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Daz 3D Forums > Search
  • Transferring G8 morphs to G9

    ...I think I'll wait until Zev0 comes out with an updated XTransfer utility.  The really nice thing about the G8 version is it also accommodates any morphs through other morph kits and plugins (including GenX/GenX2) as well  Hence I have G1 and G2 available to use with G8 as well. 

    Makes for one heck of a huge "gene pool" to work with for character design..

    By

    kyoto kid kyoto kid June 2025 in The Commons
  • Celebrity Look-a-Likes for 3D figures Part 4

    bigoskar00 said:

    does anyone know if it exist an Allison Harvard look alike out there?

    I bet if you start with a Wednesday Addams/Jenna Ortega character and mix in some morphs from a face morph kit you could get pretty close. They have a really similar look.

    By

    Deecey Deecey June 2025 in The Commons
  • Walk Designer for Genesis 9

    Anilip 2 looks like it has a very Mimic Pro-like system with a Ton of tools for post-processing the results of the automated lip sync. 

    Along with the added controls I was mentioning above, I intend to start working with Anilip 2 very soon here. I don't really do dialog in my videos, but I'm going to (finally) try Anilip 2 just to see how it all works - because it looks like they've put a lot of heart and soul into the project.

     

    If you watch as I mess with my facial musculature controls in my videos, you'll notice that I have a set of purple viseme dials. Those came with Anilip 2 - Augmented Visemes for Genesis 8, and I love using them for helping to shape the lower section (jaw, lips, etc.,) of the face. I love that they go past the boundaries of the standard viseme set as well as separating the lip portion of the morph from the jaw control as individual dials - very handy for "individualizing" facial characteristics. 

     

    Example: I use "K - Lips Only" augmented viseme for several of Rosie's facial musculature dials because of how it shapes the lips - one dial that does a lot of what I was trying to perform using many others in the Mouth section - so it saves time and I like the results better.

    AA - Jaw Only is also an excellent dial for opeing and closing the mouth.

     

      

    Another note that feels important to me about Anilip 2:

    Watching the demo video, I'm not overly keen on some of the results as-is. But I'm confident that those results are incredibly similar (improved even) to those of Mimic Pro, and that with additional "Attention to detail" work after the fact should produce excellent results.

    But what really interested me is that, in the video they show a graph editor tweener spline curve example - and it appears to me that they've unlocked the missing tweener that is in Daz Studio, but there is no user-facing access to it. I think that it may have been added to Daz Studio via GoFigure's aniMate 2, since that tweener is demonstrated in a GoFigure "New to aniMate 2" video, which might also help to explain why it never became a user-facing choice amongst the selection of interpolation methods.

    (second thing he demonstrates - "Cubic Interpolation" - I wish that we had access to that for other animation interpolations!!!)

    By

    Dartanbeck Dartanbeck June 2025 in The Commons
  • How to use face transfer head with MDL body?

    I started with Victoria 8 body and applied face transfer along with FTS fix. This changes all the textures on the body and it looks very flat and bad. I think it creates everything as RSL? I thought of just going in and changing the surfaces of the body back to Victoria 8 ones, but the drop down doesn't list the ones that were in use before the application of face transfer. MDL options can also no longer be found in smart content -> materials.

    I thought of using File->Save As->Shaping Preset to save just the face tranfer head, then double-clicking what I saved while having a standard Victoria 8 loaded, but the resulting head looks nothing like the source head. I do want to try and blend in the face transfer textures as well, which wouldn't happen loading a shaping preset I guess.

    How can I get this to work? Convert the face transfer textures to MDL? How? And then how do I enable the ability to choose MDL options from smart content materials?

    By

    lemual lemual June 2025 in New Users
  • Weird fingernails after OS reinstall

    Does it show in the default A pose?

    Anyway, in Parameters enable 'Show hidden' and click 'currently used'. One of the shown morph should be the culprit.

