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Transferring morphs from G8F to G8M?
lioncrud said:
is there a new method? this seems outdated and does not work.
Transfer with Morph Targets + Clone always works...and you don't need the option of Use Near Vertices because you use no projection.
After transfer, you just further dial G8F Clone on G8M... so as to have 100% same shape on G8M with the transferred Head / Body morphs dialed. Then you can further export the full character morph to OBJ, Zero G8M shape, load a HeadSplit DFormer on G8M, and import OBJ with Morph Loader Pro to separate Head / Body morphs again.
Alternatively, you can use Fit Suit method > https://youtu.be/kXssz90XFEA?si=FyjrKwAaHXlxMVDB
Diffeo scale and position issuesBe sure "apply transforms" is set in easy import.
Need help!crosswind said:
Tweaking weight maps on such auto-fitted garment is pretty cumbersome...I suggest directly go for fixing correctiver morphs, i.e. pJCMs. That'll be much easier and quicker. If you don't know sculpting software, simply export base mesh of Jacket with G8M A-Pose to OBJ file, then update corrective morphs with OBJ file by using Morph Loader Pro. Finally, save a G8 version figure asset with all the fixed pJCMs, with your Vendor Name.
Edit: There're Straps rigged as a sub-node of this Jacket, auto-fitting will make it distorted. You can fix it by: Fit Jacket on G9, dial G8M Clone on G9. Export the Strap base mesh to OBJ, then import OBJ with Morph Loader Pro to the Jacket on G8M to create a "Fix Base" morph. Then dial it.
I wanted to follow this, but I am so new to Daz3D, that I only understood 1% of the instruction lol. I'll try to figure this out :D thanks!Converting "Other" File Formats to Work in DAZ StudioThe main benefit to importing .FBX models over .OBJ is they are usually rigged. So since it looks ike the FBX import has improved, does it import rigging also?
Diffeo scale and position issuesHello,
ive been using diffo for a while now and always had an issue where the eyebrows, vellus hair and sometimes gens would be in differnet positions to the main character (g8f). i figured out that is down to the location of my character pose in daz (ie the pose might be +10 on the y and the eyebrows etc would import at zero) i always worked around this by just making sure the pose was at zero for all translations. i recently changed the scale of my character using the main scale slider and im having the same issue, the eyebrows, vellus hair and gens are importing at the old scale. what am i missing? i tried memorizing the figure but that doesnt seem to work.
Morph Master@matew I'm pleased to report that I can morph dForce strand-based hair with the Export/Import as long as I have the geometry editor tool selected. I've always been able to do it manually, but this makes it more efficient.
Morph MasterHere in this example, I have my settings set to export at 100%, as shown in my previous message. I used Morph Master 08 Quick Figure Export to export a dress. Then I used Daz Studio native Import to import the OBJ that Morph Master created. My OBJ Import Options were set to Scale 100.000000% as shown in the attached screenshot. The imported dress was so tiny I could barely find it in my scene. In the screenshot, it is at the very bottom. If Morph Master had really exported it at 100%, the import at the same 100% should have brought it in at the same size as the original dress. If I manually export an item at 100% with the native DS Export command and manually Import that exported OBJ at 100%, they do match in size.
Problems with making custom head morph in blenderTo make a custom head morph
We have gone through the following procedures
1.developer kit
2.export base resolution obj
3.import blender
4.sculpt mode make custom morphThere was a problem in the fourth process
It affects the eyeballs and teeth while sculpt
It's Morph who came out after my trial and error, but I actually wanted to sculpt more and more face shape
The result is that my eyeballs are weird
Can you solve this?
Thank you in advance for your help
PS: Sentences can be weird because I use a translation app
Converting "Other" File Formats to Work in DAZ StudioFauvist said:
Artini said:
I have imported many FBX files directly to the latest Daz Studio Public (Beta)
and besides applying manually maps to the slots of the shader in Daz Studio
all works as expected.
You need to have a high quality assets in FBX format of course,
otherwise is as "garbage in, garbage out".
For what software program was FBX created? How are the textures/materials/shaders imported for the FBX model? Do you just "import" it into a scene, then save it as something? What do you save it as?
FBX file format has multiple different types. Daz recently improve FBX import so it can load different types of FBX "properly". It wont be fool proof. You can try to import fbx into scene and then check if it loaded all textures. Fbx isnt a universal bridge for Daz Studio.
Regards to saving. You have multiple options. Mostly simply, you can just save them as a scene or scene subset, but note this will embed all the data in the scene or scene subset preset. If you can be bothered, you can save them as figure/prop assets to one of your content libraries first - this will save the data to your content library of choice. Note that texture references will be direct paths unless the textures are in your content library runtime folder. So if you are calling the texture files from some random location on your hardrive, you can never move those texture files or you will break the texture references in your preset.
