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The Official aweSurface Test Track
DARU said:

HD morph effects are lost just by turning on the motion blur check.
Image 1 : Motion blur check OFF
Image 2 : Motion blur check ON
※I have marked the obvious points.
※The amount of motion blur is set to zero to show that it is not blurred by motion blur effects.Why is the effect of HD Morph lost just by turning on the motion blur check?
Ok I get it now, tks for clarifying:) Interesting observation, I wasn't aware of that. I'll do some testing today, to atleast try to replicate the issue.
The Official aweSurface Test Track

HD morph effects are lost just by turning on the motion blur check.
Image 1 : Motion blur check OFF
Image 2 : Motion blur check ON
※I have marked the obvious points.
※The amount of motion blur is set to zero to show that it is not blurred by motion blur effects.Why is the effect of HD Morph lost just by turning on the motion blur check?
[RELEASED!!!] Dynamic Character Animation in Daz Studio [commercial]All in all, I think you'll love the course.
If, like me, you really like how Daz figures work in daz Studio and would like to make cool character animations, I am sure you'll love my story.
Using the free method I demonstrate for converting animations from other generations, I've converted my entire aniBlock and motion Pose files into Genesis 3 aniBlocks. That was a lot of fun and I show you how I did all of that, and then demonstrate Riversoft Art's Bone Minion, which I bought the Genesis 3 Poses for Genesis 9 kit - since all of my animations are now prepped for Genesis 3.
Bone Minion is quite a thing! As seen in the course, I was even able to transfer my soft-body simulations from my Rosie 7 animations to Genesis 9 using a special Bone Minion included in his kit. Love it!!!
I had a lot of fun making this course and Paul, form Digital Art Live loved it. It's truly the most professional speaking job I've ever done in my life.
I love helping people. Especially with this stuff - I love this stuff!!!
Celebrity Look-a-Likes for 3D figures part 3derezz119 said:
https://www.deviantart.com/magnus1781/art/M-Rauch-891978051
^^^ Magnus has done a Melissa Rauch
Only thing is I'm not talented enough to match skin and eyebrows correctly, lol. The morph looks good though.
Face Transfer on Genesis 9I got to play around with the demo a bit, and it looks pretty good for G9.
For long time Facegen users, there are several quality of life improvements that make things easier. These things also lower the bar of entry for FG quite a bit as well, because now you don't need to do so many steps manually like before.
The last version had auto dots, but if you missed the final version of FG3, this will be new to you. The dots are automatic now, but you still have freedom to move them. This helps prevent confusion over what goes where.
V4 also creates a material preset. You still need to apply the base material preset first, then apply the preset created in FG. It even has a little icon of your character in the Daz list. A nice touch indeed. So you no longer have to dig into your folders to apply every texture. A very appreciated improvement.
Additionally, you can now create a mesh and textures separately! This is a great addition, and one I personally asked the devs for years ago. So now you can create a bunch of textures without any new head morphs, which is something I do. You can also just create head morphs and skip making textures. Really nice addition. Just remember to give your variants unique names, or you will overwrite previous ones. This might sound elementary, but it is easy to get carried with playing with the options because of the next improvement.
FG also asks which G9 base texture to use for your face. You can pick any of the 8 base sets with just a click. This is fantastic for a couple reasons. Choosing from a preset base lets FG better tone its color to your photo. You can create a much better ethnic character with these option in Facegen than you could before. But it is good to try all 4 base texture sets and see what the best one is. You may be surprised. Like I mentioned above, make sure to give each a different name to not overwrite them. The option still exists to use any texture you want. In past versions this was risky because the color matching was not optimized for just any texture, it was optimized for the base(s). But you have the freedom to try it.
The app also does a much better job of toning the color of the body textures to match your face. I mentioned 3.12 doing this, I think 4 may have improved it more. You can still get some mismatches on certain skins, it depends on your photo. So even if you choose a texture that is wildly different, you might still get a surprisingly good result.
Eye textures. This is something completely new. If you used GF before, the eye textures it creates are pretty bad. Eyes are not even round, lol. However this new FG has made a big change in how it makes eye textures. It is attempting to blend in the color of the eye into an existing base eye texture. Results will vary, but the eye textures FG creates are actually useable now.
HOWEVER, there is a big caveat to several of these new features. Many of them are exclusive to the Genesis 9. If you are still using G8 or older, those appear unchanged since FG 3.12.
