-
importing higher subd meshes as morphs for G9 (and older) figures
j11011 said:
Hello everyone,
If I export G9 base resolution mesh to Blender, do some sculpting, I can then reimport back into Daz as a morph no problem, everything works fine, works with unmorped base figure, or male/female morphs the same.
But I want to work in more detail on the figure, exporting higher subd to Blender is not a problem, it does export from Daz and import into Blender ok, but trying to get back into Daz I get the "Geometry did not match".
I tried googling a solution for this, but couldn't find a solution, though I did see a few hints that Daz by design doesn't permit this, just wanted to confirm if this is the case? The rumour was that some special in house tool is being used to do this sort of thing?
Hi, did you find any solutions?
XTransfer Module 1- Genesis 3 to Genesis 8 Morph Converter (Commercial)
I've had Shape Splitter for a long time, but finally got around to using it the other night. I had no problems. I did find that the Mr. Hyde morph I had converted from G3M to G8M with X-Transfer acted weird when posing. The hands explode like the spaghettification that happened in the latest episode of Loki. I tried manually converting the morph, and this version poses just fine.brucek5 said:I bought a tool called Shape Spliter that seperates the head morph. Now my Genesis female 2 female has been completly converted to a Genesis female 8 female and looks exactly the same and if fully animatable!
Proper way to fit custom shoes?ALT-3D said:
Applying a reverse morph to the result of the transfer makes everything happy, but should I need to do that if the transfer worked correclty?
- Make sure any transforms are baked (i.e., positioned model has 0,0,0 transforms and 100% scale) before doing transfer utility. If you tranformed after loading the obj, then export-reimport should bake position and scale.
- Reverse Source Shape from Target will compensate for using Gen 9 with morph applied.
Accounting for both those should fix distortion result from transfer. Of course, you can always fix distortion with corrective morph, which you were doing anyway with your old process so cant be any worse than that...
Proper way to fit custom shoes?ALT-3D said:
I tried the transfer utility with a fresh scene, Dev load g9 and the shoe model (Base_test). it worked once (see images) and crashed Daz the second time when i tried to use no projection template. I've never had good luck using transfer utility
Well dont try to use no projection template then, problem solved?
Transfer Utility will sometimes crash if you have wrong thing selected in the Scene tab. From memory, youre supposed to have the Source (e.g., Gen 9) selected in Scene tab.
Proper way to fit custom shoes?ALT-3D said:
Leana said:
ALT-3D said:
Any red flags that y'all can see in my transfer settings?
Were the shoes modeled on the default shape or the G9 feminine shape?
These settings are fine if you made them for default shape, but if they were made for feminine shape they're not correct.
They were made around the G9 fem. shape. Should I set the source shape to "current" since the current G9 dev load has the Base Fem. shape applied?
Yes you should, and tick 'Reverse Source Shape from Target'.
Proper way to fit custom shoes?Leana said:
ALT-3D said:
Any red flags that y'all can see in my transfer settings?
Were the shoes modeled on the default shape or the G9 feminine shape?
These settings are fine if you made them for default shape, but if they were made for feminine shape they're not correct.
They were made around the G9 fem. shape. Should I set the source shape to "current" since the current G9 dev load has the Base Fem. shape applied?
Proper way to fit custom shoes?ALT-3D said:
Any red flags that y'all can see in my transfer settings?
Were the shoes modeled on the default shape or the G9 feminine shape?
These settings are fine if you made them for default shape, but if they were made for feminine shape they're not correct.
Proper way to fit custom shoes?Thanks for the replies, all good info
I tried the transfer utility with a fresh scene, Dev load g9 and the shoe model (Base_test). it worked once (see images) and crashed Daz the second time when i tried to use no projection template. I've never had good luck using transfer utility which is why my go to has been the "convert prop to figure / reverse transform morph method...but I think the poor luck is from user error. Applying a reverse morph to the result of the transfer makes everything happy, but should I need to do that if the transfer worked correclty?
Tried out Generic mapping instead of Triax when doing the prop / figure method, seemed to help the bit of poke through when posing

Any red flags that y'all can see in my transfer settings?
XTransfer Module 1- Genesis 3 to Genesis 8 Morph Converter (Commercial)I bought a tool called Shape Spliter that seperates the head morph. Now my Genesis female 2 female has been completly converted to a Genesis female 8 female and looks exactly the same and if fully animatable!
