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Daz 3D Forums > Search
  • How to create a morph?

    I have a static Hexagon model, which includes doors. How can I create a morph to open and close the doors?

    By

    DoctorJellybean DoctorJellybean August 2023 in Hexagon Discussion
  • Daz3d takes 40 minutes to load genesis 9

    Open up one of your morph DSF files in a decent text editor.

    Lines 16 and 17 show that files Internal Asset ID, you will also find two lines at the end of the file with is as well, spread through the file you will find "Formulas", each of these will also have that ID in it.

    This Internal Asset ID has to be unique, and not just to you, nobody else on the planet can use it for that figure, otherwise you get "Duplicate Formula" errors.

    The likely cause of it is the names of the OBJ you used as morphs, Morph Loader will have used those names as the Internal ID.

    The remedy is to change every instance of the ID in the files being reported in your log, which will mean any where between 500 to 1k instances depending on the file.

    By

    Bejaymac Bejaymac August 2023 in Technical Help (nuts n bolts)
  • Is there a way to put favorite morph as separate pane/tab?

    Is there a way to put favorite morph as separate pane/tab?

    because I had to click favorite favorite favorite on posing pane each time I want to pose, or typing to filter the morphs, it just not efficient after a hundred times more.

    By

    James James August 2023 in Daz Studio Discussion
  • How to zero and save character with a default pose

    Nice instruction ! yes  I forgot to remind one thing - : if one would not like to update the original morph files, pls assure "your vendor name" (folder) is after the product's vendor name, i.e. "your morphs" should be loaded after the ones from the product, otherwise, pls overwrite the original dsf files. devil

    By

    crosswind crosswind August 2023 in Technical Help (nuts n bolts)
  • [Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]

    // edit : Issue seems that there was two sets of the converted morphs, one in each of my Daz Libraries - I didn't put them there manually though so somehow different morphs from the conversion process ended up in the two /data/DAZ 3D/Genesis 9/Base/Morphs/ directories. Didn't get a duplicate formula when loading them either.

     

    Hi,

    First I would like to say thanks for making this. I've also used RSSY's one but it often crashes Daz for me (not just G9 conversions, but G8 and so on.. on multiple computers) so I kind of stopped using it. I also love that your script creates morphs that match the default G9 height by default, thus making the figures more compatible with one another.

    I seem to have this issue the script seems to disregard my settings of starting with the base G9 shape and it still requires the "Base Feminine" morph to be applied as well despite me not having dialed it as such. Definitely not a deal breaker (some will see it as a best practice to have this morph on for female figures) but I do not understand - When the script finishes, you are left with a G9 character that dials properly without the "base feminine" morphs - yet when you load another base G9 figure, and load the saved morph from your script, it needs the extra feminine morphs applied to it :

     

     

    Left is Zsazsa for G8F

    Middle is the G9 figure that remains after your script has run.

    Right is a new G9 figure loading the morphs saved by your script.

     

    Middle figure morphs :

     

    Right figure morphs:

     

    The only thing I did besides moving them on the X axis is add the "Proportion Height" to them..there's no weird hidden morphs either. Any idea what's up with that?

    By

    franky85 franky85 August 2023 in Daz PA Commercial Products
  • How to zero and save character with a default pose

    Actually, the method suggested by Crosswind is a much more elegant solution than brute forcing the whole thing by saving the entire character. If you use Smart Content (I don't) then you may find it more useful as you'll be able to access your figure from its usual place in there. If you use Echo a lot then you could add a custom action to your menu bar to load the scene subset but I think Crosswind's suggestion is neater and cleverer.

    Now, this is delving into the murkier areas under the hood of Studio which will be familiar to content creators but if you get this wrong you could actually cause problems in your base character (you do not want this mouth closed morph applied to every character by default!) Quite a few folks have got this wrong and it can be non-trivial to correct. That said, this is not difficult to do and it's well worth knowing about controllers because it's very useful in a lot of places. Posing a car? Link both front wheels to the steering wheel controller so you only have to move one slider. That's just one quick example. Essentially what we're doing is linking sliders together so when you move one, others will also move. One, two, three, doesn't matter how many - you can link them all up.

