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  • AVI render, FPS

    I've been rendering out Small AVI's ( 480z270  16:9  ie: 1/4 1920x1080)  1000 frames each

    Issue #1:

    It appears that  if the file hits the ~4.28G limit, most other programs won't import or open it, and reports it as an invalid format.  Hence above why I've been rendering in 1K frame segments.  Likes those just fine @ ~380Mb each.  Is this an undocumented or specified limit of AVI's in general, or just the codec that DS uses to encode the uncompressed AVI? If that is the case, perhaps at some point the DEV's could look at other movie formats/codecs?

     

    Issue #2.  

    FPS in the scene is set to 60 FPS.  Math dictates that with 60 frames every 1000ms each frame duration is 16.67ms long.

    After exporting to AVI, when I import and read the file info in other software, or even just rClick the file, properties-details tab in windows,  It reports the Frame rate as 62.5.

    This, when using Mimic Live for mouth animation and Dubing, makes a near impossible task of matching up an already delayed animation that is now running at 2.5 frames per second faster, than the audio it was recorded with, and that I have to sync it up with. Additionaly the video editing software running at 59.97 fps, drops frames to match up the clip frame rate with the projects frame rate. 60fps to 59.97fps isn't so bad.  With clever cutaways, scene changes (clip changes) or even a still frame inserted to replace another can hide this. Basically it drops 1 frame every 100 frames. Droping frames to compensate for  2.53 frames per second means a min of 2 frames out of every 60 are gone, or 3 if it rounds up. This is harder to compensate for and means that every second of audio, there is 2 frames short somewhere and hence the audio and video are hard to sync up.

    How can I force the AVI to be written at the same frame rate the scene is setup with?

    EDIT

    Issue #3, I've noticed that the resulting avi, also has some spots (usually at the end) where it's just stuck on the same frame for a bit.

    ie:  my AVI clip 3  frames 2001 - 3000,  got stuck on frame 2147 it just repeated until frame 2211 when it returned to playing/recording properly.  A quick render of Still images for frames 2148 - 2210 and placed them as an overlay on top of the clip, problem resolved.  But it means I have to scan each AVI for these issues, and render out individual frames.

    ideas why this is occuring?

     

     

    By

    lorddayradon lorddayradon October 2022 in Technical Help (nuts n bolts)
  • Show us more of your 3Delight renders

    Barefoot Upto My Soul said:

    wsterdan said:

    I had an interesting accident last week with 3DL. I was just starting to set up some toon characters for OpenGL and 3DL -- my thoughts were to generate an animation usign OpenGL to test it (at about a second a frame for 1080p, it seems to be a great way to test a whole animation before rendering the final in 3DL). I was dropping a lot of the specularity to flatten things out a bit when DAZ Studio crashed (very, very rarely happens fo me, I think my 2012 iMac crashed a total of 11 times in 10 years, and seven of those crashes were due to the bug that crashes D|S if you hit command-R to do your renders). 

    When I opened my file back up, it was broken; 3DL renders were beautifully rendered in very flat colours; if I could get a simple black line around the geometry, I would buy a plug-in or package for this effect. Rendering it in OpenGL gave a very weird, oddly-highlighted effect. 

    For lighting, I was only using Omnifreaker UberEnvironment2; when the scene crashed, it broke the light. Deleting the light and adding it back in fixed everything, but now I want to find a way to break it again.

    If anyone has any suggestions on how to get this flattened effect again (preferably with an outline) I'd love to hear it.

     

    After rendering or screen shotting in DS, I would import the image into (I prefer After Effects) Photoshop or similar, or Final Cut Pro or Premiere or whatever editor you use. Add two layers to the image or movie you want to edit. The top layer is in menu, effects, find edges or something like that and lower the opacity. The layer below that, also in effects, menu, effects, choose how you want to paint it, desaturate it. Let me know if I am on the right track or if you have any questions.

