For example, this is Justin on G2M
First is Justin + Genesis (100% both)
Second is just Justin 100% on G2M base
With Hiro 3 and Hiro 4 (I don't have Hiro 5) I have some distortions in the eyes, but they are very different from your distortions: eyeball itself isn't affected, but upper eyelid somewhat is.
Justin is going to be a headache no matter whether you are transferring his morph to Genesis 2 or if you are trying to make clothing items that fit on his head (this includes hair). The problem with it is that his 2nd row of eyelashes and I think his tear zone are both dialed into the back of his head. I had a real heck of a time when making SPEX to get the glasses to work right for everyone who tested (different people apparently had updates, while others did not). And I also had a hard time when making his morph for Legacy Shapes. Most notably, when creating a "Closed Eyes" morph, the troublesome lashes created a problem. The best thing to do, when dealing with Justin, is to know about those morphed out eyelash elements so it is easier to deal with them. It was like beating my head against a rock until I realized that was going on. I tried restoring them in ZBrush to their original position, but there are actually 2 vertices welded to the back of the head. The Justin file in Genesis needs to be fixed before we can easily deal with his head.
Again, I never had any problems with transferring Justin or Julie. Eyelashes, as far as I can see, are also fine. Hiro 3 and Hiro 4 morph have upper eyelid slightly stuck to the surface of the eye (eyelashes or the eye itself are entirely fine here too) but this is fixable in 3 minutes in Hexagon with smooth brush.
When you dial Justin you also autodial the morph called Hide Outer Lashes to 1. If you dial it back to 0 (uncheck Use Limits to do it independently from main Justin dial) the lashes from the back of the head will snap at the proper place in an eye and I wonder if this was a source of the problem. With lashes in place there probably won't be any need to use ZBrush or another correcting program.
For transfer purposes you can just dial proper dials to eliminate eyelashes drift, export the merged (with eyelashes in right place) Justin back as a new morph and transfer this one.
Again, I never had any problems with transferring Justin or Julie. Eyelashes, as far as I can see, are also fine. Hiro 3 and Hiro 4 morph have upper eyelid slightly stuck to the surface of the eye (eyelashes or the eye itself are entirely fine here too) but this is fixable in 3 minutes in Hexagon with smooth brush.
When you dial Justin you also autodial the morph called Hide Outer Lashes to 1. If you dial it back to 0 (uncheck Use Limits to do it independently from main Justin dial) the lashes from the back of the head will snap at the proper place in an eye and I wonder if this was a source of the problem. With lashes in place there probably won't be any need to use ZBrush or another correcting program.
For transfer purposes you can just dial proper dials to eliminate eyelashes drift, export the merged (with eyelashes in right place) Justin back as a new morph and transfer this one.
This. ^ Kattey is correct. Justin's eyelash modifications were created as a separate morph which can be easily dialed off if you examine the model. This was done because I was specifically requested to give Justin boy lashes and not girl lashes. The eyelashes are rigged as MCM's to operate with the main control dial but can be adjusted separately. When creating any add-on or derivative product it is always best to use the control morph only and then add back any MCMs or additional morphs as needed. Justin also has hidden MCM's for separate eyes closing and the various finger bits for making fist, etc.
If you create a DSF version of the Justin morph and examine in a text editor you can see the formulas for the various controls. If you remove the formulas section of this file completely and save under another name, then this will give you the raw base morph without any of the MCM's or other controls (for example eye translations) to work with (note this will affect the rigging as well). Basic morphing stuff really, and can be done with any DAZ figure.
I had originally included a No MCM's version but DAZ felt it was unnecessary to include it which I concur.
Okay, this is weird. I tried to replicate Kattey's suggestion, starting from scratch with a whole new G1 > G2M Transfer process and there was no distortion this time after the transfer was completed. Maybe the preceding problem originated from a bad transfer? Has anyone experienced that before?
RCDeschene, personally I didn't but I know that if people aren't careful and new to transfer thing (for saved a intermediate figure they don't have to say or something) the transfer _can_ go wrong.
There will be updated GenX, a commercial 3rd party product which would do about the same thing (transfer morphs from Genesis to G2X figures; I'm not 100% sure if it will be able to transfer from Gen 4 to Genesis like current GenX can).
Current GenX is capable to transfer between Gen4 and Genesis and with addons from Gen3.
This thread initially was made to work around of need of GenX and use tools given us by DAZ Studio and less expensive addons.
I'm not aware of any non-commercial scripts that are capable do this kind of transfer.
I was hoping that the next version of GenX would transfer Gen 4 morphs to Genesis 2 figures. I would figure that the separate male and female base meshes would allow for a more accurate translation of Gen 4 morphs to Genesis 2 figures.
I was hoping that the next version of GenX would transfer Gen 4 morphs to Genesis 2 figures. I would figure that the separate male and female base meshes would allow for a more accurate translation of Gen 4 morphs to Genesis 2 figures.
Has anyone tried to use the G2F HD morphs on G2M?
Yes, I have. And I was able to get an HD G2F morph to work on G2M by editing the .dsf file as Murgatroyd has described but with the a slight hitch described below:
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.
In addition to adding the '2' I had an issue of there being a '-1' at the end of the last 'GenesisFemale' that I needed to remove on the HD morph. It's easier just to show:
Original line in the .dsf file
"parent" : "/data/DAZ 3D/Genesis 2/Female/Genesis2Female.dsf#GenesisFemale-1",
Just doing replace 'female' with 'male' (Doesn't work)
"parent" : "/data/DAZ 3D/Genesis 2/Male/Genesis2Male.dsf#GenesisMale-1",
Edited (Add '2' and remove '-1' and it works!)
