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  • SereneNight's Sci-Fi Fun Thread 2

    So, having studied the morphs for G8M, I seem to have a fair lack of good leg morphs. I have tons of morphs for body parts, but unless I Want to dial in an entire character, I think the guys legs look rather Same-y. Does anyone have any leg morph recs?

    By

    Serene Night Serene Night October 2018 in Art Studio
  • My Daz "Can't live without" list.

    Michael4, Freak4 & Genesis (male) and the generic body morphs and  "Massive" and "Swole" and "Creature Creator" morph sets for them. 

    The M4 "Vincent" and "Trey" and "Beck" textures, and Jepe's M4 "Project Hairy". 

    The "ShortCut" hair by Maya.  And April's "Devonar" hair. 

    The "Freak horns" (F3).  (Old technology but quite adaptable) 

    The F4 "Gym Rat Extreme", M4 "Barbarian" boots & loin cloth,  clothing

    And finally the 3rd party (i.e. not available via DAZ)  Ulf's "Ulfgens2" toast.  And Jepe's "Real Ulf Gens" morphs and textures for the um... more mature scenes. (Old technology but quite adaptable)

    I use no special lighting other than the lights available natively with DAZ Studio itself. (Old technology but quite adaptable)  And use only 3Delight rendering.

    Edited to add:  And for scenery I frequently use the old "Multiplane Cyclorama", "Woodland Realm" and "Millenium Environment" stages.

    By

    LeatherGryphon LeatherGryphon October 2018 in The Commons
  • Where is Ophelia 8?

    Official line characters are not repeated in every generation. Many of the characters of Genesis 1 did not make a return in Genesis 2, and the same is true for later generations. So, if you get to see a specifically named  "Ophelia 8" at all is uncertain.  And even if it will come, no one knows except for DAZ, and they are not likely to spill the beans.

    You wouldn't happen to know the most detailed muscular hd add on for Genesis 8 Female?

    These morph packs should allow you to add muscles and vascular to any Genesis 8 female character.

    Musculature HD Morphs for Genesis 8 Female
    https://www.daz3d.com/musculature-hd-morphs-for-genesis-8-female

    Vascular products. (I beleive for these to show up you will need to render. So to test after you apply them render your scene.)

    Add Some Veins HD for Genesis 8
    https://www.daz3d.com/add-some-veins-hd-for-genesis-8

    Vascularity HD for Genesis 8 Female and Male
    https://www.daz3d.com/vascularity-hd-for-genesis-8-female-and-male

    By

    nDelphi nDelphi October 2018 in The Commons
  • Information on ERC Freeze feature

    Hi and wellcome to the Daz3D forum.

    Your help and any tutorial or documentation to shead light on this mysterious subject is much appriciated. It would be nice to have a complete documentation of the ERC features of Daz Studio and how to setup the ERCs with the Property Hierarchy pane.

    I've quickly read over the first two PDFs and I think I can help you to adapt something like this more or less to the ERC features of Daz Studio. Maybe have a bit less scientific graphs and more screenshots with examples instead. I like the graphics with the block diagrams of the master-slave dependencies, I already thought about doing some graphic like this to explain ERCs but with screenshots of actual DazStudio dials with the prefixes like CTRL, FBM, JCM and so on.

    There are some significant concept changes in the way you set up the depedencies. There is no Depedencies Editor and there is no teach button. The biggest difference is that cross-talk between figures and other items with the ERC links is not possible anymore. Instead the cross-talk works only on Properties that are set to Auto-Follow on Conformed Items like clothes and other wearables.

    I think with the Keyed ERCs (Extract From Timeline Range) you have all options like you have them for animating the keyframes in the timeline. Keep the Play Range in the timline and the key frames limited to the minimum whats needed, otherwise the slider could start to stutter by dialing it. For to have a better control over the interpolation and the curves I would suggest using the graphMate plugin. With it you can setup the animation curves like in the Dependencies Editor but with great precistion.

    Here are some posts and threads about ERC and the Keyed option:

    Enhanced Remote Control (ERC) - Documentation Center - Daz 3D

    keyed sub-components

    Rigging Window Blinds?

