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Daz 3D Forums > Search
  • Another female teen: Haley, and when male teens???!!!!!

    If you recall the last thread on this topic, DAZ Steve mentioned that there was no male teen planned at the moment (although naturally a PA could create one if they wished). He did say that a tween would arrive (assumably Justin 7), and you could use this dialled at say 80% to create a male teen. Other than that, your only other option for Genesis 3 is the growing up morphs from Zev0, or the Youth morph from the head/body morphs.

    By

    Havos Havos May 2016 in The Commons
  • Rejoin Genesis 2 to universal tool?

    According to Keymate, the hip translations also contain location info e.g. the first keyframe = xtranslate: 436.12; ytranslate: -646.34; xtranslate: 702.91 etc. (the terrain is very hilly) So each of the hip keyframes is a variation on these numbers depending on the movement of Gen2. The hip determines the figures location.

    The scene I originally created was loaded with too many things for my system to display animation smoothly. I created a lighter scene by deleting the figures hair and clothing so that I could animate smoothly. The intention was to create an aniblock in the lighter scene and then transfer this to the heavier scene for rendering. I've done this before with other scenes without any problems. 

    The problem is that somehow the figure's pose/universal widget/tool has moved in the lighter scene and is no longer at the default Gen2 position. This means that when I save the keyframes from the lighter scene as an aniblock and then use this aniblock in the heavier scene, the position of Gen2 defaults to the figure pose widget position rather than the hip information position. Do I need to zero the figure's pose widget to the default G2 position in the lighter scene before saving the aniblock, or reset the figures position in the heavier scene, or an entirely differnet solution?

    By

    Superdog Superdog May 2016 in The Commons
  • ZDG random Daz Studio discoveries and questions.

    So far, not seeing much, other then the align nodes didn't stick the first time I clicked it... Hmmm.

    So next step is the weight mapping, and, I think there was a note for that, let me go look. Better yet, let me just copy the things that caught my eye.

    (Repost snip-it from DAZ_Vince with added cometary from me)

    • Transfer Utility
      • Fixed an issue when using replace source with target where skin binding was not being setup correctly (a what? I thought there was more for the transfer thing, oh well.)
    • Morph Loader Pro
      • Added mirroring options  (I think that would have been nice for that OptoDistort chair dials, possibly)
      • Added attenuation options
    • Geometry Editor Tool
      • Tweaks to action labels, descriptions and dialogs (Got'a look closer at that one, where ever that doohickey is, lol. That's the thing for labeling surface zones, What did they change.)
    • Joint Editor Tool
      • Added a "Duplicate Bones" action to the context menu "Create" submenu (EDIT, Works like a charm, I like it.)
    • Weight Brush tool
      • Added a "Distribute Selected Bone Weights" action to the "Weight Editing" submenu for the context menu; this action distributes the weights from the selected geometry of the primary selected bone among the other selected bones (EDIT, I don't think we have the same dictionary, or it dose not work.)

    Yea, that dose sound rather enticing. Most of it I have not had enough experience with the old tools to know if it is an improvement, or not so much of one. The "Duplicate Bones" and "Distribute Selected Bone Weights" really sounds very good, if it works. I'm a N00b, I can unintentionally break anything

    BTW, that chair I eluded to is here. I added a bunch of dials to mimic pressure on the cushions, and that was rather tedious at best. An option to make mirrors of the morphs would have been very nice at the time. I though I made a screen-cap of the dials, I'll need to fix that.

    http://www.sharecg.com/v/83454/gallery/21/DAZ-Studio/ZDG-OptoDistort-Chair.

    By

    ZarconDeeGrissom ZarconDeeGrissom May 2016 in Art Studio
  • help associating products with figures

    Those items do not have compatibilities as far as I can see. See attached screenshot (of Hiro 4—I don't have Aiko, but they should have similar metadata). Note the little white triangles showing that there is data (click on the triangles to open the branches). I can't see them on your screenshots.

