If you still work with “oldschool” Poser figures in DAZ Studio (think V4 and older), you might have run into that annoying issue when root-level FBM dials just disappear (particularly with Gen3 content). Then you have to run MCasual’s Select All My Children script and dial the morph in this awkward way.
However, this tends to get fixed after re-exporting the CR2 from DS4.7.
You load your Poser figure into DS, inject its morphs, and then simply do a re-export as a CR2, into the Poser runtime structure (just put it there where the original CR2 was, but give it a descriptive name so you’d know which one’s which), checking the “Save binary morph file” box (this way, you won’t have to worry about “classic” human-readable morph injections being overwritten or something). Uncheck “collect files”, you don’t need it (this new CR2 is for your personal use only, and you already have all the files that are referenced in it).
Then, when you import this new CR2 into DS, all the root morph dials should be there.
Note : if you export a CR2 with some morphs dialed to a non-zero value, this CR2 will load in this state. You may use this to your advantage.
Then… This may be a highly specialised trick that not many people are going to need, but I’m putting it up just in case.
Supposing you have a figure originally made for Poser (a .cr2), but it is saved in an older DS scene file (.daz), and has a lot of morphs loaded that are not part of the “standard” CR2 ( = they do not use the injection channels supplied in the CR2, but have their own named ones ): for example, it is a heavily custom character you have created in DS3 using Morph Loader and/or PMD injections…
If you load this .daz scene into DS4.7 and save it out as a .duf scene, all these morphs will be saved within the scene file. Which will make the .duf file rather big, and hence it may be rather slow to save.
Example: I have a Stephanie Petite 3 .daz preloaded with her own “morphs++” and DieTrying’s free morphs for Laura (those are PMD injection that creates its own morph channels – there is a reliable and free InjectPMD plugin for DS3 that I use for this, and yes, I still have DS3 installed for the sake of this tool and a few others) and other extras. When I resave that .daz as a .duf, it is 29.7 MB and takes around 20+ seconds to save.
Sometimes it’s okay, but sometimes it becomes annoying (particularly when saving takes a long time). And every time you save a new version of that scene – like, you dial ten different characters using these morphs and save them out with their hair, props and stuff – it will take 30 MB of space, which may not seem like much, but, well, when there’s ten of them… you get the drift.
You could save out a character preset (dial values) and try to apply it to a new instance of the CR2, but then there is a problem of “standard” CR2 not having the channels that the PMD injection or Morph Loader created. And if you have renamed/switched morphs/channels so as to have two morphs at once that normally load onto the same channel… quite a lot of hassle to recreate it all.
There is no InjectPMD plugin for DS4.5+, and without plugins, DS4+ has had a history of issues with loading .pz2 files that inject PMDs.
Thankfully, DS4.5+ reads PMD-enabled CR2 files correctly, and besides, it can export them, as I have already mentioned.
So, there is an easy way to tidy it all up.
First, you load your .daz scene in DS4.7, select your Poser figure in the scene tab and export it as a CR2 (see above for details).
Then, if you have already dialed a character you want to use, select the __root__ of your Poser figure and go File – Save As – Deprecated – Character Preset (the non-“deprecated” character preset only works on TriAx weight-mapped figures). Make sure to select all channels (and materials, if you want them).
Or you could save out materials only (then a “normal” .duf material preset dialog can also be used).
Finally, you create a new scene, navigate to the CR2 you saved out and load it into your scene. Now, when you save the .duf scene, all the morphs will be converted to the new DS format and saved out in the “data/auto_adapted” folder. Every new instance of these morphs being used in a .duf scene will reference those files, and you will save time and space.
Example: my new SP3 scene only takes up 788 KB and saves in a fraction of time needed to save the old one.
Then you can load your character/material presets onto the figure, etc.