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  • The Official aweSurface Test Track
    I guess I should have to dig up the actual refraction- and absorbtion values for these things, but for now just testing the various transmission channels...

    IOR values should transfer well, but I doubt you need to fiddle with absorption/transmission values. Just pick a transmission/refraction color and adjust scale/absorption depth as necessary.

    Tks, yup IOR values are easy enough to find, then I figure it also comes down to having accurate angles for a physically plausible model...

    I'd love to add diffraction/dispersion, but bug fixing and optimizations comes first.

    I'm with you theresmiley, still, started drooling my morning coffee, when I read thisblush

    By

    Sven Dullah Sven Dullah November 2018 in Art Studio
  • DAZ Poses not Realistic

    My biggest issue with most commercial pose packs is how little new poses seem to be included.  More often, it seems to be just a new name for a package of the same poses that came with the last character...mostly pinup stuff.  Since I can rarely remember what all I have in my runtime, I find myself with 10 or more sets of the same type of poses.  In the end, I normally use the most simple standing pose and then use Power Pose to change as needed.  +1 on the Aeon Soul poses....really nicely done.  The downside is that these are fairly specific action poses.  So, they have limited use.  But, I guess most poses have that issue.  

    Anyone know how difficult it is to rename assets in Daz?  I need to take a week and just give every item a very descriptive name, so I can easily figure out what it is.  I mean things like "Hinata Dress,' could go into a catergory like "short casual dress."  Any hair that has a pony tail could go in the "ponytail" category...etc.  It gets confusing having some products listed by item name, while others have the PA name first, or a generalized descriptor, like "Dforce."

    Sorry, got a bit off topic there.  But, this could definitely apply to poses across multiple sets for each generation.  the "Categories" folder does help.  But, it lumps all generations together.  And, some items get dropped into the base subfolder instead of the sorted folders - presumably because there aren't good meta tags on them.

    It might be interesting to line up all ten or so of my "Model standing with legs apart and hands touching overhead" poses, and see how much variation there actually is between any of them...LOL

    I'd like ot see more PAs do clothing morph packs.  SY makes some good ones and Zev0 Fit Control is really useful.  But, I think it could be possible to do even more with the clothing on morphing geoshell idea...more things like rolled up or crumple sleeves, collars to the side or pulled down, shirts open from the bottom, skirts crushed or spread for sitting poses...etc.

    By

    cdpro_2831bbd990 cdpro_2831bbd990 November 2018 in The Commons
  • Exporting Morphs to FBX

    I've been using the example: http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/file_io/export_fbx_silent/start as a guide to exporting FBX from the SDK.  I can't seem to get morphs to work though.  I'm guessing I've got the rules portion wrong, but I can't find another example anywhere.  I've tried the text from the comment, a similar test that I made, the contents of an exported rule list from the FBX export dialog, and a path to the exported rule list.  I never end up with any morphs in the file.  How do I use this setting properly?

    FileSettings->setBoolValue("doMorphs", true);
    FileSettings->setStringValue("rules", "FBMHeavy\nExport\nThin\nExport");

    In addition, when exporting morphs through the interfaze in Daz Studio, each mesh seems to get it's own morph.  So in Maya or Unreal I have seperate sliders for the each piece of clothing for a given morph.  I would rather have one "Weight" slider, for instance, that controlled the morph for the whole model.  Is there an option somewhere to combine these into one morph on export?  If so, how do I set it in code?

    Thanks

    By

    David Vodhanel David Vodhanel November 2018 in Daz SDK Developer Discussion
  • How to Use dForce: Creating a Blanket, Draping Clothes on Furniture, and Much More [Commercial]

     

    63. Momentum Transfer

    Some have asked if dForce can be used to cause a ball to bounce. It can’t (at least so far) but it can transfer momentum and cause an object to fly away. I first saw hints of this while testing a particular scene and then I changed Simulation settings and surface settings to enhance it. The animated gif shows what happens.

    a. Create a torus of 1.5 inch major diameter and 1 inch minor diameter, Y-positive, 100 segments and 32 sides. Add a dForce dynamic modifier to it.

    b. Create a cylinder 4 inches high, 2 inch diameter, 20 segments and 32 sides.

    c. Set up a 60-frame animation so at frame 0 the cylinder is about a torus diameter away.

    d. At frame 10, have the cylinder move forward and collide with the torus off-center.

    e. Set gravity to 0. This means the torus will neither rise nor fall or move unless it undergoes a collision.

    f. Set air resistance to 0. This removes drag and allows the torus after the collision to move farther and faster.

    g. Set Buckling Stiffness to 100% and Buckling Ratio to 0. This will mostly keep the torus from collapsing in on itself when hit.

    h. Set density to 10. This will make the torus surface stiffer.

    i. Run the simulation. You will see the torus partially collapse when struck by the cylinder. Momentum is transferred to the torus, the torus’s surface will rebound, and it will fly away.

