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Daz 3D Forums > Search
  • Mesh deformation caused by transfer utility

    The problem is that the Genesis 9 base, is without morph (including female and male).

    And when using a female morph, it will generate a projected morph in your clothing.

    If you have used reverse source shape from target, it sounds like you then should import your base obj as a morph, after you have done transfer utility, and name it the same as the projected morph, then it will be dialed in when you use the female shape.

    You can find the projected morph in parameters. First enable 'show hidden' and then select currently used for the clothing.

    Jay Verluis might have a video on that topic.

    By

    felis felis May 2023 in Daz Studio Discussion
  • Diffeomorphic DAZ Importer version 1.7.0 released

    Ok, updated to v1.7.0 and it seems to work fine with an Easy Import. Can anyone tell me, where I find information about some items in the outliner?

    Especially the Animation and Drivers part. I understand the Mesh, Bones, Modifiers and Vertex Groups.

    Any link to a guidance?

    I removed the eyelashes, as I plan to use one made in Blender.

     

     

    By

    Singular3D Singular3D May 2023 in Blender Discussion
  • Does anyone have visual rep of the what the Daz File system is supposed to look like? See Attachment

    PerttiA said:

    The Manifest.dsx and Supplement.dsx are only used by the installers. if installing manually, one doesn't need them.
    I have attached instructions for manual installation, maybe that helps in understanding how it works.

    In general, the Data folder is for geometry, runtime/textures is for textures and runtime/support is for metadata. Files in these folders need to go where the creator has put them, but I have seen for example freebees where creators have not followed even these rules.

    There is one rule that must be followed if one wants to have a product working. If the product is a character or a morph for Daz base figure, the morph files need to be put in the morph folder for that character, which for Genesis 8 Female is "...\Data\DAZ 3D\Genesis 8\Female\Morphs\", that is the folder that G8F is looking for morphs when loaded into a scene.

    Otherwise "It's up to you" cheeky

    If the assets are bought from DAZ store, one uses the installers to install them and 'Smart' Content to load them into the scene, it is better not to move stuff from where the installer put them - They may not follow the general 'rules' in where they are placed and quite often it makes finding them in Content Library a pain in the behind, but one gets the benefit of using the installer to uninstall them easily.

    If one is leaning towards old school ways, using manual installation and using Content Library to load stuff into the scene, apart from what is under Data and Runtime folders, everything else can be moved* around and arranged according to ones own logic.

    *The exception being products using scripts that load other parts of products, for example Ultra Scenery.

    You're a good friend, and I'd like to shake your virtual hand. And thank you, everyone!

    The example you used about the morphs was a goodn seeing as how I've been placing one Id purchased just about every place known to my network to no avail. Bought it about a month ago! 

    Also love the bill gates quote hahaha.

     

    By

    serialchiller09 serialchiller09 May 2023 in New Users
  • Does anyone have visual rep of the what the Daz File system is supposed to look like? See Attachment

    The Manifest.dsx and Supplement.dsx are only used by the installers. if installing manually, one doesn't need them.
    I have attached instructions for manual installation, maybe that helps in understanding how it works.

    In general, the Data folder is for geometry, runtime/textures is for textures and runtime/support is for metadata. Files in these folders need to go where the creator has put them, but I have seen for example freebees where creators have not followed even these rules.

    There is one rule that must be followed if one wants to have a product working. If the product is a character or a morph for Daz base figure, the morph files need to be put in the morph folder for that character, which for Genesis 8 Female is "...\Data\DAZ 3D\Genesis 8\Female\Morphs\", that is the folder that G8F is looking for morphs when loaded into a scene.

    Otherwise "It's up to you" cheeky

    If the assets are bought from DAZ store, one uses the installers to install them and 'Smart' Content to load them into the scene, it is better not to move stuff from where the installer put them - They may not follow the general 'rules' in where they are placed and quite often it makes finding them in Content Library a pain in the behind, but one gets the benefit of using the installer to uninstall them easily.

    If one is leaning towards old school ways, using manual installation and using Content Library to load stuff into the scene, apart from what is under Data and Runtime folders, everything else can be moved* around and arranged according to ones own logic.

    *The exception being products using scripts that load other parts of products, for example Ultra Scenery.

