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  • [Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]

    Hi there; I'm quite new to Daz, so I apologize in advance if I I've overlooked something somewhere.  I bought the RSSY character converter bundle earlier this evening with the intent to port Cato (a Genesis 8M character) to Genesis 9. Whenever I try to convert him, he ends up...well, it's scary to say the least.  He isn't saved in the cloud as far as I'm aware (he's saved in my Documents folder with my other custom characters inside the Genesis 9 folder the PDF instructions advised me to make), and I've tried going through each morph one at a time to try to fix the issue to no avail.  I know I also had to buy the Genesis 8 Male Head/Body Morph items he required.  Is this what's possibly causing the problem - and if so, is there anything I can do still - or have I overlooked something silly?  His textures show up pretty perfectly, so that's a small victory, at least!  Any and all help would be greatly appreciated (please just remember I'm a noob, so the more "dumbed down" any instructions are, the better)!

     

    Thank in advance!

    (Picture attached just for fun.  XD)

    By

    TheDamagedKey TheDamagedKey July 2024 in Daz PA Commercial Products
  • [Released] Prop Minion [Commercial]

    silvioarturi_d26d1707cd said:

    I purchased Prop Minion yesterday and I'm doing some test with it.

    I noticed that when I try to move props from G8F to G2F, if I load a prop on (for instance) the 'Left Hand' bone of the G8F minion, it is correctly moved to the G2F figure.

    But if the prop is loaded on 'Left Forearm Twist', Prop Minion does not seem to know what to do with it, and it ends discarded at the feet of the G2F figure.

    Good catch.  I am compiling a list of ones I need to fix like this, e.g., G9 has a left hand anchor that needs to transfer props to the left hand for other generations.

    By

    RiverSoft Art RiverSoft Art July 2024 in Daz PA Commercial Products
  • [Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]

    jdavison67 said:

    At the end of the transfer I have three identical g8 base characters... its like the morphs never were applied...

     

    The second image shows the character I was trying to copy

    The one on the right... ( I whited out the textures )

    The one on the left is the transfer result....which is just the base g8 clone basically...

     

    JD

    I am going to need to see the log, to see what the script detects and what it writes out.  Also, what are the directories listed in the Daz Studio Formats section of the Content Directory Manager:

    By

    RiverSoft Art RiverSoft Art July 2024 in Daz PA Commercial Products
  • [Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]

    At the end of the transfer I have three identical g8 base characters... its like the morphs never were applied...

     

    The second image shows the character I was trying to copy

    The one on the right... ( I whited out the textures )

    The one on the left is the transfer result....which is just the base g8 clone basically...

     

    JD

    By

    jdavison67 jdavison67 July 2024 in Daz PA Commercial Products
  • [Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]

     

    Did you look for the new morphs?  They are probably there.  Without seeing the log of a conversion, I cannot tell you exactly what is happening.  What happens often though is that the Controller property for the new character (the one that dials in all the morphs) was not fixed and dialed in.  Because of some issue in Daz, the script needs to find the new controller property dsf file it created and patch it.  Daz creates it in a certain directory based on your settings.  However, the script sometimes cannot find it.  If it cannot patch the file, the controller property will not load and cannot be set.

    As far as the morphs being wrong.  On first run, the script creates a clone (and never recreates it).  It is possible that it was corrupted on the first run and introduces bugs into any morph.  You need to delete the clone so the script will regenerate it.  The clone to delete should be in C:/Users/USER NAME/AppData/Roaming/DAZ 3D/Studio4/CharacterConverterMorphs.

    I'm wondering if it's an issue that I don't have DAZ running on my C drive... I don't usually have issues because of this...But you never know...

    I was able to fix my Base character for Genesis 8 Male... which was giving me that strange head morph... that percy head morph had a default setting of 100% I had to change the setting back to 0.0% and resave the support asset.

     

    but this was faling for the female characters as well...

    I went and deleted the two clones, in the directory you mentioned... I only had a Female genesis 3 clone and a Male genesis 3 clone in there...

     

    I'll keep trying... It just seems after all the processing and waiting... I just wind up with a generic Genisis 8  base character ... it's very strange...

     

    JD

    By

    jdavison67 jdavison67 July 2024 in Daz PA Commercial Products
  • My Basic Genesis 8 Male character loads with a character head morph set at 100%

    I was scratching my head trying to figure out why my Genesis 8 base character keeps load ing with this odd head.

    It turns out on investigation there is a head in my character group that has it's default setting at 100% rather than 0.0%

    How do I reset this so it doesn't keep happening...

