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Daz 3D Forums > Search
  • Transferring Genesis 8 morphs to Genesis 9 using Faceform Wrap

    Hello all,
    I have transferred a morph from G8 to G9 using Facefrom Wrap: so I applied a G9 clone morph to G8, then also applied the morph I wanted to transfer and then exported to OBJ to be able to wrap.
    Everything works perfectly, the morph now works on G9 but...

    The morph I transferred is a very subtle morph that slightly changes the shape of the feet. For it to work, I have applied it to the G9 body only, not the face. That works, bit it does affect the entire body:
    Suppose I load any G9 character into DAZ and then apply my transferred morph on top, it actually dials back the entire character body to the default G9 shape.
    I can get around it by turning off limits and applying the character morph at 200%, but I would like to know if there is a setting I missed when bringing in this morph into DAZ Studio using Morph Loader Pro...
    Is there a way to make it compatible with other morphs and not "overwrite" those morphs back to the default shape?
    Thanks a lot!!! 

    By

    gibrril_fa945a6cee gibrril_fa945a6cee June 2025 in Technical Help (nuts n bolts)
  • Daz Studio Premier (The software): how much better compared to "Normal" daz studio

    Hi,
    I'm out of the loop of the whole Daz Premier things, and most of the discussions on this is from 2024. So I'd like to ask a few things regarding the Daz Studio Premier software (the benefits on the store is pretty straight forward).
    As I understand correctly from https://www.daz3d.com/daz-studio-premier, there are 6 main benefits of the Premier version: Geometry Sculptor, Shape Transfer, Pose Converter, Render Queue, Simulation Manager, and Enhanced Exporting Tools (which I don't care). 
    1. These tools are exclusive to the Premier version of Daz studio, right? Is there any "hidden" feature of Daz Studio Premier that hasn't been mentioned on the page?
    2. I owned Mesh Grabber (https://www.daz3d.com/mesh-grabber-win), Render Doctor (https://www.daz3d.com/render-doctor), Character Converter to Genesis 9 Bundle (https://www.daz3d.com/rssy-character-and-material-conversion-genesis-8-to-genesis-9-bundle) so what's the benefit of having premier verion ? Is the Geometry Sculptor, Render Queue, Shape Transfer better or newer or support more figures than the plugins I have? As I can read from the daz studio premier page, the Shape Transfer, Pose Converter only support convert to genesis 9? No other target figures?
    3. How good is the Daz Studio Premier in performance, stability compare to the normal one, or it's exactly the same, just with some built in plugin?
    4. Will the plugin I mentioned continue to work in the future version of Daz Studio?
    5. Right now the Daz Studio 4.24 "normal" version, all the plugins in (2) are working (I haven't tried everything so if something doesn't work please tell me), so the only thing I will get is the  Simulation Manager, right? Is there any other benefits of the Daz Studio Premier ?
    Sorry for the long ask, my searching skills are bad. So if these information are already mentioned elsewhere please kindly point me to it. My Daz+ has just expired so I'm looking into renewing it, just wonder how useful Daz Premier is, on the software side.
    Thank you very much.
    Best regards,
    Minh

    By

    3DMinh 3DMinh June 2025 in The Commons
  • Stuck Trying to Fit/Simulate Cloth - What would you do?

    I've used Poser for two decades, but only for stills--never for animation. Recently I've started using Poser to make short animations with rewarding success, but simulating and dealing with clothing is so unreal and I have experimented with nigh on everything recognizable, and no matter what, each article is just as disagreeable with my morphs as the last, especially dresses. I'm using Poser 11.
    - I'm using my old V4 base morphed to look like Anna Williams from Tekken 2

    - Cloth sims for Fitting Room and Clothfiy yield cloth which clips through my model or straps hovering over the neck with no remedy in sight. I have experimented with parameters from weight painting to sliders but the cloth will not adhere suitably or just break apart and sail right off the figure.
    - I want to try again in DAZ but when I copy every morph parameter over to a loaded V4 in DAZ, the character model doesn't look the same. The skin texture I have looks awful and discolored in DAZ as opposed to Poser and I don't know how to fix it without, I assume, extensively editing the texture in Photoshop
    - I'm quite angry when it comes to purchasing material like clothing because, not only am I poor, but even when compatibility is listed, there is no indication on how 'usable' the clothing is regarding morphing, fitting, and propping for cloth simulation. Items that cannot fit my needs waste both time and $$$

    How can this project be salvaged? Is there a way to get my Poser model, rigged and all with an adjustable face, into DAZ where she can be dressed, manipulated, and animated there (needs to have movable limbs, movable face for speaking, etc.). Is there a better way to tackle the clothing issue to where my clothes will parent properly to my figure, wont break down like tissue paper, or clip through my character when animating in Poser? I would like to keep the kind of look you see in the completed render below. The "old photorealistic look" is verymuch the target of this project. 

