Quick note on ERC Freezing: once you've combined your moprhs as shown here, you have to adjust the skeleton to the figure - otherwise poses may look crooked. I've explained how to do this here: ruclips.net/video/JBtl2b8B7TM/видео.html
After a late night messing about I figured it out. But thank you so much for the replay and your content. Watching your tutorials for 3 days drastically improved my knowledge of DAZ as well as improved my workflow. So from bottom of my heart. Thank you !!!
I'm such an impatient schmuck! Spent the last 3 hours making custom morphs thanks to your great tutorial... but I was making them all on the same G8F, all excited to be making morphs... Only to realize that I REALLY should have watched the last 2 minutes this video after I loaded up a new G8F and saw all the morphs weren't saved, lol. Lesson learned: Watch the WHOLE thing from now on! Thanks again, friend.
I’ve been looking for the advice in the tutorial for ages. Kept trying to do this and couldn’t figure out why I was always getting the Geometry Mismatch error, so thank you for clearly stating where I might be going wrong.
Thank you so much, Christina! It’s been a wild ride ;-) The next milestone is 30k, which unlocks channel subscriptions on RUclips. Socialblade reckons it’s this time next year - wish me luck 😍 I’ve made another video that explains how combining morphs works with Hexagon. It’s somewhat easier and almost one-click, but not everyone uses Hexagon. 🤗
Jay I'm happy to say I've been watching you for a couple years now and I still love your content! You deserve way more than 10,000 subs but either way congrats!
@@WPguru Jay, what do you think of the Face Mojo and Mixamojo animation tools for Daz? I have the Mixamojo and wondering if I should get the Face Mojo. I don't really want to start investing in iClone with all the investment I have in Daz already. Trying to make Daz Studio work.
It's worth noting, if you have a detailed character with a number of HD morphs, it won't work as intended. They're smoothed out because of the whole base resolution limitation. When will DAZ allow everyone to export in high resolution? Maybe it's time to try and find a copy of Daz that will allow it.
You saved my entire plan for the project!! thanks a lot Jay! wonderful and simple tutorials like this i'm interested in c: oh, and congratulations on the 10k subs! huge number but a big imagination of individual people ^_^
Nice video that helps me a lot. Now I just have to tidy my libary so that I don't always have to wait for ages for the loading process of the base figure 🙈🤣
You have to figure out the problem. 9/10 times the geometry was exported in high res rather than base res, or attachments like eye lashes/tear ducts/clothing was also exported. Make sure to switch your character to base res, then use the filter option "root nodes" on export from Daz Studio. Another possible issue is when the vertex count is changed in your 3D modeller by adding or removing polygons.
that "hold alt +click " to reset to 0 the most helpful so far so ty you :D and the thing with having one slider morph is nice first time i tried it just failed so the thing is i tried to make a morph slider from a saved body and it failed so i tested again but now i did all the sliders of that body manually again on a new gen8 and made the morph and it worked :D
Once again, thanks Jay. Just what I needed for an issue I wanted to fix. A character I'm working on needs to change about 7 or 8 morphs back and forth throughout my story and I didn't want to have to have multiple saved versions of the character. Plus if I get into animation at some point being able to animate a single slider will likely be so much easier! :D
Great video but do you think that could work with custom models? I watched your video of how to export all shape keys as obj and I'm trying to apply that shape keys to my custom model as morphs but every time it says "No deltas for morph, skipping node.", pretty sure I'm being dumb and doing something wrong but your tutorials where the only ones that where close to what I'm trying to do as I didn't find anywhere on how to do this, I'm also pretty new in this kinda of stuff xD
It depends, and it's a little complicated of course. You won't be able to create a morph on the Genesis figure from something that does not share its vertex count. For it to work, you need to take the Genesis geometry, make a change (moving vertices, not adding or removing any), then bring this change (deltas) back as a morph. If you try using a custom model, like a body scan or a sculpt from scratch, the morph will fail because the vertex count doesn't match. So if you intend for something to become a shape for the Genesis figure, you have to start with its base shape, then hammer/chisel/sculpt away without changing the geometry. I've just posed a video about doing this with Blender, hope this helps: ruclips.net/video/1dojyoPeV9Y/видео.html
@@WPguru Well, that sucks, to bad that Daz is not that really user-friendly when it comes to custom models, thanks a lot for the help through, really appreciate it ;)
@@WPguru I have seen your video and it's explains quite a lot, but do you know a video that explain this a little more in-depth? The custom model that I'm trying to make has a rather big head (more bigger than the rouge from sonic, if I could say so) and I'm not sure where to begin and my engrish is not really that good so I can't understand much with just words, I would ask you if you could make an tutorial about this but you might be very busy, anyways, I really appreciate your help, thanks a lot!
@@Liphisbus Sadly I'm not good with character sculpting, so I'm not the best person to ask. Essentially you'd use your custom character as a reference, then start shaping Genesis to match. Could be done in ZBrush, Blender etc, or you can try to mimic the shape with the plethora of products you can buy from the stores. I'm currently looking into two products that can shape (or wrap) one shape to another, so that Genesis can be shaped to another character (SoftWrap for Blender and R3DR Wrap). As soon as I find out how to use either, I'll make a video about it.
@@WPguru That's okay, thanks a lot for the reply through, really appreciate it... I think it would be better to ask somewhere else such as the Daz Forums and see what they say about this...
I found this video a few months ago, and in using it, I discovered another benefit. I had a G3F character that had a lot of morphs used, and while the figure did take a long time to load, the big problem was that when I tried to render a scene with that character, DAZ Studio would crash, and it seemed to be a problem with insufficient RAM. After I created a single morph, I had no more problems.
Brilliant tutorial! One question I have though, is when I have created the single morph slider, saved it, proformed the ERC freeze on the bones etc, I can no longer apply expressions on the 'streamlined' character, and some limbs like the arms and legs no longer have twist sliders? If I can figure this out I could easily quadruple my workflow with the amount of memory this saves!
Trying this again and while it initially looks like it's working fine, when I go to pose a character that uses my new single morph slider their fingers grow to be enormously long. Any idea why that might be?
Hey ! Firstly, thank you for all your amazing videos. I have created a character that I really like, specially the face...It is possible to save only the head (face included) as a single morph to be used on any other characters afterward ? I've been trying a few regular things without any success ( saving as morph asset,etc.) In advance thank you for your precious advises
If you’ve made the character by adjusting several sliders in Daz Studio, the easiest way to save it is to use a Shaping Preset. This will bring all slider positions back when applied to a new figure of the same generation. Separating the head out is a little trickier: either reset all body dials and leave the head dials alone, or export the whole character as OBJ, then import the morph and use the built-in head splitter dFormer to separate the body. I’ve explained how to do that here: ruclips.net/video/nEFI6keXU2c/видео.htmlsi=ffCK8UfNNwDv8K5S Good luck!
