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G9
golem841 said:
I have so much trouble with the G9 generation, that I'm not sure it's worth investment.
I never had so many duplicate formulas before G9, the loading time is really much longer than G8 probably because of all the morphs and dupes. It's really very hard to trouble shoot these problems. I admit there are really more realistic skin for some figures, but it's really hard to guess before buying.
Duplicate forumlas are two sets of properties with the same name (which is bad in itself) trying to form a link (e.g. from a full cotnroller to head/body morphs or from a morph to joint adjustments). It has nothing to do with the way Genesis 9 is set up compared to other figures, and should be becomiong rarer as Daz Studio now incorporates measures to make name clashes less likely.
I still have an awfull distorsion in the hip thighs area that I'm no able to resolve. Sure it could happen from another vendor, I don't know ! Where can I find help ????
More details, most likely it is a badly configure shape that is triggering ana djustment when it shouldn't or not when it should.
My library is full of undescriptible files : I sincerly hope that Daz/Tafi will make some kind of "writen in stone" instructions for creators from every store.
- Why is there at least 3 folders for "document", "documents", "documentation" ?
Because of user incosistency, this has absolutely nothing to do with a particular figure geenration.
- Why the Data folder is full of strange names, with Textures, UV sets, Assets, Resources and Morphs ?
It shouldn't have textues, the others should be in figure-specific sub-folders and contain what they say - the files for morphs, UV sets etc. All versions of Genesis use the same basic architecture and will have the same folder structure so againm, this is not a Genesis 9 "issue".
- and there are many others : tutorial, tutorials
again, user error and nothing to do with a particular figure.
All this seems to become a kind of an Augias stables : it lacks an Hercule !
I'm ageing, for sure, I could go back to paper and paintbrushes, or wait for a realible IA for my pictures...
From now on, I will stop to buy G9 products and stay with G8
Organizing morphs questionThis was with the G9 version, right? Test it again, but this time edit the arm morph grouping from within Daz Studio 2025. I ran another test just now, and editing it within Daz worked fine in 4.24, but broke when doing it in 2025.
This is the error that shows in the 2025 log btw:
2025-09-08 08:26:28.848 [WARNING] :: \src\sdksource\general\dzmorphdeltas.cpp(762): Could not open HD file: D:/DAZ 3D/Studio/My Library/data/Daz 3D/Genesis 9/Base/Morphs/Zev0/Vascularity HD/Vas_body_bs_Arms Upper All Back.dhdm
Also to answer your other questions, I don't use turbo loader, and there's no .tloff files on my drive. No warnings about missing morphs when loading a scene either. The parameters window still shows the morph as dialled in, it's just the morph isn't actually being applied.
EDIT: Ok, with some more testing, this seems to also apply to other morphs that were broken after modifying the grouping. They work fine if I make the changes in 4.24. Looks like it's just a bug with Daz 2025, which makes sense considering it's still in development.
Thanks for the update, i hadn't considered the Alpha, because i know it's going to be a buggy mess.
This is definitely one of those times.
As best i can tell, the save process breaks the DHDM file(s), as DSF only morphs are unaffected, at least with the ones i tested.
This is consistent across genesis generations, and the file doesn't work properly in other versions of studio after modifying in the alpha.
The only way i was able to get them to work again was to replace the modified DHDM file(s) with the original ones from the ZIP..
I didn't replace the DSF and the new path held and the morphs worked properly.
Unforunately, since we peon users can't look at the dhdm files, there's no way to determine what's going on and fix it ourselves, or report more accurately to support.
Genesis 9 loads with puffed up or puckered lips
I thought the same thing. Mouth Realism should load with the default of 100%, but instead loads with 0%. The slider does not show up on the currently used options unless it is above 0%. I checked both the Shaping and parameters tabs.Leana said:From memory, when you look into "currently used" you'll see morphs which have a value different from their default one, not different from 0.
What you're looking for is a morph which has a non-zero default value, so try checking "currently used" after zeroing the figure: the morph should appear there since its current value is now 0, which is different from its default.
Genesis 9 loads with puffed up or puckered lipsFrom memory, when you look into "currently used" you'll see morphs which have a value different from their default one, not different from 0.
What you're looking for is a morph which has a non-zero default value, so try checking "currently used" after zeroing the figure: the morph should appear there since its current value is now 0, which is different from its default.
Genesis 9 loads with puffed up or puckered lipsI don't use Genesis 9 that often, but the figure is loading in with puffed up or puckered lips. I can not find the morph dial that is causing this under currently used morphs. If I zero the figure morphs, the problem seem to go away. Is anyone else been having this problem?Need help identifying characterHi,
I know it's a long shot but I am trying to identify character used in this pose and expresion product, because she looks very proportionate.
https://www.daz3d.com/z-heavenly-poses-and-expressions-for-genesis-3-femaleI've searched on creator's store for characters or morph, I already have most of the morphs but there's none like this.
