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Daz 3D Forums > Search
  • Converting G8 Clothing to G9

    Matt_Castle said:

    MelissaGT said:

    Wow, that easy huh?

    This is a case where there isn't really any "easy and good". The rigging has changed so heavily between G8 and G9, you've either got to let autofit throw it all out and try to copy it from the base figure (or one of its templates - and the G9 templates are pretty good) or let a tool like the RSSY one take its guess at how to convert the original weights.

    G3 and G8 were similar enough that keeping the G3 weights was generally better than autofit weights on G8, but that's not the case with G9.

    I will admit that I'm not always sold on the fits the RSSY converters give me, so there are some outfits where I've also separately autofitted the item (sometimes using some smoothing to help straighten it out a bit more), then exported that mesh and used Morph Loader to overwrite the conversion morph on the RSSY version (and then save over that so it keeps that shape).

    The issue I'm running into is that even G8M clothing is converting over with distinct bewbies. I gather that is because the base G9 mesh does have bewbies, so even after converting the G8M clothing and then putting it on a G9 with a male shape dialed in...the clothing still has bewbies. I like the idea of the unimesh, but it does no favors with using it to create and fit clothing to male figures.  

    By

    MelissaGT MelissaGT September 2023 in The Commons
  • Converting G8 Clothing to G9

    MelissaGT said:

    Wow, that easy huh?

    This is a case where there isn't really any "easy and good". The rigging has changed so heavily between G8 and G9, you've either got to let autofit throw it all out and try to copy it from the base figure (or one of its templates - and the G9 templates are pretty good) or let a tool like the RSSY one take its guess at how to convert the original weights.

    G3 and G8 were similar enough that keeping the G3 weights was generally better than autofit weights on G8, but that's not the case with G9.

    I will admit that I'm not always sold on the fits the RSSY converters give me, so there are some outfits where I've also separately autofitted the item (sometimes using some smoothing to help straighten it out a bit more), then exported that mesh and used Morph Loader to overwrite the conversion morph on the RSSY version (and then save over that so it keeps that shape).

    By

    Matt_Castle Matt_Castle September 2023 in The Commons
  • Does anyone have a solution for tis annoying problem?

    For Genesis and Genesis 2, it is relatively straightforward to create your own morphs.  

    Example.  

    - load default genesis 2 male in Carrara

    - select the 'actor' level of the figure in the properties tray

    - click the wrench to go to the modeling room

    - make sure the box for smoothing is unchecked

    - use the modeling tools to shape the eyelashes how you want.  If preferred, as Headwax suggests, can move the eyelash meshes inside the head so out of the way.  Or, just select the outer loops with smoothing and make smaller

    - return to assemble room.  Export the G2M (remember, no smoothing!) as an OBJ.  Choose the preset for Daz Studio (morph target) from the drop down menu.

    - Start that free plugin called Daz Studio.  Load default Genesis 2 Male.  (Optional - in parameters pane, I set resolution to Base).  

    - With G2M selected, choose Edit : Object : Morph Loader Pro

    - See the menu for Units near top of menu (third line or so).  There is a preset for Carrara!  How easy is that?  If you save the OBJ out of Carrara using the Daz Studio Morph preset, you can use the Carrara preset in Morph Loader Pro

    - Use the menu to browse to and load your morph obj.  Your morph file name should appear in the big box with an arrow next to it

    - Use the little arrow next to the morph name to expand the box menu

    - I change the 'make unique' option to 'Deltas Only'.  You can also change where your morph will appear in the figure menu if you don't want it in the default morphs/morph loader group.  You could select the 'head' for example.

    - Double check the morph - find your new morph in the parameters pane (can use search box for name).  Will be at 0. Dial it from 0 to 100%. In this case, the right eyelashes change shape.

    ----

    Now follow more general procedure for saving morphs for general use.  

    .

    Then share the morph with us.  Well, maybe.  Here is a morph sharing tutorial by the awesome Jay.

