Exporting from daz to blender and back should be identical to making any other G2F morph. Just make sure you are exporting the "base" resolution geometry, and exporting "selected only" from both daz and blender, and don't remove or add any geometry.
No video, I've had a test and you can reset the eyes shape and reposition them all in daz. (I just prefer blender as that is quicker for me as my usual workflow.)
First make the g2f morph you want and set it to base resolution. To adjust the eye shape back to the standard G2f shape;
1. Here you can see a morph I just made with a shorter character. If you look closely you may notice a slight deformation/scaling/alignment issue with the eyes.
2. You need to have your morph Favorited by clicking on the heart icon. (Make sure you have cleared any other favorites if you have ever set them as the next steps will effect them all)
3. Select the geometry editor from the tools menu at the top. Pan your camera to see the back of the eye and highlight some faces from each material layer, including the reflection layer on the outside. (The eyes have 4 parts, doing it like this got them all.) After that right click and choose [Geometry Selection>Select connected], That will highlight all of the eye geometry for one eye. Now do the same for the other eye.
4. With all of the faces highlighted right click and [Geometry Selection>Convert Selection>Convert to Vertex Selection]
5. With all of the vertices you want to reset selected, right click and choose [Morph Editing>Clear Selected Deltas from Favorites.] That will rest the shape and size to the original g2f model. They probably still won't be in the right place or scale to fit your morph, but they will be round again.
6. Use the Translate and Scale tools to move the eyes into place one at a time. This takes a little finesse. Check an unmodified g2f model to get the position and scale looking correct.
7. Export an obj of this new shape, add a new G2f model. (don't forget to set the new model to Base Resolution.) Now make a new morph with the morph loader [Edit>Figure>Morph Loader Pro] using the obj you just saved.
8. With the new morph dialed up to 100, select the Joint Editor from the tools menu, then right click on the model and select [Edit>Adjust Rigging to Shape...] and click OK on the next box. That will reposition all the bones to align with the new shape.
9. Right Click on the morph and select edit mode, then right click and choose ERC Freeze.
10. Save the morph as a support asset, and drag it into your vam custom>atom>person>morphs folder.