-
Character Anomaly Body Deformed
crosswind said:
If it's a custom character, first try Edit - Figure - Rigging - Adjust Rigging to Shape... and also check if you've used some unique product....
That didnt work unfortunately. I did use a Daz product by Zevo called X-Transfer to transfer a bunch of morphs from Gen 3 to Gen 8 but I feel like I noticed this issue prior to that. I could be wrong and it could be the X-Transfer that is causing this.
Daz Studio Pro BETA - version 4.22.0.15! (*UPDATED*)outrider42 said:
Richard Haseltine said:
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
I find this claim rather dubious when things like autofitting Genesis 1 have been broken by this same beta.
It is after all, a BETA. And Iray has broken plenty of things already, like the purple renders. Perhaps, just perhaps, Iray 2023 fixes some of these things that people are freaking out about. But we will never know because Daz refuses to let us even BETA test it in their BETA...something that BETAs are supposed to be for...testing BETA features. BETA features in BETA software, what a novel idea.
a beta for an updated build - x.x.x.1 to x.x.x.7 - not anything more. Though I admit adding a new plug-in may seem to confuse the issue, but plug-ins like face transfer 2 are, I think, additional to the core features while iray, though implemented as a plug-in, is a core feature.
Face Transfer 2KomodoVR said:
Siciliano1969 said:
KomodoVR said:
TesseractSpace said:
KomodoVR said:
I recently installed version 4.22.0.7 of DAZ Studio, which includes the Face Transfer 2 feature. After installation, I successfully entered the serial number and restarted DAZ Studio as instructed. However, I'm encountering an issue where the "Face Transfer 2" panel is not appearing in the program. I have verified that all other panels, including Face Transfer 1, are visible and accessible.
I am wondering if a complete system reboot is required for the changes to take effect, or if this issue might be related to the update process itself. Specifically, I'm considering the possibility that the latest update's purpose was solely for serial number entry and that the actual utility of Face Transfer 2 might be included in a subsequent update.
Can anyone provide guidance or steps to resolve this issue? I'm keen to use the Face Transfer 2 feature that I have paid for.
Thanks in advance.
From what I saw, it just uses the same Face Transfer pane. It's just now it works with Genesis 9 rather than 8, unless you force it to use 8 by loading and selecting a gen 8/8.1 figure, in whicb case it uses FT1 from what I read.
Thank you, I got it working! I was expecting a new panel, or at least something that read "Face Transfer 2," as everything otherwise suggests it's still the first "Face Transfer" product.
To anyone who can help: As this product is still in beta, I'm seeking assistance with a couple of issues. I can successfully transfer a face from a photo to Genesis 9, but during the process, I'm encountering two errors related to the "Genesis 9 Starter Essentials." One error occurs when using FT2 for a new figure, and the other error occurs when using FT2 on an existing G9 figure.
The first error reports a failure to load a Genesis figure, specifically pointing out the absence of a female Genesis file at a designated path (refer to Error #1 below). The second error indicates a problem with loading the base material preset, which, as it warns, could result in diminished quality of the image transfer (refer to Error #2 below). Notably, I have installed both "Genesis 9 Starter Essentials" and the "Genesis 9 Starter Essentials Expansion" through DIM.
Error #1: The error message states, "Failed to load a Genesis figure. Could not locate a female Genesis file: data/Daz 3D/Genesis 9 Starter Essentials/Utilities/Genesis 9 Female With Basic Wear.duf." Interestingly, my directory lacks a "Utilities" folder under "C:...\My DAZ 3D Library\data\DAZ 3D\Genesis 9 Starter Essentials."
Error #2: This error message reads: "Failed to load the base material preset. The image will still transfer, but with reduced quality."
Getting exact same issues
Here's a step-by-step solution that should resolve the issue (it worked for me):
-
Visit the DAZ3D forum post here: https://www.daz3d.com/forums/discussion/662091/face-transfer-2#latest
-
On the post, you'll find an attachment named "FaceTransfer2Content-11-29.zip". Download this ZIP file.
-
Once downloaded, unzip the contents to a temporary folder on your computer.
-
In the unzipped contents, locate the "data" folder and its subfolders. Copy these.
-
Paste the copied "data" folder and its subfolders into the "data" folder where your DAZ Studio library is located. This step is crucial for the solution to work.
By following these steps, you will be adding all the necessary files to your DAZ Studio library, eliminating the missing files error.
