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Daz 3D Forums > Search
  • Carrara Challenge #32 They Only Come Out At Night - WIP Thread - Meet Our PA Sponsor, GKDantas!

    I need a 1940s glamorous singer.  I loaded 3DUniverse toon generations base figure.  Instead of creating, saving, and loading formal morph targets by bodypart, I simply edited the mesh in the vertex modeler.  I then saved the result to my object browser.  The man on the right is the base toon generation figure with some of 3DUniverse's base male clothes.  The figure on the left is my morphed figure with morphed hair and a flower.

    EDIT: 1st image is default toon.  2nd image is default NPR.

    .

    .

    By

    Diomede Diomede April 2017 in Carrara Discussion
  • Problem with transfer utitlity

    I'm trying to use the transfer utility to create a conforming clothing for Genesis. When I import the OBJ to Daz, it doesn't come in centered, so I have to reposition the object so that it fits genesis correctly. After that, I use the transfer utility and everything works the way it should, except the object reverts back to it's original position. It's still conformed to the Genesis figure, it just doesn't fit into place. Anyone know what's going on?

    By

    rockman0 rockman0 April 2017 in Daz Studio Discussion
  • saving takes an awful long time

    The length of time for saving a file depends on what's in the file. I've found non-Genesis assets that store their morph data in the file, such as V4 or M4, to take a lot longer to save. These files can be significantly larger, 50+ megabytes in some cases.

    During saving D|S creates a temp file of your latest version, and as soon as that is complete, it's swapped with the previous file, and the thumbnail is created. This process takes less than a second.

     

    By

    Tobor Tobor April 2017 in Daz Studio Discussion
  • Need hep to convert Genesis 2 Creature Creator addons to Genesis 3

    Hello! I need some help in the problem of conversion custom-boned items from Genesis 1-2 to Genesis 3, like Creature Creator Addons for Genesis 2 Males ( https://www.daz3d.com/creature-creator-add-ons-for-genesis-2-male-s)  and Females. There were nicely made animalistic legs (bovine, feline etc) and I wanted to convert them from Genesis 2 Male to G3M, but encountered a sudden issue with custom bones. I've read three tutorials by Sickleyield  about saving custom bones on conversion (this one and others), but with those addons they didn't help much. Formerly I managed to convert many hairs with custom bones, following tutorials, but legs seemingly have more complicated rigging and I don't know how to combine upper Thigh bones of Genesis 3 with lower legs and feet bones from original addons.

    Here is the original rig of one of such addons (Bovine Legs) for Genesis 2 Male -

    The initial rig of the Bovine Legs

    At first, I shaped my first item (Bovine Legs) after the clone of G3M in Genesis 2 Male and got the OBJ of the legs, which fits Genesis 3 Male. Then I loaded the original Bovine Legs and transferred rigging from these original legs to this new geometry, so I got the new figure, let it be Male Legs Bovine Conformed 01. But this figure is unusable for Genesis 3 Male because of the wrong rigging, because Genesis 2 has one Thigh bone and Genesis 3 has two thigh bones. I thought that I may conbine 2 rigs and decided to use Autofit to fit the new legs to G3M. Autofit destroys all custom rigging as usually and replaces it with Genesis 3 Male's bones. Here are the results of the autofit.

    After autofitting

    Posed autofitted legs

    As it clearly seen, after applying the most of poses legs are distorted.

    At the second attempt to fix it, I deleted all the odd unneccessary bones in these new autofitted Bovine Legs like individual toes of the feet and metatarsals, renamed all bones according to the original rig (e.g. Left Foot to Left Foot CC, Left Shin to Left Shin CC) and so I've got the rigged structure, close to the initial rig. But the position of these bones remained wrong. I hoped to fix it with Transfer Rigging from the original Bovine Legs to this new item, but in vain. It doesn't help.

    Attempt 2

    As the third variant, I used Transfer Utility again and transferred rigging only from the original Bovine Legs to the new item from the attempt # 2 with Merge Hierarchies checked on, and when I got two parallel rigging sets in one the same figure, I kept just Thigh Bend and Thigh Twist bones from the autofitted G3M's version of the legs and deleted all autofitted bones from the shin and lower. Then I reparented original Shin CC and its child bones to these Thigh Twist bones and after all I got some hybrid rig, which upper part corresponds to G3M and lower to the original addon. Here is this final item.