That means you do not get a nice material preset for older Genesis. So it is up to you to apply a preset that works with different textures. They don't even offer the fun option to create separate morphs or skins. The option exists to make only head morphs, but I want the option to only make skins. It is maddening that only G9 gets this. The awesome new eye texture feature is only for G9. Though you can get away with using G9 eye textures on a G8.1 UV map, that is beside the point. I am actually stunned that the dev didn't bother making these new features work with G8 or 8.1 at all. 8.1 have multiple base skins just like 9 does, but no dice.
So in closing, if you are using G9, then the FG upgrade might be worth checking out. If you are still mostly on previous Genesis models, however, then there is basically nothing new here. Stick with 3.12, as that version does offer some improvements like auto dots and improved blending.
Since we are still kind of in the early days of G9, you could use Facegen to build an army of G9 characters for your runtime. But since I don't use Genesis 9 much at all, I don't see a need for me personally.
Here is a quick test shot. The Genesis 9 model on the RIGHT is straight "out of the box", no changes what so ever. The Genesis 8 on the left is using a skin preset I made, but the base textures are straight out of Facegen. I cheated the eyes, I copied the G9 eyes to G8 (using a 8.1 UV) so the eyes look the same between them.
BTW, this is something that Face Transfer cannot do. The head is cut off. If you try to run this photo in Face Transfer, it will fail and not complete the model. But Facegen can handle these images fine. Though they may not be good for depth of field if the face is too close to the camera.


The color difference is down to the original skin, the base G8 is rather pink. You can see that Facegen struggles with the lip corners on this person, which is due to how her mouth is practically frowning. However the shape is surprisingly decent. You can easily fix the mouth texture, I've done that with this same photo in the past. The eyes are not too far off her distinct eye shape. But you may notice the G9 has a bit of a dip in the upper eyelid. I can only guess this is because of how G9 handles eyes, and it is an artifact of the process. So I think the G8 one handled the eyes better than the G9 here. I can't say which texture I like more. The G9 is using the first preset, the caucasian. You can see that face blends in better with both of these compared to past Facegen efforts. Again, these textures are straight out of Facegen with no edits.
Mechasar's Characters Catalog: Who's next? (commercial)Mechasar said:
Fae3D said:
I have a question about "Cathy for Yvalanore". Will the fur and materials only work on Yvalanore specifically, or can I use them on other G8F if I don't have Yvalanore? Same thing with Hitoshi Sensei, do I have to have him specifically to make the tree work, if I'd rather use a different face? I have several of your products, and am especially interested in the morphs for Caryn and Tobyn, as I use them very often, but I don't have all of them.
Well, Cathy’s dForce hair is designed to match her shape. Without the Yvalanore character maybe you'll get some fiber distortions, especially on her face and ears. But other than that I should discourage you from installing any add-ons if you’re not going to install the related basic character first, that’s because there could be some hidden auto-corrective morphs included which are connected in glove with the new character shape. That means that, if the auto-corrective morph can’t find its linked shape, it will be activated in any case for every shape you use, causing mesh distortions for every character. So, you can give it a try, but I can not guarantee in this case, and if you notice any distortion on meshes be sure to uninstall the add-on.
I think the only add-ons you can use alone without incurring problems are the SlimeAttack and Hitoshi Sensei.
Very good to know, thank you so much for the info!!!
dForce: keep the bending object's shapeThanks for the idea!
However, I failed to mention (actually, didn't think it would matter) that I'm making a scene with animation, so a single morph solution won't really work. But it's definitely a good idea for a single-frame render.rosseliani said:
Export it as an.obj file, then use Morph loader Pro to retrieve the shape.Set the new morph at 100%, Erc freeze (edit mode), save as morph asset.
Transfer utility tool not working properly for garmentsHi Everyone,
I'm designing a top in Marvelous designer, exporting it as .obj file and then importing it in DAZ.It works perfectly fine that far. The new .obj garment fits perfectly on the model.
However, when I go to the next step - transfer utility - with the base being the model and target being the top, then after some time, the garment just slides down and melds with the model.
Including below the Before and After state.
I've tried to apply smoothing modifier, tried to do some scaling, but nothing seems to be working.
Has anybody faced this issue? Any help will be much appreciated. Thanks!