    By

    felis felis June 2025 in Technical Help (nuts n bolts)
  • Weird fingernails after OS reinstall

    Hey,

    I'm using a character with long nails and I'm getting this weird issue where it looks like she's growing fingers out of her nails. I've tried to set everything in use to 0, restart to a default pose and tried to default her nails but each time I make them bigger using any type of long nail morph, it grows fingers out of them. I've no idea what could be causing it. I had to reinstall my OS but I kept my daz folder where it was and just reinstalled daz. It most be some sort of setting that got changed during the reinstall.

     

    Weird nails on the left, normal nails on the right. It only effects this one character

    By

    nnaadd781 nnaadd781 June 2025 in Technical Help (nuts n bolts)
  • Walk Designer for Genesis 9

    COMIXIANT said:

    @Dartanbeck
    Reading your post gave me an idea, because using that partial system you describe, perhaps it would be possible to build-up a library of  'Viseme Partials'  so that we can pull them from the library at will and just drop them onto the aniMate timeline, sliding them around and adjusting their length until they fit the speech!
    So now I'm going to suggest a purpose-designed viseme sequencing system from 3DU.
    I don't care how much of this stuff we ask of him, just as long as it makes him rich!
     

    Yes, you can. When creating the aniBlocks, make sure that no other part of the figure is animated (unless you want it included with your viseme) and that you check the bottom box "Transfer Morphs" or something like that. I show that check box the first time I make an aniBlock in the video above.

    So a great wat to do it would be to sculpt actual sound shapes. Like P-S-T, "Woe", Way, Tee, Laa, Ra, Ro... etc., 

    I'm rather lucky in that regard for still using Genesis 8. The Face Controls for Genesis 3 & 8 product comes with rather lengthy FACS performance captures as example animations. I've converted those into aniBlocks and stored them, then also cut those into smaller chunks (and still make new ones) that I can blend together in aniMate 2 on the actual Face Control rig, which is completely separate from Genesis 3 & 8's actual face contorl morphs - it works really well for 'Mock Speach"

    By

    Dartanbeck Dartanbeck June 2025 in The Commons
  • Daz Studio 4.24[.0.x], General Release!

    V8 Infinite said:

    I noticed a bug with clothing subdivision in the viewport.

    Load a garment with subdivision to a character, place it on a wireframe, and render.

    When closing the render window, take a close look at the garment's subdivision in the viewport; it disappears from the viewport.

    The garment still has its "high resolution" setting, but it appears unsubdivided. If you touch a morph or a parameter, the subdivision reappears.

    When re-rendering with the bug in the viewport, the garment appears subdivided regardless (fortunately).

    Note that the garment has a basic subdivision applied when it is loaded.

    This phenomenon occurs on all the items in my possession.

    (I posted an image of the bug in question after a render.)

    If it helps.

    The “view SubD Level” setting is “1” in your settings, -and also the “Render SubD Level (minimum)” is set to “1”, I suggest move the slider of your “view SubD Level” a little up and down and you will see the effect. I always had the “view SubD Level” on one but move the “Render SubD Level (minimum)” to “3” or higher if needed.

    By

    wfbp1w wfbp1w June 2025 in Daz Studio Discussion
  • Daz Studio 4.24[.0.x], General Release!

    I noticed a bug with clothing subdivision in the viewport.

    Load a garment with subdivision to a character, place it on a wireframe, and render.

    When closing the render window, take a close look at the garment's subdivision in the viewport; it disappears from the viewport.

    The garment still has its "high resolution" setting, but it appears unsubdivided. If you touch a morph or a parameter, the subdivision reappears.

    When re-rendering with the bug in the viewport, the garment appears subdivided regardless (fortunately).

    Note that the garment has a basic subdivision applied when it is loaded.

    This phenomenon occurs on all the items in my possession.

    (I posted an image of the bug in question after a render.)

    If it helps.