But what, if you make a morph just for the Eyes only ( example G9) with same similar Options to the basic Figure? Need to try that somehow.. It about to have them follow the Morph the complete figure.
Could you tell us about how to export combined morphs to workable shape keys in Blender? I can export morphs like JawOpen, EyesLookingUp,.. but for combined morphs like Happy, Angry, Sad,... although they do show up as Shape Keys in Blender (for whole Shape, Mouth, Eye, Clothing...), but sliding them doesn't affect the model in Blender.
Thanks dude great tutorial on to simplify all of the morphs that compose a character. I have one question do... How do I generate the 3 main folders Data, People and Runtime to share my characters with others... I don't know if Daz has a way of generating the 3 folders to the path of my choice to compress and share. Just thinking of ease of use or do I have to compile all the info for the 3 folders manually? Thanks for any reply...
I have one question about the end. After you have saved your morph asset so it can load with a new Genesis figure, I think that is clear. But, what do I do if I want that morph to come in on a character I've already made (as in, I want to keep a Genesis figure I loaded already that doesn't currently have the newly saved morph)? I just don't wanna build him up again as I have a lot of outfits on him XD
You can save your morph with File - Save As - Support Asset - Morph Asset. This will save it to a library, ideally an empty one for your own creations. You can save it to the main Daz library, but if you ever want to remove it, it might be difficult to find in there. Once saved like this, all figures of the same generation will have your dial available, including your your existing character. Hope this helps!
I have an issue with ponytails after combining a series of morphs which includes the body height morph. With the combined morph set to 100%, swinging the ponytail out, it stretches and distorts at the pivot point. However if I combine the morphs without height and dial it in separately, the hair behaves. It's really annoying, is there a fix for this?
For best results, you'll need to combine the morphs in the base position without pose/height/scale/transform adjustments. If any of these are applied, make sure to check "reverse deformations" when you import the morph. This will reverse calculate anything that's different from the base position.
@@WPguru Thanks for the reply, I tried checking reverse deformations, it didn't have any effect. I'll just apply the height and scale after merging I guess, it's annoying because I know it can be done, I've bought a few characters which are shorter, like some SASE characters and the ponytails behaves normally.
Try applying the reverse scale on import with Morph Loader (click on "show individual settings" for the option to show up). For example, if the OBJ you're importing is 100x bigger than your current figure, import with 1% rather than the default 100%. Good luck!
@@WPguru Thanks again but it didn't work. I did succeed previously by messing around with ERC freeze and ERC bake options, but I have been failing to replicate the process ever since. Still it only allowed me to move the body parts without distortion but poses would still distort all meshes. I really need to get the figures scaled down to 1% and reseted, so that I can import into the game engine.
The easiest way to do that is to add a Null to your scene (Create - Null), then parent your oebjcts to to it and scrale/rotate the null. All objects parented will follow.
I have several Genuine & Third party Characters for Daz Studio but I also create my own from the parameters. It is frustrating to have to scroll through all the character morphs that choke up the parameters. I you install these Characters without the parameter morphs or possibly delete them but still have the base character in the contents library
I agree. My workaround is to install characters and morph products into different libraries, say 10 or 20 at a time, then un-map the directories I don't need. That way content can remain installed, but when I load in a Genesis figure, only the morphs I'd like to use are loaded thereby reducing load times and clutter in the Parameters Tab.
Would you mind telling me how to change the owner of a morph? The cookie by little fox has a morph under the head as well as the root node. To export this morph in FBX, we need to move head's morph to the root node.
The root dial is probably an alias, which dials in the actual morph in the head (I'm just guessing, as I don't have the Cookie figure). You can find our by clicking the little gear icon on the morph slider, then take a peek under Aliases. If it shows the morph in the head, then it's an alias. What I'd try is to navigate to the real morph (in the head), click the gear icon and change the Owner entry to the root node (probably Node: Cookie - but again that's just a guess, it's how the Genesis figures work). I've never tried this myself, so good luck! Let me know if it works.
@@WPguru As you said, I found real morph. Because I can export only parameter but morph and alieas, I change the morph to parameter by ERC freeze, and can export it. Thanks. But I found another problem. I cannnot export some parameters under dforms. Can you guess why?
I don't know why, but I was able to export all the morphs after applying the convert figures to weight maps. I just had a new problem and my cookie eyes are popping out. Any idea why?
This does not make any sense if I can not posing my Charakter. how can I make that the skeleton is morphing too, perhaps if I have a scale in my morph?
Hello WP Guru, does this same process works also for clothings, like if have adjusted the clothing with several morphs and want to combine them into a single slider?
update: i tried the same process with clothings but i get only a notice that "geometry did not match failed to create morph". so it doesn't seem to work with clothings.
It will work for clothing, but you have to make sure to set the export to Base Res and not export any other geometry (like attached buttons and things like that), so enable "filtered objects" on export with "selected roots" option. Otherwise you'll get the error you've just encountered.
@@WPguru Hello thanks for your answer. It worked indeed but couldn't find any "filtered objects with selected roots"_ option during the export process. So what i did was to make everything invisible in the scene except the morphs for clothing i wanted to export. Since it is a big scene i selected "selected invert" so that i could make them invisible all at once by one click, and that way it worked. It is a cumbersome process especially when i need to manually make the items visible again i want since i have to go deep into all roots. So can you explain me how to enable "filtered objects with selected roots"? A further way that I could think of would be to open a completely new scene with just a G8 dummy and carry out the clothing morph and export process with this figure and then, after completing this process, merge the desired big scene and put the clothes on it with the parent option. Would that work?
@@MachiaveIIi25 The invisibility option also works, it's just a few more clicks. The "roots" option is in the OBJ export dialogue and will only export the selected object, regardless of what else is in your scene or parented to it.
@@WPguru Hello, i found the option and it worked. However, the morph didn't execute properly, the jacket lowered as if it was intended for a smaller figure, but the morph itself seemed to work. I then tried it with trousers and this morph worked and adapted to the figure 100%. I must have missed something with the jacket
When you get a chance can you try it with a V4 character, I can't get it to work, I can export and import, but no morph is being displayed even when changing location as show in video
I don't think this concept works with the V4 generation. Back then things were way more complicated (we're talking 20 years ago). Universal morph dials came into existence with the first Genesis figure.
