• 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
  • Generate morphs for Morningstar Wings.

    ...

    He said he did that... otherwise he had no way to have obj imported and saw that distortion.  I've not used Legacy for a long time but I tried it again with these wings. Only when setting wrong Scale values, I could see 'distortion'. 

    Thank you! Your method has meant a considerable improvement in the results I have obtained, there is no doubt about that. However, it still doesn't work.

    You see, my model is a 1.65 meter (5.41 f) G8.1 Female and the Morningstar Wings are exaggeratedly larger than her by default.

    Scaling the wing bones has given me results and relocating the entire rig, but, in my opinion, in the hypothetical case that a human being could develop wings, the most suitable bone to support that structure would be the scapula. I'm not an anatomy expert, but this is fantasy! 

    The point is that with the scaling of the bones I can adapt the wings much better, but they do not coincide with the scapulae. Once I have the mesh of the model and the wings in Blender, adapting both figures so that they "connect" is not very complex.

    I make a slight deformation in the scapulae of the model that I import as a morph and everything is perfect, but when I alter the wings, apply new ones to the model and add the morph, they lose all the height and scaling information that I gave them in Blender. The Morningstar joints remain at the height of the character's thighs.

    Thanks to NOT exporting as Wavefront OBJ (Legacy) like you said, I no longer have the terrible distortion in the mesh, but they are still out of place.

    I have exported the meshes of the original wings to Blender with Daz Studio preset at 100%, the ones adapted to my model, fit to the figure, unfit and I can't do it. The Genesis figure's morph works perfectly.

     

    Okay, I understood what you wanted and ever did. So, do not use edit mode in Blender, use sculpting mode with Mask / Moving / Scaling, etc. I guessed that you might've made the vertices stretched or something...

    Anyway, I tweaked the wings to make them placing on G8F's scapulae with smaller size in Blender, then sent back to DS ( non-Legacy ) and found no problem. Tested with morphs and poses, all fine.

    P.S.: Better not do scaling / rigging or whatever on the wings in DS, that'll be cumbersome. You just touched the G8.XF figure and do all tweaking on the wings in Blender.

    By

    crosswind crosswind September 2023 in Daz Studio Discussion
  • Extracting a single animation frame from a timeline to its own scene?

    Oh, as per OP's requirements (each frame + dForce simulation results), it could be pretty simple but only 'repetitively'.  Well, Puppeteer's 'dots' just memorize Keyframes, so only manipulating keyframe(s) on the timeline will be good enough.

    1 - Ensure each firgure / object has a keyframe ( seems already done for 10 frames in OP's scene). If not, create for them by Selection + Create Keys
    2 - Simulate your dForce item(s)  first. Go to each frame, export dForce item to obj files (Base Resolution ! ), frame by frame. Number obj file names from xxx-0 to xxx-9 *
    3 - Save the scene file. Then Save As the scene file to 10 duf files, by numering the file names from frame-0 to frame-9
    4 - Now, open each 'frame-x' duf file. As per the number 'x', marquee-select the objects on 'that' frame, drag them to frame 0, then marquee-select and delete all other frames *
    5 - Use Morph Loader Pro to import the corresponding obj file (same suffix number) to dForce item (reverse def. + delta) and dial the morph *
    6 - Save the scene file.

    * Actually step 2 and 5 are not really necessary, you may just run simulation for frame 0 in each Scene file. 2 + 5 just give you 100% the same simulation result on each frame as per the original scene file.
    * If you don't wanna 'drag' frame(s) to frame 0,  you could use Memorize / Restore Selected Items, but the side-effects -: a bit cumbersome... and bring you lots of Default Values on properties... It's up to you but not really recommended.

    By

    crosswind crosswind September 2023 in The Commons
  • Generate morphs for Morningstar Wings.

    crosswind said:

    Dartanbeck said:

    Also, and this is important: make sure to set the mesh resolution to Base before exporting out of Daz Studio in the first place. Not doing so will give headaches similar to those you describe

    He said he did that... otherwise he had no way to have obj imported and saw that distortion.  I've not used Legacy for a long time but I tried it again with these wings. Only when setting wrong Scale values, I could see 'distortion'. 

    Thank you! Your method has meant a considerable improvement in the results I have obtained, there is no doubt about that. However, it still doesn't work.

    You see, my model is a 1.65 meter (5.41 f) G8.1 Female and the Morningstar Wings are exaggeratedly larger than her by default.

