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Daz 3D Forums > Search
  • Job: Transfer existing Daz asset to Genesis 8

    Hi,

    I got the CATOON package from the Daz store (its a cartoon cat), but unfortunately it's not using the Genesis 8 base. I want to animate it but also use some Genesis 8 Male morphs. I know its possible and would gladly pay someone to get the work done and 'transfer' it to use the Genesis 8 base. I tried the whole day to do it myself but failed miserably. 

    Anyone interested?

    By

    ggrancharov ggrancharov July 2023 in Technical Help (nuts n bolts)
  • Missing Parameters Controls?

    Generally those come in the base morph packs dfor the figure, it does also depend on what you have selected.

    By

    Richard Haseltine Richard Haseltine July 2023 in New Users
  • Face Transfer for Genesis 9

    Hi, this is a message in the bottle. Can anyone release a software similar to Face Transfer for Genesis 9? I have lost any hope to see the original Face Transfer for Genesis 9, and the fact there is no similar utilities is forcing me to stick with Genesis 8 at the moment. Which is kind of sad. Thanks! Gio

    By

    Matronius Matronius July 2023 in Product Suggestions
  • Help! G9 morphs not loading correctly...

    FSMCDesigns said:

    I don't have that character. Start a new scene and then load a fresh G9 and see if it loads the default correctly. If not, then you have a morph that is active all the time

    Thanks for your input. I'll have to see what's going on. Maybe there's a hidden parameter I'm missing.

    By

    Sphinx Magoo Sphinx Magoo July 2023 in The Commons
  • [Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]

    FSMCDesigns said:

    Any ideas on why this happens? this is the 3rd GF3 body morph (head came out great though) that did this almost exact issue with the hands and arms. I tried adjust rigging to shape, but that didn't help at all

     

    OK, since this is the second report about Genesis 3 deformations, it looks like there is a problem with Genesis 3 body morphs on the arms. Like I said I am currently traveling with my family and don't have my code with me so I can't debug the problem right now. Maybe it is best with Genesis 3 conversions to limit the conversion to creating a head morph for the moment. I will look at it as soon as I get back home. Genesis 8 seems to work OK though.

    By

    ManFriday ManFriday July 2023 in Daz PA Commercial Products
  • [Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]

    ManFriday said:

    vwrangler said:

    Let me try an example to hopefully make my question a bit more clear.

    Let's say I have a character that I call "Bert". Bert's head has a combination of the following character's heads:

    FHM Darius 8
    FHM Floyd 8
    FHM Aron

    The product creates a single slider for the character called "Bert", and I can use the interface to split it into head and body shapes for Bert -- that I do understand. What I'm not clear about is, are the individual head morphs for Darius, Floyd and Aron *also* transferred to G9 so that the product can make the combination that way, or does the product read the shape in the scene, combine them all into one file for the shape beforehand, and then transfer only *one* morph file for the character shape, and the Darius/Floyd/Aron individual head morphs stay with G8M and don't get sent to G9 as separate morph files at all.

    I'm asking in this way because, with the G9 unimesh, I'm very concerned about morph bloat -- having so many that loading just gets bogged down. G9 has only been out for a year, and may be around for some time longer, and there are already well over 50 characters available as native G9, so I don't want to make it impossible to use by transferring characters and all their component morphs.

    It is the latter. The Figure Converter looks only at the final shape of the source figure, whatever morphs that may come from - one head morph, one body morph, or your "Bert" -, and creates a single morph in the target figure from it. Depending on the options that are selected, that single full morph will be preserved in the target, or sent through the head/body morph splitter to create separate head and/or body morphs. Where the "source" morphs came from -- head or body or something you cooked up yourself -- does not matter. I hope this makes it clearer!

    That's exactly what I wanted to know. Thank you so much!

    By

    vwrangler vwrangler July 2023 in Daz PA Commercial Products
  • [Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]

    Any ideas on why this happens? this is the 3rd GF3 body morph (head came out great though) that did this almost exact issue with the hands and arms. I tried adjust rigging to shape, but that didn't help at all

     

    By

    FSMCDesigns FSMCDesigns July 2023 in Daz PA Commercial Products
  • Help! G9 morphs not loading correctly...

