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  • Too many morphs or should I just give up on this?

    Okay, I'm finished with testing the multi-dimensional script as what OP wanted and did. Here's the wrap-up: (as per the case of G9's both thighs bend forward 90 degrees, aka - XRotates of L / R thighs, plus 'the 3rd cbs' )

    MultiDimensional Way:
    1. It works with no problem though the workflow is different from Catherine's and mine. I attached 2 diagrams for your reference. In general, the script creates two CTRL morphs on the pants (same name but on each thigh), their controllers are figure's L / R thigh Bend, their sub-components are 'the 3rd cbs'. CTRL on right thigh goes to 1st stage, the one on left thigh goes to 2nd stage. So it's a 'two layers' control. Such a mechanism could be also found on G9 itselft, for a combo rotations - thighs Bend and Side-Side (X / Z Rotates).
    2. Fit to Mode of the pants has to be switched to 'Auto Follow Transforms', then you'll see the hidden 'Bend' dial on the pants, only in this way, you're able to use the script to automatically create CTRL dials. (I haven't used such a way before)
    3. As for ERC Freezing, only after you manually enter a value to cbs morph, there'll be a Raw value, then you can see 'cbs' in ERC Freeze dialogue.
    4. ERC Types : ERC [Add]+[Multiply]

    Our Simple Way:
    1. One layer control: no CTRL dials, the Controllers are figure's L / R Thigh Bend or two 'cbs'
    2. No need to manually ERC Freeze, all ERC links are set within Property Hierarchy
    3. ERC Type : ERC [Keyed]

    Conclusion for the time being -:
    1. IMHO, I'm not 100% sure if creating CTRL dials on the pants and manual ERC Freeze are really needed, but as per the testing results, seemingly they're not. I live in Asia and have quite a few PA friends in here. I've checked with some of them, they don't use these methods either.
    2. For two stages controlling, technically there's no problem at all. But with ERC[Keyed] on 1st Stage only, we can make various subtle changes on the corrective result(s), though that may not be really necessary. Anyway, will go for more experiments.
    3. As Catherine mentioned, there're various methods anyway... All roads lead to Rome. However, I really want to know the reason and if there's any difference in terms of results by using these different methods. 

    PS: I specifically tested the difference of partial corrective result from ERC [Add]+[Multiply] and ERC [Keyed], as attached. Pls be noted that I found there was no problem around the crotch of my pants when both thighs bend, so I made a symmetrical corrective morph on the back. Well it still depends on the garment design, its geometry and the fixed area..SS are just for your ref.

     

    By

    crosswind crosswind September 2023 in Daz Studio Discussion
  • Help w hair

    FSMCDesigns said:

    Personally I would get the ManFriday morph converter and transfer my 8.1 character over to G9

    Thank you so much for the reply heart. I'm staying on G8 and G8.1 as I have invested so much in those. I managed to get it to work by making the skalp hair visible in the view port, then export as obj, then import, strangely enough it kept all the hair materials and everything.Then I could w no issues parent it to the head. There were 2 morphs that was lost in the obj of course, but those I can most likely make dform morphs to get similar recult. She looks amazing in the hair heart. Another problem is that the hair materials is hirecal materials, or whatever it's called, to tired to gogle. So I have to load a G9, load the hair, load the materials, all of them, them save as material preset. NOT a fan of the h materials. But I made a quick edit of the top coat and the hair diffuse color to get a nice look. If someone knows of a way to make the hair scalp work with parenting to the head without having to export to obj I would be very grateful heart. Will share an artwork w the hair and my charcter in it when it's done to show that it looks great even w this solution. 

    By

    tombraider4ever tombraider4ever September 2023 in The Commons
  • Help w hair

    Personally I would get the ManFriday morph converter and transfer my 8.1 character over to G9

    By

    FSMCDesigns FSMCDesigns September 2023 in The Commons
  • Is it possible to convert a morph for G8 female into a morph for G8 male?

    As for Shrinkwrap in Blender, you may feel free to learn and try. No harm indeed.  Just a reminder, if you wrap a banana, a bust, monkey Susanne or sth., more or less you can get what you want. For wrapping a full body Genesis figure from Daz and then send back for creating a morph, that'll be a different thing. The resolution of floating mesh has to be high enough otherwise the wrapping will be in vain, but in that way you're not able to import it back to DS, let alone various artifacts you may encounter, etc. (G8's geometry is still unique to a certain extent...) 

    I'm also a Blender user, but just imagine a modifier from a free software comparing to a pro. software with the price from 100 USD ( ZWrap plugin for ZB ) to 1500 USD (Node-based, flow wrapping for Expressions, etc. nearly all-mighty ).

