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Having trouble overwriting this third party morph
mmdestiny said:
Richard Haseltine said:
Why not use the Modified Assets comand? Modifier Asset is aving a new morph. However, it may that it is overwriting but your morph has the duplicates - did you use ERC Bake to turn the links into raw values before adjusting and refreezing?
I think that's it, I forgot ERC Bake.
As for which save command, I've never had trouble with Modifier Asset before and I don't think Modified was available when I learned saving assets so if it ain't broke ¯\_(ツ)_/¯
Save Modified Assets.. has been long standing there for probably 15+ years ? It's just more convenient and safer for modifying existing modifiers.
Having trouble overwriting this third party morphRichard Haseltine said:
Why not use the Modified Assets comand? Modifier Asset is aving a new morph. However, it may that it is overwriting but your morph has the duplicates - did you use ERC Bake to turn the links into raw values before adjusting and refreezing?
I think that's it, I forgot ERC Bake.
As for which save command, I've never had trouble with Modifier Asset before and I don't think Modified was available when I learned saving assets so if it ain't broke ¯\_(ツ)_/¯
Having trouble overwriting this third party morphWhy not use the Modified Assets comand? Modifier Asset is aving a new morph. However, it may that it is overwriting but your morph has the duplicates - did you use ERC Bake to turn the links into raw values before adjusting and refreezing?
Having trouble overwriting this third party morphHey folks, maybe I'm just having a supreme brain fart here, but this has me befuddled.
I got a third party character morph that had some jacked up bones in the extremities. Not up to my standards, so I fixed them myself. ERC Froze, then went to save as> modifier asset.
I have all assets from this source in its own library. I select the library, set vendor to the vendor, and when I click the product drop down, the entries in the list end one step too early. Example: the location in the list is Library\Data\DAZ 3D\Genesis 8\Female\Morphs\Vendor\Product Folder, but the morph to be overwritten is in Library\Data\DAZ 3D\Genesis 8\Female\Morphs\Vendor\Folder\SubfolderOk, I think to myself, I'll select Folder, and type "/Subfolder" after it. Save. File in the subfolder is overwritten as expected. But on reload I get dupe formula errors. I check the log and the Previous: and Duplicates: are all identical...Not sure what I did wrong.
Petipet's Sci Fi Hangars and DiffeoConsole from import. I did add "--verbose 3" to the desktop shortcut.
-------------------------------------------------
Loading C:\Users\bryon\Documents\DAZ Studio\Scenes\Blender\Polaris-Hangar-Base-01.duf
Parsing data
Fitting objects with dbz file...
Preprocessing...
Building objects...
Ignore <Instance Tonemapper%20Options-1 L:Tonemapper Options 0 N: Tonemapper Options P: None R: None>
Ignore <Instance Environment%20Options-1 L:Environment Options 0 N: Environment Options P: None R: None>
File "C:\Users\bryon\Documents\DAZ Studio\Scenes\Blender\Polaris-Hangar-Base-01.duf" loaded in 27.121 seconds
Draw environment 0
Draw Dome turned off
Cycles Settings:
transparent_max_bounces: 8 < 32
Render Settings:
hair_type: STRAND != STRIP
Eevee Settings:
use_raytracing: False != True
resolution_scale: 2 != 1
Info: Import DAZ Manually finished
Transfer to clothes
Transfer to face meshes
Info: Eliminate Empties finished
Transfer from PTSPH Frame01 Mesh to HD meshes
Merge materials
Info: Merge Materials finished
Transfer to clothes
Transfer to face meshes
Make all bones posable
Make All Bones Posable completed in 0.1 seconds
Info: Make All Bones Posable finished
Transfer to clothes
Transfer to face meshes
Transfer to clothes
Transfer to face meshes
Transfer to clothes
Transfer to face meshes
Transfer to clothes
Transfer to face meshes
Transfer to clothes
Transfer to face meshes
Transfer to clothes
Transfer to face meshes
Info: Eliminate Empties finished
Transfer from PTSPH Gate2 Mesh to HD meshes
Merge materials
Info: Merge Materials finished
Transfer to clothes
Transfer to face meshes
Make all bones posable
Make All Bones Posable completed in 0.1 seconds
Info: Make All Bones Posable finished
Info: Eliminate Empties finished
Transfer from PTSPH Gate1 Mesh to HD meshes
Merge materials
Info: Merge Materials finished
Transfer to clothes
Transfer to face meshes
Make all bones posable
Make All Bones Posable completed in 0.1 seconds
Info: Make All Bones Posable finished
File C:\Users\bryon\Documents\DAZ Studio\Scenes\Blender\Polaris-Hangar-Base-01.duf loaded in 29.290 seconds'Duplicate Formulas Found' - Message Appears After Loading Every Character - Windows & MacSteve_S said:
What is the best method to transfer that file
that is inside of the Daz Install Manager app
& get it into the notepad++ editor to edit it?Just install it via DIM.