    Linking a JCM with a rotation range

    ERC-Freeze / Property Hierarchy / merge property Sub-Components

    Here is the latest discussion on ERCs and JCMs:

    in FIX THE PELVIC DISTORTIONS - SOLVED - Comment by Syrus_Dante October 14

     

    This is my post on the fifth page of this thread about how I use ERC-Freeze or how I managed to work with it.

    in TUTORIAL - Creating a Genesis series Full Body Morph for DAZ Studio Pro 4.10 by RKane_1 Comment by Syrus_Dante October 2015

    [Quote]: TUTORIAL - Creating a Genesis series Full Body Morph for DAZ Studio Pro 4.10 by RKane_1

    TERMINOLOGY

    I didn't write this. This is stolen LIBERALLY from posts I cut and paste together in an effort to understand and parse the information together in an easily understandable set of info. The posts originally come from Syrus83227_202e840f4e, Richard Haseltine, Herald of Fire, Sickleyield, Ramwolff, and many others here too numerous to name.

    "If I have seen further, it is by standing on the shoulders of giants." - Bernard of Chartres. (English Version - Isaac Newton)

    I humbly ask all those who know a good bit to read over and correct any assumptions made by either me or the previous parties in an effort to further understanding of this great tool. Thanks! :)

    Auto-Follow: "Auto-follow On" tells DAZ Studio to create a morph in conformed figures when the morph in the base figure is dialed up (if there isn't one already). This allows conformed items like clothing to change to conform to the shape of the new figure. Leaving it Auto-follow off will prevent DAZ Studio from creating this automatic morph. Auto-follow should be on when it will make sense for a conformer to try to mimic the morph in the main figure, and off when it won't. You'd probably want to turn it off for something that shouldn't be mimicked by clothes or hair - eyelash morphs, for example. Hair problems have often occurred with eyelash or ear morphs. Eyelashes shouldn't be set to Auto Follow on as a general rule, ears are harder to judge. There are many reasons you might decide either way - for example, the clothing cleavage modifier on Genesis uses two actual morphs for each visible morph (a hidden one linked by ERC to the visible one); one morph, with Auto-Follow on, fills in the space between the breasts and the clothing follows, while the other, with Auto-Follow off, undoes the effect on the base figure while leaving it active in the clothing.

    Adjust Rigging to Shape: Adjust rigging to shape moves the end points of the bones so they line up with the same bits of mesh as they do in the base state.  When a morph reshapes the body to the point that the rigging doesn't work, the Adjust Rigging to Shape moves the points about which the joints turn so that they are once more inside the mesh at about the equivalent point - though in some cases that may need a bit of manual adjustment. An ERC Freeze is needed to link the moved joints to the morph, so that when it is off the joints are in the normal position and when it is at 100% they are moved to the modified position (and when it's at half strength they are moved half-way). You need an Adjustment Rigging to Shape and ERC Freeze only if the shape has changed sufficiently that the default rigging does not work, and the freeze should link only the change joint centers as controlled properties of the morph slider. If you have unwanted ERC links you can find and delete them in the Property Editor.

    ERC: ERC stands for Extended Remote Control. It's basically a way to make one dial control multiple dials, but it's also a little more advanced than that in DAZ Studio since you can also get it to deal with changes in the figure skeleton on top of premade dials.

    ERC Freeze 'Freezes' the current figure pose into an ERC channel. This allows you to set your dials the way you want them to be when your new ERC dial is at its maximum and then use the ERC Freeze to create a new dial property. When zeroed, those same dials will be at their defaults (usually also zero). When at maximum, those dials will be at the limits they were set to previously. The best part about this is that DAZ handles the 'in between' parts as well, so that you can have a 50% dial spin which puts those dials at the middle-ground between zero and their ERC setting. ERC Freeze, by default, links every changed property to the one you set as master. That's why it is important not to have anything set that you don't want linked, though you can (and should) run your eye down the list and deselect anything that is included in error.

