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Hexagon 2.5.2.109, General Release!
n.aspros123 said:
I understand that Hexagon was created by the marketing manager that was part of Z Brush and purchased by the devs of DAZ Studio?
No. Hexagon was the successor to Amapi and was developed by the French company Eovia (hence the name, hexagon being a nickname for France due to the country's main borders' shape).
Will Hexagon ever be updated from version 2.5.2.109?
I've used Hexagon a few times and it's a useful tool and it's easier to transfer characters and clothing to and from compared to Blender which throws a geometry mismatch if your don't get the settings correct for an export/import an .obj file.
Hexagon 2.5.2.109, General Release!I understand that Hexagon was created by the marketing manager that was part of Z Brush and purchased by the devs of DAZ Studio?
Will Hexagon ever be updated from version 2.5.2.109?
I've used Hexagon a few times and it's a useful tool and it's easier to transfer characters and clothing to and from compared to Blender which throws a geometry mismatch if your don't get the settings correct for an export/import an .obj file.
Another "which character" question - solvedLooks like morph combinations from Twizted Face Morphs wearing Kala 8's skin that's included in the Genesis 9 Starter Essentials. I think it's called "Hispanic" or just numbered.
Morphing Mainsail for YachtsA Morphing Mainsail for Yachts: A suggestion from this post: looking-for-small-sailboats-with-manipulable-furlable-collapsible-sails
Attachments:
- Mainsail scene subset .duf
- Texture .png
Details:
- Luff length as modelled = 14.15 meters: Scale the prop to suit your purpose.
- The Tack loads at (0,0,0): Parent the sail to the Tack attachment point of your mainsail boom.
- Includes a morph to shape the sail for Port or Starboard tack.
- Includes a morph for the Stowed shape (flaked onto your boom).
- Includes a nice blue sail cover for the Stowed shape.
- Not included: Mast, boom, standing rigging, running rigging, deck, hull, tropical lagoon, drinks, party guests...
Hope you find it useful.
P.
Can I Exclude a Camera from Undo/Redo?Does anyone know of a way to exclude the camera (the one I'm viewing the scene through) from the Undo/Redo buffer?
I always create a camera and view the scene through that, when working in Daz Studio. The problem is that every pan, rotation, and zoom of the viewport when looking through that camera, counts as an edit that adds itself to the Undo/Redo buffer. For example, if I adjust a morph dial and then pan, rotate, and zoom the camera to view the edit from different angles, and then decide that I don't like the morph dial adjustment. Well, in order to undo the morph adjustment, I first of all have to click to undo the zoom, and then again to undo the pan, and then again to undo the rotation, and yet again to undo the actual morph adjustment I made.
So I'm wondering if there's a way to prevent the (viewed-through) camera navigation, from being collected in the Undo/Redo buffer in the first place. It's drivng me absolutely nuts, and it would be a real sanity saver if there was a way to exclude it from the buffer!
Freebie Challenge July 2025 - "Design a Book Cover" - Main ThreadEDIT: It was not quite clear to me that we were only supposed to do REAL books, so I made one up. LMK if this is okay.
