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LoRez Horse Cart for DAZ Horse?
paulawp (marahzen) said:
Here is my 10-minute, out-of-the-box test on this question (so apologies up front for the imperfections of the quickly assembled renders). Here's Daz Horse 2 with the cart.
With extremely minor twiddling on the x/y/z axis, you can get everything except the headstall in place. I find a similar situation with the rest of the tack.
The saddle requires only minor x/y/z tweaking (and here, a smidge of scaling) to achieve good-enough-for-art purposes. However, the full situation with the bridle (which similarly applies to the halter) is clear. This is how it is put on the horse figure out of the box. You can improve this with similar tweaking as the other parts of the tack, but eventually there's an issue with the fitting the strap behind the ear and over the nose. I'm working on it, because I desperately want a halter as much as anyone.
For the record, here is the Daz horse with the LoRez horse superimposed for comparison.
Oh wow, thank you so, so much for sharing all this! So it's not hopeless at all! The tack even doesn't look too bad, nothing that couldn't be fixed with a simple morph or two. Great! If you achieve any more of these good results, be sure to share again!
@AllenArt, I know, I'm such a fiend for animals, too, 3d and otherwise ;-) So I will probably get the LoRez Horse in the end (it does look quite nice in the direct comparison, I must say, although there, DAZ Horse is in it's base form of course, without any add-ons) - but I definitely want to be able to use the gear and stuff for the 'normals' horse as well. And now it looks like we can!
Help With Toning Down Skin and Lip TextureThe detail may come from bump, normal, or displacement - or from an HD morph. All of those can have their strength reduced (through the Surfaces pane for the first three, through Shaping or Parameters panes for an HD morph). You will need to look to see which of those are even in use and try reducing those thata re (of coruse this will have knock-on effects on the rest of the skin).
The red is most likely in some of he settings related to transluceny or scattering in the Surfaces pane - again, altering them will have a knock-on effect.
Where it is surface settings one option might be a mask for the lips and under the eyes (white where you want to weaken the effect, black elsewhere, with a soft transition) - if you open the image menu for the affected property (the nano-thumbnail on the left) and select Layered Image Editor you can add a new layer with a neutralising colour (usually mid gery for bump or displacement, pure blue for normals) and then add the mask to that to limit the areas that are toned down.
PhilW's Beanie HairI don't think it can, it seems that the beanie doesn't morph an existing, complete hair, but is sort of a part of the hair really. The second set, with the hat, seems to have a morph as well, but that's explicitly for other hairs.
Is DAZ representives' response normally very slow?I would think that the contact dpeartment to which they moved your original ticket was the right one - Technical Suport rather than PA Support or Sales Support.
Most PAs start out by either having broad 3D skills and wanting to transfer them to Daz Studio or having a body of work in the form of freebies and so on - Daz really is not in a position to provide the groundwork for making products on a one-to-one basis, though once they have accepted your (or at least, have seen enough of your work to know they want you) they may well be willng to help plug specific gaps in your skill set (or hook you up with another PA whose skllls complement your own).
A question about the Businesswoman Outfit by Pretty3DWell, one of the reasons I was asking about dForce is that there seems to be some errant vertices that appear in the lapel area with some characters when you pose them, depending on the body morphs that are in use. I was wondering if using dForce on the poses/with the body morphs would fix this but it sounds like that isn't a workable idea. I wish that Daz Studio had a morph brush similar to what Poser has so that these things could be 'repaired' within Daz Studio. I guess the only way to fix this would be through the use of external modelling program.
Genesis 8.1 PosingPerttiA said:
All the controls for G8 work with G8.1 as well, provided that one used DS 4.15 or later.
The only exeption are the base expressions/facial morphs, which are disabled on G8.1, but those too can be made to work by following this;
Making the G8 base expressions (and any expressions that are using them) work on G8.1 requires removing dummy/placeholder expressions that are installed to G8.1 morph folders - These dummy/placeholder expression files have no other function than to prevent the base G8 expressions from loading.
The dummy/placeholder files are located in;
...\Data\DAZ 3D\Genesis 8\Female 8_1\Morphs\Daz 3D\Base Pose Head\ (255 files, can be more if you have additional DAZ expression packs)
...\Data\DAZ 3D\Genesis 8\Female 8_1\Morphs\Daz 3D\Expressions\ (24 files, can be more if you have additional DAZ expression packs)
...\Data\DAZ 3D\Genesis 8\Male 8_1\Morphs\Daz 3D\Base Pose Head\ (255 files, can be more if you have additional DAZ expression packs)
...\Data\DAZ 3D\Genesis 8\Male 8_1\Morphs\Daz 3D\Expressions\ (24 files, can be more if you have additional DAZ expression packs)Please make sure you are removing the files from G8.1 morph folders and not G8 morph folders.
