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Daz 3D Forums > Search
  • Is there any need for classic Hollywood G9 head morphs?

    @Elliandra - I totally haven't thought of tha! I use Mesh Grabber on hair and poke-throughs all the time and this time I totally forgot about it. LOL. Thank you for reminding me! yes

    @wondergirl0706 - Thank you. I believe that right now he looks even better. I've put him through another sculpting spin and fixed some issues I've noticed after a couple hours of sleep and looking at him with a fresh eye.

    @nonesuch00 - I'm glad I made a sculpt of someone you like! That's great! smiley

    I buy characters mainly for their textures and usually am disappointed. The texture I am using on the Paul Newman morph is too dark but at least it isn't too red, pimply, blotchy or vampire-white. I looked hard for proper irises with a mutch darker circumference than the rest of its area and the best I could find was blue eyes for Lynx 9. That is what I used in the picture. Finding those textures is a real pain but unfortunately I have no talent for painting them myself.

    This is how Paul Newman looks now. Still a WiP but looking better, I believe.

     

    By

    AOBB AOBB December 2023 in Freebies
  • Sandpiper Studio

    Got this for next to nothing with the new face transfer... Olympia 9 and Whispering Waves Hair.

    By

    SolitarySandpiper SolitarySandpiper December 2023 in Art Studio
  • Face Transfer 2

    jbowler said:

    mmdestiny said:

    Surely people can't be misled about FT capabilities twice?  The only way I'd consider spending money on this is if it fixed its depth issues by loading side profile shots too.

    I have both FT1 and FaceGen Pro, though not the G9 version of FGP yet (I seem to have sliipped a few versions and can't get much of a discount, if any, on the latest).  I'm not impressed with the FGP 3D and the author seems to be more intent on good textures which I don't need or want (I have lots of reasonable HD textures I can use).  This is disappointing since recovery of the 3D from a series of images should be well within modern non-AI image processing.

    For AI based processing depth recovery from a single PoV seems to be readily available; some of the models on HuggingFace seem to offer some amount of depth recovery.  It's worth remembering that we are pretty good at depth recovery even though our built in 3D is pretty bad.  My own stereo separation is just 70mm and that is pretty much nothing at more than a few feet.  We use AI internally to build models of the scene and fill in the depth; our AI is pretty easy to fool but given a real world image it works very well most of the time (driving, or skiing, in forests can be tricky).

    I don't think it is that easy. Because if it was, then a software dedicated to creating people this way would be out by now. This is something that everybody would want, from large companies to single users like us. It would speed up production in all areas.

    Facegen was at one time the solution for that. The original goes back a long time, and you could even find game modders making use of it. There are mods for Skyrim and other Bethesda games that can swap Facegen heads onto characters in the games. But as technology has moved forward, the detail from Facegen is not enough to keep up with the visual fidelity of modern games. However, while Facegen has improved, it honestly has not progressed that much in a decade. Even back in 2012 people thought Facegen was pretty weak.

    I had hoped that Face Transfer would do things better. But the original was frankly terrible. You could argue it was broken, after all, you need a 3rd party morph pack to make any use of it. Why was such a basic fault NEVER FIXED? I find it amusing that Daz is now using the terrible Face Transfer 1 outputs to show how much better Face Transfer 2 is. They are throwing Face Transfer 1 under the bus here, LOL. Even they seem to be admitting how awful it is.

    Yet Face Transfer 2 does not get my hopes up. It is NOT an update for the original. No, it is a whole new one. But this new one will not work on any past Genesis at all. That is a huge negative. Face Transfer 2 might be better than 1, but I have no interest in downgrading my workflow from Genesis 8 to the inferior Genesis 9 platform just to use it. If worked for the superior product, the product I actually use, Genesis 8, I might be more interested.

    Another serious issue is the history of Face Transfer. Since FT1 never got any real updates, why should we the customer have faith in FT2? I rather doubt that FT2 is going to launch in a perfect state. There will be some problem, likely something really dumb, that FT2 does to irritate users like FT1 did. Will they ever fix it? Going by the history, the answer looks bleak.

    By

    outrider42 outrider42 December 2023 in The Commons
  • Daz Studio Pro BETA - version 4.22.0.15! (*UPDATED*)

    douglasmartinsxd said:

    this update is only for face transfer 2, i want a iray update please.

