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Daz 3D Forums > Search
  • Problem with Royal Eastern Dragon: Wings and LAMH Mane

    So, running into a couple of issues. I'm trying to do a cover for a book by a friend of mine, which requires a dragon with a mane and wings. The DAZ Dragon 3 and the Royal Eastern LAMH mane sounded like the perfect combo.

    1) I can't load the LAMH mane on the DD3; it loads an entirely new Royal Eastern dragon figure.

    Okay, so I'll just load that, says me. (See attachment DSRE LAMH Load. Please note the apparent missing files. I have a Mac with OS 10.13.6 installed - side note, does the general DS4.10 latest update work with OS 10.14.1? I've been holding off on updating, because I want to get this cover done!)

    So, I've saved that figure (without doing any other changes, save the name in the scene), and reloaded it. (See attachment DSRE LAMH Saved.) No problem.

    Then, I need to get the wings back on, and remove the tendrils. Due to previous experience, I just render the tendrils invisible, then delete the "Wingless Dragon" figure parented to the Royal Eastern Dragon, here named Candle. Save it, fine. Then to check it, I clear the scene (wait for DS to finish quitting on me, and bring it back up again), and reload the scene.

    2) The mane hair is crazily all over the dragon figure (see DSRE LAMH Reload 2 - With Removed Wingless).

    Problem. This is what I really need help with - how can I prevent this from happening, while still having both wings and mane?

    Also, another issue I ran into (but didn't take screenshots for, because of the freezing going on); when I tried to apply any morphs/shaping to the Candle (aka Royal Eastern Dragon) figure, DS basically froze (with, you know, the colourful spinning Mac wheel), and then quit. I tried doing the body weight morph for the full figure the first time, and then I clicked on head to do the horn morphs (because Candle has heavy horns) the second time, and as soon as those things were done... bam. Frozen DS, spinning wheel, nothing to do but wait for it to quit unexpectedly.

    Help, please!

    (Thankfully, I do have the background scenery I can work on in the meantime, but I'd like to get the dragon issue fixed as soon as possible. Thanks!)

    By

    tags_art tags_art December 2018 in Technical Help (nuts n bolts)
  • [Released!] VisualMenus [Commercial]

    If anyone is interested in this icon I whipped up... it's for the Transfer Utility

    Drop it in any folder you like and then browse to it to put it in the Menu!  

     

    Cool! Snagged. Also, in the next update I made it so it remembers the last directory you browsed to for an icon.

    By

    bitwelder bitwelder December 2018 in Daz PA Commercial Products
  • [Released!] VisualMenus [Commercial]

    I've never seen the anatomical elements called a Transfer Utility before, but the description is accurate. laugh (That is what the image brings to mind due to the somewhat similar graphic used for 'male'.)

    @bitwelder

    I'd like to congratulate you on your support.

    Thanks! Hope I can keep it up...

    By

    bitwelder bitwelder December 2018 in Daz PA Commercial Products
  • Export Animation with Clothing in MDD format?

    I’ve created a scene in DAZ with a woman in a workout outfit walking in place. I exported the scene in the .MDD format, and imported it into Modo. The figure came in just fine, complete with accurate animation, but the clothes do not follow her. They remain static. They moved along with her in DAZ, but somehow that animation information did not transfer into Modo.

    Are there some settings inside DAZ I need to adjust in order to help the .MDD file capture the animation of the clothing?

    Thanks in advance for any help.

    By

    mk1837 mk1837 December 2018 in Technical Help (nuts n bolts)
  • Look at my Hair (LAMH) Official Thread: update 1.6.0.2 released

    I just want to poke my head in and say... I still use LAMH, I reinstall it (and copy the plugin files) over to every version of DS). I use it on older critters, A LOT. Like noggins rat, like housemouse, the Millenium cat, etc. The on l y difference is that for Iray, you have to export to fiberhair if you do your own non-catalyzer presets. Many of Alessandro's animals have their own catalyzer presets, which I adore, but currently other peple can't use them. ALso make sure figures you use LAMH on are A: not parented to something and B: have regular non iray shaders, i think it helps. Also not subdivided. 
    I need to remember how to save and share my LAMH presets and make some of them available... I'm also working on a "fuzzy" hair displacement for a rodent mouse for Alessandro's rodentia because it's so small :) I've got a "temp" mouse morph (which I'm not sharing because it blew the rigging to crap, sigh) that i'm using for mouse pics until Alessandro finishes the mouse he's started (yes, guys, he started a mouse, and no, i haven't stopped pestering him for it, either! Hahahaha!)  For those that forget, I'm obsessed with mice :) 
    I've gotta share the noggins rat and house mouse LAMH presets and oso fuzzy presets for Christmas.

