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  • Render your buys! Use buys from the current month and the previous month of sales

    sid said:

    paulawp (marahzen) said:

    I've been wanting to do something with the Tube stuff.

     

    https://www.daz3d.com/the-tube-train
    https://www.daz3d.com/the-tube-interior-extras-and-poses-for-genesis-8-and-81
    https://www.daz3d.com/hs-rocking-edge-hair-for-genesis-9-81-and-8
    https://www.daz3d.com/dforce-street-style-texture-add-on
    https://www.daz3d.com/dain-9-hd - (he's not Dain, but I used some Dain morphs)
    https://www.daz3d.com/long-nails-salon-for-genesis-9

    He's very handsome. The Dain 9 materials have come in really handy, I've borrowed his normals a few times now.

    Also really like the Rock Edge hair, just wish there were more ways to pose it! I think I'm going to have to make a rule: no more static hairs.

    Aw, thanks! I'm very pleased with how he came out. For the record, his normals and most skin settings are based on Jack, the base texture was created with FaceGen, and the shape is converted Face Transfer with about 20% Dain dialed in. Definitely a "Franken" G9.

    I've noticed a bunch of otherwise nice hairs with no or minimal shaping/morphs lately. I'm OK with their limitations at the sale prices we've seen the last couple of months, but yeah, I would definitely prefer more options.

    By

    paulawp (marahzen) paulawp (marahzen) November 2023 in The Commons
  • I am about to go Unreal on you all!

    RexRed said:

    WendyLuvsCatz said:

    geografts work for me in iClone 6 and subsquently FBX export from 3DX6 to Unreal but I do do it all manually no live links and use my own bone not morph based retargetting profiles

    Thanks you very kindly for your help WendyLuvsCatz! smiley

    It is nice to hear that geographs work for you in Iclone 6! Hopeful! As for 3DX6 is that specifically for Genesis 2 characters or is it used to convert all Genesis characters? In other words, if I plan to bring in mostly Genesis 8 and 9 characters to Iclone 8 and Character Creator 4 do I need to buy this? And will I be able to apply Character creator skins and modifications to these imported characters? 

    ..and, if I need to buy these to convert Gen8 and 9, do I need the full 3DXchange 6 Pipeline version or can I do the same with 3DXchange 6 PRO?  

    Now I am noticing a 3DX7 as well and something about it being discontinued and added directly into Iclone 8.

    I am hoping if I wait on buying 3DX7(6) I will not regret it.

    Also a question, Reallusion has a 50% off sale right now.

    Anyone know if the sale may get any better than that on black Friday? (I am poor, and this endeavor is putting me into huge debt.)

    completely different to CC4 which I don't have or iC7 or 8

    they use their own mesh and convert stuff to it which is no doubt why geografts don't work

    I do believe ther 3DX8? pipeline can still import FBX though and do manual retargetting but I really don't know 

    I cannot afford Reallusion stuff hence being 2 whole versions behind surprise

    By

    WendyLuvsCatz WendyLuvsCatz November 2023 in Unreal Discussion
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICI

    @Muscleman

    Grazie, ti consiglio di provare il Gundam.. tanto è gratis.
    Così mi sai anche dire se impacchetto bene i modelli (vediti il video della pagina che ti fa vedere i morph disponibili)

     

    Tenete d'occhio la pagina... forse potrebbe comparire qualcos'altro a breve sempre per amanti dei fumetti

    By

    Kainjy Kainjy November 2023 in The Commons
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICI

    Kainjy said:

    Imago said:

    Kainjy said:

    Ecco come appare

    Sembra interessante.

    Ma poi questi robi li rivendi? surprise

    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/kainjy
     
     
    Figa la tuta di USAgent

    By

    Muscleman Muscleman November 2023 in The Commons
  • The older generation: Victoria 2/3, Michael 2/3 and their children renders

    Thank you.

