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Polish Summer Jeep?
According to the product description, there is a morph for the steering wheel, while more logycally it should have been rigged.
There is nothing about the seat.
So your only option for that is the rig or nake a morph. Might be duable with a dFormer, if the seat is one connected geometry without connection to the rest, which also would make it doable to rig without to much issues.
Convert OBJ to Daz3D riggedxavierator said:
Which is the best way to convert a fix OBJ character to a full Daz 3D rigged character ?
In most cases, you probably do not actually want to rig the OBJ, you probably want to create a morph for a Genesis base so that it has compatibility for clothes/poses/etc, which would generally be done by "wrapping" it in an external application.
For example, this version of Serana from the Elder Scrolls series is one where I extracted her head shape and texture tints using modding tools, then converted that to a Genesis 8 Female head morph. (The hair, however is an edit of a very similar store hair).
You would only generally want to rig a new model if for whatever reason the character is far enough from human that it's not practical to morph Genesis for the job.
Archery Products ResourceThe outfit comes with a pose labeled "Shooting." The "StringShooting" morph then draws the string back to the fingers, at 135.2% in this case. There is no flex in the bow.
dForce Crimson Widow Outfit for Genesis 9[dForce Crimson Widow Outfit for Genesis 9] Looks fantastic. 1 change though. The veil should have a forward morph, covering the face. Like ba bridal veil. That way she can wear white in the morning for her wedding and black in the evening for the funeral and what could our girl have done inbetween?
Reminder To Myself: Never again SBH HairExcept most hairs are truly unuseable, as this discussion is about.
It's pretty standard for hairs to be like 1mil+ poly. In attached, Left is a Metahuman hair i converted (and simplified), middle is a hair from Artstation i converted (and simplfiied), right is one of my hairs made for Daz. They are all in same vert count ball park. The critique that most daz hairs are unusually "unuseable" because they are too high poly to render doesnt really make sense.
Or are you saying they are unuseable because they cannot be simulated? There is a place for static hairs in my opinion that can be animated with rigging or morphs rather than simulation.
Anyways, one of the things that is great about hair in Unreal is the hair grooms can be simulated as strands and also auto-converted to hair cards for better performance and LODs. Perhaps a solution like that in Daz to complement the Daz SBH system would be very useful. Basically every hair would then be "useable" in some capacity as either a groom or as lower poly hair cards and vendors would not need to compromise on their vision for the hair looking a certain way. Of course, vendors can still convert grooms to cards anyway, but that is asking a lot of them to remake their product.
Padone said:
However, for interested PAs, it may not be difficult to provide two versions of the same hair, one regular and one with reduced guides, the difference would be limited to filling in with PR, whatever this "downgrade" means at least it would be useable for common users.
If PAs wanted to avoid doing the dforce hair generation in Daz, then they could still provide a "light" and a "heavy" version as options yes. But it depends on the hair as to how much effort would be involved, as some hairs also have rigging like rigged ponytails and other props added like hair ties etc, and all of that would need to be done twice.
And even in more simple cases, it does mean factoring that into their pipelines/workflow. Some PAs probably do not see that as necessary if they consider the hairs to already be optimised and fit for purpose.
For the record, I would see the steps of the workflow to involve creating two copies - a sparse and a dense version - for each morph, either directly in the software used to author the hairs or by resampling/processing with geometry nodes or equivalent. One complication comes with material presets though, because two versions of material presets may be required because heirarchical mat presets have many limitations. Communicaing that to end user and ensuring end user understands there are two versions of the product and two material presets, in my opinion, overcomplicates the situation.
p.s. Or as also suggested here, DAZ could unlock the dForce tools to all users, so we could finally fix the hairs without having to rely on willing PAs.
Fixing such hairs would mean exporting and resampling in Blender etc and then bringing back into Daz to regenerate with Dforce and it would never look the same and it would involve going through the content creation pipeline from scratch, losing all morphs and anything PA added. So it's not like having access to Daz tools would enable end user to edit or fix easily.
Archery Products ResourceThe bow has one morph called StringShooting, so maybe there is one (no idea, I don't have the product):
/data/Ravenhair/Elven/Bow/Morphs/Ravenhair/Base/StringShooting.dsf
Archery Products Resourcerichardandtracy said:
The G3 Elven one is a bit of an oddity, none of the promo images show the bow drawn, despite the fact the arrow is in the knocked release position. Is there a 'String Drawn' morph, I wonder? If there is, it's not mentioned.
Regards,
Richard
Pretty sure there is no morph.
But making a quick one where you just stretch the string is simple. If you both want to stretch the string and curve the bow is sligthly more complicated.
Archery Products ResourceThe G3 Elven one is a bit of an oddity, none of the promo images show the bow drawn, despite the fact the arrow is in the knocked release position. Is there a 'String Drawn' morph, I wonder? If there is, it's not mentioned.