    Thanks for the suggestion, much appreciated. I've done similar combinations, including running batched frames through Topaz Simply and Clean and I may do more of this in the future. For the flattened colour snapshot I showed, I have no idea how to get that again, but if I do, I won't "fix" the scene's lighting and follow through with your idea.

    By

    wsterdan wsterdan October 2022 in Art Studio
  • Show us more of your 3Delight renders
    wsterdan said:

    I had an interesting accident last week with 3DL. I was just starting to set up some toon characters for OpenGL and 3DL -- my thoughts were to generate an animation usign OpenGL to test it (at about a second a frame for 1080p, it seems to be a great way to test a whole animation before rendering the final in 3DL). I was dropping a lot of the specularity to flatten things out a bit when DAZ Studio crashed (very, very rarely happens fo me, I think my 2012 iMac crashed a total of 11 times in 10 years, and seven of those crashes were due to the bug that crashes D|S if you hit command-R to do your renders). 

    When I opened my file back up, it was broken; 3DL renders were beautifully rendered in very flat colours; if I could get a simple black line around the geometry, I would buy a plug-in or package for this effect. Rendering it in OpenGL gave a very weird, oddly-highlighted effect. 

    For lighting, I was only using Omnifreaker UberEnvironment2; when the scene crashed, it broke the light. Deleting the light and adding it back in fixed everything, but now I want to find a way to break it again.

    If anyone has any suggestions on how to get this flattened effect again (preferably with an outline) I'd love to hear it.

     

    After rendering or screen shotting in DS, I would import the image into (I prefer After Effects) Photoshop or similar, or Final Cut Pro or Premiere or whatever editor you use. Add two layers to the image or movie you want to edit. The top layer is in menu, effects, find edges or something like that and lower the opacity. The layer below that, also in effects, menu, effects, choose how you want to paint it, desaturate it. Let me know if I am on the right track or if you have any questions.

    By

    Barefoot Upto My Soul Barefoot Upto My Soul October 2022 in Art Studio
  • Feminine/male landmarks? Headsplit dFormer?

    The head split deformer has been around since G8, tucked away in the Developer Kit folder of the Content Library. (People > Genesis 8 Female or Genesis 8 Male > Developer Kit.) This is used to import your .OBJ shape onto G9 (or G8) with the help of Morph Loader Pro. (Edit > Figure > Morph Loader Pro). Attenuate by is where you right-click and select the deformer. The "Strength" is where you select the head or body. For head, you choose "1", for body, you choose "-1".

    Your morph is saved in Morphs > Morph Loader in the Parameters section. You can click on the gear in the corner to set its percentage. (I like 0% to 100%). You can also change the color of the dials or add your own icon there. Not sure if you consider the creation of dials "easy,"  based on what I've said so far, but it can be done. 

    However, this doesn't rig your shape. (I unfortunately don't know how to rig, so I use Zev0's Shape Rigger Plus. I will need to learn one of these days.)

    After you finish and are satisfied with your shape, delete the deformer. Then go to Save As > Support Asset > Morph Asset (track down in the branching where exactly you saved your morph.) You save it. Now, you make sure your figure is completely zeroed out. When this is done, you go back to Save As > Support Asset > Save Modified Assets.

    By

    MimicMolly MimicMolly October 2022 in The Commons
  • Genesis 9 Character Essentials

    IceCrMn said:

    I just had this show up in DIM for me.

    Haven't installed it yet, so don't know what's in it.

     Info from the Starter Essentials page.

    Resolved Issues

    • 2022-10-25 Updated:

      • Reduced shorts and shirt textures from 4k to 2k

      • Updated metadata

      • Fixed morphs on the shirt

      • Fixed a problem with Proportion Smaller Body Only

     

     

    Info from the starter Essentials Expansion page )Character Essentials name change)

    Resolved Issues

    • 2022-10-25 Product updated to account for the name change, Updated Compatibility base for eyebrows to allow for future product expansion

    By

    billyben_0077a25354 billyben_0077a25354 October 2022 in The Commons
  • Hierarchical Materials Presets and G9

    cridgit said:

    esha said:

    Hierarchical materials are extremely useful, but whether they can be used with converted clothing it depends very much on the way they are saved out.