I'm wondering if it's an existing character or maybe one custom built.
Organizing morphs questionDrunkMonkeyProductions said:
Well, i tested changing the path of all 33 morphs for Vacularity, in various combinations, single, multiple, all at once, and wasn't able to replicate this problem. Saved scene and subset files loaded just fine.
My next dumb question, do you use turbo loader and/or did you get a Missing Files popup when you loaded the scene?
If so, it's possible you just had the morphs disabled and that was the source of your problem.
I'd check the folder for any file with the extension tloff, which is what turboloader changes the DSF extenstion to.
If you don't use and just got the error message, ti's possible you just had a bad write cycle on your drive, which resulted in file corruption.
If you didn't get the error message, than i have no clue what happened.
This was with the G9 version, right? Test it again, but this time edit the arm morph grouping from within Daz Studio 2025. I ran another test just now, and editing it within Daz worked fine in 4.24, but broke when doing it in 2025.
This is the error that shows in the 2025 log btw:
2025-09-08 08:26:28.848 [WARNING] :: \src\sdksource\general\dzmorphdeltas.cpp(762): Could not open HD file: D:/DAZ 3D/Studio/My Library/data/Daz 3D/Genesis 9/Base/Morphs/Zev0/Vascularity HD/Vas_body_bs_Arms Upper All Back.dhdm
Also to answer your other questions, I don't use turbo loader, and there's no .tloff files on my drive. No warnings about missing morphs when loading a scene either. The parameters window still shows the morph as dialled in, it's just the morph isn't actually being applied.
EDIT: Ok, with some more testing, this seems to also apply to other morphs that were broken after modifying the grouping. They work fine if I make the changes in 4.24. Looks like it's just a bug with Daz 2025, which makes sense considering it's still in development.
Which tops are these?Yes, I'm not interested in the middle one. It's the other two as I'm after a strapless one and liked the fact the ones either side actually fasten in the front with laces., which woulr do very nicely for a project I'm assembling the assets for. I was wondering if the ones on either side might be the same one but with a morph pulling the vertical seam on the left one to make it diagonal on the right. I've found quite a few ones in the store that are just a plain loop of material. It MIGHT be texturing, but the laces on both do look modelled to me, and on the right-hand one a bit of a lace is hanging down. Might be kitbashed, I suppose. As I was still getting products I thought might be useful one dayl for many years after I became disabled and basically stopped actually producing anything, and then I had seven years when I'd given up, I've very little memory for what I've got, so I've even been doing file explorer seasrches on 'bra'. 'top', wraps' etc on my DS and even old Poser content libraries as well as here, and I do have several just simple loops of material ones. Then I'll find a PA whose stuff looks like it might be theirs and go through their whole cattaogue, but no luck yet.
"Duplicate formulas found" - SOLVEDDevWhatNow? said:
Hmm, interesting, but I've had this happen on the latest DAZ Studio (4.24.0.3 at present), including scenes created entirely in that version. I don't know all the machinations of how the .dsf files work (and nor should I have to LOL), but in my case, it seemed to center around Breastacular being referenced by more than 1 character whose morphs I had applied.
The change affects creating new content, not loading pre-existing content which may pre-date the chnage (or the PA may have removed the uniqueness protection in manually editing the files).
This also seemed to corrupt the scene file itself, as I would typically pull it over to Blender with Diffeomorphic, and the materials would be borked (basically, as if the material copy script had not run) when it got into Blender. I tried deleting the figure entirely, recreating it by applying my character as a single morph, etc... and the problem remained. I figured probably a Diffeomorphic issue, but it was resolved after I created a completely new DAZ scene and recreated it there.
TLDR, it's still pretty gremlin-ridden.
EDIT: Actually that ERC Freeze gave me some insight--it looks like that is what caused my duplicate formulas. This is just a morph changing the height, selecting Adjust Rigging to Shape in the Joint Editor, then applying ERC Freeze--that appears to trigger the problem. However, I tried fresh again, and applied ERC Bake beforehand, and unfortunately it had no effect."Duplicate formulas found" - SOLVEDDevWhatNow? said:
Hmm, interesting, but I've had this happen on the latest DAZ Studio (4.24.0.3 at present), including scenes created entirely in that version. I don't know all the machinations of how the .dsf files work (and nor should I have to LOL), but in my case, it seemed to center around Breastacular being referenced by more than 1 character whose morphs I had applied.
This also seemed to corrupt the scene file itself, as I would typically pull it over to Blender with Diffeomorphic, and the materials would be borked (basically, as if the material copy script had not run) when it got into Blender. I tried deleting the figure entirely, recreating it by applying my character as a single morph, etc... and the problem remained. I figured probably a Diffeomorphic issue, but it was resolved after I created a completely new DAZ scene and recreated it there.