    That will probably, based on their comments for this round, appear when Daz is confident that it will not cause new issues, or in the next full dot version (or full version) after that - so pesumably 4.23.0.1 or later. Though this update does address a number of other areas - see https://www.daz3d.com/forums/discussion/comment/8473431/#Comment_8473431

    By

    Richard Haseltine Richard Haseltine December 2023 in Daz Studio Discussion
  • Face Transfer 2

    TesseractSpace said:

    Richard Haseltine said:

    4.22.0.7, with Face Transfer 2, is not available as a Public Build. See https://www.daz3d.com/forums/discussion/662091/face-transfer-2

    Not available? Or now available?

    "Now", not "not". Now fixed.

    By

    Richard Haseltine Richard Haseltine December 2023 in The Commons
  • Daz Studio Pro BETA - version 4.22.0.15! (*UPDATED*)

    this update is only for face transfer 2, i want a iray update please.

    By

    douglasmartinsxd douglasmartinsxd December 2023 in Daz Studio Discussion
  • Face Transfer 2

    Richard Haseltine said:

    4.22.0.7, with Face Transfer 2, is not available as a Public Build. See https://www.daz3d.com/forums/discussion/662091/face-transfer-2

    Not available? Or now available?

    By

    TesseractSpace TesseractSpace December 2023 in The Commons
  • Daz Studio Pro 4.22(.0.x) - Highlights

    4.22.0.7 (December 1, 2023)

    • Face Transfer 2
      • See Face Transfer 2
      • ...
    • Face Transfer
      • Improved logging
      • Fixed potential crashes
      • Fixed categorization of assets saved for Genesis 8.1 Male
      • Improved messaging when transferring a face to a selected figure that does not clearly match/bias toward the chosen Gender option
      • Fixed an issue where the generated morph was not correctly re-projecting onto followers if generation occurred more than once on the same figure
      • ...
    • Asset Saving
      • A cached image for an asset thumbnail is now cleared when saving a thumbnail image for an asset
      • Fixed an issue with the saving of thumbnails not respecting the global preference, when saving user facing assets
    • New Scene Dialog
      • The icon for the New Scene asset is now styled discretely in default styles - the icon from the New action is now used as a fallback
      • Reverted a temporary fix that forced the asset image cache to be reloaded for the first 15 (default number of recent files) assets, the first time the asset view in the Recent page of the New Scene dialog is shown/populated - see Asset Saving (above)
      • Loading assets via normal operation (i.e., double-click of an asset, or clicking the "Create" button) now occurs once the dialog is closed instead of before
        • This change causes the prompt for saving the current scene to be more apparent and consistent with behaviors present in earlier builds
    • FBX Pipeline
      • Exporter
        • Fixed an issue with setting up visible polygons where a geo-graft is involved
        • Fixed an issue with setting up subdivision edge weights where a geo-graft is involved
        • Fixed an issue where separate geometry for each actively geo-grafted follower was being included in addition to the merged geometry
        • Fixed memory leaks
        • ...
      • Importer
        • Fixed a crash with import of skinning when more than a skinning modifier exists
        • ...
    • Timeline Pane
      • Fixed animation playback when "Play All Frames" is not active requiring cursor movement to advance the playhead
      • Fixed several styling issues
      • In the Dopesheet, the marker for keys that are rolled up are now styled distinctly different from the marker for frames that contain keys
        • The marker for keys that are rolled up is selectable
        • The marker for frames that contain keys, in the timeline, is not selectable
      • Now supports controls being positioned above or below (default) the timeline/dopesheet/key graph/time slider
        • Added "Controls Bottom" and "Controls Top" actions - see the Pane Options Menu
      • The Tension (T), Continuity (C), and Bias (B) fields are now individually labeled
      • Fixed the enabled/disabled/checked state of actions when switching view modes and/or restoring settings (e.g., loading UI layout)
      • Fixed the enabled/disabled state of controls when key selection changes
      • Made access of the Key Graph more obvious/discoverable
        • Moved the button for hiding/showing the Key Graph from the divider bar to a discrete button in the key controls
        • Added a "Show Key Graph" action to allow binding a shortcut for quicker/convienent show/hide operations
      • Fixed an issue in the Dopesheet that prevented collapsed keys on the root of an object, and collapsed keys at odd numbered frames for subitems, from providing cursor feedback and from being selected when clicked
      • Updated the context menu for the Dopesheet to reflect item and/or key selection state
      • Updated the Pane Option Menu
        • Added a "Preferences" submenu
        • Moved preference type actions
      • ...
    • Property Styling
      • Increased the contrast of disabled property labels (with the property header) in the Darkside style
    • Default Menus
      • Updated default menus
      • Recommend clicking the Window > Workspace > Update and Merge Menus action
    • ...
    • Scripting API
      • Made additions in various areas; see the Change Log for more detail
    • Fixed bugs and/or made improvements in various areas; see the Change Log for details

