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Daz 3D Forums > Search
  • Converting Studio Keyframes to Aniblock causing translations

    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

    By

    wolf359 wolf359 August 2024 in Daz Studio Discussion
  • Making a morph to never generate on follower items

    Hello,

    This is something that should be a thing right? I know how to check off "Auto-Follow" on generated morphs on follower items. What I wonder is if it is possible to have a morph on a figure to never generate on any follower item. 

    Am I missing something simple?

    thk you

    By

    TheCediz TheCediz August 2024 in Technical Help (nuts n bolts)
  • JCM for characters suddenly applying to figure when that character is not applied

    Find the offending morph in Parameters tab. Right mouse Button (RMB) > Edit mode. RMB > Show in Property Hierarchy (get this very important tab from Window > Panes).
    Theres Sub-components : other morphs being controlled by the morph. And there's Controllers: other morphs controlling the morph.
    If you look at a JCM. You should find in the Controllers, the morphs that activate the JCM.

    Looking at Controllers, there is 1st stage and 2nd stage. 1st stage is additive, standard control. You should find the arm bend morphs and such.
    What you need is something in the 2nd stage - the multiply stage. There you should have the character figure morph of which the JCM is supposed to act on. If not there, add in by drag n droping the body morph FBM and/or head morph FHM of the figure its suposed to be linked with. Once added, open the morph > Attribute and make sure the new link is saved with the offending JCM and not the FBM/FHM. 
    FInally, you can save your morph with save as > morph asset ...

    VIdeo by Josh

    By

    TheCediz TheCediz August 2024 in Technical Help (nuts n bolts)
  • WCIF these knife poses?

    May I suggest that the leg & torso pose in the top row of the second promo image where the character is walking could be obtained fairly quickly from using a freebie as the starting point - look at https://www.renderosity.com/freestuff/items/90538/poses-for-moussos-rain-81 bottom centre image. You'd only have to pose the arms, and the knife holding pose for the hand may be available in the set. If not, the hand can be set as part of my freebie set of the Pizza cutter here: https://www.daz3d.com/forums/discussion/comment/8789151/#Comment_8789151 Load the cutter, which poses the hand, then delete the cutter, and replace with the knife.

    If you search rendo freebies for other of my pose sets, those of BBarbs, CRP and OneSix you may find other suitable starting points. For example the top left pose in my 'saucy sitting 07-12' pose set could be converted to the main promo 'sitting on bike' pose fairly easily as could centre top 'saucy sitting 19-23'. Even if the poses are for G8 and you're using G9 there are are enough pose transfer scripts (free and paid - I've even done a freebie one, here: https://www.daz3d.com/forums/discussion/598316/g8f-m-pose-transfer-to-g9/p1) to make that not a significant issue.

    So, there are options.

    Regards,

    Richard

    By

    richardandtracy richardandtracy August 2024 in The Commons
  • JCM for characters suddenly applying to figure when that character is not applied

    but with a different character this time and all fo the character's

     if the JCM has incorrect controllers it will not matter what character is used, hence why i said to check the controllers fo the faulty JCM(s).

    I feel like if it was an issue from the get-go, this would be consistent and wouldn't happen with almost every character I have

    It won't be consistent because the JCM may only misfire under certain poses. It may affect every character if the JCM is not linked correctly to relevant character, and may effect many poses depending on controllers.

    to me it almost seems like it's a Daz issue, like it gets confused and thinks something's dialed in when it isn't.

    I mean if youre not going to follow the advice suggested and instead keep posting other hypotheses, it's hard to really rule out the obvious. If for whatever reason youre refusing to check updates for the character as suggested, or naming the character as suggested, or checking the parameters as I suggested to see their controllers, then not sure what to tell you.

    I don't want to uninstall all of those characters

    You uninstall the faulty JCM's character, not the character that the faulty JCM is dialled in on (which may well be all your characters as you have said).  When you see a faulty JCM, identify the character it relates to and uninstall that character. Or you could fix the JCM manually and resave it.

