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  • Commission for a simple mask with morph

    Llola Lane said:

    Gordig said:

    kuro_neko said:

    Gordig said:

    JoeQuick made a Spiderman suit for M4 that includes a mask you can pull up (shown in the second promo). I've fit it to a G8M and retextured it in an image I can't remotely post on the forums.

    Hello Grodig,

    Thank you for the suggestion! I already saw that suit and downloaded it. But I have no idea how to convert/fit it to G8M and make the morph work. 

    "Fit" is maybe the wrong word, because it's just a matter of scaling it to be approximately the right size. 

    There must be some trick... I can't get it to 'fit' to G8M... Maybe I need to buy a converter?  

    I found this product:
    https://www.daz3d.com/sy-victoria-4-and-michael-4-clones-for-genesis-8

     

    I have no clue about the older generations or poster models. But it sounds like it's the right one. 

    By

    kuro_neko kuro_neko January 2023 in Art Studio
  • bicep peak for Genesis character

    Genesis 9 seems like a step backwards in that regard, G8 and 8.1 were advertised as improvements in terms of muscle contraction. What is needed here is a muscle morph pack, and so far there isn't any. We'll have to see what turns up eventually, especially since apparently there are Ivar 9 and Freja 9 characters on the way that will probably be pretty beefy.

    Right now you can either try post-render work with something like Photoshop or mess around with ManFridays Mesh Grabber tool -> https://www.daz3d.com/mesh-grabber-win

    By

    arne207 arne207 January 2023 in The Commons
  • [Released] Turbo Loader for Genesis 8 and 8.1 [Commercial]

    Rod Wise Driggo said:

    Damn. I wanted to Re-Scan my Morphs. But had 75% of Morphs disabled before I cleared things. Once I do a scan now Turbo Loader seems to not find the disabled morphs. What do I need to select/change to have TL recognize disabled morphs again?

    Easiest is to start the respecive "Manager" script - e.g.  "TurboLoader Manager for Genesis 8 & 8.1 Females". It might first scan your current list of morphs, but should present you with the user interface right after. 

    On the "Options" tab, select "Reset Morph Directory". This will reset all modified morphs in that directory to its original file ending. (See also the TurboLoader manual on page 7, esp. if you are using Daz Connect)

    By

    Mark_e593e0a5 Mark_e593e0a5 January 2023 in Daz PA Commercial Products
  • Daz to Zbrush back to Daz (.obj) issue

    ShelLuser said:

    So what exactly is the issue? I glossed over the video and it doesn't showcase or explain anything, at least I didn't understand it.

    Generally speaking it's preferred to use GoZ if you want to send a figure over for editing. Don't export at current resolution because you can easily subdivide in ZBrush if you need to. Make your changes, and send the stuff back to Daz using either option ('GoZ', 'All' or 'Visible')

    Sorry the video wasn't very clear. As mentioned the eyes are broken as well as the mouth and other posing options. Even without changing anything in zbrush, bringing the model back into daz from zbrush as an .obj makes the eyes side to side movement as one example, broken. They clip through the sides of the eye sockets.
    Problem with GoZ is that I no longer have access to each individual subgroup and can no longer seperate the eyes from the face as an example, so if I morph around the eye, for example the eye socket, it morphs the eye as well, something I do not want to happen.

     

    EDIT : Figured out how to do polygroups with GoZ so this should help resolve my issue.

    By

    Dark45 Dark45 January 2023 in Daz Studio Discussion
  • Commission for a simple mask with morph

    Gordig said:

    kuro_neko said:

    Gordig said:

    JoeQuick made a Spiderman suit for M4 that includes a mask you can pull up (shown in the second promo). I've fit it to a G8M and retextured it in an image I can't remotely post on the forums.

    Hello Grodig,

    Thank you for the suggestion! I already saw that suit and downloaded it. But I have no idea how to convert/fit it to G8M and make the morph work. 

    "Fit" is maybe the wrong word, because it's just a matter of scaling it to be approximately the right size. 

    There must be some trick... I can't get it to 'fit' to G8M... Maybe I need to buy a converter?  

    By

    Llola Lane Llola Lane January 2023 in Art Studio
  • Blender 3.4 Import/Export OBJ settings

    lilweep said:

    Vertex Order when importing into Blender was important in the legacy Blender (pre 3.2 days).  There is a button on import to click Keep Vertex Groups (but that's not the same as Vert Order).  It seems like the new blender obj import and export has the default setting to maintain vert order, so we dont have to worry about constantly clicking that 'Keep Vert Order' button.

