-
[Solved for G9] Strandbased Very Short Pixie hair not following the head of some characters
Thank you :)
I was able to solve the problem with Hanako 9.
I tried to save a morph for head_bs_ProportionNeckLength but was not succesful. Is there a trick to be able to do so? At worse, I'll continue to fix character when a problem happens but I thought that fixing the neck morph could maybe solve every other characters?
Daz Studio 2026 Beta - version 6.25.2026.4408! (Updated February 18, 2026)Richard Haseltine said:
barbult said:
Richard Haseltine said:
alan bard newcomer said:
These are things that did'nt become morphs ... just extending a wall up a little where you can't scale becasue the door would scale too or pulling out a side of a wal for the same reason.
exporting as an object looks like it freezes it which means I should make the changes and then export the wall and then import it it.
But as noted in 424 the changes stay. So daz should activate the part of the mesh grabber replacement that handles that in 424 in 25 . . that wouldn't be giving away the plug in.See
-
Added support for legacy file IO to the “Geometry Sculptor” tool
DAZ Studio : Incremented build number to 6.25.2025.26119
http://docs.daz3d.com/doku.php/public/software/dazstudio/6/change_log#6_25_2025_26119
I don't know how far back Legacy stretches, however.
I have no idea how many items will fall apart in 2025. But these changes were like using mesh grabber to pull out a quad to fix a poke through etc.
Does that imply that you have to be a Premier member so you have access to the Geometry Sculptor tool? What if you are just a base or Daz+ member who owns and uses Mesh Grabber in DS 4? It sounds like that still means that non-Premier users still won't be able to render their DS 4 scenes that have Mesh Grabber deltas in DS 6. If that's the case, this isn't really very great news.
Non-Premier mebers have the extra step of converting to a morph in DS 4, though I am not clear if that requires an extra tool for some vesions of Mesh Grabber (I don't own any of the older versions). But yes, Geometry Sculptor is the only "Mesh Grabber" that will work in DS 2025.
The Support for legacy file IO to the “Geometry Sculptor” doesn't literally work as expected (not fully functional ....?). I could see the deltas that was made with Mesh Grabber in DS 4.24 after opened the scene file in 2025 Alpha, but in Tool Settings of Geometry Sculptor, zero deltas is marked in the modifier.
I changed the modifer of Mesh Grabber in DUF file to Geometry Sculptor, then the deltas could be correctly marked and shown ~[Solved for G9] Strandbased Very Short Pixie hair not following the head of some charactersUsually the vendor has no way to provide fixed FHMs for all characters... You're right, in this case the culprit seems to be Proportion Neck Length.
How to fix:
1. Select Hair Strands node, Show Hidden Properties in Parameters pane, set head_bs_ProportionNeckLength to 30%. (ss1)
2. With Geometry Editor, export Hair Strand to OBJ by using the file name : Hanako9_head_bs_Head. Alt + Click head_bs_ProportionNeckLength to reset it to -30%.
3. Import OBJ to Hair Strand with Morph Loader Pro to update auto follow FBM : Hanako9_head_bs_Head, as usual by using the options: Reverse Deformations: Yes; Overwrite Existings: Deltas Only. Save Hanako9_head_bs_Head as a Modifier Asset. (ss2)Fixed. Alt Shift + U. Now remove the hair and reload it. It'll work. (ss3)
Edit: It's the standard way to fix FBM. Still, the simplest way is to just parent such a short hair to the head instead of fitting it ~~
Daz Studio 2026 Beta - version 6.25.2026.4408! (Updated February 18, 2026)barbult said:
Richard Haseltine said:
alan bard newcomer said:
These are things that did'nt become morphs ... just extending a wall up a little where you can't scale becasue the door would scale too or pulling out a side of a wal for the same reason.
exporting as an object looks like it freezes it which means I should make the changes and then export the wall and then import it it.
