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Daz Studio 6.25[.0.x], General Release!
crosswind said:
Jack of Spades said:
One more viewport issue I haven't seen reported anywhere else: the handling of transparency in anything other than Iray preview has changed for the worse. I'm trying to pose characters holding drinks, and the glass and liquid inside are both entirely invisible unless I'm in hidden line or wireframe modes or running Iray preview. This makes it very difficult to both pose the fingers correctly and to see how to morph the fluid appropriately (the glass creator provided appropriate morphs). The transparency here is refractive, not cutout.
Are others seeing this?
More options were added to Draw Settings to control how materials look in Viewport....
So, with Texture Shaded, load Draw Settings pane, then you can either set Max Refraction Weight to non 1.0 value, e.g. 0.99... or brutally turn off Enable Opacity.
If you choose to turn off Enable Opacity, but see no change in Viewport, you have to move your mouse cursor or Zoom In/Out to refresh Viewport... (It looks like a bug to me...)
You can also use the Universal Drawstyle to mix different modes, which may help (e.g. have the glass in wireframe and the figure in a solid mode so that you can see when the wires start to clip).
May 2026 - Daz 3D New User Challenge - Using Props and Push Modifiers/DeformersHi! I don't know if I may answer again, sorry I was too buisy...
Elor said:
Did you try to pose the sword in a way that would only hide half the character nose? It's usually how this kind of framing is done.
If you tried and hit a wall trying to pose the sword while keeping it in the character's hand, as you're not showing either hands, you can cheat and place the sword where you want
(within reason of course, but moving it a couple of centimeters to reveal the character's nose should not make the overall pose look weird)No, I didn't try, but I will, good idea!
Thank you very much!
For the cape, what cape did you use?
I used the cape from the "old" version of the Wise Wizard, the one for G8M (I think it is not commercialized anymare). I didn't know how to lower his hood (I am not even sure if it's possible), so I set the hood cutout opacity to 0 in order to hide it.
If the brooch is an independant object, you should be able to move it where you want.
Another possibility if the brooch is not an independant object but if the brooch has independant surface(s):
- Duplicate the cape
- Hide everything except the brooch on the duplicated non simulated cape setting Cutout Opacity to 0 on the surfaces not related to the brooch.
- Hide the brooch on the simulated cape, setting Cutout Opacity to 0 on the surfaces related to the brooch.
Note: Don't simulate them both at the same time: you should either fully hide the duplicated cape during simulation or simply set Visible to simulation to Off.
Without having the cape, I don't know if it'll look good or not, but this way, the brooch will stay at its starting position because it's on another cape.
To show you want I mean with the first suggestion, and where to find the Visible to Simulation setting:

Possible solutions, if you want to tackle an intermediate challenge, either use a push modifier to push the non simulated cape toward the character's body (using a negative value) or maybe a D-Former could help move the brooch (if it's not an independant object), with a pivot point placed at the correct position, whose influence is controlled by a weight map (100% on the brooch's geometry, 0% on the rest of the cape's geometry).
For completion sake (at least to list all ideas I know about), it's always possible to create a morph using an external modeller like Hexagon, Zbrush, Blender, etc but if you don't know how to use one, learning to use either of them takes time.
Thank you ery much!
May 2026 - Daz 3D New User Challenge - Using Props and Push Modifiers/DeformersHi! I don't know if I may answer again, sorry I was too buisy...
Elor said:
Did you try to pose the sword in a way that would only hide half the character nose? It's usually how this kind of framing is done.
If you tried and hit a wall trying to pose the sword while keeping it in the character's hand, as you're not showing either hands, you can cheat and place the sword where you want
(within reason of course, but moving it a couple of centimeters to reveal the character's nose should not make the overall pose look weird)No, I didn't try, but I will, good idea!
Thank you very much!
For the cape, what cape did you use?
I used the cape from the "old" version of the Wise Wizard, the one for G8M (I think it is not commercialized anymare). I didn't know how to lower his hood (I am not even sure if it's possible), so I set the hood cutout opacity to 0 in order to hide it.
If the brooch is an independant object, you should be able to move it where you want.
Another possibility if the brooch is not an independant object but if the brooch has independant surface(s):
- Duplicate the cape
- Hide everything except the brooch on the duplicated non simulated cape setting Cutout Opacity to 0 on the surfaces not related to the brooch.
