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Stiffler's Mom (Stiff Cloth using dForce)
To me, they should conform but only for the bones so basic posing will work. There are allot of flowy types of garmets that never EVER looked good unless they were run through sims and those sims were saved out as morphs for said garmet. Other than that some of the older conformed items always looked a bit weird to me. Now with d-Force a basic rig mixed with d-Force give a very natural drape for billowy sleeves and skirts, etc....
Capes on the other hand, still trying to wrangle that sort of mesh into a workable solution. Conforming one and then changing the shape of the character unless it's got EVERY conceivable morph built into it will look really messed up and then posing the character... it's sort of awful. LOL
I know what you're saying, @RAMWolff. Native physics simulations in DS is a game changer for me - can't wait to see what the next iteration looks like!
I'll have to run some more experiments with the shirt being a conformer before running the sim.
- Greg
Stiffler's Mom (Stiff Cloth using dForce)To me, they should conform but only for the bones so basic posing will work. There are allot of flowy types of garmets that never EVER looked good unless they were run through sims and those sims were saved out as morphs for said garmet. Other than that some of the older conformed items always looked a bit weird to me. Now with d-Force a basic rig mixed with d-Force give a very natural drape for billowy sleeves and skirts, etc....
Capes on the other hand, still trying to wrangle that sort of mesh into a workable solution. Conforming one and then changing the shape of the character unless it's got EVERY conceivable morph built into it will look really messed up and then posing the character... it's sort of awful. LOL
Paint across UVs: Is possible?can you as an obj import?
Carrara messes up UV's with geografted figures not obj imports so maybe Hexagon has the same issue?
It imports everything fine, but simply it seems to be able to paint only one surface a time. I really love its ability to paint displacement and bumps (See they in real time is neat!) but also I would like to paint my whole figure at once.
Personally, I use Blacksmith3D for paining over seams. I do not do character textures so did not respond earlier.
I also have Blacksmith3D... A total waste of money!

I got convinced by the .DUF support and Morph Channels... But it's truly bad! It can't even store your preferences, every time I start Blacksmith3D I have to spend 5 minutes putting back my setup... And then it crashes at first stroke! Also you can modify that sick viewport commands and it keeps changing panes every time you do anything! And it costs 200$+! It helped me some time ago, but now it's garbage...This is why I'm looking for a better solution...
How to re position facial featuresYou would likely need to do a morph unless you can find a morph set that physically moves the position of the ears. It is likely something you would do in a 3D modeling program though I am have not worked with Studio's Dformers, maybe someone else has.
Can you show us what you're trying to make as it would help us possibly recommend something?
If it's the case of a 3D modeler, do you have one and are you familiar with how to work in it?
Proportion size standardsWhenever I use females, I usually lower the height. 6 feet tall? That's a bit much. I don't use Victoria or Michael much because they're so Barbie Doll-ish (too perfect). I'd rather have models that look like regular people - short, tubby, love handles, 3rd chin etc. The best thing to do is find (or make) a measuring stick in to use in DS so you can proportion your characters the way you like.
Good observation, though. I'm glad I'm not the only one bugged by this.
...and this is why I spend more on morph and shaping merchant resources rather than pre-made characters.
DAZ3D with Marvelous designer (fitting problem with buttons)I try to fit clothes using MD but when I try to fit such as shirts with buttons or shirts with a necktie. those buttons and ties are falling apart and make a messy place.
how can I morph and fit those clothes without getting messy?
example of object
https://www.daz3d.com/soldier-2-0-for-genesis-3-female-s
when I try to fit plate-carrier vest and the whole part just crumbled and fallHow do you transfer gen 5-7 JCM/ERC info over to gen 8?Never mind; I'm in the process of figuring it out myself, but I'd still buy it in a heartbeat as I'm not a Master PA myself!... My original post stays though I acknowledge my mistake in posting it as any public info from me/the PA would undermine its future sales!
I just got the V7-to-V8 and would like to know how I can transfer K.H. Image Studio's Ultimate Natural Bend Morphs over to their gen 8 characters, thanks in advance for any light that you can shed on this issue!
(I also hope to hear from K.H. Image Studio themselves with any info for a UNBM for gen 8!)

EDIT: Note that I will STILL purchase the product no matter the transfer solution as that cannot replace the original product!
Hair not fitting G8F characterI do adjust almost every hair item I use with fair fit morphs for my characters done with a few DFormers and adding a Smoothing Modifier.