     

     

    By

    verchiel verchiel June 2025 in Poser Discussion
  • why can't I get the trekline pants to morph around Anatomical Elements?

    Hi. I have an embarrassing problem... well at least for my character. I got the trekline pants with the julian 9 bundle and I cannot for the life of me get his crotch to look normal. Meaning the pants either leave his genitals literally hanging out. or if I remove them and just have a bulge it is too sharp looking and he looks like it got chopped off. Someone please help. He cannot go around pantsless in every scene I create.

    By

    sadiejfoxx sadiejfoxx June 2025 in New Users
  • Let's appreciate/discuss today's new releases - more ongoinger thread

    Elor said:

    And while I have no idea how useful being able to disable JCM on a Genesis figure is, I can see that having more granular controls could be something tempting to add, even at the expense of making it easier to disable them with Zero figure

    Disabling them is probably not usually directly useful to the average user.

    However, it is important for developing things like clothing. Most of the time when you use Transfer Utility to start the process of getting clothes set up for a model, the weight maps and JCMs you get are flawed. Being able to disable the JCMs so they're not confusing the matter of sorting out the weight maps is extremely useful. (As you want to sort out weight maps first, *then* get JCMs right on top of them).

    I'm not sure to what end a slider is considered more useful, although it may be that the intent is to be able to help check for clipping on partial values. However, in a practical sense, not actually any harder to set up, and maybe there's some "hell, might be useful to some one I guess?" factor.

    By

    Matt_Castle Matt_Castle June 2025 in The Commons
  • Conversions From Victoria 4/Genesis 2 to Genesis 9

    joe.cotter238561212 said:

    Ainm said:

    ...

    ... Genesis was the first that came up with a unified mesh for both  ...

     Technically correct, but there's a bit of nuance behind that if you want/need to take advantage of it.

    Generation 3 (V3 and M3) were actually morphs of the same 'Unimesh' figure but sold a separate male & female base figures. As a result, if you go through the process of of creating your own weight mapped figure (TriAx or Weight Mapped) you can base it on (say) V3 and import an M3 .obj file as a full body morph, as shown in the slightly disturbing images below where the M3 morph goes from 0% left to 100% right while changing nothing else:

      

    A V3 morph on the left, M3 morph created simply by importing an M3 mesh as a FBM on the right and applied at 100%. In fact you can add in every Gen3 base character - A3, H3, F3, SheFreak 3, GND2, GV3 and Iv etc. as they are all based on the same unimesh origin mesh. The same can be done with Generation 4, V4/M4/A4/H4/F4 

    In effect with Genesis and G9, DAZ released the sex-undifferentiated base model and the sex differentaited base figures are morphs. While for Generation 3 & 4, Genesis 2, 3 & 8, DAZ didn't release the base unimesh as a figure, instead only released the sex differentiated morphs as base figures. 

    Where you can take advantage of this is in creating TriAx/weight mapped versions of V3 & V4, and then you can have effort-free autofit clones for male clothing and you can apply male characters as fbm's too. OK, a limited & niche area, but it does mean that you can create autofit clones for your modernised V3/V4 by morphing M3/M4 to match the G3/G8/G9 shapes for the male clothing as well as doing the same with V3/V4 on the female side. (full details in the rather long tutorial pdf here [if you have loads of time and a burning desire to use V3/V4 in their original state but modernised to take advantage of autofit and autofollow for many generations of clothing]   https://www.daz3d.com/forums/discussion/655676/tutorial-making-triax-figures-from-old-parametric-characters/p1)

    Regards,

    Richard

    By

    richardandtracy richardandtracy June 2025 in The Commons
  • dForce Ponytail Floats Away with Custom Head Morph – Looking for Advice

    When I apply the "dForce Strand-Based Flirty Casual Ponytail Hair for Genesis 9" to a Genesis 9 figure with a custom head morph I created, the ponytail part floats away from the head, as shown in the image below.

