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Clothing Stretching
That looks more like a post-conversion, or newly Transfer Utilityed, weight issue, needing the weight maps edited to make more sense - the edge of the sleeve may well be weighted for the torso bones, since it was closer to them in the zero pose..
why isn't anybody talking about Daz 4.22?Muon Quark said:
Hylas said:
Any of you handsome fellas and capable ladies who have updated willing to check if GenX is still working? *seductive wink, roguish smile* Thx!
It appears to be working. I did have to reinstall the plug in and the add ons for it to show up though. Did a simple transfer of A5 to Genesis 3 and it transfered just fine. Will test it out more to see if there are any issues.
Many thanks!

why isn't anybody talking about Daz 4.22?Richard Haseltine said:
Muon Quark said:
Hylas said:
Any of you handsome fellas and capable ladies who have updated willing to check if GenX is still working? *seductive wink, roguish smile* Thx!
It appears to be working. I did have to reinstall the plug in and the add ons for it to show up though. Did a simple transfer of A5 to Genesis 3 and it transfered just fine. Will test it out more to see if there are any issues.
It shouldn't have needed that, the minimum SDK version remains at 4.5 so plug-in should all work in later versions than their release version (the reverse won't always be true if they use later additions to the SDK). Both DS 3 and DS 4 have, the odd glitcha side, maintained SDK compatibility across their lives - you'd have to go back to the early stages of DS2 to run itno a situation when all plug-ins needed updating for every release.
Thanks Richard. You reminded me I had copied the DIM files over to this new computer and then installed a new DS. So DIM thought the plug in was installed when it wasn't. I will double check my other plug ins as well. Thanks for the clarification.
Generation X2 - Anyone recall this?Leana said:
The eyes of the original character most likely were not moved through a morph but with translation / rotation / scaling, which would not have been transfered by Genx2. So you would need to adjust them yourself.
So position them and size them manually? I can do that, just wanted to make sure there wasn't something I was forgetting. Thanks Leana!
Generation X2 - Anyone recall this?The eyes of the original character most likely were not moved through a morph but with translation / rotation / scaling, which would not have been transfered by Genx2. So you would need to adjust them yourself.
why isn't anybody talking about Daz 4.22?Muon Quark said:
Hylas said:
Any of you handsome fellas and capable ladies who have updated willing to check if GenX is still working? *seductive wink, roguish smile* Thx!
It appears to be working. I did have to reinstall the plug in and the add ons for it to show up though. Did a simple transfer of A5 to Genesis 3 and it transfered just fine. Will test it out more to see if there are any issues.
It shouldn't have needed that, the minimum SDK version remains at 4.5 so plug-in should all work in later versions than their release version (the reverse won't always be true if they use later additions to the SDK). Both DS 3 and DS 4 have, the odd glitcha side, maintained SDK compatibility across their lives - you'd have to go back to the early stages of DS2 to run itno a situation when all plug-ins needed updating for every release.
Generation X2 - Anyone recall this?Was wondering if anyone recalled this issue with Generation X2 and if there was a fix? The attached is the Genesis 3 maile with the Genesis 2 dwarf base dial in. The eyes stay and don't move. I vaguely recall an issue with either the genesis 2 male eyes in Morphs maybe needing an edit or I need to transfer more than the basic dwarf shape? Sorry I can't remember more, just that I had an issue with this when Generation X2 first came out. Thought I would reach out and see if anyone remembered anything. Thanks.
Edited for typo
why isn't anybody talking about Daz 4.22?Hylas said:
Any of you handsome fellas and capable ladies who have updated willing to check if GenX is still working? *seductive wink, roguish smile* Thx!
It appears to be working. I did have to reinstall the plug in and the add ons for it to show up though. Did a simple transfer of A5 to Genesis 3 and it transfered just fine. Will test it out more to see if there are any issues.
Tutorial: Making TriAx Figures from Old Parametric CharactersSomething that will help tremendously with the Aiko morphs before converting to Triax: https://www.renderosity.com/freestuff/items/31148/group-morph-dials-2
It's nearly 20 years old, but it's still there and more importantly, it works in DS 4.22!, grouping the morphs. They work aftrwards, even after changing the rigging to Triax (just tested, as I wasn't sure).
