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  • Putting G9 Character Texture on G8

    Matt_Castle said:

    Not that I am aware of.

    While there is the G8F product Catherine3678ab has linked, the vendor has stated there is insufficient interest in a G8M equivalent to make it worth the effort to create.

    And no, while people commonly suggest use of things like UV Swap in unison with the above product to resolve the issue, I can confidently state this will not work. While UV Swap adds G8F UVs to G8M, the G9 to G8F product does not provide G8F with the capacity to bake G9 textures to the G8F UVs (at least without extensive and technical modification), so there is no chain to transfer the textures.

    This kind of thing has to be done by using an external application like Blender to bake across the texture maps. (For which I admit which the mentioned products are *potentially* an aid, but they certainly don't provide a solution through only DS itself).

    Thank you for this bit of insight. I'm disappointed about no product for the G8M as I use male figures a lot more than female ones. 

    By

    ArtsyDragon ArtsyDragon June 2024 in The Commons
  • morphs on G8 clothing autofit to G9 [SOLVED, user error]

    Autofit works in this case, as there's no custom bones on this hoodie and it won't remove any morph from it. But there're some issues when Open it, the zip will be off the hoodie, you have to fix it with Mesh Grabber or Blender.

    Better also check other morphs to see if they can work well...

    By

    crosswind crosswind June 2024 in Technical Help (nuts n bolts)
  • Morphing Dinner Plate, Round to Octagonal and then some..

    Now, I am well aware of just how many people are desperate for this prop (none). It is one I initially did in 2007 or so for Poser, but never got around to publishing it. I have re-vamped the prop so it's now got a few extra size morphs , but the original feature is still intact.

    So, it's a Round Plate that morphs to Octagonal. With a couple of size morphs.

    Yeah, so?

    Now extend the idea and push the Octagonal morph from -100% to +200% and you get something quite unexpected. Try it.

    Hope you like,

    Richard

    By

    richardandtracy richardandtracy June 2024 in Freebies
  • Done with G9! Major pose distortion issue.

    For testing purposes, load G9 into an empty scene, "Zero the Figure", bend the leg, enable "Show hidden" and check "Currently used".

    The active correction morphs (on the Currently Used list) should show a value, and if there are dials with value "0" (zero) shown in white, their default value is something other than zero.
    Changing the value of the active or zero-value correction morphs should help you track down the rogue morph

    By

    PerttiA PerttiA June 2024 in The Commons
  • Blender VDM Brushes for Genesis Charachters

    crosswind said:

    No... it'll be not that easy to make a geograft, especially in your case that you want more HD details on whatever wound, bruise, welt...

    Generically, you have to cut and export partial body geometry to OBJ with Base resolution, import OBJ into Blender, mark the edge of it, remesh or retop the area on which you want to sculpt so as to have denser mesh there before sculpting. Then no matter what type of brushes you use, just sculpt what you want ot have. Unwrap and optimize UV. Export to OBJ and import to DS. Rig it on the figure with Transfer Utility. Then make corrective morphs on it and make textures as needed.

    However, personally, I would suggest you not go for this way, especially when you just want to make the wond effects or something rather than a rigged attachemt like genitals, wings, tentacle arms etc. For a typical instance, if you want to make multiple wounds, bruises and scars on differt body parts, how many geo-grafts are you going to make ? or make a very big one to cover them all ? Frankly speaking, if you just want to make one or two wounds for experimenting HD sculpts, you can just do it as you wish, but if for multiple wonuds etc.... using geo-grafts in your case would not be a wise choice...

    Instead, you just need to sculp on the figure directly, make and bake necessary texture maps (diffuse, spec, normal, bump, displacement, etc.) to get these results. Like the one in the attached ss... The point is that good VE comes from both sculpted morphs as well as hight quality texture maps.

    Thanks Crosswind; I thought, maybe, I was getting in over my head on this one; that;s probably why there are no tutorials on the subject. Thanks for clearing that up for me. I guess it's back to the good old L.I.E editor for me.cheeky

    By

    mechw8 mechw8 June 2024 in Technical Help (nuts n bolts)
  • How to split an object without disrupting vertex order?

    A morph can't remove or split polygons, only distort them.