Excellent, thank you! Ironically I did read the Face Transfer 2 update page but somehow the file at the bottom did not register with me. :)
Face Transfer 2Siciliano1969 said:
KomodoVR said:
TesseractSpace said:
KomodoVR said:
I recently installed version 4.22.0.7 of DAZ Studio, which includes the Face Transfer 2 feature. After installation, I successfully entered the serial number and restarted DAZ Studio as instructed. However, I'm encountering an issue where the "Face Transfer 2" panel is not appearing in the program. I have verified that all other panels, including Face Transfer 1, are visible and accessible.
I am wondering if a complete system reboot is required for the changes to take effect, or if this issue might be related to the update process itself. Specifically, I'm considering the possibility that the latest update's purpose was solely for serial number entry and that the actual utility of Face Transfer 2 might be included in a subsequent update.
Can anyone provide guidance or steps to resolve this issue? I'm keen to use the Face Transfer 2 feature that I have paid for.
Thanks in advance.
From what I saw, it just uses the same Face Transfer pane. It's just now it works with Genesis 9 rather than 8, unless you force it to use 8 by loading and selecting a gen 8/8.1 figure, in whicb case it uses FT1 from what I read.
Thank you, I got it working! I was expecting a new panel, or at least something that read "Face Transfer 2," as everything otherwise suggests it's still the first "Face Transfer" product.
To anyone who can help: As this product is still in beta, I'm seeking assistance with a couple of issues. I can successfully transfer a face from a photo to Genesis 9, but during the process, I'm encountering two errors related to the "Genesis 9 Starter Essentials." One error occurs when using FT2 for a new figure, and the other error occurs when using FT2 on an existing G9 figure.
The first error reports a failure to load a Genesis figure, specifically pointing out the absence of a female Genesis file at a designated path (refer to Error #1 below). The second error indicates a problem with loading the base material preset, which, as it warns, could result in diminished quality of the image transfer (refer to Error #2 below). Notably, I have installed both "Genesis 9 Starter Essentials" and the "Genesis 9 Starter Essentials Expansion" through DIM.
Error #1: The error message states, "Failed to load a Genesis figure. Could not locate a female Genesis file: data/Daz 3D/Genesis 9 Starter Essentials/Utilities/Genesis 9 Female With Basic Wear.duf." Interestingly, my directory lacks a "Utilities" folder under "C:...\My DAZ 3D Library\data\DAZ 3D\Genesis 9 Starter Essentials."
Error #2: This error message reads: "Failed to load the base material preset. The image will still transfer, but with reduced quality."
Getting exact same issues
Here's a step-by-step solution that should resolve the issue (it worked for me):
-
Visit the DAZ3D forum post here: https://www.daz3d.com/forums/discussion/662091/face-transfer-2#latest
-
On the post, you'll find an attachment named "FaceTransfer2Content-11-29.zip". Download this ZIP file.
-
Once downloaded, unzip the contents to a temporary folder on your computer.
-
In the unzipped contents, locate the "data" folder and its subfolders. Copy these.
-
Paste the copied "data" folder and its subfolders into the "data" folder where your DAZ Studio library is located. This step is crucial for the solution to work.
By following these steps, you will be adding all the necessary files to your DAZ Studio library, eliminating the missing files error.
UPDATE:
Richard Haseltine included the following important information:
Although that should be safe there is a small risk that filenames in the official content may not match the beta content, and perhaps a bigger risk that they will chnage during the beta. A safer approach would be to unzip them to a separate folder and select that as a new content directory, then use Content Directory manager to make sure that it came first in the list of Daz Studio content directories. If the content is updated just empty the folder and put the enw files there; once the content is integrated into the release version simply remove the new content directory from DS' list.
Link to message here: https://www.daz3d.com/forums/discussion/comment/8477311/#Comment_8477311
Genesis 1 morphs to G9 transferAs the title says, a method to transfer the morphs from G1 to G9 would be nice.
As I can see, the only really nice toon and anime figures have been produced for G1 and never got brought to newer generations. That's a real shame to lose those nice figures, IMHO.
Make a "step by step" convertion, like G1->G3->G8->G9 is a bit too long and also the finer details are lost in the proces and a lot of bad deformations and rigging issues are added along.
Clothes stretching: Why is this happening!?In addition to rigging (1st step with Transfer Utility), you may have to further fix a couple of things on the garment - FBM, pJCMs at least. Even if you go for setting up dForce, some techniques are necessarily required on this "thick garment" with such a design (e.g. keep the shape of sleeves, back piece... when simulation, etc. ...)