    I don't have that character. Start a new scene and then load a fresh G9 and see if it loads the default correctly. If not, then you have a morph that is active all the time

    By

    FSMCDesigns FSMCDesigns July 2023 in The Commons
  • Llola Lane’s RENDER A MONTH Challenge 2023 (ALL are welcome to join)

    Llola Lane said:

    AgitatedRiot said:

    I'm still in the middle of the Atlantic Ocean.

    Lucky you Agi... :)  Enjoy your vacation.  We'll be here when ya git back!  Hugzzzzzzzzzz

    So the captain says we will make Nova Scotia a day or two, then cross the Minganie-Le Golfe-du-Saint-Laurent..and transfer to a river boat up the river to travel down to the City of Montreal.

    By

    AgitatedRiot AgitatedRiot July 2023 in Art Studio
  • Van Helsing 9

    sid said:

    jd641 said:

    sid said:

    I go the pro bundle with the banner, because I wanted the alt shapes. Probably a smart move on Daz's part to make them Pro bundle exclusive, but only they can see the sales figures.

    I dunno if it's smart or not but it was a good way to piss me off. hahah

    I bought the main Olivia 9 morph and the alternate shapes cause I was worried they'd remove them like the Olympia ones that were up for sale but quickly removed. The amount of additional mixing that can be done with the young and old morphs really add a lot of options for creating of lot of different age groups now so not everyone is the same age, which is why I was really hoping the alts would be something anyone could buy but I was wrong. :(

    I wonder though, since I have the alts for Olivia can I get an appoximation of the alts for VH9's young and old morphs (not counting the face texture's). Does anyone who has both alt products feel like trying this out, I'm very curious if it could work.

     

    There seems to be genuine difference between the sculpts of the young versions of the two characters. (That's not to say you couldn't create something quiet comparble with just the base VH, just would take a bit more fiddling than I've done here.)

    Samples only about 30% rendered to fit in on my lunch break.

    Here’s young VH next to young Oliva, but I’ve applied adult VH’s skin mat’s over the top of young Oliva on the right:

     

    Here’s young VH next to adult VH with VH adult mats on the right, but adult VH has had the young Oliva dials in, plus the same overall proportion dial adjusted to replicated how young-VH loads.

    Dials for comparison, default young-VH dials on the first imageand the dials I used to to create a younger version with only the default-adult VH HD base and young-Oliva pictured second  (in the recreated version I did apply the Olivia proportion dial  and overall proportion dial to -23%, but left the other proportion dials for neck, feet, hands all unchanged, as the Olivia proprotion dial seemed to replicate them and she looked over-corrected if I applied as young-VH has dialled - basically, I ignored almost all of the orange dials)

    Typing this up makes me feel very tongue tied!

    Whoa that's a lot of work, thank you!

    Looks like getting approximations are possible with a lot of work but if I wanted an old or a young VH proper I would have to buy the pro bundle which kinda sucks. Oh well... I can't afford that hahah, I can just hope that future alt's are not exclusives and anyone can buy them.

    By

    jd641 jd641 July 2023 in The Commons
  • [Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]

    ManFriday said:

    Thank you Barbult. To be clear, yes, the source morphs get lumped together always. Whatever morphs are active get converted.

    I actually love this feature. I have many G3 and G8 custom characters I have created over time and it's great to be able to create a single head and body morph from them for G9.

    By

    FSMCDesigns FSMCDesigns July 2023 in Daz PA Commercial Products
  • [Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]

    barbult said:

    vwrangler said:

    Does this combine all of the head morphs for a character into one morph to transfer, for example, or does it transfer each individual morph in the head and then make a controller slider?

    This question has not been answered. The question is not about head vs. body morphs. It is about whether individual head morphs used by the original character get lumped into a single morph in the G9 character, or whether each individual head morph used by the original character gets converted to an individual G9 morph, and then an ERC controller is created to combine their result to create the G9 head. I'm guessing it is the former: all lumped into one head morph. A definitive answer, when time allows, will be appreciated.

