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Daz 3D Forums > Search
  • Monster head grafts/shapes G8F/8.1 G9F?

    gwalla_2536c3a4a6 said:

    Demon Israfel Character & Universal Kit for Genesis 8 Female by Disciple3d and Sixus1 on Renderosity does come with a double row of nasty pointy teeth. The head shape is otherwise pretty normal so it's not a complete solution AIUI but maybe a good start for some kitbashing

    Also on Rendo, the vendor Biala has some morph packs with fairly extreme distortion that might be useful

    Thanks these are okay, high priced though. I picked up Madam Wicked for G8.1F and it's pretty good, hoping for something a bit more like that + the double teeth and a morph or graft to adapt the mouth. 

    By

    DefaultName DefaultName September 2 in Product Suggestions
  • DAZ Studio: Best Bender (for figures)?

    Again and again:
    One fits all morph corrections do NOT exist.
    Every character will need its own specific set of morph corrections.
    That's in the nature of things.

    By

    Masterstroke Masterstroke September 2 in Daz Studio Discussion
  • Monster head grafts/shapes G8F/8.1 G9F?

    Demon Israfel Character & Universal Kit for Genesis 8 Female by Disciple3d and Sixus1 on Renderosity does come with a double row of nasty pointy teeth. The head shape is otherwise pretty normal so it's not a complete solution AIUI but maybe a good start for some kitbashing

    Also on Rendo, the vendor Biala has some morph packs with fairly extreme distortion that might be useful

    By

    gwalla_2536c3a4a6 gwalla_2536c3a4a6 September 2 in Product Suggestions
  • Morph Master

    Here is another older test of MorphMaster

    By

    Tugpsx Tugpsx September 2 in Daz PA Commercial Products
  • Morph Master

    Having too much fun with MorphMaster. This is the default slide animation that comes with Studio.
    This one was done in DS6. Some of the scripts work, but important scripts like delete morphs do not. therefore the removal process is manual by putting properties in "Edit mode".

    By

    Tugpsx Tugpsx September 2 in Daz PA Commercial Products
  • [Diffeomorphic] Workflow?

    First select the cloth mesh and then control select the genesis mesh, then in the morphs tab select Transfer shapekeys option. Pick the option body or custom in the body parts tab.

    By

    bilyatboring bilyatboring September 1 in Blender Discussion
  • G8F Distorted

    crosswind said:

    Then those corrective morphs are not true culprits ~ so I still don't think your G8F has any issue in terms of its initial shape...

    The issue of "missing files" seems coming from wrong ERC formulas defined in certain DSF file(s).  If removing X-Transfer folder fixes the issue, that'll be great. But if it doens't fix it, I'm afraid you have to go thru the DSF files by using the exclusive method.

    Ya. The correctives seem innicent to me as well.

    But I will have to further investigate the real extent of my problem. I may actually have no problem with distortions, but have fooled myself into thinking I do.

    Consider: my example screenshot showing distortion is not really a G8F contamination problem like I thought it was. What that really is, is what happens when you apply an EP3A Amorette Body for Genesis 3 Arabella 7 without having Arabella 7 installed. The picture I uploaded to this post is simply the X-Transfer-to-G8 version of the EP3A Amorette body applied without a corresponding X-transfer-to-G8 version of Arabella 7.

    But there were a few other morphs that also had bizarre-looking effects on my G8 base figure, or even suspiciously having very little effect at all. I need more time to find those again and investigate them.

    By

    lukon100 lukon100 September 1 in Technical Help (nuts n bolts)
  • [Diffeomorphic] Workflow?

    bilyatboring said:

    In my workflow I just save the base figure in blender with just jcms and facs. Then every charcter I create in daz I save as dbz file. Import the dbz morph in morph panel, make sure to switch the ERC method to translation custon (this makes sure the rig scales with the mesh) in global setttings.
    For clothes I just import them using File>Import>Daz(1st option) and locate them in my daz library and the set the mesh fitting to Unmorphed shared or unique. Then parent the cloth rig to genesis figure and then merge the two rigs in the corrections tab(I use the option tie rig instead). After that selecting the cloth and genesis mesh, transfer the jcms and custom morphs to cloth mesh. If there are any clothing morphs you can import them using import custom morphs. 
     

    Can you clarify how you transfer the JCM and custom morphs?

    By

    evilded777 evilded777 September 1 in Blender Discussion
  • Xin's HD Morph Add-on 2.0.0 Error

    Padone said:

    I don't think Xin updated for blender 5 yet, but you should be able to use the addon in blender 3 and 4. Support for the Xin addon can be reached on Gumroad.

    https://xin888.gumroad.com/l/daz_dhdm_gen

    I really don't want to revert to an older version of Blender. I just spent a lot of time setting up my other add-ons and workspace for 5.2...

