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Daz 3D Forums > Search
  • Baby for G9
    PFA made The Age for G9 that includes a baby morph. https://www.daz3d.com/the-age-for-genesis-9

    By

    MimicMolly MimicMolly April 2024 in Product Suggestions
  • How to separate body & head

    Seems like Shape Splitter doesn't support Genesis 9. Anyway to seperate G9 morph?

    By

    Ryder Ryder April 2024 in The Commons
  • [SOLVED] Eyes morph - Morph Loader - Scaling is right but it moves wrongly

    That sounds like a scaling mis-match between export and import, or as if there was a morph applied to the exported geometry and not reversed out of the imported morph (the reverse deformations option, assuming the morph was still applied on import).

    By

    Richard Haseltine Richard Haseltine April 2024 in Technical Help (nuts n bolts)
  • [SOLVED] Eyes morph - Morph Loader - Scaling is right but it moves wrongly

    Hello,

    The first time I've tried to create a eyes morph fix, it worked properly but I have a bothering problem with the current morph I try to apply :

    The eyes are fine when placed as object. But when I apply as morph, as scale changes from 0 to 100%, the eyes move up and back.

    Any idea?

    By

    arthenics arthenics April 2024 in Technical Help (nuts n bolts)
  • Making pairs of mirrored Daz morphs using Blender [Solved]

    And of course I am familiar with how to make a mesh symmetrical while preserving the vertex order for making a morph. But symmetry is not the goal. Shape-flipping is the goal. It is quite a different situation.

    By

    lukon100 lukon100 April 2024 in Blender Discussion
  • Making pairs of mirrored Daz morphs using Blender [Solved]

    For my Daz characters, I want to make mirrored pairs of morphs, such as a morph for the left breast and a mirrored one for the right breast, wherein an ERC can be made to execute them both if desired.

    So in Blender I want to sculpt a morph on the left breast and use that as the morph target file for Morph Loader Pro and so on. But how in Blender do I make the mirrored version of the morph target file for the right breast?

    Blender can morror an object on the X plane, in object mode, quite easily, as shown in this super short vid:

    I worry that doing so will screw up the vertex order such that Morph Loader Pro will reject it. Is this so? And if it is so, then what procedure do I really need to do in Blender to make it work correctly?

    By

    lukon100 lukon100 April 2024 in Blender Discussion
  • Star Trek Builders Unite 8: THE REBOOT

    solarisone said:

    FleetAdmiral01 said:

    I'd share my own conversions for free, but I don't know how to package up "My Library" Folder directories. No one ever showed me how to do that.

    You used to have versions on Google Drive that were ready for import into Daz without modification. But none of the current files on the drive have been fitted to a DAZ figure yet.

    True, but those were just the OBJs and textures with out the full preset set up. So they had to be set up manually morph loader pro, transfer utility and so on.

     

    Also it should be worth noting that Renderhub had done a few of the characters from the Star Trek Fleet Command collection that I was too afraid to try. Quark and Rom for example. I saw that they had Shran up briefly. That was another one I hesitated on because the Andorian Antenae has bones. Anyone have a tutorial on how to get an attachment that has bones of it's own onto a Daz figure?

    By

    FleetAdmiral01 FleetAdmiral01 April 2024 in The Commons
  • Latest version of Carrara SDK on DAZ site?

    RuudL said:

    Well, I could upload the SDK to my webpage on SourceForge, but I'm not sure whether that is allowed, considering the LA (license Agreement)

     

     

    You may not reverse engineer, de-compile, disassemble, translate, alter, adapt, transfer, assign, rent, resell or in any way distribute the Product or the Software that is supplied to you under this License. You may not use the Software to create applications that would compete with the Product or eliminate the use of the Product. You may not modify the Software.

    so, no, you can't. unfortunately

    but submit a ticket to DAZ, they will answer your question!

    this means, if DAZ does not give us a Link to download, we are screwed unless it says somwhere in the Carrara Software or SDK License that we are granted free access somewhat to the SDK via means of DAZ or other develoers. Maybe. And then, is this the last EULA of the 8.1.1.12  version? If so we could file a ticket to DAZ.