    When you unfit and unparent the clothing from the figure and then save out the hierarchical mat (with the clothing item selected), the presets will always work, no matter which figure (if any) the clothing is parented to. All my sets that use hier. mats were saved that way, so with my products you won't run into this problem smiley

    If the issue really annoys you, you could re-save the materials the way I described, so they can be used universally.

    Thank you Esha. This is an excellent example of something that would eliminate customer friction if DAZ would provide some form of guideline to PAs when they invent something new. Otherwise the customer suffers if PAs don't know any better, or may not be as diligent as they shoudld be, or if on the very rare occasion a bug might slip through DAZ's watertight QA net.

    Other examples that come to mind where some form of guideline would have reduced customer friction are metadata,

    Meaning? Most emtadata isa dded in QA, not by the PAs.

    vanity folders,

    Those are a matter of taste, soem people are going to be unhappy whichever is done

    shortcuts to the PA's store page,

    meaning? You want, you don't want? Matter of taste either way

    hierarchical poses,

    I assuem not wanted by you, but that doesn't mean others don't want them.

    use of figure vs hip transforms when saving poses,

    Alreadya  QA requirement, but soemtimes they slip through

    exclusion of head morphs when saving expressions, not writing morphs to the default asset

    I don't know what you mean about writing morphs - are you meaning not saving witha  non-zero value? if so that shouldn't happen, but sometimes slips through

    and the list goes on ...

     

    By

    Richard Haseltine Richard Haseltine October 2022 in The Commons
  • Hierarchical Materials Presets and G9

    esha said:

    Hierarchical materials are extremely useful, but whether they can be used with converted clothing it depends very much on the way they are saved out.

    When you unfit and unparent the clothing from the figure and then save out the hierarchical mat (with the clothing item selected), the presets will always work, no matter which figure (if any) the clothing is parented to. All my sets that use hier. mats were saved that way, so with my products you won't run into this problem smiley

    If the issue really annoys you, you could re-save the materials the way I described, so they can be used universally.

    Thank you Esha. This is an excellent example of something that would eliminate customer friction if DAZ would provide some form of guideline to PAs when they invent something new. Otherwise the customer suffers if PAs don't know any better, or may not be as diligent as they shoudld be, or if on the very rare occasion a bug might slip through DAZ's watertight QA net.

    Other examples that come to mind where some form of guideline would have reduced customer friction are metadata, vanity folders, shortcuts to the PA's store page, hierarchical poses, use of figure vs hip transforms when saving poses, exclusion of head morphs when saving expressions, not writing morphs to the default asset and the list goes on ...

     

    By

    cridgit cridgit October 2022 in The Commons
  • Multiple objects/object groups not all importing into UE5 together

    I'm having trouble getting multiple objects or object groups (think a character holding a bag wearing sunglasses and hat along with her outfit or such a character but in a vehicle or a person mounted on a animal or even ROG large room) using Daz to unreal bridge it imports a few parts of the group but not others. I have resorted to exporting the object group into a single .obj reimporting the obj back into Daz and then using Daz to unreal bridge to import the obj into unreal which works 14-1/2 the time. Any suggestions on how to fix it or what I'm probably doing wrong?

    By

    milliethegreat milliethegreat October 2022 in Unreal Discussion
  • Genesis 9 clothing questions & answers

    Pancake said:

    jeylien said:

    (after having used transfer utility to fit the G9 G8m clone shape to an actual G8m and then dialing in the HFS Ultimate Shapes morphs for the alien and animal type legs, there were obvious distortions with some vertices between the toes not really matching up well enough to make the morph transfer over), but the everything else including hands, face, eyes, ears-- basically the other typical problem areas-- seems to work really well! So this isn't just useful for clothing, but also transfering morphs from G8. Which is going to enable me to start using G9 much much sooner now. I'm excited!!

