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Kayla 9 - Discussion Thread
Havos said:
I like her. Very good skin quality, but that is true of most of the base characters.
I am not sure what ethnicity they were aiming at. At first I thought she looked Indian, hence my confusion over why she would be bundled with a red riding hood costume. However Kala 9 is the Indian lady, and we have already had her. I still think she looks kind of Indian, with maybe a bit of African mixed in. Would be odd to have such similar names as Kala and Kayla to both be Indian.
My first impression was North African. And I think Kayla may be a Semitic name, which could place her around there. Her eyebrows seem to be from somewhere around the Mediterranian? I also see a bit of Ariana Grande in her. Or a Southern European/Sub-Saharan African influence. I think she could be from absolutely anywhere with a little tweak here and there, to shape or skin.
I'm going to stick my neck out and say that her skin looked more European, the consensus would be average and little different to many other Daz Originals. She is beautiful in that safe Daz Original way - her facial proportions are perfect and symmetrical and she has a very attractive nose, but I can't help but feel those make her a little generic too. Particularly her nose. There are promos of her in Indian, Meso-American, North American and European scenes, and she doesn't look out of place in any of those but also just doesn't quite fit.
I'm not blown away, but she is well done and I'll pick her bundle up for the skin and the hair, and for mixing her shape. The HD morph is approaching raw.
G8.1F Expressions 8.1 have stopped working (again)greywolf said:
@WendyLuvsCatz * -- WHAT placeholder morph blockers?!? I use cygwin on my computer and am extremely *NIX proficient so I could write a script to instantly handle this problem if I can find out what is happening where. Any leads (paths to change, paths of things to remove, paths of scripts needing altering) would be a boon!
--
*this wraps around and at first glance looks like "WendyLuvsCat"...
then i saw the "z" underneath it...
https://www.daz3d.com/forums/discussion/comment/8492761/#Comment_8492761 the exact location in the whole thread on it

everyone is speculating about the reason for them, its best not to address it
as to my Username, it doesn't wrap on my browser
I was careful not to exceed the letters hence luvs instead of loves or heart

it used to be wendy♥catz until they stopped us using symbols
where are my hands?I was able to badger it into cooperation, but in short, I'm not impressed.
I had to fix the weight maps and set up morph rigidity groups in order that I could get it to work.
It's one thing when a product is dForce only because dForce is the only practical way to do something, but it shouldn't be used to plaster over not getting the bone weights right. In this case, I needed to raise Becky's arms at the start of the simulation in order to avoid clipping, but that only worked after I'd actually fixed it myself.
Render your buys! 1, 2, 3 Testing!!Unfortunately, dForce Starfall for G9 and G8F is another one I should really be putting in a ticket about.
Parts of the long draped sleeves are weighted to the pelvis and torso, making it impossible to pose the arms without using dForce... and for a character with a generous figure like Becky, you really do need to pose the arms pre-dForce to stop the sleeves clipping into the skirt. Other parts are directly weighted to the forearm bones, rather than to the forearm twist bones as they should be.
It also really needs morph rigidity maps on the draping sleeves to stop auto-follow morphs getting ripped up from copying from different parts of the mesh.
I was able to fix it to the point I can get it to work, but getting clothes to fit things is kind of my thing, and a product should not require a user of my skill level to make it viable.
G8.1F Expressions 8.1 have stopped working (again)@WendyLuvsCatz * -- WHAT placeholder morph blockers?!? I use cygwin on my computer and am extremely *NIX proficient so I could write a script to instantly handle this problem if I can find out what is happening where. Any leads (paths to change, paths of things to remove, paths of scripts needing altering) would be a boon!
--
*this wraps around and at first glance looks like "WendyLuvsCat"...
then i saw the "z" underneath it...
Ultimate PBRSkin Manager (Commercial) ** 2 additional utility scripts available here **This doesn't really have a lot to do with this particular product but I wasn't sure where else to ask. What are the odds of getting something that would allow a transfer of textures for anatomical elements? As it stands now, many characters materials do not provide a texture map for this, which means many of the skins (one of the main reasons I buy some characters) are not usable for what I need. There is a freebie floating around out there that is not bad but something better would probably be good.
all figures load demorphedI found the problem... for some reason there was a morph auto loading... It was the Vo Zuzu Male morph that was auto loading on top of all characters... I uninstalled it and now everything works fine... I just don´t know why it suddenly auto loaded...
V3Digitimes Daz Studio 2025 (6) compatibility StatusV3Digitimes said:
Fixed: Wet and Tanned Skins for Genesis 3 : the four failing scripts have been corrected. The build is now awaiting beta testing from any kind user, due to major internal changes in the geograft transfer tool.
I'm available for testing if you need help with it.
I can also check Iray Light Manager Pro.
FrankTheTank said:
For someone using DS 4.24.03 and not planning on using DS 2025 anytime soon, I should avoid the update for Ultimate Iray Skin Manager then, is that correct? I see the update is in DIM but I do not want to update if there is no benefit.
The goal of these updates is to have scripts compatible with Daz Studio 4 and Daz Studio 2025 so it should be safe to update. It's still a good idea to have a backup of the previous version in case something wrong was missed.
Can Mada Hair really look like what is shown in ColorWerks Hair Shaders?Well my newest computer has 1392 hairs installed. I did a check on DIM before I closed it and there were over 500 I didn't install (some may have been chairs though). I tried a G3F hair on G9F yesterday with autofit and every morph worked. Love the new autofit for hairs.
more....Wacky Modelling ~ In Carrara ~Stezza said:
I did this rocket a couple weeks ago and then forgot about it!
used the cube and a shere