"parent" : "/data/DAZ 3D/Genesis 2/Male/Genesis2Male.dsf#Genesis2Male",
This is editing is ungainly but at least it offers some way to customize how morphs are displayed on the UI. It is very, very annoying to see morphs showing up automatically on figures when I know I won't ever want to use them on certain figures. Worse, some creators are not following the standard placement and I've already had G2 freebie morphs start to clutter the UI. I'm hopeful I can extrapolate from Murgtroyd's post and further edit .dsf files to put them where they belong.
Of course, I would rather that I pick what I see on the UI using the DAZ program itself rather than a text editor but it seems like that's not going to happen.
Is it possible to update morph transfer tutorial (including Bone Adjustment and ERC freeze) in sight of 4.6.1.39 or newer DS version considering several noticeable UI layout and tool functionality changes in comparison to DS 4.5? English is not my native language and following the steps of tutorial in conjunction with modified tools funtions gets insanely difficult as the DS manual still leaves much to be desired. I'd be really thankful with a lot of non-fluent English speaking people.
Some morphs don't transfer at all like the proportions morphs (hourglass, short, lanky, etc).
Those morphs aren't actually morphs but custom scaling of various bodyparts tied to a slider via ERC links so yes, method won't consider them.
The only way I have been able to get these to work:
I'll add a link to your solution in the first post, so people might find it easier. Thank you ^_^
As you can imagine, this is pretty time consuming, and there's no way to bulk process it, at least that I know of. If anyone knows of a better way, please let me know!
Well, there is a way which is slightly faster.
Say, you transfer "G2F morph to Genesis" way. Export Genesis obj on zero subdivision, base resolution, Import it back, set G2F to Genesis shape (better if you have Genesis morph already but you can unlock the clone), and use transfer utility with G2F shape as "current" (i.e. dialed Genesis shape). You don't need to transfer morphs in this case, so you can uncheck Morphs checkpoint entirely, but you'd need to check weightmaps and surface and other things that you do when you make obj into an outfit.
Fit the resulting 'Genesis' clothes to G2F. After it is done, zero G2F and Genesis should follow as an extremely tight bodysuit.
The purpose is to make Genesis into "clothes". After that you just dial appropriate G2F shape or scaling slider and Genesis should follow the morph along with scaling. It won't create a morph in Genesis so you'd still need to export morphed Genesis objs and import them back into your real Genesis for them to become actual morphs (with bone adjustment/ERC freeze afterward if needed) but it might be faster to get a bulk of morphed/scaled shapes this way. But this method slightly smooths minor details.
I tried to do this but then when I tried to fit clothes to either the g1clothes or the g2f figure, the clothing would not properly fit to either figure. Lots of pokethrough occurred.
I tried using g1 clothing and g2f clothing.
I'm not sure if I did it correctly (must not have since did not work).
It sounds like yellowviolent is transferring g1 to g2f... you mention 'g2f morph to genesis way' - are you now trying to go the other direction?
Anyhow, I'm lost here. Would it be possible to put these steps into the tutorial format???
Say, you transfer "G2F morph to Genesis" way.
Export Genesis obj on zero subdivision, base resolution, [understand this]
Import it back, [is this a straight import or does this require morph loader mentioned by yv]
set G2F to Genesis shape (better if you have Genesis morph already but you can unlock the clone), [is this the change in hidden controls or is there more to this]
and use transfer utility with G2F shape as "current" (i.e. dialed Genesis shape). [which is source and which is target, using bodysuit template]
You don't need to transfer morphs in this case, so you can uncheck Morphs checkpoint entirely, but you'd need to check weightmaps and surface and other things that you do when you make obj into an outfit. [could you provide a little more detail on the settings for clothes here]
Fit the resulting 'Genesis' clothes to G2F. After it is done, zero G2F and Genesis should follow as an extremely tight bodysuit. [zero g2f, is this just using the zero figure pose/shape command, setting the hidden control for genesis clone back to 0, or something else]
I understand fitting genesis to g2f and then manipulating the genesis shape through applying g2f morphs with the g2f dials
In the past I have fitted the M4 skeleton to genesis and then applied genesis morphs which also affected the m4 skeleton
Is it possible to update morph transfer tutorial (including Bone Adjustment and ERC freeze) in sight of 4.6.1.39 or newer DS version considering several noticeable UI layout and tool functionality changes in comparison to DS 4.5? English is not my native language and following the steps of tutorial in conjunction with modified tools funtions gets insanely difficult as the DS manual still leaves much to be desired. I'd be really thankful with a lot of non-fluent English speaking people.
Which tutorials do you mean? Can you give me the # of post so I can add/change it or ask authors to do so?
Say, you transfer "G2F morph to Genesis" way. Export Genesis obj on zero subdivision, base resolution, Import it back, set G2F to Genesis shape (better if you have Genesis morph already but you can unlock the clone), and use transfer utility with G2F shape as "current" (i.e. dialed Genesis shape). You don't need to transfer morphs in this case, so you can uncheck Morphs checkpoint entirely, but you'd need to check weightmaps and surface and other things that you do when you make obj into an outfit.
Fit the resulting 'Genesis' clothes to G2F. After it is done, zero G2F and Genesis should follow as an extremely tight bodysuit.
The purpose is to make Genesis into "clothes". After that you just dial appropriate G2F shape or scaling slider and Genesis should follow the morph along with scaling. It won't create a morph in Genesis so you'd still need to export morphed Genesis objs and import them back into your real Genesis for them to become actual morphs (with bone adjustment/ERC freeze afterward if needed) but it might be faster to get a bulk of morphed/scaled shapes this way. But this method slightly smooths minor details.
I tried to do this but then when I tried to fit clothes to either the g1clothes or the g2f figure, the clothing would not properly fit to either figure. Lots of pokethrough occurred.