     

    And, if anyone has the veeeeeeeery old CP lab mouse (white lab mouse) I may share that too. Below: Noggin's Rats and House mouse, last is the CP mouse and free JT mouse (which uh has awful rigging but can be somewhat used?) with OsoFurry shader geoshells. I keep dreaming of getting Alessandro's new mouse shape... it's all I want for Christmas!!! (besides health insurance, new glasses, a trip to the dentist, and a coat for my son).... :P
     

    By

    DisparateDreamer DisparateDreamer December 2018 in The Commons
  • Headshop 11 Questions

    I haven’t had time to really play with the software, but here are some initial test renders.

    Stock photo model used for testing purposes is attached.  He is not smiling, but I didn’t have any resulting issues/problems.

    HS out of the box renders, except I didn’t use the eyes as they came out strange (there was too much light in them or something) (even with facegen, I usually just use another character’s eyes as it is difficult for me to generate good eye textures).  Software was easy to use.  There is a strong likeness to the original model even though I made no edits in the program (i.e., I didn’t move the reference dots or try to reshape).  Hair did not fit the character’s head shape well even after scaling up the hair (but I did not try for too long) – still a small bald spot on the top of the head.  Skin color too red (same result in facegen).  Teeth came out weird (I might have done something wrong).

    Here, I used photoshop to change the face texture to try to match the original photo color.  I did it very fast/didn’t take much care.  Could have done a much better job, especially around the eyebrows.

    Here is HS generated morph with facegen generated textures (also edited to try to match color of original model because the generated texture was way too red).

    Here is the original facegen version (includes generated eyes)

    This is the facegen version after editing skin color and swapping eyes (used character Vincent's eyes):

    And finally, the facegen morph with the headshop texture (edited version):

     

    I can't wait to try Headshop on smiling models.  

     

     

    Good set of tests. Oh FaceGen & HS it always seems the foreheads are extremely lacking in size. And in that fellow's case the chin seems not quite pointy enough (although it could be the lighting) and the eyes too big (again could be the lighting). It is still one of the better likenesses that I've seen from FG or HS though.

    By

    nonesuch00 nonesuch00 December 2018 in The Commons
  • Headshop 11 Questions

    I haven’t had time to really play with the software, but here are some initial test renders.

    Stock photo model used for testing purposes is attached.  He is not smiling, but I didn’t have any resulting issues/problems.

    HS out of the box renders, except I didn’t use the eyes as they came out strange (there was too much light in them or something) (even with facegen, I usually just use another character’s eyes as it is difficult for me to generate good eye textures).  Software was easy to use.  There is a strong likeness to the original model even though I made no edits in the program (i.e., I didn’t move the reference dots or try to reshape).  Hair did not fit the character’s head shape well even after scaling up the hair (but I did not try for too long) – still a small bald spot on the top of the head.  Skin color too red (same result in facegen).  Teeth came out weird (I might have done something wrong).

    Here, I used photoshop to change the face texture to try to match the original photo color.  I did it very fast/didn’t take much care.  Could have done a much better job, especially around the eyebrows.

    Here is HS generated morph with facegen generated textures (also edited to try to match color of original model because the generated texture was way too red).

    Here is the original facegen version (includes generated eyes)

    This is the facegen version after editing skin color and swapping eyes (used character Vincent's eyes):

    And finally, the facegen morph with the headshop texture (edited version):

     

    I can't wait to try Headshop on smiling models.  

     

     

    By

    Worlds_Edge Worlds_Edge December 2018 in The Commons
  • DAZ Horse 2: Where to get the different breeds/textures? and iRay?

    strange there isn't a separate morph and texture pack for Horse 2.

    By

    daveso daveso December 2018 in The Commons
  • All things The Witcher...

