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Daz 3D Forums > Search
  • huge disadvantage of the 4.22 Scene management

    Couldn't reproduce the issue no matter updating / saving morph asset with 4.21 or 4.22. Actually if you just dial a 100% on the property and save Morph Asset, there'll be nothing changed in the original dsf file, unless you set a default value there in Parameters Settings.

    By

    crosswind crosswind November 2023 in Daz Studio Discussion
  • Transfer Utility never works

    Of course I tried to use the Transfer Utility (see my first post) and it did not work. I watched a video of Kelvin Jin () as crosswinds suggested and in it he positioned the clothing with bones to the G8 form before exporting it to DAZ - besides meanwhile I got the bones and all as in this video but when I import the obj.file into DAZ I only get boxes ...

    I am close to kicking DAZ into the trash can smiley

     

    By

    paid paid November 2023 in Daz Studio Discussion
  • huge disadvantage of the 4.22 Scene management

    Richard Haseltine said:

    I am not sure what you mean here.

    ... and I just don't know how to describe it any better. 
    Updated morph asset dsf files do not load in scenes.
    For example:
    Having a character, with a morph asset stored *.dsf in a data path.
    >Saving the scene with this morph dialed in at 100%.
    >replacing the morph asset with a reworked *.dsf file with the exact same name in the exact same path.
    >Reopening the scene.
    DAZ Studio 4.21:
    The scene loads with the replaced morph asset dialed in at 100%.
    DAZ Studio 4.22
    The scene loads with the replaced morph asset dialed in at 0%.

    By

    Masterstroke Masterstroke November 2023 in Daz Studio Discussion
  • Who Is This?

    Alice - Aeon Souls custom character.

    She was sold as a product for maybe Genesis 2, but is as far as I know withdrawn.

    They seem to transfer her to each generation.

    By

    felis felis November 2023 in Product Suggestions
  • Transfer Utility never works

    paid said:

    I watched some yourube tutorials and now know I first have to add bones to the clothing. So I added the first bone but I cannot select the tip of the bone - all I can select is the whole bone! That drives me crazy because in all tutorials I watched no one had a problem selecing just the tip and not the whole bone. What am I doing wrong?

     What videos were you watching lol?

    Transfer utility can add the bones and the rigging. (It transfers the bones and the weight mapping from a donor figure that already has rigging, i.e., Genesis 9 etc)

    transfer utility transfers the rigging based on distance of your clothing to the rigged figure.

    the only bones you will need to add to a garment are ones for things that dont correlate to genesis 9.  E.g., maybe there is a hanging tassle or a cape or something.  But Transfer Utility also has some templates for things like that, or you can buy additional templates sometimes from daz store.

    Maybe watch proper videos.

    By

    lilweep lilweep November 2023 in Daz Studio Discussion
  • Scroll to morph

    A way to scroll to a specific morph, basically, or thereabouts. I'm just noticing I'm scrolling to the same places a lot. Say I have G9 selected, scroll to expressions, dial an expression. Select something else, select G9 again. The list is reset and I'm back to scrolling around, navigating to Pose Controls etc., or searching for the specific morph. Just dreaming up some way to get their much faster.

    By

    bluejaunte bluejaunte November 2023 in Daz Script Developer Discussion
  • Transfer Utility never works

    paid said:

    I watched some yourube tutorials and now know I first have to add bones to the clothing. So I added the first bone but I cannot select the tip of the bone - all I can select is the whole bone! That drives me crazy because in all tutorials I watched no one had a problem selecing just the tip and not the whole bone. What am I doing wrong?

    I don't understand the purpose of adding Bone(s) to the garment in Blender... You want to bring this garment to Daz, don't you ?  If so, you just need to transfer rigging / weight from Genesis figure to the garment in DS by using Transfer Utility...

    By

    crosswind crosswind November 2023 in Daz Studio Discussion
  • PreT Girls Fringe Hair

    I don't have it.

    Hiding the hairbands, should be fairly easy. I assume they have their own surface, and then by setting cutout-oppacity to 0, they will become invisible. If you want to keep those in the sides, you need to create a mask (white to keep, black to hide) that can be used in the cutout-oppacity channel.

    If the hair is rigged, the tassels might have their own bones, and if so they can be hidden in the scene tab (the eye icon), and will be hidden in the scene. But I doubt it is rigged.

    If the tassels have their own surface, you can make them invisible by setting cutout oppacity to 0.

    But I think the hair would look thin without the tassels.

    The best solution, would probably take the hair into a modeller and make a morph, to smoothing the tassels out so they more follow the rest of the hair. How easy/difficult that would be depends on how the hair is modelled. It looks like the tassels is modelled as seperate items, which would make it a little harder to get a smooth transition. But overall it also requires that you are somewhat familiar with a modeller (of choise).

