• Daz 3D
  • Shop
  • 3D Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Partnerships
    • AI Training data
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
  • Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare
  • Download Studio
ADVANCED SEARCH
  • Menu
  • Daz 3D
ADVANCED SEARCH
Add image
  • Shop
  • 3d Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Partnerships
    • AI Training data
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
  • Community
    • Our Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare

Notifications

You currently have no notifications.

Loading...
Daz 3D Forums > Search
  • can i use GenX2 to transfer G3M character to G3F

    i'd like to use some G3F add ons on a G3M character i've made (custom). can i transfer him to G3F?

    By

    5200north 5200north June 2017 in The Commons
  • mcjTeleBlender:Daz Studio scenes/animations w/Blender's Cycles Engine
    …I believe the script has changed significantly since I tried it more than year ago…

    Right. Two more things that have, in this context, changed dramatically this year are

    (a) the speed of Cycles: it was fast; now, it’s like, wow!;

    (b) the .fbx transfer from DAZ Studio to Blender: it’s very “delicate” and still has some glitches,
          but I can transfer a figure, polished, in less than a hour (as opposed to getting a horrible mess).

    Interestingly, the .fbx transfer, from, say, DS 4.9.x to Blender 2.78+, automatically converts
    DAZ materials to Cycles nodes, in a manner almost identical to the Téléblender procedure.

    The following image is a G2f character textured with SkinBuilder for Genesis and G2f,
    and I’m not aware of any iRay-specific tricks
    (although DS can give me iRay in the Viewport, no problem, all CPU; slow, of course).
    On the viewer’s left is the character transferred with .fbx; on the right, with .mcj;
    (24 second render on a 4 GHz Intel Core i7 iMac, 8 CPU, no CUDA). I was hoping
    that the ears would show a bit of translucency, so, either way, I’ll have to ad that myself.

    [Ugly? Okay, but they’ll look a lot prettier with “real” hair and stuff!]

    Looking at the two images, I'm guessing that neither transfer method handles transparency/opacity? Is that a problem with the transfer or Cycles? Obviously you wouldn't want a finished render with such eye lashes yet I notice with many of Casual's Aiko renders in this thread and on his site - the hair is left as solid ribbons. Just has me wondering if it is a really difficult task to render hair, etc.

    By the way, what do you mean by "polished"? An hour just for the actual transfer seems a long time but I have no experience with FBX.

    By

    marble marble June 2017 in Blender Discussion
  • Issue with GeoGraft + SubD

    Thanks for the input, though it doesn't matter if it's G2F or G3F, or if it's a basic graft, unfortunately the issue persists. :(

    I'd love to see if you can replicate this problem Cris by posing the figure after applying the GeoGraft. Your example only seemed to show the tail moved with the pelvis, which isn't the problem; the problem is GeoGrafted meshes not conforming or "grafting" correctly.

    The included images are the result of exporting the G3F figure, creating a basic GeoGraft in Blender, importing that into Daz and going through the Transfer Utility / GeoGraft / auto-hide faces routine.

    The graft is located on the G3F's shoulder area. At first it appears fine, but the "seam" appears when things are posed. The GeoGraft faces - despite matching perfectly - aren't linking properly. The last picture shows how it doesn't follow the parent's SubD rule either, when a "working" GeoGraft does.

    Again, the fly in the ointment is that the exact same process works without a hitch in Daz 4.8, but always acts the same as the images when attempting in 4.9. I'm convinced something's slightly amiss "under the bonnet".

    Is opening a support ticket going to be any use, you think? I don't want to have a copy/paste response if this is actually a bug with the program! ;)

    By

    EternalWinds EternalWinds June 2017 in Technical Help (nuts n bolts)
  • Issue with GeoGraft + SubD

    I took g3f into Blender; base resolution, no navel or mouth realism HD (those morphs are only G3).  

    Selected the area I wanted to do the graft and expanded it a couple of rows.

    I Shift-D duplicated the piece.

    P to separate by selection.

    In edit on new piece, I removed polys for the tail which left the additional two loops intact.

    I selected the inner row where I had removed geometry and W > Loop Tools > Circle.

    I extruded the circle and again till I formed a tail.

    I proceeded to create vertex groups for the bones I would need in DS, uv mapped the geograft tail; matching rings were set to pelvis with others as tail bones.

    I exported the tail

    In DS, I imported the tail. 

    Selected the tail and ran the Transfer Utility with g3f as source and tail as target.

    I rotated the pelvis to test the tail and it moved with the body.

    Inspecting the mesh, http://prntscr.com/fj1nv2, it seems to match up pretty well.

