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

    chevybabe25 said:

    Perhaps I am missing something but couldnt you just hide the haircap geometry, either by toggling visible on/off or with facet hider?

    Why do you need to transfer the skin character color to the haircap when the character's skin underneath the haircap is already the color of the character's skin?

     

    Well I opted to make my cap a shape slightly different than the exact shape of G9's head. I like the slightly raised height towards the back for a lot of hairstyles ( especially updos). Most of the time, the script isnt necessary, but for styles like nordic knots where the top of the skull was exposed, it looks absolutely weird without it.

    What Mike D script are you talking about, please?

    By

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

    Perhaps I am missing something but couldnt you just hide the haircap geometry, either by toggling visible on/off or with facet hider?

    Why do you need to transfer the skin character color to the haircap when the character's skin underneath the haircap is already the color of the character's skin?

     

    Well I opted to make my cap a shape slightly different than the exact shape of G9's head. I like the slightly raised height towards the back for a lot of hairstyles ( especially updos). Most of the time, the script isnt necessary, but for styles like nordic knots where the top of the skull was exposed, it looks absolutely weird without it.

     

     

    By

    chevybabe25 chevybabe25 August 2024 in The Commons
  • Is Strand-based hair taking a step backward in realism, lately? August 2024

    lilweep said:

    Perhaps I am missing something but couldnt you just hide the haircap geometry, either by toggling visible on/off or with facet hider?

    Why do you need to transfer the skin character color to the haircap when the character's skin underneath the haircap is already the color of the character's skin?

    At least in most of the hairs I have and use, the haircap is hidden on load.

    By

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

    Perhaps I am missing something but couldnt you just hide the haircap geometry, either by toggling visible on/off or with facet hider?

    Why do you need to transfer the skin character color to the haircap when the character's skin underneath the haircap is already the color of the character's skin?

    By

    lilweep lilweep August 2024 in The Commons
  • Celebrity Look-a-Likes for 3D figures Part 4

    Drip said:

    Gordig said:

    I was assuming Harlow was based on an actor in the Mandalorian, but I've never seen the show.

    Well, it certainly isn't Pedro Pascal, so it's definitely a diversion from the usual model/theme combinations.
    But I do hope we'll get a Kara Dune bundle with a proper Gina Carano model sometime.

    XR71 has one here: https://www.renderhub.com/xr71/gina-dune-character-morph-for-genesis-8

    By

    Weird.AL.Einstein Weird.AL.Einstein August 2024 in The Commons
  • Duplicating head shape to genesis

    @crosswind

    Okay,
    I've experimented roughly with faceform.
    Following the tutorial I've managed to make GF8 to follow the shape of the head made from facebuilder.
    I have succesfully make the full morph.
    I'll try the headsplit latter to make only the head.
    But my question is now,
    how do I make the head texture from facebuilder to GF8?
    Probably the answer is to bake it.
    But then how to combine the texture from the head with the rest of the GF8 Body texture?

    By

    James James August 2024 in Blender Discussion
  • How to transfer (many) wearables at once from 8f to 8m?

    So, i have a robot model that is parented to a g8f model. All of the individual parts are not fitted to the g8f model, but parented to it in ways that preserve it as the g8f model moves. I am trying to transfer the model to g8m. Using the Transferto:Genesis8Male tool (which reshapes the female model into the base male model) adequately transforms the individual pieces into the positions they should be. However, when I 'save as a wearable' and then attempt to load the pieces again to a g8m model, they have reverted to what they were prior to the Transfer tool use.

    How might I bake in the transfer tool positioning/resizing of the objects (all the pieces are simple objects) that make up the robot model? For reference, there are many hundreds of pieces.

     

    Thanks for the help!

    By

    ThatOneGuy ThatOneGuy August 2024 in Technical Help (nuts n bolts)
  • Converting Studio Keyframes to Aniblock causing translations

    wolf359 said:

    UncannyValet said:

    I was using Genesis 9, which that script does not support.  Michal P had posted their script here, which I have not used but might as well link for posterity: https://www.daz3d.com/forums/discussion/comment/8420051/#Comment_8420051
     

     

    Another work around is to create ALL of your animation  (Including aniblock creation/mixing )with a base G8 figure first

    and save as .duf animated pose file.

