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  • How to create pose from morph?

    Right, it's just a shape ~ You know what... I guess that the author first of all posed the figure to such a "shape" (also plus some partial body morphs...), export the figure to OBJ, zeroed the figure and import the OBJ file as a morph with MLP.

    So I afraid if you do need to "convert it to a Pose", you have to align both figures to the world center, pose G8.1F according to that shape AMAP... and you might not get a 100% same result as you never know what posing data / PBMs the author used...

    By

    crosswind crosswind July 2024 in Daz Studio Discussion
  • How to create pose from morph?

    That's the thing, I don't think it's a pose per se.  The morph changes the positions of the arms, legs and head to a significant degree though.  My hope was to create a pose from those changes, that could be applied to the g8.1F base mesh without changing the shape as the morph dose.  I attached some screens.  Left side figure is g8.1F with morph applied, right side is g8.1F base mesh.  Basically I want the g8.1F base mesh in the same alignment as the figure on the left.  I want them to overlap as much possible.

    By

    Primary19122 Primary19122 July 2024 in Daz Studio Discussion
  • How to create pose from morph?

    crosswind said:

    coder.sb said:

    crosswind said:

    Yep... as we've already said: a pure morph (shape) drives no joint rotation, so it obviously has nothing to do with Pose or Pose Preset. Anyway, you may dbl-check the Parameter Settings of the moprh, there's a sub-component tab, if there's nothing related to any Joints (Bones), it means it's a pure morph and cannot be baked to transforms.

    Here's a shot of the sub-components, looks like there is Joint info there, but I am not 100% sure what I am looking at.

    Those are joint Positions (origin/end) after Adjust Rigging... rather than joint Rotations coming from Transform Properties (ss1)... but yea, some so-called "morphs" might be just a control property of combined pose controls by ERC Freezed. 

    That's a long list of sub-components, it's hard to tell... but you can always try:  1) right-click in Parameters pane to turn on Edit Mode; 2) right-click on the Morph property, ERC Bake (Delta Add, Add, Substract...). See what will happen.

    Then select a bone, for instance, left thigh bend, left shoulder bend... yada yada, and check if it has any rotation values in Parameters pane - General > Transforms

    ERC Bake doesn't seem to do have an effect.  I'm not seeing any values in the transforms before or after.

    By

    Primary19122 Primary19122 July 2024 in Daz Studio Discussion
  • How to create pose from morph?

    coder.sb said:

    crosswind said:

    Yep... as we've already said: a pure morph (shape) drives no joint rotation, so it obviously has nothing to do with Pose or Pose Preset. Anyway, you may dbl-check the Parameter Settings of the moprh, there's a sub-component tab, if there's nothing related to any Joints (Bones), it means it's a pure morph and cannot be baked to transforms.

    Here's a shot of the sub-components, looks like there is Joint info there, but I am not 100% sure what I am looking at.

    Those are joint Positions (origin/end) after Adjust Rigging... rather than joint Rotations coming from Transform Properties (ss1)... but yea, some so-called "morphs" might be just a control property of combined pose controls by ERC Freezed. 

    That's a long list of sub-components, it's hard to tell... but you can always try:  1) right-click in Parameters pane to turn on Edit Mode; 2) right-click on the Morph property > ERC Bake (Delta Add, Add, Substract...).

    Then zero the morph, see if the pose persists... or select a bone, for instance, left thigh bend, left shoulder bend... yada yada, check if it has any rotation values in Parameters pane - General > Transforms

    By

    crosswind crosswind July 2024 in Daz Studio Discussion
  • How to create pose from morph?

    crosswind said:

    Yep... as we've already said: a pure morph (shape) drives no joint rotation, so it obviously has nothing to do with Pose or Pose Preset. Anyway, you may dbl-check the Parameter Settings of the moprh, there's a sub-component tab, if there's nothing related to any Joints (Bones), it means it's a pure morph and cannot be baked to transforms.

    Here's a shot of the sub-components, looks like there is Joint info there, but I am not 100% sure what I am looking at.

