• Daz 3D
  • Shop
  • 3D Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Partnerships
    • AI Training data
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
  • Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare
  • Download Studio
ADVANCED SEARCH
  • Menu
  • Daz 3D
ADVANCED SEARCH
Add image
  • Shop
  • 3d Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Partnerships
    • AI Training data
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
  • Community
    • Our Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare

Notifications

You currently have no notifications.

Loading...
Daz 3D Forums > Search
  • G8.1 Clothing morphs autofitted [or not] to G8F

    marble said:

    crosswind said:

    marble said:

    Anyhow, I did as suggested and just saved the garment with the G8F Scene ID and my morphs and now I can see them when I reload that saved garment. I sure don't understand all the reasons for following the required steps but we finally got there so thank you all for the help.

    By the way, I did not do any rigging transfer (I assumed that G8.1 is rigged mostly the same as G8) but I did have trouble deciding which of the Scene ID options was the correct one (see attached). I opted for the one highlighted in green.

     

     

    Great ! Saving a figure asset always works. Then it will have a geometry dsf file for being as the 'Parent' when you save any morph asset later on....

    And the green one is correct.

    Many thanks again. Sometimes my old brain just slows to a crawl and needs a bit of a push. 

    Haha, pls don't say that, me too...sometimes.  Well, I just finished the testing. There should no problem if you -> 

    1) Load the garment into the scene, do not fit it to the figure but just cancel the Auto-Fit dialogue box !
    2) Change Preferred Base in Scene ID and fit it to the figure. Import your fixing morph and save it as a Morph Asset. No need to save figure asset.
    3) Reload the garment no matter using auto-fit or changing ID first then fit, your morphs will be always right there.

    So, auto-fit was the culprit... bringing you just a #geometry with 'no name'.cool

    By

    crosswind crosswind October 2023 in Daz Studio Discussion
  • Separate dForce timelines?

    crosswind said:

    WendyLuvsCatz said:

    a script of sequenced obj imported morphs that zero each one prior to the adjacent frame would be very useful yes there is one by Casual I have never gotten to work

    as for export Sagan does obj series so you can skip the Blender step

    I do it painfully using puppeteer dots in edit mode advancing one frame at a time matching poses, I have a 30 frame on the spot walk cycle for the Morphing fantasy dress I did this for with dforce2morph,

    dresses not showing feet one can actually record puppetering if skirt only dforced

    As far as I experiment and confirmed with RiverSoftArt, the latest version of dforce2morph can only work if the figure is at the position of X,Y,Z - 0,0,0, and everything will be reset 1st... So I always have to export / import obj files. Can it work all well on a timeline ?

    no, it's destructive, I painfully reloaded a saved scene 30 times to create 30 morphs

    at least now I have 30 sequenced morphs on the MFD I can make a circle of dots of and puppetteer if I hide the legs

    By

    WendyLuvsCatz WendyLuvsCatz October 2023 in Daz Studio Discussion
  • Separate dForce timelines?

    WendyLuvsCatz said:

    a script of sequenced obj imported morphs that zero each one prior to the adjacent frame would be very useful yes there is one by Casual I have never gotten to work

    as for export Sagan does obj series so you can skip the Blender step

    I do it painfully using puppeteer dots in edit mode advancing one frame at a time matching poses, I have a 30 frame on the spot walk cycle for the Morphing fantasy dress I did this for with dforce2morph,

    dresses not showing feet one can actually record puppetering if skirt only dforced

    As far as I experiment and confirmed with RiverSoftArt, the latest version of dforce2morph can only work if the figure is at the position of X,Y,Z - 0,0,0, and everything will be reset 1st... So I always have to export / import obj files. Can it work all well on a timeline ?

    By

    crosswind crosswind October 2023 in Daz Studio Discussion
  • "Animation was detected, joint orientation has not been fixed"

    Hi there,

    Is there a way to import an animated Genesis 8 figure (with mocap from DAZ "Animations" panel) to C4D 2023.2.0? Daz bridge gives me this message "Animation was detected, joint orientation has not been fixed", and doesn't import any animations. I tried to import an animated .fbx instead, but it also doesn't import any animations. Any idea how to solve this or if this is even possible in the first place? 

