• Daz 3D
  • Shop
  • 3D Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Partnerships
    • AI Training data
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
  • Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare
  • Download Studio
ADVANCED SEARCH
  • Menu
  • Daz 3D
ADVANCED SEARCH
Add image
  • Shop
  • 3d Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Partnerships
    • AI Training data
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
  • Community
    • Our Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare

Notifications

You currently have no notifications.

Loading...
Daz 3D Forums > Search
  • Vo Yonina for G9 mouth morph is always active.

    FSMCDesigns said:

    jd641 said:

    Heh, that was it!

    I edited the morph in notepad and changed a 1 to a 0 and that solved the problem. I have no idea why FSMC's friend doesn't have the same issue, it's the same files and there shouldn't be anything that I can think of that would modify a morph file to default at 100% but at least I know how to fix this on my own until DAZ has a fix.

    That is odd. I had her check again and also check the mouth morph and the mouth morph doesn't really change much when activated. I had her load the character from characters and then look at the active morphs and thuis is what she had

    Haha man this makes no sense!

    The "Vo Yonina Mouth" morph won't actually show up in the currently used shaping morphs for some reason even thought it's set to 100%, my list looked exactly like your friends did. I had to go into Mouth > Morphs where I find the offender as the only entry there.

    After I edited the morph to default to 0% it no longer activates at all unless I manually use the slider, it will also show up in the used morphs list when done manually.

    By

    jd641 jd641 January 2023 in The Commons
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICI

    Tiziano said:

    Peccato che queste siano in un formato che non posso usare.

    ^_^;

    Che formato è? Spesso e volentieri Carrara o Blemder possono aiutarti. E poi trovi bizzeffe di servizi gratuiti di conversione online, basta cercare "3D format conversion" e sei a posto. Essendo un semplice prop non devi preoccuparti di rig o morph.

    By

    Imago Imago January 2023 in The Commons
  • Vo Yonina for G9 mouth morph is always active.

    jd641 said:

    Heh, that was it!

    I edited the morph in notepad and changed a 1 to a 0 and that solved the problem. I have no idea why FSMC's friend doesn't have the same issue, it's the same files and there shouldn't be anything that I can think of that would modify a morph file to default at 100% but at least I know how to fix this on my own until DAZ has a fix.

    That is odd. I had her check again and also check the mouth morph and the mouth morph doesn't really change much when activated. I had her load the character from characters and then look at the active morphs and thuis is what she had

    By

    FSMCDesigns FSMCDesigns January 2023 in The Commons
  • Vo Yonina for G9 mouth morph is always active.

    Heh, that was it!

    I edited the morph in notepad and changed a 1 to a 0 and that solved the problem. I have no idea why FSMC's friend doesn't have the same issue, it's the same files and there shouldn't be anything that I can think of that would modify a morph file to default at 100% but at least I know how to fix this on my own until DAZ has a fix.

    By

    jd641 jd641 January 2023 in The Commons
  • Vo Yonina for G9 mouth morph is always active.

    Serene Night said:

    It's pretty common I find for morphs and correctives to remain active in unrelated characters. Qa doesn't seem to catch them or even look. I stopped reporting it, since it rarely gets corrected. I would put a ticket in and then find the morph and chuck it for now. The rest of the character should be usable.

    Can I just delete the morph without any issues?

    I took a look at the morphs settings and saw that the default was 100%, is that how simple the issue is? Can I just edit the morph file so that it's set to 0% when not in use?

    By

    jd641 jd641 January 2023 in The Commons
  • Scale & Move Daz Character Imported Into Maya?

    Looks like there has been some improvements since I last used the Daz to Maya bridge, which I appreciate. I can now move the entire figure in Maya by selecting the root locator (Character1_Ctrl_Reference) and moving that. I also really appreciate the 1-click button to convert all the materials to Arnold materials.

    Still can't scale the figure without crazy, unwanted deformations, which is unfortunate. But my Maya scene uses the same units as in Daz and I can scale in Daz first if I don't want a 6' tall person. But then this leads to a mismatch in size of the skeleton and the mesh/skin (see screenshot), though manipulating the joints seems to still manipulate the character as I would want, so even though the skeleton is a different size it's still usable, but not ideal. It would be awesome if scaling could be improved in a future update of the Maya bridge.

    Edit: Looks like the Daz 'Height' morph works as expected after the figure is in Maya (recommandation from tunde.famakinwa_5d565f45cc) and the skeleton and mesh match in size, but this is not ideal as the Height morph basically scales the figure vertically and not in any other dimension, which can result in the character looking a bit too wide and stout.

    By

    SpaceCoyote SpaceCoyote January 2023 in Maya Discussion
  • Vo Yonina for G9 mouth morph is always active.

