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Aiko 3 and Genesis
Posted: 16 June 2012 02:01 AM   [ Ignore ]
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Aiko 3 seems to have been quite the phenomenon, theres so many wonderful(if you like anime) stuff for her that I dont find for Aiko 4, and the morph shapes are much closer to traditional anime in my opinion. 

My question is, how much of this stuff works with Genesis?  If I get the Aiko 3 for Genesis will all the clothes, skin and hair for Aiko 3 work?  What about the morphs?  If I use Gen X will I be able to get the exact same facial morphs?  And what about the various eye morph products for Aiko 3, do those work for genesis?  Lastly will Melody at RDNA, the one used to create many animal heads, work for Genesis with the Aiko 3 morph since Melody was intended for Aiko 3?

Thanks in advance.

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Posted: 16 June 2012 03:46 AM   [ Ignore ]   [ # 1 ]
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Aiko3 clothes work on Genesis. Hair yes. Morphs through Genx should work as good as gen4 transfers .No aiko3 or gen3 texure support (convert to aiko4/v4 via textureconverter2). So the only no go is textures, unless you convert them to gen4.

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Posted: 16 June 2012 04:22 AM   [ Ignore ]   [ # 2 ]
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I dont think Melody will work because its a whole different character that makes use of the Aiko3 body but has a completely different head.

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Posted: 16 June 2012 09:18 AM   [ Ignore ]   [ # 3 ]
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No, the Melody morphs and textures can’t be transferred to Genesis because the different head makes it a different mesh with different UVMaps. I’d be very happy if someone were to figure out a way to do it, though, as I have a large (and boisterous!) crowd of Melody-based characters, and I’d love to be able to use some of the Genesis features on them.

Edit: And many of my Melody characters use the digitigrade legs. Has geometry swapping been fixed yet in D|S4, or is it still horribly broken?

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Posted: 16 June 2012 10:18 AM   [ Ignore ]   [ # 4 ]
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SpottedKitty - 16 June 2012 09:18 AM

No, the Melody morphs and textures can’t be transferred to Genesis because the different head makes it a different mesh with different UVMaps. I’d be very happy if someone were to figure out a way to do it, though, as I have a large (and boisterous!) crowd of Melody-based characters, and I’d love to be able to use some of the Genesis features on them.

Edit: And many of my Melody characters use the digitigrade legs. Has geometry swapping been fixed yet in D|S4, or is it still horribly broken?

I think DS4 uses geografting which would allow the adding of digitgrade legs.

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Posted: 16 June 2012 01:30 PM   [ Ignore ]   [ # 5 ]
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There are no Gen 3 UVs for Genesis. Texture Convertor should work as mentioned.

Aiko 3 clothes work if you have the Aiko 3 Iconic Shape.

http://www.daz3d.com/shop/a3-and-h3-shapes-for-genesis/


Morphs can be transfered with the Gen3 addon for GenX:

http://www.daz3d.com/shop/genx-addon-gen3-for-a3-and-h3/


But to get the morphs to look right you’d need the Iconic Shape.

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Posted: 17 June 2012 02:07 AM   [ Ignore ]   [ # 6 ]
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Oh God, do I wish Genesis had Gen 3 Texture capabilities as well! Like everyone says, 3D Universe has the Texture Converter 2 add-on that supposedly does the trick, however, I also heard from multiple users of it that there is occasionally stretching, which puts a bit of a knot in my stomach as I debate whether or not I should go through the trouble of making the investment…


But yeah, if you get it, let me know how it works.

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Posted: 17 June 2012 02:09 AM   [ Ignore ]   [ # 7 ]
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There is always DAZ’s 30-day money back option if the texture converter doesn’t produce the results you want… smile


In theory if the map stretches in order to fit to a V4 map, using the V3 shape should “un-stretch” it again as you’re going back to the original geometry shape (ish) for that texture. It’d be interesting to try, anyway smile


Cheers,


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Posted: 17 June 2012 02:35 AM   [ Ignore ]   [ # 8 ]
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Cliff Bowman - 17 June 2012 02:09 AM

There is always DAZ’s 30-day money back option if the texture converter doesn’t produce the results you want… smile


In theory if the map stretches in order to fit to a V4 map, using the V3 shape should “un-stretch” it again as you’re going back to the original geometry shape (ish) for that texture. It’d be interesting to try, anyway smile


Cheers,


Cliff

Granted that can always be simply done, but what if I were to use a Gen 3 Texture on a non-Gen 3 or mixed character Genesis figure?

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Posted: 17 June 2012 02:43 AM   [ Ignore ]   [ # 9 ]
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RCDeschene - 17 June 2012 02:35 AM

Granted that can always be simply done, but what if I were to use a Gen 3 Texture on a non-Gen 3 or mixed character Genesis figure?

The more the character’s shape deviates from the shape the texture was created for, the greater the chance of smearing/stretching issues :(

Somewhere there’ll be a “tipping point” where the resultant quality is insufficient.

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Cliff

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Posted: 17 June 2012 02:44 AM   [ Ignore ]   [ # 10 ]
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Just a couple of points:


Texture converter works very well for organic patterns like furries skins and VERY badly for clothing style 2nd skins.


As far as the mesh stretching and unstretching, the algorithms used by Texture Converter and Genesis/Studio are very unlikely to be reciprocal. Its far more likely that the double conversion will make things worse rather than better

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Posted: 17 June 2012 10:48 PM   [ Ignore ]   [ # 11 ]
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Hence why DAZ should really consider adding Gen 3 UV support for Genesis themselves instead of having me buy a program that I’ll most likely just end up returning. I mean no disrespect to 3D Universe when I say this, either…

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Posted: 18 June 2012 01:08 AM   [ Ignore ]   [ # 12 ]
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Agreed. I wonder how much effort it would be to do? Probably quite considerable… hm.

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Posted: 18 June 2012 05:36 AM   [ Ignore ]   [ # 13 ]
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The problem is that there are surfaces on Genesis that are split between two surfaces, on different maps, in the Gen 3 mapping. Alternative UVs are a surface proeprty, I don’t think they can split a UV region in two as would be needed to apply the Gen 3 maps directly.

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Posted: 18 June 2012 06:37 AM   [ Ignore ]   [ # 14 ]
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Richard Haseltine - 18 June 2012 05:36 AM

The problem is that there are surfaces on Genesis that are split between two surfaces, on different maps, in the Gen 3 mapping. Alternative UVs are a surface proeprty, I don’t think they can split a UV region in two as would be needed to apply the Gen 3 maps directly.


Not to mention that that would be ANOTHER step away from Poser compatibility for Genesis.  Hitting a moving target is extremely hard.  Changing the Genesis base for something like that could hurt any fledgling efforts by “others” to get Genesis into less capable software.


Kendall

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Posted: 18 June 2012 07:12 AM   [ Ignore ]   [ # 15 ]
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Kendall Sears - 18 June 2012 06:37 AM
Richard Haseltine - 18 June 2012 05:36 AM

The problem is that there are surfaces on Genesis that are split between two surfaces, on different maps, in the Gen 3 mapping. Alternative UVs are a surface proeprty, I don’t think they can split a UV region in two as would be needed to apply the Gen 3 maps directly.


Not to mention that that would be ANOTHER step away from Poser compatibility for Genesis.  Hitting a moving target is extremely hard.  Changing the Genesis base for something like that could hurt any fledgling efforts by “others” to get Genesis into less capable software.


Kendall

I suspect you’ll find that’s already been done - existing UV maps aren’t all consistent like you’d find on the Gen4 or the Gen3 figures - they are cut up differently. Even have different UV vertex counts IIRC.

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