Sorry for asking this, but can you show a picture?
Also the method above is for transferring morphs from one figure to another, it isn't for making clothes. It just uses similar method to workaround some problems.
It sounds like yellowviolent is transferring g1 to g2f... you mention 'g2f morph to genesis way' - are you now trying to go the other direction?
It should work with another direction, I presume, as long as you have clones/shapes unlocked for another figure. I did transfer of Genesis to G2F morphs.
Say, you transfer "G2F morph to Genesis" way.
Export Genesis obj on zero subdivision, base resolution, [understand this]
Okie :)
Import it back, [is this a straight import or does this require morph loader mentioned by yv]
On this stage I used straight import entirely. File->Import, not Morph Loader. You'd use Morph Loader import later, when you'd be adding morphs to Genesis.
set G2F to Genesis shape (better if you have Genesis morph already but you can unlock the clone), [is this the change in hidden controls or is there more to this]
There is a tutorial in this thread how to make Genesis morph for G2F and G2M figures. But if you don't have it, you can go to Hidden/Clones in G2F and find Genesis clone there. Press gear icon on the slider and uncheck use limits, then dial it to 1 (100%). Don't resave your G2F! It is just a temporary solution.
and use transfer utility with G2F shape as "current" (i.e. dialed Genesis shape). [which is source and which is target, using bodysuit template]
G2F, with dialed Genesis shape is source, Genesis.obj is a target. I left projection template as None (i.e. didn't use any)
You don't need to transfer morphs in this case, so you can uncheck Morphs checkpoint entirely, but you'd need to check weightmaps and surface and other things that you do when you make obj into an outfit. [could you provide a little more detail on the settings for clothes here]
Smart Left/Right filthering checked (always)
Projection Template - None
Use Near Vertices - optional, you can try it, sometimes it gives better/worse results
General Options:
Weight Maps - checked, Remove unused bones checked, Respect Hidden Faces on Target unchecked, Merge Hierarchies unchecked
Selection Maps - checked (probably not crucial if unchecked)
Face Groups - checked (probably not crucial if unchecked)
Region Groups - checked (probably not crucial if unchecked)
Morph Targets - unchecked in this case
Surface Groups - unchecked
Reverse Source Shape from Target - checked
Replace Source with Target - unchecked (always)
Fit to Source Figure - in this case can be left checked
Add Smoothing Modifier - unchecked
Content Type - I don't have CMS
Fit the resulting 'Genesis' clothes to G2F. After it is done, zero G2F and Genesis should follow as an extremely tight bodysuit. [zero g2f, is this just using the zero figure pose/shape command, setting the hidden control for genesis clone back to 0, or something else]
Zero G2F figure in shape and pose. I usually use Zero Figure command in Parameters tab (small square icon in top left of the pane has fast zero options). If Genesis shape persists in G2F (as it happens with clones) manually dial Genesis clone back to 0 or you can leave it on if you want G2F native form 'subtracted' from all G2F morphs.
After that dial the morph you want to transfer to Genesis on G2F (say, Heavy). Genesis 'clothes' should mimic the morph. Make G2F invisible. Export as obj (File -> Export, make sure Ignore Invisible Nodes is checked, so it won't export G2F as well), like say, Genesis Heavy G2F.obj Zero G2F and dial a next morph (say, Thin). Genesis 'clothes' should mimic this one as well. Save this one under different name as obj.
After you did all morphs you want to transfer, clear the scene (nothing should be saved at this point except morphed Genesis objs) and load new fresh Genesis from library (a figure, not obj). Then use morph loader (I use Morph Loader Pro) to load objs you just made as morphs. If shapes are rather drastic, you'd have to make Bone Adjustment/ERC freeze on new morphs (look into tutorials on first page, like here) so Genesis would bend properly if they dialed. Save your new morphs as morph assets in Genesis (Save As -> Support Assets -> Morph Asset(s))
I'd say try it on 1-2 morphs at first to make sure you got mesh resolutions and scale right before doing any bulk transfers.
Just want to thank Kattey and all other super-helpful parties involved with their input on this fascinating thread including the awesome RAMWolff and ben.....number something... (sorry).
Please keep this thread going. I am learning so much! :)
I made a slew of G1 Morphs and then I transferred them over to G2 but they seem "amplified" in a way... as if what is 100% on Genesis is 50% on G2. I can just easily dial them down, though.
Ran into the hand issue though on some of the morphs. Was there a fix for that that I missed or was the only thing the Zbrush solution? ( I can do it, I have ZBrush, fortunately.)
I made a slew of G1 Morphs and then I transferred them over to G2 but they seem "amplified" in a way... as if what is 100% on Genesis is 50% on G2. I can just easily dial them down, though.
O_o never run into this problem. Can you tell more about when it happens?
Ran into the hand issue though on some of the morphs. Was there a fix for that that I missed or was the only thing the Zbrush solution? ( I can do it, I have ZBrush, fortunately.)
I made a slew of G1 Morphs and then I transferred them over to G2 but they seem "amplified" in a way... as if what is 100% on Genesis is 50% on G2. I can just easily dial them down, though.
O_o never run into this problem. Can you tell more about when it happens?
Just the morphs I made oddly seem to be more amplified when I dial them. When I have more time later in the week, I will see if I can take a picture and send
Ran into the hand issue though on some of the morphs. Was there a fix for that that I missed or was the only thing the Zbrush solution? ( I can do it, I have ZBrush, fortunately.)
