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Daz 3D Forums > Search
  • G8F Morphs to G8M

    Masterstroke said:

    I reall don't know. Why don't you just try?
    Export you G8m at base resolution as Obj and load the ObJ via morph loader into G8f.

    Either it works or it doesn't. 
     

    Hmm, I've never known about morph loader. I'll have to look that up later and see as I've had this same question too. 

    By

    benniewoodell benniewoodell March 2023 in The Commons
  • G8F Morphs to G8M

    I reall don't know. Why don't you just try?
    Export you G8m at base resolution as Obj and load the ObJ via morph loader into G8f.

    Either it works or it doesn't. 

    By

    Masterstroke Masterstroke March 2023 in The Commons
  • G8F Morphs to G8M

    Hey, 

    I have created morphs on G8F / G8.1F (ears) and would like to transfer these ear shapes 1:1 to G8M / G8.1M.
    Is this possible and if so, how can I make it so that I can apply the shapes to the other Genesis gender? 
    thank you so much for your help :) 

    bests

    By

    VectFox VectFox March 2023 in The Commons
  • Is there an easy way to transfer all G2 morphs to G3?

    Herald of Fire said:

    What I'm taking from this thread is that Singular Blues is working on a new morph transfer utility, and I'm very much looking forward to it. Fingers crossed it supports Genesis 9. I'm looking forward to making more use of the new model.

    This thread is several years old, so I wouldn't take it as an indication that they are currently working on anything.

    By

    Leana Leana March 2023 in The Commons
  • Problem body contracts

    Richard Haseltine said:

    Please put the viewport into Smooth Shaded Drawstyle or put some clothes on the figure.

    That looks to be a corrective morph, that is meant to improve the bending when another shape is applied, kicking in even though the shape it goes with isn't applied. Check that none of your installed content has updates first, if the problem persists then open the Parameters pane option menu (the lined button in the top corner, or right-click the tab) and enable Preferences>Show Hidden Properties. Aply the simplest pose you can find that will trigger the issue (possibly just bending the left shin will do) and then in the Parameters pane look at the greyed-out sliders (hidden properties) - you will probably find two that clear the issue if set to 0 - one will be the regular base corrective morph and one will be the rogue. Please note their labels and post them here.

     

    Oh yes I found, it was indeed a hidden fix "Flex Quad Left -839%", thank you very much for your help and quick response, have a nice day, boss

    By

    johndcrawford584 johndcrawford584 March 2023 in Technical Help (nuts n bolts)
  • Is there an easy way to transfer all G2 morphs to G3?

    What I'm taking from this thread is that Singular Blues is working on a new morph transfer utility, and I'm very much looking forward to it. Fingers crossed it supports Genesis 9. I'm looking forward to making more use of the new model.

    By

    Herald of Fire Herald of Fire March 2023 in The Commons
  • Buy Something That Doesn't Work in Carrara? Post your Questions and Workarounds here. (please)

    https://www.daz3d.com/gumdrops-cupcake

    https://www.daz3d.com/furballs-for-cupcake

    Problem using the Furballs morphs in Carrara

    1. Loaded the Furballs figure into Carrara, tried applying the Furball Faces morphs to the figure - nothing happened.

    2. Tried applying a Body morph to figure, it worked.

    3. Loaded the Furballs Tail figure into Carrara, tried applying the Furball Tails morphs to the figure - nothing happened.

    4. Opened the Furball figure & tail in DAZ Studio, applied morphs - everything worked.

    5. In DAZ Studio tried saving as a Character preset - Got Selection Error message "You must select a TriAx Weight Mapped figure in the scene to save a Character Preset."

    6. In DAZ Studio tried saving as a Scene Subset - it worked.

    7. Opened the Scene Subset file in Carrara - Face morph worked but lost the Body morphs, also Tail morph was lost.

    8. In DAZ Studio tried exporting as a Poser CR2 file.

    9. Opened the CR2 file in Carrara, problem in that only one item out of the Figure and Tail was being exported, otherwise the item that opened was working. Requires two exports to get the Figure and the Tail.

    EDIT : Just tried some M4 poses and they worked !!!

    By

    Bunyip02 Bunyip02 March 2023 in Carrara Discussion
  • Buy Something That Doesn't Work in Carrara? Post your Questions and Workarounds here. (please)

    therixx said:

    Everybody's talking Genesis9 and I have a V4 question. I must be terribly antiquate :-)
    I bought Aikaterine V4 by FWArt & -renapd- from Rendo. Body morphs do work, while face morph has no effect at all. I think body morphs are just normal dialed morphs while face is custom and was made, I read, with a tool by 3D Universe.
    But Aikaterine works properly in Daz Studio loading her from the same runtime used by Carrara.
    Anyone experienced the same? Thank you.

    Hello therixx

    I don't have that item, but on other figures when the morphs don't work in Carrara I save as either a character preset or a scene subset in DAZ Studio, then open that file in Carrara.

    Have had problems with the Furballs item which I will do a workaround for after some more tests.

    By

    Bunyip02 Bunyip02 March 2023 in Carrara Discussion
  • She Freak morphs not working (worked only once??)

