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There's Always Another Sale Thread -- Discussions Only Pt 6
miladyderyni_173d399f47 said:
Grrr, all those "wonderful" new assets at the beginning of the store page. The first thing I thought was "Great, something else I need to filter out!" Speaking of which, the filters don't want to go away when you're done with them and want to see the page. But Daz finally gave us a price filter!
So, is there any reason I should bother with that free DUF version of a game ready character when I don't make games? Can I mix it with standard assets & use it in the background? Does it come with clothing and hair shown?
you also can get a free G9 shape which is just a shape
the FBX does have the clothing and hair
so you could actually import that and use the transfer utility I suppose
The "The Weather Changes More Often than the Thread Title" Complaint Threadrichardandtracy said:
MIL is bed-bound and has similar stupidity through the NHS, only they do renew every 30 days, not every month. It is largely correct for her because her nappy is changed when the carers come, 3 times a day. But re-ordering even 1 day early leads to an order rejection after a week. And they won't allow a second order while the first is being processed. And their delivery time is 5 days, earliest order 12 days before they run out. Basically they try to time it so the order runs out just before delivery (assuming everything works properly). We have 1 pack of 30 spare we bought for her to cover the days when it doesn't work properly.
Regards,
Richard
I'm sorry you have to deal with that too.
I have spares on hand to cover the shortages as well. It just blows my mind that there's such a (rightful) emphasis on making sure the vulnerable have their hygeine needs tended, and then they turn around and act all skeptical about if you REALLY need that many diapers in a day. Dude, sometimes we go through that many diapers in one poop, because if I'm not johnny on the spot with that, I get to clean it out of my carpet, and he doesn't always let loose with all of it all at once. And that's not even counting the ones that weren't heat-sealed together properly at the seams, so they're unusable. And he'll also blow through about two of them after a bath because apparently kids can drink their own weight in tub water.
Same thing with Teen Kiddo's ADHD meds. I get it's a controlled substance and all, but they make you go right down to the wire with getting the next month's batch, and then if the pharmacy doesn't have it in stock you have to scramble because -- it being a controlled substance -- they can't just transfer the prescription over to one of their other branch locations that does have it. You have to go through the doctor to get that handled, and gods help you if it's on a weekend.
Messed-up slider (solved)I found the issue by myself. It's a shape I bought called She-Hulk that caused the problem. Seems something was messed up in this morph.
added jcms driving me crazy!!Thank you: if I didn't forget anything, it's the last morph I have to fix.
And sorry, after re-reading the discussion, I see that I forgot @barbult already reported the problem of 3duJCMFF_Index1Bendp95_r having deltas from both side.
Edit: I saved 7 modified morphs (which I think is the number of the bugged ones), following advices from mrpenguin76 and Richard Haseltine.
I'll have to check if I didn't make any mistake

Edit 2: Of course, I forgot to save a morph, the total is actually 8 bugged morphs so far.
added jcms driving me crazy!!Elor said:
3duJCMFF_Index1Bendp95_r also have vertices on both hand.
What's strange, while 3duJCMFF_Index1Bendn95_l only have vertices on the left hand, the selection is very different compared to 3duJCMFF_Index1Bendp95_r when these morphs should, I think , be mirrored.
3duJCMFF_Index1Bendp95_r:
3duJCMFF_Index1Bendn95_l:
Edit: looking at other finders, similar 95 bend morphs have an influence only on the bone they are named after, so it's just a guess, but should someone wanted to fix the problem on 3duJCMFF_Index1Bendp95_r, it'll likely require mirroring 3duJCMFF_Index1Bendn95_l
I don't know if there is a better way than exporting 3duJCMFF_Index1Bendn95_l (dialed at 100%) and asking Morph Loader Pro to mirror it before applying (I'm not exactly sure how to do that either
).Firstly, 3duJCMFF_Index1Bendp95_r is a totally wrong morph. If you dial it, you'll see two index fingers bend (screenshot 1) rather than behaving as a corrective morph (delta fix...)
To fix it, yes, using Morph Mirroring option in MLP should be the best way in this case.
