How to create DAZ Character Morphs with Blender

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In this video I’m demonstrating how to export a character from DAZ Studio, apply a geometrical change in Blender, and import that change back into DAZ Studio as a Morph Target.

First we’ll prepare and export a Genesis 3 character (Eva 7) as OBJ. Here are the steps I’m using in the video:

Exporting from DAZ Studio

  • dial out Eva 7 completely, so that we’re left with only the Genesis 3 Female base shape
  • switch the resolution level from High Resolution to Base (under Parameters – Mesh Resolution)
  • export the figure with File – Export, using the DAZ Studio settings. Under scale, divide by 100 so that you’re left with 1% (for Blender compatibility)

Now we’ll make the actual change in Blender.

Importing into Blender

In Blender, I’ll delete the default cube (and optionally everything else in the scene), then import my character using File – Import – Wavefront OBJ. The options I’m using on the right hand side at the import dialogue are:

  • deselect both Split by Object and Group
  • select Polygroups under Keep Vertex Order  
  • under Forward, choose -Z Up (it’s the default) 
  • under Up, choose Y Up (also the default)

Model your change, making sure no geometry is added or lost in the process. You can keep pushing polygons, i.e. scale, move and rotate anything you like, but for heaven’s sake DO NOT add or remove polygons to the scene. 

Exporting from Blender

When you’re done, make sure your character is the only object selected in Object Mode, then export it via File – Export – Wavefront OBJ. The export options I’m using are as follows:

  • under Forward, choose -Z Up (it’s the default) 
  • under Up, choose Y Up (also the default)
  • select Selection Only
  • select Apply Modifiers
  • select Include Edges
  • select Write Normals
  • select Objects as OBJ Objects
  • select Keep Vertext Order
  • deselect everything else in that list
  • unser Scale, choose 100

The next step is to bring our change into DAZ Studio so that we have a simple slider to play with. 

Importing into DAZ Studio

Back in DAZ Studio, and with our character selected, head over to Edit – Object – Morph Loader Pro. Pick the DAZ Studio preset and leave all the default options unless intact.

Under Choose Morph Files, pick the OBJ you’ve exported from Blender. This should bring in our morph without an error message. As a result, we’ll find a slider under Morphs – Morph Loader – Name of Morph File. Play with it and see it performs adequately.

We can change some properties of our morph and move that slider into a different slot by clicking that little settings wheel on the side next to it, then choose Parameter Settings. Give it a different name and label (Name is the actual file name that is saved in the library, while Label is what we see displayed in DAZ Studio), and choose a different place from the drop down menu under Path.

To create a whole new different category, we can simply write it out under Path (for example, Apmutee Options). We can use a forward-slash for sub-folders too (like Apmutee Options/Arms).

Saving the Morph

To save the morph into our library, we can choose File – Save As – Support Asset – Morph Asset. Up comes a dialogue in which we can provide a Vendor Name (should be unique to you) and a Product Name. Now go through the list at the bottom and tick the morph(s) you’d like to save.

And that’s it!

In my next article we’ll see where DAZ Studio saves those files so we can make them available for distribution.

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18 thoughts on “How to create DAZ Character Morphs with Blender”

  1. Thank you very much for this tutorial 🙂 Very helpful and good explained. Your sure name is Dutch, Versluis. Are you Dutch or your ancestors?

    • Thanks Max, glad to hear it was helpful! Yes actually, my father was Dutch 🙂 Sadly I don’t speak it though. I grew up in Germany, then moved to London, and now I live in Florida (with a British wife who’s half Portuguese). It’s… complicated ?

  2. This is helping quite a bit – thank you. 🙂 In the current version of Blender, though, I don’t see an option for “include edges” – is that automatic / default now, do you know?

    Also, if you has already posed a figure with clothing, armour, etc., items on it, could you export the object already in that pose, alter it a bit, and create a one-time morph from there, or would you have to zero everything first?

    Thank you – stay well. 🙂


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