If the shirt was made by yourself, you can upload.
Face Transfer 2KomodoVR said:
TesseractSpace said:
KomodoVR said:
I recently installed version 4.22.0.7 of DAZ Studio, which includes the Face Transfer 2 feature. After installation, I successfully entered the serial number and restarted DAZ Studio as instructed. However, I'm encountering an issue where the "Face Transfer 2" panel is not appearing in the program. I have verified that all other panels, including Face Transfer 1, are visible and accessible.
I am wondering if a complete system reboot is required for the changes to take effect, or if this issue might be related to the update process itself. Specifically, I'm considering the possibility that the latest update's purpose was solely for serial number entry and that the actual utility of Face Transfer 2 might be included in a subsequent update.
Can anyone provide guidance or steps to resolve this issue? I'm keen to use the Face Transfer 2 feature that I have paid for.
Thanks in advance.
From what I saw, it just uses the same Face Transfer pane. It's just now it works with Genesis 9 rather than 8, unless you force it to use 8 by loading and selecting a gen 8/8.1 figure, in whicb case it uses FT1 from what I read.
Thank you, I got it working! I was expecting a new panel, or at least something that read "Face Transfer 2," as everything otherwise suggests it's still the first "Face Transfer" product.
To anyone who can help: As this product is still in beta, I'm seeking assistance with a couple of issues. I can successfully transfer a face from a photo to Genesis 9, but during the process, I'm encountering two errors related to the "Genesis 9 Starter Essentials." One error occurs when using FT2 for a new figure, and the other error occurs when using FT2 on an existing G9 figure.
The first error reports a failure to load a Genesis figure, specifically pointing out the absence of a female Genesis file at a designated path (refer to Error #1 below). The second error indicates a problem with loading the base material preset, which, as it warns, could result in diminished quality of the image transfer (refer to Error #2 below). Notably, I have installed both "Genesis 9 Starter Essentials" and the "Genesis 9 Starter Essentials Expansion" through DIM.
Error #1: The error message states, "Failed to load a Genesis figure. Could not locate a female Genesis file: data/Daz 3D/Genesis 9 Starter Essentials/Utilities/Genesis 9 Female With Basic Wear.duf." Interestingly, my directory lacks a "Utilities" folder under "C:...\My DAZ 3D Library\data\DAZ 3D\Genesis 9 Starter Essentials."
Error #2: This error message reads: "Failed to load the base material preset. The image will still transfer, but with reduced quality."
Getting exact same issues
Face Transfer 2Initial impressions ... I created a girl-in-a-dress scene with my first Face Transfer 2 character for the "PAs: Thank you for the Wonderful Christmas Gifts" thread featuring recent freebies. I figured it was a good opportunity to do a couple of extra renders and make a post here about it. ETA: Attached source file for reference.
This character is not exactly as FT2 created it - I did some minor tweaking to make it scene-ready. I set the Base Feminine settings to 100%. That, along with the FT2 shape at 100%, are the only shaping on it. For the skin textures, FT2 creates base and translucencies for arms, legs, body, head and nails, and I am using both here*. I have, however, applied the mat files of a commercial G9 character, then reapplied the FT2-sourced material files afterward. Thus the base and translucencies are what FT2 created but the normals and other skin surface settings are from that commercial character.
Working in two different Daz instances, I'm not prepared right now to directly compare FT1 and FT2. Neither instance sees the shapes saved in the other and I'm not sure what to change to fix that. Subjectively, I much prefer the FT2 version of this character. G8F (and G8.1F, which is what I actually use) has such a long, oval face that the FT1/G8 and FT2/G9 versions are significantly different. As I test more characters, I'll form a more definitive opinion on that.
Here's the side profile, without hair for a better look. You can see that there is still some staining on the side, though it is definitely better than that in FT1. (There's also still some whitewashing on the face.) These come from the shadows and highlights in the source image; I have spent the last two years honing my Photoshop skills trying to fix source images and mat files to deal with these problems.
Some of the flat face remains in the profile, though it seems less severe than with FT1, where it can't be reasonably fixed (hence Face Transfer Shapes). I feel like I could improve this with a few morphs. Of all odd things, the ear gets mangled somewhat.
Overall, I'm pleased so far and am looking forward to trying it out in my normal Daz instance.