1) Restore figure's shape to make sure no morph is dialed on G9. Click the chain icon on the property of 3duJCMFF_Index1Bendn95_l to override its Controllers. Dial it to 100%. (screenshot 2)
2) Export G9 with Base Resolution to OBJ with file name : 3duJCMFF_Index1Bendp95_r Zero 3duJCMFF_Index1Bendn95_l
3) With MLP opened, load the OBJ file by using the settings in (Screenshot 3), i.e. set X: Swap in Morph Mirroring. Accept.
4) In Property Hierarchy, drag 3DU Finger Focus to 2nd Stage Controller of 3duJCMFF_Index1Bendp95_r Drag Right Index 1 > Bend to the 1st Stage Controller of 3duJCMFF_Index1Bendp95_r
5) Set Keys in its Attributes of 1st Stage Controller > 60:0, 95:1, as the settings in (Screenshot 4)Now it's fixed. Test Right Index 1's Bend to see if the corrective morph works as expected. Then Save Modified Asset for the fixed one.
Edit: As for fixing 3duJCMFF_Index1Bendn60_l and 3duJCMFF_Index1Bendp60_r, the influenced vertices on the other side need to be Morph Editing > Clear Selected Deltas with Geometry Editor (Unselect the vertices on the correct side beforehand !) Then Save Modified Assets.
added jcms driving me crazy!!3duJCMFF_Index1Bendp95_r also have vertices on both hand.
What's strange, while 3duJCMFF_Index1Bendn95_l only have vertices on the left hand, the selection is very different compared to 3duJCMFF_Index1Bendp95_r when these morphs should, I think , be mirrored.
3duJCMFF_Index1Bendp95_r:

3duJCMFF_Index1Bendn95_l:

Edit: looking at other finders, similar 95 bend morphs have an influence only on the bone they are named after, so it's just a guess, but should someone wanted to fix the problem on 3duJCMFF_Index1Bendp95_r, it'll likely require mirroring 3duJCMFF_Index1Bendn95_l
I don't know if there is a better way than exporting 3duJCMFF_Index1Bendn95_l (dialed at 100%) and asking Morph Loader Pro to mirror it before applying (I'm not exactly sure how to do that either
).Daz To Unity Bridges need an update - April 2026 - 6000.3.13f1Hope you can still use Daz Studio 4.x to transfer to Unity..
Just wonder what would be the advantage to use bridge from DS 6.
It probably will take a lot of time to update all the plugins to work with DS 6.
Dynamic Morphs?crosswind said:
You need to check if there're modifiers related to this ES3D Hayden are saved within the Scene file by using Notepad++.... so as to make sure if these morphs were disabled or not when you saved that Scene last time... If they're in the DUF files under "modifiers" section, it means they were not disabled when you saved the scene file.
11 minutes seems fairly long to me though it does take some time for the script to enable the disabled DSFs... but still, you better check how many loaded Properties on the G9 in Parameters pane...
You may post the below script in Script IDE, with the loaded G9 selected in Scene pane:
var node = Scene.getPrimarySelection();
var nPr = node.getNumProperties();
print("No. of Properties: " + nPr);Execute the script, you'll see a number of counted properties in the bottom of Script IDE. The number can tell something ~~
Besides, enabled DSFs may bring other issues that may slow down the loading speed... You may have to check in the log as well.
I'm fairly sure the properties were active when the DUF file was saved. But why would it save defaulted properties? I've seen inside DUF files other places where an object with have an X translate and Y translate but not a Z translate because that value was zero. Or similar left out defaults.
I'm not sure what I would check in the log. For example, after the log "Applying projection morphs..." there are a bunch of odd listed morphs. LIke EG Zou isn't used by any figure in the scene and while there are 8 parameters shown in the parameters tab, only these two were "projected"
2026-06-15 00:13:42.826 [INFO] :: Loaded morph deltas: 0m 0.2s - /data/Daz 3D/Genesis 9/Base/Morphs/Ergou/Zou/facs_bs_EyeSquintRight.dsf
2026-06-15 00:13:42.826 [INFO] :: Loaded morph deltas: 0m 0.2s - /data/Daz 3D/Genesis 9/Base/Morphs/Ergou/Zou/facs_bs_EyeSquintLeft.dsfIs this something I should look for? What do I do when I find it? Where do I look for the thing in the morph files that says "only apply this to FIGURE ABC"?
