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Daz 3D Forums > Search
  • Is there a trick to keep existing morphs

    Did you mean Transfer Utility or AutoFit? AutoFit will preserve morphs but not pose cotnrols, such as slides for tails, as the AutoFitting will change the skeleton.

    By

    Richard Haseltine Richard Haseltine January 2023 in The Commons
  • DAZ Horse 3 - will there actually be any support this time?

    Maybe now a goat morph will finally happen? That would be the coolest and my absolute insta-buy ... 

    By

    tsroemi tsroemi January 2023 in The Commons
  • Gen 9 and Redshift/C4D

    Not necessarily issues so much as complications. Out of curiosity, does the dForce hair transfer over with the bridge? That's never worked for me, and I've always had to export the hair separately as an OBJ.

    Anyway, dForce hair transfers as splines, which means that it can be converted to C4D's hair system. Depending on the hair and your settings at export, the hair could bridge over as a full head of hair or a limited number of guide hairs. In the latter case, you'll need to convert it to C4D hair and change the hair growth from "as guides" to whatever you want (I always go with "polygon area"), and probably add the trans map for the particular hair as the density map.

    edit: I've been planning to make a tutorial about this, so maybe now I'll finally do it.

    By

    Gordig Gordig January 2023 in Cinema 4D Discussion
  • Import body morphs from DAZ Studio to Blender

    Hello everyone! I don't know if the topic has already been addressed in other discussions but I still felt the need to post my request here.
    So, I have a model of a female figure for Blender to which I would like to make a modification to the body to make it more curvy. I have some OBJ and DSF format morphs that work well in DAZ Studio and I wondered, if it is possible to transfer one of these morphs into Blender and apply it on the model's body shape.
    I hope you can give me a hand..! Thanks in advance!

    By

    Cornelius Cornelius January 2023 in Blender Discussion
  • DAZ Horse 3 - will there actually be any support this time?

    I'd love a Toon morph for the DAZ Horse 3 ,and going way back the Mil Horse had alot of morphs ,done by outside artists ......

    Just throwing my 2 cents in laugh

     

    By

    carrie58 carrie58 January 2023 in The Commons
  • Is there a trick to keep existing morphs

    I used the Transfer Utility to FIT a hair onto a different figure but when I went to dial some of the morphs for the hair MOST don't work any more.  

    So the question is there a specfic way to go about this?  This is for a non DAZ figure so there are no templates available to apply to this transfer.  

    Thanks for any help! 

    Richard 

     

    By

    RAMWolff RAMWolff January 2023 in The Commons
  • DAZ Horse 3 - will there actually be any support this time?

    Taoz said:

    Daywalker Designs said:

    RawArt said:

    "Ongoing support"?

    it is a horse, there are only a few things you can do with a figure like that to support it....not sure what you would expect to have "ongoing" support?

    Once you get the basics covered, then there will be the occasional "weird niche idea" and thats how it works.

     

    I agree that once you get the basics covered, all that's left are the "weird niche ideas". Personally, I'm eagerly looking forward to Centaur 9.

    The "basics covered" is first of all a normal horse update that makes it look and work better than Horse 2, I suppose?

     

    well that was a pre-release so they could get the reindeer out....I am also assuming there will be improvments for the proper release (and hoping they dont mess up the morph I made for my character for it LOL)

     

    By

    RawArt RawArt January 2023 in The Commons
  • Hitchens: A DAZ Studio to Blender Live Link

    I was soooo close to finishing this last night that I even took the day off from work to today finish it :)

    In the release notes for Sagan v3, I talked a little about a new plugin, LotP and I'd like to describe one of the things it can do: Transfer a G8 armature to Blender for animating, and send the baked animation back to DS. No BVH, or FBX, no foot sliding or other slight errors. You just press a button and it transfers the animation to DS (Well, you just run a script until I make it an addon).

    Actually, I am getting a little ahead of myself because 1) There's a typo in one of my data files that causes the shin or feet to not rotate properly, and what I just succeeded in doing is transfering a single frame, with the assumption that I could now do it for any arbitrary number of frames.