In Edit Mode, once your sliders are all ready, you can also create a New Property (a new Slider), ERC freeze it and save it. Done. This slider become a CTRL slider that'll activate all the others. Much faster than having to go through Morph Loader Pro, which is more used to import custom made morphs, than morphs made within Daz with existing sliders.
That's true, but a controller needs all other sliders to be available. The idea behind importing a morph was so that the base products could be un-installed to speed up loading times. There's always more than one way do things in 3D ey? Good to see you Han!
Your videos are very concise, and on point exactly what I've been looking for. I do have a question; whether or not it is possible - can you do a video on how to combine geometry shells loaded to a figure as a single, importable and useable, fully rigged, asset into Daz?
Thank you for your kind words, Don! As far as I know, geoshells are just another material layer on top of (or below) the regular material that's applied to a geometry. So you can either save it as a Material Preset, but that won't include the geometry it's applied to. The only way round this would be to save the figure with geoshell as a scene, then merge it in next time you want to use the character/geoshell combo. Let me know if this makes sense, and if it works for you. All the best!
@@WPguru I know about saving as a scene. Very straight forward thing that is. But what about the merging process? Please elaborate on how I'd go about this?
Say you had a scene with 5 items in it, and you’d like to add another scene to it (making it 6 or 7). Usually you’d grab an item from the content library that’s then added. With a scene, if you were to open it (File - Open), all current items will be replaced. If you merge it instead, your scene will be added, so it works much like an item from the content library (File - Merge). Hope this helps.
Generally this works well. However I've noticed that the combined morph doesn't match 100% the look of the morphs it was created from. For instance, in one character I did this way, her lips were slightly separated using the combined morph, but closed when I originally created her. Any thoughts as to why? I thought at first it was because I had used HD morphs, but I removed those when exporting the OBJ just in case, and it made no difference.
Make sure the object you want to import to is selected in the scene tab. If it still doesn't work, try Morph Loader Advanced (same thing, different dialogue). If that also doesn't work, check if it's enabled (under Help - About Installed Plugins). Good luck!
Hi sir, i had a situation i want a default character as slim but right now daz has a Emaciated morph which makes normal body to slim but i need that inverter slim to normal is there any way to that?
@@UKwarrior57 You can't really reverse a morph, I mean - you can (tweak the slider to accept negative values), but it won't look good. You'll have to find an equivalent morph like overweight instead, or mix in a rotond figure shape.
Hello, how are you, my model is deformed when I use it with that, I don't know what to do, I already removed the tabs, I don't know if there is any configuration or something missing, but the model is deformed very badly and what I sculpted does not come out
Is it possible to make the morphs slider for a body and face/head as separate or without the face/head? Because currently when i apply my slider to new body, it's face changes as well to my morph's original face shape.
Hello sir. Thanks for this tutorial. Although I am having a problem. After applying the morph on my character, I'm no longer able to pose it properly. Help would be appreciated.
Ah yes, this happens because the skeleton is likely not lined up with the geometry. I've made a video about this for my Patreon supporters, it'll be live on RUclips soon. I've also written an article with a solution: www.versluis.com/2021/02/skeletons-for-custom-character-morphs-ds/
"We don't want to see geometry mismatch error." Yet this is exactly what I got, and I was hoping you'd actually go over what we should do if we get that. How can you mention an error and not go over the troubleshooting? :( I didn't delete or add anything between making the morph and trying to create it. Also, there are not eyelashes I could find to hide/remove on the G3M figure.
@@WPguru Yes, actually, I discovered the problem: there was no mention that you cannot have *anything* parented to the figure. I deleted absolutely everything from my scene, including, apparently, a ring I had on his hand that was causing the error. Only then did it work. This is really worth mentioning for others running into this issue.
So it's my fault, it it? 😄 I'm joking, I'm joking. Another thing you can do to avoid the parenting issue is to tick the box on export that says filter objects, then use the first option "selected roots". That way, if things are parented to the figure, they won't be exported.
Sure! Export your object in base resolution from Daz Studio as OBJ, make a change in Max, then export again as OBJ. Make sure not to change the topology or vertex order. In Daz Studio, use Morph Loader to import as a morph target.
I tried this method with G3 character and the rigging gets messed up. Almost every posing makes the character look like an alien =). What am I doing wrong?
That sounds like a nice tip, also watched the other version with Hexagon, but in the end I see a big flaw with this approach. I know that combining a bunch of different morphs into a single one saves time and allows to create custom characters, but there is a flaw it seems. The moment you dial back to zero/remove the original morphs and apply the new custom morph, you lose the corrective morphs that were applied and synced with the original sliders. For example, if your Olympia morph had a custom JCM for closing the eyes (not sure it has, just an example) and you later try to close the eyes on the new character, then the eyes won't close properly, because the JCM is no longer sensing Olympia is there. One stupid solution/lame/quick hack is to dial in Olympia at 0.0001% to be able to enable her JCMs sliders, then manually set her required JCM sliders to the desired value.
For highly customised characters like that, you'll probably need to create your own custom JCMs. They only make sense in extreme cases though, it's often easier to make the desired change on a per-scene basis if/when you see an obvious issue (say eyes not closing properly, or muscles not flexing properly). I guess what I'm trying to say is: don't worry about it until it's an actual issue, then go and fix what's not working. Combining morphs is neat if you make 1 character out of 20+ others, and you'd like to un-uninstall those 20+ characters to save on loading times. If you're using 1-5 characters, don't worry about combining morphs and save a shaping preset instead.
Hi, I need to scale down my character to 1% so I can animate it and use in a game map, but when I fully apply the morph created as the video described, I end up with the characters mesh all messed up!! Any idea what is causing this? btw it doesnt get messed up when I simply scale it down for exporting the required Obj. Edit: Sorted that by enabeling reverse transforms but now the mesh gets totally deformed when I bend or twist any body part. Any ideas?
@@WPguru yeah I also followed that video on skeleton to new shape, but no luck. The mesh still becomes heavily messed up when bending/twisting the body parts. Also when applying poses it all goes bananas with the character fully turning to something similar to scrambled eggs.
If the morphs uses something that drastically changes the scale, like Youth Morphs from zev0, will facial morphs still work fine using the method explained here ? Cos' I've seen plenty of young DAZ morphs that need Zev0 Growing up bundles to work ?
Hi Han, good to hear from you! Yes it will work with extreme morphs too. This method just combines deltas essentially, no matter how intense they are. Don't forget to apply the ERC freeze that I've mentioned in the descrition to adjust the skeleton. The only limitation of this methid is that HD moprhs cannot be imported in DAZ Studio without the proprietary PA tool. Saldy non-PA's don't have access to it, so combining moprhs will export the HD version, but without that tool you cannot create a HD morph.