But as noted in 424 the changes stay. So daz should activate the part of the mesh grabber replacement that handles that in 424 in 25 . . that wouldn't be giving away the plug in.See
-
Added support for legacy file IO to the “Geometry Sculptor” tool
DAZ Studio : Incremented build number to 6.25.2025.26119
http://docs.daz3d.com/doku.php/public/software/dazstudio/6/change_log#6_25_2025_26119
I don't know how far back Legacy stretches, however.
I have no idea how many items will fall apart in 2025. But these changes were like using mesh grabber to pull out a quad to fix a poke through etc.
Does that imply that you have to be a Premier member so you have access to the Geometry Sculptor tool? What if you are just a base or Daz+ member who owns and uses Mesh Grabber in DS 4? It sounds like that still means that non-Premier users still won't be able to render their DS 4 scenes that have Mesh Grabber deltas in DS 6. If that's the case, this isn't really very great news.
Non-Premier mebers have the extra step of converting to a morph in DS 4, though I am not clear if that requires an extra tool for some vesions of Mesh Grabber (I don't own any of the older versions). But yes, Geometry Sculptor is the only "Mesh Grabber" that will work in DS 2025.
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]RiverSoft Art said:
wings76fan said:
I'm having trouble with a plus-size female I created. I tried using the RSSY Character Converter Genesis 8 to 9 but the resulting figure was all twisted (both with zero and restore options).
I then tried using ManFriday figure converter which got the morph onto a G9 dev figure. I then tried to use the Material Suit converter to convert the G8 Hierarchical figure to this G9 morphed figure but got the error that there is an unknown figure in the hierarchical material preset. Any help?
From the manual:
The Converted Character’s Body is wrinkled. Because of the way that morphs must be converted, a morph that on Genesis 8 appears to only touch a small part of the head can affect the whole body on Genesis 9. You need to show Currently Used parameters to show all morphs on the converted character. Then, one by one, dial in the morphs to find the offending morph(s). Once you find them, delete the morphs from your HD (click the Gear icon, Parameter Settings, and look at File Path for the asset to figure out where the morph is and what it is called). You should also resave the character with the offending morph(s) dialed out (set to 0).
I'm having a similar issue, but rather than the character as a whole turning out wrinkled, only the feet get messed up. is there something I can do to fix the toes/heels of my characters?
Transferring CategoriesHi guys,
On an old laptop I created some extra categories, aside form the default ones, to make everything easier to find. Now I'm switching to a new computer, much more suited to using Daz, but redoing all the categories would be a lot of work. Is there any way to transfer categories from the old laptop to the new one? ('My Library will have the same location)
any help would be appreciated
Face Transfer HelpSo I finally broke down and bought the Face Transfer Unlimited thing to make custom faces for Genesis 8 figures. How do I actually get it to work? I upload image files of the correct size, but I always get a popup that says Failed To Generate. Try a different source image. It's a .jpg or .png, so the format's correct. What am I doing wrong here?
I included a screenshot of the popup message.
Also, here's the link to the product I'm talking about:
https://www.daz3d.com/face-transfer-unlimited
Thanks![Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]I'm trying to use the converter on HFS ultimate shapes bundle morphs, but even with only one morph selected, the results are wrinkly. I was seeing stuff about making sure the morphs are named right so they don't affect the whole body, but I can't seem to figure out exactly what the naming convention is supposed to be or if renaming the shapes would even work. any thoughts on how to get this to work? I know what I'm trying to do with the digitigrade legs is a more extreme use case.
V3-a3 V4-A4 M3 M4 etc poser character TO BLENDERi still use [V3-a3 V4-A4 M3 M4 etc poser] this tipe of characters because is more faster to animate i need used in blender to edit or animate etc ect- what tool and step need to do to transfer to blender also the same for male or poser charaters in general.
[Solved for G9] Strandbased Very Short Pixie hair not following the head of some charactersEdit October-12-2025: I just saw that an update was pushed for this product and after testing it with the morph I created removed, the hairs fitted Hanako 9 perfectly without it.