    Lilweep, as mentioned above, I very frequently check the "currently used" tab and always have everything unhidden, since I create a lot of characters and other things and need to see that stuff and unfortunately it's not the case that it's only applying in obscure poses, the only body part that was bend was the arm and it was bent forward with the limit set (I didn't turn off limits). And it was also 2 different character JCM's that applied, not just 1, despite G2M not having a single morph dialed in, so there was no reason for Daz to think it needed those JCM's.

    Screenshots? alt click the parameters to reset to defaults? check the parameters? what are controllers for faulty JCMs? what is the name of the characters of the faulty JCMs?

    By

    lilweep lilweep August 2024 in Technical Help (nuts n bolts)
  • The Marvelous Designer Thread

    you can make pJCMs in Marvelous Designer.  
    But the reason it may get complicated is because the effect area of the pJCM should usually be quite small to avoid unwanted interactions with other bend morphs and other pJCMs.  pJCMs should probably just be used for minor corrections, not necessarily baking simulations.  You can of course try to do the latter, but will be complicated.  To limit effect size in Marvelous Designer, there is a freeze brush in more recent versions, but not sure if that was in MD8.  You can also use something like Blender (shapekey with vertex group) to limit effect of morph.
    Honestly, I would just use Blender to make the small corrections for pJCMs using the sculpt brushes, rather than simulating corrections with MD. And then add some optional simulation morphs via MD that users can apply manually.

     

    By

    lilweep lilweep August 2024 in Technical Help (nuts n bolts)
  • Getting on the 9 train, or not

    Gator said:


    I really wanted to switch over to it, like a lot of folks, but the difficultly in migrating stuff over just doesn't seem worth it.

    I'm not sure migration is necessary or even desirable. I have enough characters of each generation that I don;t necessarily need to move any of them. I sometimes just want to. AFAIK, HD morphs can't be migrated. So, that's a limitation. Some characters work really well within their generation and would not work as well in the later generation. So, it might be better to work with the older characters as they are and work with the newer characters as they are.

    I'm still experimenting with transferring characters from one generation to another, but it's not with a goal to make every character fit in the same generation - That may not work, may not be possible for all characters. It's more about seeing what's possible for characters where that seems like a good idea. As example, I can take a V4 character I like and turn it into a G8 character with either V4 UVs and original textures or with G8 UVs and some other textures to get access to other stuff I have for G8. I can do the samewith a G3 character, if there is no HD morph involved. Sometimes it makes sense - Sometimes not! It depends a lot on what you're trying to do and why you're trying to do it.

     

    By

    Torquinox Torquinox August 2024 in The Commons
  • Getting on the 9 train, or not

    Serene Night said:

    I hope so. Want the gender split to return. Genesis 9 was a fail for me. 

    I am by far from an expert, but this.  It makes no sense to me.

    I needed to upgrade a character, a male from Genesis 7 due to shader issues so I thought I would go through the process to convert some clothing.

    How it's supposed to be easier makes no sense, there's extra steps.  First, you need to model it after the base figure (which is further off from male or female, whichever way you go).  Then after you do that and rig it, you need to morph again to the gender's shape you want to use to avoid distortions as much as possible.  It seems like just more work.

    It was a lot easier to do the scene identification trick for G3 to G8, and many of the JCMs are more or less preserved.


    I really wanted to switch over to it, like a lot of folks, but the difficultly in migrating stuff over just doesn't seem worth it.

    By

    Gator Gator August 2024 in The Commons
  • Need help creating an Akita breed for Daz dog 8

    You need to look up drawings, with the all the measurements in metric or imperial, of "Akita Official Kennel Club" allowed size ranges and shape variations. Add fur variations. You need drawing both with and without fur. I'd do the fur 100% as dForce hair and ot as a sculpt morph shape on the base G8 Dog.

    By

    nonesuch00 nonesuch00 August 2024 in The Commons
  • Looking for Goat and/or Capricorn

    Gordig said:

    Linwelly said:

    zombietaggerung said:

    Would this suffice? https://www.daz3d.com/capricorn-original-figure

    thanks for the link, this would have been a good start if it was the natural capricorn not the starsign/mythological being, but like this unfortunately it's lacking hind legs.