    Scaling the wing bones has given me results and relocating the entire rig, but, in my opinion, in the hypothetical case that a human being could develop wings, the most suitable bone to support that structure would be the scapula. I'm not an anatomy expert, but this is fantasy! 

    The point is that with the scaling of the bones I can adapt the wings much better, but they do not coincide with the scapulae. Once I have the mesh of the model and the wings in Blender, adapting both figures so that they "connect" is not very complex.

    I make a slight deformation in the scapulae of the model that I import as a morph and everything is perfect, but when I alter the wings, apply new ones to the model and add the morph, they lose all the height and scaling information that I gave them in Blender. The Morningstar joints remain at the height of the character's thighs.

    Thanks to NOT exporting as Wavefront OBJ (Legacy) like you said, I no longer have the terrible distortion in the mesh, but they are still out of place.

    I have exported the meshes of the original wings to Blender with Daz Studio preset at 100%, the ones adapted to my model, fit to the figure, unfit and I can't do it. The Genesis figure's morph works perfectly.

     

    By

    etobares etobares September 2023 in Daz Studio Discussion
  • Customising duplicated shapes

    Split to its own thead as it was not related to the topic of the original (which was abourt "duplicate" enteries in the content panes).

    The duplicated items are all pointing back to the same geometry data, and when you use the Geometry Editor it is that shared asset that is being edited. If you want to customise just one of the items you first need to give it unique geometry data first - for example, you could export it as OBJ and then reimport that (File>Export, and set the type to Wavefron OBJ, then File>Import - make sure you use the same preset, probably the Daz Studio one, in both the export and import dialogues).

    By

    Richard Haseltine Richard Haseltine September 2023 in New Users
  • How to a export prop edited in geometry.

    File/Export then select the file type ad folder to save it in. You probably want Wavefront Object OBJ, I would guess, but you didn't mention what application you intend to import it to.

    By

    barbult barbult September 2023 in The Commons
  • How to a export prop edited in geometry.

    How can I save and export a prop I edited in the geometry editor? By that I mean to also import that same 

    By

    Hope369 Hope369 September 2023 in The Commons
  • UltraScenery hangs & crashes Studio

    I just got the Ultra Scenery Landscape Features Vol. 4 pack today which adds asphalt roads to Ultra Scenery. (https://www.daz3d.com/ultrascenery--landscape-features-volume-4). But when I try to use the pack the script hangs, and then when I try to exit Daz Studio, it crashes.

    I've tried creating the simplest possible scene with just base grass, and a couple of different roads, but both of them caused the crash. Using no features or other features (dirt track) doesn't seem to trigger the problem.

    On one type of road, the log right before the hang was showing:

    2023-09-24 23:53:25.368 Loaded image: USC_NoFeature_00_texture.png
    2023-09-24 23:53:25.400 Prepare asset load (merge): /environments/landscapes/ultrascenery/features/usc road 05/content/USC Road 05 Surface Decal.duf
    2023-09-24 23:53:25.401 Locking viewport redraw...
    2023-09-24 23:53:25.401 Viewport redraw locked.
    2023-09-24 23:53:25.419 Native format content directories: 5
    2023-09-24 23:53:25.419 Poser format content directories: 3
    2023-09-24 23:53:25.419 Other import format content directories: 0
    2023-09-24 23:53:25.419 Begin asset load (merge): /environments/landscapes/ultrascenery/features/usc road 05/content/USC Road 05 Surface Decal.duf
    2023-09-24 23:53:25.454 JSON interpreter warning: Unexpected string member: file_display_text
    2023-09-24 23:53:25.457 Determining missing assets...
    2023-09-24 23:53:25.495 Setting textures...
    2023-09-24 23:53:25.497 Scanning for addons...
    2023-09-24 23:53:25.500 Creating node geometry...
    2023-09-24 23:53:25.500 Creating materials...
    2023-09-24 23:53:25.669 WARNING: ..\..\..\..\..\src\sdksource\general\dzscript.cpp(1187): Unhandled error while executing script.
    2023-09-24 23:53:25.669 WARNING: QScriptEngine::popContext() doesn't match with pushContext()

    Another type of road showed a simpler error happening:

