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Daz3D Morph Collection: How to Create Stunning Characters with Custom Face and Body Shapes



The product contains over 300 dialed morphs. It is easy to have a unique Girl 8 face by simply follow the 7 steps, or then make more detailed adjustments. It has included a Toon Brows (with material presets and shapes) and 17 "familiar faces" (Full Head presets) from your memory (also used in promos).




Daz3D Morph Collection



This Daz3D Create Custom Morph Tutorial explains all steps you need to take to create your own individual Daz Morph.Morphs are an easy way to change your character and its look. It is a unique function of the Daz Studio that makes your experience significantly better. But there are not a lot of them built-in to the program on itself. Adding them usually costs money. Besides you might have something very unique in mind. Some really specific morph.


In this case you can create your own morphs. It really is easier than it sounds. So we are going to show you how and introduce two ways of creating your own unique morphs. Because this can be done both using the Daz Studio and using third-party software.


Second way of creating custom morphs for Daz Studio is to use another software for this. This means that we are going to export our figure out of the Daz Studio and import somewhere else.


Creating your own morphs is not an easy task. So it is okay to buy ready-made ones. Especially if there is something like Z All Natural Morphs and Pose Mega Set by Zeddicuss which does not only include a bunch of morphs but also a big collection of most different poses.


Creating your own morphs sounds really difficult at first. But in reality it turned out to be easier than it sounded. Really simple morphs even can be created manually right there in the Daz Studio. And for more difficult and advanced morphs you can use other software with proper modelling or sculpting capabilities such as Blender or ZBrush.


In the first tutorial, Jay walks you through everything you need to do to get started with this process, and shows you how to bring the body scan from 3D.sk into Daz Studio and prepare it for the morph process.


3D.sk offers a collection of professionally-curated tutorials, reference images, and scans to help empower your creativity. We hope you will check them out and give some of their resources a try with the coupon code: DAZ&3Dsk. Visit their website and expand your knowledge with 3D.sk today!


Each morph can be used independently from the full set for a variety of looks. Each morph set was created with the assistance of photo references and modeled/sculpted in Zbrush and Hexagon with merchant resources, and does not require additional morph sets to use.


Following the same hierarchy you set in the previous steps select the morph(s) you created and want to save. It is VERY important you select your morph(s) and only your morph(s). Or, you may accidently overwrite some other morphs and have to re-install a bunch of products to fix the damage (it has happened to a lot of people, including Daz PAs).


If mere muscles are not enough, Dawn can now be endowed with super heroic strength with the new SuperHulk morph set. Bigger than before, stronger than before, able to smash tall buildings in a single punch.


As I understand it, a pose captures changes made to the bones or rigging of a figure. For example, a pose would be bending the forearm of a figure and turning her head. In contrast, a morph captures changes made to the mesh of the figure. For example, different face shapes or body musculature.


A dForce simulation operates on the mesh of the figure, which is why we are able to get much nicer cloth drapes than what is possible with just rigging. As a result, to save a dForce frame, we will need to save it as a morph.


As you can see I have adjusted the mesh to correct any foot poke through caused by the Real Feet morphs. There are some extra fixes I could add like straightening up the ankle strap and the foot strap but this should be fine for the tutorial.


If you need to make any modifications to your morph you can make your edits in your 3D program and then export the OBJ again. If you go through Morph Loader Pro again using the Exact same name and settings it will adjust the morph instead of adding it again.


Custom morphs will only be available on the item in the saved scene file. If you wish the morph to be available whenever you load the clothing item into the scene you can save it as a support asset. That is File -> Save as -> Support Asset -> Morph Asset in the box that appears add a vendor name and product name, then select only your custom morph. You may also wish to choose a different library to save in to keep it separate from your bought products.


A small final tip. When creating your morph the morph loader compares vertex positions when applying it to the model. This means if you plan to reuse your morph in other scenes you must save it as a Morph Asset.


If you, at alter date, try to reload the morph using the Morph Loader and the clothing is in a different position to when you originally exported it, the morph will move the clothing to the position it was located in when you exported it.


Hi, thank you for the tutorial. I have a question. I created a wind morph (skirt blowing right) and everything works fine until I apply this new morph to my character in different poses. It was obviously created in the T-pose. Then poke-through starts our not covering certain body parts. How do I get a universal morph that will work on all characters and in all positions? I hope it makes sense what I am trying to say.


FBX does this. In the DAZ fbx export dialog you need to define morph export rules to define what gets exported. But fbx vertex groups are screwy. Export a dae and an fbx, then in blender use the data transfer tool to copy the dae vertex groups to the fbx meshes.


The following method lets you create a master slider, if you will, that will apply numerous morphs at once that you can save as a preset. This method also allows you to share your dial-spun character legally as you are just sharing the character settings (the end user would have to already own any morphs that you have used)


4. Next, right click on your new controller and choose "Erc Freeze". As you already have all your morphs dialled in they should be shown under the property section. Deselect anything that should not be there.


6. Before saving your new morph control, in Parameters, left click active pane options(triangle and lines box, far right) and then choose zero figure. If using Genesis 3, make sure "hd mouth" and "navel" are also set to zero.


I want to add a random blinking to all my actors within a for-each loop with setting a morph target animation and a random delay between each blink. The problem I have is that the animation only is applied to the first actor in the loop, instead of all of them. Any idea what is wrong with this blueprint?afbeelding1056624 127 KB 2ff7e9595c


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