Satyr
--Demon Legs Morph G9 by sentionaut https://www.renderosity.com/freestuff/items/94066/demon-legs-morph-for-genesis-9
--Eirgrid Hair G9 by AprilYSH in Genesis 9 Starter Essentials https://www.daz3d.com/genesis-9-starter-essentials
--Candy Braids Hair G8F by zoro_d https://www.renderosity.com/freestuff/items/88062/candy-braids-hair-for-genesis-8-females
--Faun Fur and Horns G9 by Mysticartdesign https://3dshards.com/product/faun-fur-and-horns-for-g9/
--Fauns Tail V2 by Traveler [no count] https://web.archive.org/web/20051026122612/http://www.morphworld30.com/assets/files/faunstail.zip
--Creature Feature Sample Pack by bernhardvanderhorst for horns https://www.cgtrader.com/free-3d-models/character/fantasy-character/creature-features-free-sample-pack
--Knockers Prop Pasties by ModernWizard https://www.renderhub.com/modernwizard/knockers-prop-pasties
--Combo Lock by Sagersweb http://www.sagersweb.com/models/combolock.zip
--Freddy G1 by Ghastly for shorts https://www.renderosity.com/freestuff/items/74804/ggc-freddy-genesis-1
--Solar Solace H3 by Adzan for bracelets [no longer available freebie, no count]
--Nail Art G8F by zoro_d https://www.renderosity.com/freestuff/items/92918/nail-art-for-genesis-8-and-81-femalesHuman
--Yerren Hair G8F by Excessive https://www.renderhub.com/excessive/yerren-hair-g8f
--Surf's Up G2M shorts in Genesis 2 Male Starter Essentials https://www.daz3d.com/genesis-2-female
--Free bigger dforce bowling shirt for G8M by perlk https://www.renderosity.com/freestuff/items/98920/free-bigger-dforce-bowling-shirt-for-g8m
--Shoe Collection for Genesis Figure Freebie by tranquil https://www.renderhub.com/tranquil/shoe-collection-for-genesis-figure-freebieBoth
--G8.1F and head/body morphs
–Morphalynn G3F face and head morphs by ModernWizard https://www.renderosity.com/freestuff/items/76026/morphalynn-127-g3f-head-amp-face-morphs
–SY 200 Free Morphs G8 by SickleYield https://www.deviantart.com/sickleyield/art/SY-200-Free-Morphs-Genesis-8-756465264
--Style Eyes 17 Stylized Irises for G3F and G3M by ModernWizard https://www.renderosity.com/freestuff/items/76086/style-eyes-17-stylized-irises-for-g3f-and-g3m
--REAL Hairy G2M by MikeyFTL https://www.deviantart.com/mikeyftl/art/REAL-Hairy-for-Genesis-2-Male-FREE-859328094Paid:
–Draupadi G3F texture by chevybabe25 https://www.daz3d.com/draupadi-for-genesis-3-female-s
--Ryanno Hair and Beard G8M by Neftis3D https://www.daz3d.com/ryanno-hair-and-beard-set-for-genesis-8-maleHelp with hair styleThanks Memcneil. I had not thought of a mix; I was thinking it was a morph that I could not quite make out. I'll do some experimenting.
Looking for (small) sailboats with manipulable/furlable/collapsible sailstsroemi said:
Praxis said:
Using dForce, I have animated a sail being lowered, and of course the final state can be saved as a simple "Sail Stowed" morph:
https://www.daz3d.com/forums/discussion/comment/7913246/#Comment_7913246
But it was very fiddly, and needed a lot of "dForce helper" nodes that were animated via script.
I'm sure someone with better dForce skills could simplify and improve on this.
Oh wow, that looks terrific! Which boat were you using, the yacht here at DAZ? Would you consider making the lowered / stored sail states into morphs and uploading them as freebies? - Sorry, don't mean to hijack OP's thread! But I hope it's okay, being in line with the original inquiry.
Thank you. The yacht model is not available from DAZ or anywhere else - its a model I made based on photos of a particular real yacht, and I would not sell or give the model without permission from the owners of the original design.
But I will see if I can make from this a freebie of a generic triangular sail, with raise/lower controls, which should be easily adapted by anyone via simple scaling, rotation, etc. - if the OP does not mind.
Saving clothes with simulated dataExport an OBJ and import as a morph, with Reverse Deformations on since the unsimulated clothing will respond to bones and morphs on the figure then start tyhe simulation from the morphed state. Just bear in mind that doing it this way you will lose all informatiuon on tension and momentum that you would get from the earlier steps of the simulation if you reran it.
Problem adding morphs to "Idol hair"This https://www.daz3d.com/idol-hair-for-genesis-8-females ?