    I really wish that Capricorn had been a morph for Horse 2, and the tail a geograft.

    that would have been perfect, yes

    By

    Linwelly Linwelly August 2024 in The Commons
  • I am looking for a Brainiac headpiece

    Thank you very much felis. Your instructions were easy to follow and worked very well. I hope you don't mind, I gave you credit on the geometries folder name, on the G8M props folder and on the actual item when saved as a scene asset. I used G8M as the source, then loaded the saved asset onto a G8.1M with standard Holt full body morph to check the follow on properties, as he is scaled to about 106%, and it is magnificent. Thanks once again. 

    By

    druc druc August 2024 in Product Suggestions
  • Looking for Goat and/or Capricorn

    Linwelly said:

    zombietaggerung said:

    Would this suffice? https://www.daz3d.com/capricorn-original-figure

    thanks for the link, this would have been a good start if it was the natural capricorn not the starsign/mythological being, but like this unfortunately it's lacking hind legs.

    I really wish that Capricorn had been a morph for Horse 2, and the tail a geograft.

    By

    Gordig Gordig August 2024 in The Commons
  • Getting on the 9 train, or not

    Zicon said:

    All of this, twice, and a third time for the people in the back. Even trying to make specifically attractive characters with G8 was a struggle the moment you wanted to move away from tall/muscular men and tall/big-breasted women. I want a variety of body shapes in my characters! I've put in significant work converting my custom characters from G8 to G9, and they all look so much better for it – even the tall and muscular men! With G8 I was fighting the base shape to get a result that's "close enough", with G9 the shape I actually wanted just slides effortlessly into place. You couldn't pay¹ me to go back.

    [1]: This is a blatant lie. You can absolutely pay me to do so, you just wouldn't like the price.

    This is the exact experience I had. I was so not looking forward to rebuilding all my G8 characters, especially without all the morphs I was used to. And then I tried it just using combinations of the standard Daz morph packages and the asymmetry morphs, and immediately I was closer to the right look than I'd ever been.

    I don't know enough about rigging to know if the difference is in the way it's rigged or in the topology (or both), but what you said about it even having a hard time with variation in attractive features makes me think it might've been at least partially due to the topology not being dense enough to handle changes to facial proportions well, or at least not without adjusting the rig by hand. It still kind of amazes me to put together some large combination of different morphs, dial in a smiling expression, and have the character actually look like they're smiling.

    I was looking for an example of what I mean for folks who never encountered the issue, and this is pretty much it. The first pic is G8, and the second is G9.

    My version of the Joker tends to be on the "he'd be pretty if he wasn't watching you from inside your walls" end of the design spectrum, so he's not even realistic-looking; he's actually very stylized. But it was really, really hard to get him to look animated, for lack of a better term. I still like that G8 pic, but he has the Jack Nicholson smile—like something is artificially forcing the corners of his mouth upward even though he's otherwise very aloof and composed. Which isn't a bad thing for this specific character in certain contexts, but it was a struggle to make him emote at all.

    By

    plasma_ring plasma_ring August 2024 in The Commons
  • 'Baking' scale into a character

    Scale is a Pose property rather than a Morph property, so it can be changed by Pose Presets. The quickest way is to Lock the Scale property in Parameters pane, then Reset Pose action / script or Pose Presets cannot change the Scale value.

    By

    crosswind crosswind August 2024 in Daz Studio Discussion
  • 'Baking' scale into a character

    They probably use a link from their morph to the scale proeprty - for example muliplying it by 0.95. You can check this by clicking the gear icon on the slider for the character and selecting Parameter Settings, then looking at the Sub components tab. If you want the scale to be differnt you can adjust the settings for the link, or for the 100% figure (which probably doesn't have a link) you can add a new link - if you right-click in the Parameters pane and enable Edit Mode then you can right-click on the morph slider and select Show In Property Hierarchy, then expand down from that to get the Subcomponets, the link, the attributes of the link, and adjust the valuse; or drag the Scale property from the figure into Subcomponents to create a new link which you can thena djust to have the desired results. Save a Character preset and use that to load the figure in future, it should keep the new links.

