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4-Armed Alien!
kaotkbliss said:
Attached is my version of G8F 4-arms, static props ready to be geographed again. I deleted the ones I had already geographed because the rigging didn't work and thought that I needed to rig before making it a geograph, but that didn't work either.
My rigging consisted of attempting to transfer the rigging from G8F to the arms in various ways, but all ended in failure due to the arms being in a new location I think.
I can't share the actual arm geometry since they are actual G8F arms with a couple added polys to connect the arms to the new location on the G8 figure for geographing.
how you've created that extra arms joints ?
Issue with some poses after creating a new face morphYes, there are. It seems eyes pass before the eyesockets when I use the Eye Side-sude morph. I also tried the Eye Crossed morph, and I got the same issue, I gess it would happen with any moph making turn the eyes...
In fact, I importes the character with the Eye Side-Side morph into Wrap, this afernoon, to try to see what hapen. I create an eyesocket subset from the character with the Eye Side-Side morph, and another eyesocket subset from the character with the zeoed pose, in order to compare their position. The both eyesocket subsets seem to superpose correctly, so I have not the impression that the eyesocket have moved when I used the Eye Side-Side morph... It seems rather thhat the eyeballs passed before the eyesockets, so as I can't see them...
What Makes a G8 Item NOT Conform to Genesis 8.1?So yes, indeed it was wrong. It was set to be for Genesis 8.1. But I was fitting it to 8.1, so I don't know how that prompts the Auto Transfer dialog.
And even after correcting it to Genesis 8 Male (from Genesis 8.1 Male) it launches the Auto Transfer Dialog when trying to fit it to Genesis 8.1 Male
PerttiA said:
If an item triggers the autofit dialogue, the items Scene Identification is not correct, you need to fix it.
Issue with some poses after creating a new face morphyuyu.atem said:
Ah ? Even if the eyesocket is visible in with zeroed pose ? How could I to be sure that the eyesocket morph setting is ok without to use the eye side-side morph ?
Oh oh ~~ maybe I misunderstood the issue. Pls clarify: on your wrapped character, before dialing Eyes Side-Side, are the eyesockets in right place or not ?
Issue with some poses after creating a new face morphAh ? Even if the eyesocket is visible in with zeroed pose ? How could I to be sure that the eyesocket morph setting is ok without to use the eye side-side morph ?
What Makes a G8 Item NOT Conform to Genesis 8.1?Why do some items for G8 want to launch the transfer utility when you try to load them on G8.1 and others don't? The default behavior is that they are supposed to just load.
DAZ To Unreal - Characters importing into Unreal 5.1 rotated 90 degrees offHello,
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.
Smart Parenting, or Rigid Follow Node, but Not Both?Richard Haseltine said:
lukon100 said:
crosswind said:
You have to parent this Prop to a Figure rather than another Prop before saving Wearable Preset... Wearable Preset only works on a skeletal Figure. If this Prop never needs a Figure as its parent, you can just save it as a Subset with its children, after saving Prop assets and setting rigid follow node and assigned Props.
Yes, this prop has no occassion to be parented to a skeletal figure. It therefore makes no sense to save this prop as a wearable preset.
Therefore...
If I understand you correctly, you are recommending that I simply save my prop as a scene subset, because that is the only way I can save the prop with the rigid follow node.
But this returns my to the original delimma: I can't have both a rigid follow node and "smart parenting".
So, are you in fact confirming that there is simply no way for this prop to have both a rigid follow node and smart parenting? (no way short of parenting it to some random rigged figure)
This gives me an idea. Is it possible to temporarily parent my prop to a rigged figure long enough to save the prop as a wearable preset with its rigid follow node, but then un-parent it and let it stand alone as an unparented wearable preset type of prop from that point on, forever?
The hierarchy has to remain for the preset to apply. You could create a really simple figure as a root for parenting, that would have very little impact on the scene.
Worth a shot. So I tried it. I made a rigged version of the planter. It had 2 bones. One of the bones was the soil surface. Parenting a flower to it failed to make the flower move up or down with the planter's height morph. So back to the rigid follow node idea. I made the soil surface bone also be a rigid follow node. Parented the flower to the rigid follow node, Failure again. Flower did not move up or down with the morph. No point in even trying to save this failure as wearable preset or in any other form, since it didn't work.
BUT... I found a solution that did work: Don't use a height morph on the planter. It seems items parented to something that moves by means of morphing won't follow the morphed movement unless using a rigid follow node. So, since I can't use a rigid follow node, I can't use a morph. So I used another method for changing the planter's height. I converted the entire top of the planter to become the second bone of the the rigged planter prop. Unlike the experiment in the previous paragraph, this time the second bone includes the top rim of the planter, not just the soil surface. Now that the entire top of the planter is the second bone, I can adjust the planter's height by YTranslating the second bone. The rim and the soil move up or down together. And, flowers parented to this second bone will move accordingly. DONE!