Proper way to fit custom shoes?Yes, converting to figure then using autofit is not needed, you should use Transfer utility directly after loading the obj.
And for the record G9 doesn't use TriAx rigging.
Genesis 8 or 8.1 shapes on genesis 9?Hey there, can someone tell me what I'm doing wrong here. I've gotten the method using Transfer Utility to work a couple times, but other times I'm getting a "geometry did not match" error when using Morph loader pro to bring in the G9 morph.
Some context:
-I understand things need to be in base resolution before exporting the morph
-What I'm trying to do here is transfer a lot of my G8 library over to G9, so I want to be able to eventually set this up to most efficiently do multiple iterations of this process one after the other
Here are the steps I'm using:
Step 0 - Already, I've created a Gen 8.1 fitted G9 OBJ file using the steps in WP Guru's Youtube video that was posted in this thread. (Load in a G9 and G8.1 base model, fit the G9 model to the G8.1, export the new G9 fitted model). This has successfully been used twice to create new G9 Shape morphs, so I believe I do not need to ever re-do this process again (correct me if I'm wrong).
Step 1 - Load in Gen 8.1 base model
Step 2 - Import the G8.1 fitted G9 OBJ file (Note: it comes in at base resolution)
Step 3 - Run Transfer Utility on the fitted model (remembering to uncheck "Parent to Source Figure" in the dialog)
Step 4 - Hide Gen 8.1 base model and select it
Step 5 - Apply morph from Parameters tab to model (this also changes the visible fitted model's shape)
Step 6 - Select the fitted model and export it as an OBJ (make sure Filter Objected is selected to be safe)
Step 7 - Delete fitted model from scene
Step 8 - Load in Gen 9 figure and select it
Step 9 - Use Morph Loader Pro to apply the exported OBJ shape morph to the Gen 9 figure (Remembering to set reverse deformations to Yes)
What am I missing here? Thanks!
Can someone help explain morphs?Kr00ked said:
I actually just saw this topic on the hobgoblin myself, so apologies for not doing enough research on the forums. I didn't know what to look for in particular. I haven't installed a lot of my assets via DIM, which i think makes removal of my morphs difficult. I installed manually by pasting folders into data/people etc. What i have done is a complete reinstall of Daz and cleared all but the most essential morphs and now it works, my genesis model is fixed.
However, it would be a shame to lose all my downloaded morphs (added manually), that I have backed up. If I were to copy all of my backed up morphs into the Genesis 8-1 folder, the issue returns (hobgoblin issue).
First of all, consider putting third party content into a separate content directory, don't mix it with your other assets. You can have as many directories as you want. In content browser, right click on the list of directories and choose the option for adding a new one, then select the folder on your PC where you will be saving your third party content.
Is there anyway for me to identify the morphs that are causing the issue, remove them from my windows folders and then put the additional good morphs back without hurting the Genesis 8-1 Basic Male/Female?
You can look at currently used morphs in Parameters tab, including hidden morphs. Could be any, including the base morphs.
Is this just a drawback of manually installing assets without DIM.
No, it's a drawback of installing random broken files from who knows where, and mixing them with your good content.
How would you go about clearing out the data > genesis 8/8-1 morphs folder of deadwood morphs in order to improve load performance?
crazy how many questions are embedded in this wall of text...
It might be tedious to extricate products installed manually in an easy way. In practice just delete them. But if there are dependencies, you will get missing file errors.
I'd like to streamline my morphs now, knowing they're the major cause of slow load times. I feel like Daz should include a warning about saving morph assets and not labeling them.
All morphs will have a morph name and a label. not sure how you can have a morph without either.
On morph management and load times, I've resolved to thinking the best practice is to just purge my DATA folder of as many character morphs as possible and slowly introduce only the major segmented body morphs. Bring a lot more careful and selective should make load times faster too, right? Do more with less. Can you guys suggest a list of awesome must have body morphs (that are versatile instead of full body)? Like genesis essentials or 200 male body morphs, aging morphs etc. Those ones are the best and most fun, I find. I feel like just the essentials don't quite give enough options and character morphs too limited.
