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Freebie Challenge February 2026 - "Stronger Than You Think" - Main Thread
I won, you stupid lizard!

KT Child G9 by katyee (morph)
https://www.renderosity.com/freestuff/items/98181/kt-child-g9
Aether for G9 by Shinteo (hair)
https://www.deviantart.com/shinteo/art/Aether-for-G9-987082073
Moonlights G8 Dreamy Wings by Moonlight001
https://www.renderosity.com/freestuff/items/82256/moonlights-g8-dreamy-wings
Wrap Crop Shirt and Side String Short Pants for G9 by yomiuri (shirt)
https://www.renderosity.com/freestuff/items/98744/wrap-crop-shirt-and-side-string-short-pants-for-g9
jupe fandango pour G8F by guy91600
https://www.renderosity.com/freestuff/items/88334/jupe-fandango-pour-g8f
Loly Glitter Wizard for G8F (shoes)
https://www.renderhub.com/kemel/loli-glitter-wizardOuthouse with Grass and Ferns by erock3d (grass)
https://www.renderosity.com/freestuff/items/80009/outhouse-with-grass-and-ferns
Tree 02 by sadrielxv
https://www.renderosity.com/freestuff/items/94782/tree-02
Alien Landscape For DAZ by Shredder (mountains)
https://www.renderhub.com/shredder/alien-landscape-for-dazMale Lizard for G8M
https://www.deviantart.com/shinteo/art/Male-Lizard-for-G8M-1233102346
Figure - Rigged Long Tongue by squarepeg3d
https://www.renderosity.com/freestuff/items/78963/figure-rigged-long-tongue
Pagne pour G8F by guy91600
https://www.renderosity.com/freestuff/items/89458/pagne-pour-g8f
PAID:
Filatoon Skies
https://www.daz3d.com/filatoon-skiesUsing Genesis 9 Skin on Genesis 8 Figuresif you can fit a material suit, you can also transfer textures in a program that supports vertex colours
you just need both objects occupying the same vertex space
I use Ultimate Unwrap 3D's repaint but Blender, Zbrush, Blacksmith 3D and 3D coat should be able to do this too
I have in Zbrush (is a bit more work than UUW3D),but not the others
(Released) - dForce Bombshell Hair for Genesis 9 [Commercial]
I don't know if this would work well or at all, but you could try loading the hair twice, flipping one of them, and then using geometry editor to eliminate the halves you don't want?nakamuram002 said:franky85 said:
nakamuram002 said:
Is there a morph to move the front left hair behind the shoulder? Is there a morph to move the front right hair (if any) in front of the shoulder? In other words mirror the default view.
I mean you could put the X Scale to -100% on the "dForce Bombshell Hair Base" and it will mirror the hair.. I just tried it. Trick as old as time.
Thanks franky85! What about moving BOTH the front Left and Right hairs behind the shoulder?
I'd like to remove unused morphs.No, that thread is wanting to uninstall in effect.
All that gets stored in a scene file, for a morph that exists as a morph asset in the data folder, is a pointer to that asset file - so file size wouldn't tell you anything. I am pretty certain that if you save your scene (assuming you'd made changes you want to keep) and reload it all the pevious data will be purged and only the non-zero morphs will get their deltas loaded. I don't think theer is a way to do that without closing the previous scene (which is what loading it again does) as the data is kept on the undo stack for a while; whether it is kept beyond that point (once the action involving setting the morph has dropped off) I don't know.
I'd like to remove unused morphs.Richard Haseltine said:
As far as I know a save and reload wil clear out unused deltas (the morph shape).
Thank you. Is there a way I can inspect my data and confirm its weight and integrity, besides the basic filesize?
I saw the conversation in Easy way to remove all unused morphs?, but I'm not sure it's dealing with the same question.
Thanks for reading.
Hallelujah!
DiscipleI'd like to remove unused morphs.As far as I know a save and reload wil clear out unused deltas (the morph shape).
I'd like to remove unused morphs.I've been working with DAZ Studio for some years, but only from the outside of the user interface. I'm still a noob about understanding what's going on inside.
From what I've read, when I add a figure to my workspace, Studio loads the basic datasets for that figure, mesh, bones, textures. Then I might move a parameter slider to morph the figure into a character, Victoria for example. The moment I alter the morph value away from zero is when the morph data is loaded and added to the other datasets for my figure. Every morph I touch will load more data into my workspace.
As I shape the figure into the character I seek, I may end up combining ten morphs to face and body. I may also tweak thirty-odd other morphs as I hunt for the effect I want by trial-and-error, and reject them by setting them back to zero. If I understand correctly, the data to enable all these rejected morphs is still loaded into my character, but producing zero effect.