This only worked by the graces of how simple my model is. I consider myself lucky.
Smart Parenting, or Rigid Follow Node, but Not Both?Gordig said:
You could do the same thing with an invisible plane inside the planter to which you parent your desired plant.
I do not understand how this could fix the problem.
Where in the structure is this invisible plane? Is it built-in to the planter's mesh? Is it a separate mesh that is parented to something?
I already have a plane that is built into the planter's mesh. In is the inside the planter, a little lower than the top rim. it is the plane meant to be the top of the planter's contents, such as soil. It is the soil I mentioned earlier, to which I have assigned the rigid follow node. So I have a soil plane that is the rigid follow node, to which I parent the flower. This soil plane in not invisible. It takes on the soil shader. Ok, so I have a plane of sorts already. it is not an invisible one as you suggest. Which leaves me wondering why the plane you suugest must be invisible. And I wonder about what other ways the plane you suggest must be different from my soil plane. Perhaps the plane you suggest is not only invisible, but is also separate from the planter's mesh - a separate node at least. And if this is so, I'd like to understand how - and why this could fix things.
You see, I don't understand how a plane that was not already part of the planter's mesh could move up and down with the morph that makes the planter shorter or taller. The morph already does move the soil plane up or down, because the soil plane is part of the planter's mesh. Too bad I can't simply parent the flower to the soil plane. That's why I wanted to make the soil plane a rigid follow node. I can parent a flower to a rigid follow node. This method totally works! Only problem is rigid follow nodes can't be saved with regular props. They must be saved as scene subsets. But scene subsets can't have smart-parenting. And I want smart-parenting. Hence the title of this post.
Smart Parenting, or Rigid Follow Node, but Not Both?Gordig said:
I'm not clear on your objectives. What do you want the rigid follow node to do?
I want the rigid follow node to move anything parented to it when it moves.
There is a morph that will move the rigid follow node up and down. I want anything parented to the rigid follow node to move up or down with the morph.
The prop is a planter that you put plants in - plants like flowers or ferns.
The soil in the planter is the rigid follow node. So if you parent a flower to the rigid follow node assigned to the soil, then the flower will move up and down with the morph that moves the soil up and down. The morph that moves the soil up and down is the morph that changes the height of the planter.
Easy Peasy Challenge #1Bunyip02 said:
Fettbemme said:
Bunyip02 said:
Pool Sharks
Trap for new players - Exported this small scene from DAZ Studio as an obj, size 1.68GB. Bryce ran out of memory.
Used Decimator on the scene so it was a lot smaller and it then imported.
WOW, any idea why the file size skyrocketed?
No idea why the size ballooned, it was a couple of M4 figures which I thought Bryce would handle. The use of the Decimator reduced the file size to 627MB.
Out of curiosity I did an obj export test:-
M4 Base - 10.7 MB
M4 with Shark Morph and conforming tail - 809 MB
M4 with Shark Morph and conforming tail Decimated to 10% - 247 MB
Issue with some poses after creating a new face morphOh, I just saw your message! Thank you very much, I will try !

Edit: Huh, to be sure to don't make a mistake, if I understand well, I have to:
1. To load the character morph I created (aloready done, sice I tested it...
)2. To dial the Eye Side-Side morph
3. To import the mesh in obj file into blender withe the Eye Side-Side morph activated
4. To move the eyesocket until it woulb at the correct position
5. To export the corrected mesh into DS by using the Morph Loader Pro, dial it and lock it, while the Eye Side-Side morph is activated
Is it that?
Thank you in advance for your answer!
Custom morphs only works with default models?After selecting the file to import in Morph Loader Pro click the triangle next to its name to show the settings, reverse deformations will be one of them. Using a shorter figure and double-applying it will, as you found, make the figure even shorter; it will also lose the links that adjust the bone placement, so even if you emoved the initial shape the figure would pose badly. If you reverse the deformations you will get just the chnages you made on top of the original shape, with all the adjustments links for the original thereby still working.
Custom morphs only works with default models?First, thanks Richard for answering. Second, yes i used the same settings both times. It worked fine with Genesis 8 default body but scaled down and deformed wrongly on purchased character (teen model, 1.55cm or 5' height).
I folowed the explanation on here (
).I cannot find the "Reverse Deformations" option when importing morph. I'm using Daz Studio 4.22.
Custom morphs only works with default models?Did you use the same settings both times? OBJ has no inherent scale or axis orientation, if it is scaling down a lot that suggests that the options for import do not match those with which the OBJ was exported for morphing or, if you used a bridge, the scaling of the application you used for sculpting. If you used OBJ to export a model for morphing then it is important to make sure that you use the same preset in the options for both export adn morph import 9and that the application you use for sculpting doesn't change the scale differently on its import and export).
