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How to get bought character to parameters
First of all, thank you so much for your help! I am really blown away by this great community! DAZ is really not easy for a newbie, but you guys make it possible!
I have now tested again and actually found Chantel's morphs. Both with Currently Used and with Filter. The problem seems to be that she doesn't have a complete morph, just a separate head and body. That's why I couldn't find her in People. The whole body would be easier, but in the end it makes no difference.
One idea I have now would be to simply drag the complete morph I have in my Contect Library into the folder for the parameters, surface, etc.
Would that be possible? Or are these special files? And where would I find that folder? By the way - what is the "bottom right menu" actually called? :DOne last point: As you can see in the second screenshot, I still can't find the materials. But since I also have them in my Contect Library, the idea here would be to drag them into the "Bottom right menu" folder as well. If there is one :D
Face and morph swap after I reload a saveMaking 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" foldersHow to get bought character to parameterssiiozz955 said:
crosswind said:
... and you should know the name of the characterthat you bought from Renderosity, have you tried filtering by that name in Parameters pane ? like what I show in the attached screenshot ~~
I tried it, but it didnt work. Seems like this character is no part of that bottom right menu.I see that you've already loaded 3DL Chantel into the Scene... If you selected Curently Used, can you find some dialed morph properties ?
Face and morph swap after I reload a savecrosswind said:
metalisthename said:
crosswind said:
metalisthename said:
crosswind said:
Anyway, if the above way brought you mess maybe you used Andromeda Head from Colm Jackson in other scenes or something, you just reinstall that product from Colm Jackson. Then you load a pure G8F base figure, filter Andromeda Head, that one should be just ROMFX's one. Then you make change to Name/Label in the same way, add ROMFX prefix, yada yada ~ That will also do.
Yeahh I deleted because it effected my cammy morph as well for some reason, I also have ROMFX cammy model.
When I saved the named changed model, it for some reason said it touches the cammy model, since I had a simillar duplicate there.
OK, then just let go ~ Good luck !
Thank you man, and I hope that I cleared the misunderstanding, the massage there was a copy paste that I sent to my friend on dm who is also a daz user like me, and I really didn't mean sending it to you. When I've noticed that it is here, I immidetly deleted it, but the damage was already done.
I really appreciate your help, sad that it didn't work, and caused some problems, but still Im happy since it gave me the opportunity to learn more about daz and its functions.
No problem ! We've just let it go and we're good !

Yeah man hope to hear more of your advice for other question, I use mostly gen 8.1 due to it having some morph correctives that I use for my models (Thick females). How can I make my genesis 8 face expressions being usable on gen 8.1 models??
Face and morph swap after I reload a savemetalisthename said:
crosswind said:
metalisthename said:
crosswind said:
Anyway, if the above way brought you mess maybe you used Andromeda Head from Colm Jackson in other scenes or something, you just reinstall that product from Colm Jackson. Then you load a pure G8F base figure, filter Andromeda Head, that one should be just ROMFX's one. Then you make change to Name/Label in the same way, add ROMFX prefix, yada yada ~ That will also do.
Yeahh I deleted because it effected my cammy morph as well for some reason, I also have ROMFX cammy model.
When I saved the named changed model, it for some reason said it touches the cammy model, since I had a simillar duplicate there.
OK, then just let go ~ Good luck !
Thank you man, and I hope that I cleared the misunderstanding, the massage there was a copy paste that I sent to my friend on dm who is also a daz user like me, and I really didn't mean sending it to you. When I've noticed that it is here, I immidetly deleted it, but the damage was already done.
I really appreciate your help, sad that it didn't work, and caused some problems, but still Im happy since it gave me the opportunity to learn more about daz and its functions.
No problem ! We've just let it go and we're good !
What could stop Fit Control product from working ?Hello
I would like to use Fit Control product. I'm on a new DAZ install but I remembered to unhide hiden properties. However when I apply Fit Control morph transfer from my G8F to a clothing item, I have the message telling that morphs has been transferred, but the "Fit Control" morphs (usually under "Actor" in parameters) are nowhere to be seen. My husband get them with same figure and clothing on our old install, what could prevent Fit Control to work on mine ?
Rigging problem: Figure feet end up 5cm below ground. [Solved]I don't know the third thing about rigging. So this baffles me.
I put many morphs on a G8F figure.
Then I combined the morphs by exporting OBJ and importing OBJ - and using Morph Loader Pro.
Then I re-rigged the combined morph with "Adjust Rigging to Shape" and IRC freeze.