    By

    crosswind crosswind September 2023 in New Users
  • Too many morphs or should I just give up on this?

    Catherine3678ab said:

    Might not all be exactly how the PAs do things, but this was working for me:

    https://www.deviantart.com/catherine3678ab/art/Making-pJCMs-for-Clothing-872454630

    In it I make a third morph as a controller morph for the 2 thigh morphs if doing the splits ;-)

    I"m completely checking this out, but for the record I've ended up making CTRL morphs for the thigh jcms. If I ever am making another complex piece like this again (it's complex because I want folds to move around), I'll have to try to remember NOT to replace the base morphs. It's a great tactic for simple things, but I never said I knew how to be simple about anything. ;-)

    Let's open up this link and see what wisdon it affords. 

    By

    spearcarrier spearcarrier September 2023 in Daz Studio Discussion
  • Too many morphs or should I just give up on this?

    Richard Haseltine said:

    If I undrstand correctly I think you are OK - you set up the correctives for each separtate bend, then you make a morph to remove the doubled effect when both are applied and you need it linked to one of the correctives at first stage and oen at second - that way if both are at 100% so will the corrective be (100% * 100% = 100%) and if one or both are only partially applied yiu get the required partial correction (100% * 50% = 50%, for example).

    That's the way I had originally understood it, but for some reason that method stopped working. Maybe it's my software: I have been having a lot of problems, so I'm ready to blame my configuration before I'm willing to blame DAZ.

    What I'm doing NOW is putting every controlling morph under the multimorph and ERC'ing every time. That seems to be holding.

    So far.

     

    By

    spearcarrier spearcarrier September 2023 in Daz Studio Discussion
  • Too many morphs or should I just give up on this?

    Catherine3678ab said:

    crosswind said:

    ...

    Might not all be exactly how the PAs do things, but this was working for me:

    https://www.deviantart.com/catherine3678ab/art/Making-pJCMs-for-Clothing-872454630

    In it I make a third morph as a controller morph for the 2 thigh morphs if doing the splits ;-)

     @Catherine, yea I've ever read that. But if I remember correctly, the 3rd morph you created was not a controller morph other than a corrective morph still... then 2 pjcms are its controller, n'est-ce pas?

    And you might've used Scalar, I guess ~~cool

    Good catch, that sounds more like it. It had its own morph which was dialed if required by the 2 pjcms. 

    Okey dokey ~ we used the same method but just the controllers and ERC type were different, so far so good. 

    By

    crosswind crosswind September 2023 in Daz Studio Discussion
  • Shape Rigger Plus G9 Edition (Commercial)

    Josh Darling said:

    barbult said:

    ChangelingChick providfed these instructions here for adjusting G9 rigging to shape and adjusting the eyes. This technique works very well. Does Shape Rigger Plus G9 edition follow the same strategy?

    1. Make your head shape
    2. Use the Adjust Rigging to Shape. For a head, ONLY select the Neck 1 and Children bones to adjust and ONLY select the Head as Influencing. Be sure that the *only* active morph is the one you've made. If you intend to have the Base Feminine or Masculine heads ERC'd in, do NOT have those active. They already have rigging in them. Uncheck the following bones: 
      • Right Eye
      • Left Eye
      • Left Eyelid Upper
      • Left Eyelid Lower
      • Right Eye
      • Right Eyelid Upper
      • Right Eyelid Lower
    3. Put your parameters in Edit mode,

       

    Yes, that is the core method we use, of focusing the adjustments on the localized areas to get best results. When we originally set out to build this tool our main goal was to automate that process because it is so tedious to do repeatedly. We ended up going way beyond that, though. The artists at Daz have a much longer list of requirements they follow to get the best results so we built it to meet those requirements. Also, we didn't like how adjust rigging to shape moves all selected bones, even if they don't need to move, so we built a filtering system that evaluates whether each bone should move and cleans things up before it ERC Freezes the bone movements

    Thank you for the reply, Josh. I've been using the Shape Rigger Plus and it is working great!

    By

    barbult barbult September 2023 in Daz PA Commercial Products
  • MSAD Skin Plus Merchant Resource for Genesis 9 texture problem

    FSMCDesigns said:

    Well technically it is a merchant resource and the user is expected to edit it. The main reason a user purchases a merchant resource is to "create" a unique skin for a character product they intend to sell (they can't be used unless the user edits them). Shouldn't be a big deal to fix in an image editor.

