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  • Question about shaping the eyes

    Did you think of getting Genesis Generation X2 and its add-ons ? It would let you transfer your G2 morphs (even full character) to G3 so that you have a quite accurate version of G3 Liberty Lass or others, with the advantages G3 offers. Not really cheapest solution but worth the money if you think of transfering other characters or morph packs too. Together with the Legacy UVs for Genesis 3 you could also transfer the original texture to G3, depending if you used one based on V6 UVs or G2F UVs (or even V4 etc), some of these Legacy UVs products are available from Daz, some from Renderosity.

    http://www.daz3d.com/genesis-generation-x2
    http://www.daz3d.com/genx2-addon-for-genesis-2
    http://www.daz3d.com/genx2-addon-for-genesis-3

    http://www.daz3d.com/legacy-uvs-for-genesis-3-victoria-6

    Maybe there's another catch-up sale when PC sales ends soon and eventually those PAs are included ?


    Btw. I've read your comic from page one up to the end just 10 days or so ago, nice work ! :D

    By

    bad4u bad4u November 2016 in The Commons
  • Daz Studio-Lite for Android Devices.

    morph 3D dolly dressup program?

    By

    WendyLuvsCatz WendyLuvsCatz November 2016 in The Commons
  • Main prop dragging parented secondary props morphing the main.... can be ?

    Me too. In hours I will have to work ( after work with this crying). Finally I have been testing my first scripts and 5 hours later I have the first script moving all the child links. I didn't say you that I am developer since 30 years ago wink. Now will be the funny part. The phys of movement.

    During the tests the scripts show bad results. 2 hours losed by this. Cause ? The nodes DB was corruptedangry. Appeared a ghost node as parented but it was not showed in the user's lookup of scene content. Deleting all the childs/parent nodes and replacing again ( 79 operations ) all is going fine, and probably the pass of morph from Hexagon would be fine too. But now the script has much more play.

    Thank you in any case !!

     

    By

    JavP JavP November 2016 in Daz Studio Discussion
  • A little hair help

    I am looking for a hairstyle similar to Loki's from the thor movies. I have Wet hair for V4, that sort of works, but is a bit on the thin side, and I was hoping if anyone who has either Bold Hair or Wet Hair for M4 could tell me how long the "back long" morph on both of these hairs can make them? And weather or not it's possible to floof them out a bit? 

    Any answers are much appreciated. yes

    By

    zombietaggerung zombietaggerung November 2016 in The Commons
  • Is it possible to apply a deformer to only selected vertices in g3f?

    Yes - you can either use a weight map to control what the DForm affects, which is probably the easiest way to see what you are doing, or after you have spawned a morph from the DForm you can remove selected vertices from its effect. In you case I would think that using the weight map would be fairly simple:

    1. create your DForm
    2. move the Field out of the way (if it still affects the mesh at all that effect will be in the weight map when you create it, which is unlikely to be helpful)
    3. switch to the Node Weight Map Brush tool
    4. with the DForm selected, in Tool Settings in the lower section you should see Influence Weights listed as an Unused Map, make sure it is the selected map and click the Add Map button.
    5. right-click in the viewport and select Geometry Selection>Select By>Surfaces and then the teeth surface - that will target the weight changes to the teeth. You may want to use the Geoemtry Editor tool to further refine the selection at this point.
    6. once happy, with the Node Weight Map Brush active right-click and select Weight Editing>Fill Selected ands et the value to 100% - ypour teeth are now uniformly affected by the DForm
    7. you may want to use the Node Weight Paint Brush and Geometry Selection tools to adjust the weighting, but that essentially is it.

    By

    Richard Haseltine Richard Haseltine November 2016 in Technical Help (nuts n bolts)
  • Question about shaping the eyes

    Hey folks,

    I am doing a webcomic with a character who is based on G2F/Teen Josie 6. I want to move to G3F/Teen Josie 7. I have chosen a basic body shape and head shape that I like, as well as skinI have a basic head that I like (Faith), and I have managed to tweak it so that the G3F version looks quite like the G2F version -- and where it doesn't, I like it better. Except for ONE thing... the eyes. The head shape's basic eyes are very 'big', mainly in the sense that they are taller in the vertical dimension than the original character (but similar width).  