    Frame 10:                                                        Frame 16:                                                      Frame 30:  

        

    Frame 60:

    j. What is this good for? I don’t know but it suggests there may be a way to get dForce objects to bounce off surfaces.

    By

    RGcincy RGcincy November 2018 in The Commons
  • does Melody/Micah A3 not need the rte thingy naos?

    If you have the CDI Furries morphs for Melody there is a zero head morph included. Otherwise you will either have to hit the undo button or delete and reload the figure as the Melody download file only has Cheetah skin & eye files in the pose folder.

    Skins (they do sometimes go on sale):-

    https://www.daz3d.com/silvina-for-melody-a3

    https://www.daz3d.com/furries-furs-chihuahua

    https://www.daz3d.com/furries-faces-dog (faces no skins)

    https://www.daz3d.com/deer-for-furries

    https://www.daz3d.com/furries-furs-cows

    https://www.daz3d.com/furries-furs-chipmunk

    https://www.daz3d.com/furries-furs-bast-and-anubis

    https://www.daz3d.com/furries-furs-fisher-cat

    https://www.daz3d.com/furries-furs-red-panda

    https://www.daz3d.com/furries-furs-fox-and-wolf

    https://www.daz3d.com/furries-furs-skunk-and-squirrels

    https://www.daz3d.com/furries-furs-tigers

    https://www.daz3d.com/furries-furs-bears

    https://www.daz3d.com/furries-furs-lynx

    https://www.daz3d.com/furries-furs-rabbits-and-mice

    https://www.daz3d.com/cattitude

    Thanks for the links!

    By

    rtester rtester November 2018 in The Commons
  • does Melody/Micah A3 not need the rte thingy naos?

    If you have the CDI Furries morphs for Melody there is a zero head morph included. Otherwise you will either have to hit the undo button or delete and reload the figure as the Melody download file only has Cheetah skin & eye files in the pose folder.

    Skins (they do sometimes go on sale):-

    https://www.daz3d.com/silvina-for-melody-a3

    https://www.daz3d.com/furries-furs-chihuahua

    https://www.daz3d.com/furries-faces-dog (faces no skins)

    https://www.daz3d.com/deer-for-furries

    https://www.daz3d.com/furries-furs-cows

    https://www.daz3d.com/furries-furs-chipmunk

    https://www.daz3d.com/furries-furs-bast-and-anubis

    https://www.daz3d.com/furries-furs-fisher-cat

    https://www.daz3d.com/furries-furs-red-panda

    https://www.daz3d.com/furries-furs-fox-and-wolf

    https://www.daz3d.com/furries-furs-skunk-and-squirrels

    https://www.daz3d.com/furries-furs-tigers

    https://www.daz3d.com/furries-furs-bears

    https://www.daz3d.com/furries-furs-lynx

    https://www.daz3d.com/furries-furs-rabbits-and-mice

    https://www.daz3d.com/cattitude

    By

    Bunyip02 Bunyip02 November 2018 in The Commons
  • does Melody/Micah A3 not need the rte thingy naos?

    Thanks for the help. Yeah, I just used the default setting I believe. So I do not need to load Hiro 3 or Aiko 3 up first? And then morph them to the furries?

    That's right. Under Figures/CDI/Furries there are base figures for Furries Mel and Furries Micah. Start with those, don't load Hiro or Aiko.

    Edit: Lets see if I can upload the image that goes with the words this time.

     

    Could you please help me and tell me how to find and use them?

    In addition to Melody and Micah there were the CDI Furries for both figures.

    IM00024993-01_FurriesforMelody - https://www.daz3d.com/furries-for-melody

    IM00024994-01_FurriesforMicah - https://www.daz3d.com/furries-for-micah

    You need to add the CDI Melody/Micah figure to your scene, then add your Head/Tail morphs to the CDI figure, next apply the skin texture.

    The CDI Melody and Micah can be found in the Poser Formats - My DAZ 3D Library - Figures - CDI - Furries

    The CDI head and tail morphs can be found in Poser Formats - My DAZ 3D Library - Pose - CDI - Furries

    The additional character skins can be found in Poser Formats - My DAZ 3D Library - Pose - Melody

    EDIT_ Beaten to the draw, had lunch then answered.