    If the sides of the zip aren't separate in the first place I don't think you can "open" it with only a morph, because:

    • there would be polygons joining both sides, which would need to be gone when the zip is open
    • there might even be vertices which are parts of both "sides"

    If both sides are "independant enough" (ie no shared vertices) one option might be to get an "open effect" would be to move the vertices corresponding to each side, then make the polygons in the middle invisible (assign them to another surface or use a map make them transparent).

     

    Another option could be to create a geograft to replace the closed zip with one where the parts are separate, and create an open morph for that.

    By

    Leana Leana June 2024 in Blender Discussion
  • How to split an object without disrupting vertex order?
    So I'm very new to blender, and I'm thinking of making a zip morph for a dress that originally doesn't have a zip. So basically the part to be zipped would have to be split when the morph is off, and then combined when it's on. With my limited knowledge I could delete faces of the mesh for zip open and then use the grab tool for zip closed, but obviously that won't work because deleting parts of the mesh is a huge no-no for importing back into DAZ. How do I go about doing this?

    By

    RobertDy RobertDy June 2024 in Blender Discussion
  • Done with G9! Major pose distortion issue.

    When you install a new character for a base figure what you actuyally get in the box are morphs, textures, and a character preload. That means that the component morphs go into your main base figure installation and add to whatever is already there. The character preload is simply a preset to make it simpler for you to quickly load the character as the creator intended it.

    When a creator makes a figure shape they very often have to make corrective morphs so that it will move and bend naturally.  So most figure shapes have not just the base shape, but also a pile of correctives.  Unfortunately, it is very easy to mess up the programming on the correctives so they turn on at times when they are not needed. (I've done this myself, it happens)

    That is most likely the issue you are getting here.

    Another common issue is caused by a character preset that the maker has not set up correctly - if they used Adjust Rigging To Shape, or some other method that changed the base rigging from default, and you then attempt to use shapes on that loaded figure that assume a differrent rigging configuration,  You will get a mess. 

    DAZ shapes are generally tested for both issues, but if you have any and I mean any genesis 9 morphs - full or partial figure, you have picked up from elsewhere, they may be a source of your problems.  I have seen a lot of messy setups, since not everyone is completely familiar with the more advanced morph setup process.

    As has been said - I would load a plain base genesis 9 and apply poses. When something looks weird look at all morphs currently active on the whole figure. You should have just the base correctives, but I expect you have some non base correctives also firing off randomly. You will need to identify and either fix or remove the associated product entirely from your content folder / genesis 9 figure setup.

    People forget sometimes that it isnt Character A and Character B and Character C as separate discrete branches off the figure.  its just one single Genesis 9 installation, with presets for ABC.  Every character adds to the base install - so if one is coded badly, it messes up the whole base install.

    By

    Lyrra Madril Lyrra Madril June 2024 in The Commons
  • Putting G9 Character Texture on G8

    Not that I am aware of.

    While there is the G8F product Catherine3678ab has linked, the vendor has stated there is insufficient interest in a G8M equivalent to make it worth the effort to create.

    And no, while people commonly suggest use of things like UV Swap in unison with the above product to resolve the issue, I can confidently state this will not work. While UV Swap adds G8F UVs to G8M, the G9 to G8F product does not provide G8F with the capacity to bake G9 textures to the G8F UVs (at least without extensive and technical modification), so there is no chain to transfer the textures.

    This kind of thing has to be done by using an external application like Blender to bake across the texture maps. (For which I admit which the mentioned products are *potentially* an aid, but they certainly don't provide a solution through only DS itself).

    By

    Matt_Castle Matt_Castle June 2024 in The Commons
  • A Thread for Items with the "Editorial License"
    Gordig said:

    kyoto kid said:

    ...I don't understand why the character doesn't have an EL as well, particularly as his shape and last name are identical to that of the Marvel Universe character (Kurt Wagner). 

    Plausible deniability. Wagner 9 himself is just a guy (specifically, Loki), and all the details that turn him into Kurt are separate add-ons. The three-finger-two-toe morph belongs to the outfit, which does have the EL, everything else that makes a Nightcrawler is in the Demon Shape add-on (which, again, probably skirts the EL through plausible deniability).