Can you elaborate on which issue with hands? ^_^"
When posing hands, the fingers curl oddly. RAMWolff made his own figure in ZBrush and used the morph brush to get the G2F hands and feet back to G2F size in a previous post entry. I was going to try this later this week when I have more time but have not as of yet. I was just wondering if there was a simpler workaround as of yet, that's all. :)
Just the morphs I made oddly seem to be more amplified when I dial them. When I have more time later in the week, I will see if I can take a picture and send
That is mighty strange. Yes, please! And if you can describe your process, it would be appreciated too! :)
When posing hands, the fingers curl oddly. RAMWolff made his own figure in ZBrush and used the morph brush to get the G2F hands and feet back to G2F size in a previous post entry. I was going to try this later this week when I have more time but have not as of yet. I was just wondering if there was a simpler workaround as of yet, that's all. :)
The first thing comes into mind is BoneAdjustment/ERC freeze, of course, but you probably did it.
Does it look like this (see attached picture) or it is differently curled oddly?
I deleted my G2F Figure I put the Genesis morphs on earlier this week wanting to start from scratch later next week. Hopefully, I will be able to redo all the morphs I wanted to do for what will hopefully be my first product for Genesis and G2F. I am going to give it a go again next week when I finish the project I am on.
Do I need to Adjust to shape and ERC Freeze EACH morph or is there a way to do it all at once?
I deleted my G2F Figure I put the Genesis morphs on earlier this week wanting to start from scratch later next week. Hopefully, I will be able to redo all the morphs I wanted to do for what will hopefully be my first product for Genesis and G2F. I am going to give it a go again next week when I finish the project I am on.
Okie :)
Do I need to Adjust to shape and ERC Freeze EACH morph or is there a way to do it all at once?
I do it one by one and I don't know any automated batch processes that would made it for me, sadly.
Hope it is okay to post this here as it is about clothes and not characters, but it is about transferring.
Can anyone figure out a way for me to convert Midnight Hunter M4 Trench Coat to Genesis or G2M. I have tried Transfer Utility and Autofit to both generations with the same results. Midnight Hunter has its own settings under Waist which are obviously lost on conversion, but the dials for the bottom of the coat do nothing after conversion because they are not there. Conversion also causes an artifact (shown). Since the bottom is in three parts the best I can manage is a side and half the back moving with the leg and mesh artifacts coming out the back when I do.
What I am looking for is a way to fit to G1 and G2M that follows when I pose him and keeps the custom settings for the bottom of the coat so I can move them as I want. I tried transferring from the M4 coat to the Transferred one but I guess I'd need a clone for the M4 coat for that to work. Needs to be easy to follow, I have no modelling knowledge, but I do have Hexagon.
First picture the M4 Trench Coat, Second picture after Transfer Utility with mesh artifact and no movement.
I think I got something to share at this matter :)
Mostly it is based on Sickleyield's refit tutorial but I've found that for Gen4 to Genesis refits there are a couple of extra steps and several extra problems.
This isn't a perfect solution. As it seen later, there are a couple of places where rather lots of work needed to get things right. But it might work as a good starting point.
A note: whatever you do, DON'T resave Genesis figure itself in any way, shape or form.
I) Getting Trench shape right
You'd need only an obj that fits Genesis properly. It can be done in several ways
1) Load Genesis, Load M4 Trench and just scale, rotate and move M4 Trench (and parts) around Genesis as if it was dummy until it more or less fits, using M4 Trench FBMs to get more androgynous shape right.
(note: I prefer this way because of transfer of morphs later (see part IV) and I even save the scene with rescaled Trench just for that but my way of transfer of morphs in this situation is manual - if you aren't using it, you don't need to save the scene for later)
2) Convert with usual Autofit and fix the shape in Hexagon or other program of your choice. I found this way as the one that has the most distortions.
3) It requires M4 Iconic Shape.
Load M4 Trench. With it selected, Go to Edit -> Figure -> Rigging -> Convert Figure to Weight Mapping and select Triax option.
Dial Michael4 Iconic Shape on Genesis 100%. Open Transfer Utility. Set Source as Genesis, Current, and Target as TriAx-ed Trench, but also check Reverse Source Shape from the Target and Fit To. Add smoothing modifier should be off.
Then dial Michael 4 shape back to 0 in Genesis - Trench should follow and fit Genesis.
There are some distortions here too, but less so than in autofit and I don't have any artifacts.
Anyway, at this stage you only need an obj. Make Genesis invisible.
Export Genesis-fitted Trench obj as, say, Genesis M4 Trench.obj. Don't forget to check Ignore Invisible Nodes, Write UV Coordinates and Write Surfaces. I've also checked Write Object Statements just in case but it probably isn't important. I left everything else unchecked. My scale was Hexagon (1 unit = 1 cm), 100%
Import obj back to see if it is right. In Import options check Read UV Coordinates and Read Surfaces. I also had Read Groups checked, although I'm not sure if it matters here.
Once you have a trench obj that is fit to default Genesis shape, clean all trenches (objs and/or figures) from scene.
II) Getting the custom bones preserved.
Load fresh M4 Trench. With it selected, Go to Edit -> Figure -> Rigging -> Convert Figure to Weight Mapping and select Triax option.
Now we have a very rough weightmapped M4 Trench that won't fit our Genesis but has all bones preserved.
I'm not sure if saving is a necessary step but I'm saving it to library via File -> Save As -> Support Assets -> Figure/Prop Asset and name like Genesis M4 Trench Raw (so to know it isn't a final conversion).
III) Getting custom bones into Genesis M4 Trench refit
1) Load your Genesis M4 Trench obj into a scene. Make sure that nothing is fit to Genesis.
Run Transfer Utility but as a source select that roughtly weightmapped trench from the previous part II - either loaded from library anew or just the one from scene if you didn't delete it.
At this point you can also check Morph Targets -> Source Morphs to transfer all custom morphs from M4 Trench to Genesis trench but I would rather not (why is explained in part IV). Fit to Source and Add Smoothing Modifier are both unchecked.