    So what I am looking for is a way to scale down the eyes only in the vertical dimension, but not in the horizontal one (I want them shorter but just as wide, as it were).  I have some head morph resources beyond the original defaults but by no means all of them. However, everything available, both what I have and what I have found on the shop, seems capable only of global scaling, not single-dimension scaling. That is, I can make the entire eye smaller, but it will get shorter in both the X and the Y direction, and I only want to shrink it in Y.  I can choose "eye shape 1" as a whole shape. But the thing is, the shape is mostly OK, except I just want them narrowed in the vertical dimension.

    So, I need something that will let me specifically control the shape of the eye in X and Y, and I have not been able to figure out if anything does, or if so, what does.  If anyone knows what the right package is, I'd be grateful -- I'll go buy it today if I can get what I want. I've been toying with this figure for like 3 months... I need to start doing renders, but I can't until I get it right, since I don't want to change mid-page or mid-issue.

    Thanks for any help you can provide.

    By

    Steven-V Steven-V November 2016 in The Commons
  • Quick n' dirty primer on dynamics?

    The program available at Rendo works great, but does have a learning curve.  Note - the program and the plugin are distinct.  The connection to Studio (or Poser or Carrara) is the plugin.  The plugin exchanges the files between Studio and the dynamics program.  The dynamics program is separate.  For example, send a conforming tunic that you want converted to cloth and the Genesis to be collided with it (including shape, pose, and animation changes) from Studio to the dynamics program, execute and manipulate the drape, and send back to Studio. There are plugins to do the exchange for Poser, Carrara, and Studio.  I use it for Carrara.  It is better than Poser's cloth room and similar because there are so many ways to adjust the drape in mid calculation, and can correct if a mesh is not absolutely contiguous.  See the blanket example above.  Also, it can easily convert conforming clothes to dynamic, and use clohes you model yourself. 

     

    For me, it has really made more of Daz's store content valuable because the content is more interchangeable.  For example, a dress made for V7 can be used on an existing character I made for V4 or V5 or V6 and the result is better than a conforming figure from the transfer utility.  Furthermore, even though I can't load V7 in Carrara and preserve all of the rigging (have to go through collada and that loses some funcitonality), I can still use V7's clothing on V6 because the clothing loads and the plugin can send to the dynamics program and back. 

     

    By

    Diomede Diomede November 2016 in The Commons
  • Main prop dragging parented secondary props morphing the main.... can be ?

    I now feel, I could not help you al all,, ^^;   in my country now is sunday night, I still open my shop (but almost really sedom customer nowdays,, though I must open my shop,,every day)

    I am sorry , I could not detect your problem, but just tell some how different things,,, I really hope to follow your problem, and because,, your problem seems how to use morph loader or

    hexagon bridge with multi object, at same time,, Actually you can do it,, but I recommend not try multi morph at once and not try import and generate morph for different obj at same time.

    (I sedom make morph like the way,, and I think, you need to select one by one, when send morph for daz studio,, wu,,,, I really feel sad I can not help you well,,@@;)

    then if you have problem I recommend,, you stick more easy step and step pic,, with SS,,  you may get better answer (not for me but more reliable user, who can clear understand problem I believe,,)

    anyway,, good holiday!! 

     

    By

    kitakoredaz kitakoredaz November 2016 in Daz Studio Discussion
  • A beginner's questions about comic creation with DAZ3dstudio and Photoshop

    I can make photos look like sketches on Photoshop.I don't know though how to combine DAZ3dstudio and Photosop.

     

    If you haven't worked much with DAZ Studio before, here's a free Beginer's TutoriaL http://www.daz3d.com/help/help-daz-3d-video-tutorials

    Basically, you load the sets and pose the characters in DAZ Studio as you like and need them for the scene. Then youset up the lights and the camera, make half a million test renders until the scene looks the way you want, and when you are satisfied, you render a large scale image (I usually render them out at 6000x6000 (or a ratio aspect of that) for full page imagtes, and anywhere between 2000x2000 and the 6000. I am working with Photoshop Elements and Manga Studio (which is now Clip Studio). I usually do FX in Photoshop (Using Ron's Brush sets here from the shop mostly), though I also bought a few in-render-scene FX, like the light effect by Jepe tht you seee on the title page and page 1. Everything is layoutet and given text in Clip Studio, but you could just as well do that using Photoshop and a text program in which you can create the PDF for upload if you are intending to do a webcomic. If you are aiming for the printed market, Clip Studio is probably a better choice, as it comes with all sorts of margins and extra stuff that is needed "by the Pros".  I probably wouldn't buy it again as it's simply overkill for what I'm trying to do, but the version I got was dirt-cheap in a sale when they switched to the next higher version number.

