Transferring Morphs from Genesis to G2M/G2F and from G2M/G2F to Genesis (Now with Clones!)

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  • KatteyKattey Posts: 2,899
    edited December 1969

    This is a really interesting piece of information! Thank you, David, it is good to know this stuff.

  • KeryaKerya Posts: 10,943
    edited December 1969

    I want to say thank you for all these tutorials!!!

  • KatteyKattey Posts: 2,899
    edited December 1969

    Kerya said:
    I want to say thank you for all these tutorials!!!

    You are welcome :)
  • Richard HaseltineRichard Haseltine Posts: 107,883
    edited December 1969

    DavidGB said:
    From a mesh point of view, they're topologically identical. From a weight mapping point of view, they're not quite the same. I took G2M and G2F, applied their Genesis clone shapes, and put them in the same pose, and I think I could see some subtle differences in the bends.

    The weight maps are part of the rigging - which can be tied to the morphs, as with the special Genesis shapes that had their own specific weight-maps tied to them.

    No, joint centres can be controlled by morphs but weight maps can't - that's why RawArt ran into limits with some of his monsters for Genesis.

  • CathyMCathyM Posts: 261
    edited December 1969

    Sorry to interrupt - I really don't have any experience with this sort of thing but was trying to do the morph transfer as outlined in the "it's easy" post - and I can't seem to get it to work at all.

    I have Notepad++, and it sure seems like I've been able to do this in the past, but for some reason it isn't working for me now.

    I put (fictitious name used) "anymorph.dsf" into notepad++, and it opens unreadable - with a lot of symbols. I figure the file is compressed, so as instructed here I add .zip to the end of the file name - I've tried anymorph.dsf.zip as well as anymorph.zip. When I try to open either of them with Winzip, It fails and tells me it isn't a zip file. (All the .dsf files I have seem to be compressed, none of them open in a readable state.)

    Can anyone let me know what I'm doing wrong, explaining as if to a child? I can't keep up with most of what people talk about when they get into the programming discussions, but I would like to try this out on a few things rather than repurchasing ALL the morphs I've purchased. Thanks for any help/ advice... Cathy

  • KatteyKattey Posts: 2,899
    edited November 2013

    I'm opening mine with PeaZip
    http://peazip.sourceforge.net/
    And didn't have any problems.
    Can you try this one?

    Alternatively you can try to save all morphs as
    Save As -> Support Asset -> Morph Asset(s), with Vendor Name DAZ3D and Product as Evolution Body and Evolution Head respectively for Body and Head morphs, check all Body (or Head) morphs you with to uncompress, with 'Compress Files' option at the bottom of the tab unchecked. Hopefully it will override all morphs with uncompressed versions.

    Post edited by Kattey on
  • barbultbarbult Posts: 26,160
    edited December 1969

    WinZip works fine for me to uncompress DAZ compressed files. Perhaps you have an old version of WinZip installed. Try updating it and then trying again to unzip the files.

  • CathyMCathyM Posts: 261
    edited November 2013

    Thanks Barbult and Kattey! I discovered my Winzip IS old - I downloaded the Peazip app and it did manage to unzip the file I was trying out, (still had some computer language blocks that appeared in the translated text file...) I changed all the instances of "female" to male in the text file, saved, and tried to see the morph in DS, but it doesn't show up.

    Is there something else I need to do? I guess I am just not advanced or intelligent enough to figure this out. There are so many complex areas in 3D art, what with modelling, texturing, lighting, morphing and then new characters being added so often, it's really hard to know where and how to start learning. Well, thanks for your help :) -Cathy
    (Edited to fix spelling error)

    Post edited by CathyM on
  • KatteyKattey Posts: 2,899
    edited December 1969

    After you changed all 'female' for 'male', did you put the morph into related Genesis 2 Male folder and reloaded G2M?

  • CathyMCathyM Posts: 261
    edited December 1969

    I forgot to say that! Yes, I had the changed morphs under my library/data/Daz 3D/Genesis 2/Male/morphs/(added morph folder), and closed and reopened DS, and deleted the Genesis and added a Genesis 2 male. The new morphs don't show up under parameters. Would there be somewhere else they should be? I'll keep trying for awhile, but it's possibly ust above my abilities right now. Anyway thanks for trying to help :) -Cathy

  • KatteyKattey Posts: 2,899
    edited December 1969

    Within the file the line #18, that starts with 'parent'
    Does it point at the location of main G2F dsf file?
    Something like
    "parent" : "/data/DAZ 3D/Genesis 2/Male/Genesis2Male.dsf#Genesis2Male",
    Or does it still points at female one?