Goblin Pack
Another great morph pack for Genesis, in this pack you will find 9 Character Preset for Genesis, plus 5 head presets for vary your goblin army, npw on Ext3nd Studio
For use this pack you need Genesis Creature Creator Heads and Genesis Creature Creator Bodies
For Goblin M5 you need also Michael 5
For Goblin D5 you need also David 5
For use Goblin Justin you need also Young Teen Justin 5
[Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]Xagrim said:
I have deleted all morphs from this folders in the past.
But i have found the problem. Now Sloane will be converted correct.
The problem was this folder:......data\DAZ 3D\Genesis 8\Female\Morphs\DAZ 3D\Genesis 3
After deleting all morphs in this folder it works good.
Yup. So that is where that V7 converted morph went!
I am glad it is all working.Sorry. More Questions about Genesis versionsGenesis 3 skins can be used on Genesis 8. A few caveats:
- Eye materials won't work properly. Here's a free fix.
- Lash materials won't work.
- For Genesis 3 core character skins to work (Michael 7, Victoria 7, Olympia 7, etc... all the ones with "7" in their name, basically), you need these two items: Character UVs G8M, Character UVs G8FGenesis 3 morphs can be transferred pretty much flawlessly with XTransfer, with only the occasional minor inaccuracy.
Only caveat is that geografts won't transfer, so things like Star 2.0 or Centaur 7 won't work.To transfer skins and morphs from Genesis 2 and earlier to Genesis 8 you'll have to work a little harder, and the results won't always be very accurate.
For morphs you will need various "GenX" products by Dimension3D.
For skins you will need various Legacy UV products by Cayman Studios.Good luck!
Is there any need for classic Hollywood G9 head morphs?Another finished head morph: this time it is Grace Kelly (Princess G9). Image also available in my gallery.
I want to return the "New" Scene menu item to the old behavior. How?This is defnitely one of the most annoying changes in the new version so far... I seriously dislike it, already went over the "About plugins" section in hopes that we might be able to prevent the whole wizzard pane from loading but no such luck it seems. I also completely fail to understand the logic here.. when I want a new scene I want just that: a new scene, and a bit quickly if it can be helped.
I think this pane would have been much more useful as an extended load option. I mean, there is some value in being able to quickly open scenes you previously worked on, but NOT when all I want is to quickly clear my current scene in order to continue working by dragging a new figure in and work on a new pose or morph or whatever.
Of course the Daz documentation site decided to give up on me with errors making it even more difficult to check up on how I should create such a custom action, which only adds up to my agitation. Never done this before... ugh! Eventually I figured it out, thanks to Google and another 3D website...
SO... here's to those of us who like me never created a custom action before while also wondering how to get rid of this annoying wizzard:
- Fire up Daz Studio where you should be met with an empty scene; if not empty then you'll have to go through this annoying new scene wizzard.
- Immediately use: File => Save as.. => Scene. Name it "Empty scene" or something.
- Optionally (but highly recommended): Go to your content library pane, find this new empty scene in "My Daz Library => Scenes" and after you confirmed its existance: create a new folder in your library called "Templates" then move the empty scene file in there. For 2 reasons: by moving it you'll break the metadata path which means this empty scene won't show up in the "Saved Files" section of the smart content pane (which would be even more annoying!). Second: by using a dedicated "templates" folder it'll be much easier to remember why there's an empty scene file when you look into this at a later time.
- Either way.. in that same content library pane right click on the empty scene file, then use "Create custom action". You can pick whatever menu you'd like, I went for "Favorites" with the label "New scene".
- Now follow up on what Crosswind mentioned above: press F3 to open the customization screen, then you'll find your new custom action under the "Custom" header. Here you can assign the Control + N shortcut to it.
- Also optional: this custom action works independent of any menus. So if you want your pulldown menu to return the way it was you could consider removing the Favorites or Scripts menu. Press F3 and then check the "Menu" tab on the right. Here you'll find "Main menu bar" which will now contain "Favorites" or "Scripts" or whatever. From here you can easily remove the menu item entirely.