Target is that Genesis M4 Trench.obj we made in step I
This time don't check Reverse Source Shape from Target.
2) Now we have Genesis-shaped Trench with custom bones (and possibly morphs if you checked Source Morphs above) but if you try to fit it to Genesis it will fit mighty wrong.
Delete that raw Trench coat that we used as a source in previous step. So you only have your Genesis figure (all this time invisible) and your Genesis-shaped Trench with custom bones that don't fit properly.
3) Select Genesis in Scene tab with left click.
SHIFT-left click on Genesis-shaped Trench in Scene tab. It is very important that you Shift-select it and did it after you selected Genesis.
Go Edit -> Figure -> Rigging -> Transfer Rigging (Figure Space). What it will do is that it will transfer all bone setup from Genesis to Genesis-shaped Trench but only for bones that are the same, i.e. chest, lCollar, etc, leaving all custom bones like Waist, BackPanel01-08 intact.
4) Save the result as File -> Save As -> Support Assets -> Figure/Prop Asset -> Genesis Trench Refit
There are two drawbacks
a) In this particular conversion is that Gen4 -> Genesis/G2X transfer is that Gen4 lacks Abdomen2 bone.
Genesis to G2X is easier because they have almost all the same bones but in Gen4 -> Genesix/G2X conversions bones like pelvis, Right/Left Pectoral, Toes and some hands bones might give you a problem, depending on your outfit, because they are absent in Gen 4.
Still in this case Abdomen2 isn't a big player, from what I see.
b) weight maps are bigger problem. There will be a bit of pokethrough here and there but especially in custom bones like belt and panels of Trench you'd need to clean up weightmaps or your custom bodyparts might not move properly. For example, my rightPanel of Trench is also glued by weightmap to parts of rightBelt so when I pose my panel it creates bad distortion because a part of belt is stuck to it, and other way around.
It happens because in step III.1 we transfered weightmaps from very raw-weightmapped M4 version of coat and not only those weightmaps were imprecise by themselves (being a result of very rough automated conversion that just approximated them from classic rigging) but also M4 trench is scaled bigger than Genesis-shaped trench.
I have a lingering suspicion that there is a way to transfer weightmaps more accurately but I can't yet tell how.
Genesis to G2X and back refits don't have that problem or have it less because they are closer in shape and they are both already weightmapped, so their weightmaps are much more accurate already.
IV) Preserving (some) custom morphs.
If at step III.1 you checked Morphs -> Source Morphs right now you should have all morphs in your Trench.
The problem that I don't know how to solve yet is that in Gen4 -> Genesis conversions of this kind, all bodymorphs become fragmented, i.e. instead of FBM Thin you have FBM Thin_hip, FBM Thin_lShldr, etc. You certainly can put FBM Thin in a filter box and dial all morphs manually but I found it not a very comfortable way. I don't yet know how to consolidate those morphs fast or prevent this fragmentation in a first place.
Genesis to G2X and back refit doesn't have this problem because Genesis and G2X doesn't have bodyparts, strictly speaking.
What I do. In part I I use first way to get Genesis shape right (scaling and rotating fit). After I got my Genesis Trench refit from part III I clean the scene, load that scaled and fit to Genesis M4 Trench that I saved in part I and I dial and export all morphs one by one as objs (FMB Thin.obj, etc). At step III.1 I don't check Source Morphs, so my Genesis-shaped Trench is blank and then I re-import objs into it via Morph Loader Pro into this blank Genesis Trench refit.
Again, I don't know so far any better way than export and reimport all of morphs manually.
Some morphs from Trench won't transfer well anyway. Morphs that control poses of coat panels especially won't transfer because they aren't real morphs but ERC links that chain _posing_ dials (Side-Side, Bend, Twist) like in tentacles, not some actual morph deltas. Transfer Utility doesn't see them because they aren't real morphs and if you try to export and reimport them as objs they will look right in first and last position but might look wrong in-between.
The only way I know how to recreate such controls is to do ERC freeze for each dial like manually.
There is a result (with unfixed weightmaps and morphs transferred via Transfer Utility). I don't know if this method was helpful at all to you. Even with this process refitted Trench still needs quite a bit of work (cleaning of weightmaps and morphs, adding posing dials, smoothing of geometry, custom Genesis morphs so there is no shrinkwrap. maybe even adding abdomen2 bone back manually) to be right at the end.
But if you wish to get a full conversion I think it is a good start.
Okay my first attempt wasn't perfect, lost the texture and have a bit of poke through, my fault not yours I know what I did wrong, but I have some of the flexibility in the sections back :-) Thank you for your help.
Comments
For example, this is Justin on G2M
First is Justin + Genesis (100% both)
Second is just Justin 100% on G2M base
With Hiro 3 and Hiro 4 (I don't have Hiro 5) I have some distortions in the eyes, but they are very different from your distortions: eyeball itself isn't affected, but upper eyelid somewhat is.
Justin is going to be a headache no matter whether you are transferring his morph to Genesis 2 or if you are trying to make clothing items that fit on his head (this includes hair). The problem with it is that his 2nd row of eyelashes and I think his tear zone are both dialed into the back of his head. I had a real heck of a time when making SPEX to get the glasses to work right for everyone who tested (different people apparently had updates, while others did not). And I also had a hard time when making his morph for Legacy Shapes. Most notably, when creating a "Closed Eyes" morph, the troublesome lashes created a problem. The best thing to do, when dealing with Justin, is to know about those morphed out eyelash elements so it is easier to deal with them. It was like beating my head against a rock until I realized that was going on. I tried restoring them in ZBrush to their original position, but there are actually 2 vertices welded to the back of the head. The Justin file in Genesis needs to be fixed before we can easily deal with his head.