    2023-09-25 00:07:24.707 Loaded image: USC_NoFeature_00_texture.png
    2023-09-25 00:07:24.734 Prepare asset load (merge): /environments/landscapes/ultrascenery/features/usc road 01/content/USC Road 01 Surface Decal.duf
    2023-09-25 00:07:24.734 Locking viewport redraw...
    2023-09-25 00:07:24.734 Viewport redraw locked.
    2023-09-25 00:07:24.754 Native format content directories: 5
    2023-09-25 00:07:24.754 Poser format content directories: 3
    2023-09-25 00:07:24.754 Other import format content directories: 0
    2023-09-25 00:07:24.755 Begin asset load (merge): /environments/landscapes/ultrascenery/features/usc road 01/content/USC Road 01 Surface Decal.duf
    2023-09-25 00:07:24.785 JSON interpreter warning: Unexpected string member: file_display_text
    2023-09-25 00:07:24.785 Determining missing assets...
    2023-09-25 00:07:24.815 Setting textures...
    2023-09-25 00:07:24.818 Scanning for addons...
    2023-09-25 00:07:24.820 Creating node geometry...
    2023-09-25 00:07:24.820 Creating materials...
    2023-09-25 00:07:24.862 WARNING: ..\..\..\..\..\src\sdksource\general\dzscript.cpp(1187): Unhandled error while executing script.

    Both of the assets (USC Road 01 Surface Decal.duf and USC Road 05 Surface Decal.duf) were present in the specified paths.

    I tried uninstalling and re-installing Ultra Scenery through DIM with reboots in betwen each, but it made no difference.

    I'm running:

    DAZ Studio 4.16.0.3
    Release Cycle: General Release [1]
    Platform bits: 64
    Qt Version: 4.8.7
    OpenSubdiv Version: 3.0.0
    Running on Windows 10, Build 9200, No Service Pack Installed

    Any ideas? Thanks!

    By

    jim_doria jim_doria September 2023 in Technical Help (nuts n bolts)
  • Daz Studio 5 with Omniverse Connector! Me Excited!

    ainm.sloinneadh said:

    Are there any tutorials for current Daz Studio to Omniverse workflows? You mentioned CS/iClone as an intermediate step, but that seems a bit overkill for rendering stills? And how does NVIDIA Path Tracing handle iRay materials?

    i looked at Omniverse previously but honestly, it was all so esoteric. I'm a software engineer, so happy enough bumbling about in code, but the documentation was just too inaccessible.

    To be honest, there is very little tutorials for Dazstudio to Omniverse workflows. Simply because there Daz hasn't got anything ready yet. 
    However, you can export Daz 3d models as an FBX and then you can import them into Omniverse and then converting them to USD. And surprisingly it does come up rather well even with iRay materinals because Path tracing is from Nvidia. 
    But as for Genesis models, I did find out that eyes don't really work properly and the polygons on the body don't smooth out properly. So that's Daz3ds' job to fix that using the Connector. 
    However, I do remember one user done it but there is limitations still. 
    User LFA  did a video using Daz and Omniverse to show you the results. 
    Botanical Lab Scene (4K) - (Timelapse 4x) - YouTube

    By

    wintoons wintoons September 2023 in The Commons
  • I ask for more historical accuracy of vintage clothing

    DAZ has some wonderful PAs who are really talented and skilled. But they are also limited by the what Daz Studio can handle (multiple layers of cloth at the neck is an explosion waiting to happen) and what the general paying public wants. And they are quick to share their knowledge with folks on the forums. 

    But if you want to see what one person has done with historical clothing, Marvelous Designer (MD), and Daz Studio, may I point you to this thread in the Art Studio? https://www.daz3d.com/forums/discussion/601586/daz-md-and-traditional-pattern-making-june-29-update-canterbury/p1

    Currently while I am having to fix a database of missing metadata, I am collecting Pinterest references sent to me. I have used some of my own references and patterns put out on Pinterest to do some simple tunics, but other than the first one, I had more disasters than not. I need more time. And then my year got 'very' interesting, complex, and then I found the missing metadata, so no time for MD.

    There is also one thing that reputable sources hammer home is fabric, leather, and wood did not survive the centuries very well and many of our ideas of what people wore are from art works created centuries after the period being documented. And women's lives were not well documented, even wealthy women, much less the average peasant or merchant class person's lives. Archeological finds, preservation in museums, and hopefully available to the public is the best way to find out what really was worn. Another issue to remember is cloth was handmade until the Industrial Revolution, so it was precious and clothing would be handed down, made over, added to, cut down, and used until it earned its way into the rag bin, a quilt, or rag rug. I have two quilts my mother's mother made for her in the 1920/30s from old clothes and muslin and a little store bought fabric for sashing.