It's not a compressed file, so you'll just need to right click and select "Edit with Notepad++" in windows.
The default path is C:\Users\Public\Documents\My Daz 3D Library\Data\Daz 3d\Genesis 9\Base\Morphs\VOOTW\VO Hyman.
You can go through explorer manually for the file or use the three dots to the right of the content listing in DIM under the Installed tab. In the Installed tab's menu, you select "Show installed Files", which will open a file list and you can click on the particular file to open an explorer window.
There's Always Another Sale Thread -- Discussions Only Pt 5Torquinox said:
@FrankTheTank it's only low compared to how high it's been. Keep in mind, the price hike did not bring an increase in benefits and historically, we've been able to get a year of Daz+ for $35 or less. Now we're all like, $52! What a bargain! Still not really a bargain, if you ask me.
The only real new benefit is the advent of the outlet store, and you need a membership to get the best pricing there. Also, there are times when it makes sense to take a month of Premier and the membership system doesn't really accommodate that when you have an annual D+ sub.
yeah, I remember those days. I think I had a few years actually down to like $18 a year when paid for with discounted Gift Cards and buying several years at at a time. Still in current times its a good deal, as you point out it's the only way to get the best discounts on the Outlet and Quick Grab stores and that may be the only real benefit right now, but it is a huge benefit imo.
I did take one month of Premier back during March Madness, just to get the freebie morph packages for G9 and to test out G9. But I was left unimpessed, and so for me I see no reason to ever get Premier again after that 1 month trial. I have no plans to use G9 ever again and DS 2025 Premier is probably never gonna work out for me since I use a lot of plugins that only work for DS 4x and some of those will never get updated since the PAs have passed on.
So for me Daz+ is good enough. The only real benefit I see for Premier is the $5 token stacking, but the best deals for me have always been the unexpected glitches where having those tokens are usually meaningless. I have 6 tokens right now that will probably expire before I use them. They just never seem to work out as expected, they just add sales pressure on me to use them before they expire. Now if they could be used on Outlet and QuickGrab that would be another story, but until that happens I don't really care about tokens anymore.
'Duplicate Formulas Found' - Message Appears After Loading Every Character - Windows & MacWhat is the best method to transfer that file
that is inside of the Daz Install Manager app
& get it into the notepad++ editor to edit it?
Vo Hyman_figure_ctrl_Proportions.dsf
When I open Notepad++, I'm not able to
locate that file through the file / open menu.dforce settings for bikini straps to allow stretching without thinningHow about using a dForm, or other mesh manipulator, to create a pre-stretch morph that does what you want (lengthen, I assume, without thining) and then let dForce handle the tightening up with a lesser degree of stretch, that may not narrow them as much?
Over-saturated texturesbackground said:
lilweep said:
Anyway, the actual question that should be answered: would daz studio benefit from adding standard lighting and color reference for vendors and users to calibrate skin shaders against
answer: yes
I think that falls into a similar category as: would daz studio benefit from adding a standard colour code for morph parameter dials ( eg expressions, correctives, etc etc ) yes, but "If i wanted to get there, I wouldn't start from here".
I mean, i dont see your point about making an equivalence between those things. Having calibration standards allows all vendors and users to work to a common setting and eliminates guess work and variation in look development, and makes render results for products more reproducible.
You are not rendering out parameter dials, so it's not like that has any actual consequences (And they do have some conventions for parameter dials (for hidden properties they do anyway))Over-saturated textureslilweep said:
Anyway, the actual question that should be answered: would daz studio benefit from adding standard lighting and color reference for vendors and users to calibrate skin shaders against
answer: yes
I think that falls into a similar category as: would daz studio benefit from adding a standard colour code for morph parameter dials ( eg expressions, correctives, etc etc ) yes, but "If i wanted to get there, I wouldn't start from here".
Change how much an item of clothing stretchesAnonymous Poster said:
Ahh okay so what your saying is the model's skin mesh is what drives the stretching, its not a property of the actual clothes?
Thanks!
Yep, more or less ~~ As I mentioned above, joint rotations and morph changes drive the mesh stretching on the conformed wearables (with skin bindings...)
This issue also happens to Genesis figures per se... you also can find skin textures stretching on those areas ~~
[Released] Bone Minion Batch Converter for Genesis 9 Poses [Commercial]wsterdan said:
Feel free to visualize me doing a face palm. I bought the wrong one.