    Thank you both for the feed back! and glaseye I think your safe to start building a scene, I'm almost finished. Spent the last four hours cleaning up face morph and working on a body morph. I've got to clean up the dress and bra mesh a bit to fit the Adda morph, fiddle with the surfaces tab a bit more and it's ready to go. While you all wait, here is the hair showng a few morphs, all morphs mix and match well together, and you can see the hair material zones. All morphs have mirrors. I might do a messy morph left, right, and back.

     

     

    By

    Type 0 Negative Type 0 Negative December 2018 in The Commons
  • Were there any K4 characters included a genesis(1) version?

    Not too many kid shapes out there for Genesis (of any Gx family, for that matter).

    While GenX has a lot of options, there are some good step-by-steps out there (forums and youtube) for doing simple morphs of a full character, just body, or just head of a K4 into a Genesis1 morph slider or three. The results are generally very good.

    Note that if you simply 'Genx' the head/face morph, and use the native 'basic-child' shape and traditional Genesis1 body morphs (or the 'growing-up' morphs from Zev0, I think) to fine-tune your character's body, the body movements will be of 'native Genesis' movement quality (I use Genesis1 almost exclusively). If the head morphs are extreme, sometimes existing Genesis face morphs (like expressions) will need tweaking, but that happens with any custom morphs on a figure.

    FWIW, I just bought Virtual-World's 'children of the world' morphs for K4 during the PA sale with the intention of using them on Genesis1 via this same workflow. I will probably just do the head-shapes, and shape my bodies via native Genesis1 and the mentioned Growing-Up morph-set that I also own.

    Note that you can also create some interesting 'kids' in Genesis1 by dialing up the Basic-Child, then adding aiko/hiro (or any other!) head shapes and traditional facial dials. It's also fun to make a good looking adult character on the genesis base and then shrink it to see how it looks!

    good luck!, and don't be to wary of the GenX tool. It's a workflow in-itself, but has a nice rhythm when you do it a couple of times.

    --ms

    By

    mindsong mindsong December 2018 in The Commons
  • Were there any K4 characters included a genesis(1) version?

    how well does genx actually work?

    Remarkably well with the characters I've transferred so far. I've not transferred that many characters, but so far the original and GenX versions are pretty much entirely indistinguishable in their base pose.

    Things are obviously a bit different when you start posing, as different generations differ in more than just shape - as they don't have completely identical rigging, joints will deform slightly differently (which may be a good thing if you want to benefit from the improved technology, or may be less ideal when you've got an extreme morph that no longer has the right corrective JCMs).
    You do also end up with clothing no longer having specific fit morphs, should your original character have used common bases or morphs, and thus end relying more on auto-follow and things like Fit Control.

    By

    Matt_Castle Matt_Castle December 2018 in The Commons
  • Character's face doesn't look identical

    I was going to say check the camera.  A few years ago I was working on a character and somehow in the process perspective was turned off - I thought the morph was messed up because suddenly the face looked more square and heavy.

    By

    3-D Arena 3-D Arena December 2018 in The Commons
  • Were there any K4 characters included a genesis(1) version?

    Genesis 1 comes with a Basic Child morph which is pretty much identical to K4 (not K4's Toddler or Chibi morphs, however). G1 also accepts K4 textures. Since K4 was one of the last pre-Genesis bases to be released, the development crew probably decided to make it easy on us. 

    After Genesis 1 you pretty much had to go tp PAs to get kid characters. Although even with G1 if you wanted specific K4 characters you needed to port them over with GenX. 

    By

    JOdel JOdel December 2018 in The Commons
  • Draping issue wth dForce Femme Fatale Dress for Genesis 3 and 8 Female(s) by Sshodan

    Than separate simmulation it is - double collisions are always tricky in dynimics, dForce is better with them than most engines but somtimes it just refuses to do what you want it to do. Again - hide the dress, run the sim ont he jacket, unhid the dress hide the jacket run the sim. Unhid the jacket and al should be fine... As well as go quicker.

    Nope.

    Dosent work.

    With the dress hidden, the jacket back out morph at 100%, the smoothing modifier removed, untextured, Animated at 60 frames, the jacket will still cling. This is because, as I indicated earlier but perhaps was not clear enough, the dress is clinging to G8 without the dress or anything else on. Both of these examples are on a fresh install. I exited after each attempt to make sure nothing carried over into the next attempt. Pic 1 shows the jacket with the dress hidden. Pic 2 shows just the jacket with nothing else (the underwear was added after the simulation). It wont work.