Converting "Other" File Formats to Work in DAZ StudioArtini said:
I have imported many FBX files directly to the latest Daz Studio Public (Beta)
and besides applying manually maps to the slots of the shader in Daz Studio
all works as expected.
You need to have a high quality assets in FBX format of course,
otherwise is as "garbage in, garbage out".
For what software program was FBX created? How are the textures/materials/shaders imported for the FBX model? Do you just "import" it into a scene, then save it as something? What do you save it as?
How to save poses when using dials from different packagesmalswansky said:
Well, damn, I thought it worked for a moment -- I tried to use Morph Loader Pro for this to import a changed figure back as a morph (btw, I thought it was for official artists only, how do I have it?) following the advice in this thread: How to properly load a morph using only DAZ? : r/Daz3D
1. Applied a bunch of different dials from different products to change a base Genesis 9 to a new pose
2. Saved this pose as a regular pose preset, i.e. with dials (this is the step that I thought might allow to get around the problem).
3. Saved the figure as .obj at base resolution
4. Imported the figure back using Morph Loader Pro => select the .obj from step 3, set Reverse Deformations to yes, then set the pose (suboption under Reverse Deformations) to the one in Step 2. My logic was that if DAZ is able to match a base figure to a morphed one using a pose as a guide, it might use that to calculate the transforms needed to match the two, and then that would be the answer.
5. For a moment I thought the magic happened -- the morphed figure appeared perfectly. Unfortunately, when I went to check, it turned out that somehow all the changes were copied as dial control values, so I guess the Morph Loader saw the morph completely match a pose with dials, and decided "I'm done, no need to calculate any actual transform values, here are your dial values back" :) Or something like that.
Oh, no ~~ Morph Load Pro just imports a Morph as a Modifier/Shape rather than a Pose as Modifier/Pose. A Morph leads to vertext positions change on a target mesh while a Pose leads to Transforms change on bones / joints of a figure. They handle different things~~
Converting "Other" File Formats to Work in DAZ StudioMattymanx said:
Daz Studio can only handle triangles and quads. When you import a model into DS and you have polygons with 5 sides or more, refered to as Ngons, you will see weirdness in the mesh, as though polygons are over running their own boundries. This is because the larger modeling apps can handle things differently than DS can and dont have to follow the same rules.
When converting a blender model, you would need to check if modifiers are active and if so, have them backed in, in the order they appear in the modifiers list. You may also want to apply a triangulate modifier and have it triangulate any polygon with 5 sides or more.
I tried to apply them, from top to bottom (I suppose it's the correct order) but the end result is the same.
I was able to get a better result on the front panel after removing the bevel modifier but doing the same on the side panel didn't change the outcome

Timbales said:
You can use the Geometry Editor to reassign surfaces of an OBJ you've imported into Daz Studio
If it's an answer to my question, I know how to use it but I don't see how it'll solve a problem related to geometry.
crosswind said:
I'm sorry that I missed the link of that wooden box you posted above. So I downloaded the package and checked them: 1) there's no ngons on main body surface but on the hinges only; 2) there're a couple of bevel modifiers; 3) after bevel modifiers were applied when exporting to OBJ with default settings, more ngons appeared due to more vertices generated from bevel edges (ss1); 4) I think the problem comes from the defaut OBJ export function...even exported with Triangulated option, it didn't work.
So I just used Better FBX Exporter, but still chose OBJ format (ss2), then the result was 100% correct, Tris only (ss3). Then imported OBJ into DS, everything was fine after some color tweaking on its Surfaces (ss4) .
(Edited..)
Oh, it did solve the problem on your screenshot.
After looking at the price of the plugin
How to save poses when using dials from different packagesWell, damn, I thought it worked for a moment -- I tried to use Morph Loader Pro for this to import a changed figure back as a morph (btw, I thought it was for official artists only, how do I have it?) following the advice in this thread: How to properly load a morph using only DAZ? : r/Daz3D
1. Applied a bunch of different dials from different products to change a base Genesis 9 to a new pose
2. Saved this pose as a regular pose preset, i.e. with dials (this is the step that I thought might allow to get around the problem).
3. Saved the figure as .obj at base resolution
4. Imported the figure back using Morph Loader Pro => select the .obj from step 3, set Reverse Deformations to yes, then set the pose (suboption under Reverse Deformations) to the one in Step 2. My logic was that if DAZ is able to match a base figure to a morphed one using a pose as a guide, it might use that to calculate the transforms needed to match the two, and then that would be the answer.