    Apologies, where was the tool that allows the use of G8 morphs? I looked in the dev utilities and didn't see anything applicable after clicking around. Though it could be I have something incomplete as i've seen a few people on the forum talk about having partial downloads. 

     

    Sorry I didn't get back to you sooner, just noticing this now -- 
    There is no tool (yet, that I know of) that allows the use of G8 morphs on G9. However if you're familiar with the use of the Transfer Utility in Daz Studio, and if there's a clone shape in the figure you're wanting to transfer to (in this case G9) for the figure you're wanting to get the morph from (G8 male or female), there is a process you can try, and which is applicable to basically any generation of genesis figures if you have the respective clone shapes. SickleYield gave a good tutorial some years back, here: https://www.deviantart.com/sickleyield/journal/Tutorial-Transferring-Character-Morphs-G1G2G3G8-409437916 . 
    In short summary, what you have to do is: (1) load the figure you're wanting the shape to be on (again G9); (2) dial up the clone shape of the figure the morph is for (G8 m or f, this requires making hidden parameters visible in the parameters pane, and probably doing a search for "genesis 8"); (3) set figure to base resolution; (4) export as obj; (5) load the figure that has the morph you want (here G8); (6) import the obj of the other figure in the clone shape; (7) use the Transfer Utility to fit that obj to the source figure; (8) dial up the morph you want on the source figure, the fitted obj mesh should follow and display the shape too with varying levels of accuracy; (9) hide the source figure, export just the fitted obj mesh which should now have the morph shape from the source, export as new obj; (10) clear the scene, load your target figure (in this case G9); (11) use Morph Loader Pro to use the morphed obj from step9 to now create a morph for the target figure you want. If all goes well, you'll get a passable base-res version of the morph from the other figure, onto the figure you want. :)
     

    By

    jeylien jeylien October 2022 in The Commons
  • Diffeomorphic DAZ Importer version 1.6.0 released

    Padone said:

    If you use the mouth HD morph you have to export as HD, or disable mouth HD.

    I am a little confused about how to Import a character with HD morphs into Blender.

    Using your instructions (from the links below), I was able to export a non-HD character (base Genesis 8 Female) from Daz and Easy Import it into Blender.
    https://diffeomorphic.blogspot.com/p/export-from-daz-studio-version-16.html
    https://diffeomorphic.blogspot.com/p/import-into-blender-version-16.html

    Unfortunately, when I attempt to HD export a HD character from DAZ using your instructions (from the below link), I get a handful of errors when trying to use Easy Import in Blender.
    https://diffeomorphic.blogspot.com/2020/09/hd-meshes-and-geografts-revisited.html

    Loading D:\Blender Stuff\Comics\Characters\Lindsey\Nymph\Nymph.duf
    Parsing data
    Preprocessing...
    Fitting objects with dbz file...
    Highdef Genesis8Female 3 1048762
    Highdef Breastacular_A2_2453 3 155201
    Zero verts: Breastacular Shell
    Highdef GoldenPalace_2254 3 143185
    Zero verts: GoldenPalace_Shell
    Highdef Lower15_5656 1 15756
    Zero verts: Genesis8Female_Shell
    Highdef straight eyebrow 4_12720 1 34344
    Highdef LLF-DazStudioFemaleHair_758 2 336455
    Highdef UH Tree Horns_47982 1 182692
    Highdef AKSF_SDsleeves_9042 1 35920
    Highdef CopperwhirlSkirt 1 54192
    Highdef AKSF_SDoversleeves_25128 1 99792
    Highdef LuminoWings_11852 1 45244
    Building objects...
    Python: Traceback (most recent call last):
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\error.py", line 208, in execute
        self.run(context)
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\main.py", line 124, in run
        self.loadDazFile(filepath, context)
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\main.py", line 217, in loadDazFile
        asset.build(context)
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 84, in build
        self.tree.build()
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 354, in build
        self.buildLayer("")
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 448, in buildLayer
        self.buildBump()
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 580, in buildBump
        self.bumpval,self.bumptex = self.getColorTex("getChannelBump", "NONE", 0, False)
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 761, in getColorTex
        tex = self.addTexImageNode(channel, colorSpace, isMask)
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 1577, in addTexImageNode
        group.addTextureNodes(assets, maps, colorSpace, isMask)
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cgroup.py", line 1345, in addTextureNodes
        self.mixColor(map, texnode, outnode)
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cgroup.py", line 1386, in mixColor
        setFactor(map.transparency, texnode, "Alpha", mix)
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cgroup.py", line 1365, in setFactor
        self.links.new(node.outputs[0], mix.inputs[0])
    AttributeError: 'NoneType' object has no attribute 'outputs'
    