I have that and it isn't loading in a zero state - Edit>Figure>Zero>Zero Figure, then confirm that i really mean zero, does cause the hair to change (duplicate the hair before zeroing and then hide/show the duplicate to see the changes). So if you are exporting it as loaded you are getting those minor changes in your morph too. If you have put a lot of work into the current morphs and don't want to have to redo that you could try reloading them through Morph Loader Pro on the default shape (the one that has some deviations from the zero state) with the Reverse Deformations option checked in the options for each morph - that will then subtract the differences, leaving just your own modifications
Problem adding morphs to "Idol hair"I bought "Idol Hair for Genesis 8 Females" and I love it because it has a lot of ways to move the hair. I wanted to use it in a scene, but the hair still clips through some clothes somehow, so I tried to add a new morph. I exported the model (default start position, no morphs or transformations applied, every bar is set to the default value, no parenting) end edited it in blender. So far everything is fine, but when I import it again in daz, ANY morph I make changes the whole model. I then tried a simple useless morph to understand the situation:
- I opened the model in blender and moved only a single back hair (I literally pressed L on one face and moved it, nothing else)
- I imported it back in DAZ and apply the morph
- The single hair moves to the correct position, but everything moves as well. For example, as you can see in the attached image, a lot of holes are appearing in the bang and in other places.
Why? I don't get this kind of problem when I edit clothes or objects. I find it very annoying that a simple morph (yes, I know I made a useless morph in this case, but it was a quick example made to show you my problem) changes everything, even parts I don't want.
Looking for (small) sailboats with manipulable/furlable/collapsible sailsPraxis said:
Using dForce, I have animated a sail being lowered, and of course the final state can be saved as a simple "Sail Stowed" morph:
https://www.daz3d.com/forums/discussion/comment/7913246/#Comment_7913246
But it was very fiddly, and needed a lot of "dForce helper" nodes that were animated via script.
I'm sure someone with better dForce skills could simplify and improve on this.
Oh wow, that looks terrific! Which boat were you using, the yacht here at DAZ? Would you consider making the lowered / stored sail states into morphs and uploading them as freebies? - Sorry, don't mean to hijack OP's thread! But I hope it's okay, being in line with the original inquiry.
Looking for (small) sailboats with manipulable/furlable/collapsible sailsUsing dForce, I have animated a sail being lowered, and of course the final state can be saved as a simple "Sail Stowed" morph:
https://www.daz3d.com/forums/discussion/comment/7913246/#Comment_7913246
But it was very fiddly, and needed a lot of "dForce helper" nodes that were animated via script.
I'm sure someone with better dForce skills could simplify and improve on this.
How do you regard your characters?Most of my DAZ characters are recreations of OCs from other non-DAZ art projects because I need consistent drawing references. Because of this, they come with personalities and backgrounds. However, I rarely make illustration renders of them because they will never look "canonically accurate," like they do in my drawings.
So far, I've had 2 characters that are recurring DAZ characters, but they lack a detailed history. The main one of these is just a 3D self-insert. She doesn't need a bio or backstory. (It is the one I use for my PFP/icon/avatar.) Because she's of my likeness, it's the one whose morph recipe I don't want to share because most people do explicit stuff.
For my other OCs (for drawings and DS projects), I'm not "overprotective" of their designs. I don't mind sharing the recipes either, since anyone can acquire the individual components to recreate them. The "soul" of my work is what I create with my [digital] hands. If someone else uses my OCs in their render, their doppelgänger doesn't feel like it's my OC. So IDC what they do. (And yes, you can ask me for my OCs' mixes, I don't mind. Though, you may be out of luck in one-shot characters because I don't save those.)
I don't think I have continuity in my renders. They are random "snapshots," depicting the characters in the moment. Except for my self-insert, who goes by different rules.
DAZ Studio with different configurationsYou can have differnt Conten t Directory sets (Edit>Preferences>Content tab>Content Directory Manager) each with their own database, though DS 2025 will not show orphaned references so havinbg a separate database for each will be less important. Having different DIM set ups does require having a separate account (in DIM, they can point to the same store account) for each with their own Manifests folder for tracking installations.
The shaping data for morphs (the deltas) won't load if the morph has a zero value - though don't forget that baking a compound morph to a single shape will remove all links to joint adjustments and corrective shapes.
(Released) FK Manicure Muse Morphs and Materials for Genesis 9 (Also Merchant Resource)Hello everyone!