    Thanks to both of the above people and everyone else who commented. I found the figures and faces from the first post and I found the textures from the second post the second post directory structure seemed to match up with what mine is for some reason I could not find the StdAlone directory. But I found the figures anyways from the list. and then I could not find the textures until I was about to post asking where they are and I saw your post also. I guess I only have 1 texture for both each figure at the moment I thought I was buying textures but I was not it seems.  Where does one get more textures for the Furries? Also one more quick question how do I reset the poses of the furries? after I set a pose I tried to use the Aiko 3 reset but I was getting an error when I tried to use it on Melody or Micah once again. THANK YOU ALL.

    By

    rtester rtester November 2018 in The Commons
  • How do I change the length of just part of the leg

    I already know how to change the length of the legs, but how do I change idivitual parts of the leg like the thigh's length? What plugin can I use for this. I am not seeing anywhere with the morph plugin, that I am able to do this. I want to make the thigh a different length by not having it always the same proportion as the rest of the leg. I hope someone here understands what I am saying and can tell me if there is a way to do this. Also I tried scaling. Scaling does make part of the leg longer, but the part of the leng say its the thigh comes out massive in proportion to the rest of the leg.

    By

    addm3online addm3online November 2018 in Technical Help (nuts n bolts)
  • Mei Lin 8

    Wow...I reallly like the Misumi skin on ML8...much more interesting.  ML8 is kinda blah to me...mostly because of the skin texture, but also because, I don't see much detail in the morph.  Other Asian PA characters have been looking really good lately.  I'm not sure ML8 really adds much.  The deal is nice....just trying to decide if I really need it.  I might have been more swayed with a 30% discount as opposed to the 20% off a giftcard.  I realize the the gift card is the better deal if loading it up with a couple hundred dollars.  But, I'm better off buying in smaller cartloads these days.

    I was a bit surprised that Rarestone wasn't tapped for this one...especially after they did Sakura.

    By

    cdpro_2831bbd990 cdpro_2831bbd990 November 2018 in The Commons
  • The Official aweSurface Test Track
    I guess I should have to dig up the actual refraction- and absorbtion values for these things, but for now just testing the various transmission channels...

    IOR values should transfer well, but I doubt you need to fiddle with absorption/transmission values. Just pick a transmission/refraction color and adjust scale/absorption depth as necessary. I'd love to add diffraction/dispersion, but bug fixing and optimizations comes first.

    By

    wowie wowie November 2018 in Art Studio
  • does Melody/Micah A3 not need the rte thingy naos?

    Thanks for the help. Yeah, I just used the default setting I believe. So I do not need to load Hiro 3 or Aiko 3 up first? And then morph them to the furries?

    That's right. Under Figures/CDI/Furries there are base figures for Furries Mel and Furries Micah. Start with those, don't load Hiro or Aiko.

    Edit: Lets see if I can upload the image that goes with the words this time.

    By

    Pack58 Pack58 November 2018 in The Commons
  • My Morphs png images won't stay.

    I have used that for every morph , and it would be there , but when I opened  ds again it was back to the same place. So I did what you said number 4 and edited the file. Everything was working but I found still a second body. I did what you said about searching and finally found the second morph. Hopefully now everything will work. I did edit the path too, and made sure all the duplicates were removed. Thanks for your help.

     

     

    By

    Angells Angells November 2018 in Technical Help (nuts n bolts)
  • does Melody/Micah A3 not need the rte thingy naos?

    Content Library/Poser Formats/Whichever library you downloaded to/Figures/Micah (or Melody) for the base figures.

    Content Library/Poser Formats/Whichever library you downloaded to/Pose/Micah (or Melody) for the textures

    The default library DIM uses is /My DAZ 3D Library/

     

    There are morphs for bending the tail under the tail "bones", you can select one, some or all to get flowing curves. All third generation poses seem to work ok eg Hiro3 or Mike3 etc.

    Thanks for the help. Yeah, I just used the default setting I believe. So I do not need to load Hiro 3 or Aiko 3 up first? And then morph them to the furries?

     

    This product and Beth Capsces' "Furries for..." allowed me to depict in 3D a character I originally created in graphite during March of 1985.

    Sincerely,

    Bill

    I really like these characters I was wanting to make  sprite sheets with them and use them in an RPG Maker game.  Nice Image!!! 