5. For a moment I thought the magic happened -- the morphed figure appeared perfectly. Unfortunately, when I went to check, it turned out that somehow all the changes were copied as dial control values, so I guess the Morph Loader saw the morph completely match a pose with dials, and decided "I'm done, no need to calculate any actual transform values, here are your dial values back" :) Or something like that.
How to save poses when using dials from different packagescrosswind said:
malswansky said:
This question is about how to save poses in a way that doesn't depend on a specific package of (purchased) pose morphs/dials.
When I use "native" pose controls dials, I've been using "Bake to Transforms" (and then save as Pose Preset), and it looks like it accomplishes the task of saving the pose with "zeroed" dials.
Then I've bought a different pose-control package (3DU Pose Architect), which has it's own "Extract Pose" script that does the same thing when using Pose Architect's pose dials.
However, the two don't seem to "understand" each other, i.e. "Back to Transforms" (when applied to Property Path: Pose Controls/3DU Pose Architect) can't save the exact pose created by the Pose Architect dial, and vice versa, Pose Architect's "Extract Pose" script can't save a pose created by a "native" Pose Control dial. In both case, they curiously save something resembling the "other's" pose, but not nearly close enough.
I couldn't reproduce the issues you mentioned. Though they use different techniques... but should give you the same result. In terms of "baking result", they both get values on Joint Rotations ERC Freezed by their Controllers, i.e. Pose Controls properties , zero Pose Controls, then write back the values to Joints Rotation properties. Difference is: Bake to Transforms mainly uses ERC Bake function while 3DU's script directly get non-default rotation values from root/child bones ~~
So, I'm confused about what the workflow is supposed to be if I have multiple pose manipulation packages each with their own set of dials, when the goal is to end up with a "pure" pose that's dial- and package- independent. Is it expected that each time I use a pose-dial from a particular package, I have to "bake" in the pose using that package's tools, before I can continue modifying a pose dial from another package? Or can that logic even change based on each specific package? That would seem incredibly inconvenient... Is there a way to just use pose dials from different packages in any sequence (as one would want), but thenstill somehow save/bake/whatever the whole thing as a "pure" pose that can be used in the future by anybody (that doesn't have any packages)?
Still strongly suggest you use 3DU's Extract Pose script because it's much much faster than using Bake to Transforms ~~ and you shouldn't have to do any "sequential process" by using Pose Controls from whatever packages.
Overall, under the hood, it would seem like the final product (of various pose alterations) on some level should just be the combination of all "deltas" of all the bones of a given model... so there's got to be some simple way to save "all the deltas" as a new pose, no? If that's not so, I'm very curious as to why, as I clearly don't yet seem to understand the logic behind how morphs function.
Thank you!
Edit: If you still get any issue, name the package / Pose Control properties you used that brought you unexpected / wrong results, we may help with checking.
First of all, I definitely appreciate your feedback, it helps a lot with getting a more complete picture of what's going on.
As for a specific use case, I did this --
1. Start with Genesis 9 base figure
2. Apply: Pose Controls > Legs Spread dial (=10%; at this point when selecting Left Thigh body part directly, its Side-Side parameter has value = 9.0)
3. Run: Pose Architect/3DU Extract Pose script (hopefully this is the same 3DU's Extract Pose that you were referring to)
The result (tested twice), in my case, is that the legs for some reason get spread further apart (Left Thigh's Side-Side value = 18.0), but the Legs Spread dial control value in Pose Controls is not zeroed out and remains at 10%. So the 3DU Extract Pose script is unable to properly bake in a change in a Pose Control dial -- not only does it get the wrong joint values, but also it doesn't reset the Pose Control dial itself. FWIW, I have DS 4.23.0.1, 3D Universe's Pose Architect for Genesis 9.
Now, what I am able to do, is for example:
1-2. Same as above, i.e. apply a change via Pose Control dials to base Genesis 9
3. Bake in that change using DS's native "Bake To Transforms"
4. Now apply another change via 3DU Pose Architect's dials
5. Bake that in using Pose Architect's own baking script, i.e. Extract Pose
6. Keep going
Interestingly, I've tried this with yet another product (V3Digitimes Ultimate Pose Mixer Pro), which has its own baking scripts (e.g. "Bake All Except Face"). Now this script does better, e.g. in the examples I tried, it can bake in the Pose Control dials properly, but it still doesn't quite work with the 3DU Pose Architect's dials (although it seems to set the joint values correctly, it doesn't zero out the dial itself).
So basically my impression so far is that if one wants to end up with transforms-only pose presets, then even though each product seems to provide this ability for its own dials, there's no universal way of baking them all. Which means that if one wants to use these different products (and Pose Controls too) together and still end up with a transforms-only pose preset, one has to follow a pretty tiresome routine -- i.e. after making any changes using a given product's dials, one has to immediately bake in these changes using this product's own Bake To Transforms equivalent, before making changes using any other product's dials (and then you have to use that product's own baking script, etc). Otherwise, if you ever use two different products' dials in succession, you're likely to end up with a "mixed" pose that no script can apparently bake in reliably.