- Hide the brooch on the simulated cape, setting Cutout Opacity to 0 on the surfaces related to the brooch.
Note: Don't simulate them both at the same time: you should either fully hide the duplicated cape during simulation or simply set Visible to simulation to Off.
Without having the cape, I don't know if it'll look good or not, but this way, the brooch will stay at its starting position because it's on another cape.
To show you want I mean with the first suggestion, and where to find the Visible to Simulation setting:

Possible solutions, if you want to tackle an intermediate challenge, either use a push modifier to push the non simulated cape toward the character's body (using a negative value) or maybe a D-Former could help move the brooch (if it's not an independant object), with a pivot point placed at the correct position, whose influence is controlled by a weight map (100% on the brooch's geometry, 0% on the rest of the cape's geometry).
For completion sake (at least to list all ideas I know about), it's always possible to create a morph using an external modeller like Hexagon, Zbrush, Blender, etc but if you don't know how to use one, learning to use either of them takes time.
Thank you ery much!
added jcms driving me crazy!!barbult said:
3DU Finger Focus has a similar error. I had to add the Controllers 2nd Stage (Multiply/Divide) to 3duJCMFF_Index1Bend50_r.
Thanks for the Heads up on this, after I fixed that one, on a hunch I decided to look at the rest of the "3djuJCMFF's" because if one is broke.....
I found these are missing both the 1st AND 2nd stage Controllers:
3duJCMFF_Index1Bendp95_r
3duJCMFF_Mid1Bendp95_r
These are missing the 1st Stage Controller:
3duJCMFF_IndexBend_r
3duJCMFF_MidBend_r
3duJCMFF_PinkyBend_r
3duJCMFF_RingBend_r
To fix those last four you need to have the Right Hand Bone Selected on the G9 as the [A] Attributes you need to drag for each finger are under Pose Controls, so you will not see them in parameters with just the G9 Selected. (Example: Label "Right Index Finger Bend" Name"body_ctrl_rIndexBend", Drag that to the 1st Stage of "3duJCMFF_IndexBend_r" in Property Hierarchy Pane (edit mode on in parameters of course to be able to drag it, Then do the same for the other 3 fingers... IF you want to fix them yourself.)
Also while saving make sure to set Author to 3DU, and Product to FingerFocus, (and the correct Drive where your G9 Base is if you are using multiple drives) then scroll down to "Hidden/Base Correctives/3DU/FingerFocus" and select the ones you fixed. I'm not trying to explain this to you specifically Barbult, as you clearly already know how to correctly save modified JCM's, this is for others who don't, and might just save them under their own author name and "product".
************************WARNING ADDED LATER********************
Trying to manually fix "3duJCMFF_Index1Bendp95_r " mentioined above will actually make the JCM Destructive as the Morph itself is not correct as Barbult points out below, thus MORE steps are required for a true fix...
[Released] Turbo Loader for Genesis 9 [Commercial]PoshTentacle said:
So I tried using Turbo Loader recently to improve my figure loading speed, and unfortunately, it broke my most-used character preset. Basically, in any scene that I have created that contains that character, one of its most important morphs defaults to 0%. According to the logs, the morph itself is loading, but the morph value is not.
Unfortunately, due to the fact that when loading a scene, morphs are loaded and then poses, I can't just load the broken scene and move the morph sliders back to 100% because it will distort the pose. The only way I have found to keep the exact pose is for me to re-create the broken character preset, load a fresh copy into the scene with the broken figure, and then copy the pose from the broken figure to the one with the correct morph. This will take a huge amount of time by reloading the character into every one of my broken scenes.
I tried resetting all the changes made by Turbo Loader using the "Reset Morph Directory" and "Reset Content Directories" buttons, but this did not resolve the issue.
Edit: Also, I haven't re-saved any of the scenes since the issue appeared in hopes that if I didn't save it, the scenes would still be fixable
Have you searched your HDD for *.tlOff files? That is what TL changes the extension to in order to turn off the morph. Reset Content Directories renames all morphs back to their .dsf extension. If you cannot find any .tlOff files, then the scenes should work as far as what TL did.
Daz Studio 6.25[.0.x], General Release!Jack of Spades said:
One more viewport issue I haven't seen reported anywhere else: the handling of transparency in anything other than Iray preview has changed for the worse. I'm trying to pose characters holding drinks, and the glass and liquid inside are both entirely invisible unless I'm in hidden line or wireframe modes or running Iray preview. This makes it very difficult to both pose the fingers correctly and to see how to morph the fluid appropriately (the glass creator provided appropriate morphs). The transparency here is refractive, not cutout.