    You can get one slider to move down when one moves up, all sorts of fun things. They don't even have to move at the same rate. Move your main slider and another shifts half way... in either direction.

    If you know how to do this just ignore the rest of my post but it might be useful for other people in the future. I'd like to have posted pictures with this but... you know.. the forum.

     

    1 - Load Echo and nothing else and then select the figure.

    2 - In your parameters tab, make sure Echo 8.1 is highlighted and then right click. Select Edit Mode.

    3 - In Echo's properties right click on the MSO Echo Head morph. Ignore the Alt Morph. Click 'Show in Property Hierarchy' which is down at the bottom of the list (you may have to expand the window that opens - mine always initally opens minimised)

    4 - In that new window expand the Sub-Components drop-down and the 1st Stage drop-down (if they're not already open). You should see a fair number of ERC [DeltaAdd] properties if you've reached this stage successfully. If at any point you lose your place just right click on the head morph and select the hierarchy option again.

    5 - Look across to your parameters properties and drag the MSO Echo Lips Closed morph up to the 1st Stage (Add/Subtract) line in the property hierarchy window. This has a minor bug on my setup which means I often have to click away to another morph and then back to the one I want before it becomes draggable. You want to drag it onto that actual text so it becomes a child of the 1st Stage category.

    6 - Back in the property hierarchy window, scroll down to the end of the 1st Stage Morphs and you will see your newly added MSO Echo Lips Closed ERC. If you expand the drop-down for that you'll see a property called 'Scalar'. This determines how far and in what direction the slider moves. In your case we want the lips closed morph to move to 100% when the head morph is at 100% so the scalar default basically says 'match the closed lips slider to the head morph by a factor of 1. If you set the Scalar to 0.5 the lips morph would be at 50% when the head morph was at 100%. You can also set the scalar to a negative number so one morph will be dialled out when another is dialled in.

    Test this out by dialling the Echo head morph in and out. You'll see the lips morph move accordingly and will close as the head morph is applied.

    7 - Save it. File -> Save As -> Support Asset -> Morph Asset. Select only your changed morph and use your own name to save it. If you get this part wrong you'll be back on the forums looking for help very quickly!

    By

    TimberWolf TimberWolf August 2023 in Technical Help (nuts n bolts)
  • Mesh Smoothing Question

    What's this top on earth? Is it a product with fixed morphs (FBMs, pJCMs...) provided by the vendor or something else? If it has no fixed morph and the poke-through / deformation come from the joint areas, you have to fix them (pJCMs) as well.

    Adding smoothing modifier is straight-forward and commonly-used for sure, or you may bake smoothed morphs etc..., but it depends...

    By

    crosswind crosswind August 2023 in Technical Help (nuts n bolts)
  • Question regarding rigging, imported clothing models, and dForce

    The Transfer Utility works by proximity - what part of the source figure the msh is closest to - so the sleeve behaviour is expected. You can edit the weight maps, giving the sleeves weight for the forearms only, using the Node Weightmap brush tool 9select the genral map in the tool settings pane, with the arm bones of the cloak selected). Geenrally the looser or more drapey something is the ahrder it is to rig.

    By

    Richard Haseltine Richard Haseltine August 2023 in New Users
  • Does anyone knows how to make a perfect folding arms?

    Blender has a bunch of 3rd part Squish modifiers etc so could export over there and then apply collision/squish modifiers and come back to Daz as morph.

    Daz Studio has collision using smoothing modifier. So perhaps could do something with that?  There aren't that many parts of the body on a folding arms pose where body is squished severely, depending on the body in question i suppose.

    By

    lilweep lilweep August 2023 in Daz Studio Discussion
  • Question regarding rigging, imported clothing models, and dForce

    My goal:
    I have a non-Daz cloak I've modified in Blender that I want to bring into Daz and apply it to a figure with dForce mods applied. I'm attaching an image for reference.
    The problem:
    The issue is that on the sleeves are bits of hanging cloth that I can't get to behave how I want them to.
    Some of my failed results:
    One version (of many experiments) I've tried is importing the two pieces of cloth as separate OBJs and parenting them to each sleeve (example B); however, after applying dForce to each and running the simulation, then they fall to the ground  as expected (but not the intent) (see example C)

    I also tried importing the cloak with the cloth joined to the model as one OBJ file. However, after I run the Transfer Utility and then pose the figure, parts of the cloth stay pinned to their original positioning and become deformed (see example D). Interestingly though, if I then run the simulation, it course corrects and looks more or less what I was hoping to achieve (see example E).

