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Daz 3D Forums > Search
  • I need some advice for fixing my eyes for Genesis9 figure

    Hey thanks!

    Let me ask you 2 more question, thing about what you have mentioned in step2.

    Here. is it better for me to zero out the morph dial for for the 4 morphs below?

    These are dialed up at default, even for the dev load.

    Eye look out left

    Eye look out right

    Side-side <for right eye>

    Side-side <for left eye>

    and for step 4 and 9 should I turn on reverse deformation?

     

    2. Import your morph via morph loader pro, and dial up the morph so only that morph is active.

     

    By

    LondonbridgeNeverfalls LondonbridgeNeverfalls August 2023 in New Users
  • Gen 8 to 9 Tunic/Loincloth/Dress Triangulator Problems? [Solved]

    marble said:

    A little different to my workflow. I just export the OBJ files - quick and easy. It must be remembered that DAZ Studio and Blender have different scaling so I adjust for that in the Export/Import settings.

    Also, the objects must be exported individually (unlike Diffeomorphic) and at Base resolution. I also switch off mesh smoothing before exporting from DAZ Studio although I'm not sure this is always necessary.

    Lastly, the export from Blender must be imported back into DAZ Studio using Morph Loader Pro which is one of the tools available in DAZ Studio by default. If you are interested (or anyone else picking up information from this thread), I'll try to attach my settings in screenshots if the file attachment is working today. [Sorry - it isn't. I'll try to remember to try again another time]

    Thank you for all the help Marble! smileyyes

    By

    EZ3DTV EZ3DTV August 2023 in Daz Studio Discussion
  • Mechasar's Characters Catalog: Who's next? (commercial)

    Daz creates the metadata that makes things work (or not work) in Smart Content. Daz gets the credit and the blame. It is not up to the PA creating the product.

    By

    barbult barbult August 2023 in Daz PA Commercial Products
  • I need some advice for fixing my eyes for Genesis9 figure

    I didnt watch that video but this is what i would do:

    Head morph

    1.Load fresh gen 9 dev load figure

    2. Import your morph via morph loader pro, and dial up the morph so only that morph is active.

    3. Adjust rigging to shape for the relevant body bones that have been morphed (this is so rigging matches your new morph)

    4. ERC link the rigging changes to the morph (this is so rigging change is linked to your new morph)

    Eye morph

    5. Load gen 9 eyeballs

    6. Position eyeballs to match your new head morph

    7. export the updated eyeballs (at base res)

    8. Restore all the changes you made, or just load fresh devload Gen 9 and fresh eyeballs

    9. Load eyeball morph onto gen 9 eyes using morph loader pro, giving it the same 'Name' as your head morph (so that when the body morph loads, the eyeball morph will be used instead of the autogenerated autofollow morph that daz creates)

    10. Adjust rigging to shape for the relevant bones of the gen 9 eyeballs (so that the eye bone riggings lines up correctly with your morph)

    11. ERC link the rigging changes for the eyeball morph (again this is so rigging changes are linked to your morph)

    Save both as morph assets (save them properly...)
    Gen 9 has some additional eye rigging tools in the devtools utilities, under Parameters, but i forgot how to use them. Changelingchick explained it here: https://www.daz3d.com/forums/discussion/comment/8167346/#Comment_8167346

    By

    lilweep lilweep August 2023 in New Users
  • Gen 8 to 9 Tunic/Loincloth/Dress Triangulator Problems? [Solved]

    A little different to my workflow. I just export the OBJ files - quick and easy. It must be remembered that DAZ Studio and Blender have different scaling so I adjust for that in the Export/Import settings.

    Also, the objects must be exported individually (unlike Diffeomorphic) and at Base resolution. I also switch off mesh smoothing before exporting from DAZ Studio although I'm not sure this is always necessary.

