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Daz 3D Forums > Search
  • Is this Amelia 9?

    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.  

    By

    scorpio scorpio September 2023 in The Commons
  • Is this Amelia 9?

    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. 

    By

    Charlie Judge Charlie Judge September 2023 in The Commons
  • 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).

    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

    By

    crosswind crosswind September 2023 in Daz Studio Discussion
  • [Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]

    I just recently purchased this. The manual says one can adjust the rigging but no, there is no adjust the rigging feature. Thanks to this thread, I see that indeed that feature was pulled but since somebody commented that the manual had been updated, no it was not.

    eta: It also says "Can automatically run “adjust rigging to shape” after the conversion" on the product page.

    Manually installed, entered key, restarted and after a few bumps in the road got a few success.

    What I do like are the 3 morph options: full character ; head ; body ... and each morph works independently of the others. [i.e. the full character is not a controller]

    Adjusting rigging to shape: be careful to have only one of the new morphs dialed up full. Adjust rigging to shape. Oh yes, "always" work with the Parameter dials in "edit mode" -- if you don't, it will look like you did stuff but no, upon returning you will find nothing changed. Then Run the ERC freeze. Then zero the morph and save it.

    [If some rigging expert wants to come by and correct me in this, feel free to] For the body morph: deselect all the bone references to neck and head. [right-click toggles can be very helpful] Also on the surface weight sides [whatever it's called, D/S on other computer]   For the head morph: deselect everything and then select all the neck and head choices ... again both for the bones and for the surface weight stuff. For the full character: leave everything selected and accept.

    As for morphing the eyes, there are some G9 utitilies to help create things for G9. However as I recall, if one names their new eye morph the same as the name for the character's morph, when the character is dialed so too will be the eye morph on the eyes. [kind of similar to how FBMs etc. work].

     

    By

    Catherine3678ab Catherine3678ab September 2023 in Daz PA Commercial Products
  • Too many morphs or should I just give up on this?

    spearcarrier said:

    Because Mada has said to in her video series early on. "Creating ERC Morphs". Maybe that's not for corrective morphs, but she is working on a pair of pants in the video. She also had said - I think in a thread that directed me to the videos - that her videos were for Genesis 8 but that Genesis 9 used the "exact same" protocols.

    I was originally not doing it, but the complex morph problem had lead me to trying to find... anything... which lead me to her videos. 

    Before I fix my pants on G9, I review that episode from her first 'cause I must've forgotten some details. cool

    By

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

    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).

    By

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

    It's not possible with standard functions on G8, as F and M have different vertex and poly count. Technically, the best way is to wrap G8F with G8M by using Faceform Wrap or ZWrap, but they're not cheap.

    Practically, if you mean partial head / body morphs, you may go for using some big and good morph packages in which there're hundreds of morphs for both F / M, like: 200 Plus, Shape Shift, Rarestone's Face Morphs Collection, HSTW Head / Body Morphs Resources... Just forget about any 'conversion', it's not necessary based on the principle of cost-effectiveness...

    Or, directly go for using G9 in which there's no such a 'limitation'.

    By

    crosswind crosswind September 2023 in New Users
  • Anyone know this character?

    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.

    By

    Gen3dx Gen3dx September 2023 in The Commons
  • Too many morphs or should I just give up on this?

    Because Mada has said to in her video series early on. "Creating ERC Morphs". Maybe that's not for corrective morphs, but she is working on a pair of pants in the video. She also had said - I think in a thread that directed me to the videos - that her videos were for Genesis 8 but that Genesis 9 used the "exact same" protocols.

    I was originally not doing it, but the complex morph problem had lead me to trying to find... anything... which lead me to her videos. 

    By

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

    Hang on... you manually ERC Freeze a corrective morph, why ? You should'nt have done that.... I'll use a G9 thighs bend forward when I'm back.

    And I don't think it is right to use 2nd stage for this case...

    By

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

    Hello,

    I would like to know if it's possible to use morphs for Genesis 8 female with a Genesis 8 male. I ask it because in some G8 female morph pugin, in found morphs that woulbe useful for my character, but I don't find their equivalent for G8 male.

    Thank you in advance for your answer!

    By

    yuyu.atem yuyu.atem September 2023 in New Users
  • New Release: Bringing Daz figures To Life in UE5

    Developer Update: No more retargetting rigs!

    DTL converted figures are now 100% compatible with the Unreal Engine MannyQuinn skeleton

    I'm working on the release version of DTL. I've just finished the new skeleton conversion process and it's come out perfectly. There will no longer be a need to retarget imported Daz figures in Unreal Engine because the DTL skeleton is now an exact, 100% compatibility match with Unreal's MannyQuinn skeleton. This will save developers huge amounts of time and hassle whilst eliminating all the minor inconsistencies that are impossible to eliminate completly when retargetting animations and animation blueprints between differing skeletal meshes in Unreal Engine.

    In the movie above you can see a converted Daz figure being imported into a standard Unreal Engine 3rd person demo project. The standard MannyQuinn figure is swapped out for the DTL converted figure and it just works - no retargetting rig is required. There is no extra work and no loss of animation fidelity.

    Two more features need to be added before release; Genesis 9 support and morph driven joint transforms. Both of these features have already been implemented as proof of concept.

    I am aiming to get the first non-beta release of DTL up for sale on the Daz Marketplace by the end of the year.

    By

    dave_0aa47f5a80 dave_0aa47f5a80 September 2023 in Unreal Discussion
  • Rigging and Weight Map Troubleshooting

    Ok, that's good to know. Basically, use Transfer Utility before rigging anything. No point in setting everything up only to have Transfer Utility bork it up. So, run that THEN begin rigging.