  • murgatroyd314murgatroyd314 Posts: 1,567
    edited December 1969

    Kattey said:
    Within the file the line #18, that starts with 'parent'
    Does it point at the location of main G2F dsf file?
    Something like
    "parent" : "/data/DAZ 3D/Genesis 2/Male/Genesis2Male.dsf#Genesis2Male",
    Or does it still points at female one?

    I found a similar problem last night while transferring a few morphs the other direction. This line is indeed the problem. In a female-to-male transferred morph, the line instead reads "parent" : "/data/DAZ 3D/Genesis 2/Male/Genesis2Male.dsf#GenesisMale", (missing the 2) which seems to cause trouble with some morphs but not others. Add the 2, and see if that solves it.
  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    I found a difference in the Parent line as well which requires modification in addition to just using find/replace (whether you add or subtract depends which way you're converting).

  • barbultbarbult Posts: 26,160
    edited December 1969

    Kattey said:
    Make your own simple V4 clone for G2M

    I suspect we all miss the golden opportunity to put G2M into some fancy Victoria 4 clothes ^_^
    So here is a small tutorial about how to make V4 clone for G2M.
    Again, I'm pretty sure there is some faster way but I tend to do things with export and import when possible.

    The method in this tutorial is very very similar to method for G2M clone for Genesis and other older tutorials in this thread, with some additional steps.

    You will need Genesis and G2M Essentials (free with DS 4 Pro), DS 4 Pro (I use 4.6.1.33) and maybe a good plain text editor (standard Notepad is not recommended, I use text editor called Bred3 although there are many others).

    If you want to make simple Generation 3 clones for G2M in the same way, you will need their Iconic Shapes.

    1. Open DAZ Studio, start a new clean scene. Make sure that Show Hidden Properties is checked in Parameter tab options.

    Load G2M, make sure it is zeroed, and set Resolution level to Base and Subdivision level to zero.

    Go to Hidden/Clones and dial Genesis clone to 100%. G2M should now look like Genesis.

    Export G2M obj via File -> Export (Wavefront Obj). I called mine G2M Genesis LR.obj and had everything in export option unchecked except Ignore Invisible nodes.
    The scale is up to you but it should be consistent in all export and import steps. I use Hexagon (1 unit = 1 cm) 100% scale.

    2. Clean the scene and load Genesis figure. Again, set Resolution level to Base and Subdivision level to zero.
    Go to Hidden/Clones, find Victoria 4 clone and dial it to 100%.
    Export this file as obj via File -> Export (Wavefront Obj). I called mine Genesis V4 Clone LR.obj and had everything in export option unchecked except Ignore Invisible nodes. Again, the scale is up to you but it should be consistent in all export and import steps.
    ...


    I'm trying to follow this tutorial, but when I get to step 2, The Victoria 4 I see in Hidden/Clones says Empty Range and does not allow me to dial it at all. Did I do something wrong, or do I just need to click the gear and override that so I can dial it?
    Screenshot_2013-11-25_22.45_.24_.png
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  • KatteyKattey Posts: 2,899
    edited December 1969

    Have you unlocked the limits? You might need to click on that gear and uncheck 'Use Limits' option.

  • barbultbarbult Posts: 26,160
    edited December 1969

    Thanks, after unlocking the limits I was able to complete the tutorial steps successfully.
    Dan is ready to fight anyone who disses his new floral "tunic" and slippers.

    Dan_in_V4_dress.jpg
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  • KatteyKattey Posts: 2,899
    edited November 2013

    Glad it worked and great funny render :D

    P.S. I've added a line to tutorial explaining this unlock :)

    Post edited by Kattey on
  • patience55patience55 Posts: 7,006
    edited December 1969

    Big THANK YOU :-)

  • KatteyKattey Posts: 2,899
    edited December 1969

    Big THANK YOU :-)

    {Hugs}! :D
  • SylvanSylvan Posts: 2,719
    edited November 2013

    Ok, I screwed up bigtime... I get a row of errors with files that seems to gone lost when I load a saved M5 figure :O
    Any ideas?
    I already reinstalled genesis 1 but no change.
    I am panicking here.
    Textures also seems to have gotten different paths, it's so strange Oo
    M5 is a blockhead now...

    cry.png
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    ok.png
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    Post edited by Sylvan on
  • KatteyKattey Posts: 2,899
    edited December 1969

    To know what is might be broken can you tell me what you tried to do before it broke?

  • patience55patience55 Posts: 7,006
    edited December 1969

    It appears to be looking for the hair file.

  • SylvanSylvan Posts: 2,719
    edited November 2013

    I have no clue, but somehow during the process a folder with hair the Lucian hair got deleted.
    I reinstalled them and all is back to normal again...
    Not sure what I did as I also got a blue screen of doom as well and that hasn't happen to me in months.
    Perhaps my hd is slowly dying?