You can adjust the overall volume or try to fix some individual strands or bangs to move them around or scale them.
Here are a few things you can do with hair and DFormers:
- select the hair and create a DFormer
- select the DFormer Field and scale it up untill all vertices influence points turn red on the hair
- select the DFormer itself and scale it down - to shrink the hair to match the figure head scale
- optional: select the hair and add a Smoothing Modifier - let the hair collide with the figure head so the hair dosn't intersect - may set the Collision Iterations higher but keep the Smoothing low
- optional: add more DFormers place and scale the DFormer Field to an area you want to fix - then try to scale, translate or even rotate the DFormer and see how the hair deforms - the collision will update to keep the hair outside the head
- optional: select the DFormer Field - switch to Weight Map Brush - open the Tool Settings pane and click the Add Map button to create a Weight Map on the hair that you can edit now with paint or the Fill Selected weights on selected faces like only the bangs
- go to the DFormer pane and click Spawn Morph - you can dial up the morph and delete the DFormers - or you turn down all the DFormer influence in the Parameters pane there are properties for that
- optional: also bake the Smoothing Modifier collision to the shrink morph with: hiding all but the hair fitted to the figure - exporting an OBJ of the current shape - turn off the Smoothing Modifier and the shink morph - load the OBJ as a new shape morph with MorphLoaderPro
- finaly save the Morph Asset(s)
Favorite Male Asian characterI haven't found one I like yet, or the ones I like I can't afford yet. So I made my own. I started with G3F Hye for Mei Lin, then I opened the texture in Gimp and added some more eyebrow. The rest is the cross-figure morph and some face adjustments. I was aming for classic East Asian; Korean, Japanese, or maybe Chinese.
Genesis 8 Female modelsI can read the labels, and googling the first morph name suggests it's from Big Girl Morphs.
How do you link Boots / gloves bones with feet / fingers bones?I would first make shure that the gloves and boots can be fitted to the Genesis 8 figure before I would try to export something to unity. As far as I know there is no conforming function within unity - you would need to write a script or buy one that can do something like this if there is one.
Since this should be a mechanical exoskeleton like glove, I was thinking about to have a set of bones of the Genesis 8 forearm, hand and fingers placed inside the gloves and also the original set of bones to move the mechanical hand and fingers. I don't know how these items conform to the genesis 3 figures but I think the big issue here are the different bone names - eg. Genesis 8: Left Thumb 1 and Mega Left Hand: Thumb 1.
In one of the sceenshots it looks like you have just parented the "Mega Left Hand" figure to the genesis hand. To have real conforming gloves and boots that can be fitted to genesis 8 the cloth items need at least some bones named and placed the same like the genesis 8 bones.
If you just parent the gloves and do the ERC Freeze linking like this I bet the ERC links would be lost if you restart DazStudio and load the scene again. You can only do ERC links with the parameters of the same figure. I think due to prevent some issues with crosstalk it is not allowed. It may look like its working in first place but these links don't get saved with the scene file.
I would try the following:
1. Fix the default pose of the gloves and boots to fit to Genesis 8
- Zero the genesis figure
- maybe parent, place, rotate and scale the gloves and boots until you think they fit to the genesis 8 figures default pose
- export OBJs of the gloves and boots individualy (set Resolution to Base - hide all other items in the scene - check Ignore Invisible in the export OBJ options)
- Zero all gloves and boots
- start MorphLoaderPro and load all OBJs as morphs to the items - dial all morphs to 100%
- open the Joint Editor - use Adjust Rigging to Shape then Memeorize Rigging (now the bones positions should be fixed)
- find the Update Base Geometry action in the edit menu and choose the exported OBJ from before to have the items placement by default fit to the genesis 8 default pose
- the morphs from before are no longer needed you can delete them now or dial them to negative -100% to reverse to original shape
2. Create a conforming figure with the Transfer Utility
- open the Transfer Utility Source: Genesis 8 Female Target: Mega Left Hand - General Options: only select Weight Maps - check Remove Unused Bones and Merge Hierarchies
- see if you get all the bones of the Genesis 8 left arm transfered to the left glove in the Joint Editor and if they don't have any weight maps assigned - we don't need them - if so you can continue to repeat this with the other items
- open the Joint Editor - select the Mega Left Hand Arm bone and use the Reparent Bone action to parent the whole original genesis 3 rigging to the transfered genesis 8 Left Forearm bone that will follow the genesis 8 rigging if conformed
- select the glove item open the Scene Identification dialogue and change the Prefered Base to Genesis 8 Female
- fit the Mega Left Hand glove figure to genesis 8 and test if it conforms - it should follow the poses of the forearm
3. Create the ERC links between the hand and finger joint rotations
- open the Parameters and the Property Hierarchy pane side by side - right click the Parameters pane and switch to Edit mode
- for example select the Mega Left Hand Thumb 1 bone and right-click the xRotate property in the Parameters pane - then select Show in Property Hierarchy
- select the Left Thumb xRotate property (transfered genesis 8 thumb bone) and drag & drop it to the Property Hierarchy pane xRotate Mega Left Hand Thumb 1 - SubComponent 1st Stage
I'm not shure what exactly will happen in step 2 if you use the Transfer Utility - the idea is to keep the original genesis 3 rigging and add the genesis 8 rigging of the left arm to the gloves. The genesis 8 left arm bones should have no weightmaps and they are there only to conform / fit the gloves.
