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Morph Scaling Issue
DTB doesn't use OBJ format but FBX which has no scale options for both export / import in DS / Blender. So DTB always exports as 100% in DS, imports as 1 in Blender (by using FBX importer).
So, if you use DTB for the sculpting workflow, you just need to export to OBJ in Blender with Scale 100. Screen shot 1 is for export OBJ in Blender. Screen shot 2 is for import with MLP as default.
Don't use Blender or whatever other Preset in MLP, just use Default.
Morph Scaling IssueThe Poser preset is probably the problem, I would sugest using Modo or one of the other 1 unit = 1 m presets on import. But the point is to match the import and export presets (which will cancel their chnages out) while leaving the import into/export from Blender unchanged.
Morph Scaling IssueThat sounds as if you are using the Poser preset in Morph Loader. OBJ has no inherent scale, so import and export make assumptions - use the same preset for export and import in DS, and 100% in Blender, and all should match up.
Morph Scaling IssueI'm having a morph scaling issue where my pipeline is as follows:
- Export G9 from DS 4.24.0.3 at base resolution using the latest Daz To Blender bridge available in the DIM
- Import G9 to Blender 4.3.2 using Daz To Blender bridge
- Sculpt G9
- Export G9 from Blender using the .obj exporter
- Import G9 to DS using Morph Loader Pro
No matter what I do, the scale is off when imported back into DS. I'm having to use a scale of 0.410 when exporting from Blender in order to get it to work. There's still a very slight change in scale even at that setting, but there should be no change at all, and it's obvious that having to use a scale like that means that something is not right somewhere in the pipeline.
Since I have no idea what scale is used by Daz To Blender when exporting from DS or importing to Blender, I'm finding it impossible to locate the problem. YouTube videos and forum searches haven't helped since I'm using Daz To Blender to export and Morph Loader Pro to import.
If there's anyone using the same pipeline, it would be appreciated if I could have the following information:
- Scale used by Daz To Blender when exporting from DS
- Scale used by Daz To Blender when importing to Blender
- Scale to use when exporting via .obj from Blender
- Scale to use when importing via Morph Loader Pro to DS
Hair cap issues when rendering in BlenderThis problem occurs in the Cycles render engine - in Eevee it doesn't exist. There's a couple of hair caps/scalps that I have purchased that are "poking through" and creating dark artifacts in areas where they're supposed to be transparent. This is my current workflow:
- Import the hair cap via Diffeomorphic on its own rig.
- Convert to MHX under Rigging
- Combine the hair cap rig with the base model rig using Merge Rigs under Corrections (uncheck all options).
- Transfer Shapekeys from base model to hair cap under Morphs (PJCMs, Expressions, etc.)
- In Modifiers, add Smooth Corrective and Subdivision Surface under the Armature.
- Leave Materials as-is (Alpha Hashed on both options)
When the model is static, all looks well. But if I import an Expression, random parts of the hair cap will show up in the render as dark splotches in areas where it's supposed to be transparent. So far I've noticed it on the Faux Hawk Hair cap and the Chuck Hair - Short Hair caps. Is this a Cycles setting issue, a material issue, or something else like unnecessary/duplicate shapekeys?G9 MHX - weird toe twists with feet in high heels poseOh, I didn't know that the DAZ rig isn't needed to import poses. Great - thanks!
Yeah, I don't know how Diffeo 4.5 snuck in there again. However, I'm still getting that toe twist with Diffeo 5
That's fine though. I'll just leave it off.Picture on the right is G8 with Tweak Bones checked and "Snap FK All".
No FK toe twist is happening with G8.Animated simulationsExport as OBJ, at base resolution and making you you don't get any extras like Rigid Follow Nodes, then import as a morph.
Fixing corrective morph issue on (merged) geograft on diffeomorphic [FIXED]Importing the daz favorites also tries to retrieve missing morphs for the favorites you have selected in daz studio, this may work fine or not depending on the favorites you have selected and where they are located in the daz content library. In general you select a few favorites for the shapes you need for animation, then import hidden morphs as custom morphs.
Fixing corrective morph issue on (merged) geograft on diffeomorphic [FIXED]Alright, thanks a lot to both of you :)
So this seems to be fixed, there isn't any more weird deformation when I bend the figure's thigh. However, all I did was import with DAZ favorites, I didn't do the import custom morphs part... I also don't see the "BC_" morphs in the shape keys list, yet, again, the bends work fine. Is there something I'm missing here?