    Lastly, the export from Blender must be imported back into DAZ Studio using Morph Loader Pro which is one of the tools available in DAZ Studio by default. If you are interested (or anyone else picking up information from this thread), I'll try to attach my settings in screenshots if the file attachment is working today. [Sorry - it isn't. I'll try to remember to try again another time]

    By

    marble marble August 2023 in Daz Studio Discussion
  • [Released] OBJ Companion [Commercial]

    A year later...

    I too had difficulty finding the plugin files because it's not a script like some other products. It's a new Pane. From the main menu choose Window > Panes (Tabs) and click on OBJ Companion from the long list that pops up.. Then drag its tab to dock it. (I put it behind my Viewport.)

    This is a general DAZ problem that products such as scripts, add-ons, and tutorials are easy to buy and install--but then the end user doesn't have a good way to find them!

    ManFriday, this prodcut is amazing because of how easy it is to use (once you can bloody find it). Some time ago I followed a V3DigiTimes tutorial on morphing clothing, but I never had to do anything practical. And I certainly never dared mess with hair! But I have a particular character I'm trying to make, and I desperately wanted the G3 Crazy Hair to flow around demon horns instead of poking thru them.

    I used OBJ Companion to export a plain G3M, Damien Demon Horns, and the Crazy Hair. It's cool that you can do 'em all in one go! Then I loaded the files one at a time into Blender, gave the objects viewport colors so I could tell which object was which, set the horns to display only as wireframes, and went to town moving the hair cards around. I never even expected it to really work, but once I re-exported the hair, using OBJ Companion to import it as a morph worked on the very first try!

    I do suggest that you update the manual now that Blender's .obj impor/export window has changed.

    By

    Inkubo Inkubo August 2023 in Daz PA Commercial Products
  • Daz to Blender Bridge - Meet the Team

    Hello Blender Bridge Team,

    I have a issue when i'm trying to import my (Poser) model Victoria 4 from DAZ3D to Blender with the Daz to blender plugin.
    When I assign a pose to the model and import it into blender, the legs cross and the limits seem inverted (left thigh limit to right thigh, Rthigh limit to Lthigh), even when the limits are turned off.

    Any idea to solve this ? Thanks.

     

    By

    camel_et_leon camel_et_leon August 2023 in Blender Discussion
  • transfert utility and selectable parts ...

    Hello Richard thanks for you answer.

    I am an environment concept artist so that process fits well with my workflow. I am not an expert in anatomy and posing and since i use 3d to create my scenes i Ilike to have characters in the scenes to when it is complex like an interior shot with multiple characters or whatever.

    I just sculpt a character on 3Dcoat with the stylized look that I want and paint it. 3Dcoat does the auto UV for me etc ... then I import it in Daz an just "transfert utility" it onto the Daz genesis character just like if it was a skin.

    This process is quick and allows me to have a wide range of poses and accesories to create my scenes quickly in 3d and export it in blender. Then I paint on it. When I work on something realistic I don't need to do that I just use daz how it is but here the stylized look of our game leads me to this process witch is very cool when I don't have that problem. I have used this process for 5 or more years now and it is working well as long as that problem appears. In the game I am working on I need to have something like 10 characters and I don't know why but sometimes it works well and sometimes the genesis character is ok and a soon as I transfert my mesh onto it, then the mesh and the character are only selectable via the drop menu in the scene tab and not with the mouse.

    I searched here and checked if the arrow was ticked and also if the tools setting is not set to root node only ....  everything is set correctly...  So i don't know ...

     

    https://drive.google.com/file/d/1ofnMCFDaH6SYaBLr8PUrhzB2-NwV9xq0/view?usp=drive_link

     

    https://drive.google.com/file/d/1ItoDOJIGXN0TnNUDSTCr2pRWQb763gYn/view?usp=drive_link

     

    https://drive.google.com/file/d/1GUs9p0yOrMHpJl8-peZ47-gKOBszFjWb/view?usp=drive_link

    Here my red character responds well but the green one stays unselectable and the same operation has been done.