I think this is an interesting project and I hope my suggestions can help even though this is pure guesswork.
MimicMolly's Renders & WIPsHere is Hopper but this time as a render with Default settings. I know I should've used another skin because it looks too "detailed" for this toony boy.

My only complaint is that I need to find (or look through my morph collection) if I have something for round eyes. They need to be round otherwise he looks sad.
MimicMolly's Renders & WIPsI had actually rendered this yesterday, but didn't have time to post it until now. It was intended to be another render with the Containment Zone and The Major for G8F autofitted to G8M. He is using Phoenix1966's Jesse skin with Altern8 shaders and a slight golden tint to the base color. His hair is Hikari Hair for G2F. No postwork, except shrinking this render.
More or less a brooding cyborg that's also like a Ken doll but possibly deadly in some way. At least that is what I tried to portray.

The character is one of my dial-spins named "Hopper", originally a 2D character. (A bust sketch of him was posted ealier in the thread.) He is intended to be a male pinup in a similar vein to The Girl. At least, that is the best way to describe him or other similar toon boy characters. He was one of the reasons Potono was an insta-buy. Though this shape is a WIP, he uses Potono's head morph at 24%. I really need a Gianni-type male, Ronen is a single morph so I cannot save Hopper as a head and body preset.
Younger characters and proportions to adult sizesThere are some more correctly proportined characters at the other store by angelwings, however they are growing up morph deprndent. There is another, the artists first character, a girl named Ning. He primarily makes clothing sets geared toward young figures, and she is I think the figure he uses for his promos of the clothes.Though she is a bit stylized, she is G8F, stand alone. and isone of the best propotioned, and age accurate figures I've seen, head and face included.
How to transfer Genesis 8 or Genesis 3 morphs into clothingThe transfer utility on the scene tab. Under morphs you can choose to transfer morphs from a template, favorites or all.
How to transfer Genesis 8 or Genesis 3 morphs into clothingIt should happen automatically, as long as the morph is set to AutoFollow. Of course in soem cases that auto-transfer will not look so good, and you will want to create a custom morph in your modelling or sculpting application and load it via Morph Loader.
detecting collisionsHi , i have two questions.
i'm planning to write a script that can help avoid poking through something when posing a character (a kind of basic physics engine)
is there a method to detect collision on and between characters , how the smoothing modifier knows what part of the body it should morph ?
is there a callback (signal?) that fires while or after you change the position of an object or a character on the scene?
if you have some advices and some examples , it will be helpful , thanks
How to transfer Genesis 8 or Genesis 3 morphs into clothingHi,
I've been away from modeling geometry for awhile. I am working on a new clothing set and wondering how in Daz Studio to transfer
Genesis 8 character morphs into clothing. Is there a utility to do that?
Cheerio
lululee
formerly male content creation threadWeightmapping
Here, I modeled a war kilt for G8M with a leather belt and leather straps. In this case, I did pay attention to details such as modeling to give the edges a sense of thickness and a clean uvmap. I also assigned shading domains, for later dForce use.
- I modeled the war kilt around G8M base. You can do it in any modeling software. I used Carrara, but I sent to Hexagon to show that it could have been done there. Screenshot shows shading domains list and mesh.
- I imported the war kilt in Studio and and confirmed that the scale fit G8M.