When using an existing shape as a starting point you do need to make sure that it iss till applied when you import the morph, and that you check the Reverse Deformations option on importing so that only the changes you made are added to your morph - otherwise the shape is applied twice.
Custom morphs only works with default models?I tried to follow a tutorial on YouTube to create custom morphs for an specific character i bought on the store, but when i use the morph it just distorts and scales down the characters.
I tried the morph same process with default 3d bodies and all works fine. Is it possible to custom morph already personalized characters?How to save my character and morphs correctly?crosswind said:
A couple of suggestions:
- Don't make your library path too long, too deep. It'll bring you inconvenience and troubles someday. Rebuild your Library path, set "My DAZ 3D Library" as the root directory...
- Always name the figure, prop, morph assets explicitly. It'll be easier for management and trouble-shooting. (ss1)
- If you customize the Base figure by adding bones, tweaking weight maps etc., ALWAYS save the figure asset with your Vendor name.
- Well name the morph properties you created, wisely add prefix and suffix to clearly differenciate them.
- If you happened to ERC Freeze on a single morph property more than once, you might have chance to get duplicate formula error. Do ERC Bake firstly of all on a Freezed property before Re-ERC Freezing it. Now you may try ERC Bake on that Fem Body property or use the way in this thread to fix duplicate formulas, by removing all formulas (or the wrong formula section ) in DSF file. https://www.daz3d.com/forums/discussion/688621/solved-remove-erc-freeze-from-multiple-morphsThe ACCESS_VIOLATION error is not related to your figure / morph assets themselves but most likely the error when DS connected to postgreSQL cms for retrieving asset Categories. Try relaunching DS firstly, then Stop CMS / Start CMS... then remove all Categories you ever gave to the asset files you created, then re-categorize them as needed, see if the error is gone or not.
I have Daz installed on an external hard drive. Because there is no memory on the internal hard drive.

I tried to launch the CMS, it automatically updated DazBut why am I getting this message?

I don’t seem to have any problems with ERC FreezingI seem to have a fairly short path to the directory, but for me it is divided into Mine and what I downloaded from the Internet
I use a prefix so my morphs can't look like downloaded ones
The ACCESS_VIOLATION
Appears immediately after I click save


[Released] Turbo Loader for Genesis 8 and 8.1 [Commercial]HyeVltg3 said:
RiverSoft Art said:
HyeVltg3 said:
I have had this for some time now and only today I am really trying to get into understanding how this works.
Reason being, it took me almost 20mins just now to Zero a Figure pose and then it hit me that I had grabbed Turbo Loader on sale a while back (Order Date: 2023-07-29).
I initially have a G8F and G8M in the scene and I filtered for the morphs used after running the full scan > Uncheck all > Tick only the G8F character I have in the scene > Exceute > it now disabled all the other morphs I left unticked > worked as expected? > I closed Daz > reopen > load scene again > but now it showed me like a Full 2-3 scroll-downs of a page of missing items required for the scene.
Is this how it should be? or I screwed up somewhere and its normal that some characters use morphs files from a bunch of other characters (the G8F was a SASE character, only searched for the 1 character and ticked that to "Enable" the morph in the TL scanned list while leaving all other morphs Unticked).
Sorry if this isnt a Tech Support place for this product.
It is very normal for a figure to use morphs from more than one product. You can use the Turbo Loader Manager (TLM) to reset everything: under the Options tab, there is a "Reset Content Directories".
What you should have done is run the Turbo Loader Scene Configuration on your scene. It will create a configuration file of all the morphs used in your scene. Then, after disabling everything using TLM, if you wanted to open that scene, you would use Turbo Loader Configurations to enable all the morphs from the configuration file you created earlier.
Alternatively, if you buy Turbo Loader Booster Utilities, there is an Open Scene script that will scan the scene file, find all the morphs in there (and all the morphs they are based on), enable them all, and then finally open the scene. No need for a configuration file.
Thansk for the tips, I spent more time using the G8F and Scene Configuration and finally got things working, But I am only able to get G8F and G8M TL variants to listen.
I am not sure what you mean by "only able to get G8F and G8M TL variants to listen?"
All I need to focus on now is that when I have TL setup, I should(can only) focus on the 1 scene with the Saved G8 config Figure morphs and WOOOW! - Loading this scene went from like 3-4mins to <1min ! Zeroing a Character went from ~20mins! to 1-2seconds!
Thanks for this Script, I cannot believe I struggled with 10-20min pose resets and waiting many minutes to loading a scene. Before Turbo Loader I would hit Open, select my Scene.duf I started previously, go MAKE coffee and the scene would be just ready by the time I came to sit back down. I no longer have to do this.