Are others seeing this?
More options were added to Draw Settings to control how materials look in Viewport....
So, with Texture Shaded, load Draw Settings pane, then you can either set Max Refraction Weight to non 1.0 value, e.g. 0.99... or brutally turn off Enable Opacity.
If you choose to turn off Enable Opacity, but see no change in Viewport, you have to move your mouse cursor or Zoom In/Out to refresh Viewport... (It looks like a bug to me...)
Daz Studio 6.25[.0.x], General Release!One more viewport issue I haven't seen reported anywhere else: the handling of transparency in anything other than Iray preview has changed for the worse. I'm trying to pose characters holding drinks, and the glass and liquid inside are both entirely invisible unless I'm in hidden line or wireframe modes or running Iray preview. This makes it very difficult to both pose the fingers correctly and to see how to morph the fluid appropriately (the glass creator provided appropriate morphs). The transparency here is refractive, not cutout.
Are others seeing this?
added jcms driving me crazy!!thank you so much for the push in the right direction!!
but what a mess... adding the character body to the 2nd controller does work. Unsure how to "save Morph Assets", but I guess I'll figure it out.
Phoenix1966 said:
All those named characters do not have their joint corrective morphs tied to their specific characters' bodies. So they fire whenever you use any G9. You can uninstall them(the problematic characters) from your library and/or file tickets with Daz support to get those character products updated.
I filed a ticket recently on Beverly 9, was told they knew there was an issue and support closed my ticket. So your mileage may vary regarding fixes.
You can also go through the process of fixing them yourself(where you add the specific character's body to the cbs 2nd controller).
https://www.daz3d.com/forums/discussion/743756/corrective-morph-problem?
added jcms driving me crazy!!All those named characters do not have their joint corrective morphs tied to their specific characters' bodies. So they fire whenever you use any G9. You can uninstall them(the problematic characters) from your library and/or file tickets with Daz support to get those character products updated.
I filed a ticket recently on Beverly 9, was told they knew there was an issue and support closed my ticket. So your mileage may vary regarding fixes.
You can also go through the process of fixing them yourself(where you add the specific character's body to the cbs 2nd controller).
https://www.daz3d.com/forums/discussion/743756/corrective-morph-problem?
added jcms driving me crazy!!For quite some time (months) I've had a persistent problem with jcms being added to my figure whenever I use a pose. There's a multitude that are being added that are for characters that are NOT for the selected character, or for any character in the scene. For the enclosed image, I have taken a new scene and added a fresh Gen 9 DAZ figure from Starter Essentials; no materials, just the figure, and posed with pose #26.
Selecting "Currently Used" section of the Parameters Pane, I see many "body_cbs_" morphs, which I expect are the stock DAZ jcms. Also present are morphs from Caleb, Beverly9, Jason, MWFiora, Marcus, CBSMary, NW Damira (all zeros), Neva, Rachel, Ryan, and Tania. Some are zeroed out, most are minor 1-10% additions, and some are 75-100%. Needless to say, the joints look terrible, and going through morph-by-morph and removing (set to zero) is beyond tedious and time-consuming. Most times I go through and remove all the morphs +50% and greater that aren't named for the character chosen, and my poses return to something usable.
What is causing this behavior and how can I stop it? This happens on both DAZ4 and DAZ6 equally.
Thanks in advance! -Erik
[Released] Turbo Loader for Genesis 9 [Commercial]So I tried using Turbo Loader recently to improve my figure loading speed, and unfortunately, it broke my most-used character preset. Basically, in any scene that I have created that contains that character, one of its most important morphs defaults to 0%. According to the logs, the morph itself is loading, but the morph value is not.
Unfortunately, due to the fact that when loading a scene, morphs are loaded and then poses, I can't just load the broken scene and move the morph sliders back to 100% because it will distort the pose. The only way I have found to keep the exact pose is for me to re-create the broken character preset, load a fresh copy into the scene with the broken figure, and then copy the pose from the broken figure to the one with the correct morph. This will take a huge amount of time by reloading the character into every one of my broken scenes.
I tried resetting all the changes made by Turbo Loader using the "Reset Morph Directory" and "Reset Content Directories" buttons, but this did not resolve the issue.
