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License question for gaming content
I know that i can purchase an interactive license to be able to use a figure within a gaming engine and as morphs have also an additional interactive license option, am i right that i should order for example interactive license for V4 and for the morphs to be able to use my own V4 characters with a gaming engine?
Another question about that is, i am wondering if the license is for the figure, morph and the mesh? And could i use just the figure as reference to recreate my own Version of it?
For example, exporting a morphed figure after converting to primitive and than vertex modeler again, it becomes it's own mesh (with all morphs applied that they are native within the figure.)If i then export it as fbx or obj it already is an own figure but if i then retopologize the figure to a lower poly model, nothing from Daz Content remains and it's an own figure with an own mesh and own rigging (if i do it for that mesh), my question here is should i still need a licence as the base reference was created with a Daz figure, even if my recreation is a completely new one with own mesh, bones and rig?
Just wondering, sculpting anatomy raf is hard to find and Daz figures (or at least my own morphed characters) would be great to be used as reference. So i would for example load it into Carrara, make screenshots in T-Pose for Front, Side and Back, load the images within Carrara and than model around those images, or the easier way load the model, than retopologize and have my own mesh already.
I'm working on my own game and don't want to run into any kind of copyright violation.Getting on the 9 train, or notTimbales said:
SF-Design's https://www.daz3d.com/body-morph-kit-for-genesis-9 did what I had hoped it would and made G9M's chest better looking to me. I have found Skin4 has creases baked into the texture I'll need to photoshop away if he's going to be without a shirt. Hopefully they aren't there on M9's texture, too.
The PAs that do characters are brilliant texture artists, yet I'm just a user of textures, not a texture artist, (I mean where does one even GET the raw materials!?) so as a person that strives for realism in their art it can get tiring de-creasing/de-highlighting the textures, but the good news is, that it has given me a real appreciation for texture artists!
Looking at it from a stylistic perspective, it makes sense because the artists use their skill to contour the details instead of relying on pictures alone, as artists crave self-expression, so we as artists love to add ourselves even into our tools, so I don't want to discourage an artist's way of making texture art, which is a respected art form in itself, as they aren't concerned with realism as much as artistic expression, so kudos.
Back in the day posette/V2/4 and poser were perfectly suited for non-realistic textures/renders due to the limits of the time as the industry was just getting started, so contouring was and still is a stylistic technique that is needed as the skill itself requires knowledge of the human figure, even if the contours are non-existent within the texture.
Now we're in a different age, where Daz characters are as real as any model can get, and while the same techniques have changed little, the sources for the skin textures have, and there are some that are less than ideal for realism than others so the creases, highlights, and contours are going to remain which is perfectly fine, but it would help us a lot if we had an alternative source.
The only issue then is where will those that want realism going to get their textures; I propose that either Daz lifts its strict nudity policy, so we can feature the textures on the characters with thongs and pasties at least, so we can actually see the texture on the characters, or better yet, have a category that only features textures much like with hair and clothing, that way every texture, for both realistic and stylised, can be purchased!
That way, as a category itself, we will inevitably have more textures to choose from, giving each character sold, and each PA selling their wares a separate stage in which to perform their best work, I mean we already have highly skilled texture artists doing clothing/hair, why not the most important thing a character needs; the texture themselves!
I'd also like to add my apologies to the PAs due to my last post on the subject as I was too irritated and hasty, so it came off pretty bad, which was not my intention… One should never post when irritated.
NOTE: When I mention realism, I mean realistic models and textures, not rendering techniques, as rendering is a different beast altogether!
Saved Custom Morph Changes Reverting BackAn additional detail: I've created a new morph and it was saved perfectly well. Then I reloaded Gen 9, modified the new morph and resaved it. And the changes were perfectly saved. It's the exact same process and the only difference I can see is the time of morph's initial creation. I don't see how that should matter though.