    So:
    I was hoping someone could steer me in the right direction of what I need to be researching to both learn for next time and fix this issue. I'm orbiting around topics such as rigging the clothing in Blender before using the Transfer Utility in Daz and also pinning the cloak to the wings using Rigid Nodes; however, before I go any further, I wanted to find out exactly what I should be searching for to pull this off.

    Example: https://imgur.com/a/a6GaSnf

    By

    airun airun August 2023 in New Users
  • Importing OBJ+MTL+JPGs

    Does it line up with the base figure in a zeroed state when you import it? If not your first job would be to make each shoe do so, in a modeller or using the DS tools then export that as a new OBJ and reimport so that it lines up be default. You can then use Edit>Figure>Transfer Utility to rig it (Source set to the figure, target to the imported OBJ) - but the heel will almost certainly bend, so you are going to have to do a lot of tidying up with the weight maps and additional morphs. Another option would be to get it placed on the heels, but then pose the feet to fit inside the shoe and just parent the shoe to the nearest joint; that requirs less work, but it won't adjust at all to poses (not entirely bad as shoes like that are fairly rigid) or shape changes.

    By

    Richard Haseltine Richard Haseltine August 2023 in Technical Help (nuts n bolts)
  • Figure Metrics Not Working on Female Figures (Measure Metrics)

    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/plugins/measure_metrics/using_the_figure_metrics_script/start#step_1setting_up_the_figure
    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/plugins/measure_metrics/using_the_figure_metrics_script/start#step_2adjusting_the_measurements

    cover the basics.

    By morphs installed (that is, available - not necessarily in use) I was thinking of the basic Daz Body morph packs. Figure Metrics does have some morphs for specific measures, but mostly it uses standard morphs from other products - if you have the male body morphs and not the female that might be your issue. You can of course use the Configuration tab to add or change the morph associations.

    By

    Richard Haseltine Richard Haseltine August 2023 in The Commons
  • Super long nails and muscular body for g8/8.1f problem

    To fix any ill-behaving (non-zero default value) morphs, do as follows;

    1. Open DS and load "Genesis 8.1 Basic Female" (to an empty scene)
    2. Right Click at Parameters Tab->Preferences->Choose "Show Hidden Properties" (part 3 zeroes only 'visible' dials)
    3. Right Click at Parameters Tab->Zero->Zero Figure (Zeroes the value of all the 'visible' dials)
    4. Right Click at Parameters Tab->Memorize->Memorize Figure (Sets the current value of all the dials as their default value)
    5. Edit->Save As->Support Asset->Save Modified Assets (Writes the changed default value to the morph files that were changed)

    When saving "Modified Assets" DS shows a dialog and asks for confirmation;
    "The following file(s) will be permanently modified:" - "Accept/Cancel" - Choose "Accept"

    By

    PerttiA PerttiA August 2023 in Technical Help (nuts n bolts)
  • Mesh Smoothing Question

    If you fit a clothing item or simply add the smoothing modifier to it in Daz Studio and export it as is you will get the smoothed version of that item even if you don't reapply smoothing if you re-import it or if you use that geometry as a morph for the clothing. Same principle applies to items modified by a Push Modifier or Dformers. Provided you export the item at base geometry (and don't change the vertex order or the polycount on another 3D Modeller) you won't get a geometry mismatch error. 

     

    By

    felipe.a.v.lopes felipe.a.v.lopes August 2023 in Technical Help (nuts n bolts)
  • How to zero and save character with a default pose

    Saving a Subset or a new Character preset are common ways you may go for. If you frequently use this character with "closed lips", technically you may add Echo's head morph as the controller of that "Lips Closed" morph in Property Hierarchy, and save the dial as a morph asset with "your Vendor Name" . In this way, the original morph file won't be changed, the modified morph will be automatically dialed when loading this character...

