Transferring geografts from G3 to G8?
in The Commons
Seeing as everybody has remarked how similar the base geometry is between the two figures and how easy it is to transfer things with their own bones (like hair) between them just with a simple change in scene identification and ajusting the rigging, I was wondering what, if any, steps one could take to do the same thing with geografts. Far too many things I like rely on them to properly transfer a character without actually doing the same with the geograft. Thanks for any help you can offer.

Comments
GeoGrafts do rely on the precise placement of the vertices, I'm not sure that AutoFit would do a precise enough conversion to offer that (and I don't think there's any way to transfer the weld and autohide groups).
Well, if you haven't heard about any tools to do the job, I don't think my chances look good. Guess I'll keep using the geografted characters with their intended bases.
The only geograft transfer I have seen is between G2M and G2F, using this tool:
https://www.daz3d.com/genesis-2-cross-figure-resource-kit
However this worked because Genesis 2 male and female are the same mesh, just a different default shape. With Genesis 3 and 8, the male and female meshes are almost identical, but not quite, the male figure has a few hundred polygons missing from the chest area. It is a small difference, but enough to ensure the male and female meshes can not longer share morphs or UVs, nor would geograft transfer be anywhere near as straightforward.
Yeah, I was actually more interested in applying G3 geografts to G8, which ahould have the same mesh and can actually be morphed and posed to be identical to each other. The problem, to me, is that, after making the scene identification and rigging changes needed for the geograft to work without using autofit, it just acts like a normal conformer instead of using the weld and autohide functions,
You can use the Geometry editor to hide sections that should be hidden, but I have no idea how you can do the weld without using a modeller, and if you did, that would likely mess up the main mesh so that none of the morphs would work.
Right, the idea was to see if there was a quick way to do it, much like with G2 cross-figure functionality, but it looks like that's not going to happen. On the other hand, I guess I could delve a bit deeper into the mysteries of the geograft and see what I can come up with, but it looks to be far more involved than, say, just tinkering with the geometry editor.
Wouldn't it be possible to take the geograph and the figure into a modeling program (like hexigon)
Then remove the merging ring of polys from the geograph and replace them with a new ring of polys from the character you want the geograph to fit?