and skills do you have?
I think you are right about "facial features" being the shape of the face, not the expression. I'm not sure how I made that leap to expression.
I have had excellent luck with the ManFriday converter to convert G8 to G9. I haven't tried G8.1, I don't think. The only things that need tweaking afterward are the eyes and sometimes mouth of G9, because they are separate geometry. I don't know if the ManFriday converter is still available in the store or not.
I was able to do it one time. Subsequent attempts failed. It all worked well but for the Breasts, specifically the nipples. When I put a G9 skin on the model the models nipples did not line up with the UV map so I have areolas located below the nipples. Very Fustrating!
I have never noticed that problem with the Man Friday converter, but I suppose it could possibly depend on the character shape you are converting and the skin materials you are applying. If you are only concerned about facial features, why not just save separate converted head and body morphs, and dial in only the converted head morph? You could dial in any other character's body morph(s) that you like.
I'm going to go dial in some of my converted shapes and apply a few different G9 skins and see if I ever see a mismatch like you described.Render your buys! ALL TIME Challenges#4New
Just some portrait of Sylvia 9 in her dryad form. I enhanced it a little bit with Twiggant for Genesis 9, the The FoliageMaker and some other stuff. And then I ran wild with a lot of morph sliders

Greeting the sun
Morph Scaling IssueIt appears Daz To Blender doesn't support Anatomical Elements morphs.
That's a problem, because aliens for example can be quite different down there! So I looked into Diffeomorphic, have the latest version installed and while I've not actually gotten anywhere with it yet, it does look very powerful so I'm hoping it supports Anatomical Elements.
I've given it a try, and it failed in the same way Daz To Blender failed, in so far as the Anatomical Elements stretch and distort in a sort of arc rotating on the X axis. Can someone please provide a link to a video, tutorial, or perhaps give a step-by-step for getting G9 Anatomical Elements out of Daz Studio, into Blender via Diffeomorphic, doing the sculpt, and then bringing is back into Daz Studio successfully as a morph without distortion?
Never had these problems back in the day, everything just worked but it all seems so complicated now. I don't think I'd be allowed to show a screenshot of this problem, so I've chosen not to just in case. But again, any help with this issue would be much appreciated.
What's interesting is that in both cases, and regardless of whether using Daz To Blender or Diffeomorpic, using a method whereby only the geometry and no rig is used, you would think that method, at least, would guarantee success. But it doesn't. I'm puzzled why either should fail at all, especially when using an .obj files only workflow which I tried as a last resort to get it to work.
Any way to just load the morphs I need not everything?Richard Haseltine said:
The morphs have links, to other morphs and to things like joint centres. If they were not loaded then it would not be possible to check the dependencies, potentially leading to unexpected and undesirable behaviour. You can always temporarily uninstall products you don't currently need (if the DS database knows about them you will be prompted to instasl them if you load a scene that uses them).
Right, Turbo-Loader renames the morph (extensions I believe?) so that they are not picked up the next time, Genesis loads so it is possible to map these dependencies programatically but again that's a third-party solution. Uninstalling content is a pain in the butt... If you have more than one character in a scene and they share the same generation you have to make sure that you only keep the morphs that are required for both characters. If you try to work on any other scene with different morphs you'll have to go back through the process of reinstalling them. Even with content manager, this is a very suboptimal workflow. Turbo Loader Is better but not by much. I understand that all these morphs (vertex deltas) are probably loaded into memory so that it is as efficient as it can be. You can manually delete a morph for that particular instance but as you're aware, it comes back when you reload the scene. I wrote a script to at least remove them for that session automatively... But I ran into some issues running the script. You might already know this or can probably guess what happened... the script completes but Daz hangs. My guess is that it's calculating the new deltas and since so much was updated It's going to take an exponentially long time to complete that process... so this is worse than the workflows that exist (at least that's my hypothesis about why Daz hangs).
I gave you all this background to tell you that there should be a native way to do this. I'm not saying it would be easy to program, but even just being able to save the completed asset off with the morphs In a way that orphans it from the automatic load of all the morphs for that generation would be a step in the right direction.
My guess is there's some business reason why DAZ doesn't want to support this; since the mechanism that automatically loads all of the morphs it finds in all of the defined libaries was written by Daz. I'm not even suggesting that we have to have a native dynamic solution. Again, just being able to create a paired down character with having to uninstall 500+ products whenever I want to animate or using the content manager or spending 20-30% of my rendering/creation time.I'm just surprised this hasn't come up before and curios why daz hasn't created a native solution here. I think some of the issues people have been reporting around performance in the viewport might be related to trying to manipulate characters with a large collection of morph sliders that may or may not still be part of the calculations/checks/functions initiated when posing/animating. I realize this is a hypothesis built on anecdotal observation But I do know that uninstalling much of my Genesis content speeds up everything.
I think it would go a long way to improving product satisfaction allow folks to stay in DAZ longer Instead of having to relgate DAZ to a character creation tool and then export the figure to a third-party product whenever they want to build any large scenes or produce Animation. Again, this really only applies to folks like myself who have an extremely large catalogue but I suspect more people are affected by this and just wanted to check my understanding of the situation.
I realize I'm making a lot of assumptions here but there isn't much information in the logs around performance and this explanation seems to fit my current observations. Happy to be corrected here!
Thanks for the reply!