    The odd thing is... though it was set at 100% it did not show up as white digits in the list.. it was dark like all the zeroed settings... should this be the case?

    and when I clicked on currently used morphs... it never showed up in the currently used list...which it should if the head morph was set at 100%

     

    JD

    By

    jdavison67 jdavison67 July 2024 in The Commons
  • MimicMolly's Renders & WIPs

    I had recently seen a tutorial that uses the UV geografts to bake in older skin mats in Blender. I need to try this one of these days. There's some old tattoos, like Ryuu for M5 (no longer available), that I want to use on newer models but they go around the neck. (I want to do a partial transfer too, just need to figure out which G9 skin looks closest to it. Though I like M9's skin, so might use that again.) But if that doesn't work, I will attempt to redraw the missing pieces using a combination of 3DCoat, Medibang Paint, and GIMP. I've actually gotten better at painting on my cellphone with Medibang Paint. The G9 Lynn tattoo I did previously was partially painted over because it was too small and blurred on a 4096 x 4096 map.

    I'm tempted to do my own original tattoo, just need to think of a design or a theme I could use often. cheeky

    By

    MimicMolly MimicMolly July 2024 in Art Studio
  • Getting on the 9 train, or not

    Richard Haseltine said:

    xyer0 said:

    Richard Haseltine said:

    xyer0 said:

    RawArt said:

    ... Overall I have found G9 need far less CBS than any previous generation, so that attests to the fact that it really does bend nicely naturally.

    Also keep in mind that alot of people like to mix and match  morph sets....when you do that you also introduce a mix and match of different CBS, and some of them really wont play nice with each other. That again is not a fault of G9, its just a fault of how easily it is to blend things together. Back in the day, you could really only use the morph that a character was designed for, or things would get ugly fast....now things are so smooth that it is usually just a rare mix that blows things up

    And yet, for the seven years prior to G9 we have not seen spaghetti appendages. But now we do.

    Some of which can be attributed to its being easy to turn the CBSes off by accident.

    That is a reasonable hypothesis, which suggests a dubious design choice. 

    No, just something to be aware of. And one of the reasons for the warning that pops up on using the zero commands.

    That innovation must be on a version later than mine. 

    By

    xyer0 xyer0 July 2024 in The Commons
  • Getting on the 9 train, or not

    TesseractSpace said:

    johnjohn808 said:

    RawArt said:

    Bad joint bends are not a problem of Genesis 9, it is a problem of badly made characters for g9.

    Most (I would say ALL) characters need their own custom CBS(formerly known as JCM) to make sure bending looks natural. Some character makers do a better job of that than others, and some ignore them altogether. That is what affects the look of bends.

    Overall I have found G9 need far less CBS than any previous generation, so that attests to the fact that it really does bend nicely naturally.

     

    Also keep in mind that alot of people like to mix and match  morph sets....when you do that you also introduce a mix and match of different CBS, and some of them really wont play nice with each other. That again is not a fault of G9, its just a fault of how easily it is to blend things together. Back in the day, you could really only use the morph that a character was designed for, or things would get ugly fast....now things are so smooth that it is usually just a rare mix that blows things up

     

     

    I hear what you are saying but funny, after thousands of renders over the years, I rarely ever had any bend problems with G8 or 8.1. 

    G9`s limbs and joints look and bend like spaghetti, the armpits look very weird, the knees and calves just look unnatural when bent, and the shins bow too far back which is evident and pronounced when kneeling on the ground. Even the elbows look weird when bent. And I usually have to bring the shoulders in and shrug them to get it to look more femenine.

    I never use any characters straight out of the box, but I do pose tests on every character morph that I purchase before putting them into use.

    You'd think from the posts in this thread that g8/8.1 never had bend problems. The presence of a number of "natural bends" and "bend control" products for G8/8.1 implies otherwise.

    Personally I`ve never had used any of those products. But everyone`s experience is is different. If it looks good to my followers and clients, then it`s good for me.

    But when my followers and clients are noticing the difference in G9, then I have to go back to what works for them and me.

    By

    johnjohn808 johnjohn808 July 2024 in The Commons
  • There's Always Another Sale Thread -- Discussions Only Pt 3
    Richard Haseltine said:

    protosynthetic said:

    "From toddlers to couples"? Ouch. No way at all that can be misconstrued.

    Are you sure? I am finding it hard to read it as ouch-inducing.

    When I read it, I was thinking cool a new aging morph set. Then I was disappointed.

    By

    XiousDs XiousDs July 2024 in The Commons
  • Getting on the 9 train, or not

    daveso said:

    TesseractSpace said:

    johnjohn808 said:

    RawArt said:

    Bad joint bends are not a problem of Genesis 9, it is a problem of badly made characters for g9.

    Most (I would say ALL) characters need their own custom CBS(formerly known as JCM) to make sure bending looks natural. Some character makers do a better job of that than others, and some ignore them altogether. That is what affects the look of bends.

    Overall I have found G9 need far less CBS than any previous generation, so that attests to the fact that it really does bend nicely naturally.