Edit: Also, I haven't re-saved any of the scenes since the issue appeared in hopes that if I didn't save it, the scenes would still be fixable.
DazStudio To GLB exporter Testers WantedSo i'm creating a DazStudio dsa script that exports from daz to glb formate nothing extra is needed for it to work just the single script and DazStudio which I currently have it running in Daz4.2X and Daz6.0 I have no other versions on my end to test. and what this can do so far is pretty huge in itself, why I need a couple testers I have stuff mainly for G8 and don't use 8.1, 9 or any of the others and i'm curiuse how it will work for other users
I included a list of everything it's currently capable of but the main thing that made me want want to build this is that Daz does not really support exporting merged anatomy with full moph support and this does it really well check out the list below for all the features
This exporter can:
* **Export DAZ models to GLB/glTF**
* `.glb` single file
* **Export character geometry**
* body mesh
* clothing
* hair
* eyelashes
* accessories
* fitted items* **Export props and environments**
* rooms
* furniture
* scene props
* static environment meshes
* grouped/null-parented scene objects* **Export rigging**
* bones
* skeleton hierarchy
* skin weights
* inverse bind matrices
* skinned meshes* **Export morph targets**
* figure morphs
* clothing morphs
* attachment morphs
* anatomy/geograft morphs* **Export animation**
* BVH skeletal animation
* root/hip translation
* DAZ morph animation
* environment mesh animation as morph-cache targets* **Handle geografts/anatomy**
* export grafts separately
* merge grafts/anatomy into the body
* remove hidden/overlapping body faces
* smooth seams
* harmonize skin-like materials* **Handle clothing/body cleanup**
* remove body polygons under clothing
* reduce poke-through
* repair or rebuild fitted clothing weights* **Export materials**
* DAZ/Iray-to-glTF PBR conversion
* base color
* roughness
* metallic
* normal maps
* emissive maps
* opacity/cutout materials
* glass/wet/eye material handling* **Export and process textures**
* embed textures in GLB
* resize textures
* bake opacity maps into PNG alpha
* include or skip character/environment textures separately* **Exclude specific content**
* exact-name exclusion for nodes, meshes, objects, shapes, geometry, materials, and surfaces
* wildcard exclusions when wanted* **Generate helper lists**
* mesh/node/surface name list
* morph target list
* bone hierarchy tree* **Save presets**
* full exporter settings
* morph lists
* exclusion lists
* anatomy merge lists
* environment animation listsPose librariesWell, I'm just looking poses. But preferably native poses. If I have to convert the pose, I don't know that it will map exactly correctly.
And this is just a product suggestion, something I'd like to see. Of course, this would also depend heavily on the method used to create the 5 year old. Various morph assets for that work differently, as well. (I have Time Machine and Growing Up, both for G9. And they don't produce identical child-like results.)
Daz Studio 6.25[.0.x], General Release!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?
Daz Studio 6.25[.0.x], General Release!kreutzer said:
Leana said:
kreutzer said:
Olo_Ordinaire said:
I assume the difficulties with texture-shaded viewport performance and other issues will eventually be resolved. But here's why a move to Studio v6 is not tempting, for me.
I use Mesh Grabber, a plug-in, a lot -- in almost every render. If I move to Studio v6, I have to throw all my investment in Mesh Grabber and a handful of other tools away. Not only that, but if I want to have Mesh Grabber functionality, it now costs $200 PER YEAR just to continue with Mesh Grabber capability. I have to buy the Premier subscription just to have that tool's equivalent available.
Since I don't put vampire-ware software on my machine, DAZ Studio 6 won't be an option. For those that suggest setting up in Studio v4 and rendering in Studio v6, that sounds like a ridiculously complex and error-prone workflow. Not going to happen.
I guess, mesh grabber and the other plugins will be portet to ds6?
Whether a plugin or script will get a DS6 version or not will depend on if the vendor creates one.