    By

    Cris Palomino Cris Palomino June 2017 in Technical Help (nuts n bolts)
  • Victoria 8 Launch This month?

    Well, I don't see why DAZ couldn't write an exporter
     to export 'standard HumanIK rig format' for 
    MotionBuilder, iClone, and so on and another 
    export format that includes all the DAZ technical 
    embellishments."

    What technical embellisments??
    Millenuim figures 1,2,3,4
    Genesis figures 1,2 were much more
    motionbuilder& Iclone friendly as 
    demonstrated here...Kind of funny vid:laugh


     

    "It's time AutoDesk, iClone, Unity and others
    also improve what their rigs can do although
    I expect it from Unity before the others.
    I don't want stuck exporting to
     FBX2006 or whatever that old
     'standard' is while DIsney and
     others move on to more advanced
     techniques. Learning animation is
     difficult enough without having to
    stick to antiquated techniques."

    The cross application rig transfer technique
    has nothing to do with process of learning character
    animation itself .
    The problem with the Genesis 3 rig is that it added
    an unnecessary layer of difficulty to just getting the rig
    Characterized to accept the motion editing Data in other
    applications 
    It still works in Motionbuilder(with some extra steps) and Reallusion
    has updated their Character templates to recognize Genesis 3.
    I am not keen to go thru this again with Genesis4 however

     

    Daz claims the new extra limb bones are vital
    "because using a single weight map for each bone means that twists
     (spread along the length of the limb) and bends (at the hinge point)
    have separate requirements This is how other engines handle bends,
    "

    I dont debate this claim, but clearly the Daz implementation
    was buggered up somehow as it did not improve the
    user experience for that 98 percent that only renders stills.
    and it broke the previous level of  compability with not only those"other engines"
    But with Daz's own internal  software such aniMate2 and Carrara

    and  G3 BVH Data created in those "other engines"
    DOES NOT Work on G3 when imported back to DAZ studio.
     I believe it is no coincedence that the MCS figures for Unity
    ,being sold at daz Morph3D, are based on Genesis2  .

    By

    wolf359 wolf359 June 2017 in Daz Studio Discussion
  • Dynamic clothes Gen 4 to Genesis

    another way is to put M4 or V4 in the scene and load the clothes on them

    morph your later figure to their clone shape (bought or GenX created)

    set it as the collision item 

    then along timeline morph it back to your character as well as posing it.

    bingo on that!

    I use a 20-ish frame 'prep-phase' to get the clothing on the figure, before moving on to my final target goal for the shot or animation:

    to wit: usually, my first frame has the target character (e.g. Genesis1) posed (usually 'T', but not always!), scaled, and shaped (using the DAZ legacy shapes products or GenX2) to *match the outfit's original intended figure shape* (e.g. V3, or M4, or ...). @wolf359 mentioned using the 'emaciated' shape - that, and simple figure scaling, and the 'no poke through' DAZ product for Genesis (or equiv for any character) all help get the initial figure *inside* the outfits. So, generally, try to set up the initial frame so the figure has as little interference with the raw clothing item as possible, by adjusting the figure to match the clothes in their raw imported shape. keyframe that... frame 0.

    then, with the relevant Dyn-Clothing settings above - collisions, shrink, cloth material, gravity,etc., I re-morph the figure to become the intended final character at frame 15, and keyframe it, but make no other changes to the poses or location of the figure - simply get the clothes to fit the intended character shape first. Usually 15 frames is enough to stretch into it, and 5 more to just settle adding a keyframe at 20 with no changes from frame 15. All of this assumes we're using the Dyn-Cloth animation mode. Save the scene once you like this for a good backup (re)starting point! 

    then, having a nicely fit outfit and the desired character in place at +/- frame 20, the prep work is done, and I'm ready to do what I came to do... I set the target pose/motions/animations of the figure for the 'shot' and animate my way there until I like it. Freeze/save/export pz2 with mjcasual's export script, etc., or just use it in DS, etc.

    It's a lot of words to say what @th3Digit and @wolf359 just said, but it works quite well, and is fascinating to watch. I'm fleshing out the vivid detail for future readers, as once you 'see' how it all works, it's magic!

    Note that you can start the 20ish frame 'prep-phase' with your cloth items set to a more thin/friction-free optitex material setting, then when they are 'fit' at frame 20ish, change the material to be what you really want for the continued draping steps after frame 20ish (cotton/leather, etc.). This friction-free setting shouldn't be to radically different from the target material, but can help get the outfit settled around your target shape in fewer frames.

    you can also run this prep-phase out 30 frames or more if needed. The ideas are the same...

    too cool! 