    The images I've included was the result of:

    1. Using LotP to transfer the character armature from DS to Blender and creating a proxy rig how DS expects things.
    2. Fixing a few bone orientations in the Pelvis, Thighs, Feet, and Toes in the source animation.
    3. Running a script to retarget the animation ("retarget" is a bit overwrought because it just copies bone rotations)
    4. Baking the resultant animation ( I plan to make a preset for Auto Rig Pro, and it should work with Animation Layers).
    5. Running another script to send the pose back to DS.

    That's it. Now there's just a little bit of polishing to be done. But notice that the results in DS and Blender are pretty much exact, less JCMs that were not applied in Blender. And by the way, another capability that I'm going to add to LotP is to apply the JCM's morph at desired frames by getting the morph from DS as it currently is, not having to worry about parsing finding/parsing morph files or slowing down the armature when it doesn't even matter.

    So, I need to find and fix the feet/shin typo, and then export all frames over the entire animation range. Shouldn't take very long, knock on wood.

    Whelp, I can't upload images, so there's that.

    Edit: DS.jpg Blender.jpg

     

    By

    TheMysteryIsThePoint TheMysteryIsThePoint January 2023 in Blender Discussion
  • Weird issue when dialing a morph

    I know there is a fix for this but it's been so long I can't remember what setting and where to fix it. 

    When I dial a morph the figure goes back to default pose for a second and when I release the dial then the new dialed pose snaps into place.  

    Richard Haseltine. I believe you were the last one to instruct me on how to fix this.  

    Thanks so much!  

     

    By

    RAMWolff RAMWolff January 2023 in Daz Studio Discussion
  • Genesis 8 male super deformed on twisting pose?

    I assume this is the default G8 male.

    And it looks like you have an unwanted JCM activating.

    Have you installed any G8M recently?

    If you in the parameter tab mini-menu (3 lines) click and activate 'show hidden'.

    Then with the character selected, in the parameter click currently used, and it will show what is currently active and include the morph that is causing the problem.

    By

    felis felis January 2023 in Daz Studio Discussion
  • Working with HD characters/morphs

    I've been setting up some characters that I bridged in from DS, and I noticed that a lot of the morphs (vascularity and a number of @fenixphoenix's morphs) don't survive the trip over. It occurs to me that that's because, at base resolution, there is no visible change to the mesh. I've tried everything I could think of, and nothing has worked so far:

    1. Exporting as FBX with "include subdivision data". This doesn't appear to do anything beyond what the bridge does
    2. Bridging with baked subdivision. In the best scenarios, the mesh came in, but with the weights from the base resolution applied, i.e. a polka-dot pattern of weights with the rest unweighted
    3. Importing a higher-resolution OBJ and copying the weights from either the bridged version or the FBX. I couldn't figure out how to do this at all, as simply copying the weight tag from the donor to the OBJ, with or without binding the OBJ to the donor skeleton, didn't seem to have any effect, and the weight manager doesn't appear to have a way to do this either
    4. Using a shrink wrap modifier on the donor and/or base morph OBJ. This didn't seem to have any effect, even with a subdivision modifier or the sculpting modifier
    5. Using the sculpting tools to project the mesh of the OBJ onto the donor. This resulted in an eldritch horror, possibly because it didn't work with the "source" set to the OBJ and the "target" set to the donor, so I tried reversing it. 

    In case it's not clear, all this is a little outside of my wheelhouse as far as C4D goes, so hopefully there's a simple, obvious solution that I'm missing, but I'm just about at the end of my rope on this issue.

    By

    Gordig Gordig January 2023 in Cinema 4D Discussion
  • [Solved] How to rig and save new clothes for GF9 AND Victoria 9?

    SOLVED

    After some final tests with "dialed" and saved GF9 models, I would like to thank all participants in this thread - especially barbult - for their suggestions and tips!