@@WPguru Thanks. Yep I knew about HD morphs. I don't mind really. It's still possible to subdivide the Genesis in ZBrush without deleting lower subdivision levels. Sculpt on that and then bake the subdivided/sculpted Genesis onto the Genesis8 Base with Substance Painter. This way, sure it's not the HD morph workflow PAs have the luck to enjoy, but it's still a very powerful workflow. A properly sculpted subdivided Genesis baked as a displacement map can still give a LOT of control on the way the wireframe of the G8 will be deformed (once the disp.map is applied in DAZ on a subdivided G8). Since Substance Painter 2020.2 (6.2.0) and its revolutionary UV Tiles (UDIMs) workflow, we can import a full G8 with its complex multi tile UVs and bake/paint across UVs. Not having access to HD morphs is not so much a handicap anymore ;)
Sadly not Benjamin, poses are adjustments in the rigging really, they can't natively be combined like this. You could export a posed character as an OBJ and then apply that to the un-posed OBJ in an application like Blender or ZBrush, so that you can model around a posed character, but it won't work in DAZ Studio. There are third-party products that let you pick partial poses and combine them with other poses though: www.daz3d.com/pose-builder-for-genesis-3
Hmmm.... that's a good question. I'm not sure to be honest. Each morph relies on a base shape, which is the Genesis base figure. With a single morph, that base shape would need to be changed. I can see it working with two sliders: skinny to base, and muscular to base, but I don't know how to turn it into one slider.
Tell me how to save the facial expression correctly, so that in addition to the usual saving of the Pose (Head), a similar slider would appear, where 0 is a standard expression, and 100 is an expression invented by me. Maybe there is a video about it?
@@WPguru Yes, that's right, I'm doing a mix of those expressions that I have. But when I want to share them with others, then moving my created slider, the model only turns its eyes and opens its mouth. All other facial expressions are not transferred. It would be nice to know or see how to save facial expressions, so that later it would work on any model G8 and G8.1 for any other users daz. Thanks in advance
In your opinion which method gives the most accurate results, Morph Loader Pro or Hexagon? I seem to lose a bit of detail around the ears doing this, I know neither of the methods support HD morphs, so I zero them out before exporting.
Indeed, the loss of detail is sadly unavoidable with either method. I don't think it makes much of a difference for the overall quality if you use Hexagon or just Morph Loader. I personally prefer Morph Loader as it cuts out a middle man in the process.
What if the character you're trying to save is a kid? Or a giant? Generally speaking what if the size differs? Your way won't update the rig after you save obj and apply to genesis 8 as morph.
If the size change is part of the morph itself, it’ll work just fine. If you make the size adjustment as part of the DAZ transform controls it naturally won’t save. That’s not part of what Morph Loader does.
@@WPguru Hi I finally test it on V4 and it is possible to create the new morph but I can't save it as a complete new morph which shows up in the parameters tab. And an other weird problem shows up. The teeth stay in their default size and the tongue switched his position, even if I changed it in the morph, first after I set the figure back to zero and use my morph again it works. I believe that my new morph will be loaded from the beginning if I save it inside the PowerLoader. But I don't know how. ^^'
Ok ! Perfect. Thanks for Video.. Jay !!! After this i use my morph 100% god problem with Teeth (open Mouth have brocken teeth ) ? You Have Tutorial about how to fix teeth on my single morph ? Thanks, Best Regards,Alex
Oh that's easy: on your morph, in the Parameters Tab, click on the little gear icon and choose Parameter Settings. You can set all your properties there, like name, path, gradient colours, as well as Icon and Card images. Let me know if you can find it.
It is a 4yr old video after all, things change sometimes. It’s not technically deprecated in the current release of 4.22, but will be in the next version (for anyone following along here, “morphs” have been renamed into “modifiers” in the latest beta and publishing builds as of June 2024).
@@WPguru I've been using this version for months and it shows as depricated, when I watched the video to refresh my memory, thought I'd just mention it for current versions
It's in the library, somewhere inside the data folder. It'll depend on the figure you've used. I've explained it in this article towards the end: www.versluis.com/2019/02/where-does-daz-studio-save-morph-files/
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Quick note on ERC Freezing: once you've combined your moprhs as shown here, you have to adjust the skeleton to the figure - otherwise poses may look crooked. I've explained how to do this here: ruclips.net/video/JBtl2b8B7TM/видео.html
After a late night messing about I figured it out. But thank you so much for the replay and your content. Watching your tutorials for 3 days drastically improved my knowledge of DAZ as well as improved my workflow. So from bottom of my heart. Thank you !!!
I'm such an impatient schmuck! Spent the last 3 hours making custom morphs thanks to your great tutorial... but I was making them all on the same G8F, all excited to be making morphs... Only to realize that I REALLY should have watched the last 2 minutes this video after I loaded up a new G8F and saw all the morphs weren't saved, lol. Lesson learned: Watch the WHOLE thing from now on! Thanks again, friend.
I’ve been looking for the advice in the tutorial for ages. Kept trying to do this and couldn’t figure out why I was always getting the Geometry Mismatch error, so thank you for clearly stating where I might be going wrong.
I’m glad to hear it helped :-)
This was so easy. There is a tutorial that comes with daz that shows this in a much more complicated way. Thank you :D
First of all: congrats for 10k subscribers! Awesome milestone, but you deserve much more.
Thanks for this tutorial. This will be very helpful.
Thank you so much, Christina! It’s been a wild ride ;-) The next milestone is 30k, which unlocks channel subscriptions on RUclips. Socialblade reckons it’s this time next year - wish me luck 😍
I’ve made another video that explains how combining morphs works with Hexagon. It’s somewhat easier and almost one-click, but not everyone uses Hexagon. 🤗
Jay I'm happy to say I've been watching you for a couple years now and I still love your content! You deserve way more than 10,000 subs but either way congrats!
Aww, that's so nice to hear - thank you 😍
@@WPguru Jay, what do you think of the Face Mojo and Mixamojo animation tools for Daz? I have the Mixamojo and wondering if I should get the Face Mojo. I don't really want to start investing in iClone with all the investment I have in Daz already. Trying to make Daz Studio work.
It's worth noting, if you have a detailed character with a number of HD morphs, it won't work as intended. They're smoothed out because of the whole base resolution limitation. When will DAZ allow everyone to export in high resolution?
Maybe it's time to try and find a copy of Daz that will allow it.
You saved my entire plan for the project!!
thanks a lot Jay! wonderful and simple tutorials like this i'm interested in c:
oh, and congratulations on the 10k subs! huge number but a big imagination of individual people ^_^
Aww thank you :-)
I love your tutorials and really loving your combo laundromat/sound studio!