    There are some parameters available to adjust the size of the head cap, and I’ve tried tweaking them, but it hasn’t resolved the issue. (While the overall size of the cap changes, the ponytail section still remains detached and floating.)

    I understand that this kind of issue can happen when using custom morphs, but I’m wondering how more experienced users usually handle situations like this. I’d really appreciate any advice you could give me.

     

    By

    LondonbridgeNeverfalls LondonbridgeNeverfalls June 2025 in Technical Help (nuts n bolts)
  • Conversions From Victoria 4/Genesis 2 to Genesis 9

    Ainm said:

    I'm currently obsessed with doing v4/m4 to G9 conversions... 

    Thank you, a lot of good insights and information. I'll have to look at the geometry of v4/m4 generation closer after seeing your comment. Genesis was the first that came up with a unified mesh for both and it very likely set a trend even when they were later separated again. Having said that, there is so much that can be done with morph packs that it seems the easier and more stable way of doing it often might be to simply dial in what you want, perhaps using the v4/m4 generation as inspiration.

    By

    Joe.Cotter Joe.Cotter June 2025 in The Commons
  • [Basically solved] Custom morphs not loading with subset character

    Thank you so, so much for your help.

    After decompressing the old save and a new morph, I was able to compare both files in Notepad++. I saw that the ID Path at the end of the morph file name is different. If I load the old character with the new morph, they don't load in with it applied. However, changing that ID Path caused the old subset figure to load in with the morph applied.

    This doesn't entirely solve the issue with the background characters or premade scenes, but there are two possible fixes (in case anyone else runs into this problem).
    1. If a character or scene loads in and something is broken, I can either just apply the new morph (to the common characters that just used one morph) or perhaps check the file to see what the old slider values were and then make that change (for the characetrs that used multiple sliders). This would have to be done file by file, scene by scene though, and that sucks.
    2. I could also change the ID Path in the morphs themselves to match the old character subset (then recompress the morph), which is causing the morphs to be applied on loading scenes or the character subset. There are a number of instances of the ID Path, so one just has to make sure to change all of them. However, doing this means I don't have to go and mess with every saved scene or have to load the new character in and transfer the pose and wearables.

    I'm going through and doing the second option, since that should catch the multi-slider characters and allow me to keep using too-many older saves that I have and still use.

    Thank you again for your help in walking me through all of this. And I made sure to save the morphs in my actual Library this time (a separate drive) and not on my OS hard drive like Daz did before.

    By

    scooterinab scooterinab June 2025 in Technical Help (nuts n bolts)
  • Conversions From Victoria 4/Genesis 2 to Genesis 9

    I'm currently obsessed with doing v4/m4 to G9 conversions. I use the method mentioned above - my path is GenX to G3; G3 to G9. I'm not interested in texture conversions, only the shapes.

    I flipping love the results. I either:

    • Keep bodies dialed in at 100% on G9 on the v4/m4 characters I picked up for their realism. I sincerely believe many of the most realistic bodies are of that generation. I wasn't around for it, but I understand something-something real bodies scans and a higher density mesh than any Genesis figure. Yes, you lose that density many times over on a conversion and through the Genesis generations, but the general shapes still port over fine and look great
    • Dial in a small percentage of the head morph into a G9 character. Ratios of facial features are all over the place in v4/m4 in a way that isn't true of Genesis figures. That really diversifies character possibilities! I'll get detail back via good G9 textures and HD detail morphs

    Or a combination of the two for characters that have useful shapes in both.

    Genesis 3 to 9 step requires left shoulder at -45 bend and right shoulder at 45 bend (thanks @barbult). Then memorise figure pose before the port.

    I'll save Genesis 9 morphs, load a new G9 and then apply saved morphs. That allows me to use shape rigger, but tbh adjust rigging to shape works decently too.

    You'll need the morphs++ products for Victoria 4.2 and Michael 4. Was there a Michael 4.2? I can't find him if so, but the 4 morphs work fine. Some of the steps are to inject the needed morphs into GenX require digging about your runtime to find what you need, so if you give conversions a go and get stuck, holler and we can walk through where to find things.

    By

    Ainm Ainm June 2025 in The Commons
  • [Basically solved] Custom morphs not loading with subset character

    You can see the current morph's internal name in Parameter Settings, via the gear icon on the slider - to compare it with the old you would need to look at the references in the .duf file (whioch would probably need uncompressing first).