     

    Also keep in mind that alot of people like to mix and match  morph sets....when you do that you also introduce a mix and match of different CBS, and some of them really wont play nice with each other. That again is not a fault of G9, its just a fault of how easily it is to blend things together. Back in the day, you could really only use the morph that a character was designed for, or things would get ugly fast....now things are so smooth that it is usually just a rare mix that blows things up

     

     

    I hear what you are saying but funny, after thousands of renders over the years, I rarely ever had any bend problems with G8 or 8.1. 

    G9`s limbs and joints look and bend like spaghetti, the armpits look very weird, the knees and calves just look unnatural when bent, and the shins bow too far back which is evident and pronounced when kneeling on the ground. Even the elbows look weird when bent. And I usually have to bring the shoulders in and shrug them to get it to look more femenine.

    I never use any characters straight out of the box, but I do pose tests on every character morph that I purchase before putting them into use.

    You'd think from the posts in this thread that g8/8.1 never had bend problems. The presence of a number of "natural bends" and "bend control" products for G8/8.1 implies otherwise.

    considering the many products for sale to correct bending and other issues, why don't the creators of the models just do it right to begin with? Its something discussed over and over, but each generation has issues.  

    Because the process of creating custom JCMs is nerve wrecking, I get that.
    Took me years with my custom characters and I still keep spotting issues. 

    By

    Masterstroke Masterstroke July 2024 in The Commons
  • Getting on the 9 train, or not

    TesseractSpace said:

    johnjohn808 said:

    RawArt said:

    Bad joint bends are not a problem of Genesis 9, it is a problem of badly made characters for g9.

    Most (I would say ALL) characters need their own custom CBS(formerly known as JCM) to make sure bending looks natural. Some character makers do a better job of that than others, and some ignore them altogether. That is what affects the look of bends.

    Overall I have found G9 need far less CBS than any previous generation, so that attests to the fact that it really does bend nicely naturally.

     

    Also keep in mind that alot of people like to mix and match  morph sets....when you do that you also introduce a mix and match of different CBS, and some of them really wont play nice with each other. That again is not a fault of G9, its just a fault of how easily it is to blend things together. Back in the day, you could really only use the morph that a character was designed for, or things would get ugly fast....now things are so smooth that it is usually just a rare mix that blows things up

     

     

    I hear what you are saying but funny, after thousands of renders over the years, I rarely ever had any bend problems with G8 or 8.1. 

    G9`s limbs and joints look and bend like spaghetti, the armpits look very weird, the knees and calves just look unnatural when bent, and the shins bow too far back which is evident and pronounced when kneeling on the ground. Even the elbows look weird when bent. And I usually have to bring the shoulders in and shrug them to get it to look more femenine.

    I never use any characters straight out of the box, but I do pose tests on every character morph that I purchase before putting them into use.

    You'd think from the posts in this thread that g8/8.1 never had bend problems. The presence of a number of "natural bends" and "bend control" products for G8/8.1 implies otherwise.

    considering the many products for sale to correct bending and other issues, why don't the creators of the models just do it right to begin with? Its something discussed over and over, but each generation has issues.  

    By

    daveso daveso July 2024 in The Commons
  • Converting V4 textures to Genesis 3,8,9 Methodology

    The attached screenshot is what I mean by the preparation morph. It explodes the G2 and G3 meshes, matching them up so the geometry of the two perfectly overlap.

    There has been a lot of mixed information about the whole process, which has really done my head in. Some say use the clones, others say it won't work, others say you need the shapes of other generations etc etc. It's incredibly frustrating.

    If the meshes need to be aligned as much as possible, then I'll take Genesis into Zbrush and morph it around until it matches the shape of G2 and G3. And I'll check to see if I need to do the same thing to V4, since a lot of my textures are coming from V4. Originally, it was me wanting to use Maddelirium's V4 characters in DS on G3 and G8 that started me on this merry-go-round for how to transfer/project the textures from one model to another.

    By

    ObscuroArcanum ObscuroArcanum July 2024 in Daz Studio Discussion
  • Converting V4 textures to Genesis 3,8,9 Methodology

    Okay, understood. It's always up to your choice at the end of the day.

    As for the way in Blender, I'm not sure what you mean by "preparation morph"... but yes, the mesh of both figures need to be aligned AMAP. That's why we dial a Clone on the target figure, for instance, V4 > G3, we dial V4's clone on G3, and also need to apply a UV Prep pose.

    As for the case I linked, he just used DS + Wrap + Gimp... nothing special.

     

    By

    crosswind crosswind July 2024 in Daz Studio Discussion
  • How to Turn a Multiple Morph into One?

    Avoid giving the same Label to different properties... better add prefix or suffix to differentiate them.

    If you don't need a morph property any more, delete it from the data folder where its DSF file locates.

