-
Genesis 8 Male Fig neck problems (geometry)
There must be some character's morph(s) wrongly dialed as default. Reset pose, select Currently Used (with Show Hidden Properties), check if there's any character or weird morphs dialed.
FBM for Genesis 8 FemaleAs per the SOP, you should create an eJCM (Expression JCM) rather than an FBM for fixing the facial morph when Mouth Open is dialed on the figure...
- Export Mikasa with Mouth Open dialed and fix the morph in Blender
- Import the fixed obj with the Name - 'eJCMMikasaMouthOpen' as a delta, and no need to dial it
- Your steps in Property Hierarchy was correct - Mouth Open to 1st Stage, Mikasa Head to 2nd
- Modify its properties properly and save it as a morph assetIs AniMate2 an orphan product or what?benniewoodell said:
With keyframes on the timeline, you have to open up the tree far enough until you see the dot is more of a circle with a T L or C written inside (those are the interpolation abbreviations). Those you can move around and delete and see them gone. The reason a keyframe would still be there regularly if you highlight and delete it is because that one has another movement or morph associated with it. Like, for example, you delete all the keyframes on the head, but you have an expression dialed in. That will still show in the head line as a keyframe even though it's actually in the properties section above. Once you delete that keyframe, then everything will be gone in the head line for that particular keyframe. I have spent way more time than I'd like to admit hunting down what a rogue keyframe is in the tree. And a lot of times you'll never even see what the keyframe could be unless you change types at the bottom of the timeline to include everything. Once you click all the checkboxes, they stay that way so it's something you only have to do once, not every time you restart Daz, thank goodness. I hope this all makes sense, I animate with Daz every single day and these are some of the many frustrations.
And, yeah, copy and pasting is incredibly frustrating as well. The trick there is if the body moves wonky after you copy and paste a keyframe in-between the two keys, as long as Daz doesn't freeze and you're able to move around the timeline, highlight the first and last keyframe from where you copy and pasted, and change the interpolation to linear and then change it back to TCB and the wonkiness nine out of ten times is gone. If Daz freezes though after you paste the keyframe, it probably won't unfreeze. I've left my computer sitting there for like five hours once and it just kept having the blue circle thing thinking.
I don't know much about animate 2 except how to put an animate2 walk cycle in and then bake the keys to the timeline so I can make adjustments there as aniamte 2 just has never clicked with me.
Happy animating!
Thank you very much! This is more information than I've been able to find so far. I greatly appreciate your help!
FBM for Genesis 8 FemaleI'm not sure why I can't get it right.
I want to fix the mouth of a G8F - Mikasa for 'Mouth Open'
I fixed it on Blender
Import it back to DAZ
Set Mouth Open controoler and the FBM to 100%
Go to erc hierarchy, dragged the Mouth Open controller to the 1st stage controller.
I also dragged the Mikasa Head controller to 2nd stage controllerTest it, didin't work.
The FBM didn't follow the Mouth Open controller.
Then I tried ERC bake the Mouth open controller, tick the FBM.
It worked.
I checked the FBM on the ERC hierarchy, strangely it made the same structure like my first attempt.
Then...
if I save the morph, load a new mikasa, tested it, didn't work.
I check the FBM on ERC hierarchy, the 1st stage controller is suddenly empty, leaving only the 2nd stage controller with Mikasa Head.
How to do this right?BreastShowgirl Morph G8F/8.1FA big boob morph for G8F/G8.1F. Intended to look like a very large, obvious breast implant (the vanilla implant morph doesn't really look like an implant to me). I could never really get a shape like this out of the vanilla morphs so I made this. It mixes well with other morphs and with my Better Nipple replacement. Unpack in your D|S content directory and the morphs should be available on any G8/8.1 Female you load.
Download: ShareCG
Download: Google Drive
Genesis 8 Male Fig neck problems (geometry)Hello i have a problem realy weird here. and i don't know how to solve. But i just realize that when i rotate the head of the genesis 8 male fig to the X -30.00 this weird geometry go crazy. and this is just the basic figure i don't even aply any morph. some one can help me here a realy appreciate it.