UltraScenery - new territory [Commercial]Martinjfrost said:
My Final Fling with playing with the desert stuff before i go off to deal with a wicked queen, seven dwarfs and a whole bunch of giant forest animals...... I wanted to give Michael 9 HD a go, had fun creating the character using the new morphs, much easier to get something convicing quickly. On the ultrascenery side, i made complete terraine material incluidng dry river beds etc, and also more adventures with stone textures. Quite content with the results. Dust effects and sky replaced in photoshop using canvases.
Great! I can't wait to get this desert set. And that's a much more convincing G9 guy than I've generally seen so far in my limited tinkering with G9. I have that new body morph kit in my cart and this helps encourage me to get it.
AOBB's Luminous v4 for G8.1F (aka Audrey Hepburn). No materials nor textures included.You may be able to adjust the y-scale on the neck segments of G8 to achieve a similar effect as the Neck Length morph AOBB was refering to.
No thread on Michael 9. Really?Petra said:
Hylas said:
@Petra: I love it!

He has lady-hips, though?
I think it is the T.shirt.
Very cool image, @Petra! Are you suggesting that it's because the tshirt is designed to fit over a pair of pants? Or is it just something that happens to clothing when dialing in the base masculine morph on G9 (meaning he doesn't actually have larger hips - it's just the way clothes fit that makes him look like he has larger hips)?
- Greg
Saved Custom Morph Changes Reverting BackI have a weird issue (when do I not, really?) with my custom morph set I've made with Genesis 9. I created these morphs a while ago, I saved them, they've been properly saved, I assure you. Now I'm fixing some of them, resaving the changed morphs, but the applied changes revert back everytime I reload G9. I started doubting myself, suspecting I might not be saving them properly, perhaps the morph files remain unchanged. But I checked the dates of modifying the files in the folder, and they match. The files were updated one way or another, so why do I not see the fixed morphs in the viewport? Is this just my issue, or have others stumbled upon it as well?
Let's appreciate/discuss today's new releases - ongoing threadA characters head is always my main focus - morph, expression, eye colour, hair, facial hair, etc - so a product that covers the face is always going to have a very tough time with me. That's why my knights in shining armour never, ever wear helmets, unpractical as it is.
That being said, their previously released product Mysterieux looks so amazing I wishlisted it despite it covering most of the face and head.
New Release: Bringing Daz figures To Life in UE5Bone Driven Controller node in UE5.1 preview is bugged because it doesn't support linear mapping from bone rotation angle range e.g. 0-90 to morph target alpha e.g. 0-1, its settings always make non-linear results with or without using curves. DTU bridge fixed the C++ code of this node and made the Daz Morph Driver node which is used in Genesis8JCMPostProcess. The bridge and other plugins can't be used in UE5.1 preview as UE5.1 preview can't compile the C++ classes it creates.
The Bone Driven Controller node was fixed in UE5.1 official release, the mapping is linear by default without driving curve.
.NET 6.0 runtime and Windows 10 SDK are required to compile UE5.1 C++ projects.
The UE5.1 official release fixed lots of bugs and it seems quite stable without crashing itself when playing with new features.
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Bone Driven Controller node was not fixed there's the bone rotation axes related bug. It uses the parent bone axes of the driver bone, not the axes of the driver bone. Attached new images showing how to set the driver bone rotation axes according to that.
How to export a blender model to dazHi I'm new to daz I know how to do the main things but I liked a model I saw in blender and I wanted to transfer it to daz but when I export it it has no textures and no bones so I don't know how to put the textures and make it a usable model.
Considering Genesis 9 - Is it backward compatible?Importantly, is Genesis 9 backward compatible with cothing/hair designed for Genesis 8?
Autofit does work with clothing from G8. I think shoes are troublesome still using this method. There have been some issues with hair fits but there are solutions in various threads that address that.
I don't suppose that Genesis poses will work on Genesis 9, but what about Genesis 8 poses?
Not out of the box but there are options. Zev0 has released a G3 and G8 to G9 utility. RiversoftArt has a bundle coming that will include older genesis versions. RichardandTracy released a freebie for G8 to G9.
Can character morphs meant for Genesis 8 be applied to Genesis 9?
