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Merchant Resources and Derivatives
Cris Palomino said:
If the intention is to share, it has to be the type of file that requires the user to have the files needed to load the file on their computer. In that case the file you provide becomes like a recipe for the user having all the same ingredients you used. So they'd need the base you're using plus any of the shape files (whether they are ones that come with the base or they have purchased the same morphs as you used). If you create your own morphs from scratch on the base in ZBrush, then they just need to have those morphs. If for instance, you create the figure by loading a character first, like Michael, then they would also need to own that character. Morph merchant resources would also, in most instances, require that the user have purchased those morphs. Read the eula for the MR for what requirements to which you must adhere for sharing or sale. Some MR's, for instance, prohibit the use of their morphs in free characters.
Thanks, this clears up some for me. I have read the agreements for the MR's I picked up, and am good with those. :)
So exporting a base into an external program to work with would be the way for me to go to ensure I'm not using anyone else's works. I wasn't even sure if I was allowed to use the starter essential base or not since it's a Daz3d creation. This is all a ways off for me anyway, but it's good to know for planning.
Merchant Resources and DerivativesIf the intention is to share, it has to be the type of file that requires the user to have the files needed to load the file on their computer. In that case the file you provide becomes like a recipe for the user having all the same ingredients you used. So they'd need the base you're using plus any of the shape files (whether they are ones that come with the base or they have purchased the same morphs as you used). If you create your own morphs from scratch on the base in ZBrush, then they just need to have those morphs. If for instance, you create the figure by loading a character first, like Michael, then they would also need to own that character. Morph merchant resources would also, in most instances, require that the user have purchased those morphs. Read the eula for the MR for what requirements to which you must adhere for sharing or sale. Some MR's, for instance, prohibit the use of their morphs in free characters.
Merchant Resources and DerivativesI've been picking up some merchant resources here lately in the hopes I can produce a few completely unique characters of my own, had a bit of a dumb question.
If I start with a Genesis 8 (or 9 I guess), base character from starter essentials, head over to shaping and start combining lots of sliders until I find a good unique look, and then combine all those morphs to be a single morph.. is that considered a derivative work? If so, what are the sliders I am supposed to use to make unique characters that I could give to friends, or maybe one day if I ever get good enough at it to sell?
I've seen zbrush mentioned a few times, am I not supposed to be using any of the sliders in Daz Studio at all and supposed to say export a base character into something like Blender? Zbrush isn't an option for offline systems, and haven't been able to find a good alternative yet. I'm not ready to make anything yet, still in the process of gathering information and research. :)
Any guides or resources to go over would be great if someone has a few links as I'd really like to go about it the right way, and so I can better understand the do's and don'ts.
Star Trek Builders Unite 8: THE REBOOTTimbales: You can lower the morph strength to get a passable set of lobes for female ferengi, just remember to mix in a solid female face morph as well.
Star Trek Builders Unite 8: THE REBOOTThe Ferengi morph is nice. I don't see a female morph with smaller lobes, though.FanArt rendersArtini said:
The recent addtions to the Daz 3D store are excellent, so I could not resist to post a fan art render...

Let's see a Face Transfer 2 version.
You knew I was going to say it.
Star Wars Renders 2013 +Had a crack at making live-action Sabine. Custom morph and textures by me with a kitbashed outfit:
Star Trek Builders Unite 8: THE REBOOTYeah, selling what we've been known to have available as free fanart stuff doesn't sit well with me either however I did buy the set. I read something long time ago now it seems and have great faith in the overall system of what comes around goes around. Aside from a rather carefully worded letter from the SW lawyer {I ask dumb questions, they don't like fan art apparently} I've never seen a company [not that I've looked much] be as oh, well you saw "Khan" in the movie, as Paramount. I've also noticed over the years that Klingon stuff tends to be more vigilantly guarded than the rest of the ST stuff. [eta: I have no idea how they're handling these newish types of licenses]
Last I checked, when publishing ST fanart -- keep it free, keep it family friendly, in line with the accepted concepts for the show, and tack on those copyright/trademark notices.
Concerning the wrinkles in certain outfits, while I've haven't ironed them yet, shouldn't be a huge problem to address that matter.
Kudos to whoever on the Ferengi head morph! I bought the whole set when I saw that they are HD which we can't do anyhow.
HEAT plugin - animations start always from the center of the gridIf so, I would say the animations from HEAT were wrongly made or saved for DS... Values of Transforms should've been on Hip node rather than root node of Genesis figure. It'll bring trouble to the users.
Animation products from Daz store don't have such an issue. PAs are not allowed to set Transforms values on figure's root node when making Pose or Animation products. Wrong settings cannot pass QA...
An alternative we handle this sort of issue: Transfer the values from root node to Hip node by using Body 2 Hip script in this awesome product from 3D Universe - https://www.daz3d.com/daz-studio-animation-tools--set-1 Then delete the keyframes on Transforms of root node...Then you can freely move the figure to anywhere.