    By

    Primary19122 Primary19122 July 2024 in Daz Studio Discussion
  • How to create pose from morph?

    coder.sb said:

    crosswind said:

    Yep... as we've already said: a pure morph (shape) drives no joint rotation, so it obviously has nothing to do with Pose or Pose Preset. Anyway, you may dbl-check the Parameter Settings of the moprh, there's a sub-component tab, if there's nothing related to any Joints (Bones), it means it's a pure morph and cannot be baked to transforms.

    I appreciate all the help.  I will look into that.  It's been many years since I've used DAZ, so there's been a bit of learning/re-learning curve involved in this whole process as well.  Thank you for patience.

    No problem ! We too, always be learning ! cool

    By

    crosswind crosswind July 2024 in Daz Studio Discussion
  • How to create pose from morph?

    crosswind said:

    Yep... as we've already said: a pure morph (shape) drives no joint rotation, so it obviously has nothing to do with Pose or Pose Preset. Anyway, you may dbl-check the Parameter Settings of the moprh, there's a sub-component tab, if there's nothing related to any Joints (Bones), it means it's a pure morph and cannot be baked to transforms.

    I appreciate all the help.  I will look into that.  It's been many years since I've used DAZ, so there's been a bit of learning/re-learning curve involved in this whole process as well.  Thank you for patience.

    By

    Primary19122 Primary19122 July 2024 in Daz Studio Discussion
  • How to create pose from morph?

    Yep... as we've already said: a pure morph (shape) drives no joint rotation, so it obviously has nothing to do with Pose or Pose Preset. Anyway, you may dbl-check the Parameter Settings of the moprh, there's a sub-component tab, if there's nothing related to any Joints (Bones), it means it's a pure morph and cannot be baked to transforms.

    By

    crosswind crosswind July 2024 in Daz Studio Discussion
  • How to create pose from morph?

    Richard Haseltine said:

    coder.sb said:

    Richard Haseltine said:

    Is the morph actually chnaging the shape to the new pose, rather than applying a pose and a shape? If so then there isn't - as far as I am aware - a way to automatically split them. You would probably need to manually adjust the pose of a second, unmorphed figure to match the positions of the morph/shape.

    Thank you for the reply, I believe the morph is only modifying the shape.  The bones do change position slightly after applying, I noticed the values of the bones in the joint editor do change slightly after adjusting the rigging the to the new shape.

    Adjusting the rigging is making sure that the centres of rotation are still in the right place rlative to the shape, it has nothing to do with capturing the pose created.

     

    coder.sb said:

    crosswind said:

    A Pose Preset can only save Pose Control properties ( Modifier/Pose ) rather than any of morph properties ( Modifier/Shape ) ... so if the morph you're using is really a pure Shape, your steps won't work. You have to make a real pose according to what you get from that morph...

    However, if it's a control property that can be Baked to Transforms, Pose Preset will certainly do then.

    Thank you for replying, what's the process for Baking to Transforms?

    Edit>Figure>Bake To Transforms, but it won't help you - it is a way to bake things like the Hand Grasp slider down to individual bends on the finger bones, it won't do anything with chnages in posture from a shape that isn't driving the bends of the figure.

    Yeah, doesn't appear to be any way to do this in a quick or efficient manner.  This is both baffling and incredibly frustrating having already wasted almost a full day on it.  Seems like it should be such simple thing do.  The figure has way too many bones to pose them all individually.  I unfortunately don't have to days to move all of them around.  I don't suppose there is a way to convert the morph into a driver somehow?  I'm throwing out hail mary's at this point...

    By

    Primary19122 Primary19122 July 2024 in Daz Studio Discussion
  • How to create pose from morph?

    coder.sb said:

    Richard Haseltine said:

    Is the morph actually chnaging the shape to the new pose, rather than applying a pose and a shape? If so then there isn't - as far as I am aware - a way to automatically split them. You would probably need to manually adjust the pose of a second, unmorphed figure to match the positions of the morph/shape.

    Thank you for the reply, I believe the morph is only modifying the shape.  The bones do change position slightly after applying, I noticed the values of the bones in the joint editor do change slightly after adjusting the rigging the to the new shape.

    Adjusting the rigging is making sure that the centres of rotation are still in the right place rlative to the shape, it has nothing to do with capturing the pose created.