    As promised, I have created a .pdf file on the topic (hope the upload as attachment works)

    For the curious, here is an excerpt of the file:

    -----------------------------------------

    The whole problem ultimately boils down to 2 points that you need to consider:
    1. Avoid the "gender trap"
    The best and easiest way to model clothing that will later fit the GF9 Base, Victoria 9 and all "dialed" GF9 shapes is to use the Genesis 9 Base character. (i.e. the one that shows up once you open the "Genesis 9" folder). When you have created your garment for Genesis 9 Base, you can import the object and use the "Transfer Utility" in the usual way to rig your work. Once you have saved the garment as a "Follower" you can use it with any GF9 character and shape you want.
    Step by Step:
    • Modell your garment to fit the Genesis 9 base character
    • Load the Genesis 9 base character and import your garment
    • Be sure that nothing is selected in the "Scene" pane and open the "Transfer Utility" (Main menu ➔ Edit ➔ Object ➔ Transfer Utility ...)
    • Select "Genesis 9" as source and choose "Current" as "Item Shape" (Source). You maybe can use "Default" as "Item Shape", but the "Current" works for me well.
    • Select your garment as "Target" ("Default" shape).
    • Select a "Projection Template" like "Bodysuite Loose Template" or "Bodysuite Tight Template"
    • Mark the option "Add Smoothing Modifier" and hit "Accept"
    • Save your garment as a "Follower".
    2. Avoid the G9 Bug (DAZ Version 4.21.0.5)
    Make sure that nothing is selected in the "Scene" pane before you start the "Transfer Utility"! The Studio App freezes or crashes when the imported garment is selected. This may be fixed in future Studio versions.

     

    If you follow these two pieces of advice, you should have no problems creating your own clothes for GF9 models and Victoria 9.

    -----------------------------

    I'm leaving this thread open in case anyone wants to comment or has questions.

    Once again, thank you all!

     

    By

    Pushee-Ri Pushee-Ri January 2023 in The Commons
  • Ok, So this is Gen 9

    Sickleyield has a tutorial on her deviant art here - https://www.deviantart.com/sickleyield/journal/Tutorial-Transferring-Character-Morphs-G1G2G3G8-409437916

    I haven't used that one, mine is more like the instructions Redz put out years back.  Basically this.

    Load G3 and reduce its resolution to base with no subdivision.

    Export it as an obj then clear the scene.

    Load G8 (I used the Dev model here), then import your G3 .obj

    Transfer utility using G8 as source and G3 .obj as target.  Accept default Transfer Utility options.

    Hide G8 and all its subpieces so only the G3 .obj is visible in the scene.

    Save this as your scene, you can reuse it over and over.

    To do the actual transfers now all you have to do is load your 'G8 to G3' scene.  Load your morph and export to .obj.  Since G3 is the only thing visible in the scene it should be the only thing that gets exported.

    Load a G3,  launch morphloader pro and select the exported morph (all my morphloader morphs I import to the same property group so I know where to find them later).  In the parameters tab find your morph and set it to 100% Some extreme morphs may need to be smoothed out in something like Zbrush.  But I've only had to do that once and it was pretty simple to smooth out some leg bumps.  If that happens you can do whatever tweeks you need to in another app and reimport it again.

    With your newly morphed G3 selected, make sure from the top menu to do Edit/Figure/Rigging/Adjust Rigging to Shape.   Then go to your Parameters tab menu, go into edit mode. In the parameters find the morph again, right click on it and select ERC Freeze. (If you don't do these steps your morphed character can have wacky results later when you pose or use attachments).

    You can then save the imported morph as a morph asset to be used over and over.  I have had to tweek the irises and pupils a couple of times, but that's pretty easy to do in the sliders.

    Enjoy and be sure to think happy thoughs about Sickleyield and Redz for their awesome hacks.

    I've used this morphing V4, G1, G8 to G3 with pretty positive results. I have played around a bit with G9 and this doesn't work at all.  Unless you want to see what G9 would look like after going though a pulp mill.

    By

    Gazzalodi Gazzalodi January 2023 in The Commons
  • Is Beautiful Bends for G2F still available?

    RenderPretender said:

    takezo_3001 said:

    As far as muscles/flexion type of morphs, you would do well to snag Simon WM's Muscularity Morphs for Genesis 2 Female(s) as a companion morph package!yes, I'm

     Yes, I'm already using that. That's how I tweaked Gia's muscularity/arms. Thanks.

    Cool, and you're welcome! 