    Right click to add compatibilities (action menu is shown) and a list will open from which you can select the figure the asset is compatible with (i.e. Victoria 4 in the case of Aiko, as she is a morph of V4). As the listed items have the same compatibilities you can select them all and add the compatibilities en masse.

    I can't account for why the shapes are listed despite not having compatabilities (perhaps it is scene ID?). If they are working as expected then leave them, but try adding the compatibilities to the materials and see if they then come up when Aiko is selected in scene with context checked.

    By

    Hiro Protagonist Hiro Protagonist May 2016 in Daz Studio Discussion
  • Custom Content - Fit To on Load

    If you want to have an item fit a figure you have to model around that figure (deally the base shape) then use the Transfer Utility (Edit>Figure>Transfer Utility) to rig the model with matching bones and projected weight maps. Then you can refine the weight maps, remove bones thata ren't needed, and add extra bones to control special parts of the outfit. But fitting does require that the joint centres match for matching bones, and does require basic compatibility information.

    In the Transfer utility you set the OBJ, which must be aligned with the figure in its zero state, as the target and the figure that is to wear the iem as the Source; if you modelled around a shape or pose you also need to adjust the Source shape setting to reflect that and check Reverse Source Shape from Target in the extended options.

    By

    Richard Haseltine Richard Haseltine May 2016 in Daz Studio Discussion
  • Priced out of a hobby

    Studio being free (along with Genesis bases) is pretty key - I feel like what isn't highlighted nearly enough is how far you can get with just the free starters and the Body and Head Morph kits. From my experience at least, I only discovered those parts later on after I'd bought a pro bundle and a bunch of other things. You could probably make a lot more using only the morph kits and things like Zev0s utilities than you could buying a few different finished characters (you still need textures though.)

    That said, it really depends on what your goals are. Finished characters are great if someone just wants a character to fill a slot without the time investment of making their own exactly to their own specifications etc. For myself these days I am hesitent to use characters like Victoria etc. because they are so recognisable as those characters, and would rather use custom morphs, which you can set up a decent collection of relatively cheaply even today. 

    It's really only if you are going off either wanting all the new things or whatever the front page throws at you that you won't be set up particularly well for value etc. I think.

    By

    lx_2807502 lx_2807502 May 2016 in The Commons
  • My Renders, Now I can go to bed

    had an idea for a couple pose, so jumped right on it, pretty close to my idea, unfortunately  I don't really have clothes for them, that I would use for that moment, so only rendered the the portion thast would allow me to post it here winkAlso not a decent Background

    my models, that  I had dialed in with morph dials (G3F L Petite & G3M E)

     

    By

    XaatXuun XaatXuun May 2016 in Art Studio
  • Daz Studio 4.9.2 Pro, General Release!

    Cool video Kerya...but it says 4.8 at the top of the video. Does this mean the features are already in DS 4.8 and if so I wonder what has been added?

    What you are seeing demonstrated here is the Publishing Partners Feature Plugin, which is "private", running in 4.8. So this is a plugin and not an update to 4.8 (in any case, of course, superseded versions of Studio are not updated). By the looks of it, this includes the version of Morph Loader Pro which enables import of subdivided morphs (HD).

    Some of the features of that plugin have now been brought into 4.9.2, and presumably work in the way demonstrated by Josh.

     

    Thanks for the info...

     

    @Ram...lol! 

    By

    Pendraia Pendraia May 2016 in Daz Studio Discussion
  • Creating A Custom Morph

    Could you include what model this is?  Is it a Daz model, one by a Daz PA, is the stylization itself a morph on a base figure?  To give better advice, give more information.

    By

    Cris Palomino Cris Palomino May 2016 in Technical Help (nuts n bolts)
  • The Next Contestant on NAME THAT HAIR!

    My original question has been answered and solved (thanks tattooedillusions). If you would like to use this to post other hair identity requests, please feel free. In fact, this could conceivably be a first stop resource for anyone looking for hair, (though that does seem a bit too tidy a solution for this forum).

    Does anyone know what hair this is? (main promo) I stay abreast of what's out, and either its a morph of something else or a pre-release or? Thanks in advance.