We already know that some tools won't get a DS6 version as the PA is not active anymore (for example GenX and the other Dimension3D tools, since the PA passed away)
In the case of Mesh Grabber and other plugins by ManFriday, since Daz bought several of them as the base to their premier plugins it's unfortunately unlikely that the previous standalone version will get a DS6 update.hmmm - bought meshgabber and hoped, that it will work also in ds6 some day...
so lets hope, that someone develops a compatibility-layer for DS4 in DS6 to use the old software. :)I'm getting flashbacks to 2004-7. As soon as the very first DS - the 0.9 public beta - came out I wanted to use it and abandon Poser completely. But ended up having to keep Poser 6 on the go just because in that I could load figures and props (DAZ back then still produced Poser format cr2 figures and pp2 props, pre DS4 and .duf) into it to delete bits, break props up into parts, and define my own groups on, especially, clothes that I could then magnet/D-Form just that part of the mesh I had defined to make custom morphs in the figures that I could then load and use in DS1-3. Couldn't do any of those things in DS back then, so just had to throw things over into Poser 6, especially to make morphs affecting just the geometry I wanted, to then use in DS. I see it's going to be like that again except keeping DS4.24 to throw things into from DS6 to meshgrab and morph. Plus ça change ...
Daz Studio 6.25[.0.x], General Release!Olo_Ordinaire said:
I assume the difficulties with texture-shaded viewport performance and other issues will eventually be resolved. But here's why a move to Studio v6 is not tempting, for me.
I use Mesh Grabber, a plug-in, a lot -- in almost every render. If I move to Studio v6, I have to throw all my investment in Mesh Grabber and a handful of other tools away. Not only that, but if I want to have Mesh Grabber functionality, it now costs $200 PER YEAR just to continue with Mesh Grabber capability. I have to buy the Premier subscription just to have that tool's equivalent available.
Since I don't put vampire-ware software on my machine, DAZ Studio 6 won't be an option. For those that suggest setting up in Studio v4 and rendering in Studio v6, that sounds like a ridiculously complex and error-prone workflow. Not going to happen.
You can use Mesh Grabber in DS 4, make to a morph (or final mesh), and open in DS 6. What ever the balance now, as new dfeatures are (presuambly) added to DS 6 it may become a worthwhile workflow.
Mugrath for Genesis 9 [commercial]Mugrath for Genesis 9
https://www.daz3d.com/mugrath-for-genesis-9
Born of brute strength and unrefined power, Mugrath is a hulking presence that blurs the line between ogre, troll, and alien enforcer. With his thick, leathery skin, heavy-set frame, and unmistakable, low-brow intensity, Mugrath feels equally at home guarding dungeon gates, roaming hostile wastelands, or serving as muscle for a far-future underworld syndicate.
This character includes a highly detailed sculpted morph, along with three full-body material options, Green, Black, and Red, allowing you to easily shift his role from classic fantasy brute to something far more otherworldly. Six eye color variations provide additional flexibility, giving Mugrath subtle personality changes ranging from dull menace to calculating intelligence.
Whether you need a savage creature, a reluctant anti-hero, or a towering alien powerhouse, Mugrath delivers raw presence and versatility to any scene.What's Included and Features
- Mugrath for Genesis 9: (.DUF)
- One Mugrath Character Preset
- One Mugrath Shaping Preset
- Material Options:
- Three Full Body Base Skin Material Presets (with Male Genital Maps)
- Six Eye Material Presets


Let's appreciate/discuss today's new releases - ongoinger still further thread3DSaga said:
memcneil70 said:
daveso said:
Sevenly HD looks nice but it appears there is no morph for realistic human ears?
https://www.daz3d.com/sevenly-hd-for-genesis-9I can confirm that, no ear morph and I couldn't find one in my morph library that would do it either.
I was afraid of this when I didn't see an image with human ears nor menion of this option in the description. For me, this is really limiting. It's not a huge outlay in terms of price, just disappointing.
yeah. I have elf characters but most have the opion at least. I cannot remember ever rendering an elf character. I guess the cheapest way is to pass.
Let's appreciate/discuss today's new releases - ongoinger still further threadmemcneil70 said:
daveso said:
Sevenly HD looks nice but it appears there is no morph for realistic human ears?
https://www.daz3d.com/sevenly-hd-for-genesis-9I can confirm that, no ear morph and I couldn't find one in my morph library that would do it either.
I was afraid of this when I didn't see an image with human ears nor menion of this option in the description. For me, this is really limiting. It's not a huge outlay in terms of price, just disappointing.
Let's appreciate/discuss today's new releases - ongoinger still further threaddaveso said:
Sevenly HD looks nice but it appears there is no morph for realistic human ears?
https://www.daz3d.com/sevenly-hd-for-genesis-9I can confirm that, no ear morph and I couldn't find one in my morph library that would do it either.