    Back to my process, I have "made" my characters used in Genesis 2, by combining certain base characters, and using morph dials. The skins I use on the characters comes from M/V 4, Genesis 1 or Genesis 2. For switching skins between the generations, I have bought a tool.I clothed every character for the type of scenes that might happen, and gave them the appropriate hair. I saved out each character in Zero Pose as Scene Subset. That way, they keep their clothes and hair, and whatever accessories. I also prepared various "places" that way, for example, the lead character's office, or an outside location.

    However, if you want to turn your characters into sketch, then you are probably fine with the base skins, and just morphs. Maybe the 3Delight render Engine is a good option for you. That render engine also has various "Toon" cameras which give you comic style results right out of the render. I'm going for a bit more realistic looking layout, and totally fell in love with how the characters looked in Iray. Here are some samples; the title page image, the pages 1-3 and a scene image of the hero (left side) getting a lecture by his assistant (guy in the center).

    By

    BeeMKay BeeMKay November 2016 in New Users
  • Main prop dragging parented secondary props morphing the main.... can be ?

    mm,,, so that, you actually need is,, how to load morph and save it correclty about two OBJ?

     

    Anyway I recommend , you load each part to DAZ,  and save as prop (if there is no rig),,  individually first..

    then make morph in hexagon about each parts,, . then use hexagon bridge.. 

     

    By

    kitakoredaz kitakoredaz November 2016 in Daz Studio Discussion
  • Main prop dragging parented secondary props morphing the main.... can be ?

    Have you tested to make simple ERC with some priops, or one figure morphs already? smiley eg,,you move prop A x translate,, parameter,, it controll child prop B rotate Y parameter like that.. 

    or about daz figure, we often see ERC for parameter and morphs, (eg when you rotate some nodes, the ERC linked morphA auto-work,,as hidden)

    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/assembling/tutorials/creating_joint_controlled_morphs/start

    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/assembling/tutorials/creating_morph_controlled_morphs/start

    these two are show how ERC works with morphs and nodes parameter, or morphA and morph B,, after all,, ERC means, make link between two parameter.

     

    DS offer some options, but you can  not make so complex ERC,, but use add delta,, or multiple,, or divide etc,,  

    you can find those option, when you make Erc, Or you use ERC bake,, I may add link if I can find,, which introduce clear,, these detaill,, but Usually we may need learn

    by ourself test and try,,, 

    eg,,  You can  change Parent obj parameter A,, (eg  translate X = move to X axis), then it linked with Child object "morph B"  by ERC.

    but it not means,, the parent morph auto transfered to the Child prop.. the Child need to have morph which deform Child obj ,,already,,  then ERC work.

     

    the point I can not clear understand is,, you say "link the parent morph to child objects" , then  can you clear discirbe,, which parameter of Parent , and which parameter of Child need to link?

    If it is clear, It is not difficult I thinki,, (though without you make both as one rigged figure,, you can not keep those ERC,, as I said already,, but if you save them as scene or scene subset,

    without you change parent , your set ERC still work.   of course you may link any parameter of Both (parent, and child) if those parameter are actually saved (as moprh assets) or, if you can find in parameter of the obj about current scene.., save as scene may work.

     

    After all,, you can only set ERC about parameters Actually you can see each parameter, in parameter tab of those.

    parented prop ,not Auto generate and auto transfer morphs. to the child prop.

    By

    kitakoredaz kitakoredaz November 2016 in Daz Studio Discussion
  • N.G.S. Anagenessis II - Revolution [Commercial]

    This product ROCKS.

    Fantastic render! Could you please tell me "who she is" :)  - the model has much similarity to Erin from Rendo store, but seems to have more freckles, other eyebrows (or is that perhaps the effect of the NGS shader?) and a slightly modified mouth. (If it is a custom tweak it would be great if you could tell us the morph values...) (edit 2: Now I am pretty sure the model is Cailin http://www.daz3d.com/cailin-for-victoria-7 ...) And the hair is perfect for the face shape, too - which product is it? (edit: I just found it, seems to be the new Raffaella Hair...) - Thanks in advance!