Weird geometry bug:
https://drive.google.com/file/d/1iwJRdwHsnrFKWs9hyhQNJ4u8Fnmf9azN/view?usp=sharing
With out rotate the head:
https://drive.google.com/file/d/1AuWgBEcpPIk6Oxwnr3_ZE2ztMys-zVhq/view?usp=sharing
Simple Carrara Hard Bodied physics for demonstrating cam and gear linkages etcDartanbeck said:
Alberto makes physics plugins for Daz Studio, but Carrara just totally ROCKS for these kinds of things doesn't it?
I love how easily we can manipulate the "hotpoint" in Carrara and do So Many things with that alone. Quick to set up and make it work. The biggest challenge, then, is thinking it though.
yeah feel bad I haven't bought any of Alberto's D|S plugins
but everything is easier to do in Carrara including things with his Carrara plugins
I use morph eraser the most
I love both Carrara physics engines and play with them a lot
not always to render, just to play
How to create a 3D character from scratchluan.yang said:
lilweep disse:
luan.yang disse:
no YouTube, mas o que encontrei foi algumas pessoas ensinando como customizar um personagem pronto
Seria o mesmo processo.
Carregue uma figura base, por exemplo, 'Genesis 9' e depois aplique ou disque morfos e materiais que você comprou.
Alguns pacotes de morph para o daz studio permitirão que você tenha um controle bastante granular. Por exemplo, eles permitirão ajustar o Philtrum ou algum pequeno detalhe anatômico. Outras formas serão mais amplas, como tornar um personagem magro ou musculoso
Você será limitado pelas formas às quais tem acesso.
I understood. I had this doubt because I watched a tutorial where a guy used a ready-made model and just changed the hair color and added new clothes and applied a pose but he hadn't explained about these sliders and morphs. Sorry for my ignorance, but would these morphs and sliders be something equivalent to what you do in Metahuman? It's because before venturing into Daz3D, I used and still use Metahuman Creator because it's a little easier to create ultra-realistic 3D characters.
I am not really familiar with metahuman process.
Im sure there are videos that show Daz Studio customisation process... Briefly, Daz Studio has vendors on multiple different marketplaces and these vendors make, among many other options for customisation, morphs that change the shape of the Daz Studio base figures. The morphs would be either character morphs that are full head and body morphs, body part morphs i.e., feet and hands, body composition morphs, individual muscle or anatomy morphs, granular detail morphs like wrinkles or chin dimples etc.
These morphs will generally be dials that range from 0% to 100% so you have control on how much of each morph to bring in at a time and combinations of morphs. The library of morphs users have access to depends on what they have downloaded. There are not very many useful morphs that come with the defualt Genesis 9 figure, for example. So the expectation is that to be able to fully customise figures using a large morph library, you will have had to download additional morph packages.
Like morphs, other custom options like skin textures and hair would also need to be downloaded to get a broad library of presets.
"duplicate formulas found in file" questionAre you sure that error is caused by duplicate names? It is called duplicate formula error not duplicate name error . If you go to your Daz Studio error log it will identify which properties of the offending .dsf files are causing the problem.
I thought that error is usually caused when you have a Controller and Subcomponent relationship saved in two different files.
E.g., if you have a Character dial set up as the Controller with Head and Body morphs as its Subcomponents, so that when Character is dialled, Head and Body are both dialled in at the same time, and you save that ERC relationship in the Character.dsf file. That would be fine, but if you also somehow ended up saving that ERC link between Controller and Subcomponent in the Head.dsf morph too, then you have a duplicate formula relating those two properties, in two different .dsf files, one in the Character.dsf and one in the Head.dsf. Daz cannot use two formulas for the same Controller/Subcomponent at the same time as that is a conflict.
(Sometimes those errors are scene.duf file specific, and if you load fresh scene the error goes away.)
"duplicate formulas found in file" questionI have a question regarding the "duplicate formulas found in file" error. I understand that this error is caused by conflicting content resulting from the use of identical names. I also understand that one way to resolve the error is by deleting one of the problematic morphs. However, in this particular case, I would like to keep both morphs. I've attempted to rename the morph id and the label inside one of the two DSF files, but the error persists. Does anyone know which ID needs to have a unique name in order to prevent this type of error from occurring?