I’m glad you like it! The things we do in times of COVID 😂
Thanks!
Nice video that helps me a lot. Now I just have to tidy my libary so that I don't always have to wait for ages for the loading process of the base figure 🙈🤣
did exactly what u did and it keeps telling me geometry did not match failed creating morph. what i do now?
You have to figure out the problem. 9/10 times the geometry was exported in high res rather than base res, or attachments like eye lashes/tear ducts/clothing was also exported. Make sure to switch your character to base res, then use the filter option "root nodes" on export from Daz Studio. Another possible issue is when the vertex count is changed in your 3D modeller by adding or removing polygons.
that "hold alt +click " to reset to 0 the most helpful so far so ty you :D
and the thing with having one slider morph is nice
first time i tried it just failed so the thing is i tried to make a morph slider from a saved body and it failed
so i tested again but now i did all the sliders of that body manually again on a new gen8 and made the morph and it worked :D
Once again, thanks Jay. Just what I needed for an issue I wanted to fix. A character I'm working on needs to change about 7 or 8 morphs back and forth throughout my story and I didn't want to have to have multiple saved versions of the character. Plus if I get into animation at some point being able to animate a single slider will likely be so much easier! :D
Great video but do you think that could work with custom models? I watched your video of how to export all shape keys as obj and I'm trying to apply that shape keys to my custom model as morphs but every time it says "No deltas for morph, skipping node.", pretty sure I'm being dumb and doing something wrong but your tutorials where the only ones that where close to what I'm trying to do as I didn't find anywhere on how to do this, I'm also pretty new in this kinda of stuff xD
It depends, and it's a little complicated of course. You won't be able to create a morph on the Genesis figure from something that does not share its vertex count. For it to work, you need to take the Genesis geometry, make a change (moving vertices, not adding or removing any), then bring this change (deltas) back as a morph. If you try using a custom model, like a body scan or a sculpt from scratch, the morph will fail because the vertex count doesn't match. So if you intend for something to become a shape for the Genesis figure, you have to start with its base shape, then hammer/chisel/sculpt away without changing the geometry. I've just posed a video about doing this with Blender, hope this helps: ruclips.net/video/1dojyoPeV9Y/видео.html
@@WPguru Well, that sucks, to bad that Daz is not that really user-friendly when it comes to custom models, thanks a lot for the help through, really appreciate it ;)
@@WPguru I have seen your video and it's explains quite a lot, but do you know a video that explain this a little more in-depth? The custom model that I'm trying to make has a rather big head (more bigger than the rouge from sonic, if I could say so) and I'm not sure where to begin and my engrish is not really that good so I can't understand much with just words, I would ask you if you could make an tutorial about this but you might be very busy, anyways, I really appreciate your help, thanks a lot!
@@Liphisbus Sadly I'm not good with character sculpting, so I'm not the best person to ask. Essentially you'd use your custom character as a reference, then start shaping Genesis to match. Could be done in ZBrush, Blender etc, or you can try to mimic the shape with the plethora of products you can buy from the stores. I'm currently looking into two products that can shape (or wrap) one shape to another, so that Genesis can be shaped to another character (SoftWrap for Blender and R3DR Wrap). As soon as I find out how to use either, I'll make a video about it.
@@WPguru That's okay, thanks a lot for the reply through, really appreciate it... I think it would be better to ask somewhere else such as the Daz Forums and see what they say about this...
Super valuable information, thank you! Just what I needed.
I found this video a few months ago, and in using it, I discovered another benefit. I had a G3F character that had a lot of morphs used, and while the figure did take a long time to load, the big problem was that when I tried to render a scene with that character, DAZ Studio would crash, and it seemed to be a problem with insufficient RAM. After I created a single morph, I had no more problems.
interesante!! gracias por compartirlo. Saludos desde Lima-Perú
Thank you so much Guru! This is exactly what I need, very useful!
Brilliant tutorial! One question I have though, is when I have created the single morph slider, saved it, proformed the ERC freeze on the bones etc, I can no longer apply expressions on the 'streamlined' character, and some limbs like the arms and legs no longer have twist sliders? If I can figure this out I could easily quadruple my workflow with the amount of memory this saves!
Very useful! Thanks so much, Jay!
11:37 As of this current date 10/30/2024, the Morph Asset is now classified as deprecated. So, what's the adjustment to this process?
It's been renamed to Modifier Asset.
@@WPguru Thank You!
Good tutorial, thank you for the episode and have a champion day.
Trying this again and while it initially looks like it's working fine, when I go to pose a character that uses my new single morph slider their fingers grow to be enormously long. Any idea why that might be?
Face goes crazy too when I try to apply an expression
I figured it out. I needed to take an additional step, as seen here ruclips.net/video/wtxsDxKY5Ok/видео.html
Glad you got it working, and thanks for sharing the video. 👍
Thank you. I sure value your videos and info.
Thanks Patrick 🤩
Hey !
Firstly, thank you for all your amazing videos.
I have created a character that I really like, specially the face...It is possible to save only the head (face included) as a single morph to be used on any other characters afterward ?
I've been trying a few regular things without any success ( saving as morph asset,etc.)
In advance thank you for your precious advises
If you’ve made the character by adjusting several sliders in Daz Studio, the easiest way to save it is to use a Shaping Preset. This will bring all slider positions back when applied to a new figure of the same generation. Separating the head out is a little trickier: either reset all body dials and leave the head dials alone, or export the whole character as OBJ, then import the morph and use the built-in head splitter dFormer to separate the body. I’ve explained how to do that here: ruclips.net/video/nEFI6keXU2c/видео.htmlsi=ffCK8UfNNwDv8K5S Good luck!
But what, if you make a morph just for the Eyes only ( example G9) with same similar Options to the basic Figure? Need to try that somehow.. It about to have them follow the Morph the complete figure.
Could you tell us about how to export combined morphs to workable shape keys in Blender? I can export morphs like JawOpen, EyesLookingUp,.. but for combined morphs like Happy, Angry, Sad,... although they do show up as Shape Keys in Blender (for whole Shape, Mouth, Eye, Clothing...), but sliding them doesn't affect the model in Blender.
bien explicado,. muchas gracias
oh,. just thanks so much
Is there more than one ways to export the 3d model with all of it's morphs beside using the FBX Morph Export Rules when typing "Export Anything" ? 🤔
Thanks dude great tutorial on to simplify all of the morphs that compose a character. I have one question do... How do I generate the 3 main folders Data, People and Runtime to share my characters with others... I don't know if Daz has a way of generating the 3 folders to the path of my choice to compress and share. Just thinking of ease of use or do I have to compile all the info for the 3 folders manually? Thanks for any reply...
