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Daz 3D Forums > Search
  • How to save new character morphs?

    Yes ~ with the setting in the screenshot. And do not dial any other morphs before you import OBJ files with Morph Loader Pro to update an existing Morph. For instance, to update "Phan Head fixed", you can only dial this morph to 100% before importing OBJ with MLP.

    By

    crosswind crosswind September 2024 in New Users
  • Is Strand-based hair taking a step backward in realism, lately? August 2024

    mrpenguin76 said:

    crosswind said:

    Uthgard said:

    ArgleSW said:

    Looking at OOT's (outoftouch) recent products which have started to use strand based hair, I feel the materials and overrall look have taken step backwards. The colors do not look natural and has an odd metallic look to it (even after lowering glossiness). While the strand based technology might be more advanced and has greater potential, the out of the box final look in renders can look off in my opinion. When I try to apply a blonde material for example, they all end up looking like a metallic gold. 

     

    Speaking of OutOfTouch, how feasible is it to use the G9 hairs on G8? Are they on a cap, or is that strand-based thing where they can only be used on the figure they were made for? Sorry for the slight out-of-topic, but I didn't want to make a new thread for this, and one of their hairs is today's big sale item.

    Not feasible... direct Auto-Fit doesn't work. There's a Cap indeed but the Cap + SBH are both under another root Hair node. After Auto-Fitting, the root Hair node will not be redirected to the correct position, so a manual fix is always needed. So... easy and straigh-forward way is still parenting the hair to figure's hair node.

    It is Possible to fit OOT G9 strand based hair to G8 using auto-fit, it just requires a couple extra steps to do it. I'll use dForce Strand-Based Summer Style Wavy Long Bob Hair for Genesis 9 | Daz 3D as my example for how to do it.

    First of course have your G8F/M Loaded.  Now bring in the strand based hair with the character UNSELECTED.  You will still get a pop up on this one as the dforce dummy will still try to auto fit, just hit cancel.  Now click and expand the Summer style Wavy Long Bob Hair, and unparent the STRANDS.  Now select that, in parameters change it's "fit to" to NONE.  Now right click on the scene tab and choose edit scene info.  One the prefered base for the strands set it to Genesis 9 Base and hit accept.  Now right click on the Strands and choose fit to Genesis 8F/M (i used both Genesis 9 CS and MMX Gensis 9 clone and result were pretty much the same)  I used shoulder length as the tempate. Now right click and auto fit the other pieces that already have the G9 Base Prefered.  And the results are on the Left...

    Now IF you load the hair with the character selected and do choose to Auto fit at the point you can Also simply Unparent and UNFIT the strands, changed the prefered base to Gensis 9 Base and RE-auto fit the strands... So why didn't i just say that in the first place? well, something about skinning a Ca---- a Buck, yeah a Buck (don't want to offend the cat lovers ;)).  

    ....

    The reason why I said direct Auto-Fit doesn't work and manual fixing will be needed was because we ever experimented a lot with this sort of  "new hairs"....  I have to say the way with which you Auto-Fitted the hair breaks a couple of things: original "Fit to" structure, ghost morphs on the hair's root node, and dForce modifier ~~ So if one does need a conversion... the better way should be always the old school way : Auto-Fit (or Re-rig with Transfer Utility) + Fix Base. With this hair, key steps :

    1) Load hair into the Scene, just auto-fit Face Dummy and Summer Style Wavy Long Bob Hair root node to G8. (Re-rigging with Clone will also do. )
    2) Load hair on G9, dial G8F Clone on G9. Export Cap and Strand nodes to OBJ files. Import OBJ files onto Cap and Strand nodes on G8 with MLP as "Fix Base" morphs. Then dial the morphs.
    3) Save a Wearable Preset or a converted version Figure Asset. Done ~

    With this way, everything on G9 version's hair will be kept on the converted one on G8, and works well.

    By

    crosswind crosswind September 2024 in The Commons
  • how do i get a george body without the head

    Richard Haseltine said:

    When the shape is chnaged as radically as this it is often not possible to hav a separate head and body morph. You could try Shape Splitter, or the Head Split dForm, for the non-HD morph but I suspect it will be nigh impossible to get a sensible transition in the neck.

    I'm getting this message when I try to run the splitter ...

    /Scripts/X-Tools/Presets-DFormShape Splitter Genesis 3 Male Split DFormer.duf
    File does not exist

    ... it was installed with DIM. Should I uninstall it and re-install it?

     

    By

    Drogo Nazhur Drogo Nazhur September 2024 in Technical Help (nuts n bolts)
  • how do i get a george body without the head

    When the shape is chnaged as radically as this it is often not possible to hav a separate head and body morph. You could try Shape Splitter, or the Head Split dForm, for the non-HD morph but I suspect it will be nigh impossible to get a sensible transition in the neck.