    location: C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\modules\bpy\ops.py:132
    Error: Python: Traceback (most recent call last):
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\error.py", line 208, in execute
        self.run(context)
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\main.py", line 124, in run
        self.loadDazFile(filepath, context)
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\main.py", line 217, in loadDazFile
        asset.build(context)
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 84, in build
        self.tree.build()
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 354, in build
        self.buildLayer("")
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 448, in buildLayer
        self.buildBump()
      File "C:\Users\joshd\AppDatPython: Traceback (most recent call last):
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\error.py", line 208, in execute
        self.run(context)
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\main.py", line 506, in run
        self.easyImport(context)
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\main.py", line 516, in easyImport
        bpy.ops.daz.import_daz(
      File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\modules\bpy\ops.py", line 132, in __call__
        ret = _op_call(self.idname_py(), None, kw)
    RuntimeError: Error: Python: Traceback (most recent call last):
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\error.py", line 208, in execute
        self.run(context)
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\main.py", line 124, in run
        self.loadDazFile(filepath, context)
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\main.py", line 217, in loadDazFile
        asset.build(context)
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 84, in build
        self.tree.build()
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 354, in build
        self.buildLayer("")
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 448, in buildLayer
        self.buildBump()
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 580, in buildBump
        self.bumpval,self.bumptex = self.getColorTex("getChannelBump", "NONE", 0, False)
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 761, in getColorTex
        tex = self.addTexImageNode(channel, colorSpace, isMask)
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 1577, in addTexImageNode
        group.addTextureNodes(assets, maps, colorSpace, isMask)
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cgroup.py", line 1345, in addTextureNodes
        self.mixColor(map, texnode, outnode)
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cgroup.py", line 1386, in mixColor
        setFactor(map.transparency, texnode, "Alpha", mix)
      File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cgroup.py", line 1365, in setFactor
        self.links.new(node.outputs[0], mix.inputs[0])
    AttributeError: 'NoneType' object has no attribute 'outputs'
    
    location: C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\modules\bpy\ops.py:132
    
    
    
    location: <unknown location>:-1

     

    By

    middlemonster_753a5ed4c8 middlemonster_753a5ed4c8 October 2022 in Blender Discussion
  • Hierarchical Materials Presets and G9

    If the metadata was applied then the content type tag at top-right of the thumbnail will show H. materials (or H. pose for a pose).

    By

    Richard Haseltine Richard Haseltine October 2022 in The Commons
  • Making Clones of G9 - Tutorial

    While waiting for answer, I went and made the G9 Clone for the G8M.

    So now we all know the answer, G8 Female ... okay. Or even better perhaps would be the G8.1 Female.

    So this tutorial will be covering both, one using export/import from Daz [no modeller required] and one using Hexagon.

    If using G8.1 - remember to remove the 'tears' as well.

    By

    Catherine3678ab Catherine3678ab October 2022 in Freebies
  • OBJ Companion

    It's not hard to import/export OBJ out of and into DAZ Studio no matter the 3rd party program that made the OBJ. Remember if you create the morph that if should keep polygon count the same at the various subD levels and should be exported back to DAZ at subD 0.