    If soemone has an idea.

    Have a great day.

    By

    tingrynade tingrynade August 2023 in Daz Studio Discussion
  • How can I rotate a object in 360º like a ventilator (clockwise and counterclockwise)
    If you hold down the Shift key and start making the cone shape in Hexagon, hopefully the point will be in the centre of the floor grid. Make sure the edges have enough tessellation lines so the cone will hold its shape in DS. Slap a UVmap on the cone and unfold it. Polish as desired with shading domains, name the materials the same as their shading domains, save the project file. Export out the .obj file. Close Hexagon. Open Hexagon and import in that .obj file. Remove any useless material names such as default which belongs to no shading domain. Export out the .obj file. Open D/S and import in that lovely cone. It must be loading to the "0" place on the floor at the size you want it. If it is not, make it so in D/S and then check the shading domains/materials. If that silly default reference is there, go to the geometry editor brush and the Tools Pane. On the Tools Pane on the Surfaces, right-click on the default name and remove it. Go back to the Pointer tool. Export out the fixed cone - using the Daz settings is fine. Delete it from the scene. Import in the fixed .obj - using the same setting as the export was. Whew. Looks beautiful, yes. Save it as a figure/prop. Hopefully it will rotate around in either direction using the 'Y' rotate.

    By

    Catherine3678ab Catherine3678ab August 2023 in New Users
  • Characters DAZ to Unity

    Hello, I'm quite new to Unity and Daz so please excuse my silly question, but I'm triyng to navigate the Daz shop as I would like to buy a 3D mermaid character to import in Unity so I can animate it, but not sure if I understand the description of the items I would like to purchase. One of the models I'm interested in says: "Mermaid Bikini for Genesis 8 and 8.1 Females" (https://www.daz3d.com/mermaid-bikini-for-genesis-8-and-81-females). Does this mean that if I purchase this I would get a bikini and a female full body character to ainmate in Unity? I cannot undestand as by the title of this item it seems as both bikini and female come together, but if I look in the section "What's Included and Features" there's no sign of there being a full body rigged character. Could please somebody help me understand what I should look for in a description or title of an item for it to be a complete rigged character that I can animate in Unity? That'd be great, thank you!

    By

    lilianacolombo lilianacolombo August 2023 in Unity Discussion
  • What makes the rendered Daz human images still distinguishable from the photos of real human?

    lilweep said:

    Cybersox said:

    To begin with, the simple fact is that there's no way that any DAZ figure has anywhere near the resolution or accuracy in details to completely mimic all of the aspects of a real human figure with anything even close to true physical accuracy, as even if such a figure was possible, to be able to render it so would require vastly more computing power and rendering time than any home computer system... or most professional systems... are currently capable of.  And that's not even considering all of the calculations needed for perfect hair, perfect clothing, perfect environment, etc.  As an example, a feature film image running at 2K requires hundreds, if not thousands, of computers to produce a single frame.  For FROZEN, which doesn't even have photorealistic characters, Disney used a bank of 4000 render computers to produce the "let it go" sequece, and even with those resources it took 30 hours per frame to render. If a major studio throwing hundreds of millions of dollars at a project can't even believeably remove Henry Selik's moustache in JUSTICE LEAGUE, or produce a perfect recreation of Peter Cushing in 'STAR WARS - ROGUE ONE, is it really reasonable to expect be able to do it on a system with a graphics card meant for playing games?  

    "Henry Selik" lol oh dear.

    there are many likeness artists who make models basically indistinguishable from real life, just by themselves, using only entry level pc components 

    Ian spriggs is probably the most notable one:

    • https://www.artstation.com/ianspriggs

    But there are hundreds of such artists now:

    • https://www.artstation.com/droarty
    • https://www.artstation.com/mataerni
    • https://www.artstation.com/dudlswns3

    There's nothing from a technical standpoint stopping us from making passable realistic models if we had the time/skill.  Obviously we cannot make a human realistic at the atomic or molecular level, but at any macro scale it's obviously possible.

