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Daz Studio 4.22[.0.x] Pro, General Release!
crosswind said:
LudenUK said:
Decimator is broken as hell. Exported models were crashing my 3DXchange, finally opened one in 3DS Max and it's a mass blob of garbage. Trying to get a Genesis 3 char into Unity for a VR college project, even the base model falls apart. Requested a rollback from support, wish they would include an option in install manager to at least get the previous version, I was meant to get more of my work done over half term and now I'm stuck waiting for support to let me roll back to a working version.
@xop32 - if your models are decimated, this is probably why unreal is crashing!
with the latest Decimator plugin's update ?
How were you transferring the model? If the mesh looks good in DS then it may be the transfer method, or its settings at one end or the other, that is the issue.
Strange Problem on Basic ERClilweep said:
crosswind said:
lilweep said:
crosswind said:
Actually it does make sense. Officially, on all Base pJCMs (G8) and Base cbs (G9), Base Joint Correctives property are set on 2nd Stage Controllers, otherwise those 2 properties will be meaningless...
If a vendor doesn't do so on their custom corrective morphs, it's not correct 'cause if users turn off the corrective toggle or tweak the percentage of correctives, the result will be wrong.
Right. I now see people/vendors often put the base corrective as the controller in Stage 1 instead of the bone itself, so the 'Base Joint Corrective' toggle is propogated to the cbs via Stage 1 scalar controller even if its not directly related by Stage 2 controller.
But that is not correct. Can you name one ?
These 2 properties have to be set on 2nd stage to be multiplied rather than to be added on 1st stage...
I mean like, for example, Gen 9 cbs on base figure are set up like you show in your screenshot - they have the Base Joint Correctives control as 2nd stage multiplier.When it comes to character cbs, e.g., Michael 9 which uses the base corrective cbs as its 1st stage controller (as a scalar), it's perhaps a more elegant approach, since the Base Joint Correctives control is propogated to the cbs anyway even though its on Stage 1. I guess just look at Victoria 9 or Michael 9 for examples of what im saying. Ultimately im agreeing with you and backtracking what i was saying earlier about it not being convention, as clearly it is convention to define the relationship of character cbs to Base Joint Correctives control, in one of two ways (directly or indirectly).
Oh... yeah, sorry I misunderstood. You're right. If a cbs rather than a joint rotation property is placed on 1st stage of a character's corrective morph, BJC control property is not needed to be on 2nd stage, as it's already set on the first cbs, like a 'cascade control'.
Strange Problem on Basic ERClilweep said:
crosswind said:
...ere is base joint correctives?
On G8, it's a boolean toggle to activate JCM or not, i.e. value 0 or 1, so it can be set on 2nd stage to be multiplied. On G9, it's a percentage value, i.e. a decay rate.
As an aside, I was wondering whether putting the Base Joint Correctives slider/toggle as a controller for correctives would be good idea (just in general, not related to OP's issue which i suspect is not a property heirarchy issue anyway). But I notice on G9 characters, for example, they just have one 2nd stage controller which is the character body morph, same as with other generations. People dont seem to be using the base joint correctives slider as a controller by convention.
i suppose this makes sense because it is called Base Joint Correctives, and character correctives aren't "base" correctives. So if you wanted to have a global controller for your character correctives, it would be better to make your own controller.
Actually it does make sense. Officially, on all Base pJCMs (G8) and Base cbs (G9), Base Joint Correctives property are set on 2nd Stage Controllers, otherwise those 2 properties will be meaningless...
If a vendor doesn't do so on their custom corrective morphs, it's not correct 'cause if users turn off the corrective toggle or tweak the percentage of correctives, the result will be wrong.
Right. I now see people/vendors often put the base corrective as the controller in Stage 1 instead of the bone itself, so the 'Base Joint Corrective' toggle is propogated to the cbs via Stage 1 scalar controller even if its not directly related by Stage 2 controller.
But that is not correct. Can you name one ?
These 2 properties have to be set on 2nd stage to be multiplied rather than to be added on 1st stage...
Strange Problem on Basic ERCcrosswind said:
...ere is base joint correctives?
On G8, it's a boolean toggle to activate JCM or not, i.e. value 0 or 1, so it can be set on 2nd stage to be multiplied. On G9, it's a percentage value, i.e. a decay rate.
As an aside, I was wondering whether putting the Base Joint Correctives slider/toggle as a controller for correctives would be good idea (just in general, not related to OP's issue which i suspect is not a property heirarchy issue anyway). But I notice on G9 characters, for example, they just have one 2nd stage controller which is the character body morph, same as with other generations. People dont seem to be using the base joint correctives slider as a controller by convention.
i suppose this makes sense because it is called Base Joint Correctives, and character correctives aren't "base" correctives. So if you wanted to have a global controller for your character correctives, it would be better to make your own controller.