    Then transfer that complete animation to G9 with the free script from renderosity
    I have used this method for my commericial Geneis 9 Ragdoll animation products and the motion transfer is flawless
    https://www.renderosity.com/freestuff/items/93511/genesis-1238-pose-converter-for-genesis-9

    So Cool!

    Yes, I've been having similar success with Bone Minion bringing my Genesis 8 animation forward.

     

    I must say, I tried this Mixamo rig for G9 last night and today and I really like it! It's nice to be able to pick out and tweak a Mixamo, download it and run it on Genesis 9 right away. Works great!

    The FBX animation downloads using it do not work in Cascadeur, however, nor does the rig itself. So I imaganie that we'll need to make them Genesis 9 DUF animation poses, then export those as FBX for use in Cascadeur, if one want's to do such a thing.

    Still. Handy little tool! Thanks Havanalibere!

    By

    Dartanbeck Dartanbeck August 2024 in Daz Studio Discussion
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICI

    Imago said:

    Kainjy said:

    Io i morph non li trasferirei.. anche perchè potrebbero darti problemi (il morph del petto o del collo potrebbero deformarti la barba).

    Quando ne applichi 1 ad una figura, DAZ te lo proietta in automatico sulla barba o sui vestiti che la figura indossa.. per cui trasferirli ora non ha senso lo fa DAZ in base a come ti serve. L'unica cosa controlla dopo il Transfer che la barba non si sia legata ai joint di petto, collo e spalle  che sennò hai problemi quando ruoti il collo o le braccia.

    Eh,si sente che usi DAZ Studio poco. cool

    Se non trasferisco i morph di sorriso, bocca aperta e simili, la barba NON reagisce a quei movimenti e rimane ferma, rovinado l'effetto.

    Ho creato decine di prop con quel metodo, però all'improvviso, dopo anni, non funziona più... I morph, anche se impostati come preferiti, non vengono più proiettiati.

    A meno che non usi figure vecchie.. se un oggetto non ha i morph DAZ lo crea al volo.
    Sai quanti morph di vestiti non hanno i body morph originali eppure funzionano lo stesso... ad esempio il Jason per G9 mio non ha morph, eppure se applichi un morph (preso da qualsiasi store) al corpo base, i vestiti si deformano.

    Se ciò non avviene togli il preset (bodysuit) e mettici none.. così tutti i joint del viso (e i morph) verranno proiettati. Se metti bodysuit Transfer Utility ti lascia fuori la testa (e dunque anche la bocca) e la barba non ha joint sul viso.

    By

    Kainjy Kainjy August 2024 in The Commons
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICI

    Kainjy said:

    Io i morph non li trasferirei.. anche perchè potrebbero darti problemi (il morph del petto o del collo potrebbero deformarti la barba).

    Quando ne applichi 1 ad una figura, DAZ te lo proietta in automatico sulla barba o sui vestiti che la figura indossa.. per cui trasferirli ora non ha senso lo fa DAZ in base a come ti serve. L'unica cosa controlla dopo il Transfer che la barba non si sia legata ai joint di petto, collo e spalle  che sennò hai problemi quando ruoti il collo o le braccia.

    Eh,si sente che usi DAZ Studio poco. cool

    Se non trasferisco i morph di sorriso, bocca aperta e simili, la barba NON reagisce a quei movimenti e rimane ferma, rovinado l'effetto.

    Ho creato decine di prop con quel metodo, però all'improvviso, dopo anni, non funziona più... I morph, anche se impostati come preferiti, non vengono più proiettiati.

    By

    Imago Imago August 2024 in The Commons
  • Duplicating head shape to genesis

    James said:

    @crosswind
    what is MLP + HeadSplit dFormer?

    MLP: Morph Loader Pro with which you're quite familiar, just an abbr.

    HeadSplit dFormers: go to G8 or G9 Starter Essentials, you can find them under Utilities category. (SS1)

    By

    crosswind crosswind August 2024 in Blender Discussion
  • Model Breakage

    Have you checked Currently Used with Show Hidden Properties checked ? (screenshots 1 ~ 2) In addition to the character morphs, partial body morph, expression dials, and needed corrective morphs, is there any unexpected or strange morphs dialed ?