Actually they can with a little work. Bringing a Shape from G8 over to G9
Getting on the 9 train, or not
I think my comments spurred them to make it. I did use it and it's very good for younger, thinner bodies. I posted the examples of the teen boy on the beach. This new set by SF-Design gives even more options to soften the definition in that that area.AllenArt said:This may be more what you're looking for:
https://www.daz3d.com/forums/discussion/603561/g9-masculine-chest-smoothing-morph#latest
Getting on the 9 train, or notThis may be more what you're looking for:
https://www.daz3d.com/forums/discussion/603561/g9-masculine-chest-smoothing-morph#latest
pupils won't morphI have several morph sets, including that one, and none are working. One even screwed up my LAMH fur when I tried it.
Getting on the 9 train, or notSF-Design's https://www.daz3d.com/body-morph-kit-for-genesis-9 did what I had hoped it would and made G9M's chest better looking to me. I have found Skin4 has creases baked into the texture I'll need to photoshop away if he's going to be without a shirt. Hopefully they aren't there on M9's texture, too.

Knittingmommy's LaboratoryIceDragonArt said:
Knittingmommy said:
It's been a while since I've been active in the forum. I had some losses in my family which were hard to deal with. It's just been a rough last couple of years. When I have been on the forums, I've mostly just lurked in the background. Sadly, that also meant there wasn't a It's Raining Men contest last year, and there won't be one this year either. I do really hope things get back to normal for me and perhaps, I can resurrect the contest in 2023 if there is still interest in having it. I apologize for just ghosting on that, but I just didn't have the mental capacity to deal with all the issues that always comes up with having the contest. Normally, I don't mind, but I just can't yet.
So Genesis 9 seems to be out. I'm not sure if I'm impressed with it yet or not. I did pick up Victoria 9, not the bundle though. I have to say I'm surprised Victoria 9 only came with one eye color. Even Genesis 9 comes with the the normal base colors like blue, green, brown, etc. Usually Victoria has those same basic options. But no, she only has one eye color. I so hope that isn't a trend for Daz characters in the future.
At any rate, I did have fun playing with the new figures. I'll withhold judgment about the new generation until more characters come out and we have access to all the morphs. At the moment,there isn't really all that much I can until even the basic morph sets come out. I really need to work on taking figures out of Daz Studio and morphing characters on my own. That's not something I've been very successful at doing yet. I mostly rely on morph sets and spin dials. Not something I can do until I have dials to spin!
So here's my first renders of Victoria 9.
Closeup of V9:
I haven't been happy, so far, with my test renders of Genesis 9. I'll keep working with her to see what I can do.
I haven't see anything that makes me want to go and buy Genesis 9 anything. I'm still waiting to be "wowed". Meanwhile I've got so much other content.... Its good to have you back. I'm sorry that its been so rough. I've had a ton of life changes myself, some good, some bad. Here's to a better 2023 all around!
I definitely hope that 2023 is better. The last few years have been rough, to say the least! It's good to be back though.
Getting on the 9 train, or notKeiku said:
Art2Eager said:
I've been thinking it over, and in retrospect, it's pretty obvious what they're going for with 9. Instead of making a figure that looks great out-of-the-box, they're making a base figure for content developers to sculpt in Zbrush/Max/Maya/Blender/whatever. In the long run, this will lead to lots more HD characters in the store, since developers won't have to waste time cancelling out G8F's details an instead can just start sculpting.
This is good for Daz, as a company, because HD characters are a big-ticket item that are time-consuming to produce. It's also good for Whales who throw money at their Runtime instead of actually learning 3D.
But it's bad for middle-of-the-road hobbyists who only dabble in character customization. The days of downloading a base character, making a few quick tweaks to the sculpt in blender and the textures in krita, and having something more or less production-ready, yet distinctly a new character, are pretty much over. No quickly-made characters means no cheap, low-end content. And all of this is happening during a period in human history where nearly everybody's personal income has been backsliding.