    By

    Richard Haseltine Richard Haseltine September 2024 in Technical Help (nuts n bolts)
  • how do i get a george body without the head

    With regards to George (either G3M or G8M -- it doesn't matter) ... how do I do just the body morph with the head not being affected? Other characters have a head morph and a body morph but George doesn't seem to have that for either G3M or G8M

    By

    Drogo Nazhur Drogo Nazhur September 2024 in Technical Help (nuts n bolts)
  • Pls help to identify hairs in these promos

    Yeah it has to be since the base presets are for the Dual Lobe Shader. and they look pretty bad at that.  Not sure why they used it on that since it isn't strand based.  With that said, you would need to convert that surfaces to Iray Uber and use your favorite regular hair textures and then make some custom Cutout Opacity (Tr) textures for it. THEN you need to make some morphs to correct for the hair band being hidden and un-smushing the underlying hair, (which in the promo from behind i thought he spotted how he had done just that, but i was also tired when i first studied the promo's so could have been seeing what i wanted to see) along with making that tail a little fatter at the top (which can somewhat be done with scaling a couple of the bones, but moving some verts and making a morph would be better) So with all that in mind, is THAT what Romeo did?  Beginning to question now if it is Soiree Glam after all.  When I first looked at it inside DAZ to compare, I was sure.  However, after messing with it for awhile, I'm no longer sure he went through the hassle of all that, and it could just be one I've never seen.  No matter what, it is not Stock Soriee Glam. THAT is for sure.

    By

    mrpenguin76 mrpenguin76 September 2024 in The Commons
  • Is Strand-based hair taking a step backward in realism, lately? August 2024

    Yep, but the question was about auto-fitting. That one doesn't drape much anyway during sim, not taking into account using wind there, But that is beside the point anyway.  To get A SIM into that now fitted G8 hair, you need to run a sim with that hair on a G9 Base, or Dev load this is in the G8F/M clone shape (via Paramaters/hidden/clone {I'm sure you already know this Chevybabe25, this is for others}) then open joined editor and  right click on the screen,choose edit, adjust rigging to shape, put a check in adjust orientation, and Accept. Then run whatever complex sim is need to achieve the end result.  When it is done export that STRANDS as an .obj in Base res (which they already are), then use morph loader pro and to inject that as a morph into the STRANDS of the G8 hair, and now you have a simulated g8 hair.  Tedious process, but possible to do none the less.

    By

    mrpenguin76 mrpenguin76 September 2024 in The Commons
  • How to save new character morphs?

    Ah, ok, it works much better, now! laugh I have a new question: by this whay, I had to create new morphs with another name (I had "Phan Haed" and "Phan Body", and the new morph are "Phan Haed fixed" and "Phan Body fixed") because morph loader pro told me that I couldn't give to the new morphs the same name as the previous morphs. So now, I would like to know if it is possible to update the previous morphs from the new ones, or if I have to deleate them before.

    I tried in the parameter settings to give to the new morph the same name and path as the previous morph, but when I do that, the previous and the new morphs seem to be added and the face is completely deformed:

    Thank you in advance!

    By

    yuyu.atem yuyu.atem September 2024 in New Users
  • HH Scarlett for G9 [Commercial]

    Love the knee bend corrective morph, JCM?

    I wish other artists do this as well.

    By

    tunggul1101 tunggul1101 September 2024 in Daz PA Commercial Products
  • Face Transfer - Saving the whole figure

    crosswind said:

    ... then, yes, saving All that you need as a Scene Subset is just the best way.

    Thanks, that did it. Works great. Just in case anyone else might be interested...........Save your FT morph first so that your textures (if you want them) are saved) then finish your character completely with all required morphs and shaping, then save the entire figure as a Scene Subset, Works perfect

    By

    straker1999 straker1999 September 2024 in Technical Help (nuts n bolts)
  • Figure help

    As per a logic when making companion products in that linked Bundle, I guess this character was customized based on Pablo 8.1 https://www.daz3d.com/pablo-8.1-la-revolucion-bundle ...of course not on 100% head morph of it and probably mixed with other head morphs with certain %.

     

    By

    crosswind crosswind September 2024 in The Commons
  • Figure help

    The skin is probably https://www.daz3d.com/alistair-hd-for-genesis-8-male, don't know about the morph though.

    By

    zombietaggerung zombietaggerung September 2024 in The Commons
  • Face Transfer - Saving the whole figure

    Saving through Face Transfer removes the watermarks and saves the morph, otherwise you get the preview version with the watermark. You can then refine the result as needed (adding extra morphs, say) and save that as Character preset.