    Well, the character both is & isn't V3. It's actually Jim Burton's take on V3 'Glamorous Vicki' (effectively a morph of V3 even though there is a different CR2 file) then I have added Iray shaders and made the character into a TriAx character (no mesh changes) and added autofit clones and autofollow to the morphs as per my Aiko 3 tutorial in Freestuff. Eventually I would like to learn enough to be able to modify the weight maps for the joints and improve the elbow, thigh and knee bends in particular.

    Regards,

    Richard

    By

    richardandtracy richardandtracy November 2023 in Art Studio
  • Multi Bulge for G8M, G8F and G9

    @Dissendior - there is a controller that does lengthen the shape somewhat, but for the most part this is intended to be a fairly low key morph - something for when there needs to be some shape to stop a character looking like a Ken doll, rather than as a precursor to a smut scene.

    If you need morphs for people smuggling foot-long subs down their trousers, I'm sure others out there have made such morphs with rather more enthusiasm than I could bring to it.

    By

    Matt_Castle Matt_Castle November 2023 in Freebies
  • Daz Studio Pro BETA - version 4.22.0.15! (*UPDATED*)

    is bone minion working properly in 4.22?

    I will try 4.21 on my other PC later to rule out user error because it is M4 hand poses I want to transfer and full poses work

    I used the apply changes script

    maybe it doesn't do hand movements alone?

    the minion's hands move with the animation but G9 doesn't

    OK UPDATE 

    apparently a limitation of bone minion, it doesn't do the hands

    By

    WendyLuvsCatz WendyLuvsCatz November 2023 in Daz Studio Discussion
  • Vo Zoe HD for Genesis 9 is breaking all my G9s...

    I recently purchased Zoe and while trying to convert a custom G8M to G9M with RSSY's converter it Failed spectacularly! The end result of my G9 was a character that came in inverted at a scale of around Negative 9534, and nicely curshed skull to go along with it... Any way after TO MANY HOURS of trying to get that converter to work, i finally decided to try it manually, and this is when i noticed that both my G9 Dev load and G9 base characters were coming in at a scale of 97.8 (or .6) and had a bunch of proportions dialed in... I zeroed the the dev load figure and manually converted my character and the results were as intended.  Then went back to RSSY converter used the scene converter (zeroed G9 Dev again before starting) and results were as intended.  So then the hunt began as to what caused the problem.  I eventually narrowed it down to VOOTW charcters as the cause and then further down to Zoe herself.

    The reason i could not find her as the cause of the problem by looking under CURRENT is that the her "Vo Zoe Proportions" morph comes in at 100% as Defualt (and is grayed out) so wasn't showing that it was actually in use.... So here is what you need to do to fix her:

    You need to decompress the Vo Zoe_figure_ctrl_Proportions.dsf (use batch converter under window/pane and browse to it in your "data/daz 3d/Genesis 9/Base/morphs/vootw/vo zoe" Dir.  After decompressing open with Notepad ++ and change line 31 "value" : 1, to "value" :0,

    if you're using notepad look for this under "modifier_library"

    "channel" : {

    "id" : "value",

    "type" : "float",

    "name" : "Vo Zoe_figure_ctrl_Proportions",

    "label" : "Vo Zoe Proportions",

    "value" : 1,

    and again change that to "value" : 0,

    I also tried to Zero that morph under parameters then erc freeze it to save it out from within daz as another option for a fix, but Daz was chewing on that for more then 5 mins so i gave up on that route, anyway someone else is welcome to try that.

    of course another "Easy" solution is just to search Vo Zoe under parameters and dial that to zero manually.... I'm sure that won't get old at all having to do that for Every G9 you load...

    Anyway Hope that helps someone else in the future.  Fixing the DSF is the best solution, and no i did not submit a ticket about this. Have other stuff to fix...

     

     

     

    By

    mrpenguin76 mrpenguin76 November 2023 in The Commons
  • Free Genesis 1 Animation Helpers

    Are any of you working with motion capture on Genesis 1?

    These Genesis 1 Animation Helpers can save a lot of time messing around with key frame edits, deletion, graph editor tweaks and the like.

     

    What are they?