    By

    takezo_3001 takezo_3001 January 2023 in The Commons
  • About saving my models I design

    Richard Haseltine said:

    What do you mean by your models? If theya re using products then a scene, scene subset, or collection of presets would work as long as the original content was installed. If they are custom morphs or models, created in a modelling application and then saved as assets, then you would need to save the files written to the /data folder (e.g. /data/me/mymodel/item/ for a model or /data/publisher/product/figure/morphs/me/mymorphset/ for a morph - where the me and so one would be the detaisl you entered in the options dialogue) - as long as you have those then the scenes or presets would work.

    Thank you , and what I mean is I have the model in my account and I want to buy new pc , I made some models with some costume body and tattoos that also bought from store.

    So lets say I move to other pc and I just copy past the folder of Presets it wont work and I need to do what you said? you mean also I need to save the data/mymodel with that in disk on key and copy past? and where I find it in my documents?

    Thank you so much! 

    By

    foxyfoxfurries foxyfoxfurries January 2023 in Daz Studio Discussion
  • Making Wither clothes?

    In Transfer Utility you need to set the Source Shape to Wither, or Current if multiple morphs are used, then in the additional options, expand th dialogue using the button, you need to check reverse Source Shape from Target. As it is you are setting the clothes, mad to fit Wither, as the base shape and then DS is projecting the Wither shape into that, so the effect is doubled.

    By

    Richard Haseltine Richard Haseltine January 2023 in Technical Help (nuts n bolts)
  • Making Wither clothes?

    I'm creating clothes for a Wither G8M... I exported a Wither figure and made the clothes in zBrush.  I can't get the Transfer Utility to work. The clothes keep the shape but become smaller than the figure. Does anyone know how to Transfer Utility over a character... I also tried over RAW's Massive Bulk to the same result...

    By

    MightyMite MightyMite January 2023 in Technical Help (nuts n bolts)
  • Feet HD Detail (Or Lack Thereof)

    FSMCDesigns said:

    bigbottombass_ced49d1fa8 said:

    Well It's 2022 and the feet for these models are still horrible. You have to jump through all kinds of 3rd party hacks and work arounds. Which is fine, I got them to work. It's just mind boggling to me that these models come with such horrible feet. The shoes could be a lot sexier as well, but that's a whole other story. 

    I would bet that part of the reason PAs don't change the feet is it affects shoe fitting many times.. I have some characters with custom feet and I have to turn the feet morphs off to keep the heels from warping.

    Another thing to consider is that a foot morph or texture that looks good in one pose may look utterly horrible if you bend the toes on the character.

    By

    Daywalker Designs Daywalker Designs January 2023 in Product Suggestions
  • About saving my models I design

    What do you mean by your models? If theya re using products then a scene, scene subset, or collection of presets would work as long as the original content was installed. If they are custom morphs or models, created in a modelling application and then saved as assets, then you would need to save the files written to the /data folder (e.g. /data/me/mymodel/item/ for a model or /data/publisher/product/figure/morphs/me/mymorphset/ for a morph - where the me and so one would be the detaisl you entered in the options dialogue) - as long as you have those then the scenes or presets would work.

    By

    Richard Haseltine Richard Haseltine January 2023 in Daz Studio Discussion
  • [Solved] How to rig and save new clothes for GF9 AND Victoria 9?

    Another step towards the (probable) solution of the problem of this thread  laugh

    I've created (like mentioned this morning) a new prototype of my garment (originally developed for the GF9 shape) of my garment for the G9 Base character (the one that shows up once you open the "Genesis 9" folder).

    After I had rigged it with the "Transfer Utility" and saved it as a follower, I was able to load it - without any problems!! - for Victoria 9. Eureka! The garment also follows morphs such as "Body Thin", "Body Heavy", "Body Emaciated", "Proportion Height" or others.Yippie-Ya-Yay!

    For a final test, I will create some "dialed" V9 models (size, weight, etc.) and check how the new garment behaves when loaded onto these characters (new scene for each test). When the garment stands this tests, I will (like promised) create a HTML or PDF tutorial.

     

    By

    Pushee-Ri Pushee-Ri January 2023 in The Commons
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