*I am running into trouble with "Failed to load the base material preset. The image will still transfer, but with reduced quality." I downloaded the zip mentioned above but I'm not entirely sure where its contents need to go for this beta instance. It doesn't seem to have been a major issue with this first character, but several subsequent ones I initially tried come in very gray and I suspect that this is a factor. ETA: Yes, those base material presets are the issue. It finally occurred to me where they belong. I put them there and that gets rid of the error and the gray texture. Will test further with different characters and source images.
Tutorial: Making TriAx Figures from Old Parametric CharactersI think that this process might work on your skirt problem. In my search for answers to my spike problem I discovered and used Mada's videos to help me use the weight-map tool. https://www.youtube.com/@MadadeLeeuw/videos The below comment came from my art studio thread here: https://www.daz3d.com/forums/discussion/194526/lj-studios-art-work-and-tips and deals with spikes you can get from using the tri-axe version of a garment while bending the figure. There is another entry talking futher about fitting clothing but not using auto-fit. I did this work not using a clone. I also left V2 alone and did not convert her to weight map. The garment that she is wearing is Tri-axe. There were reasons for not weight mapping Vicky. DAZ has a hard time correctly interpertating Poser morph files and Tri-axe can remove details in the mesh that you want to keep. So using cross dresser was my solution but I have learned some things working on Posette and her morphs that I would like to try with your tut Richard and I think maybe I can get that detail back. After Christmas, though.
Richard, if you wish you can take this snipette and add it to your tut. I do not mind. Make changes rearrange what ever is needed to make it better. You can also look through my thread for other things that might be worth something and add to the tutorial if you want. Use and abuse my friend. So here you go.
How to Fit Clothing when Spikes Show Up After Posing
This was a recent find for me. The Millineum Catwoman. After some discussion with Redfern I found out that she was called Mia. So as normal for my entries in this thread I have listed the stuff I used. I do however have a tip. Mia's bodysuit was orginally made for Furrette. I decided that I wanted a better fit to Victoria's body so I converted the clothing using Crossdresser by EvilInnocense. I wasn't quite happy with the fit so I added a smoother but that put to much distortion in the suit. So I decided to try to convert it to a weight mapped figure. When I did that every pose I used with the suit gave me spikes. They were on the arms and legs. I have seen this happen before and I finally did some research and found out 1 of the reasons for this occuring. Bottom line DAZ and Poser use different ways in dealing with how mesh is positioned at the joints. So there is a lot of leaway for DAZ to confuse a poor mesh and make spikes happen. Here is what I did to fix this issue when it happens to be a weight map issue.
Instructions:
1. Convert garment to Tri-Axe weight mapping.
2. Bend the garment and note where the spikes are created. You should be able to tell which bend direction causes the problem for what bone. So for the bodysuit it was the Z bend in the right and left shoulder bones.
3. On the Tool Settings Tab, select the Node Weight Map Brush Tool
4. In the Scene tab select the(one of) bone(s) where the spike or spikes occurred. In my case I had multiple places that needed attention so this process become iterative from this point on.
5. In the viewport right click and select the Brush Mode->Paint Brush. You will see two circles a green inside a red appear in the Viewport when you move the mouse over the garment.
6. Select the Rotation map for the previously identified bend. In my example it is the Z Rotation map that was not performing like it should, i.e. spiky. Upon selection you should see on the garment the area which the map identifies as having influence. Represented by red, blue and/or yellow fields of color. It is now, that you should be able to see some areas where the garment colors show through.
7. With the left button held down move the mouse over these areas to turn them red.
8. Rotate the bone within the Parameter tab or the pose wheel in the upper left corner of the view port. If you still see deformation then pass the mouse over the area again.
9. You have fixed your problem. If you want to keep this version of the garment and not have to make these fixes each time you use it. I would highly recommend saving it out as a figure.Title: Join the Space Force Now
Rendered in iRay. Postwork in Gimp to add the text and sig.
An imaginary recruitment poster for the US Space Force. Featuring one of their own Lt. Mia Tabby. Lt. Mia as she is called, is a combination of Victoria 2 body and Millineum Cat. A creature created by Little_Dragon with the help of Redfern and others. The poster behind her is from the JPL site. Lt. Mia is based loosly on Redfern's Mzzkiti, both being service girls and all. I want to thank Redfern for all of his information about this character, where she came from, who was involved. I love history.So here she is:

Freebies:
Character:Lt. Mia:Actor * Millennium Catwoman v1.2 by Little_Dragon.