    I recently bought 7 seasons of Highlander Outlander and as I was testing the DVDs, I found the second one had scratches, and all the episodes on it were damaged, except for the add-on extra, which was about the costuming. Fascinating. Including the bit about dying fabric.

    Mary

    Edited to correct the name of the series. 

    By

    memcneil70 memcneil70 September 2023 in Product Suggestions
  • Any way to save one frame?

    Just export the dForce garment on the last frame to obj, clear the simulation, and import obj back to the garment as a delta morph and dial it 100%, then go for a quick saving... Is this that OP wanna get?

    By

    crosswind crosswind September 2023 in Daz Studio Discussion
  • Clothing from GeoShells?

    marble said:

    FenixPhoenix said:

    You export the character and paint the "clothing" onto that. You use displacement for wrinkles. Then you export all of that alongside a cutout opacity mask and set it all up in the geoshell. This is how I did it for Liloo's underwater: https://www.daz3d.com/dforce-nd-liloo-clothing-for-genesis-9

     

    I assume you mean her underwear? The rest of your advice is exactly how I imagined it to be except that I want to manipulate the mesh a little more so that it doesn't, for example, disappear into the cracks and creases of the G8 figure (I don't have any G9 characters). -- [EDIT] Just noticed that you show and example of this as your NDLC shape preset. -- Also, did you need to create a UV map or did you use the original maps from the DAZ figure? 

    So I guess I would need to import it back and rig it somehow in DAZ Studio? I have a lot of things running through my mind that I've read here and seen in various tutorials but I was hoping for some kind of definitive workflow. I've seen clothing sets on other sites which look like they have just been painted on the body but which are sold as separate clothing items.

    Apologies, I meant underwear, indeed. I was typing on my phone, and autocorrect does whatever it wants lol. What I did for the crack was ask Nathy to do a morph on the figure to smooth that out. Then I saved all of that as a wearable preset that would apply the smooth glutes morphs to the figure and the geoshell textured-like underwear.

    By the way, Nathy has a product that provides these types of morphs (helpful to smooth things for geoshell type of clothing): https://www.daz3d.com/nd-extra-morphs-breasts-and-glutes-for-genesis-9

    By

    FenixPhoenix FenixPhoenix September 2023 in Daz Studio Discussion
  • Generate morphs for Morningstar Wings.

    Export wings from DS with Scale 100%; import and export in Blender with Scale 1%. There shouldn't be any problem.

    Which version of Blender are you using?  If 3.2+, better use Wavefront obj rather than Wavefront obj (legacy).

    By

    crosswind crosswind September 2023 in Daz Studio Discussion
  • Daz Studio 5 with Omniverse Connector! Me Excited!

    wintoons said:

    Hylas said:

    Why does this excite you? How do you intend to use Ominiverse?

    Genuinely asking as someone who only has a very superficial understanding of what Omniverse is.

    Ok, I'll tell you, Omniverse is an advanced rendering collaborating platform which is more robust and powerful to use using the RTX architecture framework. 
    Simialr to Unreal but with other advanced features. I've been using it to create my animated web series using Nividia advanced Path Tracing which is a hell of a lot faster than iRay. 
    Even though it is relatively new, there is alot of potential for creators like myself who will use it. 
    It's going to make things alot easier with my comic book series for collaboration as well as the animated series I'm working on.

    To be honest, it may not be for everyone. The one downside is that you do need a pretty robust graphics card (say like 3070 - 4090) to get the very best performance if that's what you are after. 
    but you can get away using an average 30 series or 40 series if it's just small to meduim size projects. 
    But for me because I do alot of animation and rendering work it's going to be a very nice option with Daz5. (Whenever that does come out)
       

    Plus, not to mention I won't have to import my daz work into CC4/iclone and then to Omniverse, I can just import it directly from Daz to Omniverse. 
    Hopefully that will be smooth action...

     

    By

    wintoons wintoons September 2023 in The Commons
  • [Beta Update] FoliageMaker plugin (1.1 beta available)

    Thanks, I'll upload it to dropbox and post a link here. Done.

    • Here is the link to the DIM installer file for the rose and 4 material presets. (Every time I tray to share something with Dropbox, it seems like they've changed the interface, so if this link doesn't work, let me know and I'll try again.)
    • Just download the AM42848812-01_AMFoliageMakerRose.zip from the Dropbox link. Don't extract the files; just drop the zip file into your DIM downloads folder. When you launch DIM, you should see this package in the Ready to Install (Not Ready to Download!) tab. Just install it.
    • After Installation, you should find a Product named AM Foliage Maker Rose in your Content Library in the Products section.
    • The zip package also installs metadata, but I had to use the reinstall metadata operation in the Content Library under Content DB Maintenance to get that metadata to show up. The metadata defines content type, categories and compatibilities for Smart Content.
    • If you don't want to use DIM to install, you can alternatively install it manually, like any other 3rd party freebie.