I selected a G9 figure in the same DUF that was inspected above:
Executing Script...
No. of Properties: 5371
Result:
Script executed in 0 secs 2 msecs.
added jcms driving me crazy!!barbult said:
crosswind said:
barbult said:
There appear to be more problems with morphs from one side modifying vertices on the opposite side, This time I noticed that a LEFT side morph 3duJCMFF_Index1Bendn60_l modifies vertices on the RIGHT side also. And the vertices on the right side aren't even a mirror of the vertices that are modified on the left side. Earlier, we found problems with the morphs for the right side, but now the left side also has problems.
EDIT: And correspondingly, 3duJCMFF_Index1Bendp60_r modifies vertices on the LEFT side also. (Hmm I can't reproduce this error now.Anyone else see this problem with the 3duJCMFF_Index1Bendp60_r?)
I don't know any reason that bending a finger on one hand should affect the opposite hand. These morphs must both be wrong.
Yea, I could reproduce the issue. This cbs property moves index vertices on both sides... but not symmetrically.
I think the cause of the issue might be :
1) The vendor sculpted the right index on a G9 Base that already has delta vertex change on the left index for some reason. Before exporting to OBJ, they didn't clear the delta on the left ~
2) Or, if the vendor imported OBJ by using Mirroring or Attenuate option in Morph Loader Pro, they should've checked n' cleared the Delta on the other side... or just attenuated on the right side...There may be other reasons that I have no idea by now...
Thank you for checking. 3D Universe sells his own set of utilities to work with morphs (good tools, I recommend them). He probably used those, but made mistakes and/or didn't finish the job, especially on the right finger morphs. Or he made corrections and sent updated files to Daz and they lost them, and the files never made it into DIM.
Hmm, probably ~~
And thanks ! I have that set of utilities but it seems that I rarely use them till now, haha ~
Will check!
Dynamic Morphs?*deep breath*
I have Premiere Autosave which annoyingly put scene files in the content library so I clicked on of them. I click one of the scene files and watched every morph in my system go by. The screen that results 11 minutes later was identical to the Turbo Loader Configuration that I have setup for G9. What was the point of this? This is telling me every morph I have is used in the scene file. EDIT. Not identical. Only 1/3 of the items are there. See next paragraph
It says I'm using 14166 morphs in this scene. Considering I have 41000 morphs in my whole G9 library, that's impressive. I have 889 G9 figures in that library (not counting non-Daz shop stuff). Somehow a few morphs from nearly every one of those assets are "In use" in a scene with a handful of G9 figures.
Daz Studio 6.25[.0.x], General Release!DoctorJellybean said:
automaticcolors said:
crashworship said:
Leana said:
mjmeyer said:
b) Is DAZ Studio 6 only a temporary trial version and will I have to subscribe to an expensive plan to really use it?
No, it's not. It works like DS4 did, there's a free version and if you're a Premier member you have access to more features.
"Premier member you have access to more features"
Eventually, because I've discovered that even though the the Premier plugins have been installed, they are unavailable, at least on my Mac version. No auto save, no pose conversion, no face transfer, no geometry sculpting, no shape transfer. Or, all the things I upgraded to Premier to have available. Daz sure does want you to use that AI feature though. Really wants you to. Why is that?
Geometry Sculptor is working correctly on my system.
Environment: M5 MacBook, 16 GB RAM, DAZ Studio 6.25.2026.14722.Did you login; Connect - Login? It needs to be authorized to be enabled.
OK....I was thinking I was the only one having this issue since I've seen no one else with it. I D/Led and installed DS6 when it was released
I'm running a Window11 (12th gen)i5 16 gig ram with Gigbyte RTX4060
And I too am missing all the features of my Premier package of DS6 and yes, I did log in to my Daz accout with suscess. And still nothing.
Everything work find on my latest version of DS4. Juust not in DS6. I've tried re-installing it a couple of time when first installed on release day. But look like I may wanna hold off on that till thats fixed from the looks of things.