     
     

     

     

    By

    V8 Infinite V8 Infinite June 2025 in Daz Studio Discussion
  • Yellow plug-in general discussion

    Been playing around with Yellow now for a while. I think it's a funny tool, prompts aren't that expensive. While AI is everywhere painting, why shouldn't it sculpt too? The idea seems obvious regarding modelling and maybe DAZ Studio ist not the ideal place and in tools like z-Brush sculpting AI would fit even better. "Make me a plane" - and the AI does a plane.

    The results in no way can compete with the work of experiencend artists. Basically, no matter what you prompt is, Yellow gives you something. Something intersting, something suprising, something completely different - but never a finished product you can put some textures on and you're done.

     

    Imo - the big advantage of Yellow is - you haven't to start from scratch. Yellow can give you a point where to start your own creation. I found it helpfull to get the "Yellow-version" of my idea, give me an example where to start. When I load the base figure into studio, often I don't know where to start with those hundreds of sliders. Yellow gives you a new starting point, a little bit further on in the process, save you some hours of straying through the sliders.

     

    And that's all. 

     

    Creators really shouldn't worry about Yellow. Most people think of AI as a solution for problems, a tool for resolving tasks. It's a new technology, we are just at the beginning, everyone wants to ride the train, everyone wants to use it - everyone wants to ask ChatGPT a childish question.

     

    Of course not everything will be usefull, of course not every expectation will be fullfilled. And the more AI-works you see the more you know, AI isnt't the supernova of creativity, she's an artists amongs others, often repeating herself.

     

    All the wars and all the bickering goes on and no one listens to the main intelligence of the planet, saying "stop, make love". At the end - if it comes to opinion and belief and needs and hedonism everyone will go for his own opinion and well being and happiness and not giving a penny to what the AI is saying. It's just an opinion amongst many, many others. Maybe, in some sense AI is like a priest in church. Preaching facts and truth - an authority. But people want to have their own thing, they won't like to suffer just because AI telling so. People and authorities ... doesn't change if authority is stupid or intelligent. 

     

    So yes - as said by others above - AI must find it's place as assisting tool, not as a "solution-tool", not for paternalism but as a helping hand.

     

    Yellow can give you some sketches but no finished characters. Also - by now - the model seems not trained well enough, tends to repeat itself and giving quite generic output. Slight variations of the prompt - alt least to me - change nothing in the result Yellow and Face Transfer are just explorations towards the same ground of new creation tools. It won't stop there. One day AI tools will doing characters, think of a story and animate them. But still AI will be like one creator among many others. My five cents.

     

    image

    Yellow + Face Transfer + still a lot of manual work on both, modell and texture. Prompt: "female actor daryl hannah at the age of 24". 

     

    By

    Fantozzi Fantozzi June 2025 in The Commons
  • Realistic Domesticated Goat

    I second this, we got a great Daz Sheep 2, I was hoping maybe they would make a morph for it to create a goat.  There are sooooo many different kinds of sheep and goats, I would love to see more options!!!  A new llama would be amazing, as well, but that might be easier to make as a horse morph.

    By

    Fae3D Fae3D June 2025 in Product Suggestions
  • Help How to create Translucency Maps & Substance Painter to Daz3d Workflow?

    Hello everyone! I'm making this post asking for help because I couldn’t find any information about this anywhere, so here’s my case...

    Last week, I embarked on an adventure to create a custom character and custom skin for Daz. I used Blender for modeling and created the normals, etc.

    Then I used Substance Painter to paint the skin from scratch for the model.

    As for my progress: the modeling is already done. I changed the Genesis 8 figure to my liking and successfully created the morph in Daz.

    And the skin? Also a great success! I created it in Substance Painter. It’s not the greatest ever, but I’m happy with it — especially for a first try.

    So what's the problem, you ask? Looks like everything’s done, right? I WISH! The easiest part, or so I thought, turned out to be where I got stuck: transferring the textures exported from Substance Painter into Daz3D surfaces.