I just need to understand that I can't be greedy / semi-ADHD and just focus on 1 scene(s) using the same G8 characters because the other morphs are disabled.
Sorry I did all this last week and may have forgotten the exact steps I took since I spent some time trying different things because Excute button kept saying 0 changed. I finally got things to work properly (hence why the late reply) so I just got to working on my scene and sadly my short-term memory kicked in and I have forgotten what steps I took to get this working so wanted to ask again if my steps are good.
Please let me know if I have the routine down?
- New Scene
- Load up the characters and any extra morph related elements I wanted for the scene
- Use Scene Config to Save all the non-zero morphs
- Run TL G8F & G8M and Disable all the morphs
- Run Scene Configurator and Load the saved config from #3
Step 5 should be Run Turbo Loader Configurations script
- Save Scene
- Close Daz
- Open Daz
7 and 8 (close and open daz) are not necessary. From the manual, "You need to reload a scene or start a scene from scratch for the new morph configuration to work. Daz Studio keeps all loaded morphs in memory until the next time you load or create a scene. " BUT IT IS NOT NECESSARY TO RESTART DAZ. Loading a new scene is enough.
- Open the Scene.duf
- Enjoy fast load
How to save my character and morphs correctly?felis said:
When you are saving a morph. there will come up a dialougue box where you shall mark the morphs you want to save, and there you shall only tick your morph(s).
When there is duplicate morphs it is in the morph folder. A duf file is using references to the actual morph files.
Did you save the morphs in a subfolder under your own "vendor" name?
Error "Duplicate formula found"
Appears when I save a character
Save as->Character presets
[Released] Turbo Loader for Genesis 8 and 8.1 [Commercial]RiverSoft Art said:
HyeVltg3 said:
I have had this for some time now and only today I am really trying to get into understanding how this works.
Reason being, it took me almost 20mins just now to Zero a Figure pose and then it hit me that I had grabbed Turbo Loader on sale a while back (Order Date: 2023-07-29).
I initially have a G8F and G8M in the scene and I filtered for the morphs used after running the full scan > Uncheck all > Tick only the G8F character I have in the scene > Exceute > it now disabled all the other morphs I left unticked > worked as expected? > I closed Daz > reopen > load scene again > but now it showed me like a Full 2-3 scroll-downs of a page of missing items required for the scene.
Is this how it should be? or I screwed up somewhere and its normal that some characters use morphs files from a bunch of other characters (the G8F was a SASE character, only searched for the 1 character and ticked that to "Enable" the morph in the TL scanned list while leaving all other morphs Unticked).
Sorry if this isnt a Tech Support place for this product.
It is very normal for a figure to use morphs from more than one product. You can use the Turbo Loader Manager (TLM) to reset everything: under the Options tab, there is a "Reset Content Directories".
What you should have done is run the Turbo Loader Scene Configuration on your scene. It will create a configuration file of all the morphs used in your scene. Then, after disabling everything using TLM, if you wanted to open that scene, you would use Turbo Loader Configurations to enable all the morphs from the configuration file you created earlier.
Alternatively, if you buy Turbo Loader Booster Utilities, there is an Open Scene script that will scan the scene file, find all the morphs in there (and all the morphs they are based on), enable them all, and then finally open the scene. No need for a configuration file.
Thansk for the tips, I spent more time using the G8F and Scene Configuration and finally got things working, But I am only able to get G8F and G8M TL variants to listen.
All I need to focus on now is that when I have TL setup, I should(can only) focus on the 1 scene with the Saved G8 config Figure morphs and WOOOW! - Loading this scene went from like 3-4mins to <1min ! Zeroing a Character went from ~20mins! to 1-2seconds!
Thanks for this Script, I cannot believe I struggled with 10-20min pose resets and waiting many minutes to loading a scene. Before Turbo Loader I would hit Open, select my Scene.duf I started previously, go MAKE coffee and the scene would be just ready by the time I came to sit back down. I no longer have to do this.
I just need to understand that I can't be greedy / semi-ADHD and just focus on 1 scene(s) using the same G8 characters because the other morphs are disabled.
Sorry I did all this last week and may have forgotten the exact steps I took since I spent some time trying different things because Excute button kept saying 0 changed. I finally got things to work properly (hence why the late reply) so I just got to working on my scene and sadly my short-term memory kicked in and I have forgotten what steps I took to get this working so wanted to ask again if my steps are good.
Please let me know if I have the routine down?
- New Scene
- Load up the characters and any extra morph related elements I wanted for the scene
- Use Scene Config to Save all the non-zero morphs
- Run TL G8F & G8M and Disable all the morphs
- Run Scene Configurator and Load the saved config from #3
- Save Scene
- Close Daz
- Open Daz
- Open the Scene.duf
- Enjoy fast load