Regards,
Richard
Male character ID in promoSilas3D said:
@Virtual_World is this a custom character and skin or one available in the store? Many thanks :)
Hi!
Sorry for the delay in replying.I’m certain the skin is from Teen Tyler, but I don't recall how I created the face morph—whether it was custom-made in ZBrush or a blend of morphs from other characters.
When I bought my new computer, I transferred my Daz3D library over, but I didn't move the scenes I used for the promotional images. If I’m able to reconnect the old computer to a monitor and keyboard at some point in the future, I’ll check and let you know.
Nvidia shelves 2026 new card releasesPadone said:
As I understand it, using AI locally requires at least 16G vram and 64G ram, a powerful cpu, better if it's a nvidia gpu. Just to have basic results not comparable with those data centers can provide. Not something everyone can afford with the actual market prices.
Please correct me if I'm wrong, I'd like to.
I have 48G RAM and 8G VRAM. I can run moderately capable LLMs in LM Studio or Ollama.
Useful stuff so far:
- They've managed to tell me about some recent science I wasn't aware of (for writing science fiction), and have managed to usefully summarize some stuff I fed them.
- They sometimes can partially make up for the growing gross deficits of Google search, in that they might be able to identify information on the basis of a description. That's helpful if you can describe what you want but don't know the right terms of art to call it up.
- I've managed to get one satisfactory science fictional image out of the image generators at Nightcafe (because I haven't gotten around to setting up any local image generation, and probably won't try that for a while yet).
- I got a handy summary of one batch of literary information I fed it.
Not so useful:
- I haven't yet managed to get one to take over some text transfer and editing (too bad, it's a nuisance job that mostly involves putting back together English-and-tables jigsaws from some badly constructed PDFs. Time-consuming but not very interesting).
- Neither LLMs or image generators actually understand how the world works, or what anything means. Online image generators, last time I tried, could not be made to make a successful image of science fictional objects rarely represented in existing art.
- Processing time and heat generation wasted flattering the user.
The LLMs' ability to write grammatical English is impressive.
The most capable LLMs I can run start losing track of the logic of a conversation at somewhere between 5-8 pages, give or take. That means LLMs often don't turn out to be a great timesaver, because if you're poking at something of much complexity, you have to keep stopping to make sure you have summaries that will allow the LLM to keep going a little farther. Comes a point where it just loses track of what it's supposed to be trying to do.
Sometimes it never lands in the right quadrant and then it doesn't do much good even in short form.
So far for me it's an interesting toy, but mostly not yet a particularly efficient tool for many purposes. Maybe it will soon become so; I don't think it would need too much improvement to get over the hump, for me. From what I've seen so far, I am expecting it to be pretty interesting for post-processing.
The only kind of question I'll ask a publically accessible AI is a question I don't care if everyone, including radically untrustworthy giant entities, knows I asked.
Saving morph assets in Studio 4.23/4.24 [Solved]garrett_3d said:
Rather than staring a new thread...
I thought I'd have a go at creating a character (as new G8 characters are few and far between). I am trying to save it using the Modifier Asset option and Studio is loading every single morph in my library as part of the process. Why? Surely it only needs the textures, etc. that I've actually used? I've ended up killing the process as I don't think it's doing what I expected it to.
This is the improvement from a long time ago when you had to load morphs individually. I agree it is odd. But it is never going to change. Daz is about being "easy" not efficient.
There are new G8 figures on other websites every day. And every one you buy adds to the morphs in your library that are loaded with every figure. :)
Jeepers, Creepers... I gave G8 G9's peepers.I cannot find a thread to help me here
but I created a G9 morph of Bugga Boo using clone shapes
but the eyes, mouth etc do not fit
most morphloader morphs one can just slightly adjust the parts moving the matching bones
but this is an extreme morph
was wondering if I can somehow do the reverse of this to get fitting bodyparts
Work while rendering - within DSgarrett_3d said:
If you are looking for what is essentially just a catalogue to browse for ideas while you have a render running, why not run a different copy of DS? You could even pose your scenes in that, save them and then open them in the other one to render.
This is basically how I work, except that I run 4.24 on two different PCs side by side and transfer save files via USB stick (until I've sorted out my new NAS anyway).
yes, for sure that would work. Much work to install everything though
Work while rendering - within DSIf you are looking for what is essentially just a catalogue to browse for ideas while you have a render running, why not run a different copy of DS? You could even pose your scenes in that, save them and then open them in the other one to render.
This is basically how I work, except that I run 4.24 on two different PCs side by side and transfer save files via USB stick (until I've sorted out my new NAS anyway).
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICIBuongiorno, oggi voglio farvi vedere la morph base a cui sto lavorando, dopo le Tee e le Young Teen, sto provando a far scendere ancora di più l'età dei miei personaggi. Cosi, ecco a voi la Preteen Base.
Per la cronaca è Genesis 8 Female