    By

    Fettbemme Fettbemme April 2024 in Carrara SDK Developer Discussion
  • Marahzen's Musings on Creating Characters (and other matters)

    For the first year or so, I had been creating characters in small numbers, but during the "new stuff testing season" of 2023, I created dozens of characters, both G8s and G9s from converted G8s, and the telltale "look" of Face Transfer characters started to nag at me more and more. Through the year, I began to tinker with shaping products - not in an attempt to create different characters but to introduce some variation to the stock cast of characters I had.

    Of course I had bought morphs - lots of morphs - from the beginning of my Daz dabblings, and back in the early days, had earnestly done lots of twiddling with the various morph sets as I tried to fine-tune both my original FaceGen characters from the first few months and the first generation of Face Transfer characters that started appearing late in 2021. 

    But as I expanded the use of conversion to G9 and creating dials, I started trying all sorts of things to dial down the recognizeable "FT" element of my characters. I started generating shapes from the same source image in multiple transfer utilities and then experimenting with characters that were less than 100% Face Transfer, in which I'd dialed in a touch of the shapes from dFace - another transfer utility that was around for a while in 2023 - and even FaceGen itself. 

    By the end of the year, I was making larger use of a resource to which I really hadn't given any previous thought. From all of those pro G9 bundles I'd been buying, I also had numerous shapes. Character shapes, elder shapes, portly shapes ... all manner of shapes and "kin." I found that they were perfectly usable on my Franken characters - though they had to be used judiciously as they were optimized for a completely dissimilar figure and looked freaky if cranked up in large amounts. 

    These two are G9 Franken characters with 100% Face Transfer, with some shapes I took from characters:

    ... varying, 40-60%, Zack Elder and Zack Buff shapes for the body and face.

    ... about 20% Dain (also, some 3DU Time Machine).

    By

    paulawp (marahzen) paulawp (marahzen) April 2024 in Art Studio
  • how to rig to v4

    how to rig  to v4

    the transfer utilty tool doesnt show v4 so i cannot rig the bra top to her, is there a way?

    By

    VicS VicS April 2024 in Daz Studio Discussion
  • Marahzen's Musings on Creating Characters (and other matters)

    Meanwhile, like lots of other Daz users, I was busy exploring G9. There had been so many truly great bundle discounts on the G9 characters, that despite never planning to use the characters for anything, I had practically all of the basic human* G9 main releases. [*Not to  be ... well ... some sort of "ist", all of my story WIPs involve physically ordinary people in ordinary worlds, so I have no need for - or interest in - non-realistic humans and animals. That's why there's almost no presence of toons, anime, mythical creatures, monsters, aliens, gods and demons, elves and their fantasy brethren, etc, in my stuff.]

    A look through my gallery shows a handful of renders that are just simply G9 characters around that time; they were something new to be tested like all the other new stuff, and sometimes something came out that I liked. But my main priority was getting my characters onto a G9 figure, and when I first broke through with success in that regard, it was thanks to the information here:

    There's a bunch of steps involved, but it can be done. She was my first converted character:

    And then this guy, who is based on the same source image as the guy in the bathroom up in the last post.

    When the RSSY G8/G9 converter came out, I had a working manual process so I thought, I can just do it manually. By the time that ManFriday's Figure Converter for G9 came out a bit later, my response was, "Yes, please." I was ready to try a utility:

    https://www.daz3d.com/figure-converter-for-genesis-9

    It was vastly quicker and easier than doing it manually.

    This was one of my first G9s created using this utilty.

    Within a short period of time, everything I needed came together. Having sufficiently convinced myself that I could reasonably use FaceGen textures on my Face Transfer shapes, I went ahead and updated to the new FaceGen that does G9. And that was how I started creating my "Franken" characters. They were Face Transfer shapes converted to G9 with the ManFriday converter, with textures provided by FaceGen, run on the same source image and exported straight to G9.

    Another handy thing I picked up around the same time was Dial Fusion for G9:

    https://www.daz3d.com/dial-fusion-genesis-9-edition

    I would then immediately create a dial for my newly converted G9 shape and save it, then load a fresh stock G9 figure, dial the shape, apply the textures and ... voila, G9 insta-people.