Thanks again :)G9 MHX - weird toe twists with feet in high heels poseFrom your picture I can tell you're using a old version of the addon, again please update as there's many recent fixes for mhx and rigify, you need to update both the addon and the mhx runtime. Tried here with tweak bones and works fine.
p.s. Also it is no more necessary to keep the daz rig as mhx alone works fine to export back to daz, while rigify is more limited to import daz poses but works fine for export. In both cases the figure needs to be unlocked in daz studio to be able to import the IK features.
https://diffeomorphic.blogspot.com/2025/12/diffeomorphic-add-ons-version-500.html
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Rigging
Geograft expolading morph?More messing around
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Test.... too many to count - Gen 9
* restart daz to start fresh
* load gen 9. Nothing but gen9. Remove eyes/brows/lashes/mouth/tear
* Set resolution to base with subd to 0
* Export
1% scale
x = x, y = y, z = z
ignore invisible nodes (on)
use bone welds / remove unused verts / triangulate n-gons (off)
write uv coordinates (on)
collapse uv tiles (off)
write normal/faces/polylines/separate objects (on)
filter objects (on, selected roots)
write groups (use nose names, on)
write surfaces (original, on)
write material libary (on)
quote paths containing spaces (on)
* Import into blender, reset operator presets so the settings are
scale 1%
clamb bound (0)
forward axis (-z)
up axis (y)
split by object (on)
split by group/vertex groups (off)
validate meshes (on)
* Blender export:
selection only (on)
scale (1%)
forward axis (-z)
up axis (y)
uv coordinates/normals (on)
colors/curves as nurbs/triangulated mesh (off)
apply modifiers (on)
object/material/vertex/smooth groups (all off)
* Daz morph loader pro import:
x = x, y = y, z = z
primary figure (vertex only)
Create control (no)
Reverse deformations (yes)
overwrite existing (make unique)Import Success. Zero issues.
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Dictator no G9. A new scene was made and dictator was loaded directly into it. Instead of removing eyes/eyebrows/etc I removed the texture shells.
**Exact** same settings as above = Geometry did not match.
Changing primary (vertex only) to primary figure from graft (facet order) = Mesh explodes
Turning off "Ignore invisible nodes" + Primary figure (vertex only) = Geometry did not match.
Turning off "Ignore invisible nodes" + primary figure from graft (facet order) = Mesh explodes-----
**Exact** same settings as the base g9 test. Geometry did not match. Changing primary (vertex only) to primary figure from graft (facet order) = Error (Facet count mismatch - base does not equal target (33568 != 8636)), error (matching facets), Warning (geometry did not match).
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Same test as above but both g9 and the graft were exported together. = same warnings.
Fixing corrective morph issue on (merged) geograft on diffeomorphic [FIXED]That's correct. I got the same result as padone had. As I said above, only Auto Follow stardard pJCMs can be transferred via Diffeo but this AP is a unique product. The vendor made quite a few non-standard corrective morphs (MCMs) as well as Pose Control properties for joint rotation correctives.
You have to separtely import custom morphs to make the correctives work as expected ~~
Geograft expolading morph?Not to sound rude or ungreatful for the help (I'm not) but.... everything you asked me is answered in my post.
---"You worked on the geograft per se without fitting it on G9 ?"
I've tried:
- Gen 9 with *geograft* no shells
- gen 9 with *geograft* and shells
- *geograft* alone
- *geograft* with shells
As stated, I've tried with it fitted and with it *unfitted*, with the shells and without the shells, every combo you can think of I've tried. The numbered list 1-7 is, as evident by the above, one attemt of many. Using an unfitted graft is not the defult, nor all that I have tried.
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The screen shot you linked is identical to what I described save for the size - 1% vs 100% - which I've *always* used 1% instead of a 100 as it saves me the issue of scaling it in blender.
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"don't understand why you adjusted Y/Z and what you adjusted..."
In your own image you have the "corrected" y/z axis. Anyone who has even looked at the output settings knows, this is not the defult. You have to manually FIX them; i.e swapping the two. This was self explianatory.
Again, I don't mean to sound rude or bitchy, but my inital post answered all of these. And all that said I'm thinking is something with my blender import/export as texting with the base g9 (load g9. Set base resoultion, 0 subD, export, instantly import as mesh without touching blender causes) no issues. What could be wrong with blender IDK as the import settings I listed is the "operated presets" - same ones I've always used
Geograft expolading morph?Okay, I've been fighting this all day, so its time I got some help. I am trying to make a moraph for a gen 9 geograft, spefically an adult product. Here's what I've been doing/trying/ my settings/ etc.
- Load up the graft and remove the shell's so the only thing I'm working with is the graph itself.
- Export with these settings - Adjust Y/Z so they match blenders. Scale is set to 1%. Ignore invisible nodes/ use bone weilds/ remove unused verts/ triangualte n-gons/ and collapse uv tiles are all UNCHECKED. The only thing with a checkmark are write uv coordinates/normals/faces/polylines/seperateobjects/groups/surfaces.
