One thing I noticed is that the genital morphs appear in the "Parameters" tab instead of the "Shaping" tab. The genitals morphs do not appear in the list of exportable morphs when I select my Daz character, be it male or female.
I already have the body morphs working fine in Unity so I can control the weight and shape of my characters. So is there anyway to get those morphs to get exported with the rest so I can use them in Unity ?
I haven't tried exporting those but I'll make an educated guess for you. You have to treat them as seperate 'characters' I think. So then if you do that you then have to build filters to tell DAZ what morphs you want exported from the gens. And it works. You don't even need the main character imported. You'll then have to 'fit'/'parent' the gens to the character in Unity.
Sorry to nerco this post but I tried following the other post on Reddit and I couldn't get the stuff to work right. In Daz, after I merge the figure with the anatomy (using the Merge Fitted Figure(s) Geometry), the anatomy goes right back to the original shape. None of the morphs change the anatomy in Daz once merged. What are the steps to merge both the figure and anatomy AND have morphs still work? I'm having trouble understanding what @Daedolon and @nonesuch00 were talking about. Also, if it helps, I'm using Gensis 8 figures. Thanks in advance.
I think that 'Merge Fitted Figures' may have been broken by a recent update. I am having problems when trying to merge the Anatomical Elements figure as well. The position of the grafted object shifts during the merge process, leading to some pretty unsightly artifacts. Also, the morphs simply don't transfer anymore. I have used this workflow in the past to export a figure with geografted gens and morphs, so I know that it used to work. I opened a tech support ticket for this and that may be getting some traction now. It would help if others could confirm whether or not this is still working for them, because maybe there's some pathology, combination of plug-ins/feature use that breaks this.
I have the exact same issue, morph just don't work after the merge, also not all of the morphs even visible, like 40% are present but have no effects.
PS: Actually I found 2 morphs out of 30 that works, but still I need my 60 workable morphs.
I am trying to export the anatomical element morphs as an fbx and then import it to UE4. I am using DAZ 4.12 and UE4 4.24. When applying the "Merge fitted Figures" function, the morph targets appear in the export mode and I guzess, I can export them. However, I cannot use the exported fbx-file as the bone structure seems to be screwed up (in UE4 I get the error message that there are multiple "hip" bones) and so, I cannot import the file at all. Without the "Merge fitted Figures" funtion I can export the model with the anatomical elements and import it to UE4 but then without the morph targets.
Hi I followed these steps everything is working well but genital duplicates itself and attaches on the body did you solve this issue edit: I just deleted sperated one seems fine but I'm not sure this is perfect solution
Merging geograft worked fine back then, I still had the Unity project with the morphs working. However, now using Daz 4.15, the merge fucks up the genitalia morphs and they just stop working after merging. Impressive to see this bug is still there after more than 2 years...
To anyone still running into the problem of being unable to export elements such as genitalia or similar accessories, I think I've found how to do it. Though its not completely what we may want.
For some reason.. If you dont choose "Geometry Editor" under tools before exporting the model, the accessory wont show up in the export window and therefore you wont be able to export the morphs connected to it.
This of course creates the problem that, if you're trying to export your model WITH genitalia you will end up with a layer under the genitalia. This can of course be fixed by hiding the area, but the genitalia simply wont adjust to the body properly if you have Geomtry Editor selected during exportation.
Its not a perfect solution, but it works. It has allowed me to export a model with morphs for both the body and the genitalia.
This is a unique set of custom morphs created for the Female Anatomy of G9. To use this set you will need the Genesis 9 Female Anatomical Elements. You cannot use this item on a G9 without the Genesis 9 Female Anatomical Elements.
He has a custom morph for his head, and also extra body shape and detail morphs for his body, that can be turned on and off, and apply extra body mass and muscle and bone definition. With them you get a strong body of an ancient warrior.
The Flail has morphs to make the grip more or less thick, longer or shorter, size the ball so you make it smaller like historical ones, or massive like fantasy flails. You can also make the ball and chain bigger or just the ball. It also has esay pose controls to make it move and twist in all directions. With them you just dial the pose controls and the flail will pose. If you want, you can also select each one of the chain links or the ball, and pose them, as they are all rigged and adjusted. The Flail also includes the matching materials for the clothing, and 2 presets to set the ball with or without blood.
The outfit works with all the Genesis 8 Body Morphs, as all of them have been included when needed, which means full freedom to use any of those morphs in your renders, and supports the shapes of Darius 8, Floyd 8, Michael 8 and Olly 8. Other body morphs supported by Auto-follow.
So I import the model + the genitals as the documentation of the script says; then I select the genitals (in Blender) and make a second import this time importing only the morphs of the 3rd party genitals; after that I merge (in Blender) the imported model mesh and the mesh of the genitals and they should keep the morphs, right?
Must I first export those morphs from Daz as the original model had to be exported?
So I import the model + the genitals as the documentation of the script says; then I select the genitals (in Blender) and make a second import this time importing only the morphs of the 3rd party genitals; after that I merge (in Blender) the imported model mesh and the mesh of the genitals and they should keep the morphs, right?
No, you load the duf/dsf files directly from the morphs directory belonging to the selected mesh. The file selector should open in the right morphs directory, and all relevant morphs should be found in subdirectories.
If I make the poses in Daz and morph the genitals there to correspond to the poses then when I import the model together with the genitals to blender will the imported genitals keep the morphs (which are pre-made in Daz)?
The json file contains the world-space coordinates of all meshes and bones, after all morphs have been applied and transferred to clothes, hair, etc. This information must in principle exist in the Daz files - after all, Daz Studio is able to figure it out - but I did not manage to do it in Blender alone. Fortuntely, the DS api contains functions that return the final world-space coordinates, so writing an extra script on the DS side was quite straightforward.
As a consequence, all morphs and poses are baked to the meshes and rest poses. There is no natural way to distinguish between poses that are part of the character - e.g., long legs obtained by scaling the leg bones - and real poses.
Import Driven Pose(s) is for importing morphs that are poses rather than shapekeys. It is useful if you want to pose e.g. the hand with sliders just as you do with the face. It not for loading corrective shapekeys and frankly I have rarely used this button myself.
The face bones of the G3 and G8 characters are posable until you load facial morphs. After that the face bones become driven by the sliders and cannot be moved. To still be able to pose the face bones on top of the expressions, you need to press Add Extra Face Bones in the Corrections section of the Setup panel. The driven bones end up on bone layer 32 and the posable bones on layer 8.
No, I have no planes to let bones rather than sliders drive morphs, if that is what you are asking. Since morphs are controlled by sliders in DS, it is natural that an importer creates a similar interface in Blender.
See Famous People for morphs that look like celebrities. If any of the morphs here turn Genesis 3 Female into a recognizable famous person, those entries should be added to the Famous People list and marked as Cosplay resources on this list.
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