- I used the transfer utility to convert the static war kilt object to a conforming figure. G8M is the source object and the war kilt is the target object.
- I used a knee length dress template for G8M as part of the transfer utlity.
- I confirmed that the war kilt is now a conforming figure and saved it out as a support asset (after applying some iray shader presets).
- bending G8M's left thigh in x rotation also bends the war kilt
I noticed in your Transfer Utility dialog you had a Template called "Dressers Knee Length" I don't see that in my options for clothing for G8M... is there a product that covers that in the DAZ Store or did you make that template? I've never been able to figure out how to make a template from my own rigging so I go with what ever is available or just don't use templates.
My templates for G8M are probably from this product by SickleYield
https://www.daz3d.com/sy-ultra-templates-genesis-8-male-sSorry, I had forgotten about that. However, I think the weightmapping principles remain the same in this case with or without the template - but the template is a great start and time saver.
In theory, I know how to save a weightmap as a template for later use. I'll have to do some tests though before sharing because it is just theory to me.
Planet Killer Explodable Planets [Commercial]One oddness... there are two tabs for Destruction morphs in the Parameters. The first is morph 1,2, & 4, and the second, under a separate tab, is morph 3. They all work, so I guess it's no big deal, but the pdf (much appreciated) shows all the morphs under one tab...
Thanks to all! I'd use the morphs under the Destructive Morphs tab, I'll take a look at the other may be ghosts form an early build.
Been a couple of months, just redownloaded, figuring the issue with the multiple Destructive Morphs tabs ought to fixed by now.
Turns out not; same issue. The pdf shows all 4 Destructive Morph sliders in one tab, very convenient for tweaking different amounts of each and all.
The product, as of a couple of days ago, still has two different Destructive Morphs tabs. The first contains morphs 1, 2 and 4. The second tab contains morph 3 by itself.
Agreed I will have to revist my revisting this and see why that didn't get fixed.
Yeah, so it's been almost another month... Guess I got tired of the "looking forward to the fix" part of the transaction. Redownloaded yesterday, 7-11-18, to find no change at all in the product flaw. Really?
Not a total write off, though. Out of sheer annoyance, I decided to look at the morph dsf's myself and, lo, found the problem in moments and fixed it with two keystrokes! It was a typo, misspelling the "group" Destructive as Distructive in the third morph folder, so Studio created a second Group tab for that dsf. I deleted the i, replaced it with e, reloaded the set, voila! Took me about three seconds, not counting the time to find the issue, another sixty seconds or so. Actually, it was staring me in the face the whole time, as the two tabs show the group names, and one is obviously misspelled.
So, something new learned about how Daz Studio does things internally.
And, another top tier Daz vender who qualifies for the very short, "No need to purchase anything else from this one," category. There are several, all of whom made the cut for selling me defective products, and then not fixing them in a timely manner when the bugs were reported. When I say timely, I mean that I make a purchase based on what's advertised, and I pay immediately. The product I paid for and download needs to be the product they advertised. Are there any venders out there who would dispute that?
One vender actually did! I reported a bug to them via PM, and their response was "Tech support will sort you out." That's a quote.
In paraphrase, what that said to me was, "I've got your money; however long it takes for you to get what I said I was selling, that's your problem." Well, Tech Support did find the same bug, and eventually reported the fix to me. So I eventually got what I paid for, and that very top tier vender made the short list. Haven't wasted a dime on their products since. Win, win, for me.
But this kind of cavalier attitude from a vender, regarding the products I purchase from them, shows an outrageous disregard for that vender's patrons. Why is it assumed that a customer won't mind?
In this case of this two-keystroke-fix bug, I have fifty-seven Antfarm products, so I'd say I've been a dedicated Antfarm fan and supporter. But I am weary of buying brand new products that are defective in the download. Certainly there was no QA on this one, and no effective attempt to rectify the error once it was reported; twice. But I paid up front, so my side, ethically, is clear. Take the money and run, then; way too low-ball for my taste.
Really, Antfarm, two keystrokes? And almost three months later, and two reportings, you couldn't manage the fix? Pretty sure I already said outrageous.
Thanks, AntMan,
Your work is always interesting, and sometimes arrestingly ingenious and imaginative. Great fun.
I'll look forward to the fix.
None of that last comment matters, though, if regard for your patrons takes a long back seat in our transactions. It's been fun.













