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Using Genesis 9 Skin on Genesis 8 Figures
crosswind said:
Yeah, we can just made it work by ourselves. How to do it:
1. Load a G9 Dev Load into the scene, Show Hidden Properties... in Parameters pane, under Hidden > Clones, dial Genesis 8 Male, dial it. (ss1)
2. Select Left Thigh of G9, dial Side-Side to 6.0, then Right Thigh > Side-Side to -6.0. Not it's a genuine G8M Clone. (ss2)
3. Set G9's Resolution Level to Base. Export it to OBJ file (File > Export...), with the file name as G9 MaterialSuit. (ss3)
4. Delete G9, Load a G8.1M Dev Load. Import OBJ file (File > Import...) into the scene. Rig OBJ file to G8M with Transfer Utility (Edit > Figure > Transfer Utility...). (ss4)
5. Select G8.1M, switch to Geometry Editor, in Tool Settings pane, under Surfaces, click + sign on surfaces of Arms, Body, Ears, Face, Fingernails, Head, Legs, Lips, Mouth, Teeth and Toenails. Only lead Eyes related surfaces. (ss5)
6. Right-click in Viewport, Geometry Assignment > Set Auto-Hide Faces for Attachment... Select G9 MaterialSuit in pop-up. Accept. (ss6)
7. Alt Shift + U. Select G9 MaterialSuit node. Right-click > Fit "G9 MaterialSuit" to... , then select None. (ss7) Then do it again, select Genesis 8.1 Male to fit the suit on G8.1M again. You'll see G8.1M is hidden.
8. Select G9 MaterialSuit node, Edit > Figure > Scene Identification.., change Node Name to Genesis9, Compatibility Base and Preferred Base to Genesis 9/Base. (ss8)
9. Now you can apply a G9 Material Preset to Material Suit. Then apply a G8M Material Preset to G8.1M to give Eyes textures... as needed. (ss9)Finally save the Material Suit as a Wearable Preset or Figure Asset.
Hi again, I did it. That was a real learning experience! The only thing I didn't understand was your instruction #5 where it says "Only lead Eyes related surfaces." I didn't know what that meant, or where "lead" eyes was located, and it doesn't appear on the screencapture for that instruction. So I ended up with the Genesis 8.1 character with the Genesis 9 textures successfully applied, but the eyeballs part of the figure are invisible. Maybe if you ould clarify that one point, I'll try it again and see if I can get the eyes to appear.
Thanks for your help!
Compatibilities vs CompatibilityBaseOmniflux said:
Not sure why you would want only the default compatibility bases instead of the existing ones...
There is a sample script List Compatibility Bases to get the existing ones.
The default Compatibility Bases can be found by reading
App.getResourcesPath() / CompatibilityBases.txtDefault Categories can be found by calling DzAssetMgr::getDefaultCategoryPaths(...)
Or reading
App.getResourcesPath() / RootCategories.txtfor the Default Default Categories (as opposed to categories just named Default/*...)This was mentioned by Richard at https://www.daz3d.com/forums/discussion/comment/9034131/#Comment_9034131
and is available online at http://docs.daz3d.com/doku.php/public/dson_spec/format_description/metadata/categories/
The previous version
Categories.txtwas documented in the DAZ Studio 3 User GuideExisting Content Types can be found by calling DzAssetMgr::getTypes()
Default Content Types can be found by reading
App.getResourcesPath() / ContentTypes.txtand is available online at http://docs.daz3d.com/doku.php/public/dson_spec/format_description/metadata/content_types/
It was also previously documented in the DAZ Studio 3 User Guide
My bad, I should say "Existing", not "Default", I will have a look at your references, thanks!