    By

    rbtwhiz rbtwhiz December 2023 in Daz Studio Discussion
  • Clothes stretching: Why is this happening!?

    Sometimes it helps to have a more tightly fitted 'version' of the mesh to use in Transfer Utility so weight maps are applied more accurately, and then have the loose version as final shape after weights applied.  Transfer Utility applies weights from the figure using assumptions based on distance/proximity, so the more closely the clothing resembles the base figure the better the rigging transfer might be.

    There are some tutorials on youtube by sickleyield about using transfer utility, then weight painting to smooth out issues, and then using Joint Control Morphs (now called Corrective Blend Shapes) to fix persistent issues.

    By

    lilweep lilweep December 2023 in Daz Studio Discussion
  • Maryam 9

    I really like the toon shape (last promo) but now it appears that is one of the soon to be vaulted add-on shapes only available with the pro bundle? If so, why is a promo for a morph not available with the base character included? And as much as I like the toon shape, no way am I paying $119 for the pro bundle just for that. Another sale lost because of this stupid, predatory marketing strategy of DAZ's.

    By

    Cricket Cricket December 2023 in The Commons
  • Face Transfer 2

    4.22.0.7, with Face Transfer 2, is now available as a Public Build. See https://www.daz3d.com/forums/discussion/662091/face-transfer-2

    By

    Richard Haseltine Richard Haseltine December 2023 in The Commons
  • Is there any need for classic Hollywood G9 head morphs?

    AOBB said:

    @Elliandra - Thank you so much! smiley

    I wish I had better hair for my morphs. The Montreal Flip Hair I used on Paul Newman doesn't have an adjustable hairline and his forehead seems too low. In fact the morph has a pretty sizable cranium and tall forehead. 

    Have you tried the mesh grabber suite of products you can do amazing things with them and save out the morphs you make!! 

    By

    Elliandra Elliandra December 2023 in Freebies
  • Roll back to 4.21 ?? Too many bugs in 4.22!

    Catherine3678ab said:

    fearthefailure said:

    I didn't even update to 4.22 yet, but my content sliders, with the exception of expressions, suddenly and permanently stopped reliably working on new figures.  My project is dead in the water.  I haven't updated anything since my last thread over a month ago when I rolled back the 10 / 19 Default Resources, Default Template, and Scene Builder updates just to be able to properly render again.  200+ stopped working, Shape Shift stopped working, half of the sliders in Fangtastic stopped working, and I keep getting corrupted save files when I save my scenes.  I check the logs and see all of these failures when loading purchased content.  Nothing on my system changed since then.  Everything worked for weeks, then suddenly it wasn't.  I didn't move any files either.  It's like the software is disabling the content as soon as I try to use it.

    I've tried the base Gen 9, Gen 9 Dev Load, Matt, and Fabrice.  I've rebooted the system a dozen times, restarted the software, refreshed the content, reset the database, done a dozen malware scans to confirm my system isn't infected.  Nothing I do fixes this spontaneous problem, and I can't create or edit any characters.  I edited one before realizing there was a problem, and it corrupted the file when I saved.  I tried to pose it and the eyes slid out of the sockets, the mesh stretched and disgusting looking ways, eyebrows and eyelashes detached, the eyes crossed, the right eye moved forward, I couldn't refit anything to the figure, the morphs on the face disappeared, the right eye slid forward and got bigger, it became impossible to move anything out of alignment, and it started lagging and dropping frames,  If I imported the character into another scene, the face morphs would still disappear, and the hair would go away too.   I lost the character.  I had to delete the scene and the character file in hopes of preventing the problem from spreading to other characters.