Again, I never had any problems with transferring Justin or Julie. Eyelashes, as far as I can see, are also fine. Hiro 3 and Hiro 4 morph have upper eyelid slightly stuck to the surface of the eye (eyelashes or the eye itself are entirely fine here too) but this is fixable in 3 minutes in Hexagon with smooth brush.
When you dial Justin you also autodial the morph called Hide Outer Lashes to 1. If you dial it back to 0 (uncheck Use Limits to do it independently from main Justin dial) the lashes from the back of the head will snap at the proper place in an eye and I wonder if this was a source of the problem. With lashes in place there probably won't be any need to use ZBrush or another correcting program.
For transfer purposes you can just dial proper dials to eliminate eyelashes drift, export the merged (with eyelashes in right place) Justin back as a new morph and transfer this one.
This. ^ Kattey is correct. Justin's eyelash modifications were created as a separate morph which can be easily dialed off if you examine the model. This was done because I was specifically requested to give Justin boy lashes and not girl lashes. The eyelashes are rigged as MCM's to operate with the main control dial but can be adjusted separately. When creating any add-on or derivative product it is always best to use the control morph only and then add back any MCMs or additional morphs as needed. Justin also has hidden MCM's for separate eyes closing and the various finger bits for making fist, etc.
If you create a DSF version of the Justin morph and examine in a text editor you can see the formulas for the various controls. If you remove the formulas section of this file completely and save under another name, then this will give you the raw base morph without any of the MCM's or other controls (for example eye translations) to work with (note this will affect the rigging as well). Basic morphing stuff really, and can be done with any DAZ figure.
I had originally included a No MCM's version but DAZ felt it was unnecessary to include it which I concur.
Okay, this is weird. I tried to replicate Kattey's suggestion, starting from scratch with a whole new G1 > G2M Transfer process and there was no distortion this time after the transfer was completed. Maybe the preceding problem originated from a bad transfer? Has anyone experienced that before?
Thank you for confirming, Thorne :)
RCDeschene, personally I didn't but I know that if people aren't careful and new to transfer thing (for saved a intermediate figure they don't have to say or something) the transfer _can_ go wrong.
Thanks a lot for all the infos.
Is anybody working on a script to automate all this???
If I could auto-transfer from V4/M4 to genesis and genesis 2m and 2f in one step I maybe update to genesis finally.
There will be updated GenX, a commercial 3rd party product which would do about the same thing (transfer morphs from Genesis to G2X figures; I'm not 100% sure if it will be able to transfer from Gen 4 to Genesis like current GenX can).
Current GenX is capable to transfer between Gen4 and Genesis and with addons from Gen3.
This thread initially was made to work around of need of GenX and use tools given us by DAZ Studio and less expensive addons.
I'm not aware of any non-commercial scripts that are capable do this kind of transfer.
I was hoping that the next version of GenX would transfer Gen 4 morphs to Genesis 2 figures. I would figure that the separate male and female base meshes would allow for a more accurate translation of Gen 4 morphs to Genesis 2 figures.
Answer:
http://www.daz3d.com/forums/discussion/24079/P165/#524977
First off, thank you very much Murgatroyd for this VERY helpful explanation on the G2F to G2M morph moving! You rock :)
In addition to adding the '2' I had an issue of there being a '-1' at the end of the last 'GenesisFemale' that I needed to remove on the HD morph. It's easier just to show:
Original line in the .dsf file
"parent" : "/data/DAZ 3D/Genesis 2/Female/Genesis2Female.dsf#GenesisFemale-1",
Just doing replace 'female' with 'male' (Doesn't work)
"parent" : "/data/DAZ 3D/Genesis 2/Male/Genesis2Male.dsf#GenesisMale-1",
Edited (Add '2' and remove '-1' and it works!)
"parent" : "/data/DAZ 3D/Genesis 2/Male/Genesis2Male.dsf#Genesis2Male",
This is editing is ungainly but at least it offers some way to customize how morphs are displayed on the UI. It is very, very annoying to see morphs showing up automatically on figures when I know I won't ever want to use them on certain figures. Worse, some creators are not following the standard placement and I've already had G2 freebie morphs start to clutter the UI. I'm hopeful I can extrapolate from Murgtroyd's post and further edit .dsf files to put them where they belong.
Of course, I would rather that I pick what I see on the UI using the DAZ program itself rather than a text editor but it seems like that's not going to happen.
Is it possible to update morph transfer tutorial (including Bone Adjustment and ERC freeze) in sight of 4.6.1.39 or newer DS version considering several noticeable UI layout and tool functionality changes in comparison to DS 4.5? English is not my native language and following the steps of tutorial in conjunction with modified tools funtions gets insanely difficult as the DS manual still leaves much to be desired. I'd be really thankful with a lot of non-fluent English speaking people.
Well, there is a way which is slightly faster.
Say, you transfer "G2F morph to Genesis" way. Export Genesis obj on zero subdivision, base resolution, Import it back, set G2F to Genesis shape (better if you have Genesis morph already but you can unlock the clone), and use transfer utility with G2F shape as "current" (i.e. dialed Genesis shape). You don't need to transfer morphs in this case, so you can uncheck Morphs checkpoint entirely, but you'd need to check weightmaps and surface and other things that you do when you make obj into an outfit.
Fit the resulting 'Genesis' clothes to G2F. After it is done, zero G2F and Genesis should follow as an extremely tight bodysuit.