    By

    rtester rtester November 2018 in The Commons
  • Alternative Santa Claus Costume

    Maybe start with https://www.daz3d.com/casual-style-for-genesis-3-males

    yep, my idea also. That outfit on GM3 with the George morph at around 60%.and a simple recolor on the clothing. Took about 10 minutes for this scene.

     

    By

    FSMCDesigns FSMCDesigns November 2018 in Product Suggestions
  • Dformers and cr2s [SOLVED]

    Hi, everyone. I can't find any threads on this subject but if you know of any I'm happy to review them. I have this item, the V4 Flight Jacket by Mytilus. I want to use it as a standalone prop being tossed onto a pile of stuff. It is a .cr2 that has a couple of useful morphs and I can rotate the arm bones in it. But in order to crumple it so it doesn't look like a posed but rigid figure of V4, I planned to use Dformers on it.
    But it seems that .cr2s won't successfully spawn a morph in DS v.10.x - if they ever did in any version. (V4 was before my time.) Studio gives no message indicating that the "Spawn Morph" function failed, but the morph doesn't appear in the item's parameters aftwerward. Did I get something wrong here? I'm fairly new at Dformers too although I've used them successfully a number of times.
    I know I can export the .cr2 as an .obj file, and that Dformers will work on that. However, when I export the .cr2, I lose the abilityto pose the jacket.  I'd like to pose it and Dform it, but not necessarily in that order. Any suggestions?

    By

    john_antkowiak john_antkowiak November 2018 in Technical Help (nuts n bolts)
  • DSON Python Errors

    Looks like Python is trying to read some data that isn't encoded as UTF8, which is what it expects by default.  You can specify other encodings in the Python script, but that would require knowing how the data being read is actually encoded.  The character set used by your Windows installation may be relevant, also the version of Python being used.

    Probably raising this with Smith Micro, either directly as a support ticket or on the forum mentioned above, is your best bet, as it seems it's not common enough for anyone here to have seen and solved the issue.

    Hmm okay, I have no idea how to do anything with Python, but it's nice to know what the problem might be. I'm surprised I'm the only one with the error.

    It would be surprising if you are the only one with this issue, but there are a number of variables involved, and it's possible you have a unique, or almost unique, combination.  To diagnose, it needs someone who has access to the Python code, and to the data the code is trying to read/decode.  Hence my suggesting a support ticket, trying the official Poser forums, or both.  I'm afraid I don't have Poser, so that's the limit of the help I can offer, except to say I see that 'duplicate formulas' thing in DS with G3: I ignore it and it hasn't caused any other issues as far as I know.  I am sure it's solvable, I'm just not motivated enough to fix it.  I suspect it's unrelated to your DSON errors.

    I agree, I'm going to go ahead and open a support ticket. Not being able to transfer active morphs is really hurting my ability to use Genesis.

    By

    TaishoBee TaishoBee November 2018 in Poser Discussion
  • Pose Parameter Sliders from Generation to Generation?

    I understand there are utilities that can transfer poses from one generation of figures to another - what I want to know is about the generations of figures for which there is no utility.

    If I was to apply a Victoria 3 pose to Victoria 3, and manually write down the parameter settings for the pose - could I go to Genesis 3 or Genesis 8 and then manually set the parameter sliders to get the same pose? 

    Or is there a way to copy the parameter settings of the Victoria 3 pose and then automatically apply those settings to another generation? I don't mean the pose itself, I mean the parameter settings.

    Thanks!

    By

    Fauvist Fauvist November 2018 in The Commons
  • Copying rig/bones from one object to another - possible? how?

    Syrus_Dante, thanks for all that information.  The keyboard shortcut issue is addressed by the script Richard pointed to but I will check out your thread on that subject.

    I think my OBJ import options were fine, I have those pretty much understood.  So I probably would have been better not transferring the face groups, as they would be the correct on the updated mesh after import. 

    The Transfer Utility I think I used what you recommend, except I did not use Replace Source with Target, because I wanted to keep the 'source'.  Without better documentation about what this means and does, I had to assume that it would overwrite the source object in some way.  I think I also had Face Groups checked because I wanted them transferred.  I did not deliberately choose Merge Hierarchies, but it may be checked by default.  Again, without a full explanation of what these options will do it's hard to choose.  Note that this wasn't clothing; it is a model I have built whichi is intended to be a geograft (if I can get that far!), so I ignored options that seemed to relate to clothing like the projection template for example.

    I note what you say about the, tolerance slider and options like Closest Vertex First.  I will bear it in mind in future, though I hope not to have to deal with a similar issue again.  Hopefully lesson learnt - check the geometry sooner rather than later.