    Of course, I know that I have to edit it.
    But why add them in the product if they don't fit the base morphs? 
    I'm just wondering if this is a issue that maybe needs to be fixed or if this is wantend (what I couldn't understand..) Maybe the PA isn't aware of it.. I don't know I just think this is a bit weird because it has great normal maps but I can't use them if I change the position of the nipple in the base maps.. 

    I don't want to sh*t talk the product.. it's great in many ways but this bothers me. Please tell me if I'm wrong with my statement about the nipple position. But I'm pretty shure because I added a set of female LIE nipples and they were at a different position. The LIE set perfectly fitted the morph. 

    By

    MelonArts3D MelonArts3D September 2023 in Technical Help (nuts n bolts)
  • Too many morphs or should I just give up on this?

    crosswind said:

    ...

    Might not all be exactly how the PAs do things, but this was working for me:

    https://www.deviantart.com/catherine3678ab/art/Making-pJCMs-for-Clothing-872454630

    In it I make a third morph as a controller morph for the 2 thigh morphs if doing the splits ;-)

     @Catherine, yea I've ever read that. But if I remember correctly, the 3rd morph you created was not a controller morph other than a corrective morph still... then 2 pjcms are its controller, n'est-ce pas?

    And you might've used Scalar, I guess ~~cool

    Good catch, that sounds more like it. It had its own morph which was dialed if required by the 2 pjcms. 

    By

    Catherine3678ab Catherine3678ab September 2023 in Daz Studio Discussion
  • Generate morphs for Morningstar Wings.

    ...

    He said he did that... otherwise he had no way to have obj imported and saw that distortion.  I've not used Legacy for a long time but I tried it again with these wings. Only when setting wrong Scale values, I could see 'distortion'. 

    Thank you! Your method has meant a considerable improvement in the results I have obtained, there is no doubt about that. However, it still doesn't work.

    You see, my model is a 1.65 meter (5.41 f) G8.1 Female and the Morningstar Wings are exaggeratedly larger than her by default.

    Scaling the wing bones has given me results and relocating the entire rig, but, in my opinion, in the hypothetical case that a human being could develop wings, the most suitable bone to support that structure would be the scapula. I'm not an anatomy expert, but this is fantasy! 

    The point is that with the scaling of the bones I can adapt the wings much better, but they do not coincide with the scapulae. Once I have the mesh of the model and the wings in Blender, adapting both figures so that they "connect" is not very complex.

    I make a slight deformation in the scapulae of the model that I import as a morph and everything is perfect, but when I alter the wings, apply new ones to the model and add the morph, they lose all the height and scaling information that I gave them in Blender. The Morningstar joints remain at the height of the character's thighs.

    Thanks to NOT exporting as Wavefront OBJ (Legacy) like you said, I no longer have the terrible distortion in the mesh, but they are still out of place.

    I have exported the meshes of the original wings to Blender with Daz Studio preset at 100%, the ones adapted to my model, fit to the figure, unfit and I can't do it. The Genesis figure's morph works perfectly.

     

    Okay, I understood what you wanted and ever did. So, do not use edit mode in Blender, use sculpting mode with Mask / Moving / Scaling, etc. I guessed that you might've made the vertices stretched or something...

    Anyway, I tweaked the wings to make them placing on G8F's scapulae with smaller size in Blender, then sent back to DS ( non-Legacy ) and found no problem. Tested with morphs and poses, all fine.

    P.S.: Better not do scaling / rigging or whatever on the wings in DS, that'll be cumbersome. You just touched the G8.XF figure and do all tweaking on the wings in Blender.

    By

    crosswind crosswind September 2023 in Daz Studio Discussion
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICI

    Imago said:

    Muscleman said:

    Io non concordo in queste repliche. IMO.

    Vale dire? 

    Non vuoi i morph Mufasa, Draco e Giovane? surprise

    No, non mi piacciono le repliche di persone reali perchè ho già visto cosa fanno con personaggi inventati... e non mi sembra giusto. 

    By

    Muscleman Muscleman September 2023 in The Commons
  • Too many morphs or should I just give up on this?
    ...

    Might not all be exactly how the PAs do things, but this was working for me:

    https://www.deviantart.com/catherine3678ab/art/Making-pJCMs-for-Clothing-872454630

    In it I make a third morph as a controller morph for the 2 thigh morphs if doing the splits ;-)

     @Catherine, yea I've ever read that. But if I remember correctly, the 3rd morph you created was not a controller morph other than a corrective morph still... then 2 pjcms are its controller, n'est-ce pas?

