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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:







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.
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!
M4/V4 skeleton inside Genesis 3/8I 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
A problem with Morph Loader Pro and SubDSo you have two figures loaded and overlapping, one with the morph and one without? Or both with but differeing in some other way?
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.
Diffeomorphic performanceYou have to go with morph loader as usual.
A problem with Morph Loader Pro and SubDI 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?
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.
Free Flexion Enhancement for G8/8.1F. Also SWM Flex Vein Controlwindli3356 said:
terry_duquette said:
I don't see any attached picture, but it sounds like you didn't download/install the other file, there is the SWM Control, and the main one is the Duq7 Flexion, that is where all the missing sliders would be. TD
I think DAZ forum seem to have problem posting screenshot this morning, and yes you were right! I missed 1 file, now I have everything intact! and just wow~ what can I say, this is the best bicep morph solution for G8F period. I can never thank you enough friend :D Can't wait to see what you can do with G9
Looks great! Is that a native G8F in the pic with TD's sliders?
What are the default settings for Genesis 9 eyes?When loading the base Genesis 9 figure, I notice that the eyes are being loaded in with the following morphs set by default (see attached image):
Pose control morphs:
- Eye Look Out Left: 10.0%
- Eye Look Out Right: 10.0%
General misc morph:
- Eye Resting Focal Point: 100%
I was just wanting to know if this is correct or if I should set these to '0' if I am wanting to create my own custom character and export the morphs?
Any help would be greatly appreciated.
Kind regards,
Grant
Face Transfer causes missing files related to the appdata/roaming foldersdoug said:
I've saved my face from the face trasnfer menu but still have this issue. Any ideas?! I'm saving out the scene as a .duf. when I open it back up it asks for the files screenshotted above.
Hello, the files that are asked means the textures. If you don't save your model from the face transfer menu, but only as scene or scene-subset, all face transfer generated textures of the models will be automatically saved in the temp folders (appdata). When you close Daz3D the textures (in the temporary folder) will be deleted. By saving your model over the face transfer menu, the textures will be saved in the correct directory. The base directory shown in the face transfer save options should always end with "My Daz 3D Libarary" by default. Enter a name for your model at "Label" and then click on accept. After that you have to save the model as "Scene" again. If you close DAZ3D now and open the saved scene after a restart again, your model should be loaded correctly. Remember that you can only save your model in the face transfer menu if the Genesis 8 Model is chosed in the "Scene" panel. If you have chosed something else like the hairs or clothes the save option will not appear in the face transfer menu at all.
Genesis 9 Eyeslilweep said:
does this happen with base gen9? or just with custom character morphs etc.
custom morphs might not be set up properly with supporting morph on the eyeball. Alternatively, could be that morphs dont have any linked rigging adjustments for the eyeball bones.
Since I don't use the base figure much (if at all) I've only noticed it on character morphs. I first noticed it on V9 I think though... I'll have to see if there is a combination of factors that lead to the same result across multiple characters...
Animation Timeline Questionsmarble said:
I think I have noticed (although it is sometimes difficult to reproduce my observations) that morphs are handled differently on the timeline compared to bones. By morphs, I mean mesh deformations. I get the impression that morphs are ignored - or rather they do not create a keyframe when their parameters change. I checked and I have TRSAH showing by default (not the "O").
Did my answer about morphs working for me on timeline help? Post an example if you are interested in a second opinion on that morph.
TRSAH with O being Other if remember right. I just have TRSOAH all on in Timeline so absolutely everything is exposed. Again probably a performance argument. Less values on to keyframe etc... means less timeline time maybe? Don't feel like testing all that right now. With anims being single-threaded, maybe? Never seen this info as to time/performance shown either at DAZ forums.
Animation Timeline QuestionsSaxa -- SD said:
Oh yeah. Should add. One hand pose alias i resaved as a morph/shape from morph/pose. Just curious what would happen. Now on timeline had to zero with same steps except last part is clear from selected (shape). Otherwise hand non-expanded still showed a key, which was that dialed in alias resaved as morph/shape.
Not sure I follow all that but when I get a chance I'll try to work out what you are doing here.
Clearly some things about the DAZ Studio timeline are far from intuitive. I know I'm getting much slower at grasping new ideas but I'm really struggling with this.
The Marvelous Designer ThreadMaybe instead of exporting the closed morph at zipper 100% closed, maybe export it at 99% closed and that might still have the same vert as when 0% Closed.
I supposed an alternative is to just imitate a zipper by doing 2 strips of fabric sewn together instead of the two sides of the zipper, and then apply a zipper texture (or true 3D zipper model) to them after export.
Genesis 9 Eyesdoes this happen with base gen9? or just with custom character morphs etc.
custom morphs might not be set up properly with supporting morph on the eyeball. Alternatively, could be that morphs dont have any linked rigging adjustments for the eyeball bones.
Animation Timeline QuestionsOh yeah. Should add. One hand pose alias i resaved as a morph/shape from morph/pose. Just curious what would happen. Now on timeline had to zero with same steps except last part is clear from selected (shape). Otherwise hand non-expanded still showed a key, which was that dialed in alias resaved as morph/shape.
Animation Timeline QuestionsSaxa -- SD said:
Some poses like Zevo's breast control morphs, go expand or look under Your Character > Properties >Pose Controls > chest > etc
...
Totally understand bad associations. Key here is selected keyframes from timeline tab command only. Any chance you clicked clear from menu>figure>etc?
I think you are right in mentioning morphs from certain vendors. I have a LOT of Zev0 morphs and also I have 3rd. party Geografts which also come with many morphs. I find it difficult to find a way to save a character pose/shape/morph settings from a frame in a scene so that I can replicate it in a single scene or scene subset - I mean that certain morphs just don't save and are reset to zero. Sometimes saving animated poses has the same problem. I tried saving a Puppeteer dot but I don't know how to save that external to the scene (so that I can re-import it in another scene). I think Puppeteer only works during an open session.
As for the Clear/Zero thing - I believe that DAZ has changed the way it works in the latest Beta versions so maybe it will work ok now. I had trouble understanding the way it is explained in the Change Log though.
(Solved) Transfer Utility Question - Copying approximate weights from similar object?To provide some information on what I have done - it's a little awkward to say that I think I've found something that "works," but I don't think is "correct."
I used the transfer utility Source:(original boots) with Item Shape: Current, and Target: (new boots) with Item Shape: Default. All settings left default except checking "Reverse Source Shape from Target.
This gave me good weights for the new boots. However, they're technically fit to the old boots, not the G8F. They move and morph with the G8F, so they're useable for projects/renders etc, but I feel like this is the makings of a "foot gun" situation because it's not really correct.












