Morphs for modern Daz characters will only work if Blender is allowed to Auto Run Python Scripts. See the document on ugly faces for details.
- Import Units. Import all selected face units morphs.
- Import Expressions. Import all selected expression morphs.
- Import Visemes. Import all selected viseme morphs.
- Import FACS Units. Import all selected FACS units morphs.
- Import FACS Expressions. Import All selected FACS expressions morphs.
- Import Body Morphs. Import all selected body morphs.
- Import JCMs. Import all selected joint corrective morphs (JCM's), which are shapekeys driven by bone rotations.
- Import Flexions. Import all selected flexion morphs.
- Import Standard Morphs. Import all standard morphs of the specified types.
- Import Custom Morphs. Import the selected morph files to the active mesh, or the morphs from all files in the directory. The morphs must have the same number of vertices as the active mesh. Optionally, object properties that drive the morphs can be created, and can be accessed from the Custom Morphs panel.
- Save Favorite Morphs. Save all file paths to the morphs used by the active character to an external file.
- Load Favorite Morphs. Load all morphs in the selected file.
- Transfer Shapekeys. Transfer all shapekeys from the active mesh to all selected meshes.
- Mix Shapekeys: Combine two shapekeys into a single one.
* The morph (driven by sliders) was successfully loaded.
! The morph (driven by bone rotations) was successfully loaded.
- The morph failed to load.
= An alternative name (an alias) for the morph was found.
. The morph already exists and does not need to be rebuilt.
+ A new sum driver is created for this bone.
- Adjust Units: An overall factor for all morphs of this type. This is mainly useful for mixing custom morphs for different characters.
- Prettify Panels: Change sliders to checkboxes. If boolean options appear as sliders, use this button to refresh them.
- Select All: Select all morphs in the Face Units panel. When selected, the checkbox to the right of the slider is checked.
- Unselect All: Unselect all morphs in the Face Units panel.
- Disable Drivers:
Temporarily disable all bone drivers to improve posing performance. All
morph panels remain locked until drivers are enabled again.
- Keys: Add category morphs to the active custom keying set, or make a new one (?).
- Key plus: Insert keys for all selected face units at the current frame (checkboxes enabled).
- Crossed key: Remove keys from all selected expressions at the current frame (checkboxes enabled).
- X: Clear all selected expressions (checkboxes enabled).
- Magnifying glass: Only display morphs matching the search field.
Import ExpressionsExpressions work in the same way as Face Units.
Import VisemesVisemes work in the same way as Face Units.
- Relax Animation: Relax the Moho animation to make it more natural.
- Emphasis: Speech strength,
- Update Limits: Update limits of open vowels to account for emphasis.
- New Action: Create a new action.
- Action Name: Name of the new action.
- Start At Frame 1: Start the imported animation at frame 1, otherwise start at the current frame.
Import FACS Units
- Import FaceCap File: Import a facial mocap animation made with FaceCap (iOS facial capture app for devices with Face ID).
- Import Live Link File: Import a facial mocap animation made with Unreal Live Link.
Import FACS Expressions
Import Body MorphsBody morphs are morphs which involve the body rather than face. Note the difference between a body morph (bones driven by rig properties) and a pose (bone rotations loaded from a file). The interface works in the same way as Face Units.
A drawback of loading pose morphs is that we can no longer pose the affected bones by hand, because the bones are now driven by rig properties; the bone rotations turn purple.
Import JCMsThe deformation of DAZ characters is improved with corrective shapekeys, known as Joint Corrective Morphs (JCM's) in DAZ Studio. The load interface for JCM's is identical to facial expressions. Here we select and import all JCMs for the two abdomen bones.
Import FlexionsFlexions are bone-driven morphs that simulate the flexing of muscles. They are a new additions to Genesis 8.
Import Standard Morphs
Import Custom MorphsThe tools above only import standard morphs that were made by DAZ for genesis characters and located at standard locations. However, they can not be used to import morphs for clothes, hair or geografts, nor to import morphs made by other vendors. To import such morphs we use the Import Custom Morphs tool.