    Genesis 1 MorphForms + is a small set of additional Pose dials for Genesis 1. They don't add shapes, they simply provide a few global sliders on the Actor level for ease of tweaking animations.

     

    Let's explain:

    I enjoy using BVH or aniBlock motion data to at least get my animations close to how I need them, then tweak them from there with some good ol' hand key-frame animation techniques.

    Well after finding myself constantly in the graph editor to change the global bend of certain skeletal joints, I decided to make pose-morph dials so that I could achieve the same effect easily with the turn of a dial.

     

    Genesis 1 MorphForms + adds an Arms Twist dial to the Genesis > Pose > Arms category in the Parameters tab, and several torso sliders in the Genesis > Pose > Torso category: Neck Bend (just the neck, not the head, for refinement), Torso Slump (Chest and Abdomen 2), Chest Bend, Abdomen Bend and Abdomen 2 Bend.

    I feel that these additional bend helpers round out the pose dials to better equip us with an easier to use and faster method of these simple, yet essential tweaks.

    Sometimes I use the Head/Neck Bend dial that's located in the Head of Genesis and find that either the head or neck is either bent too far or not far enough compared to the other. By simply having this extra Neck Bend dial, we can very easily tweak between them.

    Torso Slouch bends the chest and abdomen 2 opposite each other, which can be very handy to correct joint issues, but also to assist with secondary movements and things like breathing, for example.

     

    Then the chest, abdomen and abdomen 2 bends help us to tweak the posture of our character, making it much easier to keep each individual behaving in their own style. It makes it a Lot easier to make a slowed-down walk cycle more suitable for a slumped over elderly character, for example.

     

    You can Download them HERE - There are also installation/unistall instructions. These files are in DropBox and it'll ask you to Sign In. You don't have to and can just close that popup altogether, Then just look in the upper right corner and click the little download icon.

     

     

    In the recently released course for Dynamic Character Animation in Daz Studio, there's a whole video on making these things for yourself, but it's amazing how well this small set works for correcting most of the glaring things we might want to fix.

    By

    Dartanbeck Dartanbeck November 2023 in Carrara Discussion
  • Problem with VO Lisa

    I didn't try all the eye colors but at least one of them removed all the skin tweaks I had done and LIE makeup. I got so pissed off, I'm returning it. Without the Mousso morphs, it's not even a smile, just puffy cheeks and a bit of squinty eyes. I have the Mousso character that's needed but it seems wrong to use another PA's morph, especially not listing it as a requirement. I don't trust the authencity of this PA anymore, 

    By

    Wonderland Wonderland November 2023 in The Commons
  • Diffeomorphic DAZ Importer version 1.6.0 released

    I sailed passed most things easily that I needed, but I am left with one question. I want to use the "breast control" morphs in Blender to simulate a push up behaviour in clothes. It succesfully applied them in the finished import, but I don't see how or where I can change the values (I found all the other properties easily like FACS control and other pose controls)

    I mostly followed the tutorials found at : https://diffeomorphic.blogspot.com/p/advanced-morph-section-version-16.html

    But I am still a bit stuck. Any help would be much appreciated!

    By

    Paintbox Paintbox November 2023 in Blender Discussion
  • Remixing your art with AI

    Artini said:

    Diomede said:

    Stable Diffusion with ControlNet has a menu for loading rigged FBX, JSON, and similar models.  But my custom toon Marx brothers do not appear to transfer correctly from Carrara FBX to Stable Diffusion.  crying

     

    Have you tried to transfer your Carrara FBX to Blender

    and then export from Blender as FBX or any other format, that ControlNet accepts.

    I am going via Blender when I need to export FBX models from Shape-E to Daz Studio, for example.

    Awesome work and your thoughts about you experiments with Stable Diffusion.

    I am also doing my experiments with AI for the same reasons.

    Thanks for the suggestion.  I tried for a similar model some time ago but have forgotten the details.  I think I had to look up FBX versions on the web and use a conversion, but I don't remember for sure.  Given how crude my toon figures are (intentionally), I would probably be better off just transferring the mesh to Blender and rigging there.  I have successfully done something similar with Mixamo.