    Thanks :)

    By

    saesd1694 saesd1694 October 2023 in Cinema 4D Discussion
  • Separate dForce timelines?

    When I use dForce, I almost always create a new scene with just the figure and prop, starting the figure from a known pose, easing into the seating position.  Export as .obj and import as a morph.  For animated sequence, the simulation timeline starts the anim at frame 50, giving plenty of time to place the figure.  Then I export 50 to end as mdd, import into Blender, export again as an .obj sequence.  Then in the main scene, import them all as morphs one frame at a time (can write a script to do that part).

    By

    Pickle Renderer Pickle Renderer October 2023 in Daz Studio Discussion
  • How to get rid of Smart Content metadata for unused stuff

    tyra_oeildeloup said:

    crosswind said:

    If there was nothing ever installed via Connect but you still find 'residual metadata' in Smart Content, and you really want a clean cms database, the quick way is to use Content DB Maintenance to Reset Database... Then re-install the products you really need.

    Worked like a charm, thanks !  

    Great! You're welcome.

    By

    crosswind crosswind October 2023 in Technical Help (nuts n bolts)
  • How to get rid of Smart Content metadata for unused stuff

    crosswind said:

    If there was nothing ever installed via Connect but you still find 'residual metadata' in Smart Content, and you really want a clean cms database, the quick way is to use Content DB Maintenance to Reset Database... Then re-install the products you really need.

    Worked like a charm, thanks !  

    By

    tyra_oeildeloup tyra_oeildeloup October 2023 in Technical Help (nuts n bolts)
  • How to get rid of Smart Content metadata for unused stuff

    If there was nothing ever installed via Connect but you still find 'residual metadata' in Smart Content, and you really want a clean cms database, the quick way is to use Content DB Maintenance to Reset Database... Then re-install the products you really need.

    By

    crosswind crosswind October 2023 in Technical Help (nuts n bolts)
  • How to get rid of Smart Content metadata for unused stuff

    Hello !

    So I uninstalled all content of my Daz Library to sort things and reinstall only what was needed, using DIM ( I uninstalled everything because there was a lot of stuff that was freebies, or stuff from renderosity, not just DIM installed products.)
    Now in my smart content, I still have products that appear as installed, but that I actually uninstalled and don't plan to use anymore. Is there a quick way to get rid of those ?

    By

    tyra_oeildeloup tyra_oeildeloup October 2023 in Technical Help (nuts n bolts)
  • Exporting conforming figures that have parented conforming figures (for import to CC4)

    You want to export strand-based hair (SBH)... You may fit the SBH Base sub-node to the figure first before export. Not sure of CC4, but if you find no strand in CC4 after import, set Preview PR Hairs to 'On' and Viewport Line Tessellation Sides to 2 at least in DS before export.

     

    By

    crosswind crosswind October 2023 in Daz Studio Discussion
  • [Released] RSSY Hair Converter from Genesis 8 to Genesis 9 [Commercial]

    barbult said:

    RiverSoftArt said:

    barbult said:

    SickleYield said:

    If you're getting better result with AutoFit, you might be better off returning the product rather than suffering more frustration. It's not that we don't want to help, it's that I literally don't have the same problem. I didn't do some weird magic trick with Primavera hair for the promo, I'm pretty sure I just converted it with the Regular conformer and used it without the geoshells. It's almost never worth using anything but the Regular conformer with dForce hair because dForce hair seldom has "real" geometry, it's grown as procedural type strands off a cap. There are a few hairs by for e.g. AprilYSH that have dForce and movement morphs, but they are the exception, not the rule. I would swear the manual does say this.

    Thank you for responding, SickleYield. Primavera Hair is a Linday polygonal geometry cloth-based dForce hair. It is not strand-based dForce hair. The Swept Wetlook Hair is regular OOT hair, not dForce at all. I am a fan of RiverSoftArt and SickleYield products and own a lot of them. This converter is very convenient and has excellent features, like setting the metadata and creating a product from the conversion. I was hoping that the converted results could be improved, by offering specific examples of things that don't work as expected. But if you don't experience the same issues, I see that my examples don't help.

    If you have access to another clean DS on another system or in a VM, you could convert it also in there (to avoid whatever is borking it up).  Then you copy the results back to your main DS (where you already converted it so you have nice metadata) and see if that cleans it up.