    By

    barbult barbult September 2023 in Daz PA Commercial Products
  • Clothing from GeoShells?

    Well, you're painting onto an export of the actual figure. So the only things to "Import" are the texture maps you create. 

    GeoShells don't have any physical geometry. It's a projected shell of the exact model it's applied to.

    So if you want to manipulate the shape, you must do that via the surfaces or the actual actor figure itself. 

    A huge benefit to be gained is that the GeoShell can accept entirely different UV Mapping than the applied-to figure.

     

    If you're looking for a mesh to manipulate and send back into Daz Studio and apply to your figure, you're talking a clothing item or geograft.

    By

    Dartanbeck Dartanbeck September 2023 in Daz Studio Discussion
  • Clothing from GeoShells?

    FenixPhoenix said:

    You export the character and paint the "clothing" onto that. You use displacement for wrinkles. Then you export all of that alongside a cutout opacity mask and set it all up in the geoshell. This is how I did it for Liloo's underwater: https://www.daz3d.com/dforce-nd-liloo-clothing-for-genesis-9

     

    I assume you mean her underwear? The rest of your advice is exactly how I imagined it to be except that I want to manipulate the mesh a little more so that it doesn't, for example, disappear into the cracks and creases of the G8 figure (I don't have any G9 characters). -- [EDIT] Just noticed that you show and example of this as your NDLC shape preset. -- Also, did you need to create a UV map or did you use the original maps from the DAZ figure? 

    So I guess I would need to import it back and rig it somehow in DAZ Studio? I have a lot of things running through my mind that I've read here and seen in various tutorials but I was hoping for some kind of definitive workflow. I've seen clothing sets on other sites which look like they have just been painted on the body but which are sold as separate clothing items.

    By

    marble marble September 2023 in Daz Studio Discussion
  • Adjusting UV coordinates

    Richard Haseltine said:

    Assuming you were working on the bare, base resolution mesh (no SubD applied, no  Rigid Follow Node buttons included) and that Blender was not allowed to chnage the vertex or polygon order on import or export then you need the load UV Set comand, which is in the Surfaces pane option menu (the lined/hamburger button in the top corner, orr right-click the tab). Once the UV set is loaded you can select it for some or all surfaces using the button in the Editor tab of the Surfaces pane

    Thanks very much, Richard.There are no changes to the mesh in Blender or the other things, so I will give it a try.

    By

    AndrewJJP AndrewJJP September 2023 in Technical Help (nuts n bolts)
  • Adjusting UV coordinates

    Assuming you were working on the bare, base resolution mesh (no SubD applied, no  Rigid Follow Node buttons included) and that Blender was not allowed to chnage the vertex or polygon order on import or export then you need the load UV Set comand, which is in the Surfaces pane option menu (the lined/hamburger button in the top corner, orr right-click the tab). Once the UV set is loaded you can select it for some or all surfaces using the button in the Editor tab of the Surfaces pane

    By

    Richard Haseltine Richard Haseltine September 2023 in Technical Help (nuts n bolts)
  • Retargeting not working correctly

    I use the UE5.2 retargeter to make retargeted animations and then import them into 4.27.
    UE5.3 retargeter seems to have even better results and it also includes new features like skeletal mesh editor etc. Good to use as an alternative 3d software and as a great video maker, I'll need to test it more for its performance and stability before moving the project to 5.3. My project had been downgraded to UE4 because of performance issues with previous UE5 versions

    By

    catmaster catmaster September 2023 in Unreal Discussion
  • Use external stuff in Daz Studio

    Richard Haseltine said:

    If you import the item and select it, then go to the editor tab of the Surfaces pane and expand the entry for model you will probably see three surface gorups listed. One of the groups will be named "Metal", you want to put the dogcollar_metal_diffuse on the Base colour (if using Iray, in 3delight you will have a Diffuse property), the Specular map probably goes to something like Glossy Roughness or Glossy Reflectivity, and the normal map goes to the Normal property.

    Excellent, it works fine thanks a lot

    By

    mike_disc mike_disc September 2023 in Daz Studio 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.