Images:
Before applying Transfer Utility

After applying Transfer utility
After installing some new content , saved characters/models changedHello everyone , i am a visual novel dev that has been using dev for about 4 months ish now , yesterday i installed some assets and that resulted in all my saved created models / characters being morphed , I looked the solution up for this and did find a fix for my genesis 8 / 9 and 8.1 chracters , it was some chracter that's morph was auto applied , I went into parameters naturally as per the page suggested and just uninstalled those files , Now my gen 9 and 8 and 8.1 are fixed and it was easy to do because i could literally saw the hidden morph that was set to 100 instead of 0 and caused it
However i checked today again and realized my gen 3 models had this issue too , now unlike the previous fix I've tried hidden view , currently used and everything and there is no other character morph at all , any way to fix this?
dForce: keep the bending object's shapeExport it as an.obj file, then use Morph loader Pro to retrieve the shape.Set the new morph at 100%, Erc freeze (edit mode), save as morph asset.
Getting on the 9 train, or notAllenArt said:
Caetlyn said:
I've only just started using G9 for my characters. While the transition works fine for the most part, I find the face looks a bit strange when trying to create a male character. It still looks very feminine despite morphing the body and head base. I'm hoping to purchase the G9 face morph kit in the near future to compensate for that ...
If the face looks too feminine to you, try taking the Base Feminine Head slider in the negative direction a little. Sometimes that works.
thats what i do -- all the way to G8M
Blender to DAZCrios said:
Richard Haseltine said:
Not reliably - Daz Studio should import Motion Build FBX fiels, but unfortunately most other applications are a bit off and so do not product good results. Only morphs, or an OBJ and Transfer Utility if the overall shape is more-or-less unchanged, will get a rigged result.
But importing in Blender, and exporting from it, don't change the Groups?
Groups wouldn't matter for either of those methods, but I think the answer would eb that it depended on your import/export settings and on the tools used in Blender.
Blender to DAZRichard Haseltine said:
Not reliably - Daz Studio should import Motion Build FBX fiels, but unfortunately most other applications are a bit off and so do not product good results. Only morphs, or an OBJ and Transfer Utility if the overall shape is more-or-less unchanged, will get a rigged result.
But importing in Blender, and exporting from it, don't change the Groups?
Blender to DAZNot reliably - Daz Studio should import Motion Build FBX fiels, but unfortunately most other applications are a bit off and so do not product good results. Only morphs, or an OBJ and Transfer Utility if the overall shape is more-or-less unchanged, will get a rigged result.
Mechasar's Characters Catalog: Who's next? (commercial)Fae3D said:
I have a question about "Cathy for Yvalanore". Will the fur and materials only work on Yvalanore specifically, or can I use them on other G8F if I don't have Yvalanore? Same thing with Hitoshi Sensei, do I have to have him specifically to make the tree work, if I'd rather use a different face? I have several of your products, and am especially interested in the morphs for Caryn and Tobyn, as I use them very often, but I don't have all of them.
Well, Cathy’s dForce hair is designed to match her shape. Without the Yvalanore character maybe you'll get some fiber distortions, especially on her face and ears. But other than that I should discourage you from installing any add-ons if you’re not going to install the related basic character first, that’s because there could be some hidden auto-corrective morphs included which are connected in glove with the new character shape. That means that, if the auto-corrective morph can’t find its linked shape, it will be activated in any case for every shape you use, causing mesh distortions for every character. So, you can give it a try, but I can not guarantee in this case, and if you notice any distortion on meshes be sure to uninstall the add-on.
I think the only add-ons you can use alone without incurring problems are the SlimeAttack and Hitoshi Sensei.
Face Transfer on Genesis 9It works pretty well but you will have to tweak it and add details into the morph, much like FaceTransfer. It relies heavily on the texture map that gets created.
Hair does not work with Growing Up scaled-down figuresWhenever I apply a hair plugin to a Growing Up scaled character, is hair clipped on and usable with the associated morph nit? what could be the reason??
[Released] dForce2Morph [Commercial]MrRogerSmith said:
Unfortunately the script did not work on this strand-based hair:
https://www.daz3d.com/dforce-fringe-theory-hair-for-genesis-8-81-and-3-females
It saves as a new morph the morph-dial adjustments I have activated, but it does not save the dforce simulation results.
I don't know what is different about that hair (and I don't own it), but I will try and look into it.
Converting Genesis 9 clothing to Genesis 8Exactly. If using an ERC Freezed clone, you even can directly transfer the cbs (JCM) morphs from G9's garment to the converted one on G8. No need to fix them with external applications.
Getting on the 9 train, or notCaetlyn said:
I've only just started using G9 for my characters. While the transition works fine for the most part, I find the face looks a bit strange when trying to create a male character. It still looks very feminine despite morphing the body and head base. I'm hoping to purchase the G9 face morph kit in the near future to compensate for that ...
If the face looks too feminine to you, try taking the Base Feminine Head slider in the negative direction a little. Sometimes that works.