TLDR, it's still pretty gremlin-ridden.
EDIT: Actually that ERC Freeze gave me some insight--it looks like that is what caused my duplicate formulas. This is just a morph changing the height, selecting Adjust Rigging to Shape in the Joint Editor, then applying ERC Freeze--that appears to trigger the problem. However, I tried fresh again, and applied ERC Bake beforehand, and unfortunately it had no effect.Well, if, for some reason, ERC Bake beforehand doesn't work for you, you still can check DS log, the duplicate formulae (if there's any...) should be listed in the log. Then open the indicated DSF files with Notepad++, locate the formulae, and delete the duplicate coding block(s), save DSF file.
Then reload the figure, the errors will be gone.
"Duplicate formulas found" - SOLVEDHmm, interesting, but I've had this happen on the latest DAZ Studio (4.24.0.3 at present), including scenes created entirely in that version. I don't know all the machinations of how the .dsf files work (and nor should I have to LOL), but in my case, it seemed to center around Breastacular being referenced by more than 1 character whose morphs I had applied.
This also seemed to corrupt the scene file itself, as I would typically pull it over to Blender with Diffeomorphic, and the materials would be borked (basically, as if the material copy script had not run) when it got into Blender. I tried deleting the figure entirely, recreating it by applying my character as a single morph, etc... and the problem remained. I figured probably a Diffeomorphic issue, but it was resolved after I created a completely new DAZ scene and recreated it there.
TLDR, it's still pretty gremlin-ridden.
EDIT: Actually that ERC Freeze gave me some insight--it looks like that is what caused my duplicate formulas. This is just a morph changing the height, selecting Adjust Rigging to Shape in the Joint Editor, then applying ERC Freeze--that appears to trigger the problem. However, I tried fresh again, and applied ERC Bake beforehand, and unfortunately it had no effect.Confused about licensing policieslina.catfish said:
Thank you for the interest in this topic.
Sorry, I didn't know that it was so important to explain the reason why I was asking a certain question. If I had done that, I would have provided more work on this point. English is not my first language (as mentioned in the opening post), so *work* is not incorrect, I believe.First of all: If I have to agree to any rules—when shopping, logging in somewhere, etc.—I want to understand what these rules mean. Maybe a bit outdated in an age where you "check all the required boxes" without asking questions, but this is my "way of digital life."
As a second part of this: I also want to understand what this means *for me* (especially when using things from foreign jurisdictions). So: if I suspect (!) that something touches the limits of US "fair use" rules or goes beyond them, it could be illegal here in the EU.
As I mentioned above: "By the way, I also think that the EL includes rendered images, e.g., if they have been sold." I agree with Matt_Castle (original above: "I have argued many times that the 'Editorial Licence' terms are probably not meant to be exclusively under the Three Dimensional Works section"). And if I haven't completely misunderstood your point, I believe you also agree with this :)
You cannot share the content files, except in a limited degree with an Interactive License but those are not available for items sold with an Editorial License. It is the right to produce 2D images and 2D animations that you are buying, and that is what the Editorial License restrictions apply to.
Last but not least: the vaviest part. I'm new here (as you can see). DAZ gives you the chance to try it out before you buy anything—that's very nice, but also smart—and I plan to do so. Now, can I know how it works? Can I say what I want to do, what I will love, what I will miss? No! Maybe I will be completely dissatisfied, incapable, annoyed, or overwhelmed :) But speaking about myself: I know what often happens when I start a new hobby—I reach a point where I want to do "my own" things. I no longer want to follow the knitting pattern, I don't want to copy the furniture plans, I want to create my own missions for PC games. So, it's important to understand where DAZ has limits for people like me before I invest time and money and engagement into it (as mentioned above: it seems to be less problematic).
Daz Studio itself is free, you are not trying before you buy there. The free content that comes with the application and the freebies in the store also remain free to use under the standard license (covering image and video creation) one you have claimed them. Of course daz hopes you will go on to spend real money on additoonal content, but that is up to you - it is not forced by the end of a free trial period. (There is a partial exeption, AniMate 2 works as the full plug-in for thirty days and then becomes AniMate Lite; ssismilarly Face Transfer 1 and 2 work for three transfer saves each before you need to purchase a license to save the result without watermarks).
So, I realize that my answer might be a bit of informative overkill for a simple question (but as I mentioned above: "This might be a bit boring"). I hope it’s okay to ask anyway. No one is offended, hurt, or touched by bad feelings or anything like that.