Actually it does make sense. Officially, on all Base pJCMs (G8) and Base cbs (G9), Base Joint Correctives property are set on 2nd Stage Controllers, otherwise those 2 properties will be meaningless...
If a vendor doesn't do so on their custom corrective morphs, it's not correct 'cause if users turn off the corrective toggle or tweak the percentage of correctives, the result will be wrong.
Right. I now see people/vendors often put the base corrective as the controller in Stage 1 instead of the bone itself, so the 'Base Joint Corrective' toggle is propogated to the cbs via Stage 1 scalar controller even if its not directly related by Stage 2 controller.
Strange Problem on Basic ERC...ere is base joint correctives?
On G8, it's a boolean toggle to activate JCM or not, i.e. value 0 or 1, so it can be set on 2nd stage to be multiplied. On G9, it's a percentage value, i.e. a decay rate.
As an aside, I was wondering whether putting the Base Joint Correctives slider/toggle as a controller for correctives would be good idea (just in general, not related to OP's issue which i suspect is not a property heirarchy issue anyway). But I notice on G9 characters, for example, they just have one 2nd stage controller which is the character body morph, same as with other generations. People dont seem to be using the base joint correctives slider as a controller by convention.
i suppose this makes sense because it is called Base Joint Correctives, and character correctives aren't "base" correctives. So if you wanted to have a global controller for your character correctives, it would be better to make your own controller.
Actually it does make sense. Officially, on all Base pJCMs (G8) and Base cbs (G9), Base Joint Correctives property are set on 2nd Stage Controllers, otherwise those 2 properties will be meaningless...
If a vendor doesn't do so on their custom corrective morphs, it's not correct 'cause if users turn off the corrective toggle or tweak the percentage of correctives, the result will be wrong.
Strange Problem on Basic ERCcrosswind said:
James said:
crosswind said:
Better drag "Base Joint Correctives" property (bool) to 2nd stage, just in case. So now, this pJCM still doesn't work ?
What and where is base joint correctives?
On G8, it's a boolean toggle to activate JCM or not, i.e. value 0 or 1, so it can be set on 2nd stage to be multiplied. On G9, it's a percentage value, i.e. a decay rate.
As an aside, I was wondering whether putting the Base Joint Correctives slider/toggle as a controller for correctives would be good idea (just in general, not related to OP's issue which i suspect is not a property heirarchy issue anyway). But I notice on G9 characters, for example, they just have one 2nd stage controller which is the character body morph, same as with other generations. People dont seem to be using the base joint correctives slider as a controller by convention.
i suppose this makes sense because it is called Base Joint Correctives, and character correctives aren't "base" correctives. So if you wanted to have a global controller for your character correctives, it would be better to make your own controller.
Strange Problem on Basic ERCJames said:
crosswind said:
Better drag "Base Joint Correctives" property (bool) to 2nd stage, just in case. So now, this pJCM still doesn't work ?
What and where is base joint correctives?
Anyway, your 1st stage controller looks to be set up correctly, so you dont need to do anything else to adjust those values in property heirarchy.
If your morph is not behaving after you have alt-clicked it (spammed alt-click 5 times to make sure) and rotated the bone to drive it, inspect the parameter settings by clicking gear icon in parameters tab. maybe you set default, max, limits etc to something weird
While there look at controller and subcomponents
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICIKainjy said:
Ovvio.. un modello del genere spero sia ricercato anche perché gli metto parecchie opzioni (morph o preset per posarlo o cambiare la forma). https://posercontent.com/search/site/kainjyVedo che sei piuttosto bravo a modellare. In effetti dovrei mettermi anche io a studiare un pochino per migliorare il mio modeling.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICI
Ovvio.. un modello del genere spero sia ricercato anche perché gli metto parecchie opzioni (morph o preset per posarlo o cambiare la forma). https://posercontent.com/search/site/kainjyImago said:AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICIImago said:
Kainjy said:
Stasera ci provo.. vediamo se funziona
Poi ha funzionato?
Ho fatto joint per joint il riallieneamento e copiato/incollato le coordinate.. ora è tutto OK. Devo solo iniziare a rimpacchettarlo e fare qualche altro morph per dargli qualche funzionalità. Prima però volevo chiudere un altro prodotto minore che è aperto
Nutcracker dress does not fitSorry, I think I've solved it, I used the morph for the doll and not for the clothes and it seems to have worked
Converted Body Morph causing Rotations to ShiftEach bone in a figure has it's own orientaion (XYZ, XZY, ZYX etc), they define the rotation of the bone, if a morph alters those rotations then the figure is going bend "badly" at the very least.