    Well, fixing such a distortion requires a sculpting software as well as some tricks... it should be the very last choice, finding out the crulprit(s) is the 1st, fixing is the 2nd ~

    By

    crosswind crosswind August 2024 in Technical Help (nuts n bolts)
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICI

    Imago said:

    Kainjy said:

    Che cosa usi ? Transfer Utility ? Con che settaggi ?

    Certo che uso il Transfer Utility, che altro dovrei usare?

    I setaggi sono Bodysuit Loose (è una barba lunga), setaggi default tranne per il trasferimento dei morph che sono i preferiti. Sul personaggio ho impostato come Favorites tutti i moprh faccilai che voglio trasferire... Ma non ne trasferisce nessuno.

    Se però imposto "Favorites and subelements", mi trasferisce si i morph ma anche una valanga di altra roba che non mi serve e la barba finisce per pesare quattro giga. crying  E non posso passare sei ore a cancellare uno per uno i canali che non mi servono, ce ne sono almeno mille...

    Io i morph non li trasferirei.. anche perchè potrebbero darti problemi (il morph del petto o del collo potrebbero deformarti la barba).

    Quando ne applichi 1 ad una figura, DAZ te lo proietta in automatico sulla barba o sui vestiti che la figura indossa.. per cui trasferirli ora non ha senso lo fa DAZ in base a come ti serve. L'unica cosa controlla dopo il Transfer che la barba non si sia legata ai joint di petto, collo e spalle  che sennò hai problemi quando ruoti il collo o le braccia.

     

    By

    Kainjy Kainjy August 2024 in The Commons
  • Model Breakage

    crosswind said:

    If you've done with Adjust Rigging to Shape and there's no other culprits that bring you unexpected properties dialed (check in Currently Used... with Show Hidden Properties), but this issue still persists, I'm afraid you probably have to make a a corrective morph for it.

    I've tried adjusting rigging to shape, but it didn't work completely, how should I make a corrective morph? 

    By

    The Doppelganger The Doppelganger August 2024 in Technical Help (nuts n bolts)
  • Model Breakage

    If you've done with Adjust Rigging to Shape and there's no other culprits that bring you unexpected properties dialed (check in Currently Used... with Show Hidden Properties), but this issue still persists, I'm afraid you probably have to make a a corrective morph for it.

    By

    crosswind crosswind August 2024 in Technical Help (nuts n bolts)
  • Duplicating head shape to genesis

    PerttiA said:

    crosswind said:

    PerttiA said:

    crosswind said:

    PerttiA said:

    crosswind said:

    How to copy a Head to DS...? Parent? Geo-graft?

    Export the base Genesis figure into Blender, bring the original figure there, line them up and use the basic tools to make the Genesis mesh to match the original figure, then import the Genesis figure into DS as a morph 

    FaceBuilder makes a Head (portraite) only geometry with unique shape as per the given photo, how could you "match" a Genesis Base figure to that Head geometry in Blender?

    What has this to do with FaceBuilder?

    The Genesis base figures are meshes that can be modified
    One can import/open whatever source figure from where-ever to Blender, scale it and align it with the Genesis base mesh, and then scale/move the vertices of the Genesis mesh where needed (utilizing mirror and falloff)
    Nothing fancy or difficult

    OP clearly asked if one can make head shape and textures from the head geometry created from keentools aka Facebuilder (based on a photo)... https://keentools.io/

    It makes a mesh like any other mesh. After one has scaled and aligned it with the Genesis mesh, one can start moving the vertices of the Genesis head accordingly
    As I said, the amount of vertices in Genesis (whatever generation) head is not that many and using mirror it even gets halved. 

    Manually move the vertex position to match a fixed geometry ... ? Okay... I personally don't think this is a proper answer for any similar question like this one 'cause any Blender user should know how to move vertices...Well, based on a common sense, if one expects such a solution, I could've been hands-off from very beginning.