    First, the textures look very different when I just plug in the maps — which is kind of expected, I guess? Different render engines give different results, right?

    So here are my two questions, and I’d be incredibly grateful if someone more experienced could help me out:

    First, does anyone know some good surface setting tweaks in Daz to make it look closer to how it appears in Substance Painter?

    Second (and more importantly) — how do I create the Translucency Map?
    I swear I’ve searched everywhere, and the only answer I found was a single comment from three years ago. It said that the translucency map is basically the base color map, but lighted. And I get that — it makes sense looking at other people skins! But how do I light the base map? How much should I light it to get good results, and where should I do this? Photoshop? Somewhere else? I’m honestly really confused about this map blush

    If someone could share their workflow for creating a translucency map, I’d be very, very, very thankful!

    Thanks for taking the time to read my little rant and cry for help smiley Also, here’s the model and skin I made — it’s my first try, so I’m sure there’s lots of room for improvement!

    https://imgur.com/a/R9k4oGu

    By

    Dude3DLab Dude3DLab June 2025 in Technical Help (nuts n bolts)
  • DAZ to Metahuman?

    for metahuman head, there has already been mesh to metahuman workflow for years.

    For metahuman body you would need to import your body morphs on a metahuman topology, so can use faceform wrap to create this, or a metahuman topology with genesis clone shapes on it to transfer daz figure morphs to via the transfer utility tool (transferring favorited morphs).  Note: faceform wrap can also transfer textures to new topology too.  But metahuman already has hundreds of textures anyway, so not sure texture transfer is really necessary.

    By

    lilweep lilweep June 2025 in The Commons
  • Transferring G8 morphs to G9
    matthewsheridan13_8fe4225084 said:

    So, I'm trying the Process above, But I don't have anything in the field "Extended Options." Am I missing something?

    Click on the word "Morph Targets" to select it.

    By

    barbult barbult June 2025 in The Commons
  • Walk Designer for Genesis 9

    ...and like I said previously, Pose Architect (especially with the full set) is kind of that already. Setting just a few keyframes strategically along the timeline, letting the built-in animations of the Pose Architect dials do their thing... Bam! Instant animation!

    I don't usually work this way, but I find it incredibly impressive how well put together those crazy dials are! Love them!!!

     

    While we wait for the Idle Designer, I like to use any of the many idle motion captures I have collected over the years. I seldom ever use them "As-Is", but instead use my Handy Dandy Custom Pose Dials to further animate them. 

     

    I've come to really trust some of the animation vendors here at Daz 3D. It never bothers me if part of the pack comes from Mixamo animations, because of how they've been optimized to work on the figure in question - which is magic for me. I like having my massive aniBlock collection. Of course, some of those come as animated pose files for that specidic figure, but I always make a new section for them and save them as new aniBlocks. I get a Ton more mileage from aniBlocks. 

     

    It's funny how, over the years I've gone back through all of the V4/M4, etc., animation packs that I failed to collect along my journey, and started correcting that by buying them all. I now own All of the GoFigure and Reisormocap packs and Love the versatility such collections give me.

     

    As I mention in my Power of aniMate 2 articles, pages and course, I frequently visit these collections so that I am informed as to All of the motions they make. 

    Backing up a bit - Since I'm working primarily with Rosie 8, I immediately transfer all of my animation packs to Genesis 8 Female as soon as I get them - and I buy animation packs regarless of the supported generation. So when I say that I frequently visit these collections, it means loading Rosie 8 and hovering over the aniBlock loader file to get the visual representation in the viewport.

     

    During these visits, I'm not using my usual 30 frame buffer - because I only use that when I'm actually animating the figure. When I want to "Save" new pose/animation assets, I get rid of it during those sessions.