- Import into blender 4.3.2 with these settings - scale 1, clamp bounding box 0, forward axis -z, up axis y. Split by object/group are UNCHECKED, while vertex groups/validatemeshes are checked.
- make my morph using sculpt mode (only using smooth and grab)
- Export from blender with these settings - selection only, scale 1%, forward axis -z, up axis y. Colors/ curves as nurbs/ triangualte mesh/ apply modifiers/ object groups/ material gropus/ smooth groups/ pbr extensions are UNCHECKED, while UV coordianates/ normals/ vertex groups are checked.
- Go back to daz where the only thing in the scene is the geograft.
- Morph loader pro import settings: scale is 100%, and again the y/z axis's have been fixed. Load morphs for: Primary figure from graft (I tried "primary figure (vertex only)" and got geomerty did not match, failed to create morph.) Set Create control property to "yes" and overwrite existing is set to "deltas only". Nothing else is touched.
Morph imports fine but when trying to use it, I get explosion hell, which means I am clearly doing something wrong.
Am I exporting it wrong? I've tried:- Gen 9 with geograft no shells
- gen 9 with geograft and shells
- Geograft alone
- Geograft with shells
- shells alone
- adding the morph to Gen9
- adding it to the geograft
- adding it to the shells
- using Primary figure (vertex only)
- using primary figure from graft
- Changing the scale
- using one, both or all of - create control property, reverse deformations, overwrite existing - in morph loader pro
- Checking/unchecking different settings in Daz's exporter.
- checking/unchecking different settings in Blenders import/export
Some one help me out here, please, because this is driving me nuts. I've made morphs before for gen 8 but clearly with geograft/gen9 there's something I'm missing.
Edit fixed spelling on "geograft"
Create a new morph with different max value from existing one.In the simplest case, export at 125%, use a morph loader to import that as a new morph. But of course you will then need to do the same with any corrective morphs, and reconnect them, and with rigging adjustments.
Fixing corrective morph issue on (merged) geograft on diffeomorphic [FIXED]Only standard morphs are transferred automatically, if the geograft is using custom morphs you have to import them apart. In general we don't want to import all the geograft morphs in blender, but only those we need for animation. One way to be aware what morphs we need is to select "show hidden properties" and "currently used" in the daz studio parameters pane. I gave it a try and seems to work reasonably well here, however, I'd not recommend using this product for blender as it is extremely complex, and the custom rig won't work anyway, the morphs work fine without the rig though.
steps:
- in daz studio select some favorites for the AP morphs you want to import
- import with G8 preset + daz favorites
- import the custom morphs from the AP folder
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Morphs
G9 MHX - weird toe twists with feet in high heels poseThanks to your feedback I was able to track the issue down to my current Blender 4.5 preferences.
A clean 5.0 install without importing preferences does not have this issue anymore.Thanks to you I knew where to look and getting it fixed.
Not sure how my preferences keep getting messed up. Not too long ago I had to start over because I couldn't get the hand-dialups to import properly.
Could be another addon causing issues I suppose.G9 MHX - weird toe twists with feet in high heels poseTried your test pose on blender 4.5.5 and 5.0, with the latest diffeomorphic version I linked above, it works fine here, no idea what may be wrong on your side. Tried with and without jcms. Again unless there's specific steps to follow to trigger the issue.
What are your global settings and import options ?
G9 MHX - weird toe twists with feet in high heels poseThanks for checking, Padone!
I just tried it on a different machine using only the Heeled shoe pose control and I'm getting the same result after I click "Snap FK All".
I'm still on 4.5.1, so I'll update one of my systems to Blender 5 and see if that is indeed the issue.
I've also added the DAZ scene I used for the import in case things go wrong for me in DAZ already.As always - thanks for your feedback!
There are so many moving parts in all of this that an outside perspective is invaluable.Fixing corrective morph issue on (merged) geograft on diffeomorphic [FIXED]Actually, I'm asking and posting this because they DON'T work. First picture is the figure imported with figure and graft not merged - you can see the figure looking normal, and the geograft bulging and deforming underneath. Second picture is the figure exported with geografts merged so you can see the issue better.
You can actually reproduce this on the DAZ Studio side by bending the thigh forwards, and then disabling the "BC_ThighBendFrontHalf_L" morph (hidden property). The geograft is "Advanced Pussy G8".
I assumed the "BC" at the beginning of the morph's name could stand for "Baked Corrective" so I ticked that when importing on Blender, but that didn't do anything.
EDIT: I'm activating the "import JCMs" option when I import to Blender. I tried ticking all the import options and the G8 preset as well.