     

    Anyway, using the new Blender obj importer (from 3.2 onwards) you can still just export from Daz at default 100% scale, import to Blender using default settings (i.e., scale 1.0), export from Blender using default settings (scale 1.0), then bring back to Daz using default 100% import scale and it will be the right size.  You can test this as I dont know about Blender 3.4, as I only have 3.3 installed, and it the scale still works properly. 

    It would be interesting to know what scale you are exporting from Daz at, importing to Blender at, and exporting from Blender at? If you're not rescaling again within Blender itself, then you can just work out what scale adjustment you need to make from those values.

    Side note: Make sure you expand the 'Show Individual Settings' for morph loader pro to see if youre not applying some weird rescale on Moprh Loader Pro.

     I'l try to attach screen shots of my (pre-3.2 AKA "Legacy") settings which work for me (but not with the new OBJ Blender import/export). I also check "Apply Modifiers" when I create the morphs using Shape Keys.

    Otherwise, yes, I always look at the full settings for Morph Loader Pro as I am in the habit of setting Reverse Deformations to "Yes" for evey import.

     

    By

    marble marble January 2023 in Blender Discussion
  • Commission for a simple mask with morph

    kuro_neko said:

    Gordig said:

    JoeQuick made a Spiderman suit for M4 that includes a mask you can pull up (shown in the second promo). I've fit it to a G8M and retextured it in an image I can't remotely post on the forums.

    Hello Grodig,

    Thank you for the suggestion! I already saw that suit and downloaded it. But I have no idea how to convert/fit it to G8M and make the morph work. 

    "Fit" is maybe the wrong word, because it's just a matter of scaling it to be approximately the right size. 

    By

    Gordig Gordig January 2023 in Art Studio
  • Genesis 9 bug...just wondering if I'm alone...

    The original post is below, but if you've experienced this issue, there is a simple cause vs. fix for the it even though DAZ Support (after 45 days) finally replied to my bug report and told me they couldn't replicate this issue. I won't say anything further on that. But here's the scoop:

    Previous incarnations of Genesis have individual JCM (joint control morphs) set to each individual body part/joint. What is a JCM. Basically when you bend something in 3D it tends to distort. So content creators make a special morph to smooth bends and correct them. They are then loaded to the base figure, made invisible, and set to come on when the applicable joint is bent, twisted, or side-to-side moved. In other words when you pose a Genesis figure you are utilizing a bevy of unseen corrective morphs. Why they hide this I don't really know. I guess it's not really important that you see them. But the more JCM's are used and applied, the slower your figure will get when posing.

    Now when you apply the EDIT - FIGURE - ZERO - ZERO FIGURE option to previous Genesis figures, it would turn off any parameter that was turned on - hence zeroing the figure to absolute 0.0 morphs or movements applied. It was great for exporting a morph target or just getting back to ground zero with your figure. However with Genesis 9 if you apply that option, all of her JCM's would stop working and lock out so that you could not get them to work ever again. WTH?!? With Genesis 9, DAZ created a master control dial for JCM's meaning one dial to rule them all! When you zero the figure, it turns this option off thus taking away all JCM options. In simpler terms when you start to bend and poser your figure again after the ZERO FIGURE option is applied, none of G9's JCM will automatically kick in because the master JCM is turned off. It's a simple fix. Select your G9 figure in the SCENE tab and then go to the figure's main parameters options. Down in YELLOW you'll find "BASE JOINT CORRECTIVES," parameter with a 0% setting. Turn it back to 100%. JCM's now work again. Everytime you zero though it will do this again. Can you fix this? Yes you can. Click the GEAR icon on that parameter and select PARAMETER SETTINGS from the little pop up box. A new window will appear. About midway down, you'll find MIN vs MAX settings for that parameter. It will have 0% and 100% in those respective slots. In MIN change it to 100% click ACCEPT and now when you use the zero figure option, it can zero everything but that JCM option. You've effectively told it that the minimum it can be set to is 100%. Now this will reset again anytime you open DAZ and load G9 from the library. Parameter settings and morphs are all stored by default in the figure's DATA directory. So if you save your figure as a scene file, it will retain changes and new morphs, but to make this change permanent you will have to adjust the original G9 data file...and it's a bit of a lengthy and scary process if you don't know what you're doing. My suggestion is just save your base G9 with the JCM option fixed as a scene file and when you go to use her again, just load the scene rather than the original G9 from the library. Or, just reset it manually each time - either works I guess. Me, I just go reset mine each time as it's simpler. Again, this problem does not occur in earlier Genesis figures because they don't have a master JCM option. So to reiterate (er-hrm! DAZ) this is a G9 specific bug that didn't get caught before release.