Annoying for sure but fortunately also easily remedied. Thanks for the initial tip Crosswind!
The Girl (Gen 3) Expansion Kit and Other Old AssetsWhen I looked at my Boopsie zip, I noticed that there is a Boopsie CR2.
Do you have that?
Can you load it?
If you look at Parameters > General are there 50 or so dials? (The Girl Originally had 4).
That may be the entire Boopsie morph package pre installed.
The only functionality you'll lose is the ability to pick & choose which morphs are injected.
I can't really judge from my computer because I already have the pose injections installed.
removing a stuck morphHi,Im wondering if anyone can help me. A while ago I was trying to save a morphed character,like a character preset but I didnt know what I was doing and did something that makes all my genesis nine figures carry Mia head body and details. Everytime I open a clean gen 9 ,I have to go to shaping and remove the Mia morph. Im trying to bring some morphed genesis 8s forward with Man fridays figure converter into genesi 9s,and they end up with Mia in them and are useless . I have uninstalled the whole program and reinstalled it,do I need to go in and remove my basic genesis 9 folder and reinstall that ,or is there a way inside Daz that will allow me to remove this consistent morph? Help please :)
Zbrush or Blender for creating DAZ morphs ?MelonLord said:
I'd love to hear your experiences and insights on this. Is the switch to ZBrush worth it for a smoother workflow or should I stick with Blender and perhaps there's a workaround for the exporting-importing hiccup I'm facing?
First... it's only fair to mention that I am biased: I never really liked Blender and its annoying interface and/or default settings (like at one time insisting that the right mouse button should be used to make selections... tha heck?!) and well... eventually I had saved up enough to get myself a ZBrush license and it changed everything for me. Note: I don't hate on Blender or such, just making sure you understand where this is coming from, and my bias in favor of ZBrush.
So, first things first: the saying that "you get what you pay for" definitely applies here I think. See, it's not just the ease of use but also the rich feature set that ZBrush provides. Making morphs is one thing, but what to think about creating (fibermesh) hair assets? Or applying changes to textures? Polypaint for example is pretty awesome, though this does have its limitations; for example you can't apply textures to several parts of a mesh at the same time; it's either one texture for the whole lot or nothing. Texture sets such as those used with Genesis (or Substance 3D painter) aren't supported in ZBrush.
But back to the morphs...
As you said GoZ is awesome... I don't have to worry about anything other than making sure the figure or prop I want to edit is selected, I then "GoZ" them over, drag them into my canvas and hit 'Edit'. Now I'm ready to get some work done. Note that this works for bare figures but also figures which you already equipped. So, for example, a female figure with hair and clothing isn't an issue: the figure will be sent over 'as is' but after you draw it in it will be "divided" into so called sub-tools. This is a specific ZBrush feature (in ZBrush everything evolves around tools; so the mesh / figure you're working on is now referred to as a tool). Note that this won't hinder or change your workflow too much, but you can only work on 1 active (sub)tool at a time.
Then for the editing itself... my experiences with other tools is limited, though I have been using Hexagon quite extensively before I moved to ZBrush. Still... I have seen plenty of YouTube videos and well.. bias or not but I'm really into the experience because one of the things I value the most in ZBrush is that I can always fully concentrate on my work, my figure. No matter what I do. For example... while sculpting is definitely a very useful and quick way to apply changes there's also something to say for hard surface modelling. In other words: focusing on the polygons, the lines and dots. In many other programs - as far as I am aware - (!) this means changing into a different 'mode' with all the strings attached. First your figure is neatly positioned where you're ready to edit, then it suddenly shifts into another location (doesn't matter if this move is slightly) and then you can do your thing.
In ZBrush all the editing is done using brushes, this also includes the hard surface modelling (for that you'd use the ZModeler brush). Yah, switching brushes is seemingless. No change in your canvas at all, which I always heavily valued.
