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Daz 3D Forums > Search
  • dForce Archmage

    matew said:

    barlupt, thank you for your testing!
    I got OOT Summer Style Wavy Long Hair for testing, and it turns out everything works. I didn’t even need to switch to the Geometry Editor Tool — Archmage just worked right away. 

    However, Beach Style Long Hair refused to work out of the box. But with your method — it actually did!


    jksafe, I have no idea why this happens, but to make Beach Style Long Hair work, you need to do the following:

    1. Add Beach Style Long Hair to the Genesis 9 figure.

    2. Select the Geometry Selection Tool — this part is critical! The tool must be selected before starting the simulation.

    3. Run a dForce simulation using dForce Archmage.

    4. Select Beach Style Long Hair Strands and run Morph Extractor, Loop Master, or whatever script you need — it should work now.

    5. Now you can switch from Geometry Selection Tool to any other one.

    Yes, that is the basic step by step. One clarification: The necessary tool's name is Geometry Editor Tool.
    @jksafe, if you still need more explicit directions, please ask. I was occupied with other tasks today.

    By

    barbult barbult June 2025 in Daz PA Commercial Products
  • dForce Archmage

    barlupt, thank you for your testing!
    I got OOT Summer Style Wavy Long Hair for testing, and it turns out everything works. I didn’t even need to switch to the Geometry Editor Tool — Archmage just worked right away. 

    However, Beach Style Long Hair refused to work out of the box. But with your method — it actually did!


    jksafe, I have no idea why this happens, but to make Beach Style Long Hair work, you need to do the following:

    1. Add Beach Style Long Hair to the Genesis 9 figure.

    2. Select the Geometry Selection Tool — this part is critical! The tool must be selected before starting the simulation.

    3. Run a dForce simulation using dForce Archmage.

    4. Select Beach Style Long Hair Strands and run Morph Extractor, Loop Master, or whatever script you need — it should work now.

    5. Now you can switch from Geometry Selection Tool to any other one.

    By

    matew matew June 2025 in Daz PA Commercial Products
  • Brianna 9, Here Comes the Bride to DAZ3D

    felis said:

    Dareshiranu said:

    If the wedding gowns came with undress morphs I'd find them more appealing. They'd make better transitions for a variety of scenarios. Undress/Dressing are pretty much the same thing after all. 

     To do it properly, you would need to open thr dress (where the zipper is). You cannot do that with a morph.

    Actually it's really "simple" but may not be worth the effort for most of the products: The zip would be a straight cut on a line of vertices on the cloth, and illusion of a zip would be made with the textures and mask, or even with more 3D mesh. Some additive and cumulative morphs would control both sides of the dresse's zip plus a metalic part that goes up/down as the morph is dialed.
    Fit Control for Genesis 9 is a product that may help you with the illusion of dressing/undressing, and works on any piece of clothing.

    By

    Adela Adela June 2025 in The Commons
  • Looking for specific bob hairstyle

    I have Matilda Hair, and it would be perfect for my needs, but some of the morphs and hide functions won't work on a Genesis 9 character (I forgot to mention this, my apologies.)

    Matt_Castle said:

    Matilda Hair is quite the multi-tool for bob hair, with a lot of different morphs and some hide controls: https://www.daz3d.com/matilda-hair-for-genesis-8-females

    And although it may not be that useful for what you want here (although maybe it could be dialled in backwards if you want to turn the limits off), I've also added a morph to straighten the base to add more utility (attached below).

    By

    Setalia Setalia June 2025 in The Commons
  • Looking for specific bob hairstyle

    Matilda Hair is quite the multi-tool for bob hair, with a lot of different morphs and some hide controls: https://www.daz3d.com/matilda-hair-for-genesis-8-females

    And although it may not be that useful for what you want here (although maybe it could be dialled in backwards if you want to turn the limits off), I've also added a morph to straighten the base to add more utility (attached below).