    By

    felis felis November 2023 in Product Suggestions
  • Genesis 9 Skin renders white

    I took the plunge on Genesis 9 as there were a couple of characters that I really liked. Well......the nightmare has begun. I loaded up a base figure and a character morph and every Iray render in the viewport is stark white. Base texture as well as 2 different character textures and have no clue as to why. All textures are visible in Texture Shaded view. I have no other problems with Gen 3, 8, or 8.1.....Does anyone kmow what is wrong here??

    Thanks for any help.

    By

    straker1999 straker1999 November 2023 in Technical Help (nuts n bolts)
  • Genesis 9 Mouth Figure refusing to auto-follow

    EvieS said:

    Thanks for the offer but I found how I did it. LILWEEP was absolutely correct. But on a side-note, your OPTION 2 does not work at all. Auto-follow just doesn't work for the mouth if you're adjusting something like mouth opening that moves the jaw around. Neither of my computers have any success with that. Works on eyes, brows, lashes and clothing and hair - but mouth says no-go. I think you're right about it being a rigging issue since the mouth/teeth have a rigged jaw hinge. Maybe it's locked on purpose to prevent distortion or something. I don't know - but my G9 mouth has always been next to immovable. It will change location and position to adjust for head morphs and body resizing (FBM) but if I try to use an open mouth morph from my figure with auto-follow...it don't work. 

    1st, nobody said lilweep was wrong.  2nd, you have not seen my workflow, how could you say opt2 does not work at all ? It did not work on you side 'cause you missed an "important step" ....

    Option 1 may work if you're doing it for the mouth - but you can't combine mouth and figure into one Pose or preset. The whole idea is to have one morph on the figure that controls morphs on the mouth figure.

    Why can't I ? If it cannot make it, what does ERC exist for ? Furthermore, there's a MultiDimensional Controlling method that you even can make them much complex...

    Back on point - LILWEEP was right. I reproduced my magic master parameter by simple name collusion. This is what I did:

    • I made a master control parameter on the mouth and added the morphs for the mouth that I wanted to turn on to that master via ERC Freeze.
    • Then I went to my figure and created an IDENTICALLY NAMED master parameter on the figure and added the one from the mouth to it via ERC Freeze.
    • I saved out the figure asset and installed my new morphs to my Genesis 9 base (data .duf) and restarted DS. 

    It was nice that you make it work in this way but it couldn't have to be that cumbersome... There's a very standard Auto Follow way of making these, even if on a "peculiar G9"... Auto Follow means you don't need to create any property on the target sub-node (mouth). If you manually create one with diff. name, that'll be 1st of all a non-Auto Follow way but a staged controlling way instead, and there's also a very SOP on such a way.

    Upon loading G9 now, the singular master parameter on the figure controls the mouth morphs. I'm guessing it's a linking thing - making DS think the two morphs are the same thus it relinks them? I don't know. I was always able to set this up in DS and get it to work, but then I'd save out the figure asset and get my new master morphs and install them and the figure one would have zilch for subs and would do nothing. It's like during the figure asset save, it would lose the ERC frozen data for the mouth...so that the newly exported .duf wouldn't do a darn thing when installed. When I do this now with the identical names - the newly installed parameter seems to retain that ERC information and works. Don't ask me...but it worked. Twice now. Could this be an actual bug in DS? Losing ERC information for non-figure (G9) conforming parts? Should I report it? Clearly the program is capable of making this work - I've done it twice now - but the name thing shouldn't really be needed to fool it into working. If you ERC Freeze a morph to a new parameter and save it out - that parameter should be retaining any data you ERC'd to it, right?

    Yes, especially with the latest DS version, an unique urI will be randomly created by DS to avoid any similar conflict, ERC failure or duplicate formulas issues...

     

     

    By

    crosswind crosswind November 2023 in Daz Studio Discussion
  • Genesis 9 Mouth Figure refusing to auto-follow

    Thanks for the offer but I found how I did it. LILWEEP was absolutely correct. But on a side-note, your OPTION 2 does not work at all. Auto-follow just doesn't work for the mouth if you're adjusting something like mouth opening that moves the jaw around. Neither of my computers have any success with that. Works on eyes, brows, lashes and clothing and hair - but mouth says no-go. I think you're right about it being a rigging issue since the mouth/teeth have a rigged jaw hinge. Maybe it's locked on purpose to prevent distortion or something. I don't know - but my G9 mouth has always been next to immovable. It will change location and position to adjust for head morphs and body resizing (FBM) but if I try to use an open mouth morph from my figure with auto-follow...it don't work. 

    Option 1 may work if you're doing it for the mouth - but you can't combine mouth and figure into one Pose or preset. The whole idea is to have one morph on the figure that controls morphs on the mouth figure.