But what about ObjectCompatibilities where it will be used?, how we can set in in UI?Using Genesis 9 Skin on Genesis 8 Figurescrosswind said:
Yeah, we can just made it work by ourselves. How to do it:
1. Load a G9 Dev Load into the scene, Show Hidden Properties... in Parameters pane, under Hidden > Clones, dial Genesis 8 Male, dial it. (ss1)
2. Select Left Thigh of G9, dial Side-Side to 6.0, then Right Thigh > Side-Side to -6.0. Not it's a genuine G8M Clone. (ss2)
3. Set G9's Resolution Level to Base. Export it to OBJ file (File > Export...), with the file name as G9 MaterialSuit. (ss3)
4. Delete G9, Load a G8.1M Dev Load. Import OBJ file (File > Import...) into the scene. Rig OBJ file to G8M with Transfer Utility (Edit > Figure > Transfer Utility...). (ss4)
5. Select G8.1M, switch to Geometry Editor, in Tool Settings pane, under Surfaces, click + sign on surfaces of Arms, Body, Ears, Face, Fingernails, Head, Legs, Lips, Mouth, Teeth and Toenails. Only lead Eyes related surfaces. (ss5)
6. Right-click in Viewport, Geometry Assignment > Set Auto-Hide Faces for Attachment... Select G9 MaterialSuit in pop-up. Accept. (ss6)
7. Alt Shift + U. Select G9 MaterialSuit node. Right-click > Fit "G9 MaterialSuit" to... , then select None. (ss7) Then do it again, select Genesis 8.1 Male to fit the suit on G8.1M again. You'll see G8.1M is hidden.
8. Select G9 MaterialSuit node, Edit > Figure > Scene Identification.., change Node Name to Genesis9, Compatibility Base and Preferred Base to Genesis 9/Base. (ss8)
9. Now you can apply a G9 Material Preset to Material Suit. Then apply a G8M Material Preset to G8.1M to give Eyes textures... as needed. (ss9)Finally save the Material Suit as a Wearable Preset or Figure Asset.
Wow, thank you so much for all the information and images. I'll try it. I'll have to save this for future reference. I would never have been able to figure all this out myself.
Thanks!
Using Genesis 9 Skin on Genesis 8 FiguresYeah, we can just made it work by ourselves. How to do it:
1. Load a G9 Dev Load into the scene, Show Hidden Properties... in Parameters pane, under Hidden > Clones, dial Genesis 8 Male. (ss1)
2. Select Left Thigh of G9, dial Side-Side to 6.0, then Right Thigh > Side-Side to -6.0. Now it's a genuine G8M Clone. (ss2)
3. Set G9's Resolution Level to Base. Export it to OBJ file (File > Export...), with the file name as G9 MaterialSuit. (ss3)
4. Delete G9, Load a G8.1M Dev Load. Import OBJ file (File > Import...) into the scene. Rig G9 MaterialSuit object to G8M with Transfer Utility (Edit > Figure > Transfer Utility...). (ss4)
5. Select G8.1M, switch to Geometry Editor, in Tool Settings pane, under Surfaces, click + sign on surfaces of Arms, Body, Ears, Face, Fingernails, Head, Legs, Lips, Mouth, Teeth and Toenails. Only leave Eyes related surfaces unselected! (ss5)
6. Right-click in Viewport, Geometry Assignment > Set Auto-Hide Faces for Attachment... Select G9 MaterialSuit in pop-up. Accept. (ss6)
7. Alt Shift + U. Select G9 MaterialSuit node. Right-click > Fit "G9 MaterialSuit" to... , select None. (ss7) Then do it again, Fit the MaterialSuit to G8.1M again. You'll see G8.1M is hidden.
8. Select G9 MaterialSuit node, Edit > Figure > Scene Identification.., change Node Name to Genesis9, set Compatibility Base to /Genesis 9/Base. (ss8)
9. Now you can apply a G9 Material Preset to Material Suit. Then apply a G8M Material Preset to G8.1M to give Eyes textures... as needed. (ss9)Finally save the Material Suit as a Wearable Preset or Figure Asset.
Compatibilities vs CompatibilityBaseNot sure why you would want only the default compatibility bases instead of the existing ones...
There is a sample script List Compatibility Bases to get the existing ones.
The default Compatibility Bases can be found by reading
App.getResourcesPath() / CompatibilityBases.txtDefault Categories can be found by calling DzAssetMgr::getDefaultCategoryPaths(...)