    --ms

     

    By

    mindsong mindsong June 2017 in Technical Help (nuts n bolts)
  • Novica & Forum Members Tips & Product Reviews Pt 9

    I spent some $$$ on Lydia this morning. I don't need any more G3Fs, I really don't. But she's one of the most beautiful I've seen. I'm doing some renders on this thread. Will post my best here, still playing with her and getting used to her. She's really is a knockout. 

    My new rule for G3F is that if I think I could make a sort-of okay equivalent to the skin in Skin Builder 3, and do something similar to the morph by spinning dials or firing up Facegen, I won't buy it. The skin here is mind-blowingly good here, so she's sitting in my cart, awaiting the final round of agonizing.

    LOL, my rules come and quickly go. I think that's called "total lack of self restraint."  And in your case, "More talent." You know how to use those tools! wink

    By

    Novica Novica June 2017 in Art Studio
  • Novica & Forum Members Tips & Product Reviews Pt 9

    I spent some $$$ on Lydia this morning. I don't need any more G3Fs, I really don't. But she's one of the most beautiful I've seen. I'm doing some renders on this thread. Will post my best here, still playing with her and getting used to her. She's really is a knockout. 

    My new rule for G3F is that if I think I could make a sort-of okay equivalent to the skin in Skin Builder 3, and do something similar to the morph by spinning dials or firing up Facegen, I won't buy it. The skin here is mind-blowingly good here, so she's sitting in my cart, awaiting the final round of agonizing.

    By

    Odaa Odaa June 2017 in Art Studio
  • mcjTeleBlender:Daz Studio scenes/animations w/Blender's Cycles Engine
    …I believe the script has changed significantly since I tried it more than year ago…

    Right. Two more things that have, in this context, changed dramatically this year are

    (a) the speed of Cycles: it was fast; now, it’s like, wow!;

    (b) the .fbx transfer from DAZ Studio to Blender: it’s very “delicate” and still has some glitches,
          but I can transfer a figure, polished, in less than an hour (as opposed to getting a horrible mess).

    Interestingly, the .fbx transfer, from, say, DS 4.9.x to Blender 2.78+, automatically converts
    DAZ materials to Cycles nodes, in a manner almost identical to the Téléblender procedure.

    The following image is a G2f character textured with SkinBuilder for Genesis and G2f,
    and I’m not aware of any iRay-specific tricks
    (although DS can give me iRay in the Viewport, no problem, all CPU; slow, of course).
    On the viewer’s left is the character transferred with .fbx; on the right, with .mcj;
    (24 second render on a 4 GHz Intel Core i7 iMac, 8 CPU, no CUDA). I was hoping
    that the ears would show a bit of translucency, so, either way, I’ll have to ad that myself.

    [Ugly? Okay, but they’ll look a lot prettier with “real” hair and stuff!]

    By

    ttnn ttnn June 2017 in Blender Discussion
  • Where are the guys?

    Don't give up on autofitting shoes, some of them will work. Zev0's Fit Control can also help tame unruly autofitted clothes. As far as poses go, just apply them normally, then select the figure part by part and take care of any glaring problems. Sometimes a pose will look fine, other times it will need some work. I tend to consider all poses as just the starting point and go in and adjust them to the way I want them.

     

    I haven't had much issue converting shoes between generations using products such as "Wear them all" or any of DAZ3D's clones. I've converted M4 shoes and boots by changing M4's foot pose to Genesis and creating objs from that and using the transfer tool to conform to genesis. I use zbrush to tweak the shapes and Zbrush Core would do the same thing and costs only $150.. that's just a few pieces of content if you save up.. but is pretty invaluable in converting old content to fit new. That's what I've done to salvage old outfits and i can get them looking good on newer versions of genesis after about an hour of work. Though it would be nice to have lots of new content, things are much better now than in the M3/M4 days where you can fill in the gaps of what you need by tweaking content and using DAZ Studio's built in tools.

    By

    Male-M3dia Male-M3dia June 2017 in Product Suggestions
  • Different skin maps for all Gen 3 characters is dumb

    Oh hey, I totally forgot I converted Reptilian 6 to M5. Huh. Cool.

    (On the topic of converting custom maps)

    Also realizing I can do a better Normal map, now that I have Substance Painter 2, so that I can more easily use HD morph items on other figures.

     

    By

    Oso3D Oso3D June 2017 in The Commons
  • What Character is Used
    Pretty3D often uses their own character, Pretty Base, in their promos, but the character in the product you mentioned doesn't really look like her. You could try sending the vendor a PM. The product I mentioned is still a nice-looking one, but it's a V4 morph, so it would have to be transferred to work with Genesis, G3F, or G2F. It's worth a look; it's available over at Rendo.