    By

    Matt_Castle Matt_Castle June 2025 in The Commons
  • dForce Archmage

    jksafe said:

    barbult said:

    I own four OOT dForce strand-based hair products. I am able to morph all of them with the standard Daz tools and even with Archmage. I don't own any of the ones that jksafe referenced, but it would be surprising if they differed in structure from the ones I own. It took me some time and some hints from jksafe to figure out how to morph them in Archmage. I select the geometry editor tool. I fit and parent the hair product to G9. I select G9 and launch the simulation. I select the hair strands object and extract the morph. That can be slow, so I just wait while DS is not responding. When it is finished, I save the morph as a Modifier Asset, if I plan to use it in the future. Here are examples of the four OOT strand-based hairs I own and the morphs I created in Archmage. The unmorphed hair is on the left and the morphed hair is on the right in each render. (That last one is Messy Low Ponytail Hair. I have a typo in the render file name.)

    Did you try looping it and get it to work by any chance?

    No, I only did a current frame simulation, not a timeline or loop. 

    By

    barbult barbult June 2025 in Daz PA Commercial Products
  • Brianna 9, Here Comes the Bride to DAZ3D

    Dareshiranu said:

    If the wedding gowns came with undress morphs I'd find them more appealing. They'd make better transitions for a variety of scenarios. Undress/Dressing are pretty much the same thing after all. 

     To do it properly, you would need to open thr dress (where the zipper is). You cannot do that with a morph.

    They could have left the verteces in a line be unwelded, but then you cannot simulate that area as it would split. So you would have to have a dForce add-on to hold it together when closed.

    It is doable, but more tricky than just doing it.

    By

    felis felis June 2025 in The Commons
  • dForce Archmage

    Okay, so... I tried what you said with the looping script, and it actually works. HOWEVER, as soon as I select a tool other than the geometry editor tool, the simulation on the hair disappears again. This is still unusable, since selecting the Geometry Editor Tool destroys all the Geoshells I have placed on the figure.

    I can't extract the morph and apply it later because the morph only works when I select the Geometry Editor tool. As soon as I select a different tool, the dforce simulation disappears.

    My exact steps were as follows:

    Load figure -> load hair on figure -> select geometry editor tool -> left click hair -> right click hair "fit to" and parent to figure -> left click figure -> run animated timeline simulation with archmage -> left click hair ONLY strands -> run loop script

    It runs for a bit and does everything it should. However, as soon as I deselect the geometry editor tool, the dforce simulation disappears.

    By

    jksafe jksafe June 2025 in Daz PA Commercial Products
  • dForce Archmage

    barbult said:

    I own four OOT dForce strand-based hair products. I am able to morph all of them with the standard Daz tools and even with Archmage. I don't own any of the ones that jksafe referenced, but it would be surprising if they differed in structure from the ones I own. It took me some time and some hints from jksafe to figure out how to morph them in Archmage. I select the geometry editor tool. I fit and parent the hair product to G9. I select G9 and launch the simulation. I select the hair strands object and extract the morph. That can be slow, so I just wait while DS is not responding. When it is finished, I save the morph as a Modifier Asset, if I plan to use it in the future. Here are examples of the four OOT strand-based hairs I own and the morphs I created in Archmage. The unmorphed hair is on the left and the morphed hair is on the right in each render. (That last one is Messy Low Ponytail Hair. I have a typo in the render file name.)

    Did you try looping it and get it to work by any chance?

    By

    jksafe jksafe June 2025 in Daz PA Commercial Products
  • Limited Time Freebies Discussion Thread

    I'm sure they can be applied to G3F with a substitute for the originally required character. On occsions where the original is needed at 100% I tend to see if there is a similar character in my library and use their morph to fill in the missing bits. It can lead to differences from how the character was intended, but if the substitute is close, it should lead to a decent character anyway.