Or reading
App.getResourcesPath() / RootCategories.txtfor the Default Default Categories (as opposed to categories just named Default/*...)This was mentioned by Richard at https://www.daz3d.com/forums/discussion/comment/9034131/#Comment_9034131
and is available online at http://docs.daz3d.com/doku.php/public/dson_spec/format_description/metadata/categories/
The previous version
Categories.txtwas documented in the DAZ Studio 3 User GuideExisting Content Types can be found by calling DzAssetMgr::getTypes()
Default Content Types can be found by reading
App.getResourcesPath() / ContentTypes.txtand is available online at http://docs.daz3d.com/doku.php/public/dson_spec/format_description/metadata/content_types/
It was also previously documented in the DAZ Studio 3 User Guide
[Solved for G9] Strandbased Very Short Pixie hair not following the head of some charactersYou're welcome !
Yea, OBJ file size was around 28MB... but it took less than 30 seconds to finish the import on my side. Not sure why it takes so long on your side... IIRC, Mac ?
How to use facial expression animations inside UE4?WendyLuvsCatz said:
whatever method you use to import be it the plugin or FBX, make sure you have the morphs/Blendshapes checked on export (and import for FBX)
you need to >> the ones you want over in the plugin
then it depends how you want to animate them
I don't have an iPhone so don't know much about Live Link
I am also not much help with the plugin as it stopped working for me
I have to do everything manually and I am not even going to begin to explain how to do that just that it's a lot of work and if the plugin works for you, thats as easy as exporting the animation from DAZ studio
Ok thanks Wendy. Yes I know what you mean, that bridge doesn't always seem to work and even work right, it is quite a hassle to export manually but can be done. Let me ask you something, would you have any interest in using characters you make in Daz in say a fighting game for Unreal Engine 4?
Genesis 9 Teen Bundle: ES3DI have the bundle. I checked my latest download and had to download one of the characters I had left off. I had one note on Mari about makeup missing, but what I found was her metadata is incomplete. It was not fully done but the files are there.
I was very impressed with the characters enough that I have bought other characters from the team ES3D that you might be interested in.
https://www.daz3d.com/es3d-masina-hd-for-genesis-9 is another child, with a bit of a horror tinge.
https://www.daz3d.com/es3d-sam-for-genesis-9 an older teen brother/sister set.
https://www.daz3d.com/es3d-lesya-hd-for-genesis-9 is a young adult, but with Growing Up you could age her down.
I haven't had a lot of time to play with them but on my first renders of the characters I didn't have any issues or a bad result.
Mary
UltraScenery - new(er) territory [Commercial]First thing to check would be by dropping the saved USC2 scene subset into an empty scene and see if that works properly. If it doesn't, it suggests the USC2 object is unaffected by the USC1 object and it's the saving as a scene subset that's the problem. I haven't tried anything like it myself - because I really didn't expect it to work. I think there is metadata that must be saved in a normal save, probably by overriding the default save method for the USC2 object- I wonder if the USC2 plugin overrides the scene subset save method too? It wouldn't be one I would have remembered to do myself, not expecting a scene subset save.
Sorry, having diverted myself, back on track with a continuation of the answer. If the USC2 subset works in an empty scene, then create a USC1 landscape too. Do they now work?
If yes.. back to an empty scene, create the USC1 landscape, then drop in the USC2 scene subset. Does that work? I imagine by now you will have found at least one case where it doesn't. Does the result show a way where you could get it to work? Hopefully yes, but I suspect it's the scene subset that's the problem.
Regards,
Richard
Petipet's Sci Fi Hangars and DiffeoI have both the Polaris Hangar and Sci-Fi Hanger A from Petipet and both seem to be rigged similarly. Polaris is used in this example. In Studio, the doors can be animated to open and close. I exported via Diffeo, but in Blender, the controls marked Gate 1 or 2 move the whole wall and not just the gate. Is there a way to correct this post import?
Import Camera from other DCCsIs there any way to import a camera, even just position data, from either a static or animated camera from another DCC?
Convert Genesis 8.1 model morph to 8.0ForceX said:
If you are trying to transfer an HD morph, I do not know of any known method. You can try..... I have no idea if this will work. Find your morph file in the data folder. Move it out of the G8.1 folder and into the G8 folder. Doing this might make it accessible to the G8 figure. As G8.1 has access to the G8 resources folders but G8 does not have access to the G8.1 resources folder.