    By

    PerttiA PerttiA May 2023 in New Users
  • Making Clones of G9 - Tutorial

    BubbleCloud said:

    Catherine3678ab said:

    BubbleCloud said:

    I'm so lost, I wish someone could help me out. 
    i have made G9 clone for G8, OK. 
    I also have the G8 clone for G9, OK. 
    What I want is to have a mesh with the G9 body and the head of G8F. 
    This is how I can tranfer the heads (only the heads) of my G8 girls to G9. 
    (Is that right or I'm getting crazy?????????) 
    I can't figure out how to make a G9 body with G8 head, my brain has stopped working. 
    Can anyone help me? crying

    1. The purpose of making auto-fit clones is not for making morphs, they are for getting clothing to fit.

    2. Along a similar track, you would need to make the 'clothing' of the G9 body [base resolution etc] for G8. Then with G8 dialed to the default G9 pose, plus the desired head shape [G9 clothing is still "fit to" G8]; HIDE all except the "clothing" of G9. Export that out as .obj [remember still at base resolution and no groups]. Then have G9 showing and selected, using Morph Loader Pro import in the G9 "clothing" as a morph, name the head morph sensibly and uniquely, "reverse deformations"  and etc. Hopefully this works. If it does, dial the morph to 0 and save it as a morph asset. I don't recall the exact wording but when making this morph, be sure to select the option for a morph shape type.

    Elsewhere in the forums I do have a tutorial that covers in more detail how to transfer morphs between the figures. My .pdf tutorials tend to cover all the steps as I work through the projects while making the tutorials.

     

    Thank you. I still don't understand (you talk about G9 body, but the clone also changes the head, so if i apply my g8 head morph to this mesh, the morph is not the same because it has the g9 head in it) but i will it a try tomorrow following these steps. Also, I know how to tranfer full body morphs, I have transferred many of my girls to Gen9. My problem is that these transferred morphs also affect the body of G9 (and they give the shape of G8F body) but I just want to be able to mix the heads only. Thank you for yout reply. Will come back tomorrow with my results.

    If you have the shape of G9 dialed into G8, apply the desired G8 head shape to G8; hide all except the G9 "clothing" - then import that back via Morph Loader to make the morph in G9. In "reversing deformations" it will not double nor change the G9 effects in the G8 head morph. It will only display the G8 morph.

    Like many a project, not everything looks perfectly okay until the end result is achieved ;-)

    By

    Catherine3678ab Catherine3678ab May 2023 in Freebies
  • Making Clones of G9 - Tutorial
    Catherine3678ab said:

    BubbleCloud said:

    I'm so lost, I wish someone could help me out. 
    i have made G9 clone for G8, OK. 
    I also have the G8 clone for G9, OK. 
    What I want is to have a mesh with the G9 body and the head of G8F. 
    This is how I can tranfer the heads (only the heads) of my G8 girls to G9. 
    (Is that right or I'm getting crazy?????????) 
    I can't figure out how to make a G9 body with G8 head, my brain has stopped working. 
    Can anyone help me? crying

    1. The purpose of making auto-fit clones is not for making morphs, they are for getting clothing to fit.

    2. Along a similar track, you would need to make the 'clothing' of the G9 body [base resolution etc] for G8. Then with G8 dialed to the default G9 pose, plus the desired head shape [G9 clothing is still "fit to" G8]; HIDE all except the "clothing" of G9. Export that out as .obj [remember still at base resolution and no groups]. Then have G9 showing and selected, using Morph Loader Pro import in the G9 "clothing" as a morph, name the head morph sensibly and uniquely, "reverse deformations"  and etc. Hopefully this works. If it does, dial the morph to 0 and save it as a morph asset. I don't recall the exact wording but when making this morph, be sure to select the option for a morph shape type.

    Elsewhere in the forums I do have a tutorial that covers in more detail how to transfer morphs between the figures. My .pdf tutorials tend to cover all the steps as I work through the projects while making the tutorials.

     

    Thank you. I still don't understand (you talk about G9 body, but the clone also changes the head, so if i apply my g8 head morph to this mesh, the morph is not the same because it has the g9 head in it) but i will it a try tomorrow following these steps. Also, I know how to tranfer full body morphs, I have transferred many of my girls to Gen9. My problem is that these transferred morphs also affect the body of G9 (and they give the shape of G8F body) but I just want to be able to mix the heads only. Thank you for yout reply. Will come back tomorrow with my results.

