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Daz Studio Pro BETA - version 4.22.0.15! (*UPDATED*)
I can confirm that the latest Daz Studio beta (4.22.0.12) has fixed the issue introduced in 4.22.0.10
when Daz Studio beta has crashed when trying to save characters created with Face Transfer 2.
Thanks a lot for fixing the issue.
Face Transfer 2Ok, I have installed the latest Daz Studio beta (4.22.0.12)

and can confirm that it works with saving characters made with Face Transfer 2.
Below is a happy Genesis 9 character created with it
and with the hair from: https://www.daz3d.com/genghis-hair-for-genesis-9
Thanks for fixing the issue.
Daz Studio basic installation questionYes and no, assuming that is in a folder selected as a Poser format content directory - they are Michael 4 files, but theya re not "user-facing" files (they are the system thata llows additional morph packs to be added to the figure). Character>Daz People wiould have the user-facing files for loading the figure, with Pose>Daz's Michael 4 having a lot of the others. They should be availble in Daz Studio, via the Content Library pane Poser Formats>folder you installed to>Figures>Daz People (confusingly, in Poser the Character folder appears as Figures - and faces appears as Expressions as I recall).
Face Transfer 2For today, I have tested how different material change the look of the render
of Genesis 9 created with Face Transfer 2.

and the same character with materials from https://www.daz3d.com/dav-yasaki-for-genesis-9
Face Transfer 2Artini said:
There is a new version of Daz Studio beta in DIM.
Does anybody has tested it with Face Transfer 2?
Bad week at work here ... have had minimal art time.
Face Transfer 2There is a new version of Daz Studio beta in DIM.
Does anybody has tested it with Face Transfer 2?
Toenail coloring tutorial please???fearthefailure said:
crosswind said:
You can cut the geometry of figure's head with Geo Editor as a "Scalp" or "hair cap", export / import as a OBJ and fit it on the figure with Transfer Utility. Then make a strand-based hair on the "Scalp". Or you may directly adopt the hair cap from a SBH product...just keep the root node (Scalp).
That was a whole new language for me lol Hopefully I can follow this in my next session tomorrow.
NP ~ just learn it step by step ~~
How to add a bone?crosswind said:
igornanana said:
crosswind said:
You add a bone to the body of a Genesis figure ? What is it for ?
Check rotation order and adjust rigging to shape first...
Yes it is Genesis 8
I want to add ass and belly bones
so that when I export the figure in blender I can immediately add physics for the chest, ass and belly
But I don't know how to add bones correctly
So you want to create a customized figure for this purpose... not complicated but need to be careful. As usual with Joint Editor, create custom Bones with parenting. Adjust points position / orientation, assign proper Face Group with weight. Memorize Rigging. If you use body morph(s) on the figure, Adjust Rigging to Shape and ERC Freeze with morph(s) dialed.
From you screenshot, it seems that you did not memorize rigging...
But how?
ERC Freeze doesn't work for my bones.
I don't know what am I doing wrong?Why don't they change automatically like other bones?
How to add a bone?igornanana said:
crosswind said:
You add a bone to the body of a Genesis figure ? What is it for ?
Check rotation order and adjust rigging to shape first...
Yes it is Genesis 8
I want to add ass and belly bones
so that when I export the figure in blender I can immediately add physics for the chest, ass and belly
But I don't know how to add bones correctly
So you want to create a customized figure for this purpose... not complicated but need to be careful. As usual with Joint Editor, create custom Bones with parenting. Adjust points position / orientation, assign proper Face Group with weight. Memorize Rigging. If you use body morph(s) on the figure, Adjust Rigging to Shape and ERC Freeze with morph(s) dialed.
From you screenshot, it seems that you did not memorize rigging...
Using G8 clothes with G9Actually all the weight on the joints of this Tutu is wrong after auto-fit... The quickest way to fix it is to copy the weight from the Tutu on G8 to the auto-fitted one on G9:
Part 1 : Fixing Weight (screenshots 1 ~ 2)
1. You load a G8F into the scene and load this Tutu on her. Press Alt + Shift + W.
2. Starting from Pelvis bone on G8's Tutu (A), in Tool Settings, select General Weight, RMB menu - Copy Selected. Select Pelvis bone on G9's Tutu (B), Paste Selected. Repeat the steps in the same way on the bones as below:
- A - Abdomen Lower >> B - Spine 1
- A - Abdomen Upper >> B - Spine 2
- A - Chesst Lower >> B - Spine 3
- A - Cheset Upper >> B - Spine 4
3. Then check G9 figure's Pelvis, Spine 1 ~ 4, Thighs, Arms joints with Bend, Side-Side and Twist rotation properties.Part 2 : Fixing Corrective Morphs (screenshots 3 ~ 4)
You have to need a G9's Clone (with ERC Freezed !) on G8F, then it'll be pretty easy to transfer Corrective morphs from A to B in seconds ... If you wanna fix Corrective morphs, just let me know. Or you may add dForce modifier to this Tutu... also doable.
Toenail coloring tutorial please???crosswind said:
You can cut the geometry of figure's head with Geo Editor as a "Scalp" or "hair cap", export / import as a OBJ and fit it on the figure with Transfer Utility. Then make a strand-based hair on the "Scalp". Or you may directly adopt the hair cap from a SBH product...just keep the root node (Scalp).
That was a whole new language for me lol Hopefully I can follow this in my next session tomorrow.
Diffeomorphic DAZ Importer version 1.7.0 releasedPadone said:
@quenhoai You can import as custom morphs, the standard morphs only work for the genesis figures.
Thanks for your fast reply.