Happy weekend! (as mentioned in the OP, but that referred to - strictly speaking - a different one :))
Was The G9 Omission of "Brow Inner Down" Morph Purposeful or A Miss?Moving the inner brows up and down is a very common facial movement and I am confused as to why G9 has a Brow Inner Up morph but not a *Brown Inner Down one. In order to make them go down, I have to manually go in and change the paramters of Brow Inner Up, Brow Inner Up Right, and Brow Inner Up Left. Can someone please explain how this makes sense? Perhaps I'm missing a totally seperate morph that would cover this use. And yes I'm aware Brow Squeeze but it doesn't atually make them go down that much.
Moving characters very slow with DForce (hair, clothes etc)buy 'wearables manager' by 'matew' to transfer wearables with a couple of clicks when you want to pose - other than that crank everything down to base res and pose in texture or cartoon shaded - otherwise its just something that arises commonly in Daz even with high end hardware...
Wearables Manager | Daz 3D - currently on sale, I can't work without it these days!
Hair with BONES (Boneful hair?) [SOLVED]funkiestface said:
crosswind said:
For instance, to rig a clothing item to Genesis figure, I just import OBJ file, rig it to Genesis with Transfer Utility. Modify Face Groups, create custom bones as needed, do weight mapping and finetuning, create modifiers as well as corrective morphs, etc.
Crosswind you've been a big support in this matter. I return realizing my mistake. I have failed to fill the weighmaps by the selection groups. Thus everytime I ran the transfer utility it would remove the bones because they didn't have any weight assigned to them. Once I did that I was able to successfully complete the process.
Nice !
Limited Time Freebies Discussion ThreadAbsinthe is rather extreme and not a character that I would have ever got. But one of my fun passtimes with DAZ is to try some of the free characters that are not my cup of tea and see what I get. I turned Absinthe's head morph down to about 65%, removed and replaced her eyebrows.
At 65%, Absinthe's face sculpt creates a more interesting and less extreme character. Also decided to try out an outfit and the cute quoll I got this week.
Ghost Lightsfelis said:
Or see this https://www.daz3d.com/forums/discussion/609556/creating-a-ghost-light-daz-studio-4-21-1-26#latest
Thank you for this link, I'll check it out, its definitely exactly the kind of thing i'm looking to collate here in the thread....
Just to add to the original request with some reassoning... ...I'm already aware of how to make a true ghost light in terms of what would be understrood as a ghost light accross multiple 3D software communities i.e an emmissive primitive that has a very low cutout opacity, in turn meaning the light itslef as well as being invisible also casts no shadows as a result (along with other properties, perhaps we will come to make a comprehensive list of comparatives in this thread?). The purpose of me bringing this up is just that it feels like an area that can be tapped into, progressed/expanded upon and the core principle can transfer to other creative lighting solutions, so I was trying to put the feelers out as to what as a community we are understanding to be a ghost light, since I noticed some ghost light products, although 'camera view to render' invisible, also do not have a low cutout opacity, which means they do actually cast shadows which technically is a different, although closely related emmissive object - so that notion led me to wonder what else the community is using and understanding to fall under the umbrella of the term 'ghost light' - It feels like there is a lot of potential worthy of time spent gaining education, since the use cases are already brimming with potential with just the two variants I've mentioned here....
Any and all additions and examples very welcome, lets tool up our arsenal with lighting solutions and tips and techniques for this extremely valuable and somewhat elusive area of lighting...
Hair with BONES (Boneful hair?) [SOLVED]crosswind said:
For instance, to rig a clothing item to Genesis figure, I just import OBJ file, rig it to Genesis with Transfer Utility. Modify Face Groups, create custom bones as needed, do weight mapping and finetuning, create modifiers as well as corrective morphs, etc.
Crosswind you've been a big support in this matter. I return realizing my mistake. I have failed to fill the weighmaps by the selection groups. Thus everytime I ran the transfer utility it would remove the bones because they didn't have any weight assigned to them. Once I did that I was able to successfully complete the process.
where do I find realistic nails got g8?Moved to Technical Help as it is not a Daz Studio application question but sounds like an issue with a morph loading with a non-zero default value (which will mean it won't show in Currently Used). One option is
- Edit>Figure>Zero>Zero Figure Shape (and confirm that Zero is what you want)
- Edit>Memorise>Memorise Figure Shape
- File>Save As>Support Assets>Save Modified Assets (do not click Accept in this dialogue)
- Go through the list in the Save Modified dialogue making a note, taking a screenshot etc.
- Cancel the dialogue
- Reload the figure
- Go through the properties listed in step 4, trying to zero them until you find which one removes the unwanted nail shaping. That is the problem product.
where do I find realistic nails got g8?If you have a character, with long nails or similar, click on parameter 'currently used'. It is likely that there is applied a morph to the nails.
I think most PAs apply nail lenght as a seperate morph.
Alternatively search in Parameters > Actor for nails and see if you can find something to help it out.