    By

    BubbleCloud BubbleCloud May 2023 in Freebies
  • Making Clones of G9 - Tutorial

    BubbleCloud said:

    I'm so lost, I wish someone could help me out. 
    i have made G9 clone for G8, OK. 
    I also have the G8 clone for G9, OK. 
    What I want is to have a mesh with the G9 body and the head of G8F. 
    This is how I can tranfer the heads (only the heads) of my G8 girls to G9. 
    (Is that right or I'm getting crazy?????????) 
    I can't figure out how to make a G9 body with G8 head, my brain has stopped working. 
    Can anyone help me? crying

    1. The purpose of making auto-fit clones is not for making morphs, they are for getting clothing to fit.

    2. Along a similar track, you would need to make the 'clothing' of the G9 body [base resolution etc] for G8. Then with G8 dialed to the default G9 pose, plus the desired head shape [G9 clothing is still "fit to" G8]; HIDE all except the "clothing" of G9. Export that out as .obj [remember still at base resolution and no groups]. Then have G9 showing and selected, using Morph Loader Pro import in the G9 "clothing" as a morph, name the head morph sensibly and uniquely, "reverse deformations"  and etc. Hopefully this works. If it does, dial the morph to 0 and save it as a morph asset. I don't recall the exact wording but when making this morph, be sure to select the option for a morph shape type.

    Elsewhere in the forums I do have a tutorial that covers in more detail how to transfer morphs between the figures. My .pdf tutorials tend to cover all the steps as I work through the projects while making the tutorials.

     

    By

    Catherine3678ab Catherine3678ab May 2023 in Freebies
  • Can anyone HELP me. Character Morph flips inside out

    It's going to be an axis issue - either the OBJ for making the morph was exported with the axis along which it shrinks inverted and it is being imported with that axis normal or vice versa. It shrinks because the morph moves the vertices along a straight  line from start point to end point, and it bends weirdly because the joints no longer line up with the geometry. Redo the morph import and check the setting fro inverting the axis along which it shrinks - if the invert option is checked, clear it; if it is clear, check it.

    By

    Richard Haseltine Richard Haseltine May 2023 in The Commons
  • Can anyone HELP me. Character Morph flips inside out

    Simply try: with the morph 100% dialed, export to obj again then import by Morph Loader Pro with : Reverse Deformations: Yes, Overwrite Existing: Delta Only, see if it's ok when sliding the dial..
    As for 'into string when posing the figure', switch to Joint Editor and do Adjust Rigging to Shape, then ERC Freeze...

    By

    crosswind crosswind May 2023 in The Commons
  • How do I ensure the size of something that is exported?

    ShawnDriscoll said:

     

    ve figure import/export scale-sizing numbers written down somewhere for use between Hexagon and Poser if someone needs them.

     

    i could use those

    please

     

    By

    bluto bluto May 2023 in Hexagon Discussion
  • Messed up geometry after converting from Genesis 3 to Genesis 8

    Havos said:

    takezo_3001 said:

    Did you use G8.1 instead of G8 as the recieving character by chance? I ask because G8.1 figure is not symmetrical like G8, as the left/right half of the character does not match, unlike with G8... A nightmare if you want to create limb morphs, so using DS's mirror morph import feature is useless!

    Is this true? Everything I have read, and my own observations too, is that G8 and G8.1 is exactly the same mesh. Only the rigging has some difference, in particular the face. If they were not the same mesh, G8 morphs would not work on G8.1 (and they do), nor could you use G8 geografts on 8.1 (and you can).

    G8.1 is indeed the same mesh as G8. G8.1 has slightly different material zones (torso was split into head and body), extra UVs and different expression system, but that's all. The base is still symmetrical.

    Victoria 8.1 morph is asymmetrical though.

    By

    Leana Leana May 2023 in The Commons
  • Carrara Challenge #66 - Jumping Off a Browser Scene Go Splat !

    WendyLuvsCatz said:

    DaVinci Resolve makes no sense to me whatsoever with it's nodes

    seems even a simple import and export of media needs some linked up voodoo

    even Blender in general isn't that complicated 

    &  not  have troubl Video Edtor with it ( But use previous Version 14.3 )  Seems alright   +   No Voodos   +  Thanx  + 

    By

    ed3D ed3D May 2023 in Carrara Discussion
  • Messed up geometry after converting from Genesis 3 to Genesis 8

    takezo_3001 said:

    Did you use G8.1 instead of G8 as the recieving character by chance? I ask because G8.1 figure is not symmetrical like G8, as the left/right half of the character does not match, unlike with G8... A nightmare if you want to create limb morphs, so using DS's mirror morph import feature is useless!