    The thing you are supposed to remember is to do all your importing / exporting at subD 0 and keep polygon counts the same. I think that product is just a UI that helps enforce that requirement by doing the switch to base level (subD 0) automatically and not exporting lashes or tears. Nothing else at all it does that I saw. It's just a simplified encapsulation of the existing import/export OBJ.  You don't need it though to import any OBJ from any program into DAZ Studio.

    By

    nonesuch00 nonesuch00 October 2022 in The Commons
  • Making Clones of G9 - Tutorial

    WIP  = work in progress  Now uploaded to Renderosity

    Intended project is to make clones OF G9 for the rest of the Genesis clan so they can wear G9's clothes too.

    Now, we do not all have expensive software that can skin one form to the other, I will be using what I have which is what everybody has or can have because it is Daz Studio. Where I use Hexagon, one can make use of exports out to other programs such as Blender or Zbrush, etc. No groups [clothing needs to be one piece] No geografts [because these either be or becoming morphs] And of course you will have to have the export/import sizing figured out before starting the project too.

    First decision is G8male or G8female to start with. Waiting on tombraider4ever for that decision.

    By

    Catherine3678ab Catherine3678ab October 2022 in Freebies
  • Can't load material on Mystique 2

    When trying to load materials on Mystique 2, I get an error "An error occured while reading the file, see the log file for more details". Appears to affect any of the items. I have the items and surfaces selected.
    LOG:

    2022-10-24 11:59:28.948 [INFO] :: Error loading asset: E:/3D Artwork/!Daz Library/People/Genesis 8 Female/Clothing/Fantasy/Outfits-Sets/Mystique 2/Materials/M2 Pantyhose 1L Taupe Lace Pattern Nylons.duf
    2022-10-24 11:59:28.948 [INFO] ::     Operation failed
    2022-10-24 11:59:29.018 [INFO] :: Unlocking viewport redraw...
    2022-10-24 11:59:29.018 [INFO] :: Viewport redraw unlocked.
    2022-10-24 12:01:51.304 [INFO] :: Prepare asset load (merge): /People/Genesis 8 Female/Clothing/Fantasy/Outfits-Sets/Mystique 2/Materials/M2 Pantyhose 1L Taupe Lace Pattern Nylons.duf
    2022-10-24 12:01:51.304 [INFO] :: Locking viewport redraw...
    2022-10-24 12:01:51.304 [INFO] :: Viewport redraw locked.
    2022-10-24 12:01:51.407 [INFO] :: Native format content directories: 1
    2022-10-24 12:01:51.407 [INFO] :: Poser format content directories: 1
    2022-10-24 12:01:51.407 [INFO] :: Other import format content directories: 0
    2022-10-24 12:01:51.407 [INFO] :: Begin asset load (merge): /People/Genesis 8 Female/Clothing/Fantasy/Outfits-Sets/Mystique 2/Materials/M2 Pantyhose 1L Taupe Lace Pattern Nylons.duf
    2022-10-24 12:01:51.418 [INFO] :: Determining missing assets...
    2022-10-24 12:01:51.441 [WARNING] :: Invalid hierarchy for selected node(s) and "preset_hierarchical_material" type; no root(s) found.
    2022-10-24 12:01:51.441 [INFO] :: Error loading asset: E:/3D Artwork/!Daz Library/People/Genesis 8 Female/Clothing/Fantasy/Outfits-Sets/Mystique 2/Materials/M2 Pantyhose 1L Taupe Lace Pattern Nylons.duf
    2022-10-24 12:01:51.441 [INFO] ::     Operation failed
    2022-10-24 12:01:51.512 [INFO] :: Unlocking viewport redraw...

