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sandeep.
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February 16, 2026 at 12:39 AM #2163870
I'm trying to import .obj files as morphs, on a Genesis 9 figure with Edit> Object > Morph Loader Pro.
I tried with Base Resolution and SUbd0, 1, High Res Sudb0, 1, and nothing works.Anyone knows how to import them?
February 16, 2026 at 6:25 AM #2163882I, too, would like to know this.
February 16, 2026 at 6:51 AM #2163885It looks like the base obj meshes were exported at subdivision 1. They have 200k vertices, meaning they don't match up to base Genesis 9 @ 50k. One thing I tried which seems to have semi worked is I used Blender to un-subdivide the mesh and then imported that. I am uncertain whether or not the morphs themselves were HD, because if they were, then that would mean un-subdividing gets rid of a lot of intended detail
February 16, 2026 at 7:28 AM #2163895From what I can tell so far, the Premier morphs are supposed to be encrypted and so difficult to 'share'. So it seems the solution with the filled requests was to export the morphs as custom morphs, but HD morph creation through Daz itself is restricted to people who sell in the daz store or whatever. The only way I know to import HD morphs into daz is by using Xin's Dhdm addon for blender. But that method uses a multiresolution modifier on an un-subdivided mesh. I've been messing around trying to un-subdivide to base resolution and then using multisresolution modifier + dhdm addon to create custom dhdm files but so far it's resulted in a bunch of glitched out morphs.
February 16, 2026 at 9:41 AM #2163912Hello all! I am the one who uploaded the DAZ Premier shapes. Like the people here who helped me solve how to upload the files to be shared, I exported all the shaping morphs into .obj files. I used the Genesis 9 Base Dev figure and simply applied the shape with the specified shaping options, to ensure no hidden or mistaken changes to any parameters before I exported them. The settings are .obj files in DAZ scaling format. I have only gotten one PM about the import issue, and so I thought it'd be working fine with everyone that are downloading and using them right now.
From what I gathered from a quick search from before, there was this list of common issues that would prevent Morph Loader Pro from importing:
"1) are you exporting the figure at base resolution?
2) are you subdividing the figure in ZBrush?
3) are you exporting the figure with eyelashes?
4) anything else about how you work that might add or remove geometry?"
From a DAZ forum post and not listed in any particular order. Going from what @ChoppinWood posted above, it seems to be the first issue with the DAZ Premier shapes being exported at base resolution (subd 1). I would like to ask what subd level should the base Genesis 9 figure be to be at 50k resolution? I would also like to ask how common of a problem is the import issue to users here?
February 16, 2026 at 12:20 PM #2163920I also had a problem with morph imports, the geometry didn't match, and the vertex count was exactly four times higher. I solved the problem in Blender by using the decimate modifier. After reducing the vertex count, everything imported fine. However, importing just the shape without skin textures and normal map is practically useless for me. Maybe if you only need the head shape, it'll be useful. But thanks anyway @JoneZoneGify.
February 16, 2026 at 12:28 PM #2163921@jonezonegify
I'd like to ask you about something, since it seems you exported these with the morphs of those specific characters already applied—since these are essentially add-on morphs. It would likely be more correct to save the morphs separately in OBJ format, without applying the original character morphs.For example, the Sidhiel For Sylvia 9 morph consists of Sidhiel body and Sidhiel head morphs applied on top of Sylvia 9 head and Sylvia 9 body. The correct approach would be to export the morphs without using the Sylvia 9 morphs at all.
Also, just as a reminder - when exporting, you not only need to select subdiv 0, but also change the resolution level from 'high resolution' to 'base'.
February 16, 2026 at 12:31 PM #2163922@LazyDreamer3D Thank you for sharing and the review. Like I've said above, I would like to ask if it is on my end to change the vertex count before export, which I would think means having no subd applied at all or something else? I would prefer that I make my shares as simple as it can be for download and use.
As for textures and normal maps, unfortunately, I cannot export the textures with the DAZ Premier shapes, as it requires having the base models that those Premier shapes are derived from for the textures and maps, which I do not have. The Premier exclusives themselves are not independent models.
February 16, 2026 at 12:38 PM #2163923@ramabay It is my first time exporting in DAZ for sharing purposes, so I appreciate any help, thank you! So how would it work out? For me I load in the Genesis 9 Base Dev and click on the shapings apply button for the model. Do I instead have to use the parameter sliders again? Also, I do not have any of the base models that the Premier exclusives are derived from, so are they still in affect even if I only apply or slide parameters the Premier shapes onto the Genesis 9 figure?
"Also, just as a reminder - when exporting, you not only need to select subdiv 0, but also change the resolution level from 'high resolution' to 'base'."
Thank you! This is a necessary advice for me.
February 16, 2026 at 12:40 PM #2163924Once everything's learned and fixed, I will update the links to all of the Premier exclusives whenever I am available.