Nutcracker dress does not fitHi everyone, I purchased this product
https://www.daz3d.com/nutcracker-uniform-for-genesis-81-males
and this
https://www.daz3d.com/nutcracker-for-genesis-81-maleThe outfit he says is primarily designed for the Nutcracker but he doesn't fit properly, especially the pants and boots. The morph doesn't fix anything because it only serves to adapt it to other characters.
If I then adapt his poses, the holes get worse.
Can anyone help me figure out how to fix these glitches?
Thank youIs there a way to keep scaling as part of the default shape?Design Anvil - Razor42 said:
Hi, You could create a custom morph and ERC freeze the scaling adjustments to the morph. Here is a general overview.
1. Adjust all of your scaling settings on the figure in the default pose.
2. Right click the figure name in the parameters panel and activate edit mode.
3. Right click 'actor' in parameters panel and select create new property.
4. There are only a few things you need to change here. First give the morph a unique name that represents the changes, then change type to modifier Shape, give it a unique color so you can find it easier. Then click 'create'.
5. Ok, now you should see your morph when you look in the Actor paramater. Right click it and select ERC Freeze.
6. The ERC Freeze options will appear, make sure only the scaling options you want to include are selected and click okay.
That's it, dial up your morph and the scaling will now be independent of your pose options when you reset.
You can go ahead save your morph for later use, mix it with other morphs and it will also be saved as part of a shaping preset.

thank you, this is the solution I needed!
Converted Body Morph causing Rotations to ShiftI just used Character Converter from Genesis 8 Female to Genesis 3 Female to convert a G8 figure to G3. When I adjust the applied body morph to zero, the G3 figure's rotations move and it twists the figure into a tangled position and I have to zero everything manually. Setting figure pose to zero does nothing. Similarly, if I load a new G3 figure and apply the newly converted body morph, it twists the figure up. What is it in the converted morph that is causing the rotations to change? I wish to edit them out of the converted morph if possible.
Is there a way to keep scaling as part of the default shape?Hi, You could create a custom morph and ERC freeze the scaling adjustments to the morph. Here is a general overview.
1. Adjust all of your scaling settings on the figure in the default pose.
2. Right click the figure name in the parameters panel and activate edit mode.
3. Right click 'actor' in parameters panel and select create new property.
4. There are only a few things you need to change here. First give the morph a unique name that represents the changes, then change type to modifier Shape, give it a unique color so you can find it easier. Then click 'create'.
5. Ok, now you should see your morph when you look in the Actor paramater. Right click it and select ERC Freeze.
6. The ERC Freeze options will appear, make sure only the scaling options you want to include are selected and click okay.
That's it, dial up your morph and the scaling will now be independent of your pose options when you reset.
You can go ahead save your morph for later use, mix it with other morphs and it will also be saved as part of a shaping preset.

Can someone identify this character for me? Pleasesid said:
Pic from https://www.daz3d.com/pretty-eyes-for-genesis-9
He's lovely, isn't he? I wanted him too.
I say he is a custom.
The skin is part of the free genesis 9 Starter Essentials, based on the freckles (09 Masculine Skin 02 MAT). Eyebrows Fiber Style 8 with the black applied out of the genesis 9 Starter Essentials.
Base head shape is Michael 9, but it's been tweaked or combined with another character. (I don't have a morph ket that can achieve that mouth, that's for sure). Not sure which stubble. I think they eyelashes are swapped out. Eye materials from the product, but I used Joise's in this test render.

That was as closest as I could get quickly, but I haven't fiddled too much with Michael 9's headshape.
I want those lips!
Thank you so much! Me too! Hahahaha
Can someone identify this character for me? PleasePic from https://www.daz3d.com/pretty-eyes-for-genesis-9
He's lovely, isn't he? I wanted him too.
I say he is a custom.
The skin is part of the free genesis 9 Starter Essentials, based on the freckles (09 Masculine Skin 02 MAT). Eyebrows Fiber Style 8 with the black applied out of the genesis 9 Starter Essentials.
Base head shape is Michael 9, but it's been tweaked or combined with another character. (I don't have a morph ket that can achieve that mouth, that's for sure). Not sure which stubble. I think they eyelashes are swapped out. Eye materials from the product, but I used Joise's in this test render.

That was as closest as I could get quickly, but I haven't fiddled too much with Michael 9's headshape.
I want those lips!
Not much participation in forums ?Lately I haven't participated as much because I've been really busy and whenever I normally would get a chance to look at the forums, lately the places I'm at have crappy internet reception so I can barely load the forums before I lose my signal strength or I loose patience waiting for the page to load... that's a service issue, not a DAZ issue... but a couple months ago the forum were acting up and I was constantly getting gateway errors, couldn't upload images, was getting logged out, interface issues, there was a weird character limit issue and my lights would flicker if I mentioned subsurface scattering... the last one was probably an electroethereal poltergeist which was probably not a forum issue, but the others made me less inclined to bother to post anything because it was a drag... for me now, things seem to have been fixed, at least on this end, but I could see where that would be annoying for some people where they might get fed up and take a longer break.