Then I separated the head and body into 2 morphs using Shape Splitter, which also re-rigged and ERC'd them.
Then I noticed arm posing errors in the body one. (Have not even tried the head one yet.) And the feet sunk down 5cm.
So I re-rigged the body one again with Shape Rigger Pro.
This fixed the arm pose errors. BUT, the whole figure remains sunk down about 5cm into the ground plane.
The original multi-morphed figure was not sunk into the ground like that. What's goin' on? Is it fixable?
Face and morph swap after I reload a savecrosswind said:
metalisthename said:
crosswind said:
Anyway, if the above way brought you mess maybe you used Andromeda Head from Colm Jackson in other scenes or something, you just reinstall that product from Colm Jackson. Then you load a pure G8F base figure, filter Andromeda Head, that one should be just ROMFX's one. Then you make change to Name/Label in the same way, add ROMFX prefix, yada yada ~ That will also do.
Yeahh I deleted because it effected my cammy morph as well for some reason, I also have ROMFX cammy model.
When I saved the named changed model, it for some reason said it touches the cammy model, since I had a simillar duplicate there.
OK, then just let go ~ Good luck !
Thank you man, and I hope that I cleared the misunderstanding, the massage there was a copy paste that I sent to my friend on dm who is also a daz user like me, and I really didn't mean sending it to you. When I've noticed that it is here, I immidetly deleted it, but the damage was already done.
I really appreciate your help, sad that it didn't work, and caused some problems, but still Im happy since it gave me the opportunity to learn more about daz and its functions.
How to get bought character to parameterssiiozz955 said:
crosswind said:
... and you should know the name of the characterthat you bought from Renderosity, have you tried filtering by that name in Parameters pane ? like what I show in the attached screenshot ~~
I tried it, but it didnt work. Seems like this character is no part of that bottom right menu.From your first screenshot, it looks like you have Real World selected. Are you sure that that's how Chantel was categorized? The product page for Chanel indicates that it has morph dials. Try selecting just People, or even Actor, and search like Crosswind suggested.
Shape Splitter - Divide, Combine and Save (The new version is already available. 1.2.1)[Commercial]Shape Splitter ignores the eye part of my morph.
When I try to split and keep just the head part of my complete character morph, Shape Splitter fails to include the morph applied to the eyes.
I'm using the select by Regions method, wherein I select Ears, Eyes, Face, Head, Mouth and Nose.
Everything works but the eyes, which end up slightly bulging forward out from the lower lids.
What can I do to fix this?
Face and morph swap after I reload a savemetalisthename said:
crosswind said:
Anyway, if the above way brought you mess maybe you used Andromeda Head from Colm Jackson in other scenes or something, you just reinstall that product from Colm Jackson. Then you load a pure G8F base figure, filter Andromeda Head, that one should be just ROMFX's one. Then you make change to Name/Label in the same way, add ROMFX prefix, yada yada ~ That will also do.
Yeahh I deleted because it effected my cammy morph as well for some reason, I also have ROMFX cammy model.
When I saved the named changed model, it for some reason said it touches the cammy model, since I had a simillar duplicate there.
OK, then just let go ~ Good luck !
Face and morph swap after I reload a savecrosswind said:
Anyway, if the above way brought you mess maybe you used Andromeda Head from Colm Jackson in other scenes or something, you just reinstall that product from Colm Jackson. Then you load a pure G8F base figure, filter Andromeda Head, that one should be just ROMFX's one. Then you make change to Name/Label in the same way, add ROMFX prefix, yada yada ~ That will also do.
Yeahh I deleted because it effected my cammy morph as well for some reason, I also have ROMFX cammy model.
When I saved the named changed model, it for some reason said it touches the cammy model, since I had a simillar duplicate there.
Face and morph swap after I reload a savecrosswind said:
If so, most likely, the head morphs from ROMFX and Colm Jackson have the very same Names. Daz Studio cannot load morphs that have same Names into Parameters list... It firstly sequentially writes them to Cache file(s), then only the lastly-loaded morph ( with zero value ! ) is presented in Parameters pane. So, in your case, after you loaded a G8F Base figure, you could only find Andromeda Head morph from ROMFX because ROMFX is after Colm Jackson in data folder. Then you dialed 100% on it and saved the scene.
Then how does Daz Stutio load the morphs with non Zero values ? It reads Cache file firstly to assure fast loading speed, then the firstly loaded morph (from Colm Jackson) has the first priority for the non-zeroed morph that you dialed 100%. That was why you got "the wrong one" from CK rather than ROMFX after loading the scene.