     

    As I view these collections of motions, I like to load one in, Bake it to the timeline, select all keyframes for the rig from the Hip down, excluding the torso on up, copy selected keys. Then I right-click on the Timeline Pane tab > Clear Animation > Clear Figure Pose. Then I make sure I'm back on frame 0 (zero) and Paste the keys back in - this results in the full hip motion including the pelvis, legs and feet - but nothing above that - no torso, arms, neck or head.

    Now I go back into aniMate 2 and right-click > Create aniBlock from Studio's Timeline. Now I save this in my "Partials" category under the Hip & Legs section.

    Most of my Partials are the opposite of that - Arms, Neck and Head only... once in a while I might also save the torso with that, but that's a different category.

    I have single-arm/hand partials that draw a weapon. If I want I can add the same one to two separate subtracks in aniMate 2, mirror one of them, and I have both hands drawing weapons.

     

    It's amazing how many animations I gather doing this. Just a single arm motion with the hand - I can very easily delete the hand keyframes if I decide I don't want them, so I include them unless it's obviously not worth it from the start. Some animations don't have animated hands - so I don't save the hand keys for those.

     

    Using these Partials in combination with other full motions, and then further tweaking them with my own custom control dials... that's how I work - all day, every day. 

     

    The more of these packs I buy (regardless of how the author created them) the more inspiration my own library gives me as I work in this way. It's incredible how valuable various Office Moves are when I'm working on a covert cyberpunk mission! Both for other actors as well as our heroes... these motions can take us places that we want our actors to go - especially when we combine them to other entirely different animations - thanks to aniMate 2!!!

    By

    Dartanbeck Dartanbeck June 2025 in The Commons
  • Re-install of Windows 11 and Studio Pro 4.24 - where is Morph Loader Pro?

    I re-installed Windows 11 and Daz Studio 4.24 due to some issues.  Previous install went through a number of Studio updates and Morph Loader Pro was always there.  This time after a clean install, it's not.  How do I get it to show?  It's activated.

     

    By

    Gator Gator June 2025 in Technical Help (nuts n bolts)
  • Lauryn 9

    A test with Louise, the add on character. If you are rendering her with clothes she'll defs need a bra lift morph, I've used one of the HH one's here.

    (I like the SPR suit, but I'm unsure of how the morphs are applied to adjust them.)

    By

    sid sid June 2025 in The Commons
  • Bluejaunte appreciation

    bluejaunte said:

    Found the human morph, quickly hacked a hair neutralizing morph for her : https://drive.google.com/file/d/1QUF6Pq_TTSTo6VCviNl10mFJRkXxx6rQ/view?usp=sharing

    Thank you! One of my favourite body sculpts as well 

    By

    sid sid June 2025 in The Commons
  • Bluejaunte appreciation

    Thanks bluejaunte for the morph! I like Amala's unique slender and otherworldly look. Must get round to starring her in a project. Cheers. smiley

    By

    SapphireBlue SapphireBlue June 2025 in The Commons
  • Bluejaunte appreciation

    Ah man, that was mighty sporting of you, bluejaunte, cheers mate!
    I don't have my Genesis 8 content installed at the moment.  I had to uninstall it to make room for a DaVinci Resolve project that was unexpectedly gobbling-up more space than I anticipated.  I'm preparing to do a routine SSD reformat though, and I'll be reinstalling my Genesis 8 content once complete.  I did try to move over purely to Genesis 9, but that's kinda dumb and there's no reason I can't use both, especially as they share a lot of compatibilty in content anyway.  So I'll definitely be making use of Amala HD now that I have that morph, and I totally recommend her to everyone who has a Genesis 8 content library.
    Seriously, I hope peeps will take more time in examining your promotional images.  They don't know what they're missing!  Check the body, check the shoulders, check the knees, and now that face sculpt comes with the option to remove the alien hair, you even get a very unique and relaistic head sculpt to add to your collection.
    As I said previously, she's the best sculpt I ever bought, period.
     

    By

    COMIXIANT COMIXIANT June 2025 in The Commons
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