    Back on point - LILWEEP was right. I reproduced my magic master parameter by simple name collusion. This is what I did:

    • I made a master control parameter on the mouth and added the morphs for the mouth that I wanted to turn on to that master via ERC Freeze.
    • Then I went to my figure and created an IDENTICALLY NAMED master parameter on the figure and added the one from the mouth to it via ERC Freeze.
    • I saved out the figure asset and installed my new morphs to my Genesis 9 base (data .duf) and restarted DS. 

    Upon loading G9 now, the singular master parameter on the figure controls the mouth morphs. I'm guessing it's a linking thing - making DS think the two morphs are the same thus it relinks them? I don't know. I was always able to set this up in DS and get it to work, but then I'd save out the figure asset and get my new master morphs and install them and the figure one would have zilch for subs and would do nothing. It's like during the figure asset save, it would lose the ERC frozen data for the mouth...so that the newly exported .duf wouldn't do a darn thing when installed. When I do this now with the identical names - the newly installed parameter seems to retain that ERC information and works. Don't ask me...but it worked. Twice now. Could this be an actual bug in DS? Losing ERC information for non-figure (G9) conforming parts? Should I report it? Clearly the program is capable of making this work - I've done it twice now - but the name thing shouldn't really be needed to fool it into working. If you ERC Freeze a morph to a new parameter and save it out - that parameter should be retaining any data you ERC'd to it, right?

    By

    EvieS EvieS November 2023 in Daz Studio Discussion
  • The #1 thing I need far above all is mesh smoothing and contouring tools...

    #1

    The thing I need "far above" all else is Daz mesh smoothing and contouring tools...

    Tools inside of Daz to smooth, flatten, normalize... the seams and mesh of a clothing or messy hair item or add bumps or noise to a fabric.

     Hexagon is terrible. Exporting and reimporting "morphs" is terrible (even though you can get good results).

    Daz should have smooting tools natively. I have thousands of clothing items that need simple smoothing after auto-fit has done its thing.

    There should be an ever expanding plethora of tools to do this within Daz.

    Charge me to purchase this added smooting functionality, that is only fair, that might help generate revenue for Daz Studio.

    Start selling Daz Studio "plugins" on the side... laugh

    Something like a morph shell on an item. When you go in to edit the mesh it creates a morph shell. if you repose your figrue you can go in and reedit the shell.

    #2

    Expand VDB capability in Daz even further to accomodate variable color maps for smoke and emissions.

     

     

    By

    EZ3DTV EZ3DTV November 2023 in Product Suggestions
  • Genesis 9 Mouth Figure refusing to auto-follow

    EvieS said:

    Well maybe I'm stupid...because my Genesis 9 mouth only partially responds to auto-fit morphs. In this case in particular I created a very wide open mouth - cartoonishly wide - and the mouth/teeth simply do nothing despite the auto-follow being set. Now the eyes, the brows and the lashes will all move quite nicely to adjust but not the mouth. I've never figured out exactly why "open" type morphs won't transfer to the mouth/teeth. I have DS on a laptop and I have the same issue there. I messed around with the hierarchy editor today and while I didn't have a lot of luck with it - at some point I must have did something right because I managed to get the master parameter on the figure to finally control the mouth/teeth morphs. I haven't been able to replicate what I did though, so I'm not sure what happened. I'm still, tonight - trying to figure it out. If I do, I'll post the process here. 

    As for the renaming of morphs - I'm wondering if that would work. So no, that isn't crazy either. I'm going to keep playing with this now that I got it to work once. If anyone thinks of anything else that might be relevant to this issue, don't hesitate to speak up. Thanks to both of you for the input.

    No...OP, but I'm afraid you probably still didn't do it correctly... "Open morph(s)" on G9 mostly related to "rigging", so I have to clarify that there're different ways to make such a "cartoonish wide open" property as per your request:

    - opt1: make a Pose Control property (Modifier/Pose) by mixing FACS or Expression dials (non Auto Follow)

    - opt2: make a morph property (Modifier/Shape) with Auto Follow

    I'll show you these 2 ways by a recording a video later on.

    By

    crosswind crosswind November 2023 in Daz Studio Discussion
  • Genesis 9 Mouth Figure refusing to auto-follow

    Well maybe I'm stupid...because my Genesis 9 mouth only partially responds to auto-fit morphs. In this case in particular I created a very wide open mouth - cartoonishly wide - and the mouth/teeth simply do nothing despite the auto-follow being set. Now the eyes, the brows and the lashes will all move quite nicely to adjust but not the mouth. I've never figured out exactly why "open" type morphs won't transfer to the mouth/teeth. I have DS on a laptop and I have the same issue there. I messed around with the hierarchy editor today and while I didn't have a lot of luck with it - at some point I must have did something right because I managed to get the master parameter on the figure to finally control the mouth/teeth morphs. I haven't been able to replicate what I did though, so I'm not sure what happened. I'm still, tonight - trying to figure it out. If I do, I'll post the process here. 