Thank you in advance.
project transferring help.Recently I transferred a project to my other computer and re-downloaded everything but when I tried to load a character it asked me to locate some file which I do but the other files for the character it says they could not be found, and it shows my old computer file location for the files. Is there a proper way to transfer files or a way to fix this without having to remake everything?
How to apply one cloth morph to other clothes?crosswind said:
xlpasstest said:
crosswind said:
If the styles of 'other clothing' (geometry) are similar to Everyday 2 (t-shirt & pants), you may also use Transfer Utility to transfer Morph Targets from E2 to the target clothing.
I have also tried Transfer Utility, but I don't understand how to use it, do you have detailed steps?
The simplest setting is as below. You may also add the needed morphs of E2 to Favorites, and choose the option - Favorites from the dropdown list 'From Source'.

Sorry for the late reply, thanks so much for the tutorial, I'll give it a try.
Errors on loading contentIf I buy a character, can I use that character in Daz and morph it to my liking? I ask because every time I try and load something that I downloaded from Render3D, I always get some error message. I tried YouTube but still got nothing. Can someone give me step by step instructions on loading content that was downloaded from Render into Daz?
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICITiziano said:
E sul sito di DAZ? E' possibile fare una ricerca con questi parametri?
Non proprio... Fai prima a cercare prodotti per la base, non ha molto senso cercare qualcosa di "compatibile con un morph" in quanto funziona comunque.
Se applichi dei vestiti a G8, quelli gli staranno addosso con qualsiasi morph, non è che smette se gli applichi Bugga Boo... (⊙ˍ⊙)
Se poi il morph crea dei poke-thru, si correggono in un attimo senza dover cercare "compatibilità".
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICICarica la base nella scena, tipo Genesis8, selezionalo e poi vai sullo Smart Content.
Se i prodotti non sono filtrati, in basso c'è l'opzione "Filter by context", mostrerà tutti i prodotti compatibili.
In ogni caso, funziona solo con i prodotti che sono stati "preparati" prima con una compatibilità. Le basi come la famiglia Genesis ce l'hanno già ma sotto-prodotti come "growing up" (che è un set di morph aggiuntivi) e Bugga Boo (che è un full body morph) NON hanno una compatibilità propria in quanto si basano su una figura.
Se poi tu hai un bisogno specifico di filtrare i capelli per Bugga Boo (superfluo in quanto funzionano tutti comunque), devi creare tu una compatibilità nel Conted DB Editor. E' abbastanza intuitivo, unica scocciatura è selezionare tutti i prodotti uno per uno.
Does anyone have a solution for tis annoying problem?PerttiA said:
This has a morph for "Eyelashes Length"
yes I thought there was one but assumed cobusp didn't have it
Does anyone have a solution for tis annoying problem?PerttiA said:
This has a morph for "Eyelashes Length"
I thought I had that control, but I haven't used Genesis 2 for my main characters that would get me using something like that. Thanks!
XTransfer Module 1- Genesis 3 to Genesis 8 Morph Converter (Commercial)Zev0,
I am running into the same issue as others when trying to Xtransfer Daz G7 Gwennili Head and its gets to the 71% mark then crashes out first giving the error and when submitting that error I then reopen Daz and go to the log file and I am attaching it to this message. I have updated my nvidia drivers to the newest driver that came out this month. I can saw that it is only with the head that crashes the xtrasnfer out. the body transfers fine.
not sure why it just crashes out only on the head morph
How do I remove edge sharpness in DS?I made a model in Blender that, when I transfer it to DS, DS makes some edges sharp - against my wishes.
See the picture: https://www.deviantart.com/luqu/art/Stubborn-Sharp-Edges-982259186
I've done all I could to remidy the problem in Blender with no success.
See the post on BlenderArts: https://blenderartists.org/t/stubborn-sharp-edge-cant-be-un-sharpenned-in-2-79/1482555
So now I seek a way to fix the problem in DS. DS obviously has a way of tagging edges as sharp. I need to get at those tags and change them.
Does anyone have a solution for tis annoying problem?This has a morph for "Eyelashes Length"