    By

    mgessat_f159911d19 mgessat_f159911d19 November 2016 in Daz PA Commercial Products
  • Main prop dragging parented secondary props morphing the main.... can be ?

    I don't know nothing about scripts. Sure that the correct way is that, but the time to learn/apply will be much more starting from 0.

    The other using other software, yes, there are 1 or 2 sollutions out there, but I try to avoid payments. And sometimes that utilities seem to work as black boxes, not letting to extract the the frame/prop to DAZ Studio, wich will be the scene renderer.

    Then the question is more about your/my doubt. What is needed to load a morph from hexagon to the parent in DAZ, and link this ( appear too as morph ) in the child objects. Convert them as prop, triax figure, weight.... ?

    I know that this happens when the main object is a figure. But of what type, why or how ?

    As I said using a first pass from Hexagon to DAZ it transferred the morph to the childs too. But not well. As example the first movement morph was called as CAD1. And this was created with this name in the main prop. But in the track links ( child props ) were created 4 morphs for each one repeating the same movement but with the name "Morph".sad

    Well, I could live with this, but the problem is that now I can't repeat the pass from the parent to the childs. Probably at the moment of close DAZ to open it other day. Probably I missed something, I believe that the action of parent all the links to the main prop and pass the first morph in the same work session.

    Thank you.

     

    By

    JavP JavP November 2016 in Daz Studio Discussion
  • Where are the support files for V4toV3

    I'm not sure why you are getting that error message, pwiecek. I don't have a file named V4toV3Grps.pz2 in my content library, and the V4 to V3 character morph works just fine for me without any error messages. The morph file on my PC is Runtime - Libraries - Character - DAZ People - V4.2 to V3.cr2.

    I'm wondering - are you trying to load the character using an older scene? If so, perhaps that scene was using an older version of the Morphs++ package? Otherwise, I cannot guess why the error message is occuring.

    By

    SixDs SixDs November 2016 in Technical Help (nuts n bolts)
  • Cant export Lipsync Animation To Fbx

    Ive exported my lipsync animation a hundred different ways to no avail.

    Everytime I open my FBX I get all the bone animations and morph channels for my characters head.

    But I get no keyframes for those morph channels. I have tried exporting with all head properties.

     

    CTRLVS.

    head

    Etc...

    Under the export window showing everything to be included in the FBX it indicates those mouth properties are animating and selected for export.

     

    I am using the most current version of DAZ3D as of 11/5/2016

    I have seen one other thread discussing the matter but nothing seems to apply to my situation.

    Thanks in advance for any and all help!

    By

    zebediahdesoto zebediahdesoto November 2016 in Technical Help (nuts n bolts)
  • N.G.S. Anagenessis II - Revolution [Commercial]

    This time I will look at a Victoria 4 character that I converted to Genesis 2. The character is Lil' Flower from the other store. This means I can use the Genesis 2 options from both ICS and NGS.

    First pic is ICS, then NGS.

    This time I think I favor NGS. Though she is slightly redder in the face, she actually is slightly redder in the face. She doesn't have perfect skin.

    Lets zoom in. I tried using Brow Remover on it, which was kind of a bad idea. Brow Remover is often helpful, but this time her forehead has details that get copied over where her brows were. Oops! I left the first image with it, and used Lacitus free brows. On the second image, I did not use No Brow, but I left the Lacitus brows on. Oh well. I also cranked up the Cornea Bulge morph to 1.6.

    Again, I favor NGS a bit on this one. Both look nice, IMO, but for this character, NGS brings out more character in her skin. One thing I notice is how NGS reflects off the eye, and in general it adds a lot more detail to the face (this from the original Flower texture.)

    So overall, I see these two products complimenting each other. They each have their own strengths, and one might work better in certain situations over the other. I like both products.

    What is ICS?

    Edit: Oh, ISC, Iray Smart Converter, I think.

    By

    barbult barbult November 2016 in Daz PA Commercial Products
  • Body hair for men

    Was more looking for something for the gents ;). 

    Is Real Hairy fiber based or image based? I definitely don't want image based.

    Laurie

    It's fiber based. The only issues I've run into with autofitting it to G3M are that the location of the nipples and navel changed between generations. The nipples in the chest hair are much more noticeable than the navel in the happy trail. And the nipple hair set itself is more or less unusable on G3M, understandably, given those location issues.