    This would make sense if the non-editorial version of the outfit were the bundle item, and the editorial version an add-on. The color schemes are quite different, and if the promos were rendered with normal hands and boots, the outfit might not be that recognizable at a glance.
    I wasn't fond of the situation with "very closely inspired" items (or whatever you want to call them) in the bundles, but it was tolerable enough with the EL-restricted versions offered as separate add-ons - which were easily voted against "with our wallets" by simply not buying them. Now EL content feels very pushed - part of the bundle, forcing a more expensive purchase of separate items to avoid it, and overriding normal licensing options for the bundle as a whole.

    By

    doubledeviant doubledeviant June 2024 in The Commons
  • Can't get the dforce sleeve simulation that I want

    RobertDy said:

    crosswind said:

    Nope... it's irrelevant to Blender at all. We've said above, use Base figure to make clothing as well as morphs, which means you should not dial any morphs on the figure, including the morph like the product Fit Control as it'll project morphs onto the Wearables.

    So the best way is always load a a Genesis xx Dev Load, and dial no morph on it before making these stuff. The only time when you need to dial morphs on the figure is to fix FBMs/PBMs as needed.

    Nope, doesn't work. So I modeled two separate morphs using the base G8F and the original unmodified dress. It works perfectly fine with the base G8F model only. When I fit that same dress onto a different G8F character of a larger size and proportions, dialing those morphs also morphed the entire area of the dress to become smaller, meaning that these morphs are trying to get the dress to become the size of the original G8F base. Please tell me that I'm missing something out, if not I'll have to model all these morphs again and again for the same dress that fits on different characters.

    That was why I said one would need to fix FBM on the Wearable if there's any distortion or deformation issue. That's the routine job for a clothing maker... Here's another example down below:

    - The shirt has no issue on Base figure but on George whose body shape is pretty unique. If I further dial the sleeve rollup morph I just made on the shirt with Base, it'll certainly be further wrongly deformed. (screenshots 1 ~ 2)
    - So firstly, I should fix George's FBM on the shirt. Then the shape of the shirt as well as Sleeve RollUp Morph will be much better. (screenshots 3 ~ 6).

    The principle is: you need to firstly tweak the shirt to well fit on the character by fixing FBM, then further finetune those partial morphs that you made on the shirt as needed.
     

    By

    crosswind crosswind June 2024 in Technical Help (nuts n bolts)
  • Dealing with facial expressions: My character sometimes looks as if he is someone else

    I realised that sometimes when I use facial expressions from products my character that I've created with some morphs and some custom adjustments looks very different. It's really like in one shot he seems to be another person when I use a facial expression.

    I hoped / thought that a pre-defined facial expression pose / morph would help me saving some time and work but for some combinations of characters / expressions it seems that they loose their characteristics./ attributes / features.

    While I am writing down this post it comes into my mind that this may not be so strange. Depending on the base figure that the expressions were made for it may not fit to another character's face. I just wonder how you folks deal with that: How do you make your figures laugh, speak, looking angry etc.? Which tools do you use? Do you pose the face in PowerPose every time for every character newly? Do you create a set of expressions for your own character?

    By

    Dissendior Dissendior June 2024 in New Users
  • Can't get the dforce sleeve simulation that I want

    crosswind said:

    Nope... it's irrelevant to Blender at all. We've said above, use Base figure to make clothing as well as morphs, which means you should not dial any morphs on the figure, including the morph like the product Fit Control as it'll project morphs onto the Wearables.

    So the best way is always load a a Genesis xx Dev Load, and dial no morph on it before making these stuff. The only time when you need to dial morphs on the figure is to fix FBMs/PBMs as needed.

    Nope, doesn't work. So I modeled two separate morphs using the base G8F and the original unmodified dress. It works perfectly fine with the base G8F model only. When I fit that same dress onto a different G8F character of a larger size and proportions, dialing those morphs also morphed the entire area of the dress to become smaller, meaning that these morphs are trying to get the dress to become the size of the original G8F base. Please tell me that I'm missing something out, if not I'll have to model all these morphs again and again for the same dress that fits on different characters.

    By

    RobertDy RobertDy June 2024 in Technical Help (nuts n bolts)
  • Done with G9! Major pose distortion issue.