     

    By

    Keiku Keiku October 2022 in Technical Help (nuts n bolts)
  • Can't create clones of and for g9

    Catherine3678ab said:

    tombraider4ever said:

    Catherine3678ab said:

    Really, all I did with Hexagon was use it as a method to get the object renamed and sent right back into D/S.

    You can just export the .obj [no groups] out of D/S, rename the file, import that back into D/S using Morph Loader Pro and make the morph. I like using Hexagon because it tends to be more dummy proof for me ;-)

     

    I just tried the tutorial, using G9 when it said G8 and the other way around and I can't proceed past one step as there is no hidden clone for G9 on G8, so this is not possible for me. If someone makes a tutorial for G9 clone to G8 for use G9 clothes on G8 I will try it, othewise I will have to hope that someone will sell such a clone at some point. I'm thinking of skipping G9 altogeter, try convert my character to G9 when it becomes possible just to test, but from what I see and hear, not sure if I remember correctly but I read she has less material zones, less bones in her face, and I see for myself people making artworks w spaghetti arms, weird elbow and wrist bending and I think to myself: in what world is this a step forward?? Not for me. So when the converter for characters G8 to G9, and skin converters come I will buy it and test, but most likely I will stay on G8.1 and buy all the stuff that will be released for converting G9 stuff, all kinds, to G8.1. And hope for a better G10 w proper backwards to G8.1 also compability. And a seperate female base. 

     Oh yes, that would be a problem -- so we shall one make one of those next. I need to make one for all of the Genesis clans.

    To make a clone for G8, follow the instructions for making a clothing item of G8 [base resolution, no geografts]. Save that [so it doesn't have to be done again]. HIDE G8, export out the clothing [it looks like default G8]. Load G9, dial in the clone for G8. Pose the legs for G8.  Import in that clothing .obj of G8, and make clothing of it for G9. "current shape" and "reverse deformations" ... hopefully it looks correct. Save the clothing. On G9, dial out G8's shape and return the pose to G9's default. HIDE everything except that G8 clothing ON G9 [should be looking like G9].  Export out that clothing of G8 looking like G9 as .obj NO groups.

    Hide everything, show G8 base resolution [thoughout all of this I keep all figures at base resolution]. Using Morph Loader Pro [under Edit] bring in the G8 clothing which looks like G9. Make the morph. Be sure it's a "clone" type morph. You can dial it in to be sure it looks correct, then dial it out and save it as a morph asset. Now you have a hidden clone for G9 on G8.

     

    Thank you so much for trying to help me again heartheart, I'm so grateful for that and I want it work so bad but it's too hard for me. I when you say follow the tutorial for making a clothing item of G8 I look at the tutorial you posted and I try to follow it at the same time as reading what you wrote here. You write the instructions well, the fault is mine for my low knowledge of Daz studio, the more technical stuff. I try to pose g9 as g8 and whe I do the clone I made moves with it. I hide it and unhide when finished posing the legs, save, load and when fitted the G8 to G9 the legs of the clone jumps sideways lol. So I am making a big misstake somewhere in this. I have followed tutorials before and made clones for G8 of G3 and G2 so I always use those I made instead of the normal ones. The problem is I think that I need a tutorial for the correct figures, instructions w picks like you had but for the way I want - G9 clone on G8 to use g9 outfits on G8. I loose my way when it's not the correct names, and some of what you wrote I can't find, like the reverse deformation, was that supposed to be in the transfer thing? I was not able to find it, I use 4.15, maybe they changed the names for that option in later Daz versions?. So once again; Thank you so much for your amazing patience with my questions, so very kind of you, I really appreciate it heartsmiley . But the only thing that could work for me I think is a tutorial w pictures for the clone I need, the converting of G9 clothes to G8, or a bought clone, but that seams to take time to be avaliable to purchase. You wrote very good instructions, the fault is with me, with my low experience w the very techincal side of Daz studio. 

    By

    tombraider4ever tombraider4ever October 2022 in Technical Help (nuts n bolts)
  • Edit rigged clothes in Blender --> then bring back into Daz?