    Bake to Transforms isn't for this kind of thing, rather it is for turning a Pose Control (such as the Hands Grasp control) on a mster node, such as the figure, into separate bends on the individual bones - useful when exporting to another application and for some native features.

    By

    Richard Haseltine Richard Haseltine August 2024 in Daz Studio Discussion
  • Would this work? Converting old morphs

    Generation 4 is a "parametric figure", if you want to transfer morph targets in above-mentioned way.... you have to first of all convert a V4 to Weight Mapping (TriAx or General Weight...) otherwise Transfer Utility will not recognize V4.

    However, this method turns out to be cumbersome to convert a V4 character... especially for the body morph, as in most of cases, V4 character's body morph consists of multiple partial body morphs. You have to select or mark a lot of properties and finally you probably won't get a correctly-rigged G8/G9 by using this way... there'll be quite a few steps of fixing...

    I'm also a user of FaceForm Wrap, so if you have a well-prepared "template project file" for converting V4 to G8/G9, it should be the quickest way for you each time when you want to convert a V4 to G8 or G9, by create a single OBJ then split it to Head and Body morphs by using HeadSplit dFormer.

    Alternativly, you can use Fit Suit method from WP Guru (Jay)... how to make a suit and fit: https://www.versluis.com/2022/11/how-to-convert-genesis-8-characters-to-genesis-9-using-the-fit-suit-method/

    By

    crosswind crosswind August 2024 in Daz Studio Discussion
  • Would this work? Converting old morphs

    Well, you can use R3DS wrap to make morphs in the way you describe sure. But there is a way easier way to transfer morphs to new generations.
    Just use a clone.

    favorite all the morphs you want to transfer. Align the genesis figures (e.g., a genesis clone shape for Victoria, or vice versa) such that the figures overlap completely

    Use Transfer Utility favorited morphs option to project the favorites morphs to Gen 9.
    You need to adjust rigging to shape for each morph though.  And then ERC link and save them. Maybe there is a way to do this as a batch processing, but not sure. 

    By

    lilweep lilweep August 2024 in Daz Studio Discussion
  • I am looking for a Brainiac headpiece

    You can try else I will convert it to DS format.

    Import the attached OBJ, with scale 10000% and standard DS orientation.

    Load a G8M character.

    Run Transfer Utility Edit > Object > Transfer Utility with G8M as source and the obj as target and default settings (you can add a smoothing modifier, but that can also be done later)

    The obj is now rigged to match G8M.

    Apply surface settings. There is 3 surfaces: Base plate, lights and wires.

    You can save to your library (if wanted) File > Save As > Support Asset > Figure/Prop Asset (you have to choose a path, e.g. People > Genesis 8 Male > Accessories (or Props)).

    It is zipped as forum won't allow an obj file.

    By

    felis felis August 2024 in Product Suggestions
  • Render your buys! Use buys from the current month and the previous month of sales

    Also, a closeup of Sidra with eyes. The little metallic gewgaws at the temples are neural implant props from the Artemis X for Genesis set. I've used the clothing before but never noticed the implants so just had to add them in. They worked out very well. I did have to parent them, if I remember. The whole outfit autofitted easily with only a few minor adjustments, mostly due to the Sidra morph I think. The G2M outfit I used in the other piece also autofitted well, although making the coattails behave was a pain, because of course I forgot autofitting strips out posing bones/morphs

    By

    miladyderyni_173d399f47 miladyderyni_173d399f47 August 2024 in The Commons
  • I am looking for a Brainiac headpiece

    I know how to import an object. As for transfer utility, the phrase rang a bell and I think it was in this tutorial I bought years ago https://www.daz3d.com/advanced-rigging-in-daz-studio-4-pro and haven't re-visited it since. At that time I primarily using Poser. Now I only use Poser if I need to use it's python scrips for a product prior to using it in Daz Studio.

    By

    druc druc August 2024 in Product Suggestions
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