    By

    xyer0 xyer0 May 2016 in The Commons
  • Creating A Custom Morph

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

    http://www.daz3d.com/forums/discussion/6483/tutorial-creating-a-genesis-g2f-g2m-full-body-morph-for-daz-studio-pro-4-6-by-rkane-1/p1

     

    By

    Kerya Kerya May 2016 in Technical Help (nuts n bolts)
  • Skin in Iray vs Cycles vs ???

    A couple of things...

    You used the V7 with a couple HD morphs and your Cornea morph...so they will throw a 'not found' error for those of us who don't have the V7 HD add-on.

    And I agree on Blender's hair...I just wish there was an easy way to convert Blender hair to something usable elsewhere.  (yeah, convert to obj...but you think LAMH makes BIG, machine eating meshes...Blender's conversions are in the same category).

    Whoops I always forget something, will update tht asap.

    and Yeah, converting blender hair is a complete nightmare. There are some addons out there that help, but nothing of the overly polished variety. and even then that would lose the benefits of being able to shade both along the intercept and via root location. (I'm still expirimenting with them though, go tinkering!)

     

    Wish there were shaders for Genesis 3 available for Blender Cycles, so also ordinary people can take advantage of them.

    Well, one can dream of, for now.

    I consider myself ordinary people ;)  Nothing special, I've just used blender for a few years, watched quite a few tutorals, downloaded other folks resourses and took them apart to see how they worked.

    I could probably upload mine at some point, I still need to expiriment a bit and see how it works with other textures. And there are some good shaders already out there (I've been known to use this one for instance, and it even has some documentation), the real drag is whatever you do you will have to manually load texture maps, nothing is ever going to be click and load (sadly... there's a reason I'm going to continue to use Iray despite my undying love of blender hair)

     

    @wolf359  I actually organized my shader setup: put it in a group, used frames. I'm super proud, normally I just make uninteligible noodly messes (must be the pastafarian in me). look at how beautiful it is.

    By

    j cade j cade May 2016 in The Commons
  • Product that will Fix This?

     

     

    I was curious when I saw your posted images,  cause I figured having used Genesis quite a bit I'd have noticed those bloated kness.  Those non tapered knees are not part of genesis base,  but something introduced by whatever morph you applied.   You might be able to dial it away. 

    Genesis with Victoria 5 morph more or less the same leg pose. 

     

    Umm, no. Try it without the Victoria Morph. My Genesis looks quite different. This is Genesis "Basic Female" without any morphs:

    It's the same with the base Genesis figure as well:

     

    Compare with Genesis 2, who's knee bend looks better:

     

    I'm hoping there is a morph or something out there that will help with it. I think the G1 knee bend looks pretty bad, imo. 

     

     

     

    By

    3Diva 3Diva May 2016 in Product Suggestions
  • Creating A Custom Morph

    I need to make a custom morph for a highly stylized model.  

    I need a special Eye, Nose and Mouth size that I have not been able to find in any of the morphs on the marketplace.

    I know how to make the model myself in 3ds Max, but I want to be able to use it in Daz

    How do I make a custom morph that I can use.

    By

    coloradostark_91f310f152 coloradostark_91f310f152 May 2016 in Technical Help (nuts n bolts)
  • On hair (G3F) - a critical note to vendors

    Okay, it is quite simple, if you create hair for g3f that shows parts of the scalp please create scalps which makes it possible to make them fit to the head, means a scalp (hair) that has adjustment morphs which can do what they were created for. Don`t get me wrong, the adjustment morphs work but they are just good as the hair they were made for and if you have a very low poly scalp no adjstment morph can make it fit to a higher poly head. As written at the beginning it is quite simple. Here is an image with an example (If you have a look at the left eye region you can see what I mean).

    And please no suggestion to make a subD out of the hair, that does not work, I have tried it. If you create a subD out of the hair some surfaces are not shown in the rendered image, I do not know why, you can see them in pre render but in the rendered image they are gone.