    As for the renaming of morphs - I'm wondering if that would work. So no, that isn't crazy either. I'm going to keep playing with this now that I got it to work once. If anyone thinks of anything else that might be relevant to this issue, don't hesitate to speak up. Thanks to both of you for the input.

    By

    EvieS EvieS November 2023 in Daz Studio Discussion
  • Genesis 9 Mouth Figure refusing to auto-follow

    lilweep said:

    um ... how do you expect to control mouth (let alone eyes) with property heirarchy on Gen 9?

    The mouth and eyes will inherit auto-generated follow morph from the main figure they are attached to (because they are fitted figures). you have to give your new morph for the eyes and mouth the same name as the auto-generated follow morph so your morph is loaded in place of the autofollow one.  It has nothing to do with property heirarchy and ERC freezing.

    Or am i being stupid? 

    Of course I know how to set auto-follow and how it works, and I said there was no problem on my side, and I just show a way of setting all these properties via hierarchy including all functions.

    You 're not stupid...

    By

    crosswind crosswind November 2023 in Daz Studio Discussion
  • Silenty Save a Specified Morph Asset

    That script is currently saving the Olympia 7 morph - you would obviously need to add the methods to identify the morph(s) you want to save and insert their details where required.

    By

    Richard Haseltine Richard Haseltine November 2023 in Daz Script Developer Discussion
  • Solved: Need help with Genesis 9 eyes issues - behaving wildly and out of sync

    Don't think that's it. No updates. Everything is up-to-date.
    And how can just a single small morph of, let's say 33% MSO Maureen cause Side-Side parameter to work differently for 2 eyes?
    Do they change the rotation center of the eyes? Because seems like that's what's happening. As I move "Eye Look Side-Side", sliders for Left and Right eye are moving in tandem, but the eyes are spinning widely as I do, completely out of sync.

    By

    yuniyhimik yuniyhimik November 2023 in New Users
  • Solved: Need help with Genesis 9 eyes issues - behaving wildly and out of sync

    Hello!
    I have a problem that is driving me mad.

    The eyes of my Genesis 9 figure are going all over the place during posing.

    I've started with Victoria 9 and applied partial morphs from other figures, such as MSO models and few others

    Now it looks great, but when I start posing the model, in many cases, out of the blue, the eyes will just stop being synchronized.

    There will be one particular Side-Side parameter that gets applied to one eye and not the other.

    Sometimes there will also be issues with Up-Down eye parameter.

    This happens not only with expressions, but even with some poses.

    Here in image 1 I have an example from Victoria 9 emotions pack, where some expressions inexplicably make her eyes go wild.

    And in image 2 is an example from a completely different pack of expressions, where again some expressions cause here eyes to go up-down and left-right, out of sync, 

    And in image 3 we see her left eye - Side-Side completely missing

    Does anyone here have any clues/ ideas on what the hell is going on and how to fix it?
    I mean, I can manually go to the eye controllers each time and zero in the morph (btw alt-clicking doesn't do it, so I guess its treated as default or something?)

    But its extremely time consuming and bothersome.
    And if I use a product (Look at me) or manually point eyes toward camera, they go wild if I change the position of the model.
    Any help/tips are greatly appreaciated.

    By

    yuniyhimik yuniyhimik November 2023 in New Users
  • Getting Holes on Character Immediate when push Prepare to Decimate

    I'm on Daz Studio 4.22 with Decimattor for 4.22 ( 64bit daz studio for Windows). I'm on Windows 11

    I don't understand this . This happened in 4.21 sometimes but i never understood why.

    And especially now i don't understand because i made a DUF file with a character and it didn't happen in that one...Then i copied that file(duplicated) and it's in that file where i'm Preparing to Decimate. So why in the Copy it's creating holes?

    Here's a picture of what i get, i did modify the copy in only clothes, hair, MAT, Height morph, I deleted a Head morph and added a different head morph. But that's it. Why would it create holes?

     

    By

    nokoteb99 nokoteb99 November 2023 in Daz Studio Discussion
  • Carrara Non Photo Realistic Works 2

    Diomede said:

    Bunyip - thanks.  Nice work on A3.  I can usually spot A3, but in this case I could not.  Don't mean that as good or bad, just of interest given how much time over the years I have spent looking st the various Daz and Poser figures.

    Thanks !!!

    Aiko morph & textures - Azrea & Sylph for A3 - https://www.daz3d.com/azrea-sylph-for-a3

    Dress - Allsorts - https://www.daz3d.com/allsorts

    Hair - Kishka Hair - https://www.daz3d.com/kishka-hair

    Hair colours - COLORation Kishka - https://www.daz3d.com/coloration-kishka

    hdr background

    Oldies but goodies !

    By

    Bunyip02 Bunyip02 November 2023 in Carrara Discussion
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