    By

    Diomede Diomede November 2023 in Art Studio
  • Information of file type based on extension?

    Bejaymac said:

    They are for Omnifreaker's shader systems for use with the 3Delight render engine, so do not delete them.

    DAZ - scene file - was used in every version of DS until the launch of DS4.5.

    DSO - converted mesh file

    DSD - converted morph delta file

    DSV - converted UV coordinates file

    DS/DSA - ASCII script file mostly used for presets

    DSB - binary script file

    DSE - encrypted binary script file

    Those are the standard files used in DS up until the launch of DS4

    Thanks a lot.

    I also found DSJ files in the Genesis8MaleStarterEssentials
    - CloneGenesis.dsj
    - CloneGenesis2Female.dsj

    I also found GFA files here IM00042071-01_Genesis8FemaleStarterEssentials\Content\aniBlocks\aniMate\Gestures 

    These extension has not been listed so far

    By

    Singular3D Singular3D November 2023 in The Commons
  • Shape Rigger Plus G9 Edition (Commercial)

    If a morph has been previously saved and exists in your data you can only rerig/update save via the script. You cannot save it to a new path. That can only be done to newly imported morphs that require a first time save where your name and product name gets filled in.

    By

    Zev0 Zev0 November 2023 in Daz PA Commercial Products
  • Daz > Marvelous > Daz | HELP!!

    Saxa -- SD said:

    tskprof said:

    Saxa -- SD said:

    How did your axis change?

    When exporting from MD the coordinates were wrong. Should be x,y,z instead of y,x,z

    And everything worked.

    That is awesome you got.

    But when check my MD settings for export to DAZ they are proper.

    Just curious how your settings got "not Dazzy synced"?

    I've done the morph similarly a hundred times. I don't know how, but I must have accidentally changed the coordinate.

    By

    SARMAT SARMAT November 2023 in Daz Studio Discussion
  • Transfer Utility Freezes

    I think I found a stable workflow now, in case somebody else is doing this for Unity export of clothes only with morphs. This freezing happened to me when I was using Transfer Utility on them a second time, to get the morphs, too, but actually this is not needed.

    This works for me:

    1. Have the weight painted and rigged clothes first saved as Figure/Prop Assets
    2. Have a Gen 8 character selected when adding the clothes prop oin the character. It will be parented to the character and the morphs get transferred at this stage.
    3. Right-click on the clothes and select "Unparent", unparenting it from the character (otherwise you get the character too in the export).
    4. Having the clothes selected, export it.

    I am using Unofficial DTU bridge and doing this:

    1. In the export dialog, make sure to first check the Asset Name to match the clothing, because the exporter wants to save it under the character's name
    2. Select Show FBX Dialog
    3. In the FBX Dialog, select Include Morphs, and check the Export Rules that the desired morphs are included

    By

    jaakko.saaristo jaakko.saaristo November 2023 in Technical Help (nuts n bolts)
  • Free: Gelatin dessert for Daz Studio Iray

    To go along with the freebie challenge theme for this month (or in case you were planning on hosting a 3D Thanksgiving dinner), I modeled a gelatin dessert for you all.  It has 10 different flavors, 2 plate colors, and a wobble morph in case you accidentally tip over your dessert or want to poke it.

    Now at Deviant Art:

    https://www.deviantart.com/perlk/art/Free-Gelatin-dessert-prop-for-Daz-Studio-Iray-994472030

    And Renderosity:

    https://www.renderosity.com/freestuff/items/96545/free-gelatin-dessert-for-daz-studio-iray

    By

    perlk perlk November 2023 in Freebies
  • Remixing your art with AI

    Diomede said:

    Stable Diffusion with ControlNet has a menu for loading rigged FBX, JSON, and similar models.  But my custom toon Marx brothers do not appear to transfer correctly from Carrara FBX to Stable Diffusion.  crying

     

    Have you tried to transfer your Carrara FBX to Blender

    and then export from Blender as FBX or any other format, that ControlNet accepts.