    By

    cosmo71 cosmo71 May 2016 in The Commons
  • Like To See The Eyebrows On Characters / Separate Eyebrows?
    What I've wondered is why the eyebrows aren't a separate zone any more. Victoria 4, I think, had a separate eyebrow zone. I'm not sure how often it was used, though. But it has happened in the past.

    Unfortunately, very few vendors used the V4 eyebrow zone, because every time they made a custom head morph they had to make a matching morph for the brow, and if it wasn't an exact fit you'd get poke-through, and with different facial expressions it was a lot of work.  It would probably be easier now with the Genesis figures because of autofollow, but it might still need custom matching morphs.

    Even if we're only talking about a zone for a different texture map?

    If you are talking about a separate zon on the face mesh, not a layer like a partial Geometry Shell, then no that wouldn't complicate morphing. However, if it was just a repeat of the UVs on the base face then it would be rather inefficient - you'd need to full size face textures loaded anytime you swapped the brows which would be a nuisance in Iray particualrly - and if you used a unique mapping for the brow area the character makers, faced with four seams to fix in the middle of the face, would hunt you down and slowly kill you.

    Yes to the first, I am talking about just a zone on the face mesh. Then the full size map only needs a small area of actual texture, and the rest a solid color; like we've seen for lips and fingernails, for example.

    And even if the character makers wouldn't hunt me down and slowly kill me, I'd never suggest a sweeping solution that would cause more work for them. (Not intentionally, anyway.) More work means longer time between new releases for us, not to mention a price increase to compensate for the extra work and fewer product releases per year.

    By

    L'Adair L'Adair May 2016 in The Commons
  • Is there a way to isolate a single morph on G3f?

    You can also remove the influence of a loaded morph on a particaulr set of vertices within DS if you have already loaded the morph. That is also covered in Josh's video.

    By

    Richard Haseltine Richard Haseltine May 2016 in Technical Help (nuts n bolts)
  • Like To See The Eyebrows On Characters / Separate Eyebrows?
    What I've wondered is why the eyebrows aren't a separate zone any more. Victoria 4, I think, had a separate eyebrow zone. I'm not sure how often it was used, though. But it has happened in the past.

    Unfortunately, very few vendors used the V4 eyebrow zone, because every time they made a custom head morph they had to make a matching morph for the brow, and if it wasn't an exact fit you'd get poke-through, and with different facial expressions it was a lot of work.  It would probably be easier now with the Genesis figures because of autofollow, but it might still need custom matching morphs.

    Even if we're only talking about a zone for a different texture map?

    If you are talking about a separate zon on the face mesh, not a layer like a partial Geometry Shell, then no that wouldn't complicate morphing. However, if it was just a repeat of the UVs on the base face then it would be rather inefficient - you'd need to full size face textures loaded anytime you swapped the brows which would be a nuisance in Iray particualrly - and if you used a unique mapping for the brow area the character makers, faced with four seams to fix in the middle of the face, would hunt you down and slowly kill you.

    By

    Richard Haseltine Richard Haseltine May 2016 in The Commons
  • Usefulness of "Movie Sets"?

    Yah daz has a deforming tool that can be used to fix pokethru (also helpful from what i understand to get hair to fit under hats) to creating landscape type planes or deforming meshes to make them do all sorts of jacked up things and than actually save them as a morph. But like i said i am too dumb to figure out what to do or how to do it.

    Daniel

    By

    D.Robinson D.Robinson May 2016 in The Commons
  • Like To See The Eyebrows On Characters / Separate Eyebrows?
    What I've wondered is why the eyebrows aren't a separate zone any more. Victoria 4, I think, had a separate eyebrow zone. I'm not sure how often it was used, though. But it has happened in the past.

    Unfortunately, very few vendors used the V4 eyebrow zone, because every time they made a custom head morph they had to make a matching morph for the brow, and if it wasn't an exact fit you'd get poke-through, and with different facial expressions it was a lot of work.  It would probably be easier now with the Genesis figures because of autofollow, but it might still need custom matching morphs.

    Even if we're only talking about a zone for a different texture map?

    By

    L'Adair L'Adair May 2016 in The Commons
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