    It's pretty common I find for morphs and correctives to remain active in unrelated characters. Qa doesn't seem to catch them or even look. I stopped reporting it, since it rarely gets corrected. I would put a ticket in and then find the morph and chuck it for now. The rest of the character should be usable.

    By

    Serene Night Serene Night January 2023 in The Commons
  • Is Limbstick the IK tool Daz has been missing?

    I now use Limbstick quite a lot but there are times when it becomes difficult to adjust anything in the animation once Libstick has been run. I think this is because the keyframes it creates are applied to the whole figure, not just the limbs (hands and/or feet). I just had a scene where I wanted the hand to rest on a couch for the whole animation. After I had rendered the animation I saw there was something wrong (the glutes had a gap to the couch seat) so I went back to the timeline and applied a posing morph to close the gap. However, I found that didn't work for the whole timeline because Limbstick had created keyframes that are applied to the whole figure every couple of frames along the timeline.

    Am I missing a trick here? Also, is there a way to reverse (remove) the keyframes created by the Limbstick script?

    By

    marble marble January 2023 in The Commons
  • Vo Yonina for G9 mouth morph is always active.

    FSMCDesigns said:

    It is just you, or due to something else you have installed. I asked a friend who has her to check and she has no issues like that

    I removed the product via DIM, reinstalled and it still gave me the same issue. I don't know what could cause that one single morph to activate. All I have installed for g9 are the essientials, Vicky9, HID Nao and Vo Yonina.

    By

    jd641 jd641 January 2023 in The Commons
  • Diffeomorphic performance

    in daz studio: edit > figure > morph loader

    By

    Padone Padone January 2023 in Blender Discussion
  • Face Transfer on Genesis 9

    Face transfer for Gen 9 please... Just bought it and can't use it...

    By

    joao.monteiro joao.monteiro January 2023 in The Commons
  • HH Belle for Genesis 9 [Commercial]

    HH Belle for Genesis 9 [Commercial]

    Link: HH Belle for Genesis 9 | Daz 3D

    Update 01 (Live in your DIM)

    • Update 01: Fixes nails, mouth, skin artifacts

    Update 02 (Live in your DIM, but file is not correct - trying to get resolved)

    • Update 02: Fixes tail artifact, adds cards to morph dials

    Update 03 (Pending review) Get all 3 here now! (one file, self-install)

    • Update 03: Fixes neck bend issue.

    I've been working on this one for quite awhile and glad to finally announce my next product. I will be having a collection of wearable products to follow that directly support this character. Also, my Dark Ascension High Heels, that released last month, already support HH Belle and are used in these promos.

    HH Belle is a goddess full of glamour and details and comes with a wide variety of cosmetic options, including cyberpunk lines and tattoos.

    Outside of many makeup and eye color options, Belle comes with a variety of brow fillers, mascara options, levels of tanned skin, and cyberpunk eyes, and you can make her skin appear sweaty or oily.

    She also comes with many HD morphs that activate/deactivate when you pose her to give her a more natural and realistic look, tailored just for her figure. These special morphs only work when her body morph is dialed up.

    Includes F Gen mat and morph.

    Purchase HH Belle today and bring an unparalleled level of beauty and elegance to your renders!

    Here's more:

    By

    Herschel Hoffmeyer Herschel Hoffmeyer January 2023 in Daz PA Commercial Products
  • Vo Yonina for G9 mouth morph is always active.

    Sevrin said:

    I don't own Yonina, but something similar happened to me with VO Carin by the same PA.   It was confirmed by Daz CS, but nothing has been updated yet.

    Put in a ticket with a screenshot of the paramaters to get the ball rolling.  Or else uninstall and request a refund.  The fix will probably take a while.

    That's a great suggestion and I submitted a ticket along with screen shots of the morph being set when loading the g9 dev figure. Maybe since there's so few g9 character morphs they'll actually take care of this, if not I'll ask for a refund but from now on I'll make use to avoid VOOTW as a vendor suggest to others to do the same.

    By

    jd641 jd641 January 2023 in The Commons
  • Vo Yonina for G9 mouth morph is always active.

    Vo Yonina for G9 mouth morph is always active. It doesn't matter if I use the dev rig or standard g9, the Vo Yonina Mouth morph is set to 100% on every character newly loaded or not, if anyone has this product, could you please confirm that this alway happens and it's not just me? Thanks!