    Richard Haseltine said:

    And are the Shefreak files in the /Runtime/!daz/Victoria 4 folder? See the zip for names and sub-folders.

    I'd presume everything is complete because the first time I tried to load it there was a file missing, then I put that file in and the morph loaded (on that 'lucky' figure), then in subsequent tries when I loaded the morph, there's that very quick pop up which disappears but nothing happens, it doesn't prompt me to locate a missing file so yeah I think I have all the files. I don't have the ZIP, there doesn't seem to be a way to retrieve it as well.

    By

    RobertDy RobertDy March 2023 in Technical Help (nuts n bolts)
  • The older generation: Victoria 2/3, Michael 2/3 and their children renders

    Never thought of using a smoothing modifier on the character. Will give it a try. I mostly did the tri-ax weight map to get it so I could try using the Transfer Utility to get other generations of clothing to work with GV3. Will have to experiment further.

    I had a smoothing modifier on the skirt. I think I'll try dForce with a low co-efficient of friction and do a 'Start from memorised pose' dForce to see how it goes. I suspect that type of beach skirt should rise up the legs a bit to reduce fabric stretch.

    Regards,

    Richard.

    By

    richardandtracy richardandtracy March 2023 in Art Studio
  • Adding Dual Quaternion support to UnrealEngine4 (Images inside)

    Thanks. I really appreciate it.

    Ran into a bit of a problem, but I hope it still works. Allocation of vertex buffers is hidden deep in the engine code. So I had to allocate separate buffers for the DQS bone arrays. I haven't tested it yet. But it compiles.

    The way shader buffers work is that on the CPU side, you write to an array then you copy it to an array on the GPU (so CPU array must either be in DMA accessible RAM or copied to that kind of RAM before being copied over to the GPU). The point is I can't change the existing code within a plugin. There's already a shader buffer for the LS bone matrices. I cannot change this (unlike the DQS branch that does change this). What I'm doing now in the plugin is allocating new shader buffers for the DQS bone arrays to be used by the deformer shaders. I then convert from LS to DQS on CPU. I'm hoping since the LS arrays aren't used by any shaders, it'll just be a bit of extra memory used on the CPU side. It's very minimal and shouldn't affect anything. I'm also re-using the buffers (assuming the deformer graph reuses the same node instances) so that should help a little. The irony of all this is that the data actually starts off as quaternions, but because the code is so deep in the engine, it gets converted to matrices then back to quaternions. Oh well.

    I moved the Quat and DualQuat code directly into the plugin that didn't exist in the main code (but did exist on my branch because I added it). If I do a pull request, I may try to get the Quat and DualQuat stuff updated. But I still have no idea where their unit tests are stored (or if they even have any).

    I'm now copying the shader code from my branch to the plugin's custom shader code. The nice thing about having a custom shader file is that I don't need to include *any* of the LS shader code. It's 100% DQS code. This right here is what has me very optimistic about this project. DQS only shader code, not back conversions... everything is just cleaner (well, mostly).

    I looked at the cloth and normal recomputation shaders and I think I'll add those as well for DQS. There doesn't seem to be anything difficult at all there. 

    Sorry if I've been commenting a lot, but this is a lot of fun. I really hope the new shader buffers work otherwise that will kill this project dead in the water. I mean, I could try converting in place, but that's not something I want to do since I can't track the change.

    This is my TODO list:

    1. Convert LS matrices to DQS matrices (DONE)
    2. Convert Skeleton shader to DQS (DONE)
    3. Create custom deformer shaders for DQS (basic, morph, cloth and normal recomputations).

     

    By

    AlienRenders AlienRenders March 2023 in Unreal Discussion
  • Adding Dual Quaternion support to UnrealEngine4 (Images inside)

    It should work for physics. BTW, where's the JCM deformer?

    There's currently no JCM deformer that I'm aware of, I'm using the simple Bone Driven Controller to automatically drive the Daz JCMs which were imported from Blender to UE5 with character mesh, also I've manually sculpt the morph targets to work with Unreal SQS skin deforming. The animations look much better than without using JCMs, but not as good when joints are bent to extreme angles, and this Bone Driven Controller method doesn't work with body physics.
     
    It seems that free plugins in Unreal market place often discontinue support after a while, guess some money is needed to motivate their upgrades with new Unreal versions, it's better to be a paid plugin and Unreal could also buy it and integrate with the official builds.

    By

    catmaster catmaster March 2023 in Unreal Discussion
  • Buy Something That Doesn't Work in Carrara? Post your Questions and Workarounds here. (please)

    Everybody's talking Genesis9 and I have a V4 question. I must be terribly antiquate :-)
    I bought Aikaterine V4 by FWArt & -renapd- from Rendo. Body morphs do work, while face morph has no effect at all. I think body morphs are just normal dialed morphs while face is custom and was made, I read, with a tool by 3D Universe.
    But Aikaterine works properly in Daz Studio loading her from the same runtime used by Carrara.
    Anyone experienced the same? Thank you.