Let's appreciate/discuss today's new releases - ongoing threadHylas said:
https://www.daz3d.com/leather-romper-outfit-for-genesis-9
Admittedly I only got this to unlock some other discounts. But now that I have it I want to point out something.
This item is designed for the feminine shape, and I don't expect every G9 garment to be unisex. But this particular item could have been unisex with just a little more thought, and it's such a missed opportunity.
...The funny thing is, I think they intended it to be unisex, because it comes with fit morph for many male characters, as well as female ones.
- Dain 9
- Genghis Khan 9
- Ivar 9
- Julius 9
- Lawrence 9
- Michael 9
- Nathan 9
- Nikolai 9
- Thimor 9
- Wang 9
- Zack 9
I too immediately put it on a male - Walter. It's not very flattering on Walter with his slump and protruding belly in this pose. The garment looks well made and didn't distort badly.
I didn't discover the texturing issues, though. That's a shame.(Coming Soon) PoliceArtist submitted to DAZ, see preview (Commercial)barbult said:
lilweep said:
suggestion: why dont you load all the morphs, then save them as properly labelled morph assets instead of making customers do that tedious task?
Work smarter not harder...?
(And making sure they are ERC linked to adjusted rigging of course)
I think your suggestion is a requirement. Why should each user have to do all this when the PA could do it once! It is unrealistic to expect a casual user to even know how to use Morph Loader Pro, Adjust Rigging to Shape, and ERC Freeze, especially with Genesis 9 and its separate eye mesh. I didn't even see ERC Freeze mentioned. I also didn't see any eye movement demonstrated or any poses applied. I could have missed it as I skimmed through the video. I hope customers understand that what they are purchasing is NOT a ready to use morph package.
As and end user, if this was not explicitly called out, and I bought it, I would be upset and return it. The others are also correct, as a general user, I wouldn't know how to do all this, nor would I have the time. Additionally, can this we used as a merchant resource, so a character creator could use bits and pieces to create a custom character?
My Request to HairStudioI love HairStudio Hair.
Very realistic, super high quality and almost perfect, but:
Please, include more Morph Targets and please make it DForce.Seeking Help with Daz Riggingcrosswind said:
Ah... I would say rigging / skeleton system of Genesis figures are a bit unique. You can make or import any stand-alone figures with rigging / bone system of their own, e.g. Mr. Bobble, a rigged character from Blender or other software with FBX format.
You can search on youtube, there're lots of tutorials related to this topic.
An alternative, wrap other stand-alone character with Genesis figure by using FaceForm Wrap software. In that way, you don't have to rig anything, just bring the wrapped morph back to Genesis figure in DS. Then you can use all Daz assets on them.
These are great suggestions. Thank you for your help. I appreciate it.
The Bear Clan for G9 [commercial]Hibernation is over, the Bear Clan Awakens
https://www.daz3d.com/bear-clan-for-genesis-9
If you go into the woods today, you're sure of a big surprise... the Bear Clan is back again.
These brawny bruins are powerful warriors, ready to bring some wildlife to your renders!
This set was designed with ultra-realistic PBR skin skin techniques. The high-definition morphs, dForce Fur, and High-Quality textures really bring this character to life for your renders.
What's Included and Features
- Bear Clan for Genesis 9: (.DUF)
- Bear Clan Character Preset
- Four Bear Clan Shaping Presets (two male and two female)
- Bear Clan Snout Length Morph
- One dForce Fur Attachment
- Material Options:
- Four Full Skin Mats with Anatomical Elements
- Five Eye Material Presets



Bridged morph controller not working with character solverI don't think I ever got it to work with Auto-IK as well. My workflow at the time was to bridge a character over, use a Cascadeur animation to drive the character via the Solver tag, but exclude all the head joints from the Character Definition so that they didn't conflict with the Morph Controller. I don't remember if I even figured out how to use the Character Definition and Solver to drive an Auto-IKed figure, but it wasn't a priority for me.
Product identity neededRichard Haseltine said:
If they have a forum presence you can try PMing them, but it is better to open a support ticket, so that suppot can contact them once if they don't already have the information.
However, in my opinion, it's not worth your time.
Last time I contacted support with a question like this, I was asking what morph was associated with the teen skin for Angela 9 (and I'd say it's a fairly reasonable request that when the product is half a character to ask what the other half of what you see in the promos is), but was rather bluntly told the information was not available.