If this is true, is there a way to clear out the unused morph data and lighten the loads in my workspace and filespace? If the answer is in one of the many nuts-and-bolts entries in a chain of drop-down menus, I haven't identified it yet. I appreciate the help and thanks for reading.
Hallelujah!
DiscipleWhere do we find "Morph>Morph Loader"?The morph is in the scene file, the path in settings is the group in which it appears in the Parameters pane not a file location.
Where do we find "Morph>Morph Loader"?Where does Morph Loader Pro save morphs that are not yet saved as full morph assets?
After making a morph for a G3F base fagure, I applied the morph and saved the scene file. The scene file thus becomes the way of saving the morph. When I re-open the scene file, the morph is present and available. And when I open up the morph property slider and click the cog icon to inspect its properties, it reveals that the path to the morph is "morphs/morph loader". I cannot find this path anywhere in my directory structure. Why not?
In further researching, I decide to open up the scene file in notepad to search for references to the morph's name. The first reference I find seems to show that the morph has been saved inside the Genesis 3 Female base figure dsf file itself, as something like "Genesis 3 Female-1". Is this really the way morph loader will save a morph that is not yet saved as a full asset? How odd.
Dogs at Play Poses and PropsMelanieL, yeah I finally found the female morph after I'd neutered all the dogs.
So now I have neutered males and "plain old" female dogs.
Dogs at Play Poses and PropsRon Knights said:
...
Another dumb question: is there a way to neuter the male dogs?
Thanks in advance for your help.
There should be a "female" morph for the dog, if that's what you want. Its a body morph so may appear under "body" in the parameters list (I can't remember) or click on the "Actor" level of parameters and search for Female.
How to stop eye morph from messing up the eye? Genesis 9.Right, agreed with lilweep. The quickest way is to select the polygons of cornea part with Geometry Editor in DS, create a Selection Set and hide it. (screenshot 1)
If you do need a morph, do not separate cornea part in Blender. Instead, a better way is to use Face Set from Edit Mode Selection in Sculpt Mode to Mask the non-Cornea area, then flatten / smooth the cornea ~~ (screenshot 2 ~ 3)
Render your buys! ALL TIME ChallengesElor said:
Matt_Castle said:
Was the 'sparklings' something done in Daz Studio or in postwork?

I did a bit of postwork, trying to add movements on a leaves and the end of Hanako's tails. Raw render in the gallery if you want to play Spot the differences (I tried to keep it subtle to not overdone it).
New items used:
- dForce Midweek Dress for Genesis 9 and 8, 8.1 Female with a top from dForce Formal Wardrobe Mega Pack for Genesis 9 (lots of polygons hidden to remove pokethroughs). I tried to do what @tsroemi did wonderfully with Breeze's belted dress (using it as a coat in 'Excuse me Miss?'), but Ididn't find something fitting under it without too much fidling and I don't think I'm there yet to make a morph for that purpose in Blender (one that would not butcher the dress at least).
- HL Mabel Strappy Sandals for Genesis 9, 8 and 8.1 Female, nothing particular to say, like other shoes by Havanalibere, they are simply working as they are suppose to, which is a nice thing on its own

- FK Cathya Jewelry Set, very nice, as usual with Fabiana's products, and unlike some olders ones, the hearrings are rigged
(not sure I posed them as they should though). - Collection of Classic Bags for Genesis 9 Feminine, very nice too, with some poses (I didn't use them). A small nitpick: it it would have been nice to have a wearable preset loading the bags parented to the correct hand (instead, they are parented to the figure itself, so it's best to load them in the default pose, to parent the bag to the hand before posing the figure).
- FK Manicure Muse Morphs and Materials for Genesis 9 MR Bundle (edit: I though I have used it before but didn't initially see it in Daz Deals
, still a nice product with lots of possibility if you want to tweak Genesis 9's nails): I played a bit with the various settings to understand how they worked, but I would not call myself an expert. Both products are really nice and easy to use (it can be a bit dauting at first: lots of options are available). - Glasses set 2 for Genesis 8 and 8.1: it's a simple prop, so easy to use on other generations, with morphs to adjust them to the face of a character.
Sorry I'm a bit late, haven't been on the forums much these past days - thank you so much for the very nice shout out! And I think your render here turned out absolutely amazing, much much cooler than mine. I feel kinda proud now to have been a tiny bit inspirational for a part of it
Do Victoria 4 and Michael 4 Not Work In The Alpha VersionBejaymac said:
With props it doesn't matter if it's a PP2 or an OBJ as DS treats them the same, just select it in the scene and go "File/Save As/Support Assets/Figure/Prop Assets", and you can save it as a DSON native file.