     

    coder.sb said:

    crosswind said:

    A Pose Preset can only save Pose Control properties ( Modifier/Pose ) rather than any of morph properties ( Modifier/Shape ) ... so if the morph you're using is really a pure Shape, your steps won't work. You have to make a real pose according to what you get from that morph...

    However, if it's a control property that can be Baked to Transforms, Pose Preset will certainly do then.

    Thank you for replying, what's the process for Baking to Transforms?

    Edit>Figure>Bake To Transforms, but it won't help you - it is a way to bake things like the Hand Grasp slider down to individual bends on the finger bones, it won't do anything with chnages in posture from a shape that isn't driving the bends of the figure.

    By

    Richard Haseltine Richard Haseltine July 2024 in Daz Studio Discussion
  • How to create pose from morph?

    crosswind said:

    A Pose Preset can only save Pose Control properties ( Modifier/Pose ) rather than any of morph properties ( Modifier/Shape ) ... so if the morph you're using is really a pure Shape, your steps won't work. You have to make a real pose according to what you get from that morph...

    However, if it's a control property that can be Baked to Transforms, Pose Preset will certainly do then.

    Thank you for replying, what's the process for Baking to Transforms?

    By

    Primary19122 Primary19122 July 2024 in Daz Studio Discussion
  • How to create pose from morph?

    Richard Haseltine said:

    Is the morph actually chnaging the shape to the new pose, rather than applying a pose and a shape? If so then there isn't - as far as I am aware - a way to automatically split them. You would probably need to manually adjust the pose of a second, unmorphed figure to match the positions of the morph/shape.

    Thank you for the reply, I believe the morph is only modifying the shape.  The bones do change position slightly after applying, I noticed the values of the bones in the joint editor do change slightly after adjusting the rigging the to the new shape.

    By

    Primary19122 Primary19122 July 2024 in Daz Studio Discussion
  • How to create pose from morph?

    A Pose Preset can only save Pose Control properties ( Modifier/Pose ) rather than any of morph properties ( Modifier/Shape ) ... so if the morph you're using is really a pure Shape, your steps won't work. You have to make a real pose according to what you get from that morph...

    However, if it's a control property that can be Baked to Transforms, Pose Preset will certainly do then.

    By

    crosswind crosswind July 2024 in Daz Studio Discussion
  • How to create pose from morph?

    Is the morph actually chnaging the shape to the new pose, rather than applying a pose and a shape? If so then there isn't - as far as I am aware - a way to automatically split them. You would probably need to manually adjust the pose of a second, unmorphed figure to match the positions of the morph/shape.

    By

    Richard Haseltine Richard Haseltine July 2024 in Daz Studio Discussion
  • How to create pose from morph?

    I have a morph for G8.1F that alters the shape and "pose" of the base figure.  I would like to create a pose preset from this morph that can be applied to the base figure without changing its shape.  What I've attempted so far is this:

    1) applied the morph to the G8.1F base mesh

    2) adjusted the rigging to the new shape

    3) saved the the file as a pose preset

    4) deleted the morphed figure and reimported the G8.1F base figure

    5) applied the pose preset to the G8.1F base

    Unfortunately after this last step, the pose of the base figure does not change.  The bones all remain completely unchanged.  Any guidance would be greatly appreciated.

    By

    Primary19122 Primary19122 July 2024 in Daz Studio Discussion
  • Issues with Expressions

    Making the G8 base expressions (and any expressions that are using them) work on G8.1 requires removing dummy/placeholder expressions that are installed to G8.1 morph folders - These dummy/placeholder expression files have no other function than to prevent the base G8 expressions from loading. 

    The dummy/placeholder files are located in;

    ...\Data\DAZ 3D\Genesis 8\Female 8_1\Morphs\Daz 3D\Base Pose Head\ (255 files, can be more if you have additional DAZ expression packs)
    ...\Data\DAZ 3D\Genesis 8\Female 8_1\Morphs\Daz 3D\Expressions\ (24 files, can be more if you have additional DAZ expression packs)
    ...\Data\DAZ 3D\Genesis 8\Male 8_1\Morphs\Daz 3D\Base Pose Head\ (255 files, can be more if you have additional DAZ expression packs)
    ...\Data\DAZ 3D\Genesis 8\Male 8_1\Morphs\Daz 3D\Expressions\ (24 files, can be more if you have additional DAZ expression packs)

    Please make sure you are removing the files from G8.1 morph folders and not G8 morph folders.