    And you might've used Scalar, I guess ~~cool

    By

    crosswind crosswind September 2023 in Daz Studio Discussion
  • Too many morphs or should I just give up on this?

    crosswind said:

    Richard Haseltine said:

    If I undrstand correctly I think you are OK - you set up the correctives for each separtate bend, then you make a morph to remove the doubled effect when both are applied and you need it linked to one of the correctives at first stage and oen at second - that way if both are at 100% so will the corrective be (100% * 100% = 100%) and if one or both are only partially applied yiu get the required partial correction (100% * 50% = 50%, for example).

    TBH, with my gut feeling, not exactly... It's not like the case of placing a head or body morph on 2nd stage by using 'Multiply' to influence the % or the sub-component(s), or visa versa.

    For both thighs XRotates, the 3rd corrective morph should have the controllers with the same 'factor of influence' on the 1st stage rather than using Add + Multiply from each thigh. I'll have a test as I've never done so before. My head is getting a bit messy now... haha blush

    I was using the two corrective morphs as the drivers, that way all the scaling and limiting is already handled.

    By

    Richard Haseltine Richard Haseltine September 2023 in Daz Studio Discussion
  • Anyone know this character?

    Generation3dx said:

    crosswind said:

    Generation3dx said:

    The great thing about Daz and working with morphs is that, often, like in this case, you start out trying to copy another character or real person, but end up being "inspired" by it, and create something entirely new. Attached is my "Maryam" character, as a result of this. I used RareStone's Face Morphs Collection for Genesis 8 and 8.1 and Genesis 8 Female Head Morphs based on FWArt's "Dayana" figure. Her hair is Morgan Hair, her skin from JASA's "Flynn" figure and her eyes from Victoria 8.1.

    Indeed ~ and she looks great! I roughly made a new one by using four character's head morph + Rs' Face Morphs Collection + some sculpting. Though it could be further refined, now it's already hard to tell which characters form the 'Base'. So that's the magic of Daz - controllable while having much more potentials...

    Thanks, and lovely result from you also. I agree, that once you are mixing around so many different morphs, then it becomes hard to tell which was the "base" that was used, and I think it should be this way, because otherwise one's characters look derivative. I've seen this on other DA artist's pages. I try hard to make all my girls look different.

    Thanks and me too. So let's keep refining them. Happy tweaking and rendering ! cool

    By

    crosswind crosswind September 2023 in The Commons
  • Too many morphs or should I just give up on this?

    spearcarrier said:

    Problem 2: It's looking like for THE FIFTH TIME!!! I have to restart a simple pair of PJ bottoms I've been making.

    I do well until I get to the end, the final combo morphs, and suddenly things go wrong. Vertices go in odd directions. The object won't drape without going in odd directions. It doesn't matter how many times I restart DAZ, reset... I've even tried removing morphs... and it's always the same. I actually will have to reimport the mesh and start from complete scratch, which I am beyond sick of doing.

    I've been going through all the numerous morphs, checking each one, to see if anything is wrong. I have no idea.

    What do I do here? This is just too much over the top!!

    Problem 1: Yes, it's all very nice this script from DAZ to create multidimensional morphs. Huzzah. I'm going to attach a picture of the mess it makes.  Does anyone remember how to simply do it by hand or have access to a step for step tutorial on how to do it by hand? A linear step by step, minus the director's notes? I've picked apart the messes the script makes and have tried to fix, and sometimes I get lucky. Sometimes. 

    A simple Thigh to Side morph to a 45 degree angle has to be keyed to tell it when to stop. Which doesn't always work. 

    So sick of having to start all over again. Does anyone have any answer?

     

    Might not all be exactly how the PAs do things, but this was working for me:

    https://www.deviantart.com/catherine3678ab/art/Making-pJCMs-for-Clothing-872454630

    In it I make a third morph as a controller morph for the 2 thigh morphs if doing the splits ;-)

    By

    Catherine3678ab Catherine3678ab September 2023 in Daz Studio Discussion
  • Extracting a single animation frame from a timeline to its own scene?

    Oh, as per OP's requirements (each frame + dForce simulation results), it could be pretty simple but only 'repetitively'.  Well, Puppeteer's 'dots' just memorize Keyframes, so only manipulating keyframe(s) on the timeline will be good enough.