and added a morph or twowacky time


Great ship! My kids loved Tintin; a couple of years ago I printed an 457 mm (18"), red-and-white rocket for my son's apartment and a 127 mm (5") one for his desk at work.
where are my hands?WendyLuvsCatz said:
felis said:
That sounds as it is just using default weightmap after transfer, and no weightmap adjusting after that.
well it makes anything other than starting simulation from zero pose impossible, so my dforce2Morph suggestion won't work for example
sad thing it's not a difficult fix but no way I can share it as a setting AFAIK
just lasso the sleeve flounce in turn each side with the geometry editor then fill 100 with the weight brush and matching forearm general weights selected in tool settings
or select some of each sleeve and use the expand seelction command, cmd/ctrl +, which makes it easier to avoid clipping in any of the body of the dress when near the edges.
a frame from a png series animation I am rendering which started with her raising her arms in the air after 15 frames before the actual starting pose at 30 frames
would not have worked well with the existing weightmapping
where are my hands?WendyLuvsCatz said:
felis said:
That sounds as it is just using default weightmap after transfer, and no weightmap adjusting after that.
well it makes anything other than starting simulation from zero pose impossible, so my dforce2Morph suggestion won't work for example
sad thing it's not a difficult fix but no way I can share it as a setting AFAIK
just lasso the sleeve flounce in turn each side with the geometry editor then fill 100 with the weight brush and matching forearm general weights selected in tool settings
a frame from a png series animation I am rendering which started with her raising her arms in the air after 15 frames before the actual starting pose at 30 frames
would not have worked well with the existing weightmapping
i see her hands ! Awesome. All that is too much for my old brain to handle anymore. I would rather just disappear those huge hanging down things on the arms, or disappear the entire arm. Its wierd, but I used to get into massive manipulations to achieve mastery of a scene, but now I'm all into plug and play.
V3Digitimes Daz Studio 2025 (6) compatibility Status28/10/2025 – Debrief
Checked: Wet and Tanned Skins for Genesis 2 works natively on DS6 (no issues detected so far : please report any if you find them).
Fixed: Wet and Tanned Skins for Genesis 3 : the four failing scripts have been corrected. The build is now awaiting beta testing from any kind user, due to major internal changes in the geograft transfer tool.
Next: Proceeding with Wet and Tanned Skins for the remaining generations (8, 8.1, and 9) over the next few days, hoping it will only take days and not ... morewhere are my hands?felis said:
That sounds as it is just using default weightmap after transfer, and no weightmap adjusting after that.
well it makes anything other than starting simulation from zero pose impossible, so my dforce2Morph suggestion won't work for example
sad thing it's not a difficult fix but no way I can share it as a setting AFAIK
just lasso the sleeve flounce in turn each side with the geometry editor then fill 100 with the weight brush and matching forearm general weights selected in tool settings
a frame from a png series animation I am rendering which started with her raising her arms in the air after 15 frames before the actual starting pose at 30 frames
would not have worked well with the existing weightmapping
where are my hands?That sounds as it is just using default weightmap after transfer, and no weightmap adjusting after that.
more....Wacky Modelling ~ In Carrara ~I did this rocket a couple weeks ago and then forgot about it!
used the cube and a shere