    Attempt 3

    But there is the same problem - now this item remains unusable for G3M, and requires autofitting or Transfer Utility again to conform it. And these actions destroy the custom rig. I tried to use a fast way with Transfer Utility with checked Merge Hierarchies and unchecked Remove Unused Bones, but DAZ Studio crashes every time. If I parent these legs to G3M without conforming, they don't follow morphing and posing, naturally. So it needs to be conformed by any way. How to combine two different rigs in these and other similar items? I remember I had no problems with custom hair like braids, whose root bone is Head and custom bones were parented to head, and the most part of problems with high-heeled converted shoes I managed to fix with Transfer Rigging. Why these methods do not work in this case and what to do to get the best of such conversions?

    P.S. Would be nice to have this package recreated for Genesis 3 by professionals, I hope one day we'll see it in the shop. But there is many other earlier monster addons for Genesis and V4-M4, so I think my problem is rather wide-spread and should have solutions.

    By

    wargis wargis April 2017 in Technical Help (nuts n bolts)
  • Josh Crockett Suggestion Page for Monster Characters!

    What I'd like to see is a huge, muscular guy built along the proportions of The Hulk in Joss Whedon's Avenger movies.  Someone who goes way beyond the Freak character.  I suspect that a completly new mesh would be required, I doubt the existing Genesis figures would take such an extreme morph without something breaking.

    Cheers,

    Alex.

    By

    alexhcowley alexhcowley April 2017 in Product Suggestions
  • Ice Dragon Art WIP's

    So, the move over to an external drive on my laptop did not go particularly well in regards to my categories.  I lost about 2/3 of the links from the original files to my custom categories.  I have been slowly going through everything and re linking.  I already know the issue is because of 4.8 as my transfer went fine with my pc which runs 4.9.  Not a big deal, I'm re linking slowly.  So I was working on this tonight because my PC is busy rendering something and since I have a bit of a headache I'm working on my links.  I just worked my way through my Genesis 2 Female characters and discovered that I have 78 of them. Not counting things like Faces of Asia and Africa, etc.  How on earth did that happen?!? That's totally ridiculous....

     

    By

    IceDragonArt IceDragonArt April 2017 in Art Studio
  • Killer Legs Morphs for Genesis 3 Female(s)

    Just a comment that the soleus muscle partially fills in the region between the main calf (gastrocnemius) and the ankle.  If you have the muscle morph pack you can play with that and see it it helps. 

    By

    CMacks CMacks April 2017 in The Commons
  • Killer Legs Morphs for Genesis 3 Female(s)

    They are located  Parameters/Hidden/Correctives/FK/Controls. Make sure you have show hidden files on.

    Thanks, @Zev0. I had to restart Daz, and they showed up. I was pleased to discover that the Thin Ankles morph went both ways; so, I got the ankles thicker like I wanted.

    I was able to nearly achieve my goal thanks to Shape Shift, Daz Body Morphs, and Killer Legs. I needed Killer Legs to have one more morph: Inner Calf Height. That would have solved it, but I don't know if I can get any thigh boots that will fit these calves and ankles.

    Cool! I'm making a note of what you used. Two items going on my wishlist.

    By

    firewarden firewarden April 2017 in The Commons
  • Killer Legs Morphs for Genesis 3 Female(s)

    They are located  Parameters/Hidden/Correctives/FK/Controls. Make sure you have show hidden files on.

    Thanks, @Zev0. I had to restart Daz, and they showed up. I was pleased to discover that the Thin Ankles morph went both ways; so, I got the ankles thicker like I wanted.

    I was able to nearly achieve my goal thanks to Shape Shift, Daz Body Morphs, and Killer Legs. I needed Killer Legs to have one more morph: Inner Calf Height. That would have solved it, but I don't know if I can get any thigh boots that will fit these calves and ankles.

    By

    xyer0 xyer0 April 2017 in The Commons
  • Genesis 2 with 3 additional bones for fat?

