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Switch the wrist an accessory fits to? (B.E.T.T.Y watch)
Those watches are conformers rather than Smart Props, so one perfect way is : you can mirror them by using : https://www.daz3d.com/mirror-geometry-for-genesis-9
Or, you can simply: 1) unfit the watch, export it to OBJ with the option of Invert X axis; 2) Import OBJ as a morph with Morph Loader Pro and dial it; 3) Parent the inverted watch to the bone: Right Forearm Twist 2 to make it as a Smart Prop.
Or, after unfitting the watch, just manipulate its Transforms....
Then save it as a figure asset or a wearable preset as you wish ~
Switch the wrist an accessory fits to? (B.E.T.T.Y watch)I thought it was a prop where you just could mirror the relvant translation and rotations, and reparent to right arm.
But as it is rigged, I would take it into a modeller and there do the relevant mirroring of values and then export back and use transfer utility.
Bought Nyla for Sadie16, but....The merchant responded, telling me the Morph+ product had dropped off the market here due to lack of sales, which I'm chalking up to mindless algorythms at work... or else the left hand not knowing what the right hand is doing, seeing as how there's this Nyla for Sadie 16 thingy that is now an Outlet Store product (and thus Daz Original) meaning that it won't (likely?) be going away anytime soon...
...and yet Daz3D allowed a required product for this not-likely-going-away product to disappear off the market here. You'd figure they'd place some sort of marker on the required product so that any such lack-of-sales algorythm gets automatically overruled if it wants to remove the required product due to lack of sales. My guess is, they might be relying on the linked-as-required products thingy to be that marker... except that isn't in place on the Nyla product, breaking this presumably in-built product-marker mechanism.
That said, the maker of Sadie Morphs+ did offer to sell me the product, which I'm happy about, but didn't get back to me with details on that. Or maybe my reply back to them on it fell into a bit-bucket somewhere in transit. In the end, though, the fact that a product that is still being sold here requires this other product, and others are probably in the same boat as I am, or will be in the same boat later... kinda lights a fire under the proverbial pack-animal wrt getting the required product back up for sale somewhere. Back here again? At some other site instead? Show up here again but at a reduced price? (But would the merchant feel buffalowed if Daz3D "asked" them to lower the price?) Daz3D buy out the required product and maybe also make it Outlet Store? (But would the merchant feel buffalowed by that being the "offer"? 0o) Some other approach?
The fact that the one product I can find that requires Sadie Morphs+ happens to be ultra-cheap priced... does have the unfortunate side effect that anyone who'd want to buy the required product for use with it might also unconsciously expect the required product to also be going for an ultra-cheap price... and that probably isn't particularly fair for the maker of the required product. That said, with the search system here, I've not been able to find if there are other products still available that require the Sadie Morphs+ product... but the search also didn't list the 79-cent item, above, that requires it, either... which rather suggests there might BE other products that require the Sadie morphs+ product which ALSO aren't showing up on the search, maybe ones that also AREN'T 79 cents...
Oh well, I figure the matter is going to be sorted sooner or later, and I'm not in a HUGE hurry to use the Nyle product, since I mainly just got it because I'm stockpiling things like it for possible use later on... say, in case I want to make a cartoon image to go on a TV screen in some future render project... so any pressure from me at least is off wrt them getting the required product back out for sale somewhere... but I dunno if someone else is in a bind over not having the required product. I hope not.
In any event, I hope everyone is having a hunkey-dorey day, or better.
Saving a modified JCM specific to a purchased character morphHey foks,
I'm sure I'm overthinking this, but I'm a little unsure of what exactly to save with this JCM I just modified.
-Character morph loaded
-Didn't like the way the crook of the elbow was looking (it's a stylized character), so overwrote the elbow JCM with my remodeled one via Morph Loader Pro and overwriting the deltas.
-????I'm afraid I can't use Save Modified Assets because what comes up in the list is the JCM for the G9 itself.
So that leave the Save Modifier Asset dialog. I can find the JCM in the list no problem but what should the Vendor and Product settings be?
Should I be setting vendor to the creator so that the product comes up in the list? Is selecting the JCM from the list even right? This isn't like I'm used to with saving my own corrective morphs where they're new things altogether, this morph exists already but within G9, not within the product.
Do you need to install Face Transfer 2?Did you restart Daz Studio after entering the serial number? It will appear as Face Transfer once it is active, there is only one pane shared by both of them.
Character ConverterRichard Haseltine said:
Which tool(s) are you using? HD morphs won't transfer with anything (but offsite products won't have HD morphs).
I'm using RSSY Character Converter 8 to 9.
Character ConverterWhich tool(s) are you using? HD morphs won't transfer with anything (but offsite products won't have HD morphs).