    By

    riftwitch riftwitch June 2017 in The Commons
  • how to add morph in shaping tool?

    I wish someone can tell me how to add morph in shaping tool? thanks

    By

    mika2001 mika2001 June 2017 in New Users
  • Skin builder for Genesis 2 Female (Eyebrows)

    SB3 has a slider to adjust Brow Height.  Is that not working?  I can't say I've had any issues with it, but the brow builder is the one SB3 feature that I rarely use since I aready owned Wow Brow, Real eyebrows and a large collection of fiber mesh brows.  If you just can't get it low enough you might want to check your figure's shaping morphs and see if there's some kind of raise eyebrow morph going on there.   

    By

    Cybersox Cybersox June 2017 in The Commons
  • Different skin maps for all Gen 3 characters is dumb

    You can use the map transfer utility to convert between the UV sets for a character if you want.  There is some distortion (depending on how different the character UVs are) and it does take a few steps but it is doable and after you convert the maps you can save and reuse them.

    I didn't get any noticeable distortion on the ones I converted; not done all I have though.

    By

    nicstt nicstt June 2017 in The Commons
  • *FIXED (though still need tuition)* Help please - Corrupted my G2F character

    When you say it's now a single morph dial do you mean it's a baked morph (that dial is driving an imported OBJ file - which is not generally a good way to work as you lose any correction morphs trigged by the components) or is it a master controller that triggers several other morphs?

    By

    Richard Haseltine Richard Haseltine June 2017 in Technical Help (nuts n bolts)
  • Welcome Back, maelwenn!

    I love her smile. I think it's one of the best I've seen on a G3F. Reminds me of V4's excellent smiles. 

    Yes, I love her smile too. I have had to work very hard on G3F teeth and dialing expression morphs to get smiles that I liked. Hopefully, her beautiful smile is easier to get than that.

    Nope... I'm a little disappointed as well, I hoped I would get those teeth when I purchased and injected the face, but no, false advertising, you just get the same child like teeth of all G3/V7 characters.

    I wish merchants would include their teeth morphs as an option, who needs a belly button morph over good looking teeth.

    Off to dial spinning again, trying to create the missing link in teeth for G3/V7

     

    Make sure "Mouth Realism HD" is dialed up. This a G3 base morph.

    By

    bluejaunte bluejaunte June 2017 in The Commons
  • Welcome Back, maelwenn!
    Nope... I'm a little disappointed as well, I hoped I would get those teeth when I purchased and injected the face, but no, false advertising, you just get the same child like teeth of all G3/V7 characters.

    I wish merchants would include their teeth morphs as an option, who needs a belly button morph over good looking teeth.

    Off to dial spinning again, trying to create the missing link in teeth for G3/V7

     

    Thanks for the heads up @RGUS, (I'm a big fan of your work!). Of course, I'm getting her anyway because she's so beautiful. I have found Easy Teeth to be most of the missing link in human tooth morphs. But I have found no magic bullet.

    By

    xyer0 xyer0 June 2017 in The Commons
  • Welcome Back, maelwenn!

    I love her smile. I think it's one of the best I've seen on a G3F. Reminds me of V4's excellent smiles. 

    Yes, I love her smile too. I have had to work very hard on G3F teeth and dialing expression morphs to get smiles that I liked. Hopefully, her beautiful smile is easier to get than that.

    Nope... I'm a little disappointed as well, I hoped I would get those teeth when I purchased and injected the face, but no, false advertising, you just get the same child like teeth of all G3/V7 characters.

    I wish merchants would include their teeth morphs as an option, who needs a belly button morph over good looking teeth.

    Off to dial spinning again, trying to create the missing link in teeth for G3/V7

     

    By

    RGUS RGUS June 2017 in The Commons
  • DAz studio 4.9 - Old content genesis morphs

    Morphs don't usually appear in the content panes - unlike the fourth generation and earlier daz figues there's no need to inject stuff (DS loads the paarmeter but doesn't load the actual morph shapes until needed).

    By

    Richard Haseltine Richard Haseltine June 2017 in New Users
Previous Next
Adding to Cart…

Daz 3D is part of Tafi

Connect

DAZ Productions, Inc.
7533 S Center View Ct #4664
West Jordan, UT 84084

HELP

Contact Us

Tutorials

Help Center

Sell Your 3D Content

Affiliate Program

Documentation Center

Open Source

Consent Preferences

JOIN DAZ

Memberships

Blog

About Us

Press

Careers

Bridges

Community

In the Studio

Gallery

Forum

DAZ STORE

Shop

Freebies

Published Artists

Licensing Agreement | Terms of Service | Privacy Policy | EULA

© 2026 Daz Productions Inc. All Rights Reserved.