    The issue with turning  a sahpe into an OBJ and loading that as a new shape, aside from not being able to share it with others, is that you lose all links to joint adjustments and corrective morphs (e.g. to makes the eyes and lips close without gaps or overlaps). You can make a controller proeprty that still uses the base morphs as follows:

    1. make sure the parameters pane is in Edit mode (right-click menu), your shape is applied, and the figure is otherwise zeroed
    2. right-click>Create New Property
    3. Set the name as required, adjust limits is wanted (you might want to set the minimum to 0, for example, set the type to modifier/shape, set the path to the group in the Parameters pane you want it placed in)
    4. Set the new property to 100%
    5. Right-click on the new property>ERC Freeze
    6. in the dialogue make sure there are no interlopers in the list of sub-components, then click Accept
    7. test and you should be doine and ready to save.

    By

    Richard Haseltine Richard Haseltine June 2025 in Technical Help (nuts n bolts)
  • weight map.s as jpegs

    The only method I know of is fairly roundabout.

    You would have to transfer the weight map to a bone (assuming it's not already a bone weight map) so that it can be exported via a weight mapped format to Blender, where I know it's possible to script baking a weight map to a texture. The script I have actually transfers to vertex colour, but you can then bake from there. (For my purposes though, I'm usually doing it so I can work in Blender's weight paint mode and then convert that to be used to mask layers an image editor).

    It's possible it's something that could be directly scripted in DS, but I don't know if definitely can. And even if it can, I would be surprised if a script has actually been written.

    By

    Matt_Castle Matt_Castle June 2025 in The Commons
  • How Many Pages in Your Product Library?

    hjake said:

    Tarantanamir said:

    hjake said:

    Tarantanamir said:

    4 since 2008

    Doing some analysis, I determined that you could have accummulated over 1500 products at zero dollars since December of 2020. That is atleast 500 items that you could have used if you assume 67% are of no specific interest to you.

    Sorry, don't know, how you come to that conclusion, but you are way off. I use, what comes with the installation of the software, morph myself in zbrush. Use loads of free stuff from the internet and create a lot myself.  And around 80% of Daz items I do not like. I hope I didn't offend anyone by that. 

     

     

    I certainly would not take offense. You are still allowed personal taste and opinion. Atleast for the time being. laugh

    I have a way of tracking "freebies" for DAZ content, but it only goes back to December 2020. Even if only 20%, or even 10%, were of interest to you, then that would still be quite a few items to use as a base for Zbrush customizations.

    BUT the most important point is your happy doing things the way you like it. Cheers. smiley

    I am glad I didn't offend anyone laugh. Most of the time I forget there is a freebies page on the Daz website. Over the years, I know where to get free items at great quality. So I rely on those for my needs. 

     

    By

    Tarantanamir Tarantanamir June 2025 in The Commons
  • DAZ Horse 2 never seen issue

    Hi everyone,

    A few days ago I came across the message here about the bug in my product caused by a duplicate morph file. Until then, I wasn’t aware of the issue, and I’m really sorry it was there for so long.

    As soon as I saw the post, I immediately fixed the bug and uploaded the corrected version. Thanks to the DAZ team, the update was published quickly and should now be available as an automatic update.

    If you spot any other bugs or issues, please don’t hesitate to let me know — I’ll do my best to fix them right away.
    What matters most to me is that anyone who buys my products feels happy and satisfied with them. I always try to give my best and improve with every release.

    Again, I truly apologize for the time this bug remained active, and thank you all for your help and patience! Thanks!!!!

    Best regards,
     

    By

    Matari3D Matari3D June 2025 in Product Suggestions
  • [Basically solved] Custom morphs not loading with subset character

    Richard Haseltine said:

    1. you created a custome morph - is this a slider controlling multiple properties or did you export as OBJ and reimport? The former will give better rsults in general.

    I suspect that, due to a version change in the way the asets are named (to reduce the odds of duplicate formula issues) the old and new proeprties have different internal names and that is why they are not picking up.

    Thanks for your quick reply. I've only ever known how to make the slider using the exporting method. Do you have some resources you can point me to?

    Regarding an internal name, that's kind of what I'm thinking, but I can't figure out how to verify that. It's worth noting that everything was working just a day or two befopre the reinstall. The characters were saved with an older version of Daz 4, but I've been working with them without issue and with different version updates. Can you think of anything that could have gone wrong?