    By

    Richard Haseltine Richard Haseltine September 2024 in Technical Help (nuts n bolts)
  • Face Transfer - Saving the whole figure

    I finally had a reason to use Face Transfer (original version, not unltd or V2) and would like to save the whole figure with all the morphs (head and body) as a Scene. Can this be done? or does need to be saved as a Scene Subset?

    When saving through FT does the Scene Subset include all the figure morphs or just the head? Tried looking around for an answer but noone has addressed this that I can find.

    Thanks for any help

    By

    straker1999 straker1999 September 2024 in Technical Help (nuts n bolts)
  • Morph before simulation

    Hello,
    Do you know of a way to simulate a garment that takes morphs into account, but only as a starting point?
    Let me explain:

    If I adjust a garment with an ‘expend all’, it keeps the offset even in the simulation. I'd like this offset to no longer be taken into account and for the garment to fit the body.

    Thanks in advance

    By

    eliogabal_317a388f1f eliogabal_317a388f1f September 2024 in Technical Help (nuts n bolts)
  • daz hair bone don't follow with morph

    当 morph 加载在 g8 女声时,发骨不跟着发,就留在老地方了。

    但是我发现了一个叫 Mehrloc Hair 的产品,

    his hair bone Perfect follow with his hair。
    how did he do it?

    morph 和 g8 female 一样,但是我们可以发现它们具有不同的属性。

    称为子组件 ,

    我需要帮忙拜托。

    By

    18123736239 18123736239 September 2024 in Technical Help (nuts n bolts)
  • Clothing commission from existing 3d model where/who to ask?

    ladywolf1 said:

    Ah, spend some more hours into this stuff and I can happily say I managed it! ^^ Thank you so much for all your help, and suggestions, I went through everything and learned really a lot! ^^ Hopefully soon I can turn this knowledge towards full projects/

    I have one last question (for now i guess lol) on this subject: I can now i manage with g8... But what about g9? With g9 I used this product ( pJCM Poses - For Clothing Creators for Genesis 8 ) from the store to help renaming/know which poses were problematic.
    Is there anything similar anywhere I can buy? If not... How do I go through the g9 pjcm without sliding and rename/copy literally every one of them...? thank you!

    That was great ! One more point for your ref.

    Among 100+ corrective morphs (cbs) on G9, only around 1/3 of them are frequently-used. And 50%+ of them can be "symmetrically fixed" in Blender as well as by using Mirroring and Attenuate By options in Morph Loader Pro when updating cbs. So in most of the cases, that can be a pretty quick workflow while you're getting proficient in it ~~ (Personally, I most of the time just fix 10 ~ 15 morphs, at most ~~ then with dForce capability, job's well done ~)

    Then I also agree that if you make clothing with MD and just use it for yourself, you don't have to fix jcm/cbs each time, simulating it with morph targets in MD will also do (esp. when dForce lets you down...)

    Good luck !

    By

    crosswind crosswind September 2024 in The Commons
  • How to save new character morphs?

    Hi, I just tried to use shape Splitter to separate the head and the body (I hadn't time to do it earlier, sorry, I hope that you remember what is the subject... ) and I tried to overwrite the head morph that I created. But there is a defect that doesn't appear on the Shape Splitter's preview.

    Here is what I obtain on the preview:

    And here is what I obtain after saving the head morph and loading it on a new G8M character :

    As you can see, it doesn't correspond to the Shape Splitter preview.

    I also tried to not use the Shape Splitter's calculate button, but I still got the same issue.

    Could it be because I overwritted the morph? Could you help me, please?

    Thank you in advance!

    By

    yuyu.atem yuyu.atem September 2024 in New Users
  • Transfer Face morphs

    Like these Visemes morphs...

    BTW, as an alternative, you don't have to transfer them but just batch set Auto Follow on those "facial morphs" before rigging Beard. Then when you dial facial morphs on G1, you'll get auto-triggerred morphs on the conformers / wearables. (screenshot 4)

    By

    crosswind crosswind September 2024 in Technical Help (nuts n bolts)
  • Transfer Face morphs

    crosswind said:

    Imago said:

    Thanks for the pics, but those aren't facial morphs.

    I mean things like the ones in the Visemes sub-menu or the Brows and Mouth groups in the Head.

    I need to transfer those, otherwise when the char talks or moves hit mouth, the beard doesn't move.

    Oh... sorry, you meant those ! Then they should be the same but you have to make sure you really set the Morphs per se as Favorites rather than the "Control properties" which are not Morphs but just a Pose Control.

    I'm gonna make an example ~

    I'll recheck that, thanks for the help.

    By

    Imago Imago September 2024 in Technical Help (nuts n bolts)
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