    Anyway, I am still eager to transfer my original M5 characters onto M6 to take advantage of the HD morphs.
    I am trying this method: http://www.daz3d.com/forums/discussion/24093/P30/#356991
    But this all is new to me so I don't really have an idea of what is happeneing.
    Will this override my original M5 or M6 figure or will they still be the same but with the extra M5 morphs added to M6?
    Or is the other method better to use?

    Post edited by Sylvan on
  • KatteyKattey Posts: 2,899
    edited November 2013

    It is unlikely that morphs will be overwritten if you didn't used names "DAZ3D", 'Genesis 2 Male' and "Evolution Body/Head" for author and product when you save your morphs/figure.

    But if morphs are named in the same way, only one of them will be active and another one will be dormant from my experience. To fix that you'll have to somehow give such morphs different names and also fix the labels inside of it with manual editing or through editing of morph parameters. It is a very simple editing (you just add, say, _G to the end of the file, so you have SomethingMorph_G.dsf and then open it in good text editor and add same _G in every instance you have SomethingMorph name somewhere).
    But it might take some time if you have many morphs at once. It took me about an hour to do full G2F body and head morphs this way.

    For example, all morphs that I've transferred from G2F to Genesis have endings _F so I can use G2F Heavy as Heavy_F with Genesis Heavy as just Heavy.
    I don't know, maybe latest DS fixes this issue automatically already. Anybody knows?

    Post edited by Kattey on
  • LP4EverLP4Ever Posts: 0
    edited December 1969

    3. Import Genesis Base LR.obj
    If you did everything properly, G2M and Genesis shapes should now overlap.

    Hi , Thank U For this great tutorial ... !!!
    But I don't understand one thing.
    When we have Genesis in the G2M
    Need to build again ?
    Please explain that what happens after the Transfer ?
    Cuz When I change Genesis Parameter to 0 Model will not any change ... !!!

    so we export same genesis model like Genesis model :D
    I think my DAZ studio is not working ... :(

    Please explain ...
    thx

  • KatteyKattey Posts: 2,899
    edited December 1969

    3. Import Genesis Base LR.obj
    If you did everything properly, G2M and Genesis shapes should now overlap.

    Hi , Thank U For this great tutorial ... !!!
    But I don't understand one thing.
    When we have Genesis in the G2M
    Make sure that in Parameters Properties (small square icon at the top of 'Parameters' tab) you check "Show Hidden Properties"
    Go to Hidden/Clones. Find there Genesis slider (it can be 'Genesis Clone' or 'Clone Genesis'). Click on small gear icon on this slider and uncheck 'Use Limits' and 'Locked'. Dial the slider 1 (or 100%).
    Follow step 1 of the tutorial to get Genesis Base LR.obj to use it in step 3.

    Please explain that what happens after the Transfer ?
    Cuz When I change Genesis Parameter to 0 Model will not any change ... !!!


    I don't understand your question, sorry -_- Can you word it differently?

    You need to export the same Genesis model, only on lower resolution.
    All Triax figures (Genesis, G2F, G2M, Dawn) have several levels of resolution/subdivision in them. They look about the same, but for morphs to work and for transfer to be easier, you need to set Resolution to Base and Subdivision to 0. Appearance itself doesn't change much, it is a technical details.

    so we export same genesis model like Genesis model :D
    Yes. In step 1 we export Genesis looking like Genesis. This is a part of the method.

  • LP4EverLP4Ever Posts: 0
    edited December 1969

    Thank you for answering ... sorry my language is so bad ...
    I'm recording a video
    I will upload it for you to show you my mean ...
    @};-

  • LP4EverLP4Ever Posts: 0
    edited December 2013

    Sorry for spamming ...
    I was pm video for you ...
    Please download it and solve my problem ...
    thank u again

    Post edited by LP4Ever on
  • KatteyKattey Posts: 2,899
    edited December 1969

    Ok, I'll take a look at it tomorrow.
    Too tired today, sorry -_-

  • artistb3artistb3 Posts: 188
    edited December 1969

    Since I started doing this stuff with DS 4, I have seen tons of threads on dealing with incompatibilities between Gen4/Genesis/G2/etc. I have also spent a lot of money and an enormous amount of time in dealing with these incompatibilities in my own work. I understand that some enjoy working on these challenges. I am happy there are those willing to take on the challenge of finding workarounds. But for many of us, having to deal with these is incompatibilities is frustrating to say the least.

    In my view, these threads tend to confirm (also see http://www.daz3d.com/forums/discussion/33429/) that designed-in incompatibilities are not necessary (DAZ sees it as an opportunity to sell more content and workaround tools?).

    Have those who stayed with V4/M4 over the years really lost out on anything terribly significant? Until the content buyers (via the pocketbook) make it clear to DAZ that out-of-the-box compatibility between characters is important, it's not likely to get any better.

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