Hello,
I'm speaking about this product:
https://www.daz3d.com/dforce-strand-based-very-short-pixie-style-hair-for-genesis-9-and-8-female
I tried to fit it on Hanako 9 (the problem does happen with other characters), and the hairs ended inside her head…

It seems to be mainly linked to her proportion slider:

What's strange is that the cap itself is following her head perfectly, as shown on the following screenshot in Iray preview: it's the strandbased part of the hair that doesn't follow the shape of the figure. Isn't that part supposed to follow the cap itself?

Does someone know how to solve the problem?
Daz changes size of imported model even tho it was originally genesisno idea why you suddenly talk about transfer utility, but issue with shape changing after running transfer utility is due to two things:
if you are using transfer utility on clothing etc, it has to be with transforms at 0,0,0 in xyz and scale at 0,0,0. So if you moved or scaled after import, you need to reapply all transforms by exporting/reimporting before running transfer utilty.
Or, if you are running transfer utility for a non default shape, i.e., to transfer rigging from any figure with active morphs, you need to tick the box for reverse source shape from target in the dialogue box.
Daz changes size of imported model even tho it was originally genesisI don't quite understand, what you are doing, but something you're doing is wrong and it's causing the scale issue.
Sending character from DAZ Studio to zbrush:
Menue> File > Send To > Send To zbrush
GoZ Export Option
Only check box on "Export With Deformations"
Sending back from zBrush to DAZ Studio:
Press GoZ
Back inside DS:
Only check "Update Geometry" and "Create Morph"
use the default parameter location or choose your own.
done.
This should work without scale errors.
Daz changes size of imported model even tho it was originally genesisWhy did you use Transfer Utility ? For what purpose ?
If you wanted to make a morph on G9, you should've used Morph Loader Pro... Import OBJ, set options : Reverse Deformations : Yes; Overwrite Existings : Deltas Only.
Daz changes size of imported model even tho it was originally genesisHi,
I will try and be brief. I have had alot of problems with the Zbrush and Daz bridge and I've spent hours on youtube and chatgpt to try and get it to work without success.
So I am now instead just importing an obj.
To the problem. I figured I bought a new shape for the genesis 9 morph. Ive imported it to zbrush without goz, just as export import as obj. I do some sculpting on it in zbrush, without changing it's silhouette, size or anything like that tho. Export and import back to DAz and I figured I could just use the Transfer Utility since they are the exact same size and position now. But for some reason when I do that, Daz changes the size so when it's done loading, the morph is suddenly smaller than my imported sculpt which also leads to the skeleton not fitting at all anymore.
Anyone know the problem?
Thanks in advance.When I use PowerPose from time to time the posed character suddenly disappears in filament view modeIt is a known issue that filament has troubles with multiple layers of transmapped geometry, for example hair ribbons. Most geografts also use a transmapped shell to merge materials, this could be the culprit. You may try disabling the geograft shell while animating, then enable it for rendering. Just an idea hope it helps.
p.s. iirc there's also some way to bake the shell so it's not required anymore, but can't find how right now, it's probably using map transfer.
p.p.s. If I understand correctly, texture baking is based on 3delight so this will be removed in DS 4.24 and not available in DS 6.
Starting Over and Overwhelmedhjake said:
If you own a ton of G3 items, did you buy any morph kits? You might be able to style something close to the original character.
https://www.daz3d.com/genesis-3-male-head-morph-resource-kit
https://www.daz3d.com/genesis-3-male-face-body-morph-resource-kit
https://www.daz3d.com/body-morph-kit-for-genesis-3-male-and-merchant-resource
https://www.daz3d.com/genesis-3-male-head-morph-resource-kit-2
I do have a ton of stuff, at least for me over 4000+ products on Daz alone, but sadly it doesn't show I own any of these. and it really only makes a difference for this one character as his picture is on the book. I can fudge everything else. I did make ID cards and newspapers on Patreon, but no one has looked at it so I can change these up when I get another figure. for the book, I either get something similiar or change it and I'm not opposed to changing it. I've only sold about 30 copies anyway.