    Note 1; If you are logging in to DS and letting DAZ Connect (within DS) to install/update your content, you may have these also in an other location that has "\Data\Cloud\" in it's path
    Note 2; Do not remove any files from "FACS" or "FACSExpressions" folders

    By

    PerttiA PerttiA July 2024 in New Users
  • Adding New Shaders

    While I appreciate your reply and I'm sure it makes absolute sense to you, it is thouroughly confusing to me.
    I don't understand "suitable target"
    I don't understand "drag the file". What file? My new shader is not in Daz content Library?
    What is "Daz Studio Formats"?
    What "Catagory"? Where?
    Why is "Smart Content" involved in this transfer?
    Popup Dialog???
    Metadata??? Huh? Why is this so complicated? All I want to do is add my new shaders to the existing Daz shaders directory???
    When I have a texture to add to my library I simply

    1) Open the Content Library, then
    2) "Browse to Folder" and
    3) Drag the new texture from the original folder that it's in, to the Daz folder and
    4) "Refresh" the Daz folder.
    This process does not work with new "shaders" and Daz "Presets" tab.
    When you drag and refresh as above Daz ignors the new additions.
    What I need to know is what the "step by step" method is.
    Is there a tutorial some place?

    By

    handyman4545 handyman4545 July 2024 in Daz Studio Discussion
  • Getting on the 9 train, or not

    daveso said:

    Unfortunately not very backward compaitble, another negative. I tried to use a beard product for G9 on G8 yesterday and it came  in at his neck. G9M is a head shorter than g8. 
     

    This is how I fit clothes, hairs etc. across all generations.

    Follow one of the tutorials out there for transferring characters between generations to transfer your character to the generation of the item you'd like to use. Or use ManFriday's converter.

    Have both your original character and your transferred character in your scene.

    Fit the clothes, hair etc. to the transferred character.

    Hide the transferred character completely.

    Unhide the item you want displayed on your original character.

    Done.

    If you want to get fancy, you can also do stuff to transfer the item and save it out as a preset for the original character generation. Steps vary, but hairs with a skullcap are particularly good for this.

    And there are a few other tricks you can use the intermediate steps for if you manually transfer the character. (The converters tend to delete these when they're done).

    By

    Ainm Ainm July 2024 in The Commons
  • Morph not working properly

    Is the figure morphed? If so make sure that you enable Rreverse Deformations when importing the morph, otherwise it will "double up" the effect of the morphs already applied.

    By

    Richard Haseltine Richard Haseltine July 2024 in The Commons
  • MimicMolly's Renders & WIPs

    MimicMolly said:

    I have almost remade one of my OCs with G9, thanks to Wagner 9! Here is a comparison of a digitally-colorized sketch I did, and the G9/DAZ version. However, I am "missing" some components to make him more accurate:

    • Round eyes morph. The DAZ version, even with the toon bits, has the eyes not round enough. (But a large majority of my drawn characters have round eyes.)
    • The "Spock" eyebrows. My OC has straighter/flatter eyebrows that curve up a bit at the ends. None of the included G9 eyebrows fit this.
    • Short curly hair with a volume morph. Bonus points if there is a Titian red version included. (I colored it too dark, but it was too light before.) I found this cosplay hair at Renderhub and recolored it to my liking, but it is a prop hair. AprilYSH's Portia Hair comes close too and was what I used before. It just didn't have the random little whisps like the cosplay hair.
    • Adam's apple morph. I saw one in some package. One of the morphs to make his G9 preset was a feminine morph I transferred from G8F, so that reduced the size of his Adam's apple. So I need to dial it back up.

    The eyes are probably the most important, since I plan to use this character preset for drawing than rendering.

    I should probably do a comparison render with the previous G8.1M who used a mix of Ollie 8 and Torment 8.1, because this character is supposed to look like a "young jester." So he has a longish face with a long aquiline/Roman nose. I could never get the G8 version to look young like this G9 version. 

    Nice translation into DAZ

    By

    nonesuch00 nonesuch00 July 2024 in Art Studio
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