    There are people doing realistic animation also. I see them in my feed all the time on twitter, albeit clips are only seconds long.

    In terms of Daz Studio, hair is the biggest problem when it comes to rendering.  What we have available for hair is far from industry strandard.  Of course, one could always do hair in another software then import as static mesh.  On that basis,everything is mostly an artistic limitation.

    Thanks for the great references from Artstation! BTW why do you say Daz hair is far from the industry standard? Do Xgen and current Blender hair system satisfy the industry standard?

    By

    tayloranderson2047 tayloranderson2047 August 2023 in The Commons
  • Quick Geografting Question

    Richard Haseltine said:

    crosswind said:

    If you just sculpt and import a pure morph on the graft with no change of relevant joints' positions, the bones won't follow the morph dial. If you change, for instance, scales of toes or metatarsals, and ERC Freeze on the morph, the bones will follow.

    Only after Adjusting Rigging to Shape.

    Though I am not following the basic issue here.

    All good, Richard. Thank you for the response. This is basically what I decided to do was just get everything on the base G8F in place and then use Shape Rigger to line everything up. Figured even at the lower density it could still get things in the rough position I would need and I can do the smaller details once the geograft is applied.

    I guess the best way to describe the question was how to realign G8's bones to a morphed Geograft without having to manually reposition them. SInce that geograph just follows G8's rigging and if you do Shaper Rigger or Adjust Rigging, it follows the hidden part of the G8 instead of the geograft.

    I have a hard time putting thoughts into words sometimes :(. I can be big dumb here and there lol.

    Thank you again!

    By

    Dark45 Dark45 August 2023 in Daz Studio Discussion
  • How many use Photoshop elements, Paintshop?

    I have used Paint Shop Pro since Jasc Paint Shop Pro 6...then 8.01...then 9.  I guess Corel purchased it then and I have X2. X4 Ultimate, X6 Ultimate, X8 and finally Paint Shop Pro 2023.  

    I am extremely dissappointed that many of my plug-ins do not work in 2023.  They work in X8, however, after installing Paint Shop Pro 2023, Paint Shop Pro X8 crashes.  Those plug-ins were awesome!!  Half the time, X8 doesn't recognize my plug-ins and I have to restart it when it wasn't crashing.  

    When I was still working I purchased all of the Alien Skin plug-ins, Autofx software (which can be stand alone,) Redfield software, Flaming Pear (some work in 2023) and others.

    I can dabble in Adobe Photoshop Elements 15 when I need to.  This is the one I would really like to learn.  I know that  if I Google something I need to do, I can transfer my knowledge from Paint Shop Pro to Photoshop Elements.  I think this is the one I would chose.  I just need to force myself to post work my DS renders in Photoshop Elements.

    I definiitely can import Photoshop brushes in Paint Shop Pro.

    So, I use Paint Shop Pro 2023 mostly...I want to learn Photoshop Elements!!!  

    By

    Jan_Scrapper Jan_Scrapper August 2023 in The Commons
  • Quick Geografting Question

    crosswind said:

    If you just sculpt and import a pure morph on the graft with no change of relevant joints' positions, the bones won't follow the morph dial. If you change, for instance, scales of toes or metatarsals, and ERC Freeze on the morph, the bones will follow.

    Only after Adjusting Rigging to Shape.

    Though I am not following the basic issue here.

    By

    Richard Haseltine Richard Haseltine August 2023 in Daz Studio Discussion
  • Gen 8 to 9 Tunic/Loincloth/Dress Triangulator Problems? [Solved]

    Daz Studio already has a Smoothign modifer, though i do wish it could be weight-mapped to cotnrain its effect the way most other modifiers can be (this my be a limit of SubD algorithms, though - the Smoothing Modifier, as I understand it, applies the same smoothing as SubD but without additional mesh divisions).