    I am going via Blender when I need to export FBX models from Shape-E to Daz Studio, for example.

    Awesome work and your thoughts about you experiments with Stable Diffusion.

    I am also doing my experiments with AI for the same reasons.

     

    By

    Artini Artini November 2023 in Art Studio
  • Daz > Marvelous > Daz | HELP!!

    Hey, everybody. I decided to make a morph for a dress for a particular scene in Marvelous. I haven't done it for a long time, but I seem to do everything as usual. But when I use the morph, the dress flies away to other coordinates. Something I can not understand what's wrong. Screenshots of the settings below. Everything was fine before. Help, I'm already out of ideas.

    P.S. Sorry about my English

    By

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

    RexRed said:

    The whole point I am making is smoothing should be done directly within Daz.

    Hi RexRed, when i read your OP and following posts, for sure understood your expressed hope that it can all be done in DS. Would be thrilled myself if that was possible.  Listed those 2 ways to show that (1) Hex and DS were never merged - probably reasons? and (2) MarvellousDesigner way of colliding using GPU does exist, but that's a different 3d program with high levels of sophistication and differnt focus. So totally share your wish that DS could be further featurized to include that. By my estimation, that may happen, but not counting on it any time soon. Like decades.  Would be delighted to be wrong.

    Yes, I can export and smooth but it is very inconvenient.

    I am working on an animation, I have 1400 frames. My figure is dancing in jeans and every time he does a twist or stretch his jeans are pulled in odd ways distorting the fabric texture.

    To export this figure for each frame when the fabric goes out is impossible. So do I just decide to not animate in Daz and do it elsewhere? That would be terrible.

    only tips i can give is (1) make bigger morphs allowing more range of movement and/or add ercs that trigger and work with various differnt morphs for that clothing item.  Like jcms that figures have and clothes autfollow. Problem is the weights on figure vs clothing is still too large scale to accomodate all those deforms, especialy the tighter clothes are, like jeans.

    the DS smoothing goes a long way.  Have been thrilled with what it can overcome.  Another big tip is turn off your clothing smoothing when poke-through is happening.  Most often than not i find the failure is so big it is a wonder how much the native DS smoothing made that look better.  Then make moprh to fix that etc.  For now and long time forward, would say use the steps i listed plus ercs for that outfit if you really want.  Still VERY frustrating when Viewport shows all smooth, but render is different even when both set to same level of subD.  But seems it is what the current and future state of affairs.

    Also very important, make sure your jeans are at subD similar to figure. Lots of clothes are at base res.  Those extra polygons usually help alot..

    Lots of peeps still just do 1 frame and not huge anims like you which is essentially 1400 different frames.  Whole chapters are written with 1400 frames:)

    In a way anims is sadly still a secondary and expensive activity, because ai and collision are not sufficiently advanced.

    All of my figures textures are made to look right in Daz Iray, all of my props and environments are in Daz and Daz hair only looks right in Daz.

    It is better to bring the mountian to Mohammad in this case.

    A smoothing tool(s) could work on a per frame basis and correct all of my animation clothing stretches right in Daz.

    Notice the fabric, the image I included is a frame in an animation, the moment he goes into another pose, the clothing will get taut in another location and again, need smoothing.

    This smoothing needs to be done in Daz to be feasible.

    How do you mean mesh grabber not animatable? Output is a static morph that you could reuse and keyframe?

    Even dForce system 'as Is' cannot be paused and resumed.  You probably know of the 2 main dF products dF2Morph by Riversoft and latest dF product by Silas and JoshDarling?

    As for dancing, it would BE so next level if DS could incorporate a bullet physics real-time.  But fear the demands of IRAY photoreal vs more toony 3d physics with no jcms is just too different and techno is not there to bridge gap.

    Otherwise, i share your dreams and frustrations.   Would love to be surprised.

    By

    Saxa -- SD Saxa -- SD November 2023 in Product Suggestions
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