By default DS4 converts Poser figures into the same systems Genesis uses, so saving them as a scene or subset will save everything as DSF asset files (for V4 that's "data/auto_adapted/blMilWom_v4b_68498"). The problem is that Poser figures don't work very well converted like this, Poser rigging makes horrible weightmap rigging so the figures bend like wet noodles, you can't INJ/REM as empty channels are "locked", and in V4 case her magnet based JCMs no longer work.
They would be pretty useless in DS4 without the extra coding that controls how they function.
Great response @bejaymac, thanks - So, if I meld your information with my (?) understanding of how these things work, there are realtime in-memory features in DS (considering its Poser figure roots) that honor those Poser convention weightmaps, channels, JCMs, etc. that are not usefully translatable and/or save-able in the native DS figure management model?
If so, this accounts for why we've never seen a native DAZ Studio formatted version of V4 (or aiko3, or ...) ... I would assume DAZ themselves would have created those producst and even a conversion utility a long time ago if it were technically viable, as the economics of it would seem to make sense in many of their product scenarios.
ETA - for most folks, the value in doing such a thing now is moot, given Genesis 1->9 ... but my sentimental side would still be interested in bringing those older figures "into the nineties", even with their antiquated mesh and texture technologies. (And even though I have all the old-school shapes for G1 and mesh transfer utilities that enable me to propagate a form of Aiko3 all the way to G9... It's not the same thing... I suppose I'm odd that way.)
interesting, thanks...
--ms
How to make a face swollen but funny like in a cartoon ?Depending on how funny it'll look like as a cartoon style.... but I would probably make it with Blender or Mesh Grabber. Then export / import the OBJ file as morph(s) so as to dial it with different strength / shapes ~
Alternatively, dFormers / Smoothing Modifiers by colliding with other objects may also do ~
Help. Possible "damage" to the Daz Library Data DirectoryThe modifier assets were just re-saved in your Vendor Folder and the original DSF files are intact. It should be easy to fix the issue by removing your Vendor folder ~~ :
1) under the folder: your Daz Library\data\DAZ 3D\Genesis 2\Female\Morphs , locate the folder named as your Vendor Name, cut and paste the folder to a non-Daz Library disk or folder;
2) Clear the scene in DS. Hit F2 key, in General tab, Clear DSON Cache Files.
3) Load a G2F Base figure, check if everything is fine.Finally, check the morph sub-folders in your Vendor Folder that you just removed, if there's any useful morphs that you ever saved before with no issue, move them back to: your Daz Library\data\DAZ 3D\Genesis 2\Female\Morphs\your Vendor Folder\
I ever accidentally made the very same mistake with G8F long time ago, I fixed the issue in the above way ~
How to stop eye morph from messing up the eye? Genesis 9.I applied a body morph to the G9 figure and then made a custom eye morph in Blender. At first everything looked fine, but I later realized the cornea was a bit too large. I slightly reduced its size and repositioned the eyes.
The problem is that after applying this updated morph, the eyes get completely messed up. This doesn’t happen if I only scale and reposition the eyes without actually modifying the eye geometry.
I’m not sure why changing the cornea geometry causes this behavior, or what I’m doing wrong when creating the morph.
Since it will not let me upload videos, I've attached a gif showing what happens when I apply the morph. I would also show the change I made in Blender but it doesn't let me upload it. Essentially, I took the vertex that protruded the most on the cornea and used proportional editing to push it back slightly. This made the cornea a bit smaller and rounder, and positioned it closer to the inner part of the eye.
dForce Strand-Based FE Classic Straight Hair for Genesis 9, 8, and 8.1Richard Haseltine said:
That sounds like bad weiight mapping, or possibly extra chnages accidentally baked into a corrective morph. It might be fixable on your end, but best to report it to techniical support via a ticket.
Thank you Richard. I will do that. Please, feel free to delete this post given, I'll take it there.
dForce Strand-Based FE Classic Straight Hair for Genesis 9, 8, and 8.1That sounds like bad weiight mapping, or possibly extra chnages accidentally baked into a corrective morph. It might be fixable on your end, but best to report it to techniical support via a ticket.
Diffeomorphic: custom strand based beard imported -> does not follow facial expressionAnother approach with "Attach hair curves to surface": I think the UV Map was not correct, the beard is now positioned correctly. However when I use the Facial expression morph "shock" or the rig to open the mouth the beard does not follow.









