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How to use DAZ Studio to create 3D-print physical miniatures?
Hi, KPR,
Thank you for alerting me to the limitations of home use models; I really don't konw anything about them. I'm wondering how to export a .duf in a way that will be convertible to an .stl. I know I can export a single item as an .obj file, and convert that to .stl, but there's a problem. As far as I know, items in a scene parented to, say, a figure - be it clothes, hair, props, anything at all - will not become part of the exported item. Has Daz Studio recently improved in this regard?
I just tried out the Face Transfer utility today when I realized there's a free trial included by default. I guess I shouldn't have been surprised that the script copies the facial expression too, and that only a certain input portrait photo pose is going to be successful. Passport photo good; three-quarter profile with toothy grin bad. That's going to make it very hard to find a usable historical source photo :(
It just occurred to me as I'm writing this that you wouldn't have to cut the 3D model apart for this because there's no mold to create and pour into, so posing the figure in a sort of plane isn't the practical issue it is with a mold. That is, injecting liquid into a mold where the limbs are straight out to the sides isn't likely to lose detail in the limbs, unlike trying to inject into a mold where an arm or leg crosses the torso. Interesting...G8 male to female morphs and vice versa?Virusboy said:
Is there a way to use male morphs on female characters and vice versa with G8? The reason I ask is because I have Sasuke for Sakura and would like to mix him with some male morphs.
Many thanks
Andrew :o)
Yes, transferring morphs between genders is easy, but it can take a little bit of time on the first few tries. These two videos helped me a lot.
https://youtu.be/jROlY34tNNU?si=KraCoboKfcefeVf1
https://youtu.be/ak6Nlfid5CQ?si=L4VHkOXE9dIaIGHG
These videos are aimed at converting between generations, but the process works the same between genders. I've use it to transfer G8F morphs to G8M. You may need a converter to use skins for one gender on the other, but transferring morphs is child's play.
Face Transfer 2 ErrorI think it definitely has something to do with the new update for the starter essentials pack. Face Transfer was working flawlessly prior to doing the update.
Trouble creating morph for Gen9 using Blender 3.4lilweep said:
josiahmora20 said:
Richard Haseltine said:
The count in DS is with SubD, but the morph needs to be on the base resolution - the reduced count would be correct. However, it looks too high which suggests you are including the additional fitted elements (eyes etc.) in the OBJ.
Got it, but still, there seems to be some problem as to why Daz thinks the vertex count is off. And nope, base resolution on and I removed everything, eyes ,eyelashes, hair, mouth etc. I ensured I export at 1% scale also. Not sure what else to try as like I said it won't even let me re-import the newly exported obj without even modifying it in blender.Scale does not effect geometry mismatch error. Vert Order issues does not cause geometry mismatch error either usually (instead, it results in mangled morph). Geometry mismatch is usually because the geometry count is off, usually because at some stage you either did not export base geometry, included excess geometries, or added geometry when sculpting.
Note: Gen 9 Base is 25.1k verts, not 34k.
Test:
1. Load Devload G9F figure in Daz
2. In Parameters, set resolution to Base
3. Export as obj (you can leave scale as default 100%)
4. Import obj in Blender, ensuring it is the one you just exported. In latest versions of Blender, it will naturally preserve Vert Order. So there is no special option you need to select. You can leave Blender scale as default 1.0, assuming you left it as default when you exported from Daz.
5. It should be 25.1k vertices. You should only have G9F mesh in your scene.
5. Morph using any standard Sculpt tool like grab brush
6. Export as obj (can leave settings as default 1.0, assuming you have left as default on previous import and export steps)
7. Load as morph using morph loader pro
Thanks for the help guys. So Richard, I did what you suggested, started a new project and loaded the base gen 9 figure- it works. I can bring it back from Blender through Morph Loader Pro no problem! So now I'm trying to understand why it doesn't work for the character I've been building.
- I deffinetly exported just the base geometry. I hid eyes, eyelashes, mouth etc (everything but "genesis 9," see image attached).
- Not sure what would constitute as excess geometry. I'm using a body morph sliders from multiple genesis 9 characters to get a base figure i like, could that be the problem?
- And there's not been any sculpting to the character, everything made in Daz.
Issue while creating tear morphSo you are working on the morphed shape to correct the tear? Make sure your imported morph has the same name as your figure morph, otherwise DS will not see it as a match and will project its owna ttemptt o match the morph (which will double the effect). It's the name that matters, not the label - click the gear icon on the slider and select Parameter Settings to get the name, then use that for your exported OBJ.