    @ johann.hesters_2e9dd0ece9

    You could try to do the fat wobble - that I think you want to add - with D-Formers. After that go to DForm pane and click "spawn morph" to create a morph dial in your parameters pane. For the legs do create a morph fore one side - export an OBJ file with zero pose and base resolution - load it with morph loader pro and use the "mirror: swap x" import option on that.

     

    Create Bones

    To create bones go to "Joint Editor" if you - for example want to add an additional bone for the belly - maybe select the abdomen bone of the figure, right click the viewport and choose "Create>Create Child Bone" set the  rotation order to something you like maybe let the bone point forward and correct the bones end point placement. After that you should "Memorize Selected Nodes Rigging" to make the bone placement default values (the coordinates in the joint editor gets grey).

     

    I have the idea to combine the additonal bones with the DFormers.

    To do that parent - for example the belly DFormer (also the DFormer Field but not the Base) - to the new belly bone. If you rotate the belly bone the deformer should deform the belly of the figure now. Maybe add rotation limits to the belly bone. Then I would "spawn morphs" from the DFormers in all xyz directions it moves and set the DForm parameters to zero in the figure parameters. After that you could link the new "belly fat move" xyz morphs to the belly bone rotations xyz with ERC-Freeze or the Property Hirarchy pane. Then - for doing the animation - I would add a null target, make it a parent of the abdomen bone and let the belly bone point at it - so you just have to move the null target and the belly fat would move along. To fine tune the animation of the null target going up and down and bouncing around you have the option to use a Daz3D plugin called "graphMate" to draw bouncing waves but this is not physically accurate. Better do it with some script like mcjDelay take a look at:

    mCasual's Daz Scripts

     mCasual's Daz Scripts

    Some Thoughts

    I have also added some additional bones to my genesis 2 figure, but then I had saved this one to a whole new figure into my library for personal use.

    I think there is no easy way how you can share the additional bones. I have some ideas how to use additonal bones on every standard genesis 2 / 3 figure in your library.

    Therfore I thought of using this "Extract Donor Figure" in the joint editor, add some bones to this skeleton with no geometry and make it conform to the original figure so the additional bones will snap to the right place.

    The next step would be to create empty parameters for the Donor Figure with the same names like the new morph ones in the figure - for example "belly fat move up-down". Then link/ERC-Freeze the "rotate x" parameter of the belly bone to the empty parameter "belly fat move up-down" in the Donor Figure.

    And here comes the triky part I dont know if this will work:

    Since the Donor Figure is fitted to the genesis figure the morphs of the Donor Figure should follow the morphs in the genesis figure. If you can set it up so the genesis figure morph "belly fat move up-down" will follow the empty parameter "belly fat move up-down" of the Donor Figure - you could controll the figure morph by the rotation of the additional bone of the Donor Figure fitted to the genesis figure.

    By

    Syrus_Dante Syrus_Dante April 2017 in Technical Help (nuts n bolts)
  • Rendering "Ghost in the Shell"

    Adding a couple of "Section 9" team members for Motoko, Batou and Aramaki.

    When I first saw the "Technophilia Eye Implants" at RDNA severl years ago, I knew I had to get them as one of the three included devices would be perfect to depict Batou, Motoko's closest friend on the force.  I had already assembled Batou a few years ago.  I loaded the files earlier toady and tweaked some of the material settings, giving them a bit of grunge.

    More involved was Aramaki, Kusanagi's boss.  I started from scratch Wednesday.  In the original manga, Motoko occasionally referred to Aramaki as "the old ape" and Shirow's more "casual", abbreviated drawings of Section 9's leader do look a bit simian.  So I used that as a starting point.  I set the "chimp" morph for Michael 3 to half strength and then used other dials to return his ears and nose to human form.  Then I just "went to town" adjusting numerous morph settings to add character.

    Who's next on the list?  in terms of screen time in 'Stand Alone Complex", I guess Togusa makes the most sense.  But other than his 'mullet", he's the least visually distinctive of any remaining team member.