    By

    crosswind crosswind August 2023 in Technical Help (nuts n bolts)
  • How to fix a bending heels?

    Yes, there're similar cases in other high heels products as well... you can fix them -:

    - with figure's A-pose + Feet pose, export the shoes to Blender with Base resolution, use Grab brush to make the heels straighter
    - Import the shoes back as a Base Fix morph (Reverse + Delta Only).
    - pJCM will be fine in such a way. If there's still some bend, just fix pJCMs
    - Save all modified morph assets.

    By

    crosswind crosswind August 2023 in Daz Studio Discussion
  • Daz3d takes 40 minutes to load genesis 9

    PerttiA said:

    SofaCitizen said:

    Again, it is not the "NAMES" or "FILES" that are duplicated but the IDs inside. This screenshot confirms that you DO have duplicate IDs in your morphs and this is definitely the reason why your figures are loading slowly.

    All the morphs you have created most likely have the exact same internal ID and so are conflicting with each other. Therefore, I would move all the morphs that you have created to a folder outside of any that Daz knows about and then reload a G9 and it should load quicker (unless you have other moprhs in conflict that are not listed in that snaphot).

    To me, it sounds like error in saving the morph assets... When one saves a morph asset, one should only select one user created morph dial at a time and make sure the value of the dial is zero when saving.
    If one isn't familiar with how the morphs work and what should and shouldn't be saved as morph asset, I would not save anything as morph asset - It's one of the ways one can get DS acting weird or stop working completely and no amount of re-installations helps as they don't fix the user created morphs.

    Quite possibly - I haven't really dabbled in creating morphs other than for clothing or props and so I avoided the subject of how the duplicate IDs actualy got there. My take was more coming from having to self-fix dsf files from products due to the official fixes taking forever.

    Regardless, it seems others have spotted that the OP is using an ancient version of Daz Studio which doesn't even support G9 so I guess none of my advise matters anyway unless they upgrade first.

    By

    SofaCitizen SofaCitizen August 2023 in Technical Help (nuts n bolts)
  • Daz3d takes 40 minutes to load genesis 9

    Same suspicion... if all these morphs were made by you in Ds and nearly all of them are listed in the log, it should not result from the "duplicated IDs" 'cause if you define morphs with same names, there'll be a warning in DS, unless you ever edited dsf file...
    So it seems ERC freeezing or saving problem, coming from Daz Studio 4.6...

    And to me, it was totally wrong that you used DS 4.6 to manipulate G9 though I know the reason why... forget about HD morph... Now, we have no way to accurately judge the culprit unless you attach a couple of dsf files that're listed in the log.

    By

    crosswind crosswind August 2023 in Technical Help (nuts n bolts)
  • Can I Transfer Certain Bones Only to My Cloth?

    I did remember that you had deleted some bones from the hijab... You just need to use Transfer Utility to re-transfer the Weight Map from G9 to the garment, then modify the bones again as you wish. If you've ever painted some weight maps, first hide the relevant face groups with Geometry Editor, then use the settings as below -:

    In case there's any wrong weight, you still may copy the weight maps from the original Hijab to the current one.

    By

    crosswind crosswind August 2023 in Daz Studio Discussion
  • Celebrity Look-a-Likes for 3D figures Part 4

    Faust011235 said:

    Anyone ever come across a look-a-like or morph of Madelaine Petsch? Or a figure that's fairly close (sultry petite redhead)

     

    puredigital101 on DeviantArt has a Madelaine Petsch morph for Genesis 8 Female. Called Madalaine (note the second 'a' instead of an 'e' in the spelling). You will need to subscribe to their Early Access tier to download the morph, not a lot of money if you only do it for 1 month.

    If you go to their DeviantArt gallery and search it for Madalaine there is a preview. Note, it contains nudity and is NSFW (tried to upload a cropped face picture here but the forum software is not behaving for me today).

    Check out the front page list, there may be others that you might want too to make it worth your while, it's a long list.

     

    By

    Haruchai Haruchai August 2023 in The Commons
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