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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.
G9 MHX - weird toe twists with feet in high heels poseI can't reproduce the issue here, tried with a heel pose by 30 degrees on foot and toes. Unless it happens only with a specific heel pose. Eventually you can upload the heel pose for us to test.
my steps:
- in daz studio load G9 and make a heel pose by 30 degrees on foot and toes
- import in blender and convert to mhx
- set fk all
- snap fk all
update. Oops .. I see you posted settings for the heel pose in the first picture, tried with your settings but again works fine here, unless there's specific steps. Be sure to update both diffeomorphic and the MHX runtime.
https://diffeomorphic.blogspot.com/2025/12/diffeomorphic-add-ons-version-500.html
I have eliminated all PA folders!jmucchiello said:
I've never figured this out. Smart Content will use Daz Connect to download things. If you mix connect and DIM, you can end up with duplicate content and Database errors. At least, that's what happened to me. For all I know, the duplicates were just mistakes as we see sometimes when something slips past QA. I don't know. I just don't like how the smart content panel works compared to the way content library is file system based.
Yes, installing through both DIM and Connect will not throw file errors. Smart Content is just a way to view installed content with full metadata, however it was installed.
Fixing corrective morph issue on (merged) geograft on diffeomorphic [FIXED]Hey there,
So I'm having this issue with a geograft on Blender, after importing it from DAZ using diffeomorphic. Basically, this geograft comes with its own corrective morphs, because it extends to the thigh. However, those don't seem to get imported when I import the character on Blender. Does anybody know how I can import those morphs, and how to set them up properly? Thanks in advance for your answers.
G9 MHX - weird toe twists with feet in high heels poseHi,
When I Easy Import a G9 figure with the feet in high heels position and convert it to MHX, I'm getting strange twists of the toe.fk.R (or L) bones once I hit "Snap FK all".
I don't have that issue with G8 and the feet in high heels position.Anyone else having this issue?
Thanks!
A: Default G9 DAZ setup
B: Imported with Diffeo
C: FK controllers after import
D: After "Set FK All"
E: After "Snap FK All"Can we disable the 'HIDDEN' material feature in Diffeomorphic imports?When I import clothing, sometimes a pair of pants will double as a pair of shorts using transparancy. When these come into Blender using Diffeomorphic, it takes some time reassigning materials to the hidden zones of the clothing. Just wondering if there was a setting to disable the creation of the 'HIDDEN' materials for these objects? I've tried a few but couldn't find anything.
I have eliminated all PA folders!Ron Knights said:
I'm a Luddite. I think all that work could be eliminated by just using a more sensible way of arranging content.
Look into a filing cabinet. See all the folders arranged in alphabetical order.
No need for metadata, etc.
People were rearranging their content because they didn't like the organisation of the creators long before Daz added metadata - indeed, categories and so on are there in part to provide a way to do that reorganisation without having to move files in a way that may break products (and to enable other features that can use metadata). You can of course choose to use your own manual organisation, as long as you don't complain if/when it causes issues.
I have eliminated all PA folders!I'm a Luddite. I think all that work could be eliminated by just using a more sensible way of arranging content.
Look into a filing cabinet. See all the folders arranged in alphabetical order.
No need for metadata, etc.
I have eliminated all PA folders!Smart Content is one way of accessing content - it has nothing to do with instalaltion method, as long as metadata is available. One could install manually and import the metadata, or even create new metadata inside DS, and Smart Content (and the other database-driven views) would still work. The other installation method, through DS, is called Daz Connect and is perfectly compatible with using only the Content Library to access the installed content.
Can diffeomorphic add on transfer the geograft bones from DAZ3d to blender?Yes ~ You can import with Merge Geograft option, but the geograft's bones are set as invisible under Custom bone collections. So after import is done, go to Data tab > Bone Collections > Custom, turn its Visible on.
I have eliminated all PA folders!I just used DIM, configured to install to the drive and library name I chose. I use Smart Content extensively. Sometimes Daz does a poor job on metadata, and I have to correct it, because they left half of the files uncategorized, etc. I found this to be the easiest for me. It allows easy installation of updates and easy uninstalling or reinstalling. Daz Connect was a horrible experience for me. I completely purged it years ago and I stick with DIM now. I don't buy very much from other stores, but I do have freebies from people like AllenArt (Laurie). For those I usually create DIM packages with Content Package Assist and make my own metadata for them.