    The issue with the nipple position is also with the G2M product as well but wasn't fixed, so it's not just from autofitting to G3M. (It's noticable when you're using Gianni 6) I usually use the chest hair that doesn't cover those areas, though running it through a modeler, you can make a morph yourself to correct it. However it's probably the most complete body hair product that is available. Also since it's been a while since I've seen this PA, it's probably your only bet for G3M. (I'm going to guess that instead of doing a G3M version he went back and did a Genesis 1 version and those lower sales may have had something to do with possibly making further sets)

    By

    Male-M3dia Male-M3dia November 2016 in Product Suggestions
  • v4++ Dial a Character Question.

    I am assuming that the Delphina Character is also a V4 character (the screenshot shows that you have two V4's loaded)? I cannot tell which of the two are selected in the screenshot. In any event, when trying to recreate a character, whether from photo references or and existing model as you are, there are a couple of suggestions I would make. Everyone may approach things a little differently, of course, but the first thing I would do is lose the hair and the makeup too - they are irrelevant at best, and a distraction at worst. Since you are working with two models, I would load both in the zero or T pose at the origin. This will make it easier to judge proportions, since moving one or the other to the side will create distortion (i.e. in your example the proportions of the Delphina character seem larger because she is closer to the camera. While loading them both at the origin means one will obscure the other, you can toggle the visibility of one or the other in the Parameters tab for comparison. If the two characters are the same size i.e. no scaling has been used), with both at the origin their noses should be easier to match. As you work, be sure to use baby steps - avoid the tendency to crank those sliders up willy- nilly. You want to tweak your way to a match - a little of this here, a little of that there, rinse and repeat. Lastly, you should always be working in at least two views: one from the front and the other from the side, and always check back and forth between the two while working.

    I notice one problem right away in your screen shot: you have V4's nose tip up. The Delphina character does not. If anything, the latters nose tip may be slightly down.

     A couple of questions regarding your Delphina character. Is it a dialed morph? In other words with it selected are there dial settings showing for it under the Parameters tab? If so, you could simply copy the dial settings for the nose from one character to the other, making sure that you have V4 (or the nose, at least) zeroed to begin with.

    By

    SixDs SixDs November 2016 in New Users
  • GENERAL FREEBIE REQUESTS Part 2

    I was wondering if there was such a thing as any freebie Vamp Morphs for G1 like the teeth and make-up etc....????

    Free fang morph for Genesis: http://www.sharecg.com/v/63076/gallery/21/DAZ-Studio/Fang-morph-for-Genesis

    Free fangs for V4: https://www.renderosity.com/mod/freestuff/fangs-for-victoria-4-genesis-reposted/69928

    Free vampire morph and texture for V4: https://www.renderosity.com/mod/freestuff/?item_id=65999

    Free vampire body and head morph for V4: http://www.sharecg.com/v/69161/browse/11/Poser/Vampire-Girl-for-V4.2

    Free Vampire nail https://www.renderosity.com/mod/freestuff/?item_id=59360

    Vampire character for V4 and Genesis but not free: http://www.daz3d.com/scarlett-black

    By

    Charlie Judge Charlie Judge November 2016 in Freebies
  • N.G.S. Anagenessis II - Revolution [Commercial]

    This time I will look at a Victoria 4 character that I converted to Genesis 2. The character is Lil' Flower from the other store. This means I can use the Genesis 2 options from both ICS and NGS.

    First pic is ICS, then NGS.

    This time I think I favor NGS. Though she is slightly redder in the face, she actually is slightly redder in the face. She doesn't have perfect skin.

    Lets zoom in. I tried using Brow Remover on it, which was kind of a bad idea. Brow Remover is often helpful, but this time her forehead has details that get copied over where her brows were. Oops! I left the first image with it, and used Lacitus free brows. On the second image, I did not use No Brow, but I left the Lacitus brows on. Oh well. I also cranked up the Cornea Bulge morph to 1.6.

    Again, I favor NGS a bit on this one. Both look nice, IMO, but for this character, NGS brings out more character in her skin. One thing I notice is how NGS reflects off the eye, and in general it adds a lot more detail to the face (this from the original Flower texture.)

    So overall, I see these two products complimenting each other. They each have their own strengths, and one might work better in certain situations over the other. I like both products.

    By

    outrider42 outrider42 November 2016 in Daz PA Commercial Products
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