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Daz 3D Forums > Search
  • [Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]

    necroscension said:

    DoctorJellybean said:

    MelonArts3D said:

    Hello,

    I allways get this error when I try to use the product.

    What am I doing wwrong or is something with my G9 not wright?

    That error is a bit confusing. Please make sure that you have both Genesis 3 and Genesis 8 installed.

    Also hold off on converting Genesis 3 items. The dev needs to address a problem with the arms after conversion (please check older posts). Just trying to keep another person from posting the same issue again.

    I actually installed the latest version and redid the G3 body morph I had issues with earlier and it converted fine this time, so maybe it was updated

    By

    FSMCDesigns FSMCDesigns July 2023 in Daz PA Commercial Products
  • Which figure converter is better (xx to Genesis 9)?

    It probably depends on how extreme the moph is. I am not a fan of the Riversoftart converters, but I have transferred over 11 G3 morphs and 20 G8 morphs with the ManFriday converter and it was quick, efficient and did a great job. I love how you can have multiple morphs loaded and it will create a full body morph for G9 out of them.

    By

    FSMCDesigns FSMCDesigns July 2023 in The Commons
  • Which figure converter is better (xx to Genesis 9)?
    ragamuffin57 said:

    Figure Converter in my opinion is better tried both. Figure Converter is simple to use and has had very good results from tests. but have not tried complicated monster-type  morph type characters as they are not my bag. But I would suggest going and having a look and reading the comments on both the sales threads on the  commercial Products  forum

    From the promos of the ManFriday converter I in fact can see some distortion in the eye rim of the converted figure, while the RSSY converter does not seem to have that problem judging from the promos (but IIRC some user said the eye shape changed after using the RSSY converter)

    By

    CHWT CHWT July 2023 in The Commons
  • [SOLVED] Rigging Heeled Shoes Question

    Hello!  I don't post much and I hope I got this in the right forum.  Apologies if I did not.

    I've modeled a pair of wedge heeled boots for use with G9F.  When loaded in and fit to G9, there is no distortion of the mesh.  I have them rigged and weight mapped and the rigging works great.  I've created "fit" morphs for all of the Daz 9 characters and official body shapes I own to fix any issues with those shapes and they work perfectly when those morphs are dialed into G9.  There's no distortion or mesh breakage at all when posed.

    [I tried using up-to-date Edge and Chrome browers and both PNG and JPG files formats and I cannot get an image to upload for anything.  It's stuck on "uploading" and never finishes.  They're tiny... in the KB range.  Help?...]

    My problem occurs when a morph that is not "built into the boot" is dialed into G9.  For those morphs, the arch of the top of the boot "breaks" (it's a jagged, raised line in the mesh that is horizontal-ish across the center of the top of the foot, not the sole) and the only way to fix it that I've found is to bring it back into Blender, smooth it, and create another morph for it.

    Is there a way to rig the boot to avoid this issue?  I'm specifically talking about non-official "9" characters.  If it's an official G9 shape or dial used in a vendor character, I can fix it.  But for some vendor characters that morph the foot without using the official dials, there is breakage.  It likely has to do with autofollow and the character morphs in question, but that doesn't get me any closer to an answer.

    Boot specifics:  Used transfer utility and Rigged with weight maps.  No toe bones (all toe bones removed from boot).

    Things I've tried to fix it:  Modifying weight maps directly, adding adjustment morphs to the top arch.  I even looked at rigidity mapping and dForce weight mapping to see if I could make the shoes dForce.  Nothing works once it's fit to G9.

    I'm looking for options if there are any.  :)  Any and all help is greatly appreciated!

    [EDITED TO ADD]  I've also tried smoothing and sub D.  Neither worked.

    By

    Saba Taru Saba Taru July 2023 in Technical Help (nuts n bolts)
  • the cloth to daz and transfer utility appear jagged and cracked,how to fix it

    Mada said:

    You will need to do some weightmapping after using the transfer utility. Because of the design, (and this is especially true of long sleeves far away from the figure or loose clothing) Daz Studio can only estimate which part of the garment belong to which part of the figure. So with long sleeves like that half of the sleeve will be set to the hips, some to the arm and then when you pose the outfit breaks because the face grouping is incorrect.