Character ConverterI'm really [annoyed] and dissapointed. I'm trying to convert a g8 character to g9 and no matter what i do the results are the same.morphs dont transfer, material does. figure looks droppy and disfigured. The g8 figure is Black Panther Marvel Rivals. i think its a wrapped thing or whatever its called.
Geometry exporting with creased edges instead of smoothedHi, I need help. I'm mainly a Carrara user and only sometimes use Daz Studio to do things that I cannot do in Carrara.
I'm working with the Bot morph for Genesis. If you look at the Scene elements, you'll see that geometry gets added and conformed to Genesis. My problem is that when I export the figure as an OBJ or FBX, most of the edges of the added geometry are creased when I import it into Carrara. And I can do nothing in Carrara to smooth those edges!
You will notice the creases in a quick render from Carrara, especially noticeable in the head and shoulders. Is there a solution to this?
How big of a difference does CPU make in Daz Studio?A 10-15 seconds memory transfer sounds huge, so it hopefully also does somewhat else.
Morphs in Blender: scale to 100 before export?I should have watched the whole thing, save the morph properties, save the morph out to library -- I have it working actually.
It now works in the scenes with the scaled down character, too, of course.
Clothing is fitting differently across computers but character is the same, why?do you have a morph set installed on one you don't the other or accidentally saved a morph on the base on one PC
sounds like a clothing adjustment morph like fit control
showing the used filtering option might help narrow it down in parameters
Daz Studio 2026 Beta - version 6.25.2026.6423! (Updated March 09, 2026)
Feature Request for DAZ Studio 6 Alpha:
Please implement **Normal Transfer** and **Custom Normal Input** support in the new MaterialX-based shader system.
Right now, DAZ Studio’s Iray shaders always use geometry normals internally, which makes toon/NPR shading difficult and causes unwanted wrinkle shading on smooth faces.
If DAZ Studio 6 allows overriding geometry normals or baking transferred normals directly (like Blender’s Data Transfer or Unreal’s tangent-space workflow), it will finally solve long-standing issues with toon shading and morph deformation artifacts.
This feature fits perfectly with DAZ 6’s MaterialX and Filament 2.0 roadmap.
Thanks for your work on DAZ Studio 6 Alpha — this improvement would make a huge difference for both NPR and realistic workflows.
Clothing is fitting differently across computers but character is the same, why?I have been searching around trying to find an answer with no luck. For some reason, the clothing is fitting slightly different to a second rendering computer. The character morph renders exactly the same without clothing, so it's not the morph. I guess it's the morph projection, but I haven't found any major differences. With AI scanning differences, the missed targets are R Top Flatten L8 Assist.dsf, L Top Flatten L8 Assist.dsf. Those have to do with the thighs so that doesn't seem likely.
It's uniformly larger everywhere, like the mesh offset is higher.
First image (Lucian Comparison 7950X3D.png) is original.
Morphs in Blender: scale to 100 before export?pixelquack said:
Can I load the morph at standard resolution or do I have to switch to base res, then load, then switch back?
Loading the morph doesn't matter.
One way around the issues is to load the exported OBJ as a morph and set it to -100%, load your modified OBJ as a morph and set it to 100%, export the result as an OBJ, then load that on a fresh copy of the figure/scene (so you don't have the other morphs bloating the file size) as your final morph.
Make sure that you are using the same preset in the OBJ Export and Morph Import dialogues - if they don't match you may introduce additional scaling or orientation issues.
Morphs in Blender: scale to 100 before export?Can I load the morph at standard resolution or do I have to switch to base res, then load, then switch back?
Morphs in Blender: scale to 100 before export?Ok, loading the morph in an existing scene does not work at all, scaling goes all crazy - so I have to reset the pose before loading the morph?
In that case it'd be easier to save the figure as a new subset, load that into the scene and clone pose, expressions and whatnot.
That's a lot of work on an existing series. Pointers appreciated if I can have that easier.
Morphs in Blender: scale to 100 before export?Export at scale 100 and import works. That means on existing scenes I'll have to scale up, load morph, scale down - sounds like a script job.
Another tut suggested to "Overwrite Existing: Deltas only" , seems to work.Game of Thrones and House of the Dragon head morphs for the Daz Dragon 3The difference between dragons and wyverns is not so black and white. In history there have been countless depictions of dragons with two wings and two legs and they were called dragons. It all depends on the author of the work in which the creatures appear and one can very well make a depiction of a dragon with just two legs. Its usually that dragons tend to breathe fire and be bigger and stronger than wyverns, which are venomous, in most media. Also there is a wyvern morph for the Daz Dragon 3, the Wyverdreki.
Morphs in Blender: scale to 100 before export?Ideally yes, work with no scaling applied or you bake the scaling into the morph so it gets double-applied when you combine it with the original. Alternatively, check Reverse deformations when importing the morph to leave only the changes you made.