    I don't know what to do.

    :-( I'm not sure either. Okay, you've tried rebooting. 

    Sometimes, usually for other issues though, asking the program to select another layout, then switching back, jogs its memory to get the panes back in order.

    One time I couldn't get D/S to read a data folder until, with D/S closed, I went to the data folder and using the OS, told it to 'refresh' [arrow on the top bars of the folder panes] ... then went back and opened D/S and it could then read the morphs.

    I have seen in the forums some talk of D/S having problems with content if/when "both" DIM and Daz Centrale were used to download/install content. Products had to be uninstalled using the same method they were installed by ... and then use "only 1" method [I think DIM is the preferred] to download/install content.

    Problems with creating could be issues with the CMS which has to be running in order for things such as the transfer utility and content creation tools to work properly. Make sure the address for its location is correct in D/S [general preferences editor options].

    Could you expand on: asking the program to select another layout, then switching back, jogs its memory to get the panes back in order.?  Are we talking rearranging the panes?  I'm just trying to pinpoint what I need to do here.  I'm still familiarizing myself with the lingo.

    Okay, I just refreshed all of the folders.  I didn't see anything new pop in, or anything go away.  I've really got a lot in there.

    I didn't install DAZ Central.  I didn't even know that existed lol I've only been using DIM.  Then I would go into DS and not be able to use my content because it was grayed out.  So, I had to complete the install there.  I don't know if that's abnormal, but that was the only way to use my purchased content.

    For the CMS, I see an address in there, but I'm not sure what it should be.  This is totally new territory for me.

    By

    fearthefailure fearthefailure December 2023 in Daz Studio Discussion
  • Clothes stretching: Why is this happening!?

    The Transfer utility is unlikely to give perfect results, especially when - as here - the cloth is far from the skin. The lower portions of the upper sleeves may well be closer to the torso than to the arms, and so will receive weights from the torso rather than the arms. The node Weightmap brush will enable you to improve this, but you are likely to also need custom corrective body morphs thata re linked to certain bends to get the best results possible.

    By

    Richard Haseltine Richard Haseltine December 2023 in Daz Studio Discussion
  • Clothes stretching: Why is this happening!?

    barbult said:

    You need to rig the shirt with the transfer utility to give it bones and weight mapping, and then "fit to" the character.

    Yeah, I came across this solution a few hours ago. It helped a bit, but there's still some stretching that occurs when the arms are raised above the head.

    Thanks for replying. I just wish this site didn't take hours to actually post the topics after the user has created it! It would help workflow move much faster!

    By

    Yui Yui December 2023 in Daz Studio Discussion
  • Is there any need for classic Hollywood G9 head morphs?

    @Elliandra - Thank you so much! smiley

    I wish I had better hair for my morphs. The Montreal Flip Hair I used on Paul Newman doesn't have an adjustable hairline and his forehead seems too low. In fact the morph has a pretty sizable cranium and tall forehead. 

    By

    AOBB AOBB December 2023 in Freebies
  • Mesh edit in Daz studio

    Ok, I can send a mesh to hexagon or whetever else program cia command in daz studio, adjust it in modeller program and sned it back to daz studio. But here it offers me to create a morph. But is there an option to use this sent file as permanent mesh adjustment and not as morph?

    By

    robert_blanda_ded878c136 robert_blanda_ded878c136 December 2023 in Technical Help (nuts n bolts)
  • Clothes stretching: Why is this happening!?
    You need to rig the shirt with the transfer utility to give it bones and weight mapping, and then "fit to" the character.

    By

    barbult barbult December 2023 in Daz Studio Discussion
  • Diffeomorphic DAZ Importer version 1.7.0 released

    ThomasLarsson said:

    Version 1.7.2 Released

    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.

    Wow, just in time. Setup my new PC and decided to use Blender 4.0 on this one.
    You're the best !!! 

    By

    Singular3D Singular3D December 2023 in Blender Discussion
  • Diffeomorphic DAZ Importer version 1.7.0 released

    Version 1.7.2 Released

    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.

    By

    ThomasLarsson ThomasLarsson December 2023 in Blender Discussion
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