    Regards,

    Richard

    By

    richardandtracy richardandtracy June 2025 in The Commons
  • Leg holster identification

    richardandtracy said:

    Then use the transfer utility to copy across the original harness rigging to the modified harness. The way to do this is use menu option Edit| Figure| Transfer Utility . Here you select the old harness as the source figure, the new harness as the destination figure and set it running.

    On these settings, you won't transfer any corrective morphs, which are an important part of the rigging.

    Even with the right settings, you won't transfer any custom control links (and quite a lot of clothes have custom control links, I find).

    If you want to edit clothes to hide parts of them, the magic you want is conditional grafts.

    These will retain all correctives, compatibilities, HD morphs, etc.

    You shouldn't need to take it to an external editor if all you want to do is hide faces.

    (And I really wish conditional grafts could be applied to props as well as figures so that I didn't need to save edited standalone copies of them to hide some parts).

    By

    Matt_Castle Matt_Castle June 2025 in The Commons
  • dForce Archmage

    I own four OOT dForce strand-based hair products. I am able to morph all of them with the standard Daz tools and even with Archmage. I don't own any of the ones that jksafe referenced, but it would be surprising if they differed in structure from the ones I own. It took me some time and some hints from jksafe to figure out how to morph them in Archmage. I select the geometry editor tool. I fit and parent the hair product to G9. I select G9 and launch the simulation. I select the hair strands object and extract the morph. That can be slow, so I just wait while DS is not responding. When it is finished, I save the morph as a Modifier Asset, if I plan to use it in the future. Here are examples of the four OOT strand-based hairs I own and the morphs I created in Archmage. The unmorphed hair is on the left and the morphed hair is on the right in each render. (That last one is Messy Low Ponytail Hair. I have a typo in the render file name.)

    By

    barbult barbult June 2025 in Daz PA Commercial Products
  • Eye blink problem

    anders869 said:

    Richard Haseltine said:

    That looks as if a shape is applied that does not have a corrective morph or a corrective morph is aplying when it should not. Do you have The Age installed?

    yep, i have 

    Until there is a fix you probably want to uninstall it.

    By

    Richard Haseltine Richard Haseltine June 2025 in Technical Help (nuts n bolts)
  • Eye blink problem

    Richard Haseltine said:

    That looks as if a shape is applied that does not have a corrective morph or a corrective morph is aplying when it should not. Do you have The Age installed?

    yep, i have 

    By

    anders869 anders869 June 2025 in Technical Help (nuts n bolts)
  • dForce Archmage

    Artini said:

    So it looks like most of the problems are with outoftouch hair. Just wonder what cause that.

     

     Yes. Unfortunately, I'm unable to do anything with that. It's not like I made a mistake in code and need to fix it. These hair assets don't support the creation of custom morph even with standard DAZ tools.

    By

    matew matew June 2025 in Daz PA Commercial Products
  • Genesis 8 or 9?
    Hi Maxwell, there are various converters for switching between generations. You can convert characters, clothing, and poses as needed. Some videos on YouTube show you how to convert items manually. Note that these instructions are a bit time-consuming compared to scripts that somebody is selling, or if you decide to make your own scripts. I prefer Victoria 7's more model-like look over Victoria 8's girl-next-door-like look; however, I prefer the material and functionality of Victoria 8 and Generation 8. As I own Victoria 7, 8, and 9, I converted all Victoria's 7 shaping settings to GF8 character morphs using XTransfer—Genesis 3 to Genesis 8 Converter. Now, I can use the materials from my Victoria 8, such as skin, eyes, tear ducts, etc., and still have the look of the Victoria 7 Shape. Older hair and clothes should auto-fit with some fine-tuning. I recently purchased Generation 3 and Generation 8 characters and items from the bargain bins in Daz Shop, as I have the tools to convert them if needed. You can even convert G9 characters and items to G8 if you don't want to move to G9. Look up converters and transfer products from RSSY and Zev0. Best of luck

    By

    yarajput yarajput June 2025 in New Users
  • Daz Studio Premier and DS 2025 Alpha question.

    jdavison67 said:

    Does Premier render faster?