    I'd like to thank DAZ support for all their he...(wait they said they couldn't replicate this at all...my bad)...guess I'll thank MADA for figuring out. Thank you MADA for pointing out where the issue originated. Thanks to me for pointing out the problem to start with I guess. 

    __________________________________________________

    ORIGINAL POST

     

    I recently discovered that if you utilize EDIT > FIGURE > ZERO > ZERO FIGURE on Genesis 9 figure, afterwards all hidden helper morphs stop working (the hidden morphs that smooth bending and flexing). No way to fix this or go back once done. The other two options, Zero Pose and Zero Shape don't cause this affliction. It also does not seem to affect Genesis 8 or 3. So what's going on with Genesis 9? It's clearly a bug. I reported it on the 19th of December but DAZ tech has yet to bother responding. Can anyone else relicate this issue. I have done so myself using both a Windows 7 Pro system as well as Windows 10. Same issue occurs. It's like the hidden morphs become locked at 0% but nothing you do changes it or undoes the lock. I am running 4.21 on the seven system and newest DS on 10. Again, same issue occurs. 

    By

    EvieS EvieS January 2023 in Daz Studio Discussion
  • Blender 3.4 Import/Export OBJ settings

    marble said:

    lilweep said:

    sounds like you just have it at different scale in blender.  In my experience, if you export from daz at 100% and then edit in blender without changing scale, it will go back into Daz at correct scale.

    You pobably just need to rescale your mesh by some order of magnitude before doing morph loader.

    (In the blenders legacy obj importer and exporter, you had to preserve vertex order (that was the crucial thing to remember), but I think you can forget about that in the new versions of blender.)

     

    Yes, that was my first thought too so I played with the export/import scales but it doesn't apply the morph and I can't get it to scale right either. Maybe I'm changing the wrong things. I've also tried to make sure Vertex Groups is selected in Blender (I saw a YouTube video saying this is important but that was not for DAZ to Blender).

    I think I will go back to the Legacy OBJ import/export in Blender 3.4 rather than the new "improved" version - at least until there is some clarification.

    Vertex Order when importing into Blender was important in the legacy Blender (pre 3.2 days).  There is a button on import to click Keep Vertex Groups (but that's not the same as Vert Order).  It seems like the new blender obj import and export has the default setting to maintain vert order, so we dont have to worry about constantly clicking that 'Keep Vert Order' button.

     

    Anyway, using the new Blender obj importer (from 3.2 onwards) you can still just export from Daz at default 100% scale, import to Blender using default settings (i.e., scale 1.0), export from Blender using default settings (scale 1.0), then bring back to Daz using default 100% import scale and it will be the right size.  You can test this as I dont know about Blender 3.4, as I only have 3.3 installed, and it the scale still works properly. 

    It would be interesting to know what scale you are exporting from Daz at, importing to Blender at, and exporting from Blender at? If you're not rescaling again within Blender itself, then you can just work out what scale adjustment you need to make from those values.

    Side note: Make sure you expand the 'Show Individual Settings' for morph loader pro to see if youre not applying some weird rescale on Moprh Loader Pro.

    By

    lilweep lilweep January 2023 in Blender Discussion
  • Remixing your art with AI

    jjmainor said:

     Following this thread since it was started, my thought was when will AI reach a point where it not only generates images in the style of a 3D render, but converts an object or objects it generates into an actual 3-D model.

    Entirely feasible. For some applications such exists (2d to 3d). For the arbitrary image to 3d generative ai may be needed or "interesting". Though you would need some principles for construction or training data, accordingly. Maybe the better application would be the other way round, to place your 3d models based on text and quick-render them, or a more specific tool, like create a human 3d-mesh from drawings.