    This sort of issue can be easily reproduced by activicating bend morph or corrective morph from other characters. There must be such properties wrongly triggered in hidden properties... if you carefully go it thru.... Attach a full screen shot of the hidden properties if you can, we may help to check...

    Or, just go to your Smart Content, select the category "Figures", we probably may identify the suspects... i.e. I don't have this issue on my side, so the characters I don't have might be just the culprit(s).

    By

    crosswind crosswind June 2024 in The Commons
  • A Thread for Items with the "Editorial License"

    kyoto kid said:

    ...I don't understand why the character doesn't have an EL as well, particularly as his shape and last name are identical to that of the Marvel Universe character (Kurt Wagner). 

    Plausible deniability. Wagner 9 himself is just a guy (specifically, Loki), and all the details that turn him into Kurt are separate add-ons. The three-finger-two-toe morph belongs to the outfit, which does have the EL, everything else that makes a Nightcrawler is in the Demon Shape add-on (which, again, probably skirts the EL through plausible deniability).

    Marvel is also owned by Disney which is well known for being pretty sticky about their properties. 

    I was going to correct you that Disney owns Marvel Studios but not Marvel Comics itself, but apparently they bought the whole damn thing.

    By

    Gordig Gordig June 2024 in The Commons
  • Done with G9! Major pose distortion issue.

    As the others have said, you almost certainly have a morph installed where a set of bend correctives for a character are not correctly linked/multiplied by the master body morph for that character. It is in no way a G9 specific issue, and can happen to any base figure

    You will have to check the parameters (you will need to show hidden parameters in the pane options, and do it when when the leg is bent so the morphs show up on Currently Used) in order to identify the offending character package. After that, you should then notify the creator about the issue so it can be corrected, and uninstall the package until it's updated.

    (It is possible to manually fix the issue, but as you don't seem to already be familiar with the issue, that may be a bit technical).

    By

    Matt_Castle Matt_Castle June 2024 in The Commons
  • Done with G9! Major pose distortion issue.

    That isn't Genesis 9 alone - that is a set of joint corrections for a heavy, muscular, or otherwise bulky character kicking in when the shape they belong to isn't applied. Check your recent character/morph isntallations for updates first, then if that doesn't help apply the minimum pose that will trigger the issue (I should think bending a shin would do), turn on Prferences>Show Hidden Properties in the Parameters pane option menu and look at the Currently used group - one of those is likely to be the issue, try zeroing anything that has a character name as part of its label and see if that fixes the issue.

    This can happen with any figure, if it is what I think, and others have had similar issues in the past.

    By

    Richard Haseltine Richard Haseltine June 2024 in The Commons
  • Problem with texture clipping into the character (Genesis 9)

    I don't know if you've dialed any full head morph from a character (if so, better name it...) or you just customized this G9 figure yourself... but it seems to me a rigging issue. You better firstly try Adjust Eye Rigging function in G9's Dev tool with head morph selected in Edit mode (screenshot 1)

    It'll adjust / correct the rigging of both Eyes and Mouth. Then dial Jaw Open to see if it's solved or not...

    By

    crosswind crosswind June 2024 in Technical Help (nuts n bolts)
  • Problem with texture clipping into the character (Genesis 9)

    Richard Haseltine said:

    Does it do that in a render? Are those the base materials or an additoonal set?

    Hey, thanks for your answer, i put a morph on a Squishy Human for Genesis 9, then applied a Material from another character, and it shows in render yes, same color as the inside of the mouth (red) 

    Seems like it only happen when an expression is close to being maxed out

    By

    PolytheGone PolytheGone June 2024 in Technical Help (nuts n bolts)
  • Can't get the dforce sleeve simulation that I want

    Nope... it's irrelevant to Blender at all. We've said above, use Base figure to make clothing as well as morphs, which means you should not dial any morphs on the figure, including the morph like the product Fit Control as it'll project morphs onto the Wearables.

    So the best way is always load a a Genesis xx Dev Load, and dial no morph on it before making these stuff. The only time when you need to dial morphs on the figure is to fix FBMs/PBMs as needed.

    By

    crosswind crosswind June 2024 in Technical Help (nuts n bolts)
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