(Edited by mod to fix quote)
added jcms driving me crazy!!crosswind said:
barbult said:
There appear to be more problems with morphs from one side modifying vertices on the opposite side, This time I noticed that a LEFT side morph 3duJCMFF_Index1Bendn60_l modifies vertices on the RIGHT side also. And the vertices on the right side aren't even a mirror of the vertices that are modified on the left side. Earlier, we found problems with the morphs for the right side, but now the left side also has problems.
EDIT: And correspondingly, 3duJCMFF_Index1Bendp60_r modifies vertices on the LEFT side also. (Hmm I can't reproduce this error now.Anyone else see this problem with the 3duJCMFF_Index1Bendp60_r?)
I don't know any reason that bending a finger on one hand should affect the opposite hand. These morphs must both be wrong.
Yea, I could reproduce the issue. This cbs property moves index vertices on both sides... but not symmetrically.
I think the cause of the issue might be :
1) The vendor sculpted the right index on a G9 Base that already has delta vertex change on the left index for some reason. Before exporting to OBJ, they didn't clear the delta on the left ~
2) Or, if the vendor imported OBJ by using Mirroring or Attenuate option in Morph Loader Pro, they should've checked n' cleared the Delta on the other side... or just attenuated on the right side...There may be other reasons that I have no idea by now...
Thank you for checking. 3D Universe sells his own set of utilities to work with morphs (good tools, I recommend them). He probably used those, but made mistakes and/or didn't finish the job, especially on the right finger morphs. Or he made corrections and sent updated files to Daz and they lost them, and the files never made it into DIM.
Celebrity Look-a-Likes for 3D figures Part 4AbrahamRockwell said:
magikhs said:
That Charlie Cox is a snack and a half. Ooof
When I saw the JP Harrow morph, it was just so obviously Charlie Cox it was painful (particularly with one of the example images).
This led me to think of, and now ask, the one 'Forbidden' question concerning these morphs: What is the exact 'legality' of pruducing such morphs?
It seems like it may be walking a fine line, as there have some celebrities that have sued movie/TV producers for using their likeness without compensation before (either an actual performance for which they weren't paid, or a 3D scan that was put in post production).
And now we have AI Slop which can do the same easily with anybody's face, and without the consent of the person.
I think that these morphs simply fly 'under the radar' low enough that their producers don't get into trouble.
That being said, I do recall many years ago how one 'Lara Croft Cosplay' outfit suddenly disappeared from the market, and if memory serves, the example images did use a 'Angelina Jolie' face morph (for Poser's Victoria 4), but I think it may have had to do with the outfit being an exact copy of the game version, and not the face used.
Basically that it can't be mistaken by a reasonable person for the celebrity themselves. While AI tends to ignore this, those who do it are opening themselves up. This one isn't going to be mistaken for the actual person, so there should be no issue.
added jcms driving me crazy!!barbult said:
There appear to be more problems with morphs from one side modifying vertices on the opposite side, This time I noticed that a LEFT side morph 3duJCMFF_Index1Bendn60_l modifies vertices on the RIGHT side also. And the vertices on the right side aren't even a mirror of the vertices that are modified on the left side. Earlier, we found problems with the morphs for the right side, but now the left side also has problems.
EDIT: And correspondingly, 3duJCMFF_Index1Bendp60_r modifies vertices on the LEFT side also. (Hmm I can't reproduce this error now.Anyone else see this problem with the 3duJCMFF_Index1Bendp60_r?)
I don't know any reason that bending a finger on one hand should affect the opposite hand. These morphs must both be wrong.
Yea, I could reproduce the issue. This cbs property moves index vertices on both sides... but not symmetrically.
I think the cause of the issue might be :
1) The vendor sculpted the right index on a G9 Base that already has delta vertex change on the left index for some reason. Before exporting to OBJ, they didn't clear the delta on the left ~
2) Or, if the vendor imported OBJ by using Mirroring or Attenuate option in Morph Loader Pro, they should've checked n' cleared the Delta on the other side... or just attenuated on the right side...There may be other reasons that I have no idea by now...
Dynamic Morphs?Bejaymac said:
Yes and No.