and added a morph or twowacky time

G8.1F Expressions 8.1 have stopped working (again)mine regularly stop working thanks to updates, those placeholder morph blockers sneak their way back
I generally avoid the half generation and use only 8 or decide whether I can be bothered closing studio and deleting those files again, not looked if it's repopulated since last time
I just installed all Genesis content from ScratchRon Knights said:
Richard. thanks for the reply.
I've got to the point in my life where I get easily lost by some things. I just can't cope with the way DAZ organizes their content.
That's why I've started a total reinstall of all my content.
I have placed every item into its own folder. I've divided everything into categories.
If every product has its own content directory then that wil make loading massively slow - the advice is to have no more than ten content directories, as when loading a file (e.g. a texture or morph) DS has to check the relative path in each content directory in turn until it finds a hit or runs out of places to look; for content that is well down the list that will be time consuming.
I will install all the content from scratch. I won't use DIM any more.
And I won't join Premiere because I don't want to be saddled with DAZ's way of organizing things.
If you are using file locations to organise then metadata and categorisation are irrelevant to you; if you are in fact using categories then you need to update the metadata only to access the exclusive premier content (the sahpes for the Daz name 9 characters) and that will not interfere with your own user data - just keep it in its own top-level folder rather than Default and you can ignore the Daz organisation..
Conversion Crisiswhispers65 said:
Richard Haseltine said:
kyoto kid said:
whispers65 said:
kyoto kid said:
/..one conversion tool I picked up on near the end of the PA sale was RSSY's Clothing Converter from Genesis 9 to Genesis 8. It includes scripts to convert to both G8 genders
As I mentioned in another thread sadly there is no hair transfer utility. Not sure if there will be one as even manually parenting hair is hit or miss as from what I understand, strand based hair often does not always parent well without a cap.
Probably the most powerful combination of utilities is Generation X2 plus XTransfer as I can transfer morphs not only from Gen4 but G1 and 2 to G8 via XTransfer. these two have been indispensable for custom character design.
Right now I have next to nothing for 8 and 9, but at least after reading a lot 8 makes more sense to me. I tried hair on 9 and finally for a couple of pieces I ended up fitting it myself and then parenting it and using it that way.
...manually fitting hair from 8 to 9 iworjs fine, it's going the other way which can have issues.
What issues do you have in that dierction, other than dForce hair growing directly from the figure's head which is a problem regardless of figure involved.
The two good things about G8 is first, there is a lot of content (about 5 years worth) and second if you don't have a much yet, often G8 products tend to see more and better discounting, particularly in the Featured Artists' category during sales events.
G8 and G3 are still my mainstays.
not sure if this was aimed at me or not, but the problems I had with the hair is that when it tried to autofit, the hair was rotated so that the top part of the hair was down in the face making the figure look like a wookie.
It was at KK, saying one particular conversion was a problem. You issue sounds a bit odd if it was figure hair and you had the correct source selected.
Conversion CrisisRichard Haseltine said:
kyoto kid said:
whispers65 said:
kyoto kid said:
/..one conversion tool I picked up on near the end of the PA sale was RSSY's Clothing Converter from Genesis 9 to Genesis 8. It includes scripts to convert to both G8 genders
As I mentioned in another thread sadly there is no hair transfer utility. Not sure if there will be one as even manually parenting hair is hit or miss as from what I understand, strand based hair often does not always parent well without a cap.
Probably the most powerful combination of utilities is Generation X2 plus XTransfer as I can transfer morphs not only from Gen4 but G1 and 2 to G8 via XTransfer. these two have been indispensable for custom character design.
Right now I have next to nothing for 8 and 9, but at least after reading a lot 8 makes more sense to me. I tried hair on 9 and finally for a couple of pieces I ended up fitting it myself and then parenting it and using it that way.
...manually fitting hair from 8 to 9 iworjs fine, it's going the other way which can have issues.
What issues do you have in that dierction, other than dForce hair growing directly from the figure's head which is a problem regardless of figure involved.
The two good things about G8 is first, there is a lot of content (about 5 years worth) and second if you don't have a much yet, often G8 products tend to see more and better discounting, particularly in the Featured Artists' category during sales events.
G8 and G3 are still my mainstays.
not sure if this was aimed at me or not, but the problems I had with the hair is that when it tried to autofit, the hair was rotated so that the top part of the hair was down in the face making the figure look like a wookie.