I have one question about the end. After you have saved your morph asset so it can load with a new Genesis figure, I think that is clear. But, what do I do if I want that morph to come in on a character I've already made (as in, I want to keep a Genesis figure I loaded already that doesn't currently have the newly saved morph)? I just don't wanna build him up again as I have a lot of outfits on him XD
You can save your morph with File - Save As - Support Asset - Morph Asset. This will save it to a library, ideally an empty one for your own creations. You can save it to the main Daz library, but if you ever want to remove it, it might be difficult to find in there. Once saved like this, all figures of the same generation will have your dial available, including your your existing character. Hope this helps!
Thank you so much!!! This is exactly what I needed :)
I have an issue with ponytails after combining a series of morphs which includes the body height morph. With the combined morph set to 100%, swinging the ponytail out, it stretches and distorts at the pivot point. However if I combine the morphs without height and dial it in separately, the hair behaves. It's really annoying, is there a fix for this?
For best results, you'll need to combine the morphs in the base position without pose/height/scale/transform adjustments. If any of these are applied, make sure to check "reverse deformations" when you import the morph. This will reverse calculate anything that's different from the base position.
@@WPguru Thanks for the reply, I tried checking reverse deformations, it didn't have any effect. I'll just apply the height and scale after merging I guess, it's annoying because I know it can be done, I've bought a few characters which are shorter, like some SASE characters and the ponytails behaves normally.
Thank you sir, this help me a lot
Any idea how to successfully reset "Xform" of a Figure scaled to 1%, in order to apply poses without mesh distortions?
Try applying the reverse scale on import with Morph Loader (click on "show individual settings" for the option to show up). For example, if the OBJ you're importing is 100x bigger than your current figure, import with 1% rather than the default 100%. Good luck!
@@WPguru Thanks again but it didn't work.
I did succeed previously by messing around with ERC freeze and ERC bake options, but I have been failing to replicate the process ever since.
Still it only allowed me to move the body parts without distortion but poses would still distort all meshes.
I really need to get the figures scaled down to 1% and reseted, so that I can import into the game engine.
is it possible to merge different objects to be able to rotate and scale all together?
The easiest way to do that is to add a Null to your scene (Create - Null), then parent your oebjcts to to it and scrale/rotate the null. All objects parented will follow.
I have several Genuine & Third party Characters for Daz Studio but I also create my own from the parameters. It is frustrating to have to scroll through all the character morphs that choke up the parameters. I you install these Characters without the parameter morphs or possibly delete them but still have the base character in the contents library
I agree. My workaround is to install characters and morph products into different libraries, say 10 or 20 at a time, then un-map the directories I don't need. That way content can remain installed, but when I load in a Genesis figure, only the morphs I'd like to use are loaded thereby reducing load times and clutter in the Parameters Tab.
@@WPguru Thank you for the reply & advise
Would you mind telling me how to change the owner of a morph? The cookie by little fox has a morph under the head as well as the root node. To export this morph in FBX, we need to move head's morph to the root node.
The root dial is probably an alias, which dials in the actual morph in the head (I'm just guessing, as I don't have the Cookie figure). You can find our by clicking the little gear icon on the morph slider, then take a peek under Aliases. If it shows the morph in the head, then it's an alias. What I'd try is to navigate to the real morph (in the head), click the gear icon and change the Owner entry to the root node (probably Node: Cookie - but again that's just a guess, it's how the Genesis figures work). I've never tried this myself, so good luck! Let me know if it works.
@@WPguru As you said, I found real morph. Because I can export only parameter but morph and alieas, I change the morph to parameter by ERC freeze, and can export it. Thanks.
But I found another problem. I cannnot export some parameters under dforms. Can you guess why?
I don't know why, but I was able to export all the morphs after applying the convert figures to weight maps. I just had a new problem and my cookie eyes are popping out. Any idea why?
This does not make any sense if I can not posing my Charakter. how can I make that the skeleton is morphing too, perhaps if I have a scale in my morph?
ERC freeze afterwards: ruclips.net/video/JBtl2b8B7TM/видео.html
Hello WP Guru, does this same process works also for clothings, like if have adjusted the clothing with several morphs and want to combine them into a single slider?
update: i tried the same process with clothings but i get only a notice that "geometry did not match failed to create morph". so it doesn't seem to work with clothings.
It will work for clothing, but you have to make sure to set the export to Base Res and not export any other geometry (like attached buttons and things like that), so enable "filtered objects" on export with "selected roots" option. Otherwise you'll get the error you've just encountered.
@@WPguru Hello thanks for your answer. It worked indeed but couldn't find any "filtered objects with selected roots"_ option during the export process. So what i did was to make everything invisible in the scene except the morphs for clothing i wanted to export. Since it is a big scene i selected "selected invert" so that i could make them invisible all at once by one click, and that way it worked. It is a cumbersome process especially when i need to manually make the items visible again i want since i have to go deep into all roots. So can you explain me how to enable "filtered objects with selected roots"?
A further way that I could think of would be to open a completely new scene with just a G8 dummy and carry out the clothing morph and export process with this figure and then, after completing this process, merge the desired big scene and put the clothes on it with the parent option. Would that work?
@@MachiaveIIi25 The invisibility option also works, it's just a few more clicks. The "roots" option is in the OBJ export dialogue and will only export the selected object, regardless of what else is in your scene or parented to it.
@@WPguru Hello, i found the option and it worked. However, the morph didn't execute properly, the jacket lowered as if it was intended for a smaller figure, but the morph itself seemed to work. I then tried it with trousers and this morph worked and adapted to the figure 100%. I must have missed something with the jacket
When you get a chance can you try it with a V4 character, I can't get it to work, I can export and import, but no morph is being displayed even when changing location as show in video
I don't think this concept works with the V4 generation. Back then things were way more complicated (we're talking 20 years ago). Universal morph dials came into existence with the first Genesis figure.
awesome thank you!
In Edit Mode, once your sliders are all ready, you can also create a New Property (a new Slider), ERC freeze it and save it. Done. This slider become a CTRL slider that'll activate all the others. Much faster than having to go through Morph Loader Pro, which is more used to import custom made morphs, than morphs made within Daz with existing sliders.
That's true, but a controller needs all other sliders to be available. The idea behind importing a morph was so that the base products could be un-installed to speed up loading times. There's always more than one way do things in 3D ey? Good to see you Han!
Your videos are very concise, and on point exactly what I've been looking for. I do have a question; whether or not it is possible - can you do a video on how to combine geometry shells loaded to a figure as a single, importable and useable, fully rigged, asset into Daz?