In this context, asking if we're "getting aboard the 9 train" basically boils down to asking us how much disposable income we think we're going to have over the next few years. Like... moreso than usual. For the first time in years, we know for a fact that non-premium content for a flagship Daz character simply won't exist. I mean, you could make a traditional morph from G9F, but it wouldn't really work in production. Look how hard it is to make a belly button.
Spend or subdivide. Retopo or retreat. There is no longer a third option.
Fortunately, Blender is free, and some of the tutorials for how to use it are also free, so there might yet emerge a space for hobbyists, indies, and casual end-users.
Leaning how is going to be work, though.
And once people get used to using Blender, they're not going to want to go back to Daz Studio. Oh, don't get me wrong, they will, because they kind of have to, but the UX is worse in every way. The only advantage DS has is your Runtime is already over here. When the old content becomes obsolete and the new content becomes too expensive to buy at scale because everything's HD... what does that leave?
That's not rhetorical. I genuinely do not have an answer. All I know is the future of Daz is changing. Open your wallets or open your search engines, folks. It's time to go watch some tutorial videos...
This perfectly sums it up. Perhaps this is the push for many of us to finally learn Blender in full. But once we do, where does that leave Daz? Initially importing characters into Blender will still be a thing, but as we learn more, eventually, that won't be necessary. But for now, I will stick with G8 (with some blender learning on the side) until such a time comes where I just can't use it anymore.
...indeed.
I'm not the best at modelling, actually rather bad at it, even for props & such. My goal is to create high quality detailed scenes and illustrations which is enough work in and of itself without having to sculpt #, create morphs, or model what i need. Granted since Blender 2.8 the UI has been improved to be a bit easier to learn and work with, but it takes a certain mindset to do 3D digital modelling (and this is coming from someone who worked with sale model display and radio control aircraft). it's different when you can actually touch the object you are working on.
Having to translate from "old school" painting and drawing to digitial 3D art has been quite the learning curve in and of itself.(which II am still on 15 years later). It has even involved learning how to build a workstation as back then, "off the shelf" systems were inadwquate while custom built ones were extremely expensive.
I pretty much have settled with G3 and G8 for now as they are easier to work with out of the box, even for the extent of morph and character mixing I do.
Still the one part of G9 that attracts me is the return to the unimesh (and a more refined one than G1), for as MattyManx illustrated, as it allows for more realistic breast scaling for younger or more petite female characters wihout all the struggles i've been going through for years. However I'll have to wait until more merchant resource and utility content is released, along with some way to bring in head and full body morphs of older generation characters as desired (like an update of Zev0s XTransfer or a resuscitated GeneraionX).
All of a sudden my Genesis 8 figures are not loading properly.nicstt said:
As I'm using mosly G9 now, I removed all characters and some morphs for G8, and load times are now amazing; if I want something, it's quicker to save the morph I have, delete the G8 figure, load the item, reload G8 and apply the morph than it is to wait while G8 loads with all the stuff I rarely use.
It also means that loading G8 is much more straightforward when needed to copy a pose over.
... The reason for my story; unload lots of stuff and be surprised how little you use it.

i pretty much do that with my laptop... when i bought it i just added a couple of my favorite models and anything else as and when i need it.
The problem i have with my desktop is something different... after playing with some new programs it now is acting up.
pupils won't morphI am mixing several G8M characters and have tried a handful of different character morphs and morphs eyes sets, and for some reason, my figure's pupils refuse to morph into slits (like a snake). None of the products 'require' anything besides G8M on the sale page. What am I missing?
update: I've re-installed
Genesis 8 Male Body Morphs
just in case, but I'm still stumped
All of a sudden my Genesis 8 figures are not loading properly.As I'm using mosly G9 now, I removed all characters and some morphs for G8, and load times are now amazing; if I want something, it's quicker to save the morph I have, delete the G8 figure, load the item, reload G8 and apply the morph than it is to wait while G8 loads with all the stuff I rarely use.
It also means that loading G8 is much more straightforward when needed to copy a pose over.
... The reason for my story; unload lots of stuff and be surprised how little you use it.