    What is the latest Blender version that is compatible with Daz HD Morph 1.0.6?

    By

    mark212160 mark212160 September 1 in Blender Discussion
  • Xin's HD Morph Add-on 2.0.0 Error

    Blender 5.2.0

    Diffeomorphic 5.2.0.3018

    Xin's HD Morph 2.0.0

    Steps:

    - Import a G8F via Diffeomorphic's manual import

    - Merge Rigs

    - Import standard morphs, including Head, Expression, FACS, Body, JCMs, Flexions

    - Import Daz Favorites, including Zev's Breast Control, Bend Control, Tongue Control, Expression Smoother

    - Specify the working directory for Xin's add-on

    - Specify the base mesh as the G8F mesh

    - Switch to HD mesh generation tab, specify Generate Rigged HD, set HD subdivision to 3, check Import base morphs and Copy other meshes, press Generate HD mesh, and the errors shown in the screenshot occur.

    By

    mark212160 mark212160 September 1 in Blender Discussion
  • [Diffeomorphic] Workflow?

    The only drawback with ERC is that it's not compatible with IK rigs, so that way you work with the daz rig.

    My workflow is simply to prepare the characters and scenes I need in daz studio, then export to blender each one separately, in rest pose for the characters. If there's multiple outfits I need for a character then I export multiple versions of the character, one for each outfit.

    As for the modifications I make in blender, I can copy those from a base character to the others, if needed. If it's scuplting then I can transfer the shapekey, if it's materials then I can copy the material palette.

    https://github.com/Diffeomorphic/import_daz/wiki/Material_Tools_Edit_Material_Make_Palette

    The typical workflow in blender is to keep one file for each character, or environment, then link them in the current scene, as needed. In a short story I typically have a few environments and a few characters, eventually with multiple outfits for the main characters, so this is manageable well enough.

    Personally I also use a small library in daz studio with only the assets I need for the current project. When I switch the project I switch the library. This avoids all the notorious problems that daz studio has with large libraries.

    By

    Padone Padone September 1 in Blender Discussion
  • [Diffeomorphic] Workflow?

    In my workflow I just save the base figure in blender with just jcms and facs. Then every charcter I create in daz I save as dbz file. Import the dbz morph in morph panel, make sure to switch the ERC method to translation custon (this makes sure the rig scales with the mesh) in global setttings.
    For clothes I just import them using File>Import>Daz(1st option) and locate them in my daz library and the set the mesh fitting to Unmorphed shared or unique. Then parent the cloth rig to genesis figure and then merge the two rigs in the corrections tab(I use the option tie rig instead). After that selecting the cloth and genesis mesh, transfer the jcms and custom morphs to cloth mesh. If there are any clothing morphs you can import them using import custom morphs. 
     

    By

    bilyatboring bilyatboring September 1 in Blender Discussion
  • Leg deformation occurs during the loading action(G9)

    lilweep said:

    I assume "loading action" means "loading pose".

    What happens when you manually pose the figure in that position (instead of using the pose preset)? Do you see the same effect?

    If so, it is likely to be a morph in your Currently used.  Perhaps view "Currently Used" in Paramaters tab (enabling the Preferences>Show Hidden Properties option) and see if there is any blendshape that is being triggered and causing this deformation.

    That’s exactly right; I resolved the conflict by following your method. Thanks.

    By

    793043235 793043235 September 1 in Technical Help (nuts n bolts)
  • Leg deformation occurs during the loading action(G9)

    I assume "loading action" means "loading pose".

    What happens when you manually pose the figure in that position (instead of using the pose preset)? Do you see the same effect?

    If so, it is likely to be a morph in your Currently used.  Perhaps view "Currently Used" in Paramaters tab (enabling the Preferences>Show Hidden Properties option) and see if there is any blendshape that is being triggered and causing this deformation.

    By

    lilweep lilweep August 31 in Technical Help (nuts n bolts)
  • Can you guess the Character Morph??

    Face shape looks like typical P3Design, e.g. this one which I think looks close:  https://www.daz3d.com/p3d-stephanie-for-genesis-9

    This one might also be helpful, for modification: https://www.daz3d.com/p3d-face-builder-for-genesis-9-feminine

    But if a character face shape is modded, and the texture has been replaced, it can be almost impossible to figure out which character has been used and how it has been modded, in that case the easiest may be to try experimenting yourself with some morph packages.