I don't know how much resources availablilty is dependent on folder structure or imbedded metadata in the file its self. It's possible this will do absolutely nothing.
Thank you! This works for me, provided that I correct the corresponding paths in the accompanying .dsf wrapper file.
[Solved for G9] Strandbased Very Short Pixie hair not following the head of some charactersYes, you certainly can fix head_bs_ProportionNeckLength at the first place. Not sure how you did it, but you need to do it on a G9 Base, then dial Proportion Neck Length to 100% before fixing.
- Dial head_bs_ProportionNeckLength on the root node of the hair to appr. 50%, export Hair Strand to OBJ. Ctrl + Z.
- Import OBJ to update head_bs_ProportionNeckLength on Hair Strand. Save the Modifier Asset.However, only fixing head_bs_ProportionNeckLength is not 100% perfect for Hanako, you still have to further fix her FHM : Hanako9_head_bs_Head ...
Daz Studio 6 Beta - version 6.25.2026.14722! (Updated May 28, 2026)Richard Haseltine said:
barbult said:
Richard Haseltine said:
alan bard newcomer said:
These are things that did'nt become morphs ... just extending a wall up a little where you can't scale becasue the door would scale too or pulling out a side of a wal for the same reason.
exporting as an object looks like it freezes it which means I should make the changes and then export the wall and then import it it.
But as noted in 424 the changes stay. So daz should activate the part of the mesh grabber replacement that handles that in 424 in 25 . . that wouldn't be giving away the plug in.See
-
Added support for legacy file IO to the “Geometry Sculptor” tool
DAZ Studio : Incremented build number to 6.25.2025.26119
http://docs.daz3d.com/doku.php/public/software/dazstudio/6/change_log#6_25_2025_26119
I don't know how far back Legacy stretches, however.
I have no idea how many items will fall apart in 2025. But these changes were like using mesh grabber to pull out a quad to fix a poke through etc.
Does that imply that you have to be a Premier member so you have access to the Geometry Sculptor tool? What if you are just a base or Daz+ member who owns and uses Mesh Grabber in DS 4? It sounds like that still means that non-Premier users still won't be able to render their DS 4 scenes that have Mesh Grabber deltas in DS 6. If that's the case, this isn't really very great news.
Non-Premier mebers have the extra step of converting to a morph in DS 4, though I am not clear if that requires an extra tool for some vesions of Mesh Grabber (I don't own any of the older versions). But yes, Geometry Sculptor is the only "Mesh Grabber" that will work in DS 2025.
The Support for legacy file IO to the “Geometry Sculptor” doesn't literally work as expected (not fully functional ....?). I could see the deltas that was made with Mesh Grabber in DS 4.24 after opened the scene file in 2025 Alpha, but in Tool Settings of Geometry Sculptor, zero deltas is marked in the modifier.
I changed the modifer of Mesh Grabber in DUF file to Geometry Sculptor, then the deltas could be correctly marked and shown ~[Solved for G9] Strandbased Very Short Pixie hair not following the head of some charactersUsually the vendor has no way to provide fixed FHMs for all characters... You're right, in this case the culprit seems to be Proportion Neck Length.
How to fix:
1. Select Hair Strands node, Show Hidden Properties in Parameters pane, set head_bs_ProportionNeckLength to 30%. (ss1)
2. With Geometry Editor, export Hair Strand to OBJ by using the file name : Hanako9_head_bs_Head. Alt + Click head_bs_ProportionNeckLength to reset it to -30%.
3. Import OBJ to Hair Strand with Morph Loader Pro to update auto follow FBM : Hanako9_head_bs_Head, as usual by using the options: Reverse Deformations: Yes; Overwrite Existings: Deltas Only. Save Hanako9_head_bs_Head as a Modifier Asset. (ss2)Fixed. Alt Shift + U. Now remove the hair and reload it. It'll work. (ss3)
Edit: It's the standard way to fix FBM. Still, the simplest way is to just parent such a short hair to the head instead of fitting it ~~
Transferring CategoriesAlternatively, you can simply migrate cms database from your old machine to the new one:
- With File Browser, go to: %appdata%\DAZ 3D, copy cms folder to an SSD
- Then copy it to the same location of your new PC.Then all of the existing metadata as well as your customized categories will be intact. Also check this thread, in which I wrapped up a full process of how to easily and quickly migrate everything of DS / cms from old PC to the new one:
https://www.daz3d.com/forums/discussion/comment/9128591/#Comment_9128591
Daz Studio 6 Beta - version 6.25.2026.14722! (Updated May 28, 2026)barbult said:
Richard Haseltine said:
alan bard newcomer said:
These are things that did'nt become morphs ... just extending a wall up a little where you can't scale becasue the door would scale too or pulling out a side of a wal for the same reason.