Character presets have a "morph call", this tells DS what morph to load and where to find it and to even set the "parent".
The problem is the morphs would have to be outside the figures "Morphs" folder to stop DS loading them with the base figure.
The morph call in the preset would have to be setup manually as DS wont do that.
A few years back I did a very tongue in cheek POC with G8F to show this.
Character Presets are the only files that can do this, so not only is it a lot of work, it's not very practical.
I'm not sure what you mean by "morph call" in a Char. Preset...
If you mean the section of loading modifiers in its DUF, all Presets that include shaping data may have this section.
If you mean Post Load script in Char. Presets, other than DUFs, I'm not aware of that it can literally load DSF files, assign Parent as well as set Values to make modifiers fully functional...
If you can show how to do that with Post Load script, we'd love to learn from technical perspective.
added jcms driving me crazy!!lilweep said:
barbult said:
@lilweep that's helpful info. The only thing I could find online for info about keyed morphs was about using the timeline, but it was beyond my ability to understand. Using your method, how do I turn an unkeyed morph into a keyed morph so I can find that + to add a key? You can see I am really clueless about this topic. I'd like lo learn a new skill.
For controller "Type" on the 1st Stage Controller, you can choose between different controller types - Add, Subtract, Keyed.
Just like on 2nd Stage Controller, you can choose between Multiply or Divide.Click on 'Type' and choose the option. Perhaps it involves right-clicking to bring up the options.
Im not at computer. attaching Allstereo's guide for reference, which should have everything one needs to know about ERC options and settings.
Thank you again! Even without being at your coumputer, you described it well enough for me to follow. I never would have figured this out without good help. I'll look at the attached document, for other insights, too, but you really provided the targeted answers I needed for this particular case.
added jcms driving me crazy!!barbult said:
@lilweep that's helpful info. The only thing I could find online for info about keyed morphs was about using the timeline, but it was beyond my ability to understand. Using your method, how do I turn an unkeyed morph into a keyed morph so I can find that + to add a key? You can see I am really clueless about this topic. I'd like lo learn a new skill.
For controller "Type" on the 1st Stage Controller, you can choose between different controller types - Add, Subtract, Keyed.
Just like on 2nd Stage Controller, you can choose between Multiply or Divide.Click on 'Type' and choose the option. Perhaps it involves right-clicking to bring up the options.
Im not at computer. attaching Allstereo's guide for reference, which should have everything one needs to know about ERC options and settings.
Daz Studio 6 Beta - version 6.25.2026.19821! (Updated July 23, 2026)gelstat said:
Richard Haseltine said:
gelstat said:
Again and again and again, is 2026 the year of the crash?? ( daz4 not crash, then hardware are ok)
ryzen 5950x + rtx 3090 + 64gb ram
The first time it happened, I was sliding a morph; the second time, I was editing a morph's percentage; the third time, I was running an Iray pre-render.
I test 2 last nvidia driver game ready and actualy i have last ready studio, same fight...
So I'm going to work on a beta version of 2025.27507—when it wasn't crashing—to see if the problem is with the computer.
EDIT : 0 crash after 8 hours work with build daz 2025.27507...
2026-06-14 17:37:39.670 +++++++++++++++ Daz Studio 6.25.2025.27507 starting +++++++++++++++++
2026-06-15 01:31:02.794 [INFO] :: Updating Scene...
So it's not the computer, The crashes in the last three builds occurred fairly quickly.
added jcms driving me crazy!!@lilweep that's helpful info. The only thing I could find online for info about keyed morphs was about using the timeline, but it was beyond my ability to understand. Using your method, how do I turn an unkeyed morph into a keyed morph so I can find that + to add a key? You can see I am really clueless about this topic. I'd like lo learn a new skill.Dynamic Morphs?Yes and No.
Character presets have a "morph call", this tells DS what morph to load and where to find it and to even set the "parent".
The problem is the morphs would have to be outside the figures "Morphs" folder to stop DS loading them with the base figure.
The morph call in the preset would have to be setup manually as DS wont do that.
A few years back I did a very tongue in cheek POC with G8F to show this.
Character Presets are the only files that can do this, so not only is it a lot of work, it's not very practical.