    Still i could foggily envision an application where you can just do anything :), like you draw stick-figures or an image, let it be rendered differently based on text description, and either create 3d characters from it, or morph yours into them, and anyhow switch to and fro, use the image to place assets you select by hand, according to whatever your workflow then looks like (not only human characters). Such of course is a bit arbitrary and too broad for a (so i would assume) profitable endavour short-term.

     

    (For the inspiration page of things, consider generative ai, if needed at all, for applications like i draw stick figures or maybe just something, and the tool converts it into a pose for a character, with several options or "dials" for things like "realistic", "from motion", "in motion", and so on. This is a bit like the muscle morphs based on side conditions, learned from movies or sports movies. Maybe, to do this kind of thing in an efficient way, a few advancements are still needed, however it feels very much like in near-cheap reach, like "it will come more or less soon". Similar to what with fusion reactors, these kinds of things may be an interesting graph for the future, in terms of estimation vs. when it's there.)

    (Edit further: For friends of the extrapolation, based on a sarcastic format: )

    ("Oops" it puts the video inline... let's see what happens.)

    By

    generalgameplaying generalgameplaying January 2023 in Art Studio
  • Casual Outfits for Genesis 8 Male - as a single piece - is this possible?

    lilweep said:

    It really wouldnt take a vendor long to remesh and unwrap in Blender, then bake textures to new UV's.  That would seem like a bare minimum thing you could do with scanned assets.  QA seems to give polygonal miniatures a big pass. I saw their latest helmet product on the promos didnt even really fit properly to the figures...

    QA is about making sure the tiem dos what it says it will, it isn't about deciding if the features are good or bad - that is up to the product approval team, and presumably they felt these items had the potential to address a niche.

    Regards to separating items, that would take a bit more work and would probably be impossible for some of the items (like tucked in shirts etc), given that they havent been scanned as separate photogrammetry objects.

    That said, polygonal Miniatures has a lot of nice separate scanned items on their website and artstation.  These are readily usable with transfer utility, and can drape well in Marvelous Designer since they are one single welded mesh.

    By

    Richard Haseltine Richard Haseltine January 2023 in The Commons
  • Casual Outfits for Genesis 8 Male - as a single piece - is this possible?

    lilweep said:

    It really wouldnt take a vendor long to remesh and unwrap in Blender, then bake textures to new UV's.  That would seem like a bare minimum thing you could do with scanned assets.  QA seems to give polygonal miniatures a big pass. I saw their latest helmet product on the promos didnt even really fit properly to the figures...

    Regards to separating items, that would take a bit more work and would probably be impossible for some of the items (like tucked in shirts etc), given that they havent been scanned as separate photogrammetry objects.

    That said, polygonal Miniatures has a lot of nice separate scanned items on their website and artstation.  These are readily usable with transfer utility, and can drape well in Marvelous Designer since they are one single welded mesh.

    Having done exactly that with the jacket in this set : https://www.daz3d.com/-road-rash-for-genesis-8-and-81-females - my experience was its not quite as easy as that :)

    It took more time to retopo the jacket than it would have been to just make my own from scratch, because you have to accomodate the textures and quite often its all one mesh but users expect things like laces and buttons to be separate pieces. I thought I did a pretty good job with the jacket and still got raked over the coals in the forums lol

    edited to add : another issue I ran into was the outfit is really designed to do well with one texture set - the scanned one. Once you retopo users also expect several different texture sets to go with it - and those will never look as good as the scanned set.

    By

    Mada Mada January 2023 in The Commons
  • Casual Outfits for Genesis 8 Male - as a single piece - is this possible?

    It really wouldnt take a vendor long to remesh and unwrap in Blender, then bake textures to new UV's.  That would seem like a bare minimum thing you could do with scanned assets.  QA seems to give polygonal miniatures a big pass. I saw their latest helmet product on the promos didnt even really fit properly to the figures...

    Regards to separating items, that would take a bit more work and would probably be impossible for some of the items (like tucked in shirts etc), given that they havent been scanned as separate photogrammetry objects.

    That said, polygonal Miniatures has a lot of nice separate scanned items on their website and artstation.  These are readily usable with transfer utility, and can drape well in Marvelous Designer since they are one single welded mesh.

    By

    lilweep lilweep January 2023 in The Commons
  • Blender 3.4 Import/Export OBJ settings

    lilweep said:

    sounds like you just have it at different scale in blender.  In my experience, if you export from daz at 100% and then edit in blender without changing scale, it will go back into Daz at correct scale.

