

To save the morph into our library, we can choose File – Save As – Support Asset – Morph Asset. We can use a forward-slash for sub-folders too (like Apmutee Options/Arms). To create a whole new different category, we can simply write it out under Path (for example, Apmutee Options). 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. 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.

Play with it and see it performs adequately. As a result, we’ll find a slider under Morphs – Morph Loader – Name of Morph File. This should bring in our morph without an error message. Under Choose Morph Files, pick the OBJ you’ve exported from Blender. Pick the DAZ Studio preset and leave all the default options unless intact. Importing into DAZ Studioīack in DAZ Studio, and with our character selected, head over to Edit – Object – Morph Loader Pro. The next step is to bring our change into DAZ Studio so that we have a simple slider to play with. The export options I’m using are as follows: When you’re done, make sure your character is the only object selected in Object Mode, then export it via File – Export – Wavefront OBJ. scale, move and rotate anything you like, but for heaven’s sake DO NOT add or remove polygons to the scene. Model your change, making sure no geometry is added or lost in the process. under Up, choose Y Up (also the default).under Forward, choose -Z Up (it’s the default).select Polygroups under Keep Vertex Order.deselect both Split by Object and Group.The options I’m using on the right hand side at the import dialogue are:

In Blender, I’ll delete the default cube (and optionally everything else in the scene), then import my character using File – Import – Wavefront OBJ. Now we’ll make the actual change in Blender. Under scale, divide by 100 so that you’re left with 1% (for Blender compatibility)