    Padone said:

    You can use morph loader as usual. Other than that you can try fbx but may not work fine.

    Thanks for the suggestion. Do you mean export to FBX or .OBJ, then import to Daz and use morph loader?

    By

    Ulysses Heart Ulysses Heart October 2022 in Blender Discussion
  • OBJ Companion

    Any more info on this product?  It states mostly that it will export and import from Blender correctly but what about other modeling packages?  Like is there a list of supported exports to softwares beside Blender?  Just curious!  

    https://www.daz3d.com/obj-companion

    By

    RAMWolff RAMWolff October 2022 in The Commons
  • Can't create clones of and for g9

    tombraider4ever said:

    Catherine3678ab said:

    Really, all I did with Hexagon was use it as a method to get the object renamed and sent right back into D/S.

    You can just export the .obj [no groups] out of D/S, rename the file, import that back into D/S using Morph Loader Pro and make the morph. I like using Hexagon because it tends to be more dummy proof for me ;-)

     

    I just tried the tutorial, using G9 when it said G8 and the other way around and I can't proceed past one step as there is no hidden clone for G9 on G8, so this is not possible for me. If someone makes a tutorial for G9 clone to G8 for use G9 clothes on G8 I will try it, othewise I will have to hope that someone will sell such a clone at some point. I'm thinking of skipping G9 altogeter, try convert my character to G9 when it becomes possible just to test, but from what I see and hear, not sure if I remember correctly but I read she has less material zones, less bones in her face, and I see for myself people making artworks w spaghetti arms, weird elbow and wrist bending and I think to myself: in what world is this a step forward?? Not for me. So when the converter for characters G8 to G9, and skin converters come I will buy it and test, but most likely I will stay on G8.1 and buy all the stuff that will be released for converting G9 stuff, all kinds, to G8.1. And hope for a better G10 w proper backwards to G8.1 also compability. And a seperate female base. 

     Oh yes, that would be a problem -- so we shall one make one of those next. I need to make one for all of the Genesis clans.

    To make a clone for G8, follow the instructions for making a clothing item of G8 [base resolution, no geografts]. Save that [so it doesn't have to be done again]. HIDE G8, export out the clothing [it looks like default G8]. Load G9, dial in the clone for G8. Pose the legs for G8.  Import in that clothing .obj of G8, and make clothing of it for G9. "current shape" and "reverse deformations" ... hopefully it looks correct. Save the clothing. On G9, dial out G8's shape and return the pose to G9's default. HIDE everything except that G8 clothing ON G9 [should be looking like G9].  Export out that clothing of G8 looking like G9 as .obj NO groups.

    Hide everything, show G8 base resolution [thoughout all of this I keep all figures at base resolution]. Using Morph Loader Pro [under Edit] bring in the G8 clothing which looks like G9. Make the morph. Be sure it's a "clone" type morph. You can dial it in to be sure it looks correct, then dial it out and save it as a morph asset. Now you have a hidden clone for G9 on G8.

     

    By

    Catherine3678ab Catherine3678ab October 2022 in Technical Help (nuts n bolts)
  • Genesis 9 clothing questions & answers

    What I would do in this case (there are other ways for sure but this would be my workflow)  - dial up the G8 clone on G9, load the dress but don't fit the dress to a figure, just have it in the same space as your G9 with the G8 clone dialed so you can see where the legs are.

    Select the thighs on the dress, move them inwards and turn on smoothing to get rid of any crunching. Export that as a base res obj.

    Then follow the steps in the video using G9 with G8 Female as your base, import the dress obj, use the transfer utility with dress loose template - dial up the base G9 and turn on smoothing, then export that.

    Now you can import the dress onto the base G9 and use transfer utility for the loose dress again.

    So basically following the steps above will take your G8 dress, fix the legs, then take the G8 Female shape down to G9 base and then using the template you will get the best fit :)

    By

    Mada Mada October 2022 in The Commons
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