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Silly question… Why would you ever create a morph without reverse deformations?
AndrewJJP said:
felis said:
I almost always model items towards the base character, so I very seldomly use "reverse deformation".
Maybe it should remember what it was last set to like the import dialog does.
You can set up a preset that always load by default, I made one for reverse deformation. To set it up you open the Morph Loader Pro import menu, select a morph you want to use, and set all the settings you'd like to use as a default ie reverse deformation to yes etc. Once its all selected right click on the morph name you imported (at the top of the options) and then choose "Save as preset" and give it a name.
Select it under the preset dropdown and accept, DS will always use the last preset you loaded so now it will always be the default option.Released : Wet And Tanned Skins For Genesis 8.1 Bundle (Commercial)V3Digitimes said:
Understood, if you need super precise tan lines, you need to be able to paint your mesh (this can be done in blender which is free).
The tuto to make an exact tan line is simple :
1. export Genesis 8.1 figure as obj, export the swimming suit as obj (with surfaces + UVs, no need to export maps).
2. import both objs in your painting software (you can use the free blender if you have no painting software). If you have a painting software which imports only one model, export figure+swimming suit as a single obj)
3. set all figure surfaces black, then paint in white everything under the swimming suit (many blender tutos for painting are avaible on the web). Export images and load them in all the mappable "tan lines" properties.
PS : I cannot make a video tuto because not allowed to show nude clays, which would be necessary for the explanation.
And that's all.
We do allow clay-renders to be nude for the forums.
It might also work to bake occlusion onto the figure with the swimsuit in place - that is, after all, what tan-lines are.
I don't like this modeling methodDiomede said:
ProPose said:
I could'nt even get the model into Carrara from the prop folder in duf format, I get a nil pointer error. the obj from the runtime folder comes in properly, I used these import options
Thanks, @ProPose. I missed your solution at first. I had forgotten that Poser-format content includes the OBJs in a geometry folder. I wonder why the result is getting inverted in the X axis if the OBJ is not. Hmmm.
Saves some steps.

Bringing the item in as the Poser obj loses the colour info, you then need to reapply the colours in Carrara.
As to why it's inverting the model in the DUF file is a mystery !!!
Released : Wet And Tanned Skins For Genesis 8.1 Bundle (Commercial)Understood, if you need super precise tan lines, you need to be able to paint your mesh (this can be done in blender which is free).
The tuto to make an exact tan line is simple :
1. export Genesis 8.1 figure as obj, export the swimming suit as obj (with surfaces + UVs, no need to export maps).
2. import both objs in your painting software (you can use the free blender if you have no painting software). If you have a painting software which imports only one model, export figure+swimming suit as a single obj)
3. set all figure surfaces black, then paint in white everything under the swimming suit (many blender tutos for painting are avaible on the web). Export images and load them in all the mappable "tan lines" properties.
PS : I cannot make a video tuto because not allowed to show nude clays, which would be necessary for the explanation.
And that's all.
I don't like this modeling methodProPose said:
I could'nt even get the model into Carrara from the prop folder in duf format, I get a nil pointer error. the obj from the runtime folder comes in properly, I used these import options
Thanks, @ProPose. I missed your solution at first. I had forgotten that Poser-format content includes the OBJs in a geometry folder. I wonder why the result is getting inverted in the X axis if the OBJ is not. Hmmm.
Saves some steps.
Silly question… Why would you ever create a morph without reverse deformations?felis said:
I almost always model items towards the base character, so I very seldomly use "reverse deformation".
Maybe it should remember what it was last set to like the import dialog does.
Folder path for preview pop-up imageCatherine3678ab said:
In the same folder:
Product.duf
Product.duf.png [small icon]
Product.tip.png [popup]
Those are for individual asset tip thumbnails, the OP is looking for the Product preview images, which are from the metadata (or missing from it, in this case). All should be in Runtime/Support, with all the other metadata files. The graphic MUST be named the same as the .dsx file (either a .jpg or .png) for the Product in question, usually DAZ_3D_#####_yada_yada_yada.dsx. (Assumes DIM or DAZ Central installation).
I don't like this modeling methodI could'nt even get the model into Carrara from the prop folder in duf format, I get a nil pointer error. the obj from the runtime folder comes in properly, I used these import options
I don't like this modeling methodimport it flipped or flip it and the normals in the vertex room
yeah, mesh letters can be overkill but if a separate mesh not hard to remove
Where did it go?Yea, I don't have/want photoshop. I am trying to get it to work with GIMP. I did find the file, but I am still working on how to import it to GIMP.
How to export FBX import max using highest subdivision (fixed mesh)?The export of FBX is not the highest level of subdivision, and the key is that it will deform. I have set it many times, but there is no way to solve this problem.