    It's used for a variety of things. The Basic Child morph on Genesis, for example, uses it to scale the figure down to a child size. The actual child morph would otherwise be an adult-sized toddler! It also reworks the bone structure to match the new figure size dynamically.

    If your joint settings are not in their memorized base state then ERC Freeze will see the differences between base state and memorized state as part of the changes it should be linking to the morph, and when it restores the figure it will restore it to the memorized state not the actual state on load. You must memorize rigging before using these features.

    You can access the ERC-Freeze command in the "Parameters" tab if you change to "Edit Mode" in the right-click menu. Then if you right-click on any property in "Parameters" tab the menu shows many other useful commands and you can see the "ERC-Freeze" in there.

     ERC-Bake: ERC-Bake is the opposite of ERC-Freeze. If a Morph or Pose dial is "ERC-Freeze"ed and has "sub-components" that need to change, it can be reversed by using ERC-Bake. It will delete all the sub-components of that property and make them "currently used“ property values again in parameters pane (unfreeze) so they are easily editable there and can be "ERC-Freeze"ed later. If done with more than one control property all the sub-components these are now "currently used“ can be combined with ERC-Freeze to a new property.

    ERC-Bake can be found in the right-click menu of that new property in the Property Hierarchy tab - so the "sub-components" gets deleted from that new property and become "currently used" property values again.

    Precise Eye - Point At Null-Target / LookAt-PoseControl with EyeTarget

    At the same time I was trying something with the ERCs that turned out is not possible. It is about the issue with the cross-talk between the different scene items that was possible to setup with the ERC-Freeze dialogue in the previous Daz Studio version that showed all currently used property values of all items in the scene. But I had no idea how to save those ERC links because after a restart they where gone.

    I wanted to have some props parented to the figure that if I move them in their limited range they drive the pose control propertis on the figure. It was the idea of having some advanced armature handles to animate the pose control properties like head rotation in the figure while the eyes still point at the target prop more or less controlled by another controller. The setup was based on an arrow prop parented to the head center and another between the eyes. I let the arrows Point At the target prop that you grab and translate with the universal tool. Then I linked the rotation values of the arrow prop to the Pose Control properties of Head-Neck. That actualy worked pretty well. Then I created other Control Properties that overwrites (Multiply) various Pose Control properties for Head-Neck to turn down the effect of the prop translation rotating the head, or the Point At of the eyes, something that is not possible with the Point At in general that you only can turn on or off but not dial up to have it fade in.

     

    Here is something I've found in the changelog it could be that I was using an earlier version than v4.6.2.71 while trying the above ERC links with the props.

    [Qoute]: Documentation Center » Daz Studio » v4.x » Change Log » 4.6.2.120 Change Log

    • Tweaks to make Property Hierarchy pane more efficient about when it rebuilds its list; improves experience when selecting nodes within the same hierarchy

    • Fixed ERC Freeze to create links in the correct/consistent order

    • Added a Mode option to the Attenuation group of ERC Freeze; allows Sub-Components to be targeted by the attenuation property

    • Added DzNodeSelectionComboBox to the scripting API

    • Fixed some issues with script documentation extraction

    • Added documentation to several script widget classes

    DAZ Studio : Incremented build number to 4.6.2.71


    • Fixed an issue with the interactive lesson layout command not being cleaned up completely

    • Fixed #DS-254: Crash while running unit tests; fixed cases where geometry can be subdivided while building; fixed crash in skin binding when geometry count handed in is incorrect; fixed case where loading deltas would cause scene to rebuild

    • Added Render Settings presets to the default load types

    • Added support for props to ERC Freeze

    • Updated ERC Freeze to use a single node selection drop down

    • Added a Keyed (Extract from Play Range) option to ERC Freeze

    DAZ Studio : Incremented build number to 4.6.2.72

    Public Beta 5 (RC)

    • Optimized application of ERC Freeze

    • Fixed an issue with the control value and the Keyed option in ERC Freeze

    • Added interactive lesson submasks for floating panes

    • Made StopInteractiveLessonButton style-able

    • Keyed ERC Freeze now prefers the most used interpolation type instead of the first used