     

    By

    Diomede Diomede September 2023 in Carrara Discussion
  • Celebrity Look-a-Likes for 3D figures Part 4

    Morticia by RazzleDazzle3D at RenderHub looks like the original TV series actress Carloyn Jones

    By

    Haruchai Haruchai September 2023 in The Commons
  • [solved] Rigging Copyright - Clarification Please

    Richard Haseltine said:

    As has already been said, you can use a derivative of the rigging as necessary for add-ons. If you want to make a new figure you can rig that from scratch (bone placement, weight maps, and any required corrective morphs) but you cannot derive it from any Genesis figure, diectly or indirectly (or, in general, from any other figure not of your own creation). If it is made to work with the Genesis figures then it is a derivative, even if you manage to do it the long way rather than using the Transfer Utility.

    Still not getting it. I don't really see why "use a derivative of the rigging as necessary for add-ons" which seems to be ok to do, and "derive it from any Genesis figure, diectly or indirectly" are all that different. How would I use a derivative of the rigging (of Genesis) without deriving it from any Genesis figure? Btw. I am not really asking about legal advice here, I'd probably ask the daz support in any case then.

    That said, I only asked about the armature, the bones, so only the names and where in 3D space those bones are, not jcms, or any mesh, or weight maps, or anything else. That must be "a derivative of the rigging as necessary for add-ons" as far as I can tell because those are part of every figure (aka add-ons) that is being sold on third party sites out there, and to make something thats compatible with genesis 8, I need to have those.

    By

    Rakete Rakete September 2023 in The Commons
  • Genesis 9 - Exclude body parts from FBMs

    DS will automatically make a projected morph in the clothing, if there isn't a dedicated morph for the FBM.

    But you can dial the projected morph out of the shoes.

    Select the shoes, enable show hidden, and click currently use, and you should see it. And then you can just dial it down.

    The PA might have a dedicated morph that dials the feet back to the base.

    By

    felis felis September 2023 in Technical Help (nuts n bolts)
  • Request for custom 3D model

    I'm not someone who can help you with this request. However, have you tried any products like Face Transfer? They can get you pretty close. Face Transfer Shapes was made to help improve the results for this particular plug-in. 

    By

    Quasar Quasar September 2023 in Art Studio
  • [solved] Rigging Copyright - Clarification Please

    Rakete said:

    FSMCDesigns said:

    Rakete said:

    What is actually "rigging" in this case? I assume the bone structure and the weight maps? Is the bone structure itself somehow protected? I assume not because otherwise how could all these other sites that sell daz content exist.

     LOL, If a model is not a genesis model and a standalone figure, the rigging needs to be done by hand, not transferred. Unfortunately, many do it any way and hope they don't get caught. The rigging is considered a "derivitive" work

    As far as I can tell "rigging" is the the binding of the mesh to the armature. I guess what you're saying is that the transfer tool would create a work that violates daz copyright if distributed without their consent. I was asking about the armature itself though, I assume that if I did my own rigging, "by hand" as you say (for a mesh I created, so that it works with the genesis armature), I can distribute that because that would be a derivative work. And so because the armature is at least implicitly part of anything that I rig, I assume daz at least tolerates that people distribute it on e.g. renderosity.

    As has already been said, you can use a derivative of the rigging as necessary for add-ons. If you want to make a new figure you can rig that from scratch (bone placement, weight maps, and any required corrective morphs) but you cannot derive it from any Genesis figure, diectly or indirectly (or, in general, from any other figure not of your own creation). If it is made to work with the Genesis figures then it is a derivative, even if you manage to do it the long way rather than using the Transfer Utility.

    By

    Richard Haseltine Richard Haseltine September 2023 in The Commons
  • is it possible to insert an image and use it as an help?

    yuyu.atem said:

    crosswind said:

    To a certain extent...  1st there's no HD morph from Face Transfer, 2nd the quality of generated texuture maps is not great...