Now, I should say I do appreciate that the CS team do have to make decisions about what requests actually merit being passed on - their agreement with vendors to act as the front line when it comes to support requests does require that. And I'm guessing that this probably means they're unlikely to pass on any queries or issues that don't actually directly relate to the product in question. Given that a lot of artists would have to take the time to look up their character formulae, a lot of combinations are not practical to share (a character may be made out of many different product packages, or involve customisation that cannot legally be shared) and a lot of artists deliberately seek to use customised characters to develop their own visual trademark and thus wouldn't share the recipes anyway, I can understand why it would be a request that the CS team would by default shoot down.
I'm generally philosophical about this though; the Angela Teen stuff was the first time I'd queried this in a long time, because I realise I already have access to more characters than I will possibly ever use, and have the potential to mix my own that can then be unique to me.
G8F default shape has changed and I don't know how to reset itTo fix any ill-behaving (non-zero default value) morphs, do as follows;
1. Open DS and load "Genesis 8 Basic Female" (to an empty scene)
2. Right Click at Parameters Tab->Preferences->Choose "Show Hidden Properties" (part 3 zeroes only 'visible' dials)
3. Right Click at Parameters Tab->Zero->Zero Figure (Zeroes the value of all the 'visible' dials)
4. Right Click at Parameters Tab->Memorize->Memorize Figure (Sets the current value of all the dials as their default value)
5. Edit->Save As->Support Asset->Save Modified Assets (Writes the changed default value to the morph files that were changed)When saving "Modified Assets" DS shows a dialog and asks for confirmation;
"The following file(s) will be permanently modified:" - "Accept/Cancel" - Choose "Accept"Announcing: Daz Deals Browser Add-on IIPaperMoon said:
I emailed: info at bigbluehatcom today, but very recently discovered this forum to address some issues I'm having.
I have used the Daz Deals Pro extension since March 2022. It was updated on March 7, 2024 and my membership has been extended to March 2025.However, it no longer works in Daz3d, plus I have not received any email at all from Daz Deals Pro.
About a month ago, I had to change my Daz3d email. That worked out fine for me, but my Daz Deals Pro never made the change from the old email address to the new email address. This has been an ongoing headache because my old email address will soon be discontinued through my ISP.
I filed a ticket with Daz ZenDesk, but no response yet, in nearly two weeks.
It all worked perfectly before I changed my email address.
In a private message (or email) please send me your old address and your new address. I'll check what's going on and where the process could be stuck. A change of email address is complex: you need to register your new address in the addon, and you need to transfer your addon subscription to the new address.
Daz closing for no reason (not crashing)jodhan322 said:
My techie ability far exceeds my ambition to make renders. I don't know what those things mean:
increasing their virtual memory (All my drives have lot of free memeory) [I looked this up online, and did the recomended change]
"disabling all non-daz plugins" I didn't realize I had any non daz plugins. I don't use Daz Central, or whatever the new thing is that's replacing it. I just update my meta datas, then install. I do use Hexagon when I'm creating a morph, but I don't if that's a daz or non daz plug in.
Hi. :)
It's possible you don't have any non-daz plugins. In Studio, at the top on the menubar you can go to Help -> About Installed Plugins to view a list of what plugins are currently installed. Quite a few plugins ship by default with the Daz Studio application, so there should be some in there. But those would be considered daz plugins, in other words, the plugins that came preinstalled with Daz Studio are generally considered safe, but third party plugins can also be installed and those could have negative effects on Daz (such as crashing etc). When trying to figure out a solution to a problem like this, it's always a good idea to start from just the base application, and slowly reintroduce plugins back into the application so you can try to narrow down which one, if one at all, is contributing to the problem.
As far as the confusion about Virtual Memory goes, the operating system (typically Windows, and is in this case), uses several different kinds. Virtual Memory, Random Access Memory (RAM), and Video Memory (VRAM). These memory types differ from hard drive disk storage space, as your hard drive is a place to permanently store data and memory is considered a place for temporary data. Memory is usually "flushed" (cleared), with every reboot.
Virtual Memory in particular uses the hard drive disk to create extra space for Windows to store stuff temporarily, and the end-user (you), can manually set the amount of disk space Windows is allowed to use in Advanced System Settings in Windows. (Open Run and type Advanced System Settings). The place to set it is under the Advanced tab, in the Performance box, click Settings. I would advise against changing the values in there though if you do not know what they mean or what they do as you can cause wide scale issues all across Windows in certain scenerios. I think it's a little prudent to mention that the user who reported that as fixing his issue with the error you're facing is the only person who said that worked out of many other people who are facing the same issue as you, at least, at the time I posted my comment in regard to Virtual Memory.
nvAPI is nVidia's GPU API, I'm guessing you're seeing that because Studio is failing to communicate properly with it because of the other error. But that's just my best guess.
Felton the PuppetBefore I saw SapphireBlue's comment, I installed a free "transgender" G8 morph (https://www.deviantart.com/agentunawares/art/Transgender-Genesis-8-723851486) and created this scene for possible use in an animation project of mine.