    Thank you Barbult. To be clear, yes, the source morphs get lumped together always. Whatever morphs are active get converted.

    By

    ManFriday ManFriday July 2023 in Daz PA Commercial Products
  • [Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]

    vwrangler said:

    Let me try an example to hopefully make my question a bit more clear.

    Let's say I have a character that I call "Bert". Bert's head has a combination of the following character's heads:

    FHM Darius 8
    FHM Floyd 8
    FHM Aron

    The product creates a single slider for the character called "Bert", and I can use the interface to split it into head and body shapes for Bert -- that I do understand. What I'm not clear about is, are the individual head morphs for Darius, Floyd and Aron *also* transferred to G9 so that the product can make the combination that way, or does the product read the shape in the scene, combine them all into one file for the shape beforehand, and then transfer only *one* morph file for the character shape, and the Darius/Floyd/Aron individual head morphs stay with G8M and don't get sent to G9 as separate morph files at all.

    I'm asking in this way because, with the G9 unimesh, I'm very concerned about morph bloat -- having so many that loading just gets bogged down. G9 has only been out for a year, and may be around for some time longer, and there are already well over 50 characters available as native G9, so I don't want to make it impossible to use by transferring characters and all their component morphs.

    It is the latter. The Figure Converter looks only at the final shape of the source figure, whatever morphs that may come from - one head morph, one body morph, or your "Bert" -, and creates a single morph in the target figure from it. Depending on the options that are selected, that single full morph will be preserved in the target, or sent through the head/body morph splitter to create separate head and/or body morphs. Where the "source" morphs came from -- head or body or something you cooked up yourself -- does not matter. I hope this makes it clearer!

    By

    ManFriday ManFriday July 2023 in Daz PA Commercial Products
  • [Released] Magic - Smart Actions for Posing [Commercial]

    Fairyteller said:

    Hey,

    First, let's get this out of the way: Magic - Smart Actions For Posing is not creating, altering or looking for any morph or any external file. All it does is alter basic rotations for the selected nodes, bones and props. If a figure has a morph or hard drive lookup problem that causes major performance issues when posing its bones, then the problem is with the figure and morphs, and there's not a whole lot that I can do to fix it, sadly.

    I have a few questions to help diagnose if the issue comes from the Magic - Pointer script:

    Can you confirm that Magic-Pointer is not causing problems on plain Genesis or Genesis 9 figures? Or any animal figure, if you have any?

    Do you still see the warning/morph errors in the log if you just load a Genesis 8 figure into a scene?

    What if you manually change the value of the "Bend" slider for the problematic bone of a Genesis 8 figure ?

    What if you manually (without Magic) set a Point At target for this bone (create a Null, then select the bone and in the Parameters pane, in the "General/Constraints" category, set the "Point At" property to the Null you created)?

    What if you then translate the Null to a different position?

    I'm asking because these are all the elementary actions that the Magic-Pointer script does, and it does a lot of them. Each of these, individually should be instant. If they take a long time, like half a second or something, and raise a warning in the log each time, then yeah Magic probably won't be good for Genesis 8 until you fix your morph errors :(

    Hi again,

    Thanks for your reply.

    - I checked with a basic Genesis 3 female character and Magic - Pointer worked as intended!

    - Then, I tried other figures, custom G3, G8, and G8.1 Magic - Pointer worked.

    - I still get all the warnings, even when I load a basic Genesis character, same with custom characters. But now, it doesn't freeze my Daz Studio.

    - I tried using a sphere primitive as a point target and it worked; a chain of bones pointing at the sphere don't follow IK motion; just the parent bone moves the rest.

    - I think I have some morph conflicts or duplicates; fixing conflicts is something I should to learn more about... I have seen poses and morphs with (2)... like (2): Smile.

     

    More info:

    After testing a base G3 female character, I tried one of my custom Genesis 3 female characters and it worked!