- Use Rig Property Drivers: Create drivers for the loaded morphs.
- Category: Name of the category to which this morph(s) belongs.
- Body part: Part of the character that the morphs affect.
- Face: Transferred to lashes by Easy Import DAZ.
- Body: Transferred to clothes and geografts by Easy Import DAZ.
- Custom: Not transferred by Easy Import DAZ.
- Treat HD Meshes: How to deal with vertex count mismatch for HD meshes:
- Error: Raise errors.
- Create Shapekey: Create empty shapekeys.
- Active Shapekey: Drive active shapekey.
A new panel called Custom Morphs opens up. At the bottom the category Shapes contains the two loaded morphs, corresponding to the twodriven shapekeys. Each categories contain sliders for the morphs that belong to it, and a pin button to set this slider to 1.0 and all others to 0.0. The sliders in each category can be hidden by unselecting the corresponding checkbox.
The new options at the top are
- Open All Categories: Show the sliders of all categories.
- Close All Categories: Hide the sliders of all categories.
Save Favorite Morphs
Load Favorite Morphs
Transfer ShapekeysSo far we have added morphs to the character but not to her clothes. The Transfer Shapekeys tool transfers the body morphs to the clothes meshes.
First there is a warning, however. If you intend to create low-poly versions of the clothes, as described in the Low-poly Meshes section, you need to do so before transferring morphs to the clothes. The reason is that the Quick Low-poly tool only works on meshes without shapekeys.
- Nearest Face: Transfer shapekeys from the nearest face on the source mesh. This usually works well to transfer shapekeys to clothes and is the default.
- Body: Only
transfer between the first vertices, until a vertex with changed
location is encountered. This works for shapekeys on the body that do
not involve the geograft, because the merged vertices have higher vertex
number than the original ones. This method is very fast when it works.
- Geograft: Transfer shapekeys to the nearest vertex of the target mesh. Note the difference to the Nearest Vertex method. There each target vertex is paired with a source vertex, here each source vertex is paired with a target vertex, and nothing is transferred to unpaired target vertices. Use this to transfer shapekeys from the geograft to the merged mesh. Performance is the same as for the Nearest Vertex Method.
- Legacy: This transfer method uses the data transfer modifier, and was the only method before version 1.5.1. It is very slow but works well in general.
- Transfer Drivers: Transfer both shapekeys and drivers.
- Use Vendor Morphs: Use custom morphs provided by vendors if available, otherwise auto-transfer shapekeys.
- Overwrite Existing Shapekeys:
- Strength Multiplier: Add a strength multiplier to the drivers.
- Selected Verts Only: Only transfer shapekeys of selected vertices.
- Ignore Rigidity Groups: See https://diffeomorphic.blogspot.com/2019/02/loading-morphs-after-anatomy-has-been.html.
- Body part: Only transfer morphs which affect specified body part.
- All: Transfer all morphs.
- Face: Transfer face morphs.
- Body: Transfer body morphs.
- Custom: Transfer custom morphs.
- The morph was auto-transferred but found to be trivial, and therefore discarded.
* The morph was imported from a .dsf file.
0 The morph was skipped because only vertices outside the clothing's bounding box are affected.
Mix ShapekeysSometimes two shapekeys in a merged mesh are really supposed to be a single one. Consider e.g. the New Genitalia for Victoria 8. Both the genitals and the body have morphs for opening the anus.
- Overwrite First: Replace the first shapekey with the mixed one, otherwise create a new shapekey. In this case an extra field appears where you can specify its name.
- Delete Merged: Delete the original shapekeys.
Then there are two columns, one for each shapekey.
- Magnifying glass: Use this to filter.
- Factor: Multiply the offset with this factor.
This tool can be
used in other ways, too. Say that we have a character which is 30% Aiko 8
and 70% Victoria 8. Then we can import custom morphs for both
characters, and then mix them with this tool, settings the first factor
to 0.3 and the second to 0.7.