Or, I guess one can forget this, just use dials, save pose presets with pose controls, but then to use these poses, one must always have installed all the packages whose dials were ever used, and they can never be saved as transforms-only.
However, could there be another alternative -- what if one exports a figure (after various dials are applied) as an .obj, then import it back, could one then somehow save that object-figure as a pure-transform morph of the original?
V4 poses on Genesis 9 - via Zev0's converterspaulawp (marahzen) said:
I'm necro'ing this thread because I'm considering a similar mass-conversion project and when I went looking for ideas, the OP gave a good solid list of steps. LIke the OP, I have a very large collection of V4/M4 poses. (... as well as from every other generation.) I also have a substantial number of pose sets acquired from Rendo, which tend to get overlooked and I'd like to use them more. Beyond the conversion of the sets, I'm planning a categorization project. When I'm looking for a pose, with very few specific exceptions, I'm not thinking of a pose set - I'm thinking of an action: I want to look for a particular type of standing pose, for example, and the idea is to go to a standing poses master folder, maybe with subcategories, rather than prowl through the converted "jaunty poses for Character X" sets.
Has anyone else done that sort of thing? I'm still considering what I might do.
Yes, it should be easy. With the Action: Create a Product from... the folder(s) where you placed the converted Pose Presets, as, let's say: My Converted Poses. Then multi-select Pose Preset files to Categorize them (or right-click on the pose folder to Categorize the enclosed Preset Files by Edit Metadata...), by using the category: Poses > By Function > Standing.
Then add the product to Favorites if needed for fast access in Smart Content.... then drill down to the sub-category of Poses > By Function > Standing ...
Or consider using this product: https://www.daz3d.com/smart-collections
easier way to install contentIs there an import wizard or something when wanting to install things from other sites other than DAZ?
The DAZ Manager is perfect. Just wish I could dump a bunch of zip or rar files from other sites into a folder and have them import to DAZ as smart content. There has to be an easier way. Thank you
Dartanbeck's Journey - CG FilmmakingYou'd need Pro for some of that though. Indie is a requirement to export out of Cascadeur, which is fair.
It's not free, nor should it be. The Free version is not time limited and gets the updates. But it lacks Indie and Pro features needed to actually add it to your pipeline. Again... fair.
Being that it's not Time Limited, the free version is the perfect way to discover whether or not you like it. They have a nice selection of characters that come with it, we can import Genesis 8 and 9 (maybe 3? I have to check) without any of the auto-rigging stuff - they're just recognized and work.
Brash could be exported as an FBX and run through the simple auto-rigging rooms on the way into Cascadeur.
Then you have this amazing new way to pose them, mess around with animation tools using physics or not, just have fun trying it out, which is what I did. There was a GiveAway that happens once in a while for the Indie, so I grabbed that and discovered that... yeah... I'm talking to Rosie about this! :)
Dartanbeck's Journey - CG FilmmakingDiomede said:
From what I understand, Cascadeur can import the custom motions that you film of yourself with your phone and convert with Blender. Just possibly another tool for your toolbox. (I could be wrong about that; there could be another step) Worth taking a look.
Yes! A friend of mine has done that!!! I'm going to be trying that very soon.
We can also bring in any animtion FBX, DAE, and there's another one.
We can "Unbake" animations down to essential key frames to edit or correct, slice... anything we want.
With the Pro tier, we can retarget from anything that has its rig to anything that has its rig - no matter the size or whatever. It's as simple as Retarget Copy from one, Retarget Paste to the other. And another. And another.... whatever. It's really powerful and the physics are cool. We just got Ragdoll!!!
Dartanbeck's Journey - CG FilmmakingFrom what I understand, Cascadeur can import the custom motions that you film of yourself with your phone and convert with Blender. Just possibly another tool for your toolbox. (I could be wrong about that; there could be another step) Worth taking a look. Here is Cascadeur's compatibility list on its homepage.
Content Wizard Woesjohnbuckeridge said:
Okay - that didn't work in the end. So I've uninstalled, deleted the product with Studio offline: however, the product folder is still there in My DAZ Connect Library. Do you think I should dlete that folder as well?
Did you uninstall through Daz Studio? Though it would still appear under the Available and All install state filters in Smart Content (bottom of the Products tab) and after the installed products in the alphabetical list of Products in the Content Library pane unless you delete its metadata from /data/cloud/meta/ and stay offline in Daz Studio.