    By

    jd641 jd641 January 2023 in The Commons
  • M4/V4 skeleton inside Genesis 3/8

    I did do M4 skeleton into G8F, image below called 'An Unexpected Meeting' after I hid the G8F character:

    To do it, I loaded the skeleton and base G8F. I used a G8F to V4 pose transfer script to put the skeleton in the default G8F pose (script here https://www.daz3d.com/forums/discussion/450206/g8f-pose-transfer-to-v4-a4.). Then, starting at the hips with a semitransparent G8F, I scaled and posed each part of the skeleton body to fit inside the right place in the G8F base character. Next I deleted the G8F and exported the skeleton as an obj file. Then in a modeller I deleted the handles that come with the skeleton. Saved the obj file, and imported back into DS. I re-loaded G8F. Converted the skeleton to a figure, then used the Transfer Utility to transfer the rigging from G8F to the skeleton. Then parented the skeleton to G8F and finally saved it as a wearable preset.

    Once as a wearable preset, the skeleton will change to match new G8F character's shapes and follow the poses too. Problems: The teeth are welded, because the bottom teeth fall within the top jaw rigging zone. Problem could be avoided, probably, by having the jaw a little open when the rigging is transferred . Everything else works reasonably well. Same method probably works with G3, G8 & G9. Not perfect, but OK if not too much precision is needed.

    In the image above, I made G8F transparent after fitting the hair and clothing.

    Hope it helps generate some ideas.

    Another silly image called 'My Head Hurts':

    The full skeleton is inside the G8F character, I just hid the head and deleted the hair, adding a limb cap on the neck.

    Regards,

    Richard

    By

    richardandtracy richardandtracy January 2023 in The Commons
  • A problem with Morph Loader Pro and SubD

    So you have two figures loaded and overlapping, one with the morph and one without? Or both with but differeing in some other way?

    By

    Richard Haseltine Richard Haseltine January 2023 in Daz Studio Discussion
  • Legacy UVs for Genesis 9 [Commercial]

    Legacy UVs for Genesis 9: Genesis 3, 8 and 8.1 Male will be released shortly.

    As with the Female UVs product, you will have to convert the legacy material presets from Hierarchical Materical presets to ordinary Material presets before loading them onto Genesis 9.

    Also, as before, the Genesis 3 UVs are for the "Base Male", not for the Daz Original 7-series characters, like Michael 7, which have their own individual UVs. (The vast majority of ordinary Genesis 3 male characters use the Base Male UVs, but if you want to use the 7-series textures on Genesis 9 you can use the Map Transfer facility to convert them to Base Male.)

    There is also UV support for the Anatomical Elements.

    For more detailed information I have included a PDF User Guide, which will be accessible via an icon in the Product folder.

    By

    Cayman Studios Cayman Studios January 2023 in Daz PA Commercial Products
  • Diffeomorphic performance

    You have to go with morph loader as usual.

    By

    Padone Padone January 2023 in Blender Discussion
  • A problem with Morph Loader Pro and SubD

    I have such a problem. I'm trying to create a morph from a finished model using Morph Loader Pro. The morph loads perfectly. But as soon as I smooth both models with SubD, there are serious differences between the models. Does anyone know what is the reason?
     

    By

    thrstiw thrstiw January 2023 in Daz Studio Discussion
  • Has an Asian female figure been released yet for Genesis 9?

    Gordig said:

    jd641 said:

    Gordig said:

    We'll probably see a Mei Lin or equivalent before too terribly long.

    I'm reaaaaaaaaaally hoping to see Alawa 9 and Kayo 9

    Both great characters as well. If you don't like the look of Mei Lin 8 specifically, keep in mind that legacy named characters change from generation to generation. Look at how different Victoria 8, 8.1 and 9 are. Even Girl, a fairly typical stylized character, doesn't look exactly the same every time a new generation rolls around.

    Yeah, I've noticed that through out the years when they bring names to a new generation that may be the only similar part of it. I'm hoping that if they decide to make a g9 version of Alawa and Kayo, they keep with the realistic sculpts. For now I've used what we've got so far and made my own asian character from many dial spins. I was trying to recreate one I had for 8.1 but they look completely different, I'm not 100% done with the tweaking but I like the look so far and now I'm kinda of glad that I wasn't able to replicate the 8.1 morph.

    By

    jd641 jd641 January 2023 in The Commons
Previous Next
Adding to Cart…

Daz 3D is part of Tafi

Connect

DAZ Productions, Inc.
7533 S Center View Ct #4664
West Jordan, UT 84084

HELP

Contact Us

Tutorials

Help Center

Sell Your 3D Content

Affiliate Program

Documentation Center

Open Source

Consent Preferences

JOIN DAZ

Memberships

Blog

About Us

Press

Careers

Bridges

Community

In the Studio

Gallery

Forum

DAZ STORE

Shop

Freebies

Published Artists

Licensing Agreement | Terms of Service | Privacy Policy | EULA

© 2026 Daz Productions Inc. All Rights Reserved.