Issue while creating tear morphI am struggling with a strange issue, there is a difference between what I see in Zbrush and what is rendered in Daz. So, I have sculpted a head and transferred topology from base dev Genesis 9 model as well as used the rest of the generic body. Applied it as a morph, works like a charm. Now I am trying to do the same thing with eye tear, which is also a separate object. So I have added a tear from Genesis 9 Essentials, it got parented to my model and then I exported it as obj. Both model and tear imported into zbrush in base resolution. Updated the position of the tear to match an eye and again exported into obj then loaded as a morph in Daz for the tear. Unfortunately tear is positioned wrong in daz, it is a little bit closed and moved about 1/2 inch forward, sticking out of eyes. In Zbrush everything looks great. The same issue happening with brows or hair, like head is in the wrong position initially... but head morph works perfectly fine. Tried googling or searching in YouTube, no luck :( Totally puzzled with this issue. Any help will be greatly appreciated!Trouble creating morph for Gen9 using Blender 3.4josiahmora20 said:
Richard Haseltine said:
The count in DS is with SubD, but the morph needs to be on the base resolution - the reduced count would be correct. However, it looks too high which suggests you are including the additional fitted elements (eyes etc.) in the OBJ.
Got it, but still, there seems to be some problem as to why Daz thinks the vertex count is off. And nope, base resolution on and I removed everything, eyes ,eyelashes, hair, mouth etc. I ensured I export at 1% scale also. Not sure what else to try as like I said it won't even let me re-import the newly exported obj without even modifying it in blender.Scale does not effect geometry mismatch error. Vert Order issues does not cause geometry mismatch error either usually (instead, it results in mangled morph). Geometry mismatch is usually because the geometry count is off, usually because at some stage you either did not export base geometry, included excess geometries, or added geometry when sculpting.
Note: Gen 9 Base is 25.1k verts, not 34k.
Test:
1. Load Devload G9F figure in Daz
2. In Parameters, set resolution to Base
3. Export as obj (you can leave scale as default 100%)
4. Import obj in Blender, ensuring it is the one you just exported. In latest versions of Blender, it will naturally preserve Vert Order. So there is no special option you need to select. You can leave Blender scale as default 1.0, assuming you left it as default when you exported from Daz.
5. It should be 25.1k vertices. You should only have G9F mesh in your scene.
5. Morph using any standard Sculpt tool like grab brush
6. Export as obj (can leave settings as default 1.0, assuming you have left as default on previous import and export steps)
7. Load as morph using morph loader pro
Transfer Utility problemIf I spent a lot of time making a garment that I wanted to use on the Ogre HD model, I would:
- import the garment on Ogre HD
- ensure transformations are all baked (i.e., do not move/translate/scale the garment after importing it!)
- rig it using Transfer Utility (ensuring the reverse source shape option was ticked)
- if there is any weird pokethrough (expected to be relatively minor and perhaps no massive ballooing as described), then load the correct shape of the garment as a morph using morph loader pro
- dial in new morph corrective (potentially you can link the morph to the Ogre HD morph as a "Full Body Morph (FBM)" if you feel so inclined).
- Test if working when figure is posed
How to use DAZ Studio to create 3D-print physical miniatures?There are online "stores" with very high-end printers that will provide the fine detail you'd need for a decent model (single item). Most affordable "home/office" printers would struggle to produce facial-features etc.
Face Transfer plugin is for face transfers https://www.daz3d.com/face-transfer-2.
Neither of the george's will sue you if it's personal use - just like if you did a painting/portrait to hang on your wall
3D printing. You could do in "parts" and then glue them but usually they're printed as one model (like toy-soldiers) - the "stores" mentioned would prob do it like that
There's a Windows "component" that will allow you to import (obj, I think) and then links to stores that offer the printing eg https://learn.microsoft.com/en-us/shows/3d-printing/windows-10-imaterialise
Transfer Utility problemdefine 'ballooned up'. Or just post an image, as that would probably be helpful.
I dont think there is a problem using transfer utility that could not be very easily fixed with an additional corrective or geometry replacement.
[SOLVED] Subtle Distortion of Genesis 8 and 8.1 Female Figuresgregadams-studio262 said:
Send out an update to fix 8.1, this happens all the time when you DAZ update something else.
JUST FIX IT!!!!!!
Geenrally this is a product issue, not a Daz Studio issue, and the fix is to update the morph or character that has a non-zero value on loading. If it is from a product then it should certainly be reported to the store (if Daz) or vendor (for other stores) once identified.