February 16, 2026 at 1:16 PM #2163926@jonezonegify
Phase 1: Technical Environment Setup
1. Load Base Model:
Load Genesis 9 Dev Load (this is the cleanest geometry without hidden corrections).2. Mesh & Resolution (Critical):
Select Genesis 9 in the Scene tab -> Go to Parameters -> General -> Mesh Resolution.
Set Resolution Level to Base.
Set Subdivision Level to 0.
Sync Requirement: Repeat these exact settings (Base/0) for Eyes, Eyelashes, Mouth and Tear objects in your Scene list.
Preset export: DAZ Studio 1 unit = 1 cm3. Isolation & Visibility (The "One Mesh" Rule):
Clean Scene: Hide or Delete all Hair, Clothing, and Props.
Target Isolation: Before clicking Export for the body morph, you MUST HIDE (click the eye icon) the following objects in the Scene tab:
Hide: Genesis 9 Eyes
Hide: Genesis 9 Eyelashes
Hide: Genesis 9 Mouth
Hide: Genesis 9 Tear
Visual Confirmation: Your viewport must show ONLY the naked body mesh (no eyes in sockets, no lashes). If you see eyes, they will merge into the OBJ and break the vertex count.
4. Active Morph Setup:
Ensure only ONE specific morph is active at a time (e.g., Sidhiel Head at 100%, everything else at 0%) for the first export, then repeat the process for Sidhiel Body.
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Phase 2: Eye & Lashes, Mouth and Tears Alignment (Optional / Variable)
Check Path: data\DAZ 3D\Genesis 9\...
Manual Verification: Don't just look at the folder names; manually check inside the subfolders (Eyes, Eyelashes, Tear, Mouth).
IF you see .dsf files with the character's name (e.g., Sidhiel_Eyes.dsf) — you MUST export these parts individually. This is the only way to capture the original alignment.
IF the folders are EMPTY or only contain generic files — you can SKIP this phase. The character uses default shapes.Isolating Sub-Assets (Capturing the "Hidden" Morph):
The Golden Rule: When exporting these parts, the head morph (e.g., Sidhiel Head) on the main body must be set strictly to 100%, as it directly drives their position and shape.
Eye Export:
Setup: Keep Sidhiel Head at 100%.
Show: ONLY Genesis 9 Eyes.
Export: Sidhiel_Eyes.obj (Preset: DAZ Studio 1cm).
Lashes Export:
Setup: Keep Sidhiel Head at 100%.
Show: ONLY Genesis 9 Eyelashes.
Export: Sidhiel_Lashes.obj.
Tear Export:
Setup: Keep Sidhiel Head at 100%.
Show: ONLY Genesis 9 Tear.
Export: Sidhiel_Tear.obj.
Mouth/Teeth Export:
Setup: Keep Sidhiel Head at 100%.
Show: ONLY Genesis 9 Mouth (Teeth/Gums).
Export: Sidhiel_Mouth.obj.CRITICAL RULE: Always process characters ONE BY ONE. Never export multiple characters into the same session or folder. Finish Sidhiel (Head, Body, other morphs) and save the assets before starting a new character export.
February 16, 2026 at 6:26 PM #2163961Thank you all for your hard work on this.
February 18, 2026 at 9:24 AM #2164162@jonezonegify
I noticed you might have hit a bit of a dead end, so let me clarify a few things to make it easier for you.
When you load the Genesis 9 Dev Load figure, keep in mind that it loads at High Resolution and Subdiv 1 by default. More importantly, it loads without eyelashes, eyes, mouth, or tears. If you need them, they are located in your library: People\Genesis 9\Anatomy\Daz Originals\Base Anatomy.
In fact, you might only need to stick to Phase 1. Since the Premier morphs you shared are essentially 'add-ons,' those small extra parts for eyes/mouth/tears might not even have unique shapes.
How to verify if Phase 2 is needed:
You can easily check if there is a connection (dependency) directly in the interface:
In the Parameters tab, look for the icon with horizontal lines (the 'hamburger' menu) in the top corner of the tab.
Click it, go to Preferences, and then select 'Show Hidden Properties'.
Now, dial your main morph (e.g., Sidhiel Head for Sylvia 9) to 100%.
Important: Click on the specific anatomy parts in the Scene tab (Eyes, Mouth, Eyelashes, or Tear).
Check the 'Currently Used' section for each. If you see hidden morphs appearing and moving there automatically, then you need Phase 2. If nothing shows up, you can safely skip it!
Just a reminder: The 'parent' morphs (like Sylvia 9) are not required. It’s actually better not to use them at all to keep the export clean.February 19, 2026 at 6:24 AM #2164260@ramabay I was about to ask for more clarification, thank you and also thank you for the help and advice last two days ago! I have noted them, however I haven't been able to get to working on converting them yet, Like I said above, I will get to them as soon as I am available to do so. I hope the people waiting for the fixed exports can be patient, sorry about that!
February 19, 2026 at 4:43 PM #2164351@jonezonegify, could you be a little more specific about the timing? The thing is, people have paid their points and are really eager to get a working version of these figures. You may have been a little hasty in filling out all these requests, but since you've taken it on, we're all eagerly awaiting the results.
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