Note 1; If you are logging in to DS and letting DAZ Connect (within DS) to install/update your content, you may have these also in an other location that has "\Data\Cloud\" in it's path
Note 2; Do not remove any files from "FACS" or "FACSExpressions" foldersThank you PerttiA! Weird that they do that.
I tried two data folders (one under users under my computer name), and could not find any Genesis 8.1 files at all. Could you expressly say which drive it is (because if it is the main drive, I must be looking at the wrong data folder on there)?
[Released] OBJ Companion [Commercial]Cool Product! Thanks for that. But there is one little problem i search a solution for ...
When exporting through DAZ GOZ to zbrush and reading the morph back in through the plugin, there seems to be no way to set an import size?! Is this correct?
Would clearly need such an option. Otherwise its only possible to export through plugin and read back in through plugin.
Is there hope for a later "fix" of that "problem"? :-)
[Released] dForce2Morph [Commercial]TeaLuxe said:
I too am experiencing an issue with the strand based hair ~ I've gotten the script to work with other object - but when i use the script on a hair that uses the strand based hair system - it always says it cannot find the morph when i execute the script... I've tried saving the the simmed hair as a figure/prop supporting asset - as you would to an added dforce modifier (plane with dynamics) which has worked on the prop but still no success on the hair... any suggestions? It's such a useful tool - and i really want to use it for making some hair blow dials to use for a car scene - which using simulation is nearly impossible for the complexity of the scene...
Everything is set the correct way, Gen 8 female - t-pose - hair simmed - file saved - and yet still getting "cannot find (morph name)" when the script runs... any help would be great! I dont want to make a new hair from scratch..... what do we to RA? attached log portion and images for help
I haven't tried it on strand based hair, but if you both are having issues with it... that is sounding ominous. I know strand-based hair is very different. The log you posted shows a vertex count mismatch. What the script exported is 4 times what the object is in the scene.
I will see if I have a strand based hair and investigate, but if you both are having issues?
Genesis 8.1 PosingAll the controls for G8 work with G8.1 as well, provided that one used DS 4.15 or later.
The only exeption are the base expressions/facial morphs, which are disabled on G8.1, but those too can be made to work by following this;
Making the G8 base expressions (and any expressions that are using them) work on G8.1 requires removing dummy/placeholder expressions that are installed to G8.1 morph folders - These dummy/placeholder expression files have no other function than to prevent the base G8 expressions from loading.
The dummy/placeholder files are located in;
...\Data\DAZ 3D\Genesis 8\Female 8_1\Morphs\Daz 3D\Base Pose Head\ (255 files, can be more if you have additional DAZ expression packs)
...\Data\DAZ 3D\Genesis 8\Female 8_1\Morphs\Daz 3D\Expressions\ (24 files, can be more if you have additional DAZ expression packs)
...\Data\DAZ 3D\Genesis 8\Male 8_1\Morphs\Daz 3D\Base Pose Head\ (255 files, can be more if you have additional DAZ expression packs)
...\Data\DAZ 3D\Genesis 8\Male 8_1\Morphs\Daz 3D\Expressions\ (24 files, can be more if you have additional DAZ expression packs)Please make sure you are removing the files from G8.1 morph folders and not G8 morph folders.
Note 1; If you are logging in to DS and letting DAZ Connect (within DS) to install/update your content, you may have these also in an other location that has "\Data\Cloud\" in it's path
Note 2; Do not remove any files from "FACS" or "FACSExpressions" foldersSearching one of MSO Lacey's outfits...tombraider4ever said:
Expozures said:
Main promo one is Adena hair I believe. It's linked on the asset page at the bottom
Thank you so much for the reply, that's so kind of you!

I saw that they linked to that, but that hair is so big on the head, the wave above her forehead is so huge compared to that promo, if someone who has it can answer if there are morphs that comes with it that can shape it to look like that natural low wave instead of that 80s version that the hair comes with, I would be so grateful 
. I don't see a morph specifically for the height of hte wave. But if you have Mesh Grabber or could maybe use a dformer to push it down. I was able to push the hair down fairly well but was not able to recreate the more natural looking part on the side.
SereneNight’s Sci-Fi Fun Thread 3Yeah, I've wanted an ear down morph for some time. I still want one that allows the ears to go down fully but this at least allows them to go down some.