    I used G8. I finally figured it out. It was a particular morph that I used on all my characters that was causing it. The slider in question turned out to be Lilith 7 Body HD details. When I turned the slider down to zero, the anomalies went away.

    By

    deji2109 deji2109 May 2023 in The Commons
  • Messed up geometry after converting from Genesis 3 to Genesis 8

    takezo_3001 said:

    Did you use G8.1 instead of G8 as the recieving character by chance? I ask because G8.1 figure is not symmetrical like G8, as the left/right half of the character does not match, unlike with G8... A nightmare if you want to create limb morphs, so using DS's mirror morph import feature is useless!

    Is this true? Everything I have read, and my own observations too, is that G8 and G8.1 is exactly the same mesh. Only the rigging has some difference, in particular the face. If they were not the same mesh, G8 morphs would not work on G8.1 (and they do), nor could you use G8 geografts on 8.1 (and you can).

    By

    Havos Havos May 2023 in The Commons
  • Carrara Challenge #66 - Jumping Off a Browser Scene Go Splat !

    UnifiedBrain said:

    Wendy, I have the same opinion about node-based software. :)

    Ed3d, the guy in the video loaded a video clip.  That is different from sequenced images.

    well it does import image series, I did do that

    I did try it once or twice but found it pretty complicated otherwise  ...and any features I actually wanted were paid version only

    just to import the series if I recall and export a damned mp4 you had to link up some bricks FFS

    when you eventually Google how to export that is as it's not obvious 

    By

    WendyLuvsCatz WendyLuvsCatz May 2023 in Carrara Discussion
  • Messed up geometry after converting from Genesis 3 to Genesis 8

    Did you use G8.1 instead of G8 as the recieving character by chance? I ask because G8.1 figure is not symmetrical like G8, as the left/right half of the character does not match, unlike with G8... A nightmare if you want to create limb morphs, so using DS's mirror morph import feature is useless!

    By

    takezo_3001 takezo_3001 May 2023 in The Commons
  • Carrara Challenge #66 - Jumping Off a Browser Scene Go Splat !

    DaVinci Resolve makes no sense to me whatsoever with it's nodes

    seems even a simple import and export of media needs some linked up voodoo

    even Blender in general isn't that complicated 

    By

    WendyLuvsCatz WendyLuvsCatz May 2023 in Carrara Discussion
  • Diffeomorphic DAZ Importer version 1.7.0 released

    Also daz favorites is new. Both baked correctives and daz favorites work with easy import too. So now it is very easy to import a full featured figure with custom morphs.

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Morphs/Import DAZ Favorites

    By

    Padone Padone May 2023 in Blender Discussion
  • Diffeomorphic DAZ Importer version 1.7.0 released

    I haven't poked around in Diffeomorphic for a while so I apologize if this has already been discussed, but this is pretty awesome:

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Morphs/Import Baked Correctives

    Some DAZ content artists go the extra mile and add corrective morphs to their characters but they can easily get lost transferring from DAZ to Blender, and it's a shame.  Diffeo now allows us to easily import those corrective morphs for custom characters.  Wow...

    By

    Krys Kryngle Krys Kryngle May 2023 in Blender Discussion
  • Adding Dual Quaternion support to UnrealEngine4 (Images inside)

    An Epic staff member on the UE forums was finally able to reproduce the bug(s) I was experincing. A friend confirmed it. It took a lot of work to narrow down how to cause it. Still don't know why it's happening. In UE5, they replaced the import modules for 3d meshes, textures and other things. I think they may have gotten some of the configuration wrong, but that's just a guess at this point. You couldn't use Class references in the main character's properties if you used top down, first person or third person templates when setting up your project. Only the empty project works as of now. If you tried to use class references, your textures would no longer be able to be reimported and your materials would suddenly have nodes disappear. Yeah, it was pretty bad.

    Anyhow, hopefully they'll fix it soon and we can move beyond this. I lost a LOT of time on this, so I'll be happy when it's fixed.

    Here's the thread in case anyone is interested.

    https://forums.unrealengine.com/t/ue5-2-how-to-fix-interchange-errors-cant-reimport-textures-nodes-disappearing/1164835/1

     

    By

    AlienRenders AlienRenders May 2023 in Unreal Discussion
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