-
Import body morphs from DAZ Studio to Blender
Cornelius said:
lilweep said:
Desired Resolution = usually would be Base Resolution but can be High Resolution if you want (up to you and your limitations of what youre doing), but you have to keep the same throughout process
in Daz:
Load Gen 3 and set Resolution to "Desired Resolution"Export Gen 3 figure as obj (only export the Gen 3 figure, no eyelashes, no hair, no tearline etc)
Load the morph you want at the same "Desired Resolution"
Export Gen 3 morphed figure as obj (only export the Gen 3 figure, no eyelashes, no hair, no tearline etc)
in Blender:
Load both Objs you exported
Do the Join as Shapes process outlined earlier
Under Shapekeys, dial in the shape
For the work I'm supposed to do, I only need the body without the head, since the shape of the head and face shouldn't be changed.
If I import the entire Genesis it will change the shape of the face too, right?No, if you make no changes to the shape of the head the head will be unchanged by the morph (and it won't interfere with any other head morphs - morphs just stack).
Anyway, great explanation!
Face Transfer On Genesis 8.1Also, https://www.daz3d.com/forums/discussion/486896/how-to-use-face-transfer-with-genesis-8-1-characters
Import body morphs from DAZ Studio to Blenderlilweep said:
Desired Resolution = usually would be Base Resolution but can be High Resolution if you want (up to you and your limitations of what youre doing), but you have to keep the same throughout process
in Daz:
Load Gen 3 and set Resolution to "Desired Resolution"Export Gen 3 figure as obj (only export the Gen 3 figure, no eyelashes, no hair, no tearline etc)
Load the morph you want at the same "Desired Resolution"
Export Gen 3 morphed figure as obj (only export the Gen 3 figure, no eyelashes, no hair, no tearline etc)
in Blender:
Load both Objs you exported
Do the Join as Shapes process outlined earlier
Under Shapekeys, dial in the shape
For the work I'm supposed to do, I only need the body without the head, since the shape of the head and face shouldn't be changed.
If I import the entire Genesis it will change the shape of the face too, right?
Anyway, great explanation!
Shape Splitter - Divide, Combine and Save (The new version is already available. 1.2.1)[Commercial]CGI3DM said:
When saving the morph you have the option to activate the automatic adjustment of the rigging.

In the tests carried out I have not had any problems with the rigging of saved morphs. The result (mix) of the rigging should be the same that Daz Studio uses for all its figures (very good).
But, if there were unexpected results depending on how different the two morphs are. You have the option of combining the 2 morphs into one(new) and making the correction with "Adjust Rigging to Shape"
So it sounds to me like Shape Splitter does not copy "rigging A+B" from the original mixed morph version of the character, but instead just runs the "Adjust Rigging to Shape" function on the merged morph version.
It leaves me wondering why nobody has ever made a script that copies the rigging exactly from the mixed morph version over to the singular merged morph version. Is that actually a very difficult thing to code?
Well, chances are just hitting the merged morph version with "Adjust Rigging to Shape" is acceptable in most cases, even for me. But I've been getting weird results on G8F thumbs and eyes that "Adjust Rigging to Shape" does not fix. I've heard that the eye problem is common for faces that have undergone some radical morphing; or the morphs that make the face got transferred by products like X-Transfer.
Well, I sure do feel tempted to buy Shape Splitter to easily do good head splits. I'm just trying to understand the possible limitations.
Shape Splitter - Divide, Combine and Save (The new version is already available. 1.2.1)[Commercial]When saving the morph you have the option to activate the automatic adjustment of the rigging.

In the tests carried out I have not had any problems with the rigging of saved morphs. The result (mix) of the rigging should be the same that Daz Studio uses for all its figures (very good).
But, if there were unexpected results depending on how different the two morphs are. You have the option of combining the 2 morphs into one(new) and making the correction with "Adjust Rigging to Shape"
Import body morphs from DAZ Studio to BlenderDesired Resolution = usually would be Base Resolution but can be High Resolution if you want (up to you and your limitations of what youre doing), but you have to keep the same throughout process
in Daz:
Load Gen 3 and set Resolution to "Desired Resolution"Export Gen 3 figure as obj (only export the Gen 3 figure, no eyelashes, no hair, no tearline etc)
Load the morph you want at the same "Desired Resolution"
Export Gen 3 morphed figure as obj (only export the Gen 3 figure, no eyelashes, no hair, no tearline etc)
in Blender:
Load both Objs you exported
Do the Join as Shapes process outlined earlier
Under Shapekeys, dial in the shape
Shape Splitter - Divide, Combine and Save (The new version is already available. 1.2.1)[Commercial]When combining morphs with Shape Splitter, to what degree is the rigging preserved?
If Morph A changes the rigging, and Morph B changes the same rigging, the rigging for the two morphs together has a unique rigging produced by both morphs. Call this “rigging A+B”.
If I use Shape Splitter’s combining feature to unify Morphs A and B, will the resulting rigging be exactly equal to “rigging A+B”?
Or, could the resulting rigging be slightly different from “rigging A+B”?
Genesis 9 bug...just wondering if I'm alone...Pardon me but using an alternative option does not equate to a solution. The zero figure option (which works with all previous figures) is a workflow norm for most of us. Honestly "reset" and other options does not always fully zero (and I mean absolute zero) a figure out (previous ones) so at times the zero figure is the only method to completely turn off all the myriad of options that are on by default - which is an imperative function for those of us who make exportable morph targets. So this is clearly a problem and bug. The answer is not to work around it. Working around it is a method of coping while the bug gets fixed. I'm still waiting since December 19th for a response from DAZ technical support. I really feel I'm just being ignored as usual because it's a known bug and they don't have a fix for it. If an option in Studio does not work with a DAZ figure and utterly turns off functionality indefinitely for that figure if applied - that's a bug. Why do all companies just ignore failures these days and refuse to even acknowledge an issue let alone try and openly fix it? So I guess my report will be utterly ignored indefinitely. Not surprised.
Well anyway, using zero figure option turns off the BJC's for your Genesis 9 figures and you can't turn them back on. I'm going to see what NORTHOF45 is talking about.
By the way, everyone likes to go on and on about BJC's but all they are - is simple corrective morphs that are hidden by default and are paired (controlled) by the movement dials. There's nothing magical about them. They are just bending correction morphs and Genesis figures are riddled with them and they are generally hidden by default - and this is why Genesis figures get slow to load and move after you've installed a large number of custom figures. Moving activates these morphs - so the more there are installed, the more computing power needed for the moving dials to work. Base joint correctives - fancy name for not so fancy of a thing.
Assortment of Beards/Mustaches/Facial HairBest of luck with that. Not sure Cararra can do it, but many transfer to blender then to Daz, mind you morphs and bones would have to be recreated, 2 things I haven't learned yet lol
Ivar 9 Mega Bundlemal3Imagery said:
Here's a render of I did of Ivar in DAZ + Post. Used the masculine morph + ivar.