    By

    scooterinab scooterinab June 2025 in Technical Help (nuts n bolts)
  • are you a (serial) thread killer?

    NylonGirl said:

    WendyLuvsCatz said:

    I just heard a YouTuber refer to a T shirt as a wearable 

    us Boomers called that clothing indecision

    If a person puts the shirt on, does it automatically put the person into some kind of pose? 

    pity clothing doesn't work like that, I want outfits that apply a slimmer morph to me when I put them on 

    By

    WendyLuvsCatz WendyLuvsCatz June 2025 in The Commons
  • How Many Pages in Your Product Library?

    Tarantanamir said:

    hjake said:

    Tarantanamir said:

    4 since 2008

    Doing some analysis, I determined that you could have accummulated over 1500 products at zero dollars since December of 2020. That is atleast 500 items that you could have used if you assume 67% are of no specific interest to you.

    Sorry, don't know, how you come to that conclusion, but you are way off. I use, what comes with the installation of the software, morph myself in zbrush. Use loads of free stuff from the internet and create a lot myself.  And around 80% of Daz items I do not like. I hope I didn't offend anyone by that. 

     

     

    I certainly would not take offense. You are still allowed personal taste and opinion. Atleast for the time being. laugh

    I have a way of tracking "freebies" for DAZ content, but it only goes back to December 2020. Even if only 20%, or even 10%, were of interest to you, then that would still be quite a few items to use as a base for Zbrush customizations.

    BUT the most important point is your happy doing things the way you like it. Cheers. smiley

     

    By

    hjake hjake June 2025 in The Commons
  • [Basically solved] Custom morphs not loading with subset character

    OK, so

    1. you created a custome morph - is this a slider controlling multiple properties or did you export as OBJ and reimport? The former will give better rsults in general.
    2. you saved that as a new morph/modifier asset (depending on which version you  are using).
    3. you did a system reinstall and don't have a back-up of the original data fodler entries created in step 2
    4. you recreated the custom morphs 
    5. you saved them as assets again
    6. they load and work, but don't get set to the correct values by old presets/scene subsets

    I suspect that, due to a version change in the way the asets are named (to reduce the odds of duplicate formula issues) the old and new proeprties have different internal names and that is why they are not picking up.

    By

    Richard Haseltine Richard Haseltine June 2025 in Technical Help (nuts n bolts)
  • [Basically solved] Custom morphs not loading with subset character

    I have been saving out characters I use (complete with things like hair) as scene subsets, so that I can reuse them in other scenes without having to remake them. A while ago, I made custom morphs for their shapes and switched over to those.

    I recently had to reinstall windows and lost my custom character morphs. I have some older pre-morph files that I'm able to recreate the morphs from, and when I save those out and make sure they're named and placed in the same place Daz is looking for, the "missing file" prompt goes away. However, when the figure loads, they are not loading with the morph applied and instead have the default shape. They have that slider and I can reapply it, but they are not loading in using the slider.

    The problem: While I'm able to recreate those characters and just save out a new version, I have used those same morphs with other characters that I have never had an older save for. I'll sometimes use these sliders to make quick background characters or a character who looks a bit like another (like a sibling). So while I can just go back and resave the common characters I use with the rebuilt morph, all of these other characters are now broken and cannot be recreated. If I load those scenes (some of which I'm still working on), the characters won't load with those mixed sliders, even after recreating the morphs they would have had.

    Does anyone know how to fix this? If the characters are slightly out (like if the shape in the older save doesn't exactly match what I was using later), that's fine. It just needs to be close enough. But without those morphs loading with those other characters, those characters just revert to the default shape and I can't keep using them. Is there a way to get these to properly load with the subset or scenes that had those characters? Or is there a way to search the file for what the slider values would have been so I can recreate them?

    By

    scooterinab scooterinab June 2025 in Technical Help (nuts n bolts)
  • How Many Pages in Your Product Library?

    Tarantanamir said:

    Sorry, don't know, how you come to that conclusion, but you are way off. I use, what comes with the installation of the software, morph myself in zbrush. Use loads of free stuff from the internet and create a lot myself.  And around 80% of Daz items I do not like. I hope I didn't offend anyone by that. 

    It's a specualtive statement, of course - The operative phrase is "could have;" and you confirmed that you do indeed have a lot of freebies. We all have a lot of freebies! No one's offended. smiley

    By

    Torquinox Torquinox June 2025 in The Commons
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