Any way to just load the morphs I need not everything?I am aware of the third-party tool that catalogs the morphs used in a scene and allows you to rename the morph extension of all other morphs to prevent DAZ from loading them when it loads a Genesis figure (Turbo Loader). What I am looking for is some native support In Daz for reducing the amount of morphs that are loaded when I select, for instance, G9. I have made a lot of purchases And I have thousands of morphs (from many different stores) I don't understand why there isn't a native way to just load the morphs I need without loading everything in the content directories without some wonky work around like changing file extensions to hide morphs. It makes animation pretty much impossible since even default morphs that are 0 seem to be calculated by DAZ whenever you make a pose adjustment. This is probably what is causing a lot of slow down for folks and it just doesn't seem to be talked about much on this forum. If I were just to completely clean out my contract directory and load the base Genesis 9 Animation is extremely smooth and the whole thing runs like a charm. Why is this seemly basic functionality not supported outside of third-party vendors? Perhaps I'm missing something And you folks can enlighten me. I also don't want to create a morph From the morph loader pro export/import process as that doesn't solve the core problem (of default/zero morphs being calculated anyway during animation) and that would not keep the associated jcms for the combined final product. Heck, even being able to save my character in a way that disassociates it with the genesis framework to by-pass this automatic load of everything in the catalog would be an improvement. Am I missing something here?
Help with "Daz To Blender" / Not Showing UpI couldn't run the bloody add-on because the idiot program installed to the appdata\Roaming\Blender Foundation\Blender\BLENDER_VERSION\scripts\addons\DTB!
I then had to manually empty that useless folder and add it to the right one, in my case it's Blender 4.4.3, I also added the lot to my blender 5.0 version, and it actually shows up in the list, now to see if it works, as it makes sense that they would use a generic BLENDER_VERSION folder for future blender versions, so maybe it just may work for vers 5!
EDIT: Currently testing to see if I can use Daz's bridge for Blender 5!
EDIT2: NEVER, ever export G9's entire morph list, it will crash the program by devouring every bit of ram that you have! :^P
RRRR - The Lyrics - Render Contest *CLOSED*I know, we kind of had this already. But the text is different and that's what we're here for, right? :)
Tag: acb#7
Santa Claus is Comin' to Town (by every other artist)
♪
You better watch out,
You better not cry,
Better not pout,
I'm telling you why:
Santa Claus is comin' to town.♫

However, this town was full of naughty ones.
Pull:
- Santa Claus Beard for Genesis 9 #88248
- Tsathoggua for Daz Studio #103489
- Fantasy Creature Creator HD Morph Pack for Genesis 3 Female #36411
- dForce Alien Sentinel : Venom Vanguard #82360
- Woodland Dweller for Genesis 8 Female(s) #65877
- Kjaer 8 #73487
- Colors for Bernedette Hair #59121
Also used:
- B.E.T.T.Y. Santa's Sleigh
- XI Snow Village
- AprilRose HD for Genesis 8 Female
- Reindeer for Daz Horse 3
- Anneka Demon for Genesis 3 Female(s)
- Blood Red Outfit for Genesis 3 Female(s)
- Medieval Catapults
- Santa Claus Suit and Character
- Scene Optimizer
- Code 66 Toolbox - Volume 5
- SY Real Fog Iray VDB
And thanks, Totte
dForce MB Casual Hooded Set Genesis 9 FeminineExpozures said:
Can't get the hood up over the hair either, like the first image... :( At least not without some major tweaking involved. It''s a hella cute outfit, don't get me wrong. Maybe if MB sees this, they can can maybe look at having a "Hood Up" morph for the hood and the hair?
To request getting it fixed requires a ticket, unfortunately.
Daz Studio 2026 Beta - version 6.25.2026.6423! (Updated March 09, 2026)JD said:
Feature Request for DAZ Studio 6 Alpha: Toggle Mesh Resolution
Please add a toggle button to switch all geometry for Mesh from high resolution to base resolution.
This would provide a quality of life improvement for user experience working in Daz Studio because it will allow the user to navigate/manipulate geometry heavy scenes. There are ways where users can select all the scene nodes and go to the parameters tab to manually toggle to base res.
3D Universe's https://www.daz3d.com/daz-studio-4-scene-tools-set-1 is a perfect example that this script should be included into the ALPHA build. It is a simple, but powerful tool that would benefit all Daz users. Not only that, it provides one way for advance users to create morphs easier by toggling selected objects to base res for morph creation for those that do not have ZBrush.
This is something that could be scripted - a script to turn the resolution property to Base if it wasn't, and add a data entry to that object to mark it changed, and then a script to restore division to the objects with the data entry. I had a similar script to turn Smoothing Modifiers on/off.
I have no doubt that 3D Universe will make a new script once Daz 6 is stable, but like I said, this should come default with the Daz Studio program and what better time would it be than now for the upcoming Daz Studio 6.
Additionally, it would be great if there was a checkbox export setting that allows a simple "export as base" option during the export OBJ process.
dForce MB Casual Hooded Set Genesis 9 FeminineCan't get the hood up over the hair either, like the first image... :( At least not without some major tweaking involved. It''s a hella cute outfit, don't get me wrong. Maybe if MB sees this, they can can maybe look at having a "Hood Up" morph for the hood and the hair?