    By

    AnotherUserName AnotherUserName December 2018 in The Commons
  • Were there any K4 characters included a genesis(1) version?

    seeing a bunch of V4 characters included a GN1 version,  was there any K4?

    i know i can use the K4 skin textures on Genesis Kid,

    liking something like this head morph/char

    https://www.daz3d.com/autumn-sunshine-fairy-k4

     

    thanks smiley

     

    By

    Mistara Mistara December 2018 in The Commons
  • Draping issue wth dForce Femme Fatale Dress for Genesis 3 and 8 Female(s) by Sshodan

    1. Did you try dailing "Back Out" morph a bit up before simulating? It should be active on load but worth double checking - make sure that the jacket is not touching the dress in the start of the simulation.

    2. Keep in mind that the jacket "swings forward" at the start of the sim, since it is a light fabric, so you may want to give it some time to settle - try Animated (use Timline Play Range) option and give it at least 60 frames to settle down.

    3. Althou I'd recomend running the sim on the derss before adding the texture, somtimes it's easier to see the issues that way :)

    It still wants to cling. This is with the Back Out morph at 100%, Animated (use Timeline Play Range) and untextured.

    By

    AnotherUserName AnotherUserName December 2018 in The Commons
  • Draping issue wth dForce Femme Fatale Dress for Genesis 3 and 8 Female(s) by Sshodan

    Well if all else fails there is always a good old separate simulation solution - hide the dress run the sim on the jacket, once you like how it looks hide the jacket and run the sim on the dress. Unhid the jacket, use back out morph to fix any clipping that may have occured (with such a tight dress there will be little to non).

    P.S. I althou would repeat the recommendation to remove the smoothing modifier - while it always worked for me I know it couses issues for other users when using dForce, I stopped adding it to my dForce items later on but that one still has it. You can re applay it after the simmulation is over :)

    By

    Sshodan Sshodan December 2018 in The Commons
  • Draping issue wth dForce Femme Fatale Dress for Genesis 3 and 8 Female(s) by Sshodan

    1. Did you try dailing "Back Out" morph a bit up before simulating? It should be active on load but worth double checking - make sure that the jacket is not touching the dress in the start of the simulation.

    2. Keep in mind that the jacket "swings forward" at the start of the sim, since it is a light fabric, so you may want to give it some time to settle - try Animated (use Timline Play Range) option and give it at least 60 frames to settle down.

    Yes. The last pic has the morph dialed back to full.

    By

    AnotherUserName AnotherUserName December 2018 in The Commons
  • Draping issue wth dForce Femme Fatale Dress for Genesis 3 and 8 Female(s) by Sshodan

    1. Did you try dailing "Back Out" morph a bit up before simulating? It should be active on load but worth double checking - make sure that the jacket is not touching the dress in the start of the simulation.

    2. Keep in mind that the jacket "swings forward" at the start of the sim, since it is a light fabric, so you may want to give it some time to settle - try Animated (use Timline Play Range) option and give it at least 60 frames to settle down.

    3. Althou I'd recomend running the sim on the derss before adding the texture, somtimes it's easier to see the issues that way :)

    By

    Sshodan Sshodan December 2018 in The Commons
  • Draping issue wth dForce Femme Fatale Dress for Genesis 3 and 8 Female(s) by Sshodan

    I purchased Femme Fatale yesterday, https://www.daz3d.com/dforce-femme-fatale-dress-for-genesis-3-and-8-females , as my vampire library just couldnt be complete without it. Unfortunately the jacket seems to have in issue that is preventing a good drape. Whenever I run a simulation, the lower right cuff of the jacket rubber bands to the dress and clings to it at the hip causing the bad drape. Ive attempted the simulation with a number of poses and in the default A pose with base G8F and I still have the issue. I also simulated a drape with just the jacket and no dress and in the A pose it seemed to work ok. When I altered the pose however by placing G8F's arms in the full back position (Arms Front-Back -100%), the jacket exploded. In the full front position (Arms Front-Back 100%) the jacket did try to stick the G8F's right thigh and then suffered a simulation error at 92%. Here are a number of pics demonstrating the issue. If anyone else out there has dforce Femme Fatale can you confirm?

    Look at the lower right cuff position of the jacket.

    Closer

    From the back.

    Arms back, dress back morph at 100%.

    By

    AnotherUserName AnotherUserName December 2018 in The Commons
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