How to fix:
1) In your current scene ( with the wrongly-dialed Head Morph...from Colm Jackson ), click Gear Icon on the right of the Head Morph to open Parameter Settings. Then modify Name as well as Label. (ss1)
2) Save Modified Assets... (ss2)Then reload the scene, filter Andromeda, you should find two head morphs, one from CK, one from ROMFX. Dial the one you need and zero the another.
Once I did it, for some reason it ruined my cammy model and created a duplicate there Hahahaha))), Jesus it ruined all my cammy scenes, all my cammy models look distorated.
I have many models and many save, now all of them are mangled. not all of them, I found that andromeda slider went 100% for some reason on some models, which I used the body morph on
Since Colm andromeda appered on many of my models, I decided to delete all his morphs, since his morphs bleeded in to my characters, Even though I didn't pick them.
DAZ To Unreal - Characters importing into Unreal 5.1 rotated 90 degrees offsssxxx_78b7a16f46 said:
Hello,
Just wanted to share some information which might be helpful. I was using the newest vesion of DAZToUnreal from here: https://github.com/David-Vodhanel/DazToUnreal/releases
I am using UE5.4 version. To transfer the DAZ Genesis 9 model to Unreal I am unchecking "Zero root rotation in import" in Unreal engine project settings->DazToUnreal plugin settings, keeping the Fix Twist Bones and Rotation checked. In DAZ application while using DAZ to Unreal plugin to export the character I unchek "Import facing right" and leave the "Fix Twist Bones" checked. In this way i get my DAZ character transferred in Unreal facing the correct way to front (facing the camera).
By doing this I was getting the problem to retarget the animations to may DAZ character. The provided IK and retarget assets by the plugin were not aligning the charracter correctly. The character was skewed and almost laying on the ground by side. Automatic retargeting (new feature in UE5.4 - checkbox in retargeting window) was not working corrctly as well: left hand pulled to left side and all body leaned a bit to the left side. I do not know why byt started to think it was because I transferred the character facing to the camera and not to side as by default (also be default the plugin rigs are facing to the side and not to the front).
Then I copied the original G9IKRig and G9Retargeter from plugin folder to my new created character folder to make experimenting. First I opened G9Retargeter and made the target character (DAZ) auto aligning to source (Quin character) by entering to edit mode and selecting root and pressing the button AutoAlign->Align All Bones. This made my character aligned correctly and seems was very happy to see all animations working correctly. Meaning "almost correctly) untill I spoted some weird head movements on some animations. I spend 3 days to find out what was wrong still. Did not find any information neither in Google nor in Youtube. I started to check everything from the skeletons - all the chain to the retargeter. And I hope I found a problem (at least for now). What I found thet the G9IKRig provided by plugin uses retarget chain for neck1->neck2->head as Head but Quin/Manny has 2 chains for neck and head. So I made correction (splitted) G9IKRig neck chain into 2 correct chains: neck1-neck2 into chain Neck and head to chain head.
This made my day very happy. As all problems dissapeared. I hope this will help someone having same issues like me because nobody before reported these problems and how to solve them.
THANK YOU !
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICIQualcuno sa per quale motivo, dal nulla, DAZ Studio non trasmette più i morph favoriti in fase di Transfer?
Sto cercando di creare una barba che segua il viso, ma quando faccio il trasfer e imposto i Favoriti per il trasferimento, DAZ Studio modifica la barba ma non aggiunge i morph favoriti...
How to properly reduce the number of fingers and toes in the Daz Dragon 3Do you have any of the human Sci Fi or fantasy morph packages? If so, load it and watch as you move the slider from 0 to 100%. That will give you an idea of how to do it in blender if you're willing to go that route.
Face and morph swap after I reload a saveIf so, most likely, the head morphs from ROMFX and Colm Jackson have the very same Names. Daz Studio cannot load morphs that have same Names into Parameters list... It firstly sequentially writes them to Cache file(s), then only the lastly-loaded morph ( with zero value ! ) is presented in Parameters pane. So, in your case, after you loaded a G8F Base figure, you could only find Andromeda Head morph from ROMFX because ROMFX is after Colm Jackson in data folder. Then you dialed 100% on it and saved the scene.
Then how does Daz Stutio load the morphs with non Zero values ? It reads Cache file firstly to assure fast loading speed, then the firstly loaded morph (from Colm Jackson) has the first priority for the non-zeroed morph that you dialed 100%. That was why you got "the wrong one" from CK rather than ROMFX after loading the scene.