Also, is there a way to restructure morphs that have been downloaded, to say force morphs into 'actor > head' or 'actor > leg' or 'actor > full body'? Some morphs are all over the place not even in 'actor' Thank you for coming back to me
Vendors, by convention, should put their morphs into the correct /path for the type of morph. If they didnt do that, then they are completely inept. You can move them and resave the morph asset if you need to (obviously do this properly so you dont screw up your content library again). You can drag/drop to move morphs into different path categories in the parameters tab while in Edit Mode, or can edit them by clicking the gear icon. You can also just edit the morph .dsf text file to change paths (i assume).
Can someone help explain morphs?I actually just saw this topic on the hobgoblin myself, so apologies for not doing enough research on the forums. I didn't know what to look for in particular. I haven't installed a lot of my assets via DIM, which i think makes removal of my morphs difficult. I installed manually by pasting folders into data/people etc.
What i have done is a complete reinstall of Daz and cleared all but the most essential morphs and now it works, my genesis model is fixed. However, it would be a shame to lose all my downloaded morphs (added manually), that I have backed up. If I were to copy all of my backed up morphs into the Genesis 8-1 folder, the issue returns (hobgoblin issue).
Is there any way for me to identify the morphs that are causing the issue, remove them from my windows folders and then put the additional good morphs back without hurting the Genesis 8-1 Basic Male/Female? Is this just a drawback of manually installing assets without DIM.
How would you go about clearing out the data > genesis 8/8-1 morphs folder of deadwood morphs in order to improve load performance? I'd like to streamline my morphs now, knowing they're the major cause of slow load times. I feel like Daz should include a warning about saving morph assets and not labeling them. Could have saved a lot of pain.
-----
On morph management and load times, I've resolved to thinking the best practice is to just purge my DATA folder of as many character morphs as possible and slowly introduce only the major segmented body morphs. Bring a lot more careful and selective should make load times faster too, right? Do more with less. Can you guys suggest a list of awesome must have body morphs (that are versatile instead of full body)? Like genesis essentials or 200 male body morphs, aging morphs etc. Those ones are the best and most fun, I find. I feel like just the essentials don't quite give enough options and character morphs too limited.
------
Also, is there a way to restructure morphs that have been downloaded, to say force morphs into 'actor > head' or 'actor > leg' or 'actor > full body'? Some morphs are all over the place not even in 'actor' Thank you for coming back to me
[Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]Xagrim said:
During the process its dialed in.
After the process if i dial it out/in on the new G8 the changes are minimal.
Yes could be that its not coverted correct.
Maybe delete the Victoria 7 morph and try to convert Victoria 7 to get a new morph?
Proper way to fit custom shoes?ALT-3D said:
- convert prop to figure with triax weight mapping option selected
- fit shoe to G9 (makes mesh shrink wrap to foot and looks horrible to be expected)
- open morph loader pro, add new morph using the original shoe .obj with reverse transform enabled and set slider to 100% to get the original shoe shape back
Is that necessary?
Can't you just position the obj to base figure and use transfer utility to rig? I think generally that doesnt cause weird distortion like you describe. From memory, G9 has a template in the Transfer Utility which you can use for shoes as itignores the weighting of individual toes.
Obviously can still fix any distortions by loading in correctives with morph loader pro where needed.
If I will buy genesis 9 chain can I use it to genesis 8?foxyfoxfurries said:
crosswind said:
foxyfoxfurries said:
crosswind said:
That's nice !
Well, Parenting to G8 means that you don't FIT the necklace to G8 but just load the necklace to the scene (do not select G8 first). Then select G8's Neck Lower, and drag the necklace to Neck Lower. ( Or right mouse button click on Necklace and 'Change ... Parent to...') So there will be no Auto-Fit dialogue popping up and it's a simple way to use some Wearables across Genesis generations.
But this product won't work well in this way... you have to adjust a lot by Scaling and tweaking Translate and Rotate. It is not like a parented short hair and it's unconformed, so it won't well follow the neck(s) rotations...
I tested the product. Auto-Fit with G9's Clone works well, and there're quite a few morphs on the necklace. Pls feel free to tweak them to make a better fitting.
Oh ok I understand! thank you very much you helped me a lot! Well I tryed to click with the mouse and make it change but didn't actually understand what I need to change haha.
The outofit you gave me its actually looking good I wont lie I really liked how it looks and my girl hair cover when it comes more small any way.
If you have some way to fix it to make it without make it small behind it's can be cool but also with that it looks awesome :PI don't get it... You mean the necklace is a bit small on the back of your characters neck ? That'll depend on the body morph you use. I found no problem on G8 Base. Or you name the character you use and post a screenshot... Everything could be fixed.