Let me introduce my first ever Merchant Resource product, after 25 happy and creative years in the industry, I decided to start making some MR, time by time.
This first chapter is the Manicure Muse Morphs and Manicure Muse Materials, with all the fresh 2025 trends about colors, finishes and details.
The Morph set brings you a huge amount of ready-to-apply nail presets, that you can use in your personal or commercial projects, baking them for your characters. Note that there are many morphs that can be used on male characters because they modify the fingers, not only the nails.A very descriptive pdf is included for your convenience.
Join me and take a look at what I crafted for my customers and friends.
This Bundle covers all your needs, an more.
And be sure that this is only the start of more MR and unique assets for your DazStudio creations.Thanks for coming to see and read!
Fabi
product is here:
https://www.daz3d.com/fk-manicure-muse-morphs-and-materials-for-genesis-9-mr-bundle
DAZ Studio with different configurationsHi all,
I would like to set up DS with two different configurations. One with all of my addons installed for content creation/modification and one stripped so that I can run it lean with content that has been already modified and set up the way I want it without the added burden. For instance, say I create a custom character with morphs, export it to Blender, make any additional adjustments I want, then load it back as a new morph. The character has been finalized and I don't need all of the adjustment morphs to load other than ones that are specifically still being used, like bend correction morphs/jcm's. This, along with dynamic loading/unloading and saving different configurations for different workflows is something common in other 3D applications like Blender.
Getting a G8F characters breast morphs back to default G8FMasterstroke said:
Go to Menue>Tools> Geometry Editor [...]
Most of the time, this will not work as desired. Simply resetting the vertices to their default position will often not line up with where a morph wants the breasts to be.
In my opinion, "remove selected deltas from Favourites" is really only suitable as a fix for problems like when an unintended part of the model was accidentally caught during sculpting.
A considerably more feasible solution if you want to avoid using an external modeller is to paint a dFormer map over the area (soft edges very much required), use that map as a mask to import a default G8F OBJ with reverse deformations, then use that dFormer's controls to help realign the reset breast shape with where it needs to be.
This adjusted body shape can then be exported to OBJ, the dFormer/morph used to make it can be disabled, and then OBJ can be reimported over the original body shape to create a morph that will "reverse out" the breast shape.
(For the head split that Ainm mentioned, there is already a preset dFormer that can be loaded from the starter essentials for the job).
~~~~~
As far as other methods, one thing that *kind of* works on core characters is fishing around in the hidden morphs for the character's specific corrective for "Breasts Gone"; this shape broadly has to reset their breast shape to default in order to make it so that Breasts Gone can give them a flat chest, so it serves reasonably well to reset a core character's chest. (Unfortunately though, this specific corrective usually only exists on core characters).
However, note that all of this may have some weird results on clothing, depending on whether the clothes had a corrective for the character shape or not.
Problems for fitting G8M loafers on G9 [Solved!]felis said:
Go to Edit > Object > Transfer Utility
Sorce Scene Item is the G9 character, Target Scene Item is the shoes, all others can be left as default.
That's it.
The requirement for this to work is the target (shoes) fits the base character in default pose.
It is essentially this method you will use if you have (an unrigged) new clothing item, and after import you want to get it rigged to a character.
Yes, it worked!! Thank you so much! :) I leave this solution in case someone else has the same issue.
Help Me Build My New PCRichard Haseltine said:
For DS CPU is not really crucial - most of the processor-intensive stuff will be handled by the GPU, memory permitting. How much system RAM are you getting? The general experience is that your system memory needs to be two to three times the GPU mmeory, ideally at the upper end of that scale, or you will find scenes that would fit in the GPU not getting handled or being very slow to transfer to the GPU (so with a 32GB system you might be limited to scene up to 10-12GB, despite your 16GB GPU). Of course RAM is geenrally a fairly easy upgrade at a later date - especially if you can make sure the configuration you gt leaves some slots free, so you don't have to remove existing memory in order to add more..
Someone suggested 64GB, so I'm going with that.