Character:Lt. Mia:Tail Bushy Tail 2 by Little_Dragon.
Character:Lt. Mia:Texture * MilCatwoman Red Tabby Texture by Little_Dragon.
Clothing: Jewelry: Earrings * Ankh Earrings for Poser by Chris Cox.
Clothing:Bodysuit and Vest Furrette SPF Uniform by Little_Dragon.
Clothing:Jewery:Ring * Shardz Elven Ring for V3 by Shardz.
Environment:Background Visions of the Future - Venus by Jet Propulsion Laboratory.
Hair Little_Dragon's Ziggy Hair for Furrette 2.0 by Little_Dragon.
Pose:Lt. Mia Inspired by Louis Royo by Schlabber.
Prop:Lt. Mia:Weapon * Angry Hornet Raygun by Archeopterix.
Shader: Lt. Mia:Claws * Iray car related shader presets 'megapack' by Tom2099.
Shader: Suit: Jewelry: Gold * jewelry_iray_shaders by AllenArt LaurieA.
Shaders:Clothing * Iray Leather Shaders by Tom2099.
Paid fors:
Character Base:Lt. Mia:Head * Millennium Cat by DAZ 3D.
Character:Lt. Mia:Claws # Cat Character (w/ poseable nails) by DAZ 3D.
Character:Lt. Mia:Texture # Classic Cats Combo by LaurieS Lisa's Botanicals.
Clothing:Conversion * CrossDresser V2 by EvilInnocense.
No Counts:
Character Base:Lt. Mia:Body # Victoria 2.0 by DAZ 3D.
Clothing:Bib # RDNA Roma by Traveler.
Environment:Lighting # FWSA Soft Light Probes by Fred Winkler Art Sabby.* - Requires free registration
# - No longer legally availablePAs: Thank You (& renders) for the Wonderful Christmas GiftsThanks for the fun new Simply Formal Dress, seen here on my first-ever Face Transfer 2 character. Also, featuring the PTF Very Cool Lights again. I really like these lights...
Daz Studio Pro BETA - version 4.22.0.15! (*UPDATED*)Richard Haseltine said:
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
I find this claim rather dubious when things like autofitting Genesis 1 have been broken by this same beta.
It is after all, a BETA. And Iray has broken plenty of things already, like the purple renders. Perhaps, just perhaps, Iray 2023 fixes some of these things that people are freaking out about. But we will never know because Daz refuses to let us even BETA test it in their BETA...something that BETAs are supposed to be for...testing BETA features. BETA features in BETA software, what a novel idea.
Roll back to 4.21 ?? Too many bugs in 4.22!Catherine3678ab said:
fearthefailure said:
Morphs I used that didn't work this time:
Cranium Lower Width
Cranium Size Larger
Ears Size
Face Lower Longer
Face Upper Height
ForeHead Width
Chin CleftThis is a much better outcome than I had been getting lately, but not all of them are working yet. Before, all of them worked. This is the base G9 figure. I haven't saved and reopened it yet.
Before moving any sliders

Um, maybe I'm wrong but I don't think that is the vanilla base, neck looks too long and possibly too flat sideways. Also the head is maybe too far forward.
Experiment: Close D/S. Go to the morphs folder for G9, leave the Daz3D morph folder alone, slide all the other morph folders to a storage folder temporarily - maybe over on the desktop.
Open D/S and load G9 - does it look the same? If yes, I'm wrong, slide all the other morph folders back {with D/S closed of course}.
If I'm correct, then close D/S, slide back ONE of the folders, open D/S, load G9 ... if it looks correct, fine. Close D/S and repeat until you find the folder that is making the change. Incorrectly made morphs can affect how other morphs work and/or load already dialed in.
It always looked like that for me, but I also bought and installed morphs before I ever attempted creating a character. I'm going to give this a try too. I want to see if something changes as well.
Yeah... [Would all of my content be available to download if installing DS on new computer]You can redownload from store (e.g. using DIm or manually from your orders page) or therwise can transfer files from your old PCAprilYSH Bronwyn Hair IssuesUnparenting on its own won't allow you to move the hair because it's still 'fitted' to the character. What you need to do is either load the hair without the G8 being selected and move/scale it into place or right click it in the scene (if already fitted) and select 'Fit Bronwyn Hair to...'. Choose 'None' from the dropdown box. This is also available from the parameters list - the button is labelled 'Fit to'.