Sembra un pò un maschietto, ma in realtà è una feminuccia. Ho voluto smarcare un pò i tratti troppo adulti, e limare un poco la bocca come meglio potevo.
Ideas For New DO BundlesYes, along with related poses, we need: ringmaster outfit, acrobat outfits, elephant, trapeze, tightrope, safety net (with optional 'set it on fire' material/vdb [sorry, just been watching Avatar: The Last Airbender], and 'dropped to floor' morph), cannon to fire a daredevil out of, high-dive platform into a tiny pool, etc. etc. And all that just in the big tent. Endless ideas for other carnival games: hammer strength test (the one where you hit it and try to ring the bell), fishing for plastic ducks, various throwing games (the Midway games sets have some of this, though they're very old) like the ring toss or the balls through the holes, and so forth.
Duplicate formula found - how to fix it?chris-2599934 said:
For future reference, G3 hair can almost always be "converted" by loading the hair with no figure selected, selecting the hair, then going to Edit>Object>Scene Identification... and changing the Preferred Base from /Genesis 3/Female to /Genesis 8/Female.
ah yes i have used the Scene ID thing often, as i say this hair has been in my library for a long time (in converted form) before i finally got around to using it, so it may have originally been Scene ID'd instead of using Fit To, i'll often try both methods and go with the winner
the issue in this case though, is that it never had a behind-shoulder pose/morph to begin with, which is odd because it has every other type of morph...
Isabella 9sid said:
Gone back to Daz 4.24. I can't deal with how slow Daz 6 is. Many days later, here are a few test pics to add to the thread...
The hair is nice but very hard to pose, I think I just ended up sticking some flowers in front of where it was intersecting with her chest:

Compared to her older and child version:

Compared to the Ice Queen:

Using her child morph on another character (Angela 9), simalar to the ice queen kiddo, this one lets you make a whole slate of creepy kids. The child in the middle is Yuxi.

Pretty dress:

Big versions attached
Nice renders, you're right about the creepy kids lol. Dont know why they give kid morphs such chiseled jaw and broad shoulder.
Saving morph assets in Studio 4.23/4.24 [Solved]Rather than staring a new thread...
I thought I'd have a go at creating a character (as new G8 characters are few and far between). I am trying to save it using the Modifier Asset option and Studio is loading every single morph in my library as part of the process. Why? Surely it only needs the textures, etc. that I've actually used? I've ended up killing the process as I don't think it's doing what I expected it to.
Support asset/morph asset is depricated...felis said:
If you want to save a morph it is Save As > Support Asset > Modifier Asset and select the morph you want to save.
Okay, thanks. I'm gonna assume uncheck everything except the head split character head/body morphs and then save? Or just save as the dialogue box opens?