    • The escape key can now be used to quit an interactive lesson

    DAZ Studio : Incremented build number to 4.6.2.73

    By

    Syrus_Dante Syrus_Dante October 2018 in Technical Help (nuts n bolts)
  • Altern8 Girl 8 (Released) [Commercial]

    Lotsa stuff in here! I have Girl 8, but if I use her, I dial out the toon and try to keep the cute. But I liked the way the 15 different face morphs changed Girl 8, and I thought, "Wow, I wish I had morphs like that for non-toon characters." And then I get to the promo image with the face morphs applied to G8F, and I must say, they really do the trick. Far too many full face morph sets do so little to G8F that she still just looks like another version of her vanilla base self, but these morphs---each of them---give a fairly distinct personality to G8F, and I think they would be just what I need when my dial twisting needs that one extra je ne sais quoi to make the character look real/complete.

    Please post the promo image with Faces 8-15 on G8F; so I can salivate some more.

    By

    xyer0 xyer0 October 2018 in Daz PA Commercial Products
  • Weight map selection - How do I get rid of the falloff radius?

    Hello and wellcome to the Daz3D forum.

    Do you have painted those Weight Maps on a dFormer Influence field?

    And how do you want it to move, by transforming the dFormer?

    I guess you have two dFormers both affecting one side of the face.

    With "I select a portion" you propably mean you select the faces/polygons with the Geometry Editor and then fill the Weights with the Node Weight Map Brush tool. What I would do if I want to get rid of the weight map on the center line is pess Ctrl+NumpadMultiply to invert the face selection and then use Fill Weights with 0%. You could also try to invert and then use Grow Selection with pressing Ctrl+NumpadAdd and finaly use the smooth brush on just on the outer polyloop with Respect Selection checked in the Tool Settings pane of the Node Weight Map Brush tool.

    But maybe you think of this too complicated if you are using a dFromer you can also create the shape just on one side of the face then export this shape as an OBJ file. Now deactivate the DFormer influence in the Parameters pane.

    For any symetrical morph I usualy do just one side and then you can load the morph with Morph Loader Pro select the OBJ open the settings and activate Reverse Deformation, Attenuate By: Selection Set: "one half of the Figure". If its the shape for the left side name the morph something like this. Then click a second time on the "Choose Morph Files" button and load the same OBJ file again. This time open the settings and activate Reverse Deformation, Attenuate By: Selection Set: "one half of the Figure" again but now turn around the Strength: -1 there is also a option called Edge Strength: 0 that deals with the issue of the centerline. Then also change the setting for Morph Mirroring to X: Swap. This will mirror the morph on the X axis from left to right and vise versa. Don't forget to rename the morph for the right side. Next press Accept and both sides shoud get the same morph without the issues on the center line.

    By

    Syrus_Dante Syrus_Dante October 2018 in Daz Studio Discussion
  • Is it possibe to put certain folders as separate tabs?
    If I cut and paste a folder with DUF files, created by me  (not a default folder with installed standard stuff) will the DUFs still work as intended? What I mean is can I create new MyLibrary folder, add it to the paths in the Daz settings, and cut and paste my folder with DUF files into it?

    If the folder structure remains the same I mean if you cut and paste a whole People/Pose folder for example the releative path remains the same in both libraries and the database dosn't get consfused. However if you are using a different folder to paste it into the new Library the metadata gets lost. Those content types like poses, scenese, subsets ect. can get saved anywhere and don't need any other content saved in the right place, as long as the original assets are accessible.

    The paths in the Content Libraries are relative paths so it dosn't matter for example if the textures are saved in library one or two. Example C:\User\UserName\Documents\Default_MyLibrary\Runtime\Textures\... and D:\MyNewLibrary\Runtime\Textures. This works as long as the textures remain in the Runtimes\Textures folder and dosn't get saved somwhere else.

    Even if you save Morph Assets or Figure/Prop Assets you can always choose the library in which you want the assets to be saved to. Those morphs and assets end up in a folder called data. With this I try to keep the original products and my additional assets for it in seperate Libraries its even easier to find the stuff you just have saved.