My animal is Poser Figures(.cr2), then I convert Figures to Weight Mapping to become a DAZ Figures. I'm import it to Blender OK but I can not use it's Morph, Expressions .....
like this:
I think I need prepare some step in DAZ before export to Blender, How can I do for this tech?
Thank you very much!
Toenail coloring tutorial please???You can cut the geometry of figure's head with Geo Editor as a "Scalp" or "hair cap", export / import as a OBJ and fit it on the figure with Transfer Utility. Then make a strand-based hair on the "Scalp". Or you may directly adopt the hair cap from a SBH product...just keep the root node (Scalp).
Daz Studio Pro 4.22(.0.x) - Highlights4.22.0.12 (December 13, 2023)
- NVIDIA Iray
- Fixed an issue that caused scenes that use the Atmospheric Ground Fog feature to have the specified decay heights interpreted at the wrong scale
- Face Transfer (Face Transfer & Face Transfer 2)
- Fixed a crash when invoking the pane's save feature
- Extended progress reporting to be more informative about the work being performed during save
Face Transfer 2Hard to match the hair, but I like how pores are showing up.
Face Transfer 2 on Genesis 9 and https://www.daz3d.com/montreal-flip-hair-for-genesis-8-male-and-genesis-9
Prevent morphs from changing the skeleton (or Lock Skel)?Is this in Daz Studio or going across a bridge? In Daz Studio you create the character shape, adjust the rigging to shape, and usually use ERC Freeze to link the morph controller to the rigging changes. You may also add JCMs, but you won't be able tot ell what is needed until yiou have the skeelton correctly placed in relation to the new shape. Memorise Rigging is needed onyl when creating a new figure, not when creating morphs for an existing figure.
Diffeomorphic DAZ Importer version 1.7.0 releasedThomasLarsson said:
Stable version 1.7.3 of the DAZ Importer and MHX Runtime system is a bugfix release. In particular, it fixes a bug that prevented older characters to be imported under Blender 4. This version can be downloaded from https://www.dropbox.com/scl/fi/3hdkujzb7yvgqsx226zpz/import_daz_mhx_rts_v1_7_3.zip?rlkey=oqugyrheyn2sma3zmxmxd2m3d.
-------------------------
Version 1.7.2 of the DAZ Importer and MHX Runtime system has been released. It can be downloaded from https://www.dropbox.com/scl/fi/avm8al0hvr9hcr3lr78xd/import_daz_mhx_rts_v1_7_2.zip?rlkey=ytanxu07xotsozcuhhv1pa7tb.
The main improvements in this release are:
- Support for Blender 4 (bone collections, principled shader version 2, hair curves).
- Major performance boost for morph loading.
- Improved support for older rigs with triax weights.
- Bugfixes.
This release has been tested with Blender 2.83, 3.6 and 4.0, but should run on intermediate Blender versions too.
----------------
Version 1.7.1 of the DAZ Importer and MHX Runtime system has been released. It can be downloaded from https://www.dropbox.com/s/7mj32wh3bnn4rwe/import_daz_mhx_rts_v1_7_1.zip.
This is primarily a bugfix release. A number of serious bugs were discovered right after the 1.7.0 release. Those have now been eliminated, so I recommend everybody to update to the new version. Safely Installing a New Version.
There are also a few new features. The most obvious one is that the user interface has been rearranged. The DAZ Importer now takes up two tabs in the User Interface (N-panel), DAZ Setup and DAZ Runtime. One or both of these tabs can be hidden.
Support for making pose presets has been improved.
The internal working of the MHX rig has been changed. However, there is a conversion tool for old MHX rigs, so they can still be used with the latest release.Original post:
Finally, version 1.7.0 of the DAZ Importer and MHX Runtime system has been released. It can be downloaded from https://www.dropbox.com/s/vpku2n8dhqmua37/import_daz_mhx_rts_v1_7_0.zip.
The plugins have been tested with Blender 2.83 and Blender 3.5 under Windows 7 and Windows 10, but should work with intermediate versions as well.
The most signicant new features in this release are:
- Support for Genesis 9 characters.
- Support for Blender 3.5, in particular the new mixing nodes.
There are also some other improvements and many bugfixes.
The documentation has moved to the Bitbucket wiki. It is not quite up-to-date, but I didn't want to postpone the release further. Here are links to the wikis:
I'm newbie and Thanks for your great free tool. amazing share. I tested with Genesis 8 and all MORPH import is ok. When I tested with animal (non-Genesis, dog, dragon ..etc) I can not import MORPH. What can I import dog's MORPH from DAZ to Blender?
Thanks!!
Face Transfer 2It's still crashing on me. Tried it on my work laptop and still crashes. Wish I could roll back to .07 but I don't think I have the zip anymore. So I'm stuck til the next update. I may just have to save the morph and then move the texture folder to somewhere permanent in the meantime.
Daz Studio Pro BETA - version 4.22.0.15! (*UPDATED*)Richard Haseltine said:
hedicarlos said:
Artini said:
Ynver said:
Since 4.22.0.10 everytime I try to save a generated Face Transfer Daz crash and shuts completely down. Anyone having the same issue? It does happen with both Face Transfer 1 & 2. But FT1 works fine on 4.16.
I have the same problem with 4.22.0.10,
so I reverted back to 4.22.0.7,
where Face Transfer 2 still works on my computer.
Same problem here.
Fixed (in a forthcoming update) according to the post above yours.
Oki, everything is awesome then ;)
Multiple Smoothing Modifiers? [RESOLVED]A simple way ~
With Collision Item set to Figure A, export sofa / bed to OBJ file and import as a "sitting morph for figure A" with Morph Loader Pro, dial it. Then set the Collision Item to Figure B. In this way, you can make multiple "morphs" on sofa / bed for multiple figures...rather than "merging figures".