    I can try to install it on my husband's computer some time when he is not using it. Thanks for the suggestion.

    You're welcome!

    By

    RiverSoft Art RiverSoft Art October 2023 in Daz PA Commercial Products
  • Exporting conforming figures that have parented conforming figures (for import to CC4)

    I've imported some Daz hairs to Reallusion CC4 with the Transformer and they work fine. But I haven't gotten any of the ones that have 2 or more conforming hair figures, where 1 or more are parented to another. Typically this is a base hair or a skullcap with one or more additional hair figures parented to it. Whenever I try to import them with Transformer, only the parent figure makes it through.

    I'm going to try directly loading the fbx without using Transform, and then play around with Accurig, but I figure asking here couldn't hurt.

    By

    JQP JQP October 2023 in Daz Studio Discussion
  • How to view Daz Studio Content Library items Recursively ?

    ShelLuser said:

    In my opinion your best option is simply to add the assets you're working with to the categorized layout of the smart contents pane. Which really isn't all that difficult: you only need to categorize an item (right cilck on it for that) and apply the required meta-data (for that you need to right click on the containing folder and use the "Edit metadata..." option).

    A lot to go through, but yes... it is possible that way. 

    By

    ibr_remote aka infinity10 ibr_remote aka infinity10 October 2023 in Technical Help (nuts n bolts)
  • New Release: Bringing Daz figures To Life in UE5

    ARealiti said:

    Great work on this, can you confirm this,

    "Once conversion is complete, the figure is game ready and can be imported directly into any game engine."

    So Unity is a thing? Have you tried importing into Unity on a converted figure with bad joint issues on say clothing e.g. 

    DTL converted figures should import into any game engine or DCC that has functionality for loading standard fbx files complete with any morphs / JCMs. In the Unreal demo projects that are shipped with DTL, there is functionalilty that drives the JCMs in response to joint rotations so that the figure's mesh maintains a natural shape across the full range of human motion.

    There are essentially two methods for applying morphs/JCMs; linear skinning and dual quaternion. The two skinning methods are not compatible / interchangable. DazStudio uses dual quaternion, whereas Unreal, Unity and most other games engines use linear skinning because it is much more performant in realtime 3D applications. As well as converting the skeleton, DTL converts all JCMs and other morphs from dual quaternion to linear skinning - so the DTL figures, JCMs and other morphs are compatible with Unity.

    However, to see realistic mesh deformations applied at runtime in Unity, a way of driving the JCMs in response to joint rotations would need to be implemented - otherwise the mesh will deform in ways that do not look natural when joints are rotated like in the pictures you posted. I would love to implement this at some point in the future, but there's only one of me and only so many hours in a day! If you're interested in implementing JCM driving functionality in Unity and plan to work on it, please let me know as I'd be more than happy to work with you and make any required tweaks to DTL.

    By

    dave_0aa47f5a80 dave_0aa47f5a80 October 2023 in Unreal Discussion
  • 3rd party software to animate on DAZ3D?

    crosswind said:

    Dartanbeck said:

    I started trying to go the Blender route. The export/import tools are really pretty slick. I got hung up on hair. There were a bunch of other things that I'd have to work out before the renders would look even close to what I was getting from Iray and/or OctaneRender from Daz Studio.

    Then I asked myself: Why are you wasting all of this time? Dart, you don't know Blender. You're far from having anything that beats what you've been doing in Carrara. Why are you doing this?

    So I thought up a way to make animation in Daz Studio something that more closely resembles my experience in Carrara. What I ended up with is Much MUCH better than that, and I can bring my new method to Carrara as well, since it can read DUF files! Total Win!

    You don't need to go for Blender route as you've already built a pretty solid workflow with DS / Carrara...yes

    But one point is -: Blender can also read DUF files, with DDI addon. blush

    Perhaps... but what about my wonderful dForce Hair?!!!

    Yeah... I really like my groove! smiley DS ROCKS!!!

    By

    Dartanbeck Dartanbeck October 2023 in Daz Studio Discussion
  • Daz to Unreal Bridge - Meet the Team

    Unreal 5.3 native on linux, DAZ through WINE, no way to MANUALLY IMPORT exported .dtu and .fbx.
    It's a shame there is no way to manually import them from unreal.