    This was where the final step of using store-bought texture underpinnings - that tactic that also crept into my G8 characters later in the year - came into play. The technique I had been using in the first few months of the year was specific to Iray Uber, and meant for G8/G8.1. There was a moment sometime along the way when I realized that I could just apply the mat for one of the many store-bought characters I'd accumulated when buying all those bundles, and then go back and replace the base with the texture file created by FaceGen. 

    Yeah, eventually I plan to go back to creating my own translucencies, bumps/normals, etc, just as I plan to analyze what settings go into skins that work best with my process and create my own. But through the latter months of 2023, when I was streamlining all of this, it made usable test characters.

    By

    paulawp (marahzen) paulawp (marahzen) April 2024 in Art Studio
  • Transfer utility problems, zbrush goz

    Hello,

    Suddenly having issues with transfer utility, where i will send a model to zbrush, sculpt on top then use transfer utility to fit it to the model to pose it, this was never intened to be perfect but would help me see how armor fit models. This never not worked, pretty flawlessly actually, would fit where i wanted easy. I havent used daz in 6mo came back upgraded to 4.22 and now transfer utility is not working like before. I do everything the same and when i hit okay on transfer utility, i cannot select the figure AND its not fit to the model. The only thing i can select is the clothing piece. Universal select tool is on and theres nothing unselectable in scene view. Ive tried a mix of things and cannot figure it out, will post pics of work flow

    Ive tried different models, on normals bases everything and nothing is sticking. Also did a reinstall and nada

     

    This isnt about weight painting as i have never needed that before. these are the settings that have ALWAYS worked in the past
    thanks for help in advance

    By

    twistedpixle440 twistedpixle440 April 2024 in Technical Help (nuts n bolts)
  • Diva's Desire Jewelry Crunched Up

    It is the autogenerated projection morph.

    With the necklace selected, you can in parameters enable show hidden, and then click currently used. There will the be a morph named something with Tara, and you can try to dial it down.

    A better solution is to take the necklace into a modeller and correct it. But that is more complicated.

    Alternatively, don't fit it the Kara, but just parent to the neck. Might need some corrective translations.

    By

    felis felis April 2024 in Daz Studio Discussion
  • How do you use Daz3D products and AI together? My two cents

    linvanchene said:

    My hope is that in a few years we can use all the licensed 3D models as input for generative AI.

    This would be a huge help to create consitent characters from different angles.

    ###

    For now I have been using Daz Studio to render out different types of images for img2img workflows with ComfyUI.

    Some examples:

    Face Swap

    I made a template scene in Daz Studio that creates portrait renders of licensed Daz characters without hair.

    Those renders are then used as source in Stable Diffusion to replace just the face of a character.

    This works similar to the Face Transfer option of Daz Studio.

    For research purposes I created a workflow to generate and save two versions of each image.

    One with a face generated by a Stable Diffusion checkpoint and one with a licensed Daz Character.

    Workflow example:

    Result with Joan 9 HD High Elf Add-On:

    Poses

    I setup a scene with one or two Genesis 9 default characters in Daz Studio.

    It seems sufficient to render the image in White Mode.

    That pose render can be used as input for different ComfyUI ControlNet nodes.

    Result with Xola 9 HD:

     

    Canny is a way to create a line art version when you want to capture more details for the pose. (example attached)

    OpenPose is an option if you are just interested in the pose and want Stable Diffusion to have more freedom. (example attached)

     

    Clothing

    I did some experiments with rendering out images of clothing from Daz Studio.

    With IP-Adapter you can then use them as img2img source.

     

    Some of those workflows require the characters to face the viewer to work properly.

    As soon as the head is turned to the side the faces become distorted or the clothing gets a more different look.

    ###

    Daz AI Studio could now provide an alternative option for those challenges.

    Guess we will have to test what happens when we stack LoRA of characters, hair and clothing together when those features become available as inputs...