SereneNight’s Sci-Fi Fun Thread 3Serene Night said:
Melyen HD for Genesis 8.1 Male is a fantastic new male figure, for Genesis 8.1 Male. He includes body, head shape, and multiple ear shapes (including an ear-down morph! I need more of those). He has some great freckles, and there is optional makeup, ears, and elements. I should mention that the freckles have different strength options so that you can add a lot or a little.
The texture is very nice. We need more freckled males. His morph, especially the head, is very useful. He has a LOTR Elf feel and reminds me of Maehdros, the eldest of the seven sons of Feanor. (Yes, I am that LOTR fan-geek).
The ear morphs are perfect. I've been looking for some way to make the ears of my elves go up and down. It appears this morph will do a down ear position...although I wish you could adjust them further up and down a bit more since the current trend with elves is to have the ears be a bit more moveable since it gives them more expression.
This elf is a nice addition to anyone's runtime.


I wasn't going to buy until you mentioned the ears going up and down. Thanks for the hint.
Ardamir Hair questionThis may be faster - using the "Clear Selected Deltas from Favourites" method...
- favourite the Left Behind Shoulder morph (and optionally edit parameter settings on it to give it a new name and label to "Left Behind Shoulder 2", good if you wanna save it and not over-write the original)
- select Geometry Editor Tool and in Tool Settings tab select (+) the "plait" which I have saved as a selection set
- Convert To Vertex Selection *
- Clear Selected Deltas from Favourites *
(see pics below for steps 2 to 4 above)
*edit to add: right click in Viewport while geom edit tool still selectedNow the morph will no longer affect the plait. If you renamed it in step 1 then you can safely save the morph (File > Save As > Support Asset > Morph Asset)
Hope that helps :)
SereneNight’s Sci-Fi Fun Thread 3Melyen HD for Genesis 8.1 Male is a fantastic new male figure, for Genesis 8.1 Male. He includes body, head shape, and multiple ear shapes (including an ear-down morph! I need more of those). He has some great freckles, and there is optional makeup, ears, and elements. I should mention that the freckles have different strength options so that you can add a lot or a little.
The texture is very nice. We need more freckled males. His morph, especially the head, is very useful. He has a LOTR Elf feel and reminds me of Maehdros, the eldest of the seven sons of Feanor. (Yes, I am that LOTR fan-geek).
The ear morphs are perfect. I've been looking for some way to make the ears of my elves go up and down. It appears this morph will do a down ear position...although I wish you could adjust them further up and down a bit more since the current trend with elves is to have the ears be a bit more moveable since it gives them more expression.
This elf is a nice addition to anyone's runtime.

Mature Content?...saw this the other day, liked the basic style, but no "buttion up" morph.
https://www.daz3d.com/satine-detective-outfit-for-genesis-3-female-s
Ardamir Hair questionYes, you still export the whole hair as OBJ - a morph has to be all and only one partticualr item.
All the dForm is doing is acting as a carrier for the weight map, you aren't actually using it to modify the model directly.
AOBB's FreebiesThat's a good idea. After all he starred in 5 movies with Bogart together. I'll put him on my "to do" list but I don't know when I'll make him - I don't plan ahead who's morph will be next.
Ardamir Hair questionThank you for taking the time to do this, but I've can't recall messing around with Morph Loader and only a dim recollection of Dformers. In the second part of your explanation I didn't understand if I still needed to export something,and did I need to export the whole hair or just the braid, and got completely lost.
However, if anyone wants to try this, there is a simple way. Moving the braid forward using its bones when the hair is moved back doesn't work well. However, leaving the hair in front, and then moving the parts of the "body" of the hair back using their bones does work well enough, and that leaves the braid alone in front.
body morph deforms clothing in a wrong wayI don't know what morph you dial specifically.
As far as I know, leaarning from other clothings.
They seems to have certain pJCM to handle certain morph.
For example, a certain specific pJCM to handle voluptuous morph. Without it, the cloth will look super ugly.
This pJCM will get dialed when voluptuous morph gets dialed.
pJCM usually used when weightmap can't handle it anymore.
So maybe you need to make one too.
Ardamir Hair questionOK, the importer doesn't use multiple groups - but you can add a dForm to the hair, switch to the Node Weightmap Brush tool, then activate the Influence Weights in the Tool Settings pane - right-click in the Viewport and use the Geometry Selection sub menu to select the tail groups, then right-click>Weight Editing>Fill Selected an assign a value of 100%/1. Now you can select the dForm in the Attenuate section of Morph Loader Pro.
