So, will another of your batch converters work? I have the V4-to-Genesis 9 converter and it works fine, but I'd much prefer a batch transfer mechanism.
I haven't released the batch converter for V4/M4 yet. The Genesis version should be released next month and then the V4/M4 version after that.
[Solved for G9] Strandbased Very Short Pixie hair not following the head of some charactersAn update was recently made available for these hairs and after installing it then loading the hairs on Genesis 9 with the morph I created for Hanako removed, everything worked perfectly.
I didn't open a ticket, maybe someone did, maybe Outoftouch saw this discussion, regardless of the cause, thank you very much, Outoftouch, for fixing it
'Duplicate Formulas Found' - Message Appears After Loading Every Character - Windows & MacUPDATE 10/12/2025 - 07:00 PM PACIFIC TIME
Now I'm getting down to the minutia.The Ava figure (base model) does not cause any conflicts.
However the Ava HD figure does cause that
error message to appear during the loading process.
To be clear, despite the error message appearance
in all cases, figures eventually load.
My concern is the figures loading after the error message,
are ones that are going to have issues with some of the morph features.[Released] Bone Minion Batch Converter for Genesis 9 Poses [Commercial]Feel free to visualize me doing a face palm. I bought the wrong one.
So, will another of your batch converters work? I have the V4-to-Genesis 9 converter and it works fine, but I'd much prefer a batch transfer mechanism.
[Released] Bone Minion Batch Converter for Genesis 9 Poses [Commercial]wsterdan said:
I'm a little lost with how this should be working and was wondering if you could walk me through what I'm doing wrong.
First, I purchased and installed:
https://www.daz3d.com/bone-minion-batch-converter-for-genesis-9-posesand
https://www.daz3d.com/bone-minion-for-generation-4-poses-for-genesis-9
I load a G9 character, apply the V4.2 Bone Minion and applying V4 poses individually works correctly, but when I attempt to use the batch converter I'm stopped. I get a "V4.2 is not a heavyweight Bone Minion".
I use the "Bone Minion - Create Heavyweight Bone Minion" option but I still get "V4.2 is not a heavyweight Bone Minion" anyway.
I'm running on a MacBook Pro M4Pro. As above, the Bone Minion works perfectly individually, it's only the Batch Converter that's giving me grief.
This product is to transfer "for Genesis 9 Poses" to other generations. You should be loading a V4.2 figure, adding a G9 Heavyweight Bone Minion to convert G9 poses to use with V4.2
'Duplicate Formulas Found' - Message Appears After Loading Every Character - Windows & Maciqoniqmind said:
I get this message too ... but does it really matter? I've never noticed it actually causing issues.
It means one of the pairs of links will not be set up, so if you use that morph then some or all of its correctives will not be applied - indeed, if it is linking Name FBM to name head and Name Body then the main character slider will do nothing. Not to mention that it means there is a name clash, which will cause other issues (especially where it involves a main morph).
Figure creation: When adding a bone the surface disappersRichard Haseltine said:
Adding a new polygon (to patch the hole) is chnaging the polygon count and so it will cause a failure to load the UV set - though I would think Blender would preserve the UVs and so send them over with the new mesh. You could always uses the Transfer Utility to rig the patched mesh from the original, rather than trying to use the Update Base Geometry feature, and that way you could also transfer the morphs.
I can't really tell what is happening with the bone seelction group causing you to lose the surface (surface group or the actual geoemtry - the pictures imply the latter). If you have the Geometry Editor active and look at the lists in Tool Settings is the mesh still listed as complete?
Thanks for the reply! Good suggestion, with the transfer utility -I will give it a try and see if this will fix my problem with the disapperaering surfaces. And yes, the Face groups as well as the surfaces are still there, just not visible. I could even continue with adding new bones (but of cause without seeing the geometrie that would be pointless).
By the way, DAZ Studio is a great software. -The problem is caused by me..
I've tried different draw styles and reapplies the skin material, but to no avail.
Figure creation: When adding a bone the surface disappersAdding a new polygon (to patch the hole) is chnaging the polygon count and so it will cause a failure to load the UV set - though I would think Blender would preserve the UVs and so send them over with the new mesh. You could always uses the Transfer Utility to rig the patched mesh from the original, rather than trying to use the Update Base Geometry feature, and that way you could also transfer the morphs.
I can't really tell what is happening with the bone seelction group causing you to lose the surface (surface group or the actual geoemtry - the pictures imply the latter). If you have the Geometry Editor active and look at the lists in Tool Settings is the mesh still listed as complete?