    It's very hrd to follow what is the issue with morphs, but are you using the Reverse Deformations option when you import them (on the figure in the same pose as when exporting the OBJ to create the morph)? That will subtract out the initial state, leaving just your corrections - otherwise you are doubling the shaping/posing.

    By

    Richard Haseltine Richard Haseltine August 2023 in Daz Studio Discussion
  • Implications not found after install

    FirstBastion said:

    If you open up the content library tab,  you can easily find it in the G3F poses folder.  There is a large group of user that never use smart content,  because the content library is the original way of finding content.

    There is always more than one way to access content,  if there's an issue with metadata.

    I came to DAZ after Smart Content was already a thing. So I guess I'm spoiled in that I really want everything in Smart Content. 

    I did try to add the IMPLICATIONS poses to my favorites category directly from the Content Library, but they still would not show up under my favorites either. I have added 3rd party content to favorites without a problem, so not sure why it just won't cooperate. sad

     

    By

    vonHobo vonHobo August 2023 in The Commons
  • what are the "must have"/"Essentials" needed to get Daz Studio to work and run?

    Somewhat 'tongue in cheek' I would say:-

    A large wallet for all those super deals that you can't pass up

    A huge hard disk to store all your purchases of said deals

    24/7 Access to the DAZ website so you don't miss a sale

    On a more serious note I think it depends on what you intend to use Studio for, and how you intend to use it.  Some people like to buy and use ready made content, some like to modify things to their own taste, some are into animation, some like to make and import their own models.

     

    By

    background background August 2023 in The Commons
  • Quick Geografting Question

    If you just sculpt and import a pure morph on the graft with no change of relevant joints' positions, the bones won't follow the morph dial. If you change, for instance, scales of toes or metatarsals, and ERC Freeze on the morph, the bones will follow.

    By

    crosswind crosswind August 2023 in Daz Studio Discussion
  • Daz Studio 5 preview release is delayed and that's good news.

    outrider42 said:

    Heh, I use Hexagon for morphs if at all possible. I have used Blender for some morphs, it depends on what I need to do. But Hexagon can be easier than Blender for some tasks, especially with the real bridge between them (one that goes BOTH ways.) That is a what I consider to be a bridge. IMO a bridge is only a bridge if it goes both ways. If you take a bridge to the outer banks but cannot get back, that's not much of a bridge is it?

    That bridge was a major wishlist for Blender but now I hardly notice the export/import routine. As I said, I quite liked Hex but it crashes far too frequently for me and I am not disciplined enough to keep saving every 10 seconds. Also, the sculpting tools in Blender are progressing significantly and are maybe not that far behind ZBrush for the average DAZ Studio user.

    By

    marble marble August 2023 in The Commons
  • Daz Studio 5 preview release is delayed and that's good news.

    kyoto kid said:

    ...again I only use Blender for modelling, something Daz Studio is incapable of (well unless you want to deal with the tediousness of using the Geometry Editor). I'm willing to overlook Blender's oddities (there is a pointer driven UI option) for far better stability than Hexagon offers. 

    Agree with all of that although I only use Blender for making morphs (a kind of modelling, I guess). I tried to do stuff in DAZ Studio using the Geometry Editor and even bought Mesh Grabber but returned it because it was more cumbersome than exporting to Blender.

    As for the UI - I get by without needing too many hotkeys but I know that I would work better if I learned a few more. The points made above about tutorials assuming that we all have the same add-ons or know all the shortcuts are the main reason I was put off and still am to a large extent. I've go used to the export/import procedure now but Blender devs are liable to change things without notice and throw the workflow into chaos. This happened recently with the new Wavefront OBJ import/export which had me scratching my head for a long while. I can't remember what I did to make sure it works with DAZ Studio OBJs so I just make sure I save all my preferences to each new release of Blender.

    By

    marble marble August 2023 in The Commons
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