Upside down hairapocalypse_cow said:
barbult said:
If you simulate with the Geometry Editor tool selected, the hair seems to lose its baked in stiffness and will drape a lot. That's really the best way to make upside down morphs or droopy wet looks, I think. After simulation, always select another tool, like the Node Selection Tool, before Iray rendering. The dForce hairs won't render all the strands with the Geometry Editor (or Mesh Grabber, etc.) tools selected. You can create a morph of your draped hair by exporting it, clearing the simulation and importing the exported OBJ with Morph Loader Pro or MorphMaster.
There are more tips and some examples in the dForce Hair Thread. Look at the various examples I did with Toyen's Linet Hair in that thread.
Thanks for the tip and the link to that thread barbult, this is immensely useful!
I'm glad you found it helpful. It is always nice to hear back on whether something I posted helped someone. It makes participating worthwhile. Thanks for responding.
Starting Over and Overwhelmedwhispers65 said:
Elor said:
whispers65 said:
and I did spend a little money and starting to regret it.
If you're not happy with some purchases, Daz offers a 30 days refund policy:
https://bugs.daz3d.com/hc/en-us/articles/115003500163-What-is-the-Daz-3D-Refund-Policy
And it's not even that really. I did think the purchase through. And I admit I do try and kitbash or frankenstein things together. And this would serve a purpose even if it isn't my direct purpose. And the way things are I will probably end up redesigning my book cover anyway. So thanks. I will keep that in mind.
If you own a ton of G3 items, did you buy any morph kits? You might be able to style something close to the original character.
https://www.daz3d.com/genesis-3-male-head-morph-resource-kit
https://www.daz3d.com/genesis-3-male-face-body-morph-resource-kit
https://www.daz3d.com/body-morph-kit-for-genesis-3-male-and-merchant-resource
https://www.daz3d.com/genesis-3-male-head-morph-resource-kit-2
https://www.daz3d.com/handspan-studios
https://www.daz3d.com/sfdesign
Upside down hairbarbult said:
If you simulate with the Geometry Editor tool selected, the hair seems to lose its baked in stiffness and will drape a lot. That's really the best way to make upside down morphs or droopy wet looks, I think. After simulation, always select another tool, like the Node Selection Tool, before Iray rendering. The dForce hairs won't render all the strands with the Geometry Editor (or Mesh Grabber, etc.) tools selected. You can create a morph of your draped hair by exporting it, clearing the simulation and importing the exported OBJ with Morph Loader Pro or MorphMaster.
There are more tips and some examples in the dForce Hair Thread. Look at the various examples I did with Toyen's Linet Hair in that thread.
Thanks for the tip and the link to that thread barbult, this is immensely useful!
Starting Over and Overwhelmedokay my latest and greatest problem. I published a novel and want to get the likeness onto a daz figure. 1) I used face transfer onto genesis 8. I have nothing for genesis 9 and next to nothing for 8. 2) I was hoping I could do the face transfer and the character transfer to genesis 3 where I have tons and tons of stuff. That failed miserably. The genesis 3 character doesn't really look the part at all. I do realize that the character I am going for is a mid teen. the genesis 8 although adult does resemble him. but the character transfer process just doesn't. and I did spend a little money and starting to regret it. so then I'm thinking so I just go with genesis 8 and try and size everything up from genesis 3 and genesis 2 or try something different? my book is about school so working with teens and teachers and coaches. the main character makes a difference only because he is on the cover. I'm almost thinking about just doing what I can do in studio and recreating the book cover altogether to match if I can't get a good likeness. I did the book cover myself and it's not that great. so I'm rethinking all of my life choices at this point. it drives me crazy. genesis 3 I can do youth changes, have clothes, lots of characters etc. genesis 8 I have nothing except for a similar likeness on an adult figure. and no money, even less than what I had. ideas?