    There are 3 ways around it - one is to simulate using dforce from a standing pose and a default figure and then transition on a timeline into your pose and shape, the 2nd is to do at least some weightmapping so that when you pose the figure the sleeves move with the arms and not the hips, and the third is to pose your figure and drape in MD and then bring that into DS, but that means you can only use it as a static prop.

    I have some tutorials and videos on rigging clothing here, still a WIP but its useable :) : https://pixeldustvr.com/DazTutorials/

    Looking at the simulation result - did you turn on smoothing? That will help with the jagged points

    Wow, this tutorial is really cool, just what I need. I would love to learn how to add weights or dfroce to clothes, especially very complex clothes. When I lowered the smooth iterations, the cracks disappeared, but the jaggies remained

    By

    sucan2015 sucan2015 July 2023 in Daz Studio Discussion
  • Beak Problem

    Was the bird made by a 3rd party specifically for Poser?  Did you model the bird mesh yourself, then rig it in Poser?  Did you convert to fbx format out of Poser and import into Studio?  Or, did you make the mesh, rig it in Daz Studio, and it happens to work in Poser?

    Are there separate bones for the upper and lower part of the beak, which I assume from the weightmapping statement?  Because a beak is relatively stiff, does it need to be rigged?  Could approximate what you want with a morph to open the beak?  Note that a morph will not turn like an arc, so the anser may be 'no' if you are not rendering still images.

    You will find several tutorials on related topics in SickleYield's youtube channel.  She covers rigging, adding bones, weightmapping, and more.  Good luck.

     https://www.youtube.com/@SickleYield/videos

    By

    Diomede Diomede July 2023 in The Commons
  • Dforce Destroying Cloth

    Have you used Transfer Utility to fit / conform the skirt to the figure?

    By

    crosswind crosswind July 2023 in New Users
  • Julius 9

    AllenArt said:

    xyer0 said:

    AllenArt said:

    Julius 9 mixed with Freja. 40% Freja/60% Julius - specifically the Julius Young Adult morph. Not bad ;). The skin is Freja's too as is the HD. I did angle her eyes up about 50% because the Julius morph pulled the outer corners down.

    AI is jealous. I love your earrings; thanks for making them free. 

    Aw, you're welcome :)
    I'm finding that Julius mixes in pretty well on the female side, especially if you like that type of nose. My mother has one, so I don't mind it a bit. LOL 

    The earrings are so good everyone should have a copy.: https://www.renderosity.com/freestuff/items/88254/fandangle-earrings-for-genesis-2-female . If AllenArt isn't going to shout about them, I feel I need to!

    Regards,

    Richard

    By

    richardandtracy richardandtracy July 2023 in The Commons
  • Linking a JCM with a rotation range

    Dodger said:

    I seem to be having success just adding a controller when I load the morph target. Then all I have to do after is set the min to 0 and hide it, it's looking like. Unless I'm misinterpreting this.

    That method works well yes. :)

    By

    Mada Mada July 2023 in Daz Studio Discussion
  • Linking a JCM with a rotation range

    I seem to be having success just adding a controller when I load the morph target. Then all I have to do after is set the min to 0 and hide it, it's looking like. Unless I'm misinterpreting this.

     

    By

    Dodger Dodger July 2023 in Daz Studio Discussion
  • [Released] Magic - Smart Actions for Posing [Commercial]

    nlbs said:

    Fairyteller said:

    nlbs said:

    Fairyteller said:

    nlbs said:

    After the last update. There's a serious problem with the product. For some reason, Right Shoulder and Right Collar reset their positions after applying Magic Pointer to bake to transforms on Genesis 8.1. Same goes for Left and Right Foot.

    I can't reproduce it for some reason. It feels to me like it's working as intended but maybe there's something I'm not seeing.

    If we take the Right Shoulder for example, do you know of a set of rotation values that is problematic/lost?