    Ah, ok, thank you very much! laugh 

     

    Edit:

    I used the face transfer plugin and save the .duf file, just the fil without to use the save face feature of the face transfer. When I open again the file, I obtain an error message and my face transfered character hasn't any material:

    Could you tell me if it's normal and if it's possible to fix it?

    Thank you in advance!

    You should've  'Saved Face' first...

    By

    crosswind crosswind September 2023 in New Users
  • [solved] Rigging Copyright - Clarification Please

    FSMCDesigns said:

    Rakete said:

    What is actually "rigging" in this case? I assume the bone structure and the weight maps? Is the bone structure itself somehow protected? I assume not because otherwise how could all these other sites that sell daz content exist.

     LOL, If a model is not a genesis model and a standalone figure, the rigging needs to be done by hand, not transferred. Unfortunately, many do it any way and hope they don't get caught. The rigging is considered a "derivitive" work

    As far as I can tell "rigging" is the the binding of the mesh to the armature. I guess what you're saying is that the transfer tool would create a work that violates daz copyright if distributed without their consent. I was asking about the armature itself though, I assume that if I did my own rigging, "by hand" as you say (for a mesh I created, so that it works with the genesis armature), I can distribute that because that would be a derivative work. And so because the armature is at least implicitly part of anything that I rig, I assume daz at least tolerates that people distribute it on e.g. renderosity.

    By

    Rakete Rakete September 2023 in The Commons
  • pJCM - Keyed TCB problem

    try alt clicking the morph if this happens to reset to expected value.

    if you have manually dialled the morph, then that will override the keyed values in some way.  So need to reset them by alt-clicking, or just restart daz studio i guess, as you have done.

    By

    lilweep lilweep September 2023 in Daz Studio Discussion
  • [solved] Rigging Copyright - Clarification Please

    In this case, according to the latest EULA, a user's practice could be:

    As for Characters that one makes for distributing or selling:
    - with a Genese Base figure, you sculpt the figure in ZBrush / Blender, etc, or use Merchant Resources like 200 Plus / Shape Shift to shape the figure. Then you just provide the head / body morphs with 'derived rigging' rather than the geometry dsf file that includes the rigging.
    - you sell the character with shaping presets on Rendo, RH, DA or somewhere, and mark 'Genesis XX' is required.
    - if you also provide material preset, etc, you must create the texture maps by yourself or use Merchant Resources.

    As for Clothing / Accessories / Wearables..:
    - almost the same: you just derive / transfer the rigging from the base figure to the items that you make with external software...
    - similarly, you provide the files of geometry, morphs, texture maps, all necessary presets of the content that you made, for distribution or sales.
    - mark 'Genesis XX' is required.

    By

    crosswind crosswind September 2023 in The Commons
  • Created morphs for daz studio not working. - Resolved!

    Yes, using 1 unit = 1 cm.  But I will double check.

    I still have weird things happening. Hex crashes about every 3-4 times used. Frequently have to restart Studio as Hex fails to load or transfer objects.

    Again, Hex bridge is working again (except for crashes), so I can continue on with projects.

    Thanks again.

     

    By

    Moviehawk Moviehawk September 2023 in Hexagon Discussion
  • Cant find various V4 materials and Exp Pack

    Richard Haseltine said:

    The base Victoria 4, the morph expansions, and any characters descibing themselves as using the ExP system all have to be installed to the same content directory (which means DIM, Daz central, or manual). I would recommend installing the powerLoader add-ons for the morph sets as that allows you to use them without having to fiddle around with the updata, and to load the morphs at the outset rather than having to inject them.

    The power loaded add on is installed and loads the morph sets fine.  It's the hi res and standard res materials that won't work. They are installed and are actually showing in the content manager and they are all installed to the same loctation, they just won't load and I get a message saying the file can't be found. 
     

    By

    gillrogerscreative gillrogerscreative September 2023 in Technical Help (nuts n bolts)
  • Cant find various V4 materials and Exp Pack

    Richard Haseltine said:

    The base Victoria 4, the morph expansions, and any characters descibing themselves as using the ExP system all have to be installed to the same content directory (which means DIM, Daz central, or manual). I would recommend installing the powerLoader add-ons for the morph sets as that allows you to use them without having to fiddle around with the updata, and to load the morphs at the outset rather than having to inject them.