     

    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/specific_ui/set_content_library_container/start

    I'm not exactly shure if I understand this script example.

    If I run the Set_Content_Library_DAZ_Studio_Formats_Container.dsa

    as I read in the description it will "set the active path" what does this mean? And is this the line in the script where you can choose to set another ContentDirectoryPath than the "first mapped" directory?

    I want to set it to People/Genesis 3 Female/Poses for example if thats possible to have the Content Library pick up the "active path".

    // Set the base to the first mapped native formats directory
    var sBase = oContentMgr.getContentDirectoryPath( 0 );

    Set Content Library Container

    Below are examples demonstrating how to set the active DAZ Studio Formats path...

    By

    Syrus_Dante Syrus_Dante October 2018 in New Users
  • http://www.daz3d.com/wicked-women-2-for-v4

    iirc there was a domension3d utility at rendo coupd save a pmd binary file to a pz2

    think it was binary morph editor

    By

    Mistara Mistara October 2018 in The Commons
  • Torso statues or sculptures

    I could have sworn this product already existed but I can't find it. Anyway, it's a morph to remove arms, legs or head from the Genesis figures to create sculptures or statues. I though I saw this in the store but I can't find it now.

    By

    Kitsumo Kitsumo October 2018 in Product Suggestions
  • Finding M4/V4 Ethnic Face Morph Values in DAZ Studio (Resolved)

    I installed the M4/V4 ethnic face morphs into DAZ.  However, I can't find the values, so I can modify them.
    The current path is: C:\Users\Public\Documents\My DAZ 3D Library\Runtime\Libraries\Pose\DAZ's Victoria 4\Morph Injections

    edited to add current file path

    Solution: I started with a new figure, added the international morphs first, then added the other morphs on top (saved as a base character)

    By

    shg0816_13461e8196 shg0816_13461e8196 October 2018 in Technical Help (nuts n bolts)
  • Celebrity Look-a-Likes for 3D figures Part 2

    Im looking for options for Gal Gadot morph in G8F or V4

     

    any suggestions?

    By

    andrewthedude andrewthedude October 2018 in The Commons
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE UNDICI

    No DAZ c'è, solo che c'è solo Chocolate come venditore. Vorrei trovarlo anch'io sta cosa che converte per bene morph e modelli per DAZ, non posso utilizzare dei morphs PAGATI tempo fa.

    Cooooooooooomunque, c'è da dire una cosa

     

    BUON COMPLEANNO MUSCLEMAN

    TANTI AUGURI!!!!

    By

    Crios Crios October 2018 in The Commons
  • Unlocking HD

    Only vendors have access to making things HD, I know.

    I would like to know if later I become a vendor, would a figure with a Normal map for added detail be able to convert that Normal map into HD, or would I just be better off saving the higher rez figure in ZBrush for conversion later if I became a vendor.

    Thanks for your help.

    I don't think there's a way to go from a normal map to HD, it would be a function of the modeller anyway not a DS thing. So yes, keep the high-res version as a ZBrush file I would think.

    Thank you, Richard. At least I can go ahead and transfer higher rez stuff to a normal map until HD is unlocked. Thanks for the response. :)

    By

    RKane_1 RKane_1 October 2018 in Technical Help (nuts n bolts)
  • New plugin: Phong tessellation and displacement

    mebbe?, a mthod to save a hd morph from the plugin ds to a disp map ?

    I'm working on the subject. I think you can expect something in 3 or 4 weeks from now.

     

    A turkey?

    By

    VIArts VIArts October 2018 in Carrara Discussion
  • DAZ, you're killing me

    I'm not really spending on anything. The PC sale is lots of older stuff I have seen a million times and the flash sales are only 60% and I haven't seen anything I really need for any projects or is wishlisted.