Well I check it out on some genesis 9 and it looks the same haha , the chain is more small in the back a little bit like you show so its perfect! THANKS FOR THE HELP! YOUR AWESOME! :D
Great ! No problem !
If I will buy genesis 9 chain can I use it to genesis 8?crosswind said:
foxyfoxfurries said:
crosswind said:
That's nice !
Well, Parenting to G8 means that you don't FIT the necklace to G8 but just load the necklace to the scene (do not select G8 first). Then select G8's Neck Lower, and drag the necklace to Neck Lower. ( Or right mouse button click on Necklace and 'Change ... Parent to...') So there will be no Auto-Fit dialogue popping up and it's a simple way to use some Wearables across Genesis generations.
But this product won't work well in this way... you have to adjust a lot by Scaling and tweaking Translate and Rotate. It is not like a parented short hair and it's unconformed, so it won't well follow the neck(s) rotations...
I tested the product. Auto-Fit with G9's Clone works well, and there're quite a few morphs on the necklace. Pls feel free to tweak them to make a better fitting.
Oh ok I understand! thank you very much you helped me a lot! Well I tryed to click with the mouse and make it change but didn't actually understand what I need to change haha.
The outofit you gave me its actually looking good I wont lie I really liked how it looks and my girl hair cover when it comes more small any way.
If you have some way to fix it to make it without make it small behind it's can be cool but also with that it looks awesome :PI don't get it... You mean the necklace is a bit small on the back of your characters neck ? That'll depend on the body morph you use. I found no problem on G8 Base. Or you name the character you use and post a screenshot... Everything could be fixed.
Well I check it out on some genesis 9 and it looks the same haha , the chain is more small in the back a little bit like you show so its perfect! THANKS FOR THE HELP! YOUR AWESOME! :D
Can someone help explain morphs?Hi all, I consider myself reasonably capable on daz, but morphs are a nightmare for me. I have a couple of questions... 1 - I've somehow saved over the Basic 8-1 males and females and when I load them up fresh, they now load up with other morphs already applied. This is even more bizarre because when I zero the figure shape and save a character preset, when I load up that character the offending morphs are re-applied?? I've searched for topics with the same issue and seen a couple of suggested solutions going into the data folders > genesis 8_1 morphs, (and nuking it), or reinstalling daz, but these haven't been effective for me because when i paste my downloaded morphs in, sans those core files, it still gets overwritten? Could anybody hand hold my hand through a solution, please? I think this was caused by me trying to make a custom morph in order to reset many morphs into a simpler one. Not sure what I did wrong to cause this nightmare though. 2 - the reason why I wanted to make a one-morph-fits all is because my morph list has become unwieldly. There are too many and the 'currently used' and 'filter' options seem a bit too limited. Are there any ways to organise it so that morphs are easier to track down? It can be hard to know where to find stuff when some fall under body area, or full body or even just under their own names. 3 - is there a way to clear out the data folder so I don't have so many unnecessary morphs clogging up daz and making it slow? 4 - i wanted to save out a few shaping presets, for different body areas, so that i could mix and match, When saving out a preset, I saw that I could select by currently edited morphs. Is this the right approach, or was making a morph asset better? (Even if I messed it up) Thanks for any assists here. I feel beaten down trying to fix the issue in number 1 of my list. And other than that, I guess I'm looking for ways to declutter my morphs, organise them better or understand the best workflow practices.Proper way to fit custom shoes?Yup, this is almost the workflow that most of the PAs use to fix FBM / bs on wearables... only difference is that they have the project file of products in external app. (Blender, ZB, Maya, etc.), it'll be easier for them to save some steps of imp/exp...
As for the questions -:
There is no 'more efficient way' if you use full body morph(s) from characters 'cause you cannot just easily reset feet's shape to Base from a holistic FBM. That's why PAs provide FBMs on the wearables for Daz Originals and popular characters...
Besides, even if you use Clear Selected Delta from character's feet, you still have to refine the shins / feet shape and tweak the shoes' rigging, and the worse case frequently happen to the stylized characters. There'll be quite a few steps for fixing all these...
So that's why lots of people would rather use PBMs package to shape character's body shape than directly use FBM from the character's product.. 'cause it's easy to reset and tweak PBMs on the character and wearables.