    Profile shot generated in Daz AI Studio:

    Some additional examples are attached:

    this is the most interesting thing I read today so far :-)

    By

    FantastArt FantastArt April 2024 in Daz AI Studio
  • How do you use Daz3D products and AI together? My two cents

    My hope is that in a few years we can use all the licensed 3D models as input for generative AI.

    This would be a huge help to create consitent characters from different angles.

    ###

    For now I have been using Daz Studio to render out different types of images for img2img workflows with ComfyUI.

    Some examples:

    Face Swap

    I made a template scene in Daz Studio that creates portrait renders of licensed Daz characters without hair.

    Those renders are then used as source in Stable Diffusion to replace just the face of a character.

    This works similar to the Face Transfer option of Daz Studio.

    For research purposes I created a workflow to generate and save two versions of each image.

    One with a face generated by a Stable Diffusion checkpoint and one with a licensed Daz Character.

    Workflow example:

    Result with Joan 9 HD High Elf Add-On:

    Poses

    I setup a scene with one or two Genesis 9 default characters in Daz Studio.

    It seems sufficient to render the image in White Mode.

    That pose render can be used as input for different ComfyUI ControlNet nodes.

    Result with Xola 9 HD:

     

    Canny is a way to create a line art version when you want to capture more details for the pose. (example attached)

    OpenPose is an option if you are just interested in the pose and want Stable Diffusion to have more freedom. (example attached)

     

    Clothing

    I did some experiments with rendering out images of clothing from Daz Studio.

    With IP-Adapter you can then use them as img2img source.

     

    Some of those workflows require the characters to face the viewer to work properly.

    As soon as the head is turned to the side the faces become distorted or the clothing gets a more different look.

    ###

    Daz AI Studio could now provide an alternative option for those challenges.

    Guess we will have to test what happens when we stack LoRA of characters, hair and clothing together when those features become available as inputs...

    Profile shot generated in Daz AI Studio:

    Some additional examples are attached:

    By

    linvanchene linvanchene April 2024 in Daz AI Studio
  • Getting on the 9 train, or not

     You can make substantial changes to how G9 bends with just sculpting. But it can only be taken so far before problems arise. Moving mesh has consequences.
    Masterstroke is correct, if you want the movements of your character to conform to your ideal, custom JCMs/CBSs will be needed. 
     The morph in the image below uses no CBSs beyond default G9. All changes were sculpted in Blender. 

    image

     

    By

    dtrscbrutal dtrscbrutal April 2024 in The Commons
  • Transfer Utility creating "webbed" texture?

    The Transfer Utility projects weights into the new item based on which body part theya re closest too - in this case some of the sleeves received weight for the Torso bones. You need to fix this with the Node Weightmap Brush tool, painting the arm bone influence into the edgs of the sleeve.

    By

    Richard Haseltine Richard Haseltine April 2024 in New Users
  • Hanako 9 !!

    Thanks for the response, CHWT.  I thought they might be, so I did take a look earlier.  The tail seems like it fits... but I am not so sure about the ears.  The stuff I have seen for Kiko 8.1 (although, I may have overlooked an option/morph), seems like it is set more on the side of the head, and angles more out to the side... while these ones appear to be a bit higher and pointing more upward.  The fur on Kiko's generally seems to be fuzz, with some longer hair pointing in, while these ones have the longer hair on the outside point of the ear pointing upward.

    By

    paul.webster.iii paul.webster.iii April 2024 in The Commons
  • Transfer Utility creating "webbed" texture?

    So this always happens whenever I try to transfer utillity for any clothing that has the arms near the body.

    By

    forgarbage2331 forgarbage2331 April 2024 in New Users
  • Genesis 9 does not load in default

    Thank you so much PerttiA, found it! turns out it wasnt one of my morphs, it was Luciano by Matari 3D the one causing problems

     

    PerttiA said:

    For the purpose of figuring out the morph that has it's default value set at non-zero value, select "Show hidden parameters" and zero the figure.
    Once you have zeroed the figure, check the "Currently used" list - The problem morph should have it's value "0" shown in white.

    By

    Abstract Soul Abstract Soul April 2024 in Technical Help (nuts n bolts)
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