    By

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

    I might have it. I hope. But I had to go backwards for it.

    1. ERC freeze first. So any simple joint controlled morph must be ERC frozen to the bone. (Brrrr) Let's hope things don't crash for you like they do me.
    2. If you've replaced your pJCM as per internet advice like I (foolishly I see now) did, you'll need to make a CTRL dial. ERC freeze it.
    3. Create your multimorph. In my case I'm trying to get both legs to go forward from 0 to -90. So: 08_ThighsBend-90.
    4. For each ERC morph or controller, enter the settings tree under the parameter dialogue.
    5. Under Sub-components, 2nd stage place your multi-morph. Currently I'm letting it stay at it's default (multiply) knowing full well there are three settings to choose from, and surely they're not there to only confuse us.
    6. Under Controllers, the ERC joint should already be there. I have chosen to set it to Keyed so that I can tell the morph not to start dialing until the legs are at -90 degrees.
    7. For giggles, check your multimorph parameters to see if everything has placed itself in order.

    Too soon to be sure this is The Way (tm). I've another morph that works and has been working correctly. I've no idea how it landed with those settings but I copied them to see what would happen.

     

     

    By

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

    Alas, I thought maybe fiftieth time was the charm. But the morph won't calculate.  (Just did it again.)

    Or when I get it doing so, it takes over another morph that requires that controller. (I'm bending both legs forward.) OMG I just want the character to be able to sit down.

    By

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

    Okey dokey. Well, I haven't used any script other than manual setup, but such a case is simple. I use G8F's thighs Side-Side with 85 degrees as an example. It's 90 degrees on G9 but the approach and calculaton method are all the similar.

    - You create a separate corrective morph for the pants ( 'pJCMLRThighs85' on G8F or 'body_cbs_LRthigh_z90p' on G9 ) for this combo rotations (Side-Side with both Left and Right Thighs)
    - In Property Hierarchy, drag Side-Side dials of L/R thighs to 1st Stage Controller of the corrective morph
    - Set the Keyed value to the controllers as below

    Pls be noted that in quite a lot similar cases we don't set up corrective morph(s) for such combo rotations, as long as we can well fix separate pjcm / cbs on each thigh. But that may depend on the garment itself sometimes, so just case by case. If you really find ugly distortion(s) with combo rotations, pls feel free to fix them. If not, you really don't have to do so...

    By

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

    I was going through her tuts because I thought the process was linear with them. LOL!

    PCJMs were the first thing to "go". I've got all of the simple rotations set. It's at this stage, the complex stage, that things go haywire.

    The poke through is from the morph the script was supposed to set that worked when all bones were there for testing... but also took over one of the first morphs created I discovered. I have a set of poses I've made, and ever so often I'll step back and run through them to make sure things aren't broken.

    Crosswind, if you can come through that would be AMAZING. I have managed to get the morph for when both thighs are set to their respective 90's by putting both jcms in multiply of the controls. But that doesn't always work. Same goes for the tactic of having one morph in add (step 1) and the other in multiply (step 2).

     

    By

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

    spearcarrier said:

    Thanks for taking the time to reply.  That's a lot of videos. I'll pick through them as I go. In the meantime, I"m talking about the DAZ scrips Mada thoughtfully put out there with permission from DAZ. One of them is a script to create a multidimensional morph. 

    She's got a long list of tutorial, tips and trick videos that I've been going through. So far many are things I know, but being as I learned through the back door there's a lot I don't. The first video in her list has a link to the dropbox that holds the scripts. https://www.youtube.com/playlist?list=PL2SdKrOTXeXA1qMgNE84AsM8_Wq63gOBF

    It seemed like it was working, and sure it kind of does for later things. But the earlier morphs end up completely messed up.  And her technique of ERC freezing on a joint doesn't always work either. I've been manually going into the parameters tab and putting things together myself so they'll behave as I wish. Some are simple morphs. But for some I've had to learn keying, somewhat. I think I only have a fraction of an inkling on how that works.

    What I need is to be able to create complicated morphs for when, say, a right thigh bone has two rotation or (currently) two different thigh bones have to do two different things. Or (inthe future) two thighbones and a shin bone. 

    Where would you suggest I begin on your list? Can't hurt to look at other things in the meantime.

    Ah ha, I suddenly recalled that just now. I've watched Mada's tutorials, that's it but I always call it 'pJCMs for combo rotations' devil  Sickleyield also made a tutorial years ago... we always manually set Keyed values in Property Hierarchy. I answered a same questions days ago, will check...

    By

    crosswind crosswind September 2023 in Daz Studio Discussion
  • Amelia 9 HD

    carlosgimpera said:

    -Young adult morph 100%, Amelia 100% 85mm, lip thin -10, Vellus hair. 

     

     

     

     

    I don't know why but to me the face in the promo looks slightly different to the one in your render, as if yours is more stylized. Maybe it's just the expression making the eyes look bigger?

    By

    jd641 jd641 September 2023 in The Commons
  • Carrara Community Art Gallery - Show us your Renders!!!

    So... you're making series of dForce2Morph morphs and applying them manually, right?

    That's also the process VWD does - and it does it for every frame. Each frame of the animation gets a completely new morph. So Frame 1 morph is turned on fully on frame 1, but then is turned completely off again for all other frames. Frame 2 morph goes full on for frame 2, but is completely off for the rest, and so on. Lot of morphs!

    By

    Dartanbeck Dartanbeck September 2023 in Carrara Discussion
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