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Daz 3D Forums > Search
  • Trouble creating morph for Gen9 using Blender 3.4

    barbult said:

    Your figure image will probably be removed for violation of the nudity TOS. There is something strange by the crotch, though. What is causing that black area near her left thigh?

    Oh thank you, I re-upplaoded a censored version! and you're actually seeing through her body because I'm using Golden Palace (3rd party genitalia addon) and when I remove it to export i creates a hole- wait..

    THAT WAS IT.

    the Golden Palace addon once actually deleted from my scene deleted the mesh hole and the morph imports correctly!

    If I export with Golden Palace ON it doesnt work, if i just hide Golden Palace it does not work.

    By

    josiahmora20 josiahmora20 March 2024 in New Users
  • Trouble creating morph for Gen9 using Blender 3.4

    Richard Haseltine said:

    What settings did you have in the OBJ export dialogue? If you reload the OBJ is it just the base Genesis 9, without any additions?

    Thank you for the suggestion, I exported the obj with the settings in the first attached image (including base resolution in parameters), selected only genesis 9 again from the scene tab and try to import through Morph Loader Pro and get the error (Warning: Geometry did not match, failed to create morph).

    So I did what you suggested and imported the obj into a new project (see second attached image), and i can clearly see there are no addons. Then I tried adding the same obj as a morph and it works (only in this new project). So i deleted my character and in the same new project added a base genesis 9 character and tried adding the obj morph and get the error.

    I've included more attached images for other export settings I've tried.

     

     

     

     

    By

    josiahmora20 josiahmora20 March 2024 in New Users
  • Transfer Utility problem

    Richard: The forum finally let me upload some picts. So I uploaded the before and after images of when I used the Transfer Utility. That is what I mean by ballooning up

    Lilweep, yes I tried to tick the Reverse source shape option that Richard suggested. Problem is - it won’t let me check it. I have uploaded the Transfer Utility settings window to show you what settings I do have checked.

    Do either of you have any other ideas? If not, thanks for trying to help.

    By

    LD1 LD1 March 2024 in Daz Studio Discussion
  • [Released] LIE Makeup Manager [Commercial]

    Artini said:

    I do not know, if that is possible, but would be great to have a possibility to remove brows on Genesis 9

    and apply LIE Makeup afterwards.

    Characters created with Face Transfer 2 have brows embeded in the materials.

    I have a brow remover for Genesis 8 https://www.daz3d.com/brow-remover-for-daz-studio

    and it works great, but it does not support Genesis 9.

    I also wonder if it would be possible to masks cheeks miscoloration often happened on Face Transfer 2 characters with the blush in LIE Makeup.

    You could use one of the foundation presets included with LMM to cover the eyebrows, at least enough to not be too visible when using fiber or card-based brows that were included in the Genesis 9 starter essentials (or any other brow attachment).

    This could also help with the cheek discoloration you mentioned, as it would create a more uniform skin tone across the whole face. Of course the blush preset may also help with this - depends on the placement!

    By

    Silas3D Silas3D March 2024 in Daz PA Commercial Products
  • Issue while creating tear morph

    Within Morph Loader Pro, or GoZ Update Options dialog if you use GoZ..., set "Yes" to Reverse Deformations, "Deltas Only" to Overwrite Existing.

    By

    crosswind crosswind March 2024 in Technical Help (nuts n bolts)
  • [Released] LIE Makeup Manager [Commercial]

    I do not know, if that is possible, but would be great to have a possibility to remove brows on Genesis 9

    and apply LIE Makeup afterwards.

    Characters created with Face Transfer 2 have brows embeded in the materials.

    I have a brow remover for Genesis 8 https://www.daz3d.com/brow-remover-for-daz-studio

    and it works great, but it does not support Genesis 9.

    I also wonder if it would be possible to masks cheeks miscoloration often happened on Face Transfer 2 characters with the blush in LIE Makeup.

    By

    Artini Artini March 2024 in Daz PA Commercial Products
  • Issue while creating tear morph
    I am definitely getting a prompt, 'such morph already exists, enter new name'.

    By

    acloudpractitioner acloudpractitioner March 2024 in Technical Help (nuts n bolts)
  • Issue while creating tear morph
    Thanks for reply! I am doing something wrong, if I am trying to apply a morph with the same name as head morph to the tear, I getting an error regarding duplicated name and a prompt to name it differently. Hmm. So, again just to clarify, - I have loaded a Genesis 9 dev model and applied my head morph to it. It worked. - Added a tear object from Anatomy folder from essentials, and applied my tear morph (from the obj file with the same name as my head morph) to it. Got an error.

    By

    acloudpractitioner acloudpractitioner March 2024 in Technical Help (nuts n bolts)
  • 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...

    By

    john_antkowiak john_antkowiak March 2024 in Daz Studio Discussion
  • 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.

    By

    riftwitch riftwitch March 2024 in The Commons
  • Face Transfer 2 Error

    I 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. 

    By

    creed2003 creed2003 March 2024 in The Commons
  • Trouble creating morph for Gen9 using Blender 3.4

    lilweep 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.

    By

    josiahmora20 josiahmora20 March 2024 in New Users
  • Issue while creating tear morph

    So 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.

    By

    Richard Haseltine Richard Haseltine March 2024 in Technical Help (nuts n bolts)
  • Issue while creating tear morph
    I 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!

    By

    acloudpractitioner acloudpractitioner March 2024 in Technical Help (nuts n bolts)
  • Trouble creating morph for Gen9 using Blender 3.4

    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

    By

    lilweep lilweep March 2024 in New Users
  • Transfer Utility problem

    If I spent a lot of time making a garment that I wanted to use on the Ogre HD model, I would:

    1. import the garment on Ogre HD
    2. ensure transformations are all baked (i.e., do not move/translate/scale the garment after importing it!)
    3.  rig it using Transfer Utility (ensuring the reverse source shape option was ticked)
    4. 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
    5. 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).
    6. Test if working when figure is posed

    By

    lilweep lilweep March 2024 in Daz Studio Discussion
  • 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

    By

    kpr kpr March 2024 in Daz Studio Discussion
  • Transfer Utility problem

    define '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.

    By

    lilweep lilweep March 2024 in Daz Studio Discussion
  • [SOLVED] Subtle Distortion of Genesis 8 and 8.1 Female Figures

    gregadams-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.

    By

    Richard Haseltine Richard Haseltine March 2024 in Technical Help (nuts n bolts)
  • Face Transfer 2 Error

    Just 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? 

    By

    creed2003 creed2003 March 2024 in The Commons
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