The purpose is to make Genesis into "clothes". After that you just dial appropriate G2F shape or scaling slider and Genesis should follow the morph along with scaling. It won't create a morph in Genesis so you'd still need to export morphed Genesis objs and import them back into your real Genesis for them to become actual morphs (with bone adjustment/ERC freeze afterward if needed) but it might be faster to get a bulk of morphed/scaled shapes this way. But this method slightly smooths minor details.
I tried to do this but then when I tried to fit clothes to either the g1clothes or the g2f figure, the clothing would not properly fit to either figure. Lots of pokethrough occurred.
I tried using g1 clothing and g2f clothing.
I'm not sure if I did it correctly (must not have since did not work).
It sounds like yellowviolent is transferring g1 to g2f... you mention 'g2f morph to genesis way' - are you now trying to go the other direction?
Anyhow, I'm lost here. Would it be possible to put these steps into the tutorial format???
Say, you transfer "G2F morph to Genesis" way.
Export Genesis obj on zero subdivision, base resolution, [understand this]
Import it back, [is this a straight import or does this require morph loader mentioned by yv]
set G2F to Genesis shape (better if you have Genesis morph already but you can unlock the clone), [is this the change in hidden controls or is there more to this]
and use transfer utility with G2F shape as "current" (i.e. dialed Genesis shape). [which is source and which is target, using bodysuit template]
You don't need to transfer morphs in this case, so you can uncheck Morphs checkpoint entirely, but you'd need to check weightmaps and surface and other things that you do when you make obj into an outfit. [could you provide a little more detail on the settings for clothes here]
Fit the resulting 'Genesis' clothes to G2F. After it is done, zero G2F and Genesis should follow as an extremely tight bodysuit. [zero g2f, is this just using the zero figure pose/shape command, setting the hidden control for genesis clone back to 0, or something else]
I understand fitting genesis to g2f and then manipulating the genesis shape through applying g2f morphs with the g2f dials
In the past I have fitted the M4 skeleton to genesis and then applied genesis morphs which also affected the m4 skeleton
appreciate any help with this!
Which tutorials do you mean? Can you give me the # of post so I can add/change it or ask authors to do so?
G2F, with dialed Genesis shape is source, Genesis.obj is a target. I left projection template as None (i.e. didn't use any)
After that dial the morph you want to transfer to Genesis on G2F (say, Heavy). Genesis 'clothes' should mimic the morph. Make G2F invisible. Export as obj (File -> Export, make sure Ignore Invisible Nodes is checked, so it won't export G2F as well), like say, Genesis Heavy G2F.obj Zero G2F and dial a next morph (say, Thin). Genesis 'clothes' should mimic this one as well. Save this one under different name as obj.
After you did all morphs you want to transfer, clear the scene (nothing should be saved at this point except morphed Genesis objs) and load new fresh Genesis from library (a figure, not obj). Then use morph loader (I use Morph Loader Pro) to load objs you just made as morphs. If shapes are rather drastic, you'd have to make Bone Adjustment/ERC freeze on new morphs (look into tutorials on first page, like here) so Genesis would bend properly if they dialed. Save your new morphs as morph assets in Genesis (Save As -> Support Assets -> Morph Asset(s))
I'd say try it on 1-2 morphs at first to make sure you got mesh resolutions and scale right before doing any bulk transfers.
I'd be glad to help with any questions.
Great, Thanks!! I will try this just as soon as I have a moment and get back to you
Just want to thank Kattey and all other super-helpful parties involved with their input on this fascinating thread including the awesome RAMWolff and ben.....number something... (sorry).
Please keep this thread going. I am learning so much! :)
Thanks!
So far I didn't happen upon any new ideas ^_^"
Do you have any particular problem/idea you'd like to share/test?
Not yet, really.
I made a slew of G1 Morphs and then I transferred them over to G2 but they seem "amplified" in a way... as if what is 100% on Genesis is 50% on G2. I can just easily dial them down, though.
Ran into the hand issue though on some of the morphs. Was there a fix for that that I missed or was the only thing the Zbrush solution? ( I can do it, I have ZBrush, fortunately.)
Can you elaborate on which issue with hands? ^_^"
When posing hands, the fingers curl oddly. RAMWolff made his own figure in ZBrush and used the morph brush to get the G2F hands and feet back to G2F size in a previous post entry. I was going to try this later this week when I have more time but have not as of yet. I was just wondering if there was a simpler workaround as of yet, that's all. :)
The first thing comes into mind is BoneAdjustment/ERC freeze, of course, but you probably did it.
Does it look like this (see attached picture) or it is differently curled oddly?
I deleted my G2F Figure I put the Genesis morphs on earlier this week wanting to start from scratch later next week. Hopefully, I will be able to redo all the morphs I wanted to do for what will hopefully be my first product for Genesis and G2F. I am going to give it a go again next week when I finish the project I am on.
Do I need to Adjust to shape and ERC Freeze EACH morph or is there a way to do it all at once?
I do it one by one and I don't know any automated batch processes that would made it for me, sadly.
Hope it is okay to post this here as it is about clothes and not characters, but it is about transferring.
Can anyone figure out a way for me to convert Midnight Hunter M4 Trench Coat to Genesis or G2M. I have tried Transfer Utility and Autofit to both generations with the same results. Midnight Hunter has its own settings under Waist which are obviously lost on conversion, but the dials for the bottom of the coat do nothing after conversion because they are not there. Conversion also causes an artifact (shown). Since the bottom is in three parts the best I can manage is a side and half the back moving with the leg and mesh artifacts coming out the back when I do.
What I am looking for is a way to fit to G1 and G2M that follows when I pose him and keeps the custom settings for the bottom of the coat so I can move them as I want. I tried transferring from the M4 coat to the Transferred one but I guess I'd need a clone for the M4 coat for that to work. Needs to be easy to follow, I have no modelling knowledge, but I do have Hexagon.
