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Fixing Autofit Shirt
Yes, on the sleeve, I use 0% for the pelvis influence(red). Then I switch to the right and left arm part and use 100% fill. I got it working once but, the fix doe'nt stay when I try to save it as dsf or export as object then import with Transfer utility.
Sagan: A DAZ Studio to Blender Alembic Exporterstarslinger said:
Hey thanks a lot for the update! I just got around to testing it. Yes now it I can see the eyebrows in blender. They are a mesh object only? They seem to import as mesh object in blender and checking convert to hair curves doesnt convert it.
Hi @starslinger
All the time I took to re-design Sagan for v4 is paying off. Now, all the logic for figuring out what the heck a node is, is in one place and works for both Alembic and the USD that Hitchens uses. All it took was to code up "Even if the classname says it's a fiber, if you've got "faces", then it's a mesh".
Did you look in the log for any clues? I think that because, like I said, the topology of the "fiber" brows is so messed up that the conversion algorithm might be saying (paraphrasing) "there's no way that this is a strand of hair" and ignoring it.
Creating an injection dsxbarbult said:
leo04 said:
barbult said:
Richard Haseltine said:
Sorry, I was thinking the conversion had been done and the question was how to save it to a file. I would take features to mean shape, not expressions.
There are, I think, one or two other converters butt here is a limit to how much they can do. In what way was the one you tried disappointing? What modelling/sculpting software and skills do you have?
I think you are right about "facial features" being the shape of the face, not the expression. I'm not sure how I made that leap to expression.
I have had excellent luck with the ManFriday converter to convert G8 to G9. I haven't tried G8.1, I don't think. The only things that need tweaking afterward are the eyes and sometimes mouth of G9, because they are separate geometry. I don't know if the ManFriday converter is still available in the store or not.
I was able to do it one time. Subsequent attempts failed. It all worked well but for the Breasts, specifically the nipples. When I put a G9 skin on the model the models nipples did not line up with the UV map so I have areolas located below the nipples. Very Fustrating!
I have never noticed that problem with the Man Friday converter, but I suppose it could possibly depend on the character shape you are converting and the skin materials you are applying. If you are only concerned about facial features, why not just save separate converted head and body morphs, and dial in only the converted head morph? You could dial in any other character's body morph(s) that you like.
I'm going to go dial in some of my converted shapes and apply a few different G9 skins and see if I ever see a mismatch like you described.The G8.1 is a full body morph I created from an earlier Genesis model. The original facial morphs were made in the 1st Genesis Model, (#1). I converted it through several models. I am looking at maybe taking the head off the G9 model I was able to convert and make a model out of that to import as a morph. Not entirely sure how that will work yet.
thanks.
Install/Folder issues and questionsDAZ Install Manger SHOULD add the metadata which populates the Smart Content tab. I usually install stuff while Daz Studio is not running so perhaps there is some issue if that is not the case for you. You could try right-clicking and hitting refresh to see if that makes them show up.
Then there a separate issue where products contain uncategorised items (which get put in lost+found) or do not show up at all (tends to be the ones that were migrated from other stores in bulk). Items that are in lost+found will likely need to be manually categorised by yourself since that was not done by Daz when the product was submitted (pretty sure PAs have stated that Daz handles the Metadata not the PAs themselves).
If you login to your account with Daz Studio (either because you use the Premier features and/or Daz Connect) that can replace the paths where product icons are stored from within the /Runtime/Support folder(s) to the cloud folder. This can break some images sometimes and I don't think you can fix it easily without explictly removing the Daz Connect stuff and then re-installing with DIM.
A while back I did do some testing/QA for a potential product which would have helped users to fill in the gaps and fix issues with metadata but unfortunately it never made it to release :(
Install/Folder issues and questionsI have been using DAZ for a while now and some things are still very confusing.
1. Installation and the SmartContent Tab
1a. When I install items using the DAZ Install Manager, those items do not show up in my SmartContent tab. The only workaround that I have found is that I have to right click on the SmartContent tab and select "Content Database Management." From there I have to check Process Metadata Queue & Re-Import Metadata. Once I do that, the items will show in SmartContent (usually). This doesn't seem to be a normal problem. I have asked this question before but I hoped maybe someone might have some new thoughts/advice for me.
1b. Related to 1a, above, my SmartContent tab is a mess now. Several items are duplicated, several have missing images, and some just seem broken. I have previously done a full system wipe and re-loaded everything and this did not clear up this issue.
2. Does anyone know if it's possible to get items to move items from "Lost and Found" into the established categories? I have so many items that are entirely only found in my Lost and Found at this point, that it's become unmanageable.
The Content Library tab is so un-intuitive that I don't use it unless I have to (for 3rd party products I've installed). I know that some users create their own libraries/folder structures, but every tutorial I've watched on that process seems to say that it's not only complex but also very easy to break and make things even worse than they are now.
Please, if you do have some advice for me, explain it like I'm a 5 year old.
Thank you in advance for any help you can offer.
Sagan: A DAZ Studio to Blender Alembic ExporterHey thanks a lot for the update! I just got around to testing it. Yes now it I can see the eyebrows in blender. They are a mesh object only? They seem to import as mesh object in blender and checking convert to hair curves doesnt convert it.
Fixing Autofit Shirtoutthinkers_77543974b9 said:
I'm using the weight map tool fill a fill of 0.0% on the pelvis and 100% on the shoulder and forearm but, you can see that the pelvis is still at max influence. I'm not sure how to correct this and videos do not address it.
I don't think you should remove weight on Pelvis as that'll bring you problems when bending figure's Pelvis bone. Instead, you should remove weight on the bottom of sleeves when selecting Pelvis bone with Node Weight Brush tool.
Besides, which kimono product are you using ? If it's for G8F, it can well fit on G8.1F without Auto Fit. But some product has wrong Preferred Base set in its metadata, so it brings you Auto Fit dialogue... You can easily fix it via: Edit > Figure > Scene Identification...
Can't install this third party characterI have just tested it in a test library, and she works.
But the file structure does not follow the general concept overall.
To find her you must look in your content library, as the product doesn't have metadata. It is also a little weird, that there is only a scene subset with her including her hair.
Tell more about what you are doing and where you are looking for her.
Any way to just load the morphs I need not everything?I am aware of the third-party tool that catalogs the morphs used in a scene and allows you to rename the morph extension of all other morphs to prevent DAZ from loading them when it loads a Genesis figure (Turbo Loader). What I am looking for is some native support In Daz for reducing the amount of morphs that are loaded when I select, for instance, G9. I have made a lot of purchases And I have thousands of morphs (from many different stores) I don't understand why there isn't a native way to just load the morphs I need without loading everything in the content directories without some wonky work around like changing file extensions to hide morphs. It makes animation pretty much impossible since even default morphs that are 0 seem to be calculated by DAZ whenever you make a pose adjustment. This is probably what is causing a lot of slow down for folks and it just doesn't seem to be talked about much on this forum. If I were just to completely clean out my contract directory and load the base Genesis 9 Animation is extremely smooth and the whole thing runs like a charm. Why is this seemly basic functionality not supported outside of third-party vendors? Perhaps I'm missing something And you folks can enlighten me. I also don't want to create a morph From the morph loader pro export/import process as that doesn't solve the core problem (of default/zero morphs being calculated anyway during animation) and that would not keep the associated jcms for the combined final product. Heck, even being able to save my character in a way that disassociates it with the genesis framework to by-pass this automatic load of everything in the catalog would be an improvement. Am I missing something here?
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.