    The power loaded add on is installed and loads the morph sets fine.  It's the hi res and standard res materials that won't work. They are installed and are actually showing in the content manager, they just won't load and I get a message saying the file can't be found. 
     

    By

    gillrogerscreative gillrogerscreative September 2023 in Technical Help (nuts n bolts)
  • Make Human and Daz Studio

    Hi! Before triying to entierely recreate my character from zero, I tried to use the face transfer plugin from the image of my MH character, so as to use it later an help, and this is what I obtain:

    It's pretty close to the MH version, but it seems a bit too square, so I fit the face quare morpsh to the minimal value; I obtained that:

    To compare with the MH version (but it's probably not the same scale):

    I also tried to compare the two versions with the MH hair imported into Daz:

    I anlso try to modify the Jaw Corner Width but I am not sure if it improves the character or not...

    For now, here are the morphs I used:

    Before to use the face transfered character as an help to create my final character, I would like to obtain something as close as possible to the MH character, so I still have manythings to modify, but I would need an advice. Indeed, the MH character seems sweeter and kinder than the face transfered Daz character, I don't know how to recreate the effect in Daz... Do you think it comes from the face shape itself, or because I didn't modify the "details" like the brows and the noze? From your experience, what do you suggest to recreate this sweetness and kindness on the facte transfered character?

    Thank you in advance for your advices!

    By

    yuyu.atem yuyu.atem September 2023 in The Commons
  • [solved] Rigging Copyright - Clarification Please

    Hi...don't know if this question is already answered somewhere but I couldn't find it...bit confused on the copyright on the rigging of Daz figures (or any other figure I guess even for like poser etc. too)
    So I get this part: like if you make your own character you cannot transfer the rigging from a Daz character to that figure and then give it away or sell it because obviously that's Daz's rigging.

    What's confusing me is clothing and wearables. All the tutorials I see at some point transfer the rigging of the character you are making the clothing for to the clothing so it fits properly which makes sense but then if you give this clothing away either by selling or for free wouldn't that also be distributing rigging you don't have copyright to and thus violating some rule somewhere? But I can't see how you can make workable clothing without doing this either.
    Not sure if this is a silly question but if anyone could clarify this for me that would be a big help. =)

    By

    katywhite katywhite September 2023 in The Commons
  • Cant find various V4 materials and Exp Pack

    The base Victoria 4, the morph expansions, and any characters descibing themselves as using the ExP system all have to be installed to the same content directory (which means DIM, Daz central, or manual). I would recommend installing the powerLoader add-ons for the morph sets as that allows you to use them without having to fiddle around with the updata, and to load the morphs at the outset rather than having to inject them.

    By

    Richard Haseltine Richard Haseltine September 2023 in Technical Help (nuts n bolts)
  • is it possible to insert an image and use it as an help?

    crosswind said:

    To a certain extent...  1st there's no HD morph from Face Transfer, 2nd the quality of generated texuture maps is not great...

    Ah, ok, thank you very much! laugh 

     

    Edit:

    I used the face transfer plugin and save the .duf file, just the fil without to use the save face feature of the face transfer. When I open again the file, I obtain an error message and my face transfered character hasn't any material:

    Could you tell me if it's normal and if it's possible to fix it?

    Thank you in advance!

    By

    yuyu.atem yuyu.atem September 2023 in New Users
  • is it possible to insert an image and use it as an help?
    So, if I understand well, the difference is just the number of faces I can save without the watermark, not the quality or the resolution of the character?

                     That's right.

    By the way, is there a difference of quality between a character created by the face transfer and a character created by morphing Genesis 8?

                     To a certain extent...  1st there's no HD morph from Face Transfer, 2nd the quality of generated texuture maps is not great... 

    Thank you in advance for your answer!

    By

    crosswind crosswind September 2023 in New Users
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