OBJ can save the highest subdivision and has no problem with distortion, but it will error
ERROR - invalid texture index
It can be imported only if "Import as a single mesh" is checked, but in this case, the objects will be glued together into one, and the material will be used as a whole multi-dimensional sub-material.does anyone know a software that can change formats from vob to obj and othersi know these posts are pretty old but i have a solution if you have both versions of eon vue.
vue creator (2021) can save terrain, rocks, etc as vob. import the vob into vue 2016 (complete) and export as an obj and reload them into vue 2021.
this is not perfect but if you mess with the materials and poly count a bit its not bad. this way allows you to ray trace materials that are procedurally generated (roughly).currently, to modify terrain material scale you must go into the material color mapping mode and adjust scale.
Modifying a wearable item - The Templar HelmSave out your altered Helm as an OBJ. Then import that OBJ as a prop, add the textures if necessary with the surfaces pane and then save as a prop asset.
Now you should be able to parent the Helm prop to the Head of the figure and save as a wearable.
How to create a seamless animation loop with dforce cloth?- to do it manually delete the eyelashes
- make sure base resolution
- apply the punch to your A posed base G8 (or t posed other figures)
- export the frame you want as an obj
- use edi-figure-morphloader pro to import the obj morph
- optional if wanting to isolate to just the one part use Attenuate rightclick by surface or weight
- save as morph asset

Diffeomorphic DAZ Importer version 1.6.0 releasedPadone said:
highStrangeness said:
What about transfering a shapekey with the HD mesh's shape to the base resolution mesh, with multires?
When you import HD expressions or any HD morph they're already transferred to the base mesh. This is what the new morph system in 1.6 was for. But this is limited to the base mesh since multires doesn't support HD shapekeys. Again this is a limit with multires itself, not with diffeo.
The alternative is to bake to displacement with the addon by Xin.
https://diffeomorphic.blogspot.com/p/hd-meshes-version-16.html
I don't think HD Morphs is going to be a solution here, as I have two geografts on my figure. Apparently it only will allow for one.
However, it is possible to get the whole figure mesh, with the geografts merged at subdiv3 (which is what I saved it at), into Blender, if I don't save in Daz with the Geometry Mode fix. When it imports, the HD mesh is merged - would I be able to bake displacements from that, without a Multires modifier? Otherwise I'm stuck again because I don't know how I'm supposed to get the subdiv 3 detail onto the base figure.
Diffeomorphic DAZ Importer version 1.6.0 releasedI'm not sure it has been reported but if you have OCIO installed via an environment variable, import will fail.
My workspace resets every time I reopen Daz.raylikesvideos said:
i have menus.dsx and more files but i notice a new carpet named "user layout" there is where my custom layout is saved. but in daz i cant see it.
The items there are read by Window>Workspace>Select Layout and by the Import button in Window>Workspace>Customise (and written to by the matching Save/export options).
New project : PyCarrara V2I really hope your work continues. I am working with a kinect v2 sensor (old but inexpensive and great HD face depth data, uses FACS) and trying to figure out how to either stream or import files to control facial animation (I could use Blender, but am more familiar with Daz and Carrara). That Carrara has useful SDKs is wonderful. PyCarrara is something I would love to try. Maybe Openface would help me figure out kinectv2-Windows to Carrara functions. In any case, I hope you are doing well, and continuing with your projects.
2 User Data Export files all of a sudden?I have my answer. I deleted all of the export data information. It then disappeared from the re-import list. I backed it up again and two Data files appeared. So, you're right about the file size.
any news on the hd plugin?? :DWendyLuvsCatz said:
there has been some great deals on G1&2 stuff lately too, I have almost given up on G3&8 now even with Misty's presets because the earlier figures are just so easy to animate and import BVH to using the Carrara plugin called DAZ studio too.
When I first started Carrara, I was not really focused on anything. Everything was new. Then I noticed that Generation 1-3 stuff was disappearing fast, so I focused on that for years. Now that I understand the HD plugin, and know how to use normal maps better, G2 is like a new door opening. A while back Diomede said that G2 was his main character set. I am coming around to that point of view. :)