exporting as an object looks like it freezes it which means I should make the changes and then export the wall and then import it it.
But as noted in 424 the changes stay. So daz should activate the part of the mesh grabber replacement that handles that in 424 in 25 . . that wouldn't be giving away the plug in.See
-
Added support for legacy file IO to the “Geometry Sculptor” tool
DAZ Studio : Incremented build number to 6.25.2025.26119
http://docs.daz3d.com/doku.php/public/software/dazstudio/6/change_log#6_25_2025_26119
I don't know how far back Legacy stretches, however.
I have no idea how many items will fall apart in 2025. But these changes were like using mesh grabber to pull out a quad to fix a poke through etc.
Does that imply that you have to be a Premier member so you have access to the Geometry Sculptor tool? What if you are just a base or Daz+ member who owns and uses Mesh Grabber in DS 4? It sounds like that still means that non-Premier users still won't be able to render their DS 4 scenes that have Mesh Grabber deltas in DS 6. If that's the case, this isn't really very great news.
Non-Premier mebers have the extra step of converting to a morph in DS 4, though I am not clear if that requires an extra tool for some vesions of Mesh Grabber (I don't own any of the older versions). But yes, Geometry Sculptor is the only "Mesh Grabber" that will work in DS 2025.
Transferring CategoriesOn the old system open the Content Library option menu (the lined button in the top corner, or right-click the tab) and select Content DB Maintenance; check Export User Data and click Accept. That will create one or more (depending on how much data there is) user data .dsx files in /Runtime/Support in the first Daz Studio content directory - copy those across to the equivalent location on the new machine, open the Content Library option menu>Content DB Mainenance, and check Reimport Metadata; in the next dialogue, check the user data option. That should do the job.
Daz Studio 6 Beta - version 6.25.2026.14722! (Updated May 28, 2026)barbult said:
Richard Haseltine said:
alan bard newcomer said:
These are things that did'nt become morphs ... just extending a wall up a little where you can't scale becasue the door would scale too or pulling out a side of a wal for the same reason.
exporting as an object looks like it freezes it which means I should make the changes and then export the wall and then import it it.
But as noted in 424 the changes stay. So daz should activate the part of the mesh grabber replacement that handles that in 424 in 25 . . that wouldn't be giving away the plug in.See
-
Added support for legacy file IO to the “Geometry Sculptor” tool
DAZ Studio : Incremented build number to 6.25.2025.26119
http://docs.daz3d.com/doku.php/public/software/dazstudio/6/change_log#6_25_2025_26119
I don't know how far back Legacy stretches, however.
I have no idea how many items will fall apart in 2025. But these changes were like using mesh grabber to pull out a quad to fix a poke through etc.
Does that imply that you have to be a Premier member so you have access to the Geometry Sculptor tool? What if you are just a base or Daz+ member who owns and uses Mesh Grabber in DS 4? It sounds like that still means that non-Premier users still won't be able to render their DS 4 scenes that have Mesh Grabber deltas in DS 6. If that's the case, this isn't really very great news.
I hope this isn't the case.
Mesh Grabber is one of the plugins I can't live without.
I've not tried to use scenes I've made in 4.24 with it in the ALPHA, just working with new scenes in the ALPHA so far and I'm not a premier sub so I don't have geometry sculptor.
Could someone tell me what changed with the Urban Sprawl 2 update? (Answered)Fire Angel said:
Thank you! Nothing exciting, but no doubt it will help at load time to have the metadata.
Metadata is there to help you find the item in the Smart Content tab. I don't think it has any real role once the item is loaded, nor would the item load any faster.