    By

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

    johnjohn808 said:

    RawArt said:

    Bad joint bends are not a problem of Genesis 9, it is a problem of badly made characters for g9.

    Most (I would say ALL) characters need their own custom CBS(formerly known as JCM) to make sure bending looks natural. Some character makers do a better job of that than others, and some ignore them altogether. That is what affects the look of bends.

    Overall I have found G9 need far less CBS than any previous generation, so that attests to the fact that it really does bend nicely naturally.

     

    Also keep in mind that alot of people like to mix and match  morph sets....when you do that you also introduce a mix and match of different CBS, and some of them really wont play nice with each other. That again is not a fault of G9, its just a fault of how easily it is to blend things together. Back in the day, you could really only use the morph that a character was designed for, or things would get ugly fast....now things are so smooth that it is usually just a rare mix that blows things up

     

     

    I hear what you are saying but funny, after thousands of renders over the years, I rarely ever had any bend problems with G8 or 8.1. 

    G9`s limbs and joints look and bend like spaghetti, the armpits look very weird, the knees and calves just look unnatural when bent, and the shins bow too far back which is evident and pronounced when kneeling on the ground. Even the elbows look weird when bent. And I usually have to bring the shoulders in and shrug them to get it to look more femenine.

    I never use any characters straight out of the box, but I do pose tests on every character morph that I purchase before putting them into use.

    You'd think from the posts in this thread that g8/8.1 never had bend problems. The presence of a number of "natural bends" and "bend control" products for G8/8.1 implies otherwise.

    By

    TesseractSpace TesseractSpace July 2024 in The Commons
  • Getting on the 9 train, or not

    xyer0 said:

    Richard Haseltine said:

    xyer0 said:

    RawArt said:

    ... Overall I have found G9 need far less CBS than any previous generation, so that attests to the fact that it really does bend nicely naturally.

    Also keep in mind that alot of people like to mix and match  morph sets....when you do that you also introduce a mix and match of different CBS, and some of them really wont play nice with each other. That again is not a fault of G9, its just a fault of how easily it is to blend things together. Back in the day, you could really only use the morph that a character was designed for, or things would get ugly fast....now things are so smooth that it is usually just a rare mix that blows things up

    And yet, for the seven years prior to G9 we have not seen spaghetti appendages. But now we do.

    Some of which can be attributed to its being easy to turn the CBSes off by accident.

    That is a reasonable hypothesis, which suggests a dubious design choice. 

    No, just something to be aware of. And one of the reasons for the warning that pops up on using the zero commands.

    By

    Richard Haseltine Richard Haseltine July 2024 in The Commons
  • Can Blender be used to heavliy alter the body shape of a Genesis 2 female model?

    After loadfing the morph into DS and applying it you need to adjust the bone placement (Edit>Figure>Rigging>Adjust Rigging to Shape should at least get you close) and then, once you have that working and have set up any other needed general adjustments, you need to link the changes to your morph (right-click on the Parameters pane and put it in Edit mode, then right-click on your morph slider>ERC Freeze).

    By

    Richard Haseltine Richard Haseltine July 2024 in Blender Discussion
  • How to Turn a Multiple Morph into One?

    I created my morphs and renamed a few of them and after I saved them they turned into this.

    Is it possible to make them become one morph?

    I have already tried to completely delete them and then download them again
    But after I went to daz again everything came back

    By

    zeni1agent zeni1agent July 2024 in Daz Studio Discussion
  • Converting V4 textures to Genesis 3,8,9 Methodology

    Thank you for the input, crosswind. No, FaceForm is not an option because it is prohibitively expensive.

    I know there is a Blender tutorial for transferring textures from G2 to G3, but again, it comes back to my original question. Do the meshes have to be aligned 100% or will there not be an issue with the longer Genesis fingers? The Blender tutorial calls for the use for preparation morphs and when these are applied, G3 alters to be the same shape as G2 - G3 appears to be a little bustier as I drag the morph slider and watch it apply - and so the meshes complete overlap. When I have both G2 and G3 in my scene with these preparation morphs applied and then load Genesis, the fingers on Genesis are longer and there are some differences in the body, the buttocks and a couple of other areas.

    Taking Genesis into Zbrush and pushing and pulling the geoemtry until it matches G2/G3 won't be a problem if it's necessary, but the length of the fingers are still going to be out of whack. Changing the length of the fingers could lead to some distortion on the textures. To my way of thinking, changing the length of the fingers and thus the size of the polygons will be more intensive than just pushing and pulling the odd part of the mesh to make it fit to the shape of G2/G3.

    Edit: And looking at the thread you linked, this person is doing something different, also using another program to transfer the textures - or so it seems, since they're following Jay's tutorial. This is also not an option for me. I don't particularly want to be adding yet another program and expense to my pipeline.

    By

    ObscuroArcanum ObscuroArcanum July 2024 in Daz Studio Discussion
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