Thank you for your kind words, Don! As far as I know, geoshells are just another material layer on top of (or below) the regular material that's applied to a geometry. So you can either save it as a Material Preset, but that won't include the geometry it's applied to. The only way round this would be to save the figure with geoshell as a scene, then merge it in next time you want to use the character/geoshell combo. Let me know if this makes sense, and if it works for you. All the best!
@@WPguru I know about saving as a scene. Very straight forward thing that is. But what about the merging process? Please elaborate on how I'd go about this?
Say you had a scene with 5 items in it, and you’d like to add another scene to it (making it 6 or 7). Usually you’d grab an item from the content library that’s then added. With a scene, if you were to open it (File - Open), all current items will be replaced. If you merge it instead, your scene will be added, so it works much like an item from the content library (File - Merge). Hope this helps.
great,you video was very helpfull, thanks
Generally this works well. However I've noticed that the combined morph doesn't match 100% the look of the morphs it was created from. For instance, in one character I did this way, her lips were slightly separated using the combined morph, but closed when I originally created her. Any thoughts as to why? I thought at first it was because I had used HD morphs, but I removed those when exporting the OBJ just in case, and it made no difference.
No idea. It's not an exact science, so it could be loss of resolution or that a controller didn't adjust properly.
@@WPguru Well then I'll just have to keep experimenting.
need help, the morph loader option isnt showing for me
Make sure the object you want to import to is selected in the scene tab. If it still doesn't work, try Morph Loader Advanced (same thing, different dialogue). If that also doesn't work, check if it's enabled (under Help - About Installed Plugins). Good luck!
Hi sir, i had a situation i want a default character as slim but right now daz has a Emaciated morph which makes normal body to slim but i need that inverter slim to normal is there any way to that?
You mean the Emaciated morph is dialled up already? Or a custom character that's slim needs to be fattened up?
@@WPguru the way emaciated morph behaving I want it reversed slim to normal body is it possible ?
@@UKwarrior57 You can't really reverse a morph, I mean - you can (tweak the slider to accept negative values), but it won't look good. You'll have to find an equivalent morph like overweight instead, or mix in a rotond figure shape.
Hello, how are you, my model is deformed when I use it with that, I don't know what to do, I already removed the tabs, I don't know if there is any configuration or something missing, but the model is deformed very badly and what I sculpted does not come out
When you import your morph, make sure to set the option Reverse Deformations to Yes, let me know if that solves the problem.
@@WPguru ok
Is it possible to make the morphs slider for a body and face/head as separate or without the face/head? Because currently when i apply my slider to new body, it's face changes as well to my morph's original face shape.
You can use the Shape Splitter for that: ruclips.net/video/PnPOD_d2GOs/видео.html
Hello sir. Thanks for this tutorial. Although I am having a problem. After applying the morph on my character, I'm no longer able to pose it properly. Help would be appreciated.
Ah yes, this happens because the skeleton is likely not lined up with the geometry. I've made a video about this for my Patreon supporters, it'll be live on RUclips soon. I've also written an article with a solution: www.versluis.com/2021/02/skeletons-for-custom-character-morphs-ds/
@@WPguru thanks for your support. Btw I found a link to another video in the comments which solved my problem. Thank you again.
"We don't want to see geometry mismatch error." Yet this is exactly what I got, and I was hoping you'd actually go over what we should do if we get that. How can you mention an error and not go over the troubleshooting? :( I didn't delete or add anything between making the morph and trying to create it. Also, there are not eyelashes I could find to hide/remove on the G3M figure.
Did you set the model to base res before exporting it?
@@WPguru Yes, actually, I discovered the problem: there was no mention that you cannot have *anything* parented to the figure. I deleted absolutely everything from my scene, including, apparently, a ring I had on his hand that was causing the error. Only then did it work. This is really worth mentioning for others running into this issue.
So it's my fault, it it? 😄
I'm joking, I'm joking. Another thing you can do to avoid the parenting issue is to tick the box on export that says filter objects, then use the first option "selected roots". That way, if things are parented to the figure, they won't be exported.
Your video is very helpful, and I'm grateful. I wouldn't have been able to do this otherwise. Thanks for the help and the tutorial. @@WPguru
can we creating morph from 3dsmax to daz studio ?
Sure! Export your object in base resolution from Daz Studio as OBJ, make a change in Max, then export again as OBJ. Make sure not to change the topology or vertex order. In Daz Studio, use Morph Loader to import as a morph target.
I tried this method with G3 character and the rigging gets messed up. Almost every posing makes the character look like an alien =). What am I doing wrong?
Glad you found my other comment about the ERC freeze.
That sounds like a nice tip, also watched the other version with Hexagon, but in the end I see a big flaw with this approach. I know that combining a bunch of different morphs into a single one saves time and allows to create custom characters, but there is a flaw it seems. The moment you dial back to zero/remove the original morphs and apply the new custom morph, you lose the corrective morphs that were applied and synced with the original sliders. For example, if your Olympia morph had a custom JCM for closing the eyes (not sure it has, just an example) and you later try to close the eyes on the new character, then the eyes won't close properly, because the JCM is no longer sensing Olympia is there. One stupid solution/lame/quick hack is to dial in Olympia at 0.0001% to be able to enable her JCMs sliders, then manually set her required JCM sliders to the desired value.
For highly customised characters like that, you'll probably need to create your own custom JCMs. They only make sense in extreme cases though, it's often easier to make the desired change on a per-scene basis if/when you see an obvious issue (say eyes not closing properly, or muscles not flexing properly).
I guess what I'm trying to say is: don't worry about it until it's an actual issue, then go and fix what's not working. Combining morphs is neat if you make 1 character out of 20+ others, and you'd like to un-uninstall those 20+ characters to save on loading times. If you're using 1-5 characters, don't worry about combining morphs and save a shaping preset instead.
Hi, I need to scale down my character to 1% so I can animate it and use in a game map, but when I fully apply the morph created as the video described, I end up with the characters mesh all messed up!! Any idea what is causing this? btw it doesnt get messed up when I simply scale it down for exporting the required Obj.
Edit: Sorted that by enabeling reverse transforms but now the mesh gets totally deformed when I bend or twist any body part. Any ideas?
You need to match the skeleton to the new shape. Check out the pinned comment I've made on this video for a link on how to do that.
@@WPguru yeah I also followed that video on skeleton to new shape, but no luck. The mesh still becomes heavily messed up when bending/twisting the body parts. Also when applying poses it all goes bananas with the character fully turning to something similar to scrambled eggs.
@@WPguru any workaround in this particular case?
If the morphs uses something that drastically changes the scale, like Youth Morphs from zev0, will facial morphs still work fine using the method explained here ? Cos' I've seen plenty of young DAZ morphs that need Zev0 Growing up bundles to work ?