That's what he needed. I haven't worked with Genesis 9 much; are the Core Figures modeled on the Base without the male or female dials?
Morph vs ShapesNone. "Shape" is simply a term used to refer to a morph (or parameter controling various morphs) whose main purpose is to change the shape of the figure, as opposed to morphs used to control expressions, correction morphs, clones morphs used by autofit...
Morph vs ShapesWhat is the real difference between Morph and Shapes?
Ivar 9 Mega Bundlemal3Imagery said:
Here's a render of I did of Ivar in DAZ + Post. Used the masculine morph + ivar.

I like what you did.
Overall, I think he looks like a regular guy you could find anywhere, and depending on the outfit, take him to space or put him on the runway or on a tractor. Versatile.
Ivar 9 Mega BundleHere's a render of I did of Ivar in DAZ + Post. Used the masculine morph + ivar.
DAZ Studio to Nomad Sculpt Workflow | Create your own Genesis 3 and 8 morphs.Thanks for this tutorial. I found it enlightening. Have you tried it with Genesis 9 yet? No matter how I export when I use Morph Loader Pro it always says the geometry doesn't match. THoughts?
There's Always Another Sale Thread -- Discussions Onlymiladyderyni_173d399f47 said:
I still have no idea what the Game of Thrones thing is, even after reading the linked page out of idle curiosity. Except I won't be buying any as not a fan of the IP. (1.5 books didn't make me one so went on to something better.)
****
And yet another G9 orange banner...I wish it wasn't against the rules to transfer the offer to someone who is into G9.
****
On the plus side, I did get a "manually applied" $10 store credit mid-December, which was a happy surprise. I don't know where it came from. Maybe I bought something that I didn't realize was in a "buy now/get store credit later" deal or missed an email/site message about it? Either way, a belated Thank you!
Game of Thornes promo - 3rd party website to purchase online trading cards and Avatars in the Game of Thrones theme, no Daz Studio asset products. pay with Crypto currency. NFT trading card thing.
I have so many perm orange banners, I think I have 4 banner messages in my account right now. I wish there was a way to delete the messages or offers in my account but no they just keep poping up and screwing up my navigation of the site.
The $10 store credit given in december was arond the time of the $10 bundle flash sale hichup, I thought that was what I got it for, may be it was just a bouus thing , no mention , just appeared with no anouncment or why I got it. <shrug>
Eyelids messed up and wont close the eyes!I assume there should be an image.
Which figure, and does it have any morphs aplied? If it does are they add-on morphs used straight, or a custom morph or multiple add-ons baked to a single morph (e.g. exported as OBJ and then loaded as a new morph)?
There's Always Another Sale Thread -- Discussions OnlyI still have no idea what the Game of Thrones thing is, even after reading the linked page out of idle curiosity. Except I won't be buying any as not a fan of the IP. (1.5 books didn't make me one so went on to something better.)
****
And yet another G9 orange banner...I wish it wasn't against the rules to transfer the offer to someone who is into G9.
****
On the plus side, I did get a "manually applied" $10 store credit mid-December, which was a happy surprise. I don't know where it came from. Maybe I bought something that I didn't realize was in a "buy now/get store credit later" deal or missed an email/site message about it? Either way, a belated Thank you!
Gaz3D to Blender issuesI installed the Daz to Blender exporter, but all exported models transfer-in severly warped while Genesis figures transfer in standard T-pose with hair/props deconstructed and dumped at random everywhere. The models/props are also locked and don't allow repositioning or correcting the perverted bones. I tried installing the Diffeomorphic plug-in as recommended in multiple other threads but the plug-in gives error codes and will not allow me to program in the correct paths.
I hate the lighting and cameras in Daz. So. Much. These lack the ease of control I find in Blender and don't look as realistic to me when it comes to rigging complex lighting systems, unless I use HDRIs, but these limit my options (can't light an indoor scene etc). I want to use the pose, morphs, and shader libraries I have in Daz and export the completed models/scenes to Blender for final renders.
How do I do this without the models becoming contaminated?
daz obj fitted in MD got geometry not match* EDIT: Nevermind, after writing all that I remembered all the times Morph Loader Pro still imported OBJ's for morph targets with corrupted vertex ordering, and MLP did not fail with a Geometry Not Match error.
Hope you get it sorted, because it should work, but without someone trying the with the same meshes and same instances of DS/MD, it is a crapshoot in the dark...