    Sincerely,

    Bill

    By

    Redfern Redfern April 2017 in The Commons
  • mcjElasticSim - much awaited script for verlet based dynamics ( bounces )

    UPDATE - UPDATE - UPDATE - UPDATE - UPDATE

    2017 April 8th 2017 - corrected a bug at line 1501  inCtl = obj.findModifier( inName ); needed to be inCtl = obj.findModifier( inPropName );

    this probably affected only non-morph properties and may explain why i didnt catch that bug

    so it means it's probably not true that nobody ever tried to use that script :D

    ============

    i will do a props-only test animation and post it after supper 

     

    By

    mCasual mCasual April 2017 in Freebies
  • How Do I Make My Own Morphs For Genesis Figures

    I believe this could be a good start

    https://www.youtube.com/watch?v=npue0bHmjkk

    basically:

    - from DS export as obj
      you only need to export the geometry nothing else matters (no uvs textures etc)
      be sure the character is in default pose and with base mesh resolution

    - in Blender or any other app of your choice import the obj file
      make sure to preserve vertex order or the morph will be screwed up

    - do your editing
      do not delete or add vertices during editing you can only shape them around

    - from your app export as obj
      again be sure to preserve vertex order

    - import back in DS using the Morph Loader Pro tool to create your control property
      usually I just go for a full body morph

     

    By

    Padone Padone April 2017 in Technical Help (nuts n bolts)
  • Non-photorealistic Renders (NPR)

    More playing with FilterForge. Nice thing about more simply 'apply filter' stuff is that I can use Iray, which, for me, is way faster.

    This uses Fern Lake tree, TerraDome3 'archipelago' morph + water, and Iray Skies. Plus an old sea turtle model.

    This has a very nice "children's book" feel to it,quite lovely.

    -- Walt Sterdan

    By

    wsterdan wsterdan April 2017 in Art Studio
  • How Do I Make My Own Morphs For Genesis Figures

    I have tried changing an existing mesh with a simple morph, not changing the amount or anything technical, just moving the existing ones about a bit to creat a fold or similar, but always got the problem of not being able to save the new morph because it didn't recognise the original morph or something.

    I would love to be able to amend or adjust existing meshes, just that little bit, to improve my models and scenes. Any help or advice would be greatful.

    Sorry to hijack this thread. I will start a new one if necessary.

    What tools are you using? How are you saving? What, if any, errors do you get?

    By

    Richard Haseltine Richard Haseltine April 2017 in Technical Help (nuts n bolts)
  • How Do I Make My Own Morphs For Genesis Figures

    I have tried changing an existing mesh with a simple morph, not changing the amount or anything technical, just moving the existing ones about a bit to creat a fold or similar, but always got the problem of not being able to save the new morph because it didn't recognise the original morph or something.

    I would love to be able to amend or adjust existing meshes, just that little bit, to improve my models and scenes. Any help or advice would be greatful.

    Sorry to hijack this thread. I will start a new one if necessary.

    By

    ggs_26de60e5b2 ggs_26de60e5b2 April 2017 in Technical Help (nuts n bolts)
  • Greek God Outfit for Genesis 3 Male(s)

    No there's no morph to shorten the skirt but it can be done quite easily with a Dformer.

    By

    scorpio scorpio April 2017 in The Commons
  • DS Bridge not working for me

    When you export the OBJ file you import it into Daz Studio, then you import the texture via the Surface tab.

    Daz Studio's new Iray materials do not work with Hexagon, just change the textures to 3Delight, use the bridge to send your prop to Hexagon and change it back to Iray afer you've created the morph.

    Glad to hear you got it to work though - Its nice when a plan comes together :)

    By

    Wee Dangerous John Wee Dangerous John April 2017 in Hexagon Discussion
  • Genesis and Hexagon

    After watching it a couple times, I followed the tutorial step by step and did not have any problems.

    Setting Genesis 3 to the base level means you are lowering the polycount, makes it more blocky but helps a little bit if you have an older machine. You should not see any difference once you transfer it in Daz Studio (as far as I know).

    By

    Wee Dangerous John Wee Dangerous John April 2017 in Hexagon Discussion
  • How Do I Remove A Figure's Chin Cleft? (Solved!)

    You can also use mesh manipulation brushes to remove the chin cleft feature in programs such as Zbrush (expensive) or Blender (free); essentially you make a new morph which removes the feature. Or you could ask DAZ3d to include simple mesh manipulation brushes as standard in DS or via a plugin, then you could make such minor changes on the fly to any character or clothing or hair.

    By

    IsaacNewton IsaacNewton April 2017 in Technical Help (nuts n bolts)
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