    So, vertex count from a G8 Base Head is 5.8K (Face only, 5.0K), G9 Base Head is 5.5K (Face only... 4.2K), I DO believe one can "get the job done" given there's enough patience and time ( also with symmetry.. if possible ). I won't question about the final quality, however, head / portrait created by FB is usually asymmetrical and with denser mesh... In such a case, it's pretty challenging to assure precise vertex alignment, let alone using symmetry / mirroring, whatever..

    By

    crosswind crosswind August 2024 in Blender Discussion
  • Duplicating head shape to genesis

    crosswind said:

    PerttiA said:

    crosswind said:

    PerttiA said:

    crosswind said:

    How to copy a Head to DS...? Parent? Geo-graft?

    Export the base Genesis figure into Blender, bring the original figure there, line them up and use the basic tools to make the Genesis mesh to match the original figure, then import the Genesis figure into DS as a morph 

    FaceBuilder makes a Head (portraite) only geometry with unique shape as per the given photo, how could you "match" a Genesis Base figure to that Head geometry in Blender?

    What has this to do with FaceBuilder?

    The Genesis base figures are meshes that can be modified
    One can import/open whatever source figure from where-ever to Blender, scale it and align it with the Genesis base mesh, and then scale/move the vertices of the Genesis mesh where needed (utilizing mirror and falloff)
    Nothing fancy or difficult

    OP clearly asked if one can make head shape and textures from the head geometry created from keentools aka Facebuilder (based on a photo)... https://keentools.io/

    It makes a mesh like any other mesh. After one has scaled and aligned it with the Genesis mesh, one can start moving the vertices of the Genesis head accordingly
    As I said, the amount of vertices in Genesis (whatever generation) head is not that many and using mirror it even gets halved. 

    By

    PerttiA PerttiA August 2024 in Blender Discussion
  • Duplicating head shape to genesis

    James said:

    is the faceform able to wrap head only?

    Yup, definitely ~ then merge the wrapped result with Genesis body. Then export the full OBJ from Wrap and import onto Genesis figure in DS with MLP + HeadSplit dFormer as you just need the Head morph.

    There're a couple of tutorials on youtube from shinteo channel, like this one https://youtu.be/w0ci6kJmanI?si=R6NY6KJvSwno85Sr and some timelapses on his channel in which there're streams of wrapping a head only.

    By

    crosswind crosswind August 2024 in Blender Discussion
  • Duplicating head shape to genesis

    PerttiA said:

    crosswind said:

    PerttiA said:

    crosswind said:

    How to copy a Head to DS...? Parent? Geo-graft?

    Export the base Genesis figure into Blender, bring the original figure there, line them up and use the basic tools to make the Genesis mesh to match the original figure, then import the Genesis figure into DS as a morph 

    FaceBuilder makes a Head (portraite) only geometry with unique shape as per the given photo, how could you "match" a Genesis Base figure to that Head geometry in Blender?

    What has this to do with FaceBuilder?

    The Genesis base figures are meshes that can be modified
    One can import/open whatever source figure from where-ever to Blender, scale it and align it with the Genesis base mesh, and then scale/move the vertices of the Genesis mesh where needed (utilizing mirror and falloff)
    Nothing fancy or difficult

    OP clearly asked if one can make head shape and textures from the head geometry created from keentools aka Facebuilder (based on a photo)... https://keentools.io/

    By

    crosswind crosswind August 2024 in Blender Discussion
  • Duplicating head shape to genesis

    crosswind said:

    PerttiA said:

    crosswind said:

    How to copy a Head to DS...? Parent? Geo-graft?

    Export the base Genesis figure into Blender, bring the original figure there, line them up and use the basic tools to make the Genesis mesh to match the original figure, then import the Genesis figure into DS as a morph 

    FaceBuilder makes a Head (portraite) only geometry with unique shape as per the given photo, how could you "match" a Genesis Base figure to that Head geometry in Blender?

    What has this to do with FaceBuilder?

    The Genesis base figures are meshes that can be modified
    One can import/open whatever source figure from where-ever to Blender, scale it and align it with the Genesis base mesh, and then scale/move the vertices of the Genesis mesh where needed (utilizing mirror and falloff)
    Nothing fancy or difficult

    By

    PerttiA PerttiA August 2024 in Blender Discussion
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.