    By

    andya_b341b7c5f5 andya_b341b7c5f5 November 2018 in Technical Help (nuts n bolts)
  • Mei Lin 8

    Now try Mei Lin 8 with Mei Lin 7 textures... ;)

     

    That's what I said!

     

    I tell you, with a pending trip to Nasvhille to record my record, I didn't NEED to spend this money. But, with taking advantage of the 8 for 1 and the pro bundle deals, geez, that's like $500 + of items for less than $65. Argggghhhh! Couldn't pass it up. Very nice set of items for the pro bundle as well.

    I hope you do a great job with your recording! Get plenty of rest and water.

     

    Since Netflix has carried the show Designated Survivor, which I have been diligently watching up through the end of what is currently filmed. It's funny to see that the current version of Mei Lin looks like the actress Maggie Q. Who played the character Mei Lin in the Die Hard series Live Free or Die Hard. Which of course influence my Buy with a character like so many in this generation that seem to find themselves resembling real actors and actresses.

    Here's another Maggie Q look-a-similar (if you morph the eyes).

    P3D Marina in Vendor, P3Design,  3D Models by Daz 3D

    By

    xyer0 xyer0 November 2018 in The Commons
  • Copying rig/bones from one object to another - possible? how?

    andya_b341b7c5f5 saied:

    Every keyboard combo I try to set up, I am told it's in use and asked if I want to remove all the existing uses.  But I'm not told what the existing uses are, so it's impossible to tell whether removing the existing uses is acceptable.

    My rule of thumb is: if you don't know for what this shortcut is used by default its OK to overwrite it because you never had used this default shortcut anyway.

     

    Incidentally, (perhaps this is another thread) I can't find any keyboard shortcuts for some functions within the tools Geometry Editor, Joint Editor.  So, e.g., selecting all or clearing the selection in GE, which I'm having to do many times via the fly-out menus.

    I think the default shortcuts are good as they are and easy to remember, those are:

    • Grow Selection Ctrl+NumpadPlus
    • Shrink Selection Ctrl+NumpadMinus
    • Invert Selection Ctrl+NumpadDivide
    • Select Connected Ctrl+NumpadMultiply

    I've just added one thing (no shortcut assigned by default)

    • Clear Selection Ctrl+NumpadDot

    With those you don't need a shortcut for Select All you can archive this by Clear Selection followed by Invert Selection now everything is selected (and you don't have to remember another shortcut).

    Here is my thread about all the shortcuts and things you can customize to speed up your workflow:

    How to Customize Daz Studio - to speed up Workflow!? [WIP]

    I've just added My customized Keyboard Shortcuts - Downloadable Config File

     

    It seems to have transferred the bones correctly, but there are some errors with the face groups, surfaces and weight maps which I am working through finding and correcting.

    If you had exported the mesh with the right OBJ export settings like in this screenshot below you don't need to transfer the Face- and Surface- Groups. Instead they already get imported with the OBJ. You can simply uncheck those in the settings of the Transfer Utility. I've also discovered not realy usable results with transfering such polygon based groups like the face/surface-groups / selection sets with almost identical meshes.

    But the quality of the result you get with the Transfer Utility depends on the upper settings in Projection Options.

    For the weight maps I would try to lower the Distance Tolerance slider. As the name implies its a tolerance so the weight maps will look more blury after the transfer with higer settings. I don't know which distance this default value of 0.032 represents maybe its realted to the default 1 cm unit scale in DazStudio. But its just a default setting for the deafult usage scenario where you want to transfer the figure rigging to the clothing item with a completly other mesh that is some distant away from the actual figure body mesh. You could also try those settings like Closest Vertex First or Use near Vertices maybe even UV Space can help to get a better 1 to 1 copy of the original weightmaps but I don't know if they will produce better results. In the end I would say just do a few tests to find a good setting for your scenario and compare the results on different settings.

    One thing to mention is the Replace Source With Target checkmark that is important to get all properties transfered to the target figure. Otherwise you don't get all sliders and the property groups transfered, again something you don't need in the default usage scenario. An example would be the clothing item needs all shaping morphs of the figure tansfered for proper fitting but some properties that are of type pose parameter like the pose controls are unneseccary in a conforming item.

    You see the default settings of the Transfer Utility are not the best in your case for transfering rigging and morphs between almost identical meshes.

     

     

    By

    Syrus_Dante Syrus_Dante November 2018 in Technical Help (nuts n bolts)
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