    And even if you select *EVERYTHING* from the DazToUnreal options to export, it won't NEVER export the textures. 

    What a shame.

    By

    Kyan001 Kyan001 October 2023 in Unreal Discussion
  • problem with creating new morph

    If you just saved the scene file (duf) rather than any support asset, it should not impact anythying. Still, did you set Reverse Deformation + Delta Only when importing obj with Morph Loader Pro on this customized figure? Have you fully tested the morph dial from 0 to 100% after import, anything wrong?

    By

    crosswind crosswind October 2023 in New Users
  • problem with creating new morph

    crosswind said:

    yuyu.atem said:

    TimberWolf said:

    This video covers the whole process, including the settings for Morph Loader Pro. Setting the morph import options is obvious once you see it demonstrated but the UI is a little counter-intuitive in this regard and doesn't follow the usual Daz conventions.

    It's worth watching it all the way through for an overview but the part you specifically require is at 17:00.

    Thank you very much! laugh It seems to work better, now!

    Just a thing I don't understand: after saving the DS character file (just the file itself, not the morph as an asset), when I click on the "reset" button of the new morph, the character doesn't come back to the shape it had before I create the new morph. It chages, but it is not it's origonal shape. Is it normal? It didn't seems do that before I save the file...

    Thank you in advance for your answer!

    Not normal... even if Jay used older Blender version and Legacy obj format, they should all work fine. Double check your Morph Loader settings. You may record and poset your process... we may find out why...

    make sure that the morph is zeroed when you save it as an asset.

    By

    Richard Haseltine Richard Haseltine October 2023 in New Users
  • 3rd party software to animate on DAZ3D?

    Dartanbeck said:

    I started trying to go the Blender route. The export/import tools are really pretty slick. I got hung up on hair. There were a bunch of other things that I'd have to work out before the renders would look even close to what I was getting from Iray and/or OctaneRender from Daz Studio.

    Then I asked myself: Why are you wasting all of this time? Dart, you don't know Blender. You're far from having anything that beats what you've been doing in Carrara. Why are you doing this?

    So I thought up a way to make animation in Daz Studio something that more closely resembles my experience in Carrara. What I ended up with is Much MUCH better than that, and I can bring my new method to Carrara as well, since it can read DUF files! Total Win!

    You don't need to go for Blender route as you've already built a pretty solid workflow with DS / Carrara...yes

    But one point is -: Blender can also read DUF files, with DDI addon. blush

    By

    crosswind crosswind October 2023 in Daz Studio Discussion
  • problem with creating new morph

    yuyu.atem said:

    TimberWolf said:

    This video covers the whole process, including the settings for Morph Loader Pro. Setting the morph import options is obvious once you see it demonstrated but the UI is a little counter-intuitive in this regard and doesn't follow the usual Daz conventions.

    It's worth watching it all the way through for an overview but the part you specifically require is at 17:00.

    Thank you very much! laugh It seems to work better, now!

    Just a thing I don't understand: after saving the DS character file (just the file itself, not the morph as an asset), when I click on the "reset" button of the new morph, the character doesn't come back to the shape it had before I create the new morph. It chages, but it is not it's origonal shape. Is it normal? It didn't seems do that before I save the file...

    Thank you in advance for your answer!

    Not normal... even if Jay used older Blender version and Legacy obj format, they should all work fine. Double check your Morph Loader settings. You may record and poset your process... we may find out why...

    By

    crosswind crosswind October 2023 in New Users
Previous Next
Adding to Cart…

Daz 3D is part of Tafi

Connect

DAZ Productions, Inc.
7533 S Center View Ct #4664
West Jordan, UT 84084

HELP

Contact Us

Tutorials

Help Center

Sell Your 3D Content

Affiliate Program

Documentation Center

Open Source

Consent Preferences

JOIN DAZ

Memberships

Blog

About Us

Press

Careers

Bridges

Community

In the Studio

Gallery

Forum

DAZ STORE

Shop

Freebies

Published Artists

Licensing Agreement | Terms of Service | Privacy Policy | EULA

© 2026 Daz Productions Inc. All Rights Reserved.