    Ok, then I tried a custom Genesis 8 female character and, again, all went well.

    After that I tried a custom Genesis 8.1 female character and everything worked as expected.

     

    I'm not sure what freezed my Daz Studio or what were all those warnings really about but I'm guessing that using a base character helped somehow.

    I will be repeating the process on my other two computers; I hope it also works there. :B

    By

    VividImaginator VividImaginator July 2023 in Daz PA Commercial Products
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICI
     

    Se hai X-morph (mi sembra si chiami così) puoi "tagliare" i morph che ti servono e applicarli separatamente.

    Oppure usi Genesis1 che ha direttamente le orecchie bovine con il Creature Creator pack.

    Anche questo dettaglio di G1 non ricordavo... troppa roba in libreria! ^__^'

    By

    Ruthven Ruthven July 2023 in The Commons
  • Let's appreciate/discuss today's new releases - ongoing thread

    Timbales said:

    I already bought a character converter for G9 and the promos not including any human male characters doesn't really entice me to buy another one.

    Makes sense. I am not a fan of Riversoftart products, so I passed on their converter. I have converted 7 things with the new converter (1 GF3 body, 3 GF3 faces, I GM8 face and 2 GM8 bodys) and only have had one issue with one of the GF3 bodys, even after adjusting rig to shape, but other than that, this product works great and efficiently. One of my GM8 converts was HH's Ronen which is a full character morph and the cool thing about this converter is it split the head and body automatically. Curious to see how it works on some of Rawarts characters since they are usually full character morphs only.

    By

    FSMCDesigns FSMCDesigns July 2023 in The Commons
  • [Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]

    I was hoping this would help with the eyeball part of the conversion but it doesn't appear to. I've converted several G8 figures such as Victoria, Edward, Mousso Tatum, and a couple of Bluejaunte's. As advertised all the shapes converted beautifully, but, all with the exception of Victoria have large gaps between the eyeball and socket. I just used the default settings for the transfer and adjusted the rigging afterwards.

    Would adjusting the proportion slider help with the eyeball issue, or is there another step I could take to improve it?

    By

    Comets Comets July 2023 in Daz PA Commercial Products
  • [Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]

    vwrangler said:

    Does this combine all of the head morphs for a character into one morph to transfer, for example, or does it transfer each individual morph in the head and then make a controller slider?

    According to the promo pictures, if you have multiple morphs active when converting, they will become a single morph in the target figure. If you want them to be separate morphs, you have to convert each individually.

    By

    Zicon Zicon July 2023 in Daz PA Commercial Products
  • [Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]

    vwrangler said:

    or does the product read the shape in the scene, combine them all into one file for the shape beforehand, and then transfer only *one* morph file for the character shape, and the Darius/Floyd/Aron individual head morphs stay with G8M and don't get sent to G9 as separate morph files at all.

     

    This 

    By

    Laurita Laurita July 2023 in Daz PA Commercial Products
  • [Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]

    Let me try an example to hopefully make my question a bit more clear.

    Let's say I have a character that I call "Bert". Bert's head has a combination of the following character's heads:

    FHM Darius 8
    FHM Floyd 8
    FHM Aron

    The product creates a single slider for the character called "Bert", and I can use the interface to split it into head and body shapes for Bert -- that I do understand. What I'm not clear about is, are the individual head morphs for Darius, Floyd and Aron *also* transferred to G9 so that the product can make the combination that way, or does the product read the shape in the scene, combine them all into one file for the shape beforehand, and then transfer only *one* morph file for the character shape, and the Darius/Floyd/Aron individual head morphs stay with G8M and don't get sent to G9 as separate morph files at all.

    I'm asking in this way because, with the G9 unimesh, I'm very concerned about morph bloat -- having so many that loading just gets bogged down. G9 has only been out for a year, and may be around for some time longer, and there are already well over 50 characters available as native G9, so I don't want to make it impossible to use by transferring characters and all their component morphs.

    By

    vwrangler vwrangler July 2023 in Daz PA Commercial Products
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