Well... after your edits all that's left to do is sent your stuff back over into Daz Studio. Where I also want to mention that GoZ works both ways: while I usually use ZBrush to change stuff I also create some of my own assets. Yah... all I have to do to make that work is GoZ it over into Daz Studio. Remember me mentioning polypaint? It only takes clicking 1 option to create a texture out of my polypaint endeavours, and when I GoZ something over to Daz Studio this will include textures. Which makes adding a colorized object to Daz Studio pretty darn easy. Though a very important disclaimer is in effect here: you may end up with issues if you don't customize your surfaces settings afterwards, because the initial location for the used texture is in a dynamic location. In other words: it can end up deleted over time.
Also noteworthy... GoZ is very flexible. I can just sent the default selection back, I can focus on only sending the visible tools back or if I have parts of my work hidden I can force Zbrush to GoZ everything back.
If you did everything right then Daz Studio will pick up on the changes and suggest you create a morph for it, couldn't be easier. And best of all: if this isn't fully to your liking... just alt-tab back into ZBrush and work on it some more, then sent those changes over as an update.
I'd also like to mention that I heavily rely on this workflow to make incompatible clothing still fit a character. I have some awesome (IMO) clothing assets for Genesis (the first generation?) which "work" on G8 but it still look odd and out of place. So I GoZ that into ZBrush, use something like the "Move", "ClothMove" or "Move Elastic" brush and I'll have a properly fitting setup in no time. Also... if you do go this way: "ClothFold", "ClothNudge" and "Crumple" can be invaluable brushes to add that little extra touch to clothing to make it look even more natural or realistic. Maybe try to remember these names ;)
Last but not least... I'd also like to mention the interface.
Many people seem to dislike it but to be perfectly honest I don't quite understand why myself because it's flexible as heck. You can customize just about everything you'd like. In all fairness it definitely takes getting used to: for example you don't use your mouse scrollwheel to scroll between options but you drag such lists around. Takes getting used to but at the same time it's also way more reliable than a scroll wheel which tends to skip every once in a while.
Another thing I'd like to point out is that you can assign keyboard shortcuts for just about everything as well. And every time you're puzzled about an option.. hover your mouse over it, press the control button and lo and behold: you'll get an extensive explenation.
And if you feel that you should be having multiple custom layouts to work on multiple ways of editing.... then you can just do so, and switch between them with one click of a mouse (or one press of a button).
So yah... sorry for a long read (I'm passionate about both 3D editing as well as digital audio processing) but moving to ZBrush was one of the best things ever for me.
Oh.. right, before I forget: don't get it into your head that picking up on ZBrush will give you instant improvements in your editing. I'd even argue that the opposite could happen, at least at first! ZBrush has a rather specific workflow and a ditto interface (like having all the menus ("Palette's") sorted on alphabetical order?), and this implies a learning curve which will take some time to get into I think. Took me a while for sure.
But right now it's definitely my favorite 3D editing / sculpting tool and my #1 support asset for Daz Studio. Bias or not.. I doubt anyone would regret picking up on this, but that's just me ;)
Hope this could help!
Genesis 9 - DazToUnity - Bad fingers / bonesJust checked Genesis 3 based figure and with the same result.
I think, I will give up right now. It looks like it is by design.
If you need different characters in Unity,
just transfer also different characters from Daz Studio.
DAZ can't find most of my contentSounds like a manual file transfer to a new computer (or similar) to me.
I think there's a way to also transfer DIM knowledge (C > AppData or somesuch) and without transferring that as well, DIM will be lost as to what was done.
I rely on DIM as my content knowledge base. So when I did this, I ended up just starting over with DIM and reinstalled (including downloading) everything.
Of course, just recently I did lose everything (mechanical HDD failure) so I had to reinstall everything again. No biggie. DIM Rocks. I had a lot of fun with it. I just took my time over a few weeks - getting the stuff I wanted most first and moving onward from there.
I also work in Carrara, so I still use an older Poser Runtime Structure type of content setup for Poser formats. That takes time to install, but makes it easier for me in the end.
Using the Transfer Utility to move morphs ONLYMorph Targets. Nothing else.
Click Morph Targets from menu to get more options. I guess most people would want to bring over only the morphs from 'favorites and subcomponents' ( I'm not sure if it automatically links up subcomponents tho, would need to check that).
You can multi-favorite morphs in Edit Mode of parameters tab.