I can't reproduce the problem either I'm afraid - works perfectly for me on a base G8 and I don't have your character to test. As it works as intended on the base character it must be related to the morph (Pariah) you've dialled in.
As Crosswind says, if the scalp material is unwanted dial it out either partially or completely from the Surfaces Pane with the Cutout Opacity slider. Setting it to zero doesn't look great on the base character but the option is there if you want it. I've never had any problems with any of the April hairs - they are well modelled and textured and still look good today despite them getting a bit older now - so perhaps try it on a base character and see if your issue persists. If it does, something else is wrong.
Roll back to 4.21 ?? Too many bugs in 4.22!fearthefailure said:
Morphs I used that didn't work this time:
Cranium Lower Width
Cranium Size Larger
Ears Size
Face Lower Longer
Face Upper Height
ForeHead Width
Chin CleftThis is a much better outcome than I had been getting lately, but not all of them are working yet. Before, all of them worked. This is the base G9 figure. I haven't saved and reopened it yet.
Before moving any sliders

Um, maybe I'm wrong but I don't think that is the vanilla base, neck looks too long and possibly too flat sideways. Also the head is maybe too far forward.
Experiment: Close D/S. Go to the morphs folder for G9, leave the Daz3D morph folder alone, slide all the other morph folders to a storage folder temporarily - maybe over on the desktop.
Open D/S and load G9 - does it look the same? If yes, I'm wrong, slide all the other morph folders back {with D/S closed of course}.
If I'm correct, then close D/S, slide back ONE of the folders, open D/S, load G9 ... if it looks correct, fine. Close D/S and repeat until you find the folder that is making the change. Incorrectly made morphs can affect how other morphs work and/or load already dialed in.
Is there any need for classic Hollywood G9 head morphs?AOBB said:
@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!

@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!

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
That one is better. The skin is less monotone, has a bit of a flush in places, and slightly lighter so more like the Newman in the movies.
Issue with some poses after creating a new face morphThank you very much for your answer!
To be sure ton understand well, if I want to fix it in Wrap, I have to use the Brush node on the neutral pose I created, not on the Side-Side pose, is it that? And if I want to fix it in Blender, I have to use the sculpting mode directly on the Side-Side pose, right?If I try to fix it in Wrap, how could I know that my changes are ok, if I am working on the neutral pose? Would I have to work by trial and error and reimport the morph into DS until it perfecly works?
Thank you in advance for your reply!
PS: I made more tests, and this issue happens also for other poses, like the Eyes Crossed pose, not only the Eyes Si-de-Side pose...
Issue with some poses after creating a new face morphYes, checking Eyeballs / Eyelids related expression dials is a must after converting and importing the character's head morph. For this case, usually there're two ways of fixing them.
- In Wrap, you use Brush node to fine-tune the eyelids with moving / smoothing. Then re-export to obj. In this way, you don't have to fixe them in DS
- If fixing them in DS, you fix each eyelid by using Blender (I remember you know how to use Blender sculpting...), then import 2 delta morphs separately and create ERC links with the Eyes Side-Side expression dial and your character head morph dial.PS: you may check this thread ... though it was for Eye Blink, but the process is almost the same, and besides you also have to check Eye Blink / Eyes Close - https://www.daz3d.com/forums/discussion/661311/any-way-to-split-a-morph-like-eyeballs/p1
AprilYSH Bronwyn Hair IssuesI have the Bronwyn Hair on Gen8.1F with the Gen8 Pariah Hair. You can see in the picture a black 'head' showing where there should be hair. It's part of the hair but you can't select it and hide it. I've tried everything, every morph, adjustment, nothing works. Any ideas? Oh, and I tried unparanting it from the character and using transforms to move it, but it won't move that way.
Issue with some poses after creating a new face morphHello,
I created a new face morph by using the Wrap app, and while I use the neutral pose, everything is ok. I was testing different poses to check if it's still ok, but when I appied the Eyes Side-Side pose, one of the eyes seems to go out of it's orbit. Which encouters this issue depends on the side I choose:

Could you tell me how I could fix this issue, please? I have to more push the eyes into the face before to create my new face morph? Though, the eyes don't seems to go out of their orbits when I use the nertral pose, so I would be afraid to make them to much inside the face if I push them...
Thank you in advance for your help!