    There is absolutely no difference in the render engine.

    To reiterate the point Richard made: Daz Studio Premier is almost entirely the standard Daz Studio, apart from the fact a few of of ManFriday's plug-ins (Mesh Grabber, dForce Companion, Render Queue, and Character Converter) have been polished up and bolted on.

    From many perspectives, these are really just quality of life features (good quality of life features, but all they do is automate things you can do manually - albeit sometimes via exporting to another application like Blender). There are no major capabilities of the program that are locked away.

    Has anyone used the character converter? Does it work?

    All cross-generational conversion is going to be a bit rough around the edges. Some figures will transfer fine, others may experience issues. 

    By

    Matt_Castle Matt_Castle June 2025 in The Commons
  • Brianna 9, Here Comes the Bride to DAZ3D

    I got a bit jumpscared first . I like her silhouette and the hairstyles. 

    On the other hand I've been wishing for black and heavier core figures for months only for them to restrict those as Premier exclusive and a 21 / 30$ single morph "addon".  That's the same price as Mechasar's Beverly which is a full character with quality textures, makeup, jcms, body folds, customizable heaviness...

    The Addon-ception also doesnt feel right sometimes, which is splitting a dress in different products (the veil, sleeves and bustle) and even make an addon texture for the addon, selling you 4 products from 2, for the sake of justifying a pack's price tag.

    By

    Adela Adela June 2025 in The Commons
  • Leg holster identification

    You might be able to use the geometry editor to hide the parts you don't want.

    I've not used it at all really, but there is a thread here that gives a bit of a start on how to use it here: https://www.daz3d.com/forums/discussion/146436/geometry-editor-tool-tutorial-anywhere? I'd select the facets I didn't want on the other side and apply a  new surface to them, then make that surface transparent/hidden. That way the facets would still be there to correct any errors if I managed to select the wrong ones and needed to restore them to the main model.

    Have to confess the main reason I've not used geometry editor much is because in these situations I export an obj model, edit it to delete unwanted facets in a modeller and then re-import and convert to a piece of clothing again. The way to do this is to: 

    1. Zero the figure and harness.
    2. Unparent the harness from the figure.
    3. Make sure the harness is at base resolution.
    4. Ensure that the haness root X, Y and Z translations & rotations are zero.
    5. Hide everything in the scene except the harness.
    6. Export the Harness at 100% scale as an obj file using menu option File| Export.
    7. Edit the harness obj file in a modeller.
    8. Save the modified harness as an obj file from the modeller at 100% scale.
    9. In DS import the modified harness model at 100% using menu option File| Import
    10. Use menu option Edit| Object | Convert to Figure and select 'General Weight Mapped' rigging when the popup dialogue box appears.
    11. The new harness will now have a scene tree name of 'Figure: <obj filename>'. Change the name in the scene tree now if you want.
    12. Then use the transfer utility to copy across the original harness rigging to the modified harness. The way to do this is use menu option Edit| Figure| Transfer Utility . Here you select the old harness as the source figure, the new harness as the destination figure and set it running.
    13. Copy materials from the old harness to the new one.
    14. Now your altered harness is ready to use.

    Sounds long winded, and it is, but then you'll have your own unique harness which can be saved as a library part or simply fitted to your character.

    Regards,

    Richard

    By

    richardandtracy richardandtracy June 2025 in The Commons
  • Zelara 8 spine

    I didn't see any morph included with Zelara 8 to get her spine to look like that but it could be from this other product for Zelara 8:

    https://www.daz3d.com/xenogirl-hd-for-zelara-8

    As for using it on Genesis 9, you can autofit it to Genesis 9 but you'll miss the HD morph made to make it look better fused with Zelara's back, and materials will be a bit painful to apply because they are Hierachical ones.

    By

    Elor Elor June 2025 in Product Suggestions
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