    By

    Taoz Taoz August 31 in The Commons
  • DAZ Studio: Best Bender (for figures)?

    crosswind said:

    CC and DS serve different niche market ~ CC was originally designed for iClone to make animation then has been enhancing it for the pipelines to other animation software as well as game engines. Not like DS, it has no capability of handling corrective morphs for full character posing rather than expressional correction. Reallusion has been developing a sort of body blendshape system for CC5+ so as to trigger the corrective shapes for joint rotations ~ I'm afraid you have to wait for its release...

    As for the question, that'll depend. If with G9 Base figure + its official corrective morphs (let alone some extreme or unique figureposes ), I don't think so ~ You will have to need some enhanced correctiver morph products or even make the correctiver morphs yourself. No matter what Genesis generation you're using, the official corrective morphs cannot meet the requirment of morph correction in all cases ~~

    I'll keep an eye out for CC's character development.

    G9 bending isn't perfect no, but for what I've been doing I find it to be the least unrealistic without morph corrections.

    By

    Calv Calv August 31 in Daz Studio Discussion
  • DAZ Studio: Best Bender (for figures)?

    CC and DS serve different niche market ~ CC was originally designed for iClone to make animation then has been enhancing it for the pipelines to other animation software as well as game engines. Not like DS, it has no capability of handling corrective morphs for full character posing rather than expressional correction. Reallusion has been developing a sort of body blendshape system for CC5+ so as to trigger the corrective shapes for joint rotations ~ I'm afraid you have to wait for its release...

    As for the question, that'll depend. If with G9 Base figure + its official corrective morphs (let alone some extreme or unique figureposes ), I don't think so ~ You will have to need some enhanced correctiver morph products or even make the correctiver morphs yourself. No matter what Genesis generation you're using, the official corrective morphs cannot meet the requirment of morph correction in all cases ~~

    By

    crosswind crosswind August 31 in Daz Studio Discussion
  • Has Anyone here experimented with Gaussian Splatting?

    "I did say only bone animations are supported "
    Oh... that's quite a substantial limitation.
    I will look into the Blendshapes to bones thing but shoot, this would actually represent quite a wall of how far I can expect to go. Aaaah, this is why I was kinda hoping this Gaussian Splats thing would work out cause in those cases, I don't need to worry about how any of this rigging stuff can make it between different software platforms.
    https://dev.epicgames.com/documentation/twinmotion/animation-overview?lang=en-US
    "Twinmotion does not support"
    "Any kind of point-level animation, including but not limited to morph targets and blend shapes."
    Yep, explicit confirmation. It would be incredibly convenient if they added in support in the next few months but I don't see a twinmotion roadmap anywhere so I don't think I should bank on that. 
    Ok, well, I guess I'll sleep on it and think on what's possible in the future.
    "

    or more likely Alembic ,abc a mesh cache format increasingly popular and grooms for hair

    if it does, Sagan is the DAZ plugin you need"
    Thank you for the lead! Really hope Epic adds this cause it sounds like this would address most of my concerns. 

    By

    Diaspora Diaspora August 31 in Daz Studio Discussion
  • Has Anyone here experimented with Gaussian Splatting?

    I did say only bone animations are supported 

    so any clothes should be rigged to follow the figures or have childbones that move it in DAZ like the old days before Dforce

    facial expressions need to use bones, some do

    also FBX is usually base resolution, some subdivision possible but HDmorphs wreck it because they use a mysterious encrypted way of applying them not compatible with FBX export, the only way to use HDmorphs is a separate obj export applied as a morph to a subdivided figure but not in Twinmotion or even Unreal AFAIK

    it could be done I believe in Blender, also there actually is a Blendshapes to bone modifier for Blender

    I tried it once, you get hundreds of tiny animated bones especially with dforce, messy looking rig wise

    I use the last 2025 version because the latest apparently is full of bugs but no difference in FBX limitations 

    Blendshapes (morphs) could still come, Unreal updates their stuff often

    or more likely Alembic ,abc a mesh cache format increasingly popular and grooms for hair

    if it does, Sagan is the DAZ plugin you need

    By

    WendyLuvsCatz WendyLuvsCatz August 31 in Daz Studio Discussion
  • Has Anyone here experimented with Gaussian Splatting?

    These are all great insights but I have to ask about the biggest showstopper I've run into...
    How can I get Twinmotion to import animated morphs from FBX?
    I tried looking this up but the article from 2024 I found made it sound like there used to be a lot more import options in Twinmotion when right now there seems to just be three checkboxes and 1 numeral field.
    I also reimported my fbx back into daz studio and imported it into blender and can confirm that the fbx absolutely has the animated morph data in it, for whatever reason twinmotion 2026.1 just isn't bringing it in. Have you had this issue? The epic games launcher appears like it will allows me to painlessly choose an earlier version of Twinmotion that goes all the way back to 2023. Which version are you currently using?

    By

    Diaspora Diaspora August 31 in Daz Studio Discussion
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