How to fix:
1) In your current scene ( with the wrongly-dialed Head Morph...from Colm Jackson ), click Gear Icon on the right of the Head Morph to open Parameter Settings. Then modify Name as well as Label. (ss1)
2) Save Modified Assets... (ss2)Then reload the scene, filter Andromeda, you should find two head morphs, one from CK, one from ROMFX. Dial the one you need and zero the another.
How to adjust dforce simulation manually?peninshullahorn said:
Dear senior members,
Thank you all so much for the various pieces of advice!
It's surprising how dForce, despite being such a powerful tool, can be quite tricky when it comes to making fine adjustments. I found it really interesting that many of you have faced similar challenges.
Of course, exporting the mesh to an external tool (I'm a ZBrush user, so I'm quite comfortable with that) and creating a morph to tweak the shape is definitely an option. However, the issue I was asking about is more on the minor side, so that approach might be a bit overkill for what I need.
What I was looking to do was more along the lines of "the simulation itself isn’t broken, but I just want to tweak the look a bit to match my personal preference." For example, let's say I've simulated the movement of a woman's skirt with dForce. The result is fine, but I feel like "it would look nicer if just a bit more of the knee was showing, so I want to nudge the skirt slightly to the right." It’s that kind of small adjustment I'm talking about.
Among all the suggestions I received, "Mesh Grabber" seems to be the closest to what I need. However, I’m curious if it can be used like the move brush in ZBrush, where you can "move the mesh as a whole." In ZBrush, if you increase the brush size, you can lift or shift the mesh, and if Mesh Grabber can do something similar, that would be fantastic. From what I’ve seen in the promo videos, it looks more like it’s used to pull or stretch the mesh (like stretching a rubber band), so I’m wondering if it can be used for finer adjustments like "moving the hem of the skirt slightly to reveal a bit more knee."
Moving something like a hem-line (up), or part of a hem-line, is pretty easy to do with Meshgrabber - providing you carefully select the faces/vertex that need to be shifted and you don't want to shift them too much.Getting a good-look depends on the "material pattern", pose and how much movement you want to make ... If the material has a complex pattern you might find the result doesn't look too good, but otherwise little tweaks are usually okay, and especially if the result doesn't need to be "close-up" will look good in the render.
If export to other software, with better "scuplting", is an option then that would definately work better for "drastic changes"
MimicMolly's Renders & WIPsnonesuch00 said:
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.
*snip*
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
Thanks! (DAZ didn't notify me of your comment and I didn't see it until now.)
How to adjust dforce simulation manually?peninshullahorn said:
Dear senior members,
Thank you all so much for the various pieces of advice!
It's surprising how dForce, despite being such a powerful tool, can be quite tricky when it comes to making fine adjustments. I found it really interesting that many of you have faced similar challenges.
Of course, exporting the mesh to an external tool (I'm a ZBrush user, so I'm quite comfortable with that) and creating a morph to tweak the shape is definitely an option. However, the issue I was asking about is more on the minor side, so that approach might be a bit overkill for what I need.
What I was looking to do was more along the lines of "the simulation itself isn’t broken, but I just want to tweak the look a bit to match my personal preference." For example, let's say I've simulated the movement of a woman's skirt with dForce. The result is fine, but I feel like "it would look nicer if just a bit more of the knee was showing, so I want to nudge the skirt slightly to the right." It’s that kind of small adjustment I'm talking about.
Among all the suggestions I received, "Mesh Grabber" seems to be the closest to what I need. However, I’m curious if it can be used like the move brush in ZBrush, where you can "move the mesh as a whole." In ZBrush, if you increase the brush size, you can lift or shift the mesh, and if Mesh Grabber can do something similar, that would be fantastic. From what I’ve seen in the promo videos, it looks more like it’s used to pull or stretch the mesh (like stretching a rubber band), so I’m wondering if it can be used for finer adjustments like "moving the hem of the skirt slightly to reveal a bit more knee."
Yep, I know what you mean and I use Mesh Grabber as well. So, in general, you can "move the mesh of a skirt slightly to reveal body parts" with Mesh Grabber but sometimes it depends on the garments you use.... Mesh Grabber has no capability of Mask, Symmetry, Smooth etc. so in some cases, you have to cumbersomely manipulate the mesh before getting the good result.
So that was why, as a Blender and ZB user, I suggested sending your items out to more stronger software for tweaking, like using GoZ is very neat and quick... because in some cases, even a tiny distortion or mesh manipulation may be tedious for you to fix them with tools in DS...