    I keep hoping though wink

    Same here. I got Vladimir and his HD morph, but that's likely all I'll buy this sale. I don't really appreciate being fed stuff that's more than a decade old all the time. If I wanted it I would have gotten it years ago. ;). Sure, there have been exceptions, but all in all, nothing extremely tempting. Besides, I have tons of content already. I need to start using what I've got. I think I'm getting saturated. LOL

    Laurie

    By

    AllenArt AllenArt October 2018 in The Commons
  • Hoping for some info from HeadShop One Click users

    eta: eye and jaw fixer tool at sharecg (not an endorsement, just found it):

    https://www.sharecg.com/v/88497/browse/10/Software-and-Tools/Eye-Jaw-Morph-Fixer-for-Face-Morphs

    Has anyone figured out a way to get the eyes to remain un-affected by either FaceGen or HeadShop?, Or if it's possible to (easily) unmorph them (return them to their original figure settings)? HeadShop seems to treat the whole head like a 'blob' and removing/preventing the eyewarp doesn't seem possible.

    Even if the eyes no longer match the face, I would rather manually re-morph the newly create face morph to the default eyes than have the eyes be warped. A @kaotkbliss indicated, using other skins results in warped eyeball distortions in the mappings and that's not an option for my projects.

    thanks in advnce,

    --ms

    By

    mindsong mindsong October 2018 in New Users
  • HeadShop OneClick Test Run

    heh, after finally getting to using this utility, I've been scanning the forums for tips/tricks, especially the non-round eyes issue (anyone?), and found this *wonderful* tutorial!

    @RGcincy, a huge thanks for doing this and for doing it so well.

    @info_b3470fa520 (laslove, the HeadShop programmer) you should really take note of what's been done here. This is how documentation should be done.

    FWIW, before I saw this, I made some notes that might be of interest (esp. to those thinking of using GenX2 to convert HeadShop OneClick morphs to Genesis1 and other figures):

      https://www.daz3d.com/forums/discussion/comment/4047426/#Comment_4047426

    Note that automatically saving the morph as a standalone morph asset is probably beyond the reasonable expectations of the HeadShop product, and that realization may not have come across in my notes. It creates a morph that can be saved as a scene or scene subset, but knowledgeable DS users can load that and save it like any morph asset - tutorials everywhere.

    Thanks again RGcincy, and I hope this helps future users.

    eta: eye and jaw fixer tool at sharecg (not an endorsement, just found it):

    https://www.sharecg.com/v/88497/browse/10/Software-and-Tools/Eye-Jaw-Morph-Fixer-for-Face-Morphs

    cheers,

    --ms

    By

    mindsong mindsong October 2018 in Art Studio
  • formerly male content creation thread

    2018 Its Raining Men Approaches!

    - Thought it might be good to do a couple of quick tutorials in honor of the upcoming Its Raining Men event.

    - I've posted a quick walkthrough of applying and saving a custom full body morph (FBM) for an extreme shape change, and a tutorial of creating clothing items specific to that FBM.  Neither tutorial has much about doing the modeling;, rather, they are focused on the steps to load, convert, and save the morphs and clothing meshes that you create for use in Daz Studio.

    See
    https://www.daz3d.com/forums/discussion/comment/4047206/#Comment_4047206

    By

    Diomede Diomede October 2018 in The Commons
  • Diomede's Notepad, Sketchpad, and Chilling Pad

    - I then saved the boots as their own support asset, figure.

    - As a test, I started a new Daz Studio empty scene.

    - I loaded default G8M.

    - I navigated to my saved boots figure.

    - I conformed the boots to default G8M and to my deisred morph.  yesyes

    By

    Diomede Diomede October 2018 in Art Studio
  • Diomede's Notepad, Sketchpad, and Chilling Pad

    - To use the transfer utlity, with my boots selected in the scene pane, I went to the top menu and applied EDIT  OBJECT  TRANSFER UTILITY.

    - The transfer utility appears.  Make sure that you choose G8m in the left column (source) and the boots obj on the right column (target).

    - Click "show options" to see the full menu

    - Under both the source and the target choose "Current" instead of default for the shape.

    - Check the box to reverse the shape.

    - After the transfer utility does its thing, the boots fit the morphed G8M.  

    - As a test, I dialed the G8M morph back to zero, whic is the default G8M shape, and the boots adapted to the default shape.  yesyes

    By

    Diomede Diomede October 2018 in Art Studio
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