    1 - Ensure each firgure / object has a keyframe ( seems already done for 10 frames in OP's scene). If not, create for them by Selection + Create Keys
    2 - Simulate your dForce item(s)  first. Go to each frame, export dForce item to obj files (Base Resolution ! ), frame by frame. Number obj file names from xxx-0 to xxx-9 *
    3 - Save the scene file. Then Save As the scene file to 10 duf files, by numering the file names from frame-0 to frame-9
    4 - Now, open each 'frame-x' duf file. As per the number 'x', marquee-select the objects on 'that' frame, drag them to frame 0, then marquee-select and delete all other frames *
    5 - Use Morph Loader Pro to import the corresponding obj file (same suffix number) to dForce item (reverse def. + delta) and dial the morph *
    6 - Save the scene file.

    * Actually step 2 and 5 are not really necessary, you may just run simulation for frame 0 in each Scene file. 2 + 5 just give you 100% the same simulation result on each frame as per the original scene file.
    * If you don't wanna 'drag' frame(s) to frame 0,  you could use Memorize / Restore Selected Items, but the side-effects -: a bit cumbersome... and bring you lots of Default Values on properties... It's up to you but not really recommended.

    By

    crosswind crosswind September 2023 in The Commons
  • Generate morphs for Morningstar Wings.

    crosswind said:

    Dartanbeck said:

    Also, and this is important: make sure to set the mesh resolution to Base before exporting out of Daz Studio in the first place. Not doing so will give headaches similar to those you describe

    He said he did that... otherwise he had no way to have obj imported and saw that distortion.  I've not used Legacy for a long time but I tried it again with these wings. Only when setting wrong Scale values, I could see 'distortion'. 

    Thank you! Your method has meant a considerable improvement in the results I have obtained, there is no doubt about that. However, it still doesn't work.

    You see, my model is a 1.65 meter (5.41 f) G8.1 Female and the Morningstar Wings are exaggeratedly larger than her by default.

    Scaling the wing bones has given me results and relocating the entire rig, but, in my opinion, in the hypothetical case that a human being could develop wings, the most suitable bone to support that structure would be the scapula. I'm not an anatomy expert, but this is fantasy! 

    The point is that with the scaling of the bones I can adapt the wings much better, but they do not coincide with the scapulae. Once I have the mesh of the model and the wings in Blender, adapting both figures so that they "connect" is not very complex.

    I make a slight deformation in the scapulae of the model that I import as a morph and everything is perfect, but when I alter the wings, apply new ones to the model and add the morph, they lose all the height and scaling information that I gave them in Blender. The Morningstar joints remain at the height of the character's thighs.

    Thanks to NOT exporting as Wavefront OBJ (Legacy) like you said, I no longer have the terrible distortion in the mesh, but they are still out of place.

    I have exported the meshes of the original wings to Blender with Daz Studio preset at 100%, the ones adapted to my model, fit to the figure, unfit and I can't do it. The Genesis figure's morph works perfectly.

     

    By

    etobares etobares September 2023 in Daz Studio Discussion
  • Is it possible to convert a morph for G8 female into a morph for G8 male?

    PerttiA said:

    If it's about some particular morph, one could export both base models into Blender, use the Blender's "wrap" function or manipulate the mesh manually.

    A few years back, I copied the shape of Millennium Gorilla to G3M by moving the vertices of G3M head manually to match the shape of the Gorilla.

    Thank you very much! It looks very usefull! laugh
    I am a biginner with Blender too... Could you tell me where I can find the wrap function, please?

    Thank you in advance!

    By

    yuyu.atem yuyu.atem September 2023 in New Users
  • Is this Amelia 9?

    Amelia and Joan are so similar you could believably use Joan as a slightly younger version of Amelia with no alterations. Just keep the eye color, the eyebrows and the translucency levels similar.

     

    Thorne's G9 figures already were wasting this figure base potential with their repetitive sameness, but I think Amelia 9 is so far the lowest point of this generation. Because she's supposed to be realistic so all the G9 Feminine repetition stands out more.

    scorpio said:

    Charlie Judge said:

    Matt_Castle said:

    To confirm, the promo artist confirmed that it is not Amelia. (In fact, it's a Genesis 8 morph, not Genesis 9).

    The image was mistakenly chosen out of the individual promos by the advertising team (they don't have any special insight into how submitted promo images were made), but they were informed and the main Pro bundle promo image has now been replaced.

    I am still seeing it as the main promo image on the Pro Bundle sale page. 

    I don't think it is the same image - very close but not the same.  

     

    The new image is G9 redo version, which unfortunately ends looking worse (LOL!) than G8 one (skin textures look better, but that's about it). Not the best sales pitch if you ask me. laugh

     

    It does look as if Daz tried to capitalize on a video game premiere trying to release something with a similar theme so the bundle was thrown together with whatever they managed.

    By

    PixelSploiting PixelSploiting September 2023 in The Commons
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