I've been here for a number of years and have seen a lot of forum problems including "The Great Forum Transfer of 2012 or Whenever The Hell It Was" (that's the official name in case you were wondering)... it seems like every time there is some big or extended forum issue, I do notice that when things "go back to normal" (or some semblance of usability) it takes a while for forum activity to get back to normal... I've also noticed in some cases, it appears adjacent to those timelines that some people go missing and never return... it could be coincidence, or it could be people just get fed up and find other stuff to do or they decide go out and get some fresh air and walk in the park and end up getting eaten by a bear...
I feel the last one is probably pretty likely, because a lot of people disappear at the same time those "Chonkiest Bear Contests" occur around Fat Bear Week... I don't know if that's DAZ's fault or the National Park Service or forum members who slathered themselves in salmon gravy before going on that walk, but I do notice after persistent forum problems, some people do disappear for extended periods if they return at all...And then there are some policy and store issues that may have contributed too... I know a lot of people were really pissed about a certain new form of content with the three letter acronym that was introduced a while back which is fairly controversial and a bunch of people were really pissed about a certain type of new licensing addition...
It could be stuff like that... I dunno... I'm not as Force sensitive as I used to be after my Midichlorian count was reduced by getting Covid, so it's hard to say... I have felt great upheaval in the Force lately, but I've also been eating White Castle burgers more often and Force upheaval and bad gas are often similar...
I hope it's just part of the wonky forums cycle and people that may have been eaten by bears were only slightly eaten and get better and after a while they come back, and it's not cumulative community erosion taking its toll...
That would be pretty unfortunate, since the forums are a huge part of the trouble shooting and guidance/teaching part of the whole DAZ ecosystem.We are often told nobody at the top floors of DAZ reads the forums, so what community members say, love or get pissed about or may or may not have issues with is irrelevant because nobody anyone might be hoping will hear these complaints or concerns is going to be reading them, so if you have an issue with nouveau fancy tomatoes or you can't post an image of your render issue, that's a you issue that's best solved by filing a ticket where applicable, otherwise you are just screeching to the choir.
Which I think in itself is kind of discouraging... if I ran a small company that made plastic novelty roaches and had a forum, regardless of how big or small RoachCo was or became, I'd want know what people were saying, regardless of how much salt I took their comments with... it seems kinda good top flooring to know and even to pop in from time to time to say something encouraging or acknowledging... I would feel that the people buying my plastic roaches might feel I'm too aloof or detached from something they really enjoy and feel less inclined to care about it themselves because it might trivialize the plasticness of the artificial roaches... even if it those plastic roaches were something I just made on a lark or got involved in strictly as a form of employment, and it was making a small amount of income, it would seem to me to that even if there was the most minimal of communities involved, there would be some inherent connection to seeming to have a personal connection/interest and retaining customers or growing that user base...
But as far as anyone knows, me included, I never went to any sort of important school with clingy plants growing on the walls, so what the hell do I know about stuff like that... especially if I have a poor Midichlorian count now... well, at least I still have my Spidey Senses... honestly though, being covered in spiders get itchy after a while, so who knows how long I'm keeping with that... besides it doesn't help divine people's overall moods and satisfaction... actually aside from giving spiders a place to nest, I don't really know a point for it at all...
Well, I've got that to think about now... I should probably go out into the woods and shake off all these spiders and hope there are no displaced chonky bears looking for someone wearing salmon scented cologne (don't judge, it was cheap and the bottle looks like a fish).
Anyway, hopefully this is just a temporary thing and not a long term downward trend...
The participation issue, not me smelling like lox... it's a big bottle and I don't throw out anything ever.
Well... that's all.
Cheers.
Transfer Utility never worksTricks -:
1. Go for remodeling / resculpting on the imported obj in Blender base on you Daz character, make the clothing fitted AMAP, and assure the geometry welded per piece of garment;
2. Import obj into Daz, rig each garment with Transfer Utility (set Source Item Shape - Current and tick Reverse Source Shape from Target)
3. Finetune FBM or bs on the garments and fix all necessary pJCMs / cbs, in Blender and import back to DS...As for dForce, I checked the product on RH, for such a japanese style clothing, it's usually doable to add dForce modifiers to Juban, Kimono, Haori, Hakama even Kyahan, but not on the Mino, hat and shoes. You better know well about how to set up properties on dynamic surfaces, with simulation testing. More experiments lead to more experience and better results...
Recommend a youtuber - Kelvin Jin (aka shinteo), who's good at making stylized characters and transferring clothing from Blender to Daz. https://www.youtube.com/@Shinteo5 Check his tutorials...