    Here's the problem in question in detail. I hope this helps.

    https://imgur.com/a/GdlNjGp

    It helps a ton, thank you.

    I think I understand what's happening. Do you by any chance use any of these Pose Control morphs, such as "Arms Front-Back Right" or any other pose morph slider?

    https://i.imgur.com/ScHUpgi.png

    Could you maybe try resetting them all to their default value before you bake, and tell me if this "fixes" the baking problem? "Fix" is not the right term, I know, but if my intuition is correct then I have a pretty good idea how to fix this for real.

    No, I don't. I only use Pose Controls for the Neck and Torso, but I always bake them to Transforms. And I don't use any products such as Pose Architect or the like. But you were absolutely spot on about Arms Front-Back. That was the culprit. Apparently, the pose I applied for the Arm used Control Pose for Arms, which is super odd considering it's from a product and products usually have all the poses baked to Transforms. Since I never use Arms Front-Back, it didn't occur to me to check for that. From now on, I'll always keep my eyes on such shenanigans. Thank you for your amazing tool and great support.

    Cheers!

    I think I have an idea to somehow make it work even with these controls dialed in. Compatibility with other methods of posing is important to me, I will do some internal testing, see if there's an elegant solution for the best of both worlds.

    Have a great day!

    By

    Fairyteller Fairyteller July 2023 in Daz PA Commercial Products
  • the cloth to daz and transfer utility appear jagged and cracked,how to fix it

    Actually Hanfu (汉服) is pretty unique... Transfer Utility cannot well project it with proper weight even on a Base figure, especially in the areas of armpits (with long and wide sleeves), crotch (inner thigh), etc...

    Opt1: Create projection template(s) base on typical Hanfu designs if you frequently make Hanfu(s), then use the template(s) in TU.

    Opt2: Send it back to MD to re-simulation or fix it with Blender or Zbrush, etc. and import to Daz to update the Base geometry of Hanfu.

    Besides, there're still some more tricks in the workflow from MD to Daz, depending on your expectation...

    PS: As for the weird result from the poses, you better add dForce modifier and simulate it with a timeline or at least from memorized pose... and some pJCMs fixing have to be needed as well.

    By

    crosswind crosswind July 2023 in Daz Studio Discussion
  • [Released] Magic - Smart Actions for Posing [Commercial]

    Fairyteller said:

    nlbs said:

    Fairyteller said:

    nlbs said:

    After the last update. There's a serious problem with the product. For some reason, Right Shoulder and Right Collar reset their positions after applying Magic Pointer to bake to transforms on Genesis 8.1. Same goes for Left and Right Foot.

    I can't reproduce it for some reason. It feels to me like it's working as intended but maybe there's something I'm not seeing.

    If we take the Right Shoulder for example, do you know of a set of rotation values that is problematic/lost?

    Here's the problem in question in detail. I hope this helps.

    https://imgur.com/a/GdlNjGp

    It helps a ton, thank you.

    I think I understand what's happening. Do you by any chance use any of these Pose Control morphs, such as "Arms Front-Back Right" or any other pose morph slider?

    https://i.imgur.com/ScHUpgi.png

    Could you maybe try resetting them all to their default value before you bake, and tell me if this "fixes" the baking problem? "Fix" is not the right term, I know, but if my intuition is correct then I have a pretty good idea how to fix this for real.

    No, I don't. I only use Pose Controls for the Neck and Torso, but I always bake them to Transforms. And I don't use any products such as Pose Architect or the like. But you were absolutely spot on about Arms Front-Back. That was the culprit. Apparently, the pose I applied for the Arm used Control Pose for Arms, which is super odd considering it's from a product and products usually have all the poses baked to Transforms. Since I never use Arms Front-Back, it didn't occur to me to check for that. From now on, I'll always keep my eyes on such shenanigans. Thank you for your amazing tool and great support.

    By

    nlbs nlbs July 2023 in Daz PA Commercial Products
  • Which figure converter is better (xx to Genesis 9)?