Face Transfer 2 ErrorJust started getting the attached error message when using Face Transfer 2. Prior to this is worked perfectly. I tried using it with a Genesis 9 figure and Victoria 9 as well as different pictures. I get the same error message twice, click ok, and the face loads in.
I did install a Daz update for the Genesis starter pack prior to this so I'm not sure if that has something to do with it. Anyone else having this problem?
DAZ G8 => G9 => Diffeomorphic (Rest Pose issue)Optimize pose for IK was checked by default. Also, the tooltip mentions that is for the hand, and I'm talking about this happening right on the conversion to Rigify, not specifically IK. This happens before I try to pose anything.
All that said, I'm curious what "prebended" means, not familiar with that...but either way, that doesn't seem to affect the issue.
It really seems to be related to the morph changing the leg position. Basically, converting to Rigify "undoes" the translation of the legs that was applied in the morph. It puts the character back to the G9 A-pose, essentially. This wouldn't be a big deal on its own, but if I try to bring in clothes and change the armature to fit it to the character, this becomes a pain point.
Trouble creating morph for Gen9 using Blender 3.4
Got it, but still, there seems to be some problem as to why Daz thinks the vertex count is off. And nope, base resolution on and I removed everything, eyes ,eyelashes, hair, mouth etc. I ensured I export at 1% scale also. Not sure what else to try as like I said it won't even let me re-import the newly exported obj without even modifying it in blender.Richard Haseltine said:The count in DS is with SubD, but the morph needs to be on the base resolution - the reduced count would be correct. However, it looks too high which suggests you are including the additional fitted elements (eyes etc.) in the OBJ.
G8 male to female morphs and vice versa?Hello Guys!
Thanks for the info. I found the G8M morph for G8F and applied it at 100%. Then set the body morphs for both Sasuke and Sukura at 0%. Then I set the head morph for Sukura to 0% leaving just the Sasuke head morph at 100%. I also removed Sukura's eyebrows and eyelashes. Then I added the materials for Erik for G8M although I did this after putting him into the H-Suit so not sure how well that texture holds but kept Sasuke's eye textures. I Iooked through my content and I found I had already purchased the G8 uv-swap a while back so will play around with that later. Although I might have to tweak the eye size a bit. I have to say its so far turned out better than what I expected and wasn't as complicated than I thought it would be.
The image attached shows the modified Sasuke on the left and the original Sasuke on the right. In both cases it's the H-Suit for GM8. The pose is from Adama for G8M. Looking at the hands the fingers need to be tweaked a bit but I think with most poses and expressions that might be necessary.
Many thanks
Andrew :o)
Trouble creating morph for Gen9 using Blender 3.4The count in DS is with SubD, but the morph needs to be on the base resolution - the reduced count would be correct. However, it looks too high which suggests you are including the additional fitted elements (eyes etc.) in the OBJ.
Compatible figuresIt is a Genesis 3 character, but it also uses Monique 7 (lalso a Genesis 3 character) morph.
You will be able to use the product withoout Monique 7, but then the character will look differently.
Trouble creating morph for Gen9 using Blender 3.4I just noticed that in Daz my model has 1 million + verticies but when imported to blender that number changes to 34,654..?
confirmed in the log:
Vertex count mismatch in Morph Loader
Trouble creating morph for Gen9 using Blender 3.4I'm having the same problem with G9F to blender. I've watched every possible tutorial and tried what feels like every combination of import and export settings. I even tried importing to blender then saving an obj without changing anything or sculpting and i get this error. I even tried importing the original obj from Daz right back into the Morph loader and get this error....
DAZ G8 => G9 => Diffeomorphic (Rest Pose issue)So, I had a few G8 figures that I converted to G9 according to the method here:
Basically, the end result is a G9 morph of the G8 character that you apply, then adjust rigging to shape (the G8 & G9 A poses are a little different), then ERC freeze on the morph to get the rig to follow the morph, at least so far as I understand.
I end up with a G9 figure with a morph that moves the legs. I get that into Blender w/ Diffeomorphic (using the latest one), which essentially works fine, but if I convert to Rigify, the legs move inward. I think what's going on is when it converts to rigify, somehow it's removing what the morph did to the position (not the features).
For some reason, it does not happen if converting to MHX.
I'm not sure if it's a Diffeomorphic issue alone or if I need to somehow "apply" the morphed position as a rest pose in DAZ or something. If the latter, I'd be most grateful for knowing how to do that...