Hi Han, good to hear from you! Yes it will work with extreme morphs too. This method just combines deltas essentially, no matter how intense they are. Don't forget to apply the ERC freeze that I've mentioned in the descrition to adjust the skeleton. The only limitation of this methid is that HD moprhs cannot be imported in DAZ Studio without the proprietary PA tool. Saldy non-PA's don't have access to it, so combining moprhs will export the HD version, but without that tool you cannot create a HD morph.
@@WPguru Thanks. Yep I knew about HD morphs. I don't mind really. It's still possible to subdivide the Genesis in ZBrush without deleting lower subdivision levels. Sculpt on that and then bake the subdivided/sculpted Genesis onto the Genesis8 Base with Substance Painter. This way, sure it's not the HD morph workflow PAs have the luck to enjoy, but it's still a very powerful workflow.
A properly sculpted subdivided Genesis baked as a displacement map can still give a LOT of control on the way the wireframe of the G8 will be deformed (once the disp.map is applied in DAZ on a subdivided G8).
Since Substance Painter 2020.2 (6.2.0) and its revolutionary UV Tiles (UDIMs) workflow, we can import a full G8 with its complex multi tile UVs and bake/paint across UVs.
Not having access to HD morphs is not so much a handicap anymore ;)
Can you do that for pose controls too in some way?
Sadly not Benjamin, poses are adjustments in the rigging really, they can't natively be combined like this. You could export a posed character as an OBJ and then apply that to the un-posed OBJ in an application like Blender or ZBrush, so that you can model around a posed character, but it won't work in DAZ Studio. There are third-party products that let you pick partial poses and combine them with other poses though: www.daz3d.com/pose-builder-for-genesis-3
@@WPguru does that mean if i create a pose preset, and use some non standard sliders, the pose wont work for a user that has the same sliders?
How would I create a morph that takes me from a skinny morphed character to a muscular morphed one??
Hmmm.... that's a good question. I'm not sure to be honest. Each morph relies on a base shape, which is the Genesis base figure. With a single morph, that base shape would need to be changed. I can see it working with two sliders: skinny to base, and muscular to base, but I don't know how to turn it into one slider.
Tell me how to save the facial expression correctly, so that in addition to the usual saving of the Pose (Head), a similar slider would appear, where 0 is a standard expression, and 100 is an expression invented by me. Maybe there is a video about it?
There currently isn't, but I think I could make that happen. 😉 Is it an expression you're creating from a combination of existing expressions?
@@WPguru Yes, that's right, I'm doing a mix of those expressions that I have. But when I want to share them with others, then moving my created slider, the model only turns its eyes and opens its mouth. All other facial expressions are not transferred.
It would be nice to know or see how to save facial expressions, so that later it would work on any model G8 and G8.1 for any other users daz.
Thanks in advance
Great tutorial. How can you transfer morphs from a V4.2 (Legacy/Generation 4) to a Genesis figure?
Sadly you can’t. Morphs cannot be transferred between figure generations.
@@WPguru: You can't using this process, but there is a plugin specifically designed to port morphs from Gen 4 to Genesis figures.
i use about 500 morphs per character. thats how much i rule. can you tell
😂
In your opinion which method gives the most accurate results, Morph Loader Pro or Hexagon? I seem to lose a bit of detail around the ears doing this, I know neither of the methods support HD morphs, so I zero them out before exporting.
Indeed, the loss of detail is sadly unavoidable with either method. I don't think it makes much of a difference for the overall quality if you use Hexagon or just Morph Loader. I personally prefer Morph Loader as it cuts out a middle man in the process.
What if the character you're trying to save is a kid? Or a giant? Generally speaking what if the size differs? Your way won't update the rig after you save obj and apply to genesis 8 as morph.
If the size change is part of the morph itself, it’ll work just fine. If you make the size adjustment as part of the DAZ transform controls it naturally won’t save. That’s not part of what Morph Loader does.
This is awesome! Is this even possible with the old V4 too? ^^
Yes absolutely!
@@WPguru I will check if i can support you on patreon! You deserve more attention!
@@WPguru Hi I finally test it on V4 and it is possible to create the new morph but I can't save it as a complete new morph which shows up in the parameters tab. And an other weird problem shows up. The teeth stay in their default size and the tongue switched his position, even if I changed it in the morph, first after I set the figure back to zero and use my morph again it works.
I believe that my new morph will be loaded from the beginning if I save it inside the PowerLoader. But I don't know how. ^^'
Ok ! Perfect. Thanks for Video..
Jay !!! After this i use my morph 100% god problem with Teeth (open Mouth have brocken teeth ) ?
You Have Tutorial about how to fix teeth on my single morph ?
Thanks, Best Regards,Alex
Hi my master.Can you show how to create thumbnail pictuer in morph slider bar in daz ?
Oh that's easy: on your morph, in the Parameters Tab, click on the little gear icon and choose Parameter Settings. You can set all your properties there, like name, path, gradient colours, as well as Icon and Card images. Let me know if you can find it.
Might want to mention to people in 4.22 save as Morph Asset is no longer the way to do it, it's been deprecated
It is a 4yr old video after all, things change sometimes. It’s not technically deprecated in the current release of 4.22, but will be in the next version (for anyone following along here, “morphs” have been renamed into “modifiers” in the latest beta and publishing builds as of June 2024).
@@WPguru I've been using this version for months and it shows as depricated, when I watched the video to refresh my memory, thought I'd just mention it for current versions
Geometry did not match, tried to delete eyelashes and any kind of hair, still does not work.
geometry did not match failed create morph
Make sure to delete the eyelashes before you start to do anything
For anyone getting kept get "Geometry Mismatch" error, when in exporting step
- Tick "Filter Object"
- Then select "Primary Root"
Finally Accept.
Where did my morph go
It's in the library, somewhere inside the data folder. It'll depend on the figure you've used. I've explained it in this article towards the end: www.versluis.com/2019/02/where-does-daz-studio-save-morph-files/
The teeth now look like tic tacs, I turned off mouth realism HD.
HALO ÁTODOS BUENAS TARADES CASI NOCHES ATODOS LÓS MIEBROS DE YOUTUDE
¿CÓMO ÉSTAN YO ESPERO ESNTE BIEN Y QUÉ TÉN GAN UN BONITO AÑO YDIA DE HOY😀
Responder
I tired that and the character looks good, but only as long as i don't pose her, if i do that, all hell breaks loose O.o
You'll need to adjust the skeleton and ERC freeze afterwards for poses to work correctly: ruclips.net/video/JBtl2b8B7TM/видео.html