    You pobably just need to rescale your mesh by some order of magnitude before doing morph loader.

    (In the blenders legacy obj importer and exporter, you had to preserve vertex order (that was the crucial thing to remember), but I think you can forget about that in the new versions of blender.)

     

    Yes, that was my first thought too so I played with the export/import scales but it doesn't apply the morph and I can't get it to scale right either. Maybe I'm changing the wrong things. I've also tried to make sure Vertex Groups is selected in Blender (I saw a YouTube video saying this is important but that was not for DAZ to Blender).

    I think I will go back to the Legacy OBJ import/export in Blender 3.4 rather than the new "improved" version - at least until there is some clarification.

    By

    marble marble January 2023 in Blender Discussion
  • Blender 3.4 Import/Export OBJ settings

    sounds like you just have it at different scale in blender.  In my experience, if you export from daz at 100% and then edit in blender without changing scale, it will go back into Daz at correct scale.

    You pobably just need to rescale your mesh by some order of magnitude before doing morph loader.

    (In the blenders legacy obj importer and exporter, you had to preserve vertex order (that was the crucial thing to remember), but I think you can forget about that in the new versions of blender.)

     

    By

    lilweep lilweep January 2023 in Blender Discussion
  • Blender 3.4 Import/Export OBJ settings

    I have been happily using Blender for years to create morphs for clothing, etc. I have saved a list of settings for both DAZ and Blender Import/Export OBJ files. However, Blender 3.4 seems to have changed all that and now the parameters don't match my saved list. I just tried a new morph on a dress and, although the morph imported back from Blenderusing Morph Loader Pro without error, it did not work. All that happens is that the dress either shrinks or grows in total size as I dial in the morph.

    Please, can someone walk me through the new settings? Or does anyone have a working set of parameters?

    By

    marble marble January 2023 in Blender Discussion
  • Getting Property Name

    Look in the dsf file for the property you are getting this for (you must know the morph name for the property).

    /data/Vendor/Product/Item/Morphs/Vendor/Base/MorphName.dsf  - It may be compressed. You can uncompress with 7-Zip or in DS via Windows -> Panes -> Batch Convert if necessary.

    The JSON path you are looking for is '$.modifier_library[1].channel.name'. I'm sure the vendor did not name assign a unique name to the property and so the name actually is 'value' and what you are retrieving is correct.

    By

    Omniflux Omniflux January 2023 in Daz Script Developer Discussion
  • Muscle morph packs?

    Edited for content by author:  For clarification, we as PAs do use photos for references, but the thing is, people come in all shapes and sizes.  We can't account for everyone, or everything that varies between different people.  Art is ultimately subjective, and for the most part, up to the user to find something useful or attractive.  Abusing the artists for making the art is a VERY quick way of not getting any more art.  Non PAs don't really know what goes on in the creation process, and it is intensive in our brain-sweat.  Something that might look like it takes a few moments to make could take a few months. 

    Though, muscle morph packs would be good.

    By

    Rane Rane January 2023 in The Commons
  • Muscle morph packs?

    I always assumed the models/morphs came down to artistic interpretation and how much time the artist can spend on a project before needing it to produce money or hitting a deadline.  I can't believe many (or any) of these involve slapping some kind of bodysuit that would capture deformation data on a person and having them walk, jog, run, flex, etc to capture morph data.

    Or modeling a human skeleton, adding muscle/fat and somehow modeling how they move then drapping a "skin" over it to get the morphs. Is there even any affordable hobbyist software that can do that?

    By

    RangerRick RangerRick January 2023 in The Commons
  • Error Could not find parent for modifier after using G3F to G8F converter

    Sorry to necro this thread, but I had this problem with some of my own Genesis 9 morphs, and I found a solution that might be useful to the next person.

    In the .dsf morph file (in the data folder, not in the characters folder), line 18 has a reference to the parent.  For the one that wouldn't load the line was

    "parent" : "#Genesis9-1",

    and for one that was loading the line was 

    "parent" : "/data/DAZ%203D/Genesis%209/Base/Genesis9.dsf#Genesis9",

    So I replaced the shorter line with the longer one that had the correct pointer, and the morph loaded on the next try. 

     

    By

    Canary3d Canary3d January 2023 in Technical Help (nuts n bolts)
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