    Figure Converter in my opinion is better tried both. Figure Converter is simple to use and has had very good results from tests. but have not tried complicated monster-type  morph type characters as they are not my bag. But I would suggest going and having a look and reading the comments on both the sales threads on the  commercial Products  forum

    By

    ragamuffin57 ragamuffin57 July 2023 in The Commons
  • [Released] Magic - Smart Actions for Posing [Commercial]

    nlbs said:

    Fairyteller said:

    nlbs said:

    After the last update. There's a serious problem with the product. For some reason, Right Shoulder and Right Collar reset their positions after applying Magic Pointer to bake to transforms on Genesis 8.1. Same goes for Left and Right Foot.

    I can't reproduce it for some reason. It feels to me like it's working as intended but maybe there's something I'm not seeing.

    If we take the Right Shoulder for example, do you know of a set of rotation values that is problematic/lost?

    Here's the problem in question in detail. I hope this helps.

    https://imgur.com/a/GdlNjGp

    It helps a ton, thank you.

    I think I understand what's happening. Do you by any chance use any of these Pose Control morphs, such as "Arms Front-Back Right" or any other pose morph slider?

    https://i.imgur.com/ScHUpgi.png

    Could you maybe try resetting them all to their default value before you bake, and tell me if this "fixes" the baking problem? "Fix" is not the right term, I know, but if my intuition is correct then I have a pretty good idea how to fix this for real.

    By

    Fairyteller Fairyteller July 2023 in Daz PA Commercial Products
  • July 2023 - Daz 3D New User Challenge - Portrait Rendering and L.I.E.

    Portrait Challenge.

    I am probably cheating because I did not make this render specifically for the challenge, but it is a test render of a morph I made. But, it is after all, a portrait.

    I am calling this model Irene. (I did not make the textures. That is on my to-do list)

    Irene

    This is probably my favorite render so far. I need to update my gallery!

    By

    Rafael Rafael July 2023 in New User Contests and Events
  • Julius 9

    xyer0 said:

    AllenArt said:

    Julius 9 mixed with Freja. 40% Freja/60% Julius - specifically the Julius Young Adult morph. Not bad ;). The skin is Freja's too as is the HD. I did angle her eyes up about 50% because the Julius morph pulled the outer corners down.

    AI is jealous. I love your earrings; thanks for making them free. 

    Aw, you're welcome :)
    I'm finding that Julius mixes in pretty well on the female side, especially if you like that type of nose. My mother has one, so I don't mind it a bit. LOL 

    By

    AllenArt AllenArt July 2023 in The Commons
  • How to make imported clothing work with Genesis 8

    I have the opposite problem where the model perfectly fits my model but the material didn't transfer over so that object is completely white.

    By

    djricky088 djricky088 July 2023 in New Users
  • Support for exporting all "options" (ie clothes, skins, textures) a character has.

    aweswan said:

    I used the free mcs with UMA2 a good while ago, and made a very basic character creator. Didn't know there a MCS package here on DAZ though. Still, a concentrated effort between reallusion, daz, unreal and Unity could produce an amazing character solution for games.

    Does Daz have a plugin system ? Maybe I could write an exporter myself?

    The code for the bidges is on github 

    https://github.com/daz3d/DazToUnity

    https://github.com/daz3d

    What is great about the MCS code is that it streams morph data programatically and also allows attaching the clothes on the fly (with the morphs). 

    No reason with a bit of effort if couldn't adapted to G8 or G9 imho as the code is in the files to create the steam data from an fbx.  

    https://forum.unity.com/threads/released-morph-character-system-mcs-male-and-female.355675/page-79

    https://github.com/mcs-sdk/mcs

     

     

     

     

    By

    TriCounter TriCounter July 2023 in Unity Discussion
  • Julius 9

    AllenArt said:

    Julius 9 mixed with Freja. 40% Freja/60% Julius - specifically the Julius Young Adult morph. Not bad ;). The skin is Freja's too as is the HD. I did angle her eyes up about 50% because the Julius morph pulled the outer corners down.

    AI is jealous. I love your earrings; thanks for making them free. 

    By

    xyer0 xyer0 July 2023 in The Commons
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