    By

    therixx therixx March 2023 in Carrara Discussion
  • Problem body contracts

    Please put the viewport into Smooth Shaded Drawstyle or put some clothes on the figure.

    That looks to be a corrective morph, that is meant to improve the bending when another shape is applied, kicking in even though the shape it goes with isn't applied. Check that none of your installed content has updates first, if the problem persists then open the Parameters pane option menu (the lined button in the top corner, or right-click the tab) and enable Preferences>Show Hidden Properties. Aply the simplest pose you can find that will trigger the issue (possibly just bending the left shin will do) and then in the Parameters pane look at the greyed-out sliders (hidden properties) - you will probably find two that clear the issue if set to 0 - one will be the regular base corrective morph and one will be the rogue. Please note their labels and post them here.

    By

    Richard Haseltine Richard Haseltine March 2023 in Technical Help (nuts n bolts)
  • So Many Nice Things

    Something that's has not been mentioned, theoretically you properly could use the Transfer Utility refit clothing to older or new generations , I use it for shoes and tops sometimes. 

    There are tons of "how to videos" on YouTube just search Daz Studio Transfer Utility YouTube Search Result

    By

    Ivy Ivy March 2023 in The Commons
  • So Many Nice Things

    Leana said:

    morrisonmp said:

    I'll admit, I don't understand clones at all... but that product does seem like what I was hoping for. I just really don't understand the concept of clones at all.

    Basically, autofit works in 2 steps:

    1. Adjust the mesh made for figure 1 so that it fits figure 2 default shape ==> that's the step which uses the clone
    2. Rig the resulting adjusted mesh as would be done for new clothing ==> that step uses a rigging template corresponding to the type of item you want to rig (eg a tunic) as a helper to create the rigging of your new mesh.

    Basically, a clone is a special type of morph for your target figure, which more or less gives it the shape of the source figure (I say "more or less" because sometimes it's a bit different in some places in order to get better results when autofitting).
    Autofit considers the clothes for figure 1 as modeled for "figure 2 with the figure 1 clone morph applied", so it will "reverse" the figure 1 clone morph in order to get a mesh which would fit the base figure 2 shape.

    The clones you have for your target figure will populate the "what figure was it originally made for" list in autofit dialog. Each base Genesis figure includes a few clones by default, and you can add more that you purchase or create yourself.

    Best explanation on clone vs auotfit i ever heard in forum. well done 

    By

    Ivy Ivy March 2023 in The Commons
  • So Many Nice Things

    morrisonmp said:

    I'll admit, I don't understand clones at all... but that product does seem like what I was hoping for. I just really don't understand the concept of clones at all.

    Basically, autofit works in 2 steps:

    1. Adjust the mesh made for figure 1 so that it fits figure 2 default shape ==> that's the step which uses the clone
    2. Rig the resulting adjusted mesh as would be done for new clothing ==> that step uses a rigging template corresponding to the type of item you want to rig (eg a tunic) as a helper to create the rigging of your new mesh.

    Basically, a clone is a special type of morph for your target figure, which more or less gives it the shape of the source figure (I say "more or less" because sometimes it's a bit different in some places in order to get better results when autofitting).
    Autofit considers the clothes for figure 1 as modeled for "figure 2 with the figure 1 clone morph applied", so it will "reverse" the figure 1 clone morph in order to get a mesh which would fit the base figure 2 shape.

    The clones you have for your target figure will populate the "what figure was it originally made for" list in autofit dialog. Each base Genesis figure includes a few clones by default, and you can add more that you purchase or create yourself.

    By

    Leana Leana March 2023 in The Commons
  • transfer morph sliders from genesis 2 to genesis 8

    Hi! Kinda new to this so I'm sorry if I'm not using the right terms. Hopefully y'all can still understand what I mean.
    I have a shaper pack for Genesis 2 which allows me to slide different shapes for fantasy characters (Anthros, elves, trolls, etc.), and another one meant for Genesis 8.
    Is there a way to transfer either one to the other so I can compbine those shaping sliders for the same genesis model?
    Thanks :)

    By

    jutchy_l_7569c7c2b2 jutchy_l_7569c7c2b2 March 2023 in Daz Studio Discussion
  • how to do G8F muscle straining effect

    xyer0 said:

     I didn't even know there was a full body morph; I only use the morphs from the Parameters tab. I didn't know Xenic had hung up his morpher. Too bad for Genesis 9.

    I'm sorry to have said that as it's only an observation of mine, not anywhere near fact!

    I used the Daz Essentials Fitness FBM... I wanted to use that as a base to best illustrate the strained muscles.

    By

    takezo_3001 takezo_3001 March 2023 in The Commons
  • [SOLVED] Marvelous Designer to DAZ - Transfer Utility - Shrinking problem

    Ok so it uses a morph.

    If your item is created for a morphed version of the figure, then you need to run the transfer utility using that version of the figure as the source (which is what you're doing) and make sure you have the "Reverse Source Shape from Target" box checked, and "item shape: current" in the source parameters.

    That way DS knows what modified shape it was made for and can "undo" those modifications to make it fit the base figure.

    By

    Leana Leana March 2023 in New Users
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