Sagan: A DAZ Studio to Blender Alembic Exporterstarslinger said:
It seems that sagan is not exporting any of the default genesis 9 strand based eyebrows. At least when I try to import them in blender they dont show up at all.
For fiber brows to work at all, you must have saved the scene file. This is because Sagan needs to parse the asset file to get the eyebrows' topology. What is stored in the mesh data is just an array of vertices with no information on how they are arranged into strands.
I found something. If you turn on log details under the Help menu, you'll see something like:
2025-12-11 07:35:44 node_type_decoder.cpp:111 - G9 Eyebrows Fiber Style 01: g9EyebrowFibers
2025-12-11 07:35:44 raw_fibers.cpp:366 - found fiber object: G9 Eyebrows Fiber Style 01
2025-12-11 07:35:44 raw_fibers.cpp:259 - geometry had no polyline_list
2025-12-11 07:35:44 raw_fibers.cpp:315 - couldn't find appropriate geometry
2025-12-11 07:35:44 raw_fibers.cpp:372 - couldn't get fiber object: G9 Eyebrows Fiber Style 01
2025-12-11 07:35:44 raw_fibers.cpp:383 - couldn't find appropriate raw fibers
2025-12-11 07:35:44 recursive_init_node_decoder.cpp:167 - couldn't get raw fibers for: G9 Eyebrows Fiber Style 01I got this to work by using the G9 eyebrow fibers that came with Sylvia 9, but it must be done inconsistently (big surprise). I'll see what is different about the JSON and figure something out. Getting really tired of this kind of crap.
Sagan: A DAZ Studio to Blender Alembic Exporterstarslinger said:
It seems that sagan is not exporting any of the default genesis 9 strand based eyebrows. At least when I try to import them in blender they dont show up at all.
Strange. I tested that with Sylvia 9, and it worked fine. I'll look into it.
Can you make it possible for base export directory to not be hardcoded to one global location? Personally I prefer keeping alembic files bundled with project directories, so putting all alembic files in one global folder makes my organization more difficult.
Sure, I'll make the option part of the configuration.
Refining a character mesh in Blender - can't get it to workThanks for the explanation, Padone.
I haven't tried to import a character in HD yet. Is there an advantage to this vs multiressing a standard def character in Blender?
Just doing all the subD in Blender?Thanks!
Sagan: A DAZ Studio to Blender Alembic ExporterIt seems that sagan is not exporting any of the default genesis 9 strand based eyebrows. At least when I try to import them in blender they dont show up at all. Can you make it possible for base export directory to not be hardcoded to one global location? Personally I prefer keeping alembic files bundled with project directories, so putting all alembic files in one global folder makes my organization more difficult.
How to save a morph created with Blender for an item with unused vertices?Hello,
It's about a outfit sold elsewhere, an halter dress with a belt.
When I decided to create a FBM for each of these items, I did my usual process:
- Export as .obj files with OBJ Companion.
- Open the .obj files in Blender.
- Use the various tools and brushes in Blender to first get the dress to properly fit over the character's body, then adjust the belt over the dress.
- Export each item from Blender as .obj.
- Ask OBJ Companion to create the various morphs.
Everything was fine with the dress, the morph applied as intended, but for some reasons, while OBJ Companion seemed to able to create a morph for the belt, it actually pushed the belt more inside the dress that it was already…
I didn't initially thought it could be a problem with unused vertices, so I re-did the whole process twice
before trying to import the belt morph using Morph Loader Pro: I was then greated by an error message telling me the geometry didn't match and I remember a message by @crosswind about the subject, but could not find it again.What I did then is:
- I deleted the unused vertices using the geometry editor
- I imported the morph I created
And when I tried to save the morph, Daz told me I needed to save the asset before I could save a morph for it.
As far as I know, I have two solutions to save the belt with the unused vertices removed:
- Replacing the original files with the modified version.
- Saving it as a different belt.
I also suppose I could contact the vendor, and I'll likely do it, but in the meantime, if there is not adverse effect, I would prefer to use the first solution, because I have created metadata for that outfit.
What the best way to solve the problem and save the morph I created?