First picture the M4 Trench Coat, Second picture after Transfer Utility with mesh artifact and no movement.
Hello, 3Ddreamer!
I think I got something to share at this matter :)
Mostly it is based on Sickleyield's refit tutorial but I've found that for Gen4 to Genesis refits there are a couple of extra steps and several extra problems.
This isn't a perfect solution. As it seen later, there are a couple of places where rather lots of work needed to get things right. But it might work as a good starting point.
A note: whatever you do, DON'T resave Genesis figure itself in any way, shape or form.
I) Getting Trench shape right
You'd need only an obj that fits Genesis properly. It can be done in several ways
1) Load Genesis, Load M4 Trench and just scale, rotate and move M4 Trench (and parts) around Genesis as if it was dummy until it more or less fits, using M4 Trench FBMs to get more androgynous shape right.
(note: I prefer this way because of transfer of morphs later (see part IV) and I even save the scene with rescaled Trench just for that but my way of transfer of morphs in this situation is manual - if you aren't using it, you don't need to save the scene for later)
2) Convert with usual Autofit and fix the shape in Hexagon or other program of your choice. I found this way as the one that has the most distortions.
3) It requires M4 Iconic Shape.
Load M4 Trench. With it selected, Go to Edit -> Figure -> Rigging -> Convert Figure to Weight Mapping and select Triax option.
Dial Michael4 Iconic Shape on Genesis 100%. Open Transfer Utility. Set Source as Genesis, Current, and Target as TriAx-ed Trench, but also check Reverse Source Shape from the Target and Fit To. Add smoothing modifier should be off.
Then dial Michael 4 shape back to 0 in Genesis - Trench should follow and fit Genesis.
There are some distortions here too, but less so than in autofit and I don't have any artifacts.
Anyway, at this stage you only need an obj. Make Genesis invisible.
Export Genesis-fitted Trench obj as, say, Genesis M4 Trench.obj. Don't forget to check Ignore Invisible Nodes, Write UV Coordinates and Write Surfaces. I've also checked Write Object Statements just in case but it probably isn't important. I left everything else unchecked. My scale was Hexagon (1 unit = 1 cm), 100%
Import obj back to see if it is right. In Import options check Read UV Coordinates and Read Surfaces. I also had Read Groups checked, although I'm not sure if it matters here.
Once you have a trench obj that is fit to default Genesis shape, clean all trenches (objs and/or figures) from scene.
II) Getting the custom bones preserved.
Load fresh M4 Trench. With it selected, Go to Edit -> Figure -> Rigging -> Convert Figure to Weight Mapping and select Triax option.
Now we have a very rough weightmapped M4 Trench that won't fit our Genesis but has all bones preserved.
I'm not sure if saving is a necessary step but I'm saving it to library via File -> Save As -> Support Assets -> Figure/Prop Asset and name like Genesis M4 Trench Raw (so to know it isn't a final conversion).
III) Getting custom bones into Genesis M4 Trench refit
1) Load your Genesis M4 Trench obj into a scene. Make sure that nothing is fit to Genesis.
Run Transfer Utility but as a source select that roughtly weightmapped trench from the previous part II - either loaded from library anew or just the one from scene if you didn't delete it.
At this point you can also check Morph Targets -> Source Morphs to transfer all custom morphs from M4 Trench to Genesis trench but I would rather not (why is explained in part IV). Fit to Source and Add Smoothing Modifier are both unchecked.
Target is that Genesis M4 Trench.obj we made in step I
This time don't check Reverse Source Shape from Target.
2) Now we have Genesis-shaped Trench with custom bones (and possibly morphs if you checked Source Morphs above) but if you try to fit it to Genesis it will fit mighty wrong.
Delete that raw Trench coat that we used as a source in previous step. So you only have your Genesis figure (all this time invisible) and your Genesis-shaped Trench with custom bones that don't fit properly.
3) Select Genesis in Scene tab with left click.
SHIFT-left click on Genesis-shaped Trench in Scene tab. It is very important that you Shift-select it and did it after you selected Genesis.
Go Edit -> Figure -> Rigging -> Transfer Rigging (Figure Space). What it will do is that it will transfer all bone setup from Genesis to Genesis-shaped Trench but only for bones that are the same, i.e. chest, lCollar, etc, leaving all custom bones like Waist, BackPanel01-08 intact.
4) Save the result as File -> Save As -> Support Assets -> Figure/Prop Asset -> Genesis Trench Refit
There are two drawbacks
a) In this particular conversion is that Gen4 -> Genesis/G2X transfer is that Gen4 lacks Abdomen2 bone.
Genesis to G2X is easier because they have almost all the same bones but in Gen4 -> Genesix/G2X conversions bones like pelvis, Right/Left Pectoral, Toes and some hands bones might give you a problem, depending on your outfit, because they are absent in Gen 4.
Still in this case Abdomen2 isn't a big player, from what I see.
b) weight maps are bigger problem. There will be a bit of pokethrough here and there but especially in custom bones like belt and panels of Trench you'd need to clean up weightmaps or your custom bodyparts might not move properly. For example, my rightPanel of Trench is also glued by weightmap to parts of rightBelt so when I pose my panel it creates bad distortion because a part of belt is stuck to it, and other way around.
It happens because in step III.1 we transfered weightmaps from very raw-weightmapped M4 version of coat and not only those weightmaps were imprecise by themselves (being a result of very rough automated conversion that just approximated them from classic rigging) but also M4 trench is scaled bigger than Genesis-shaped trench.
I have a lingering suspicion that there is a way to transfer weightmaps more accurately but I can't yet tell how.
Genesis to G2X and back refits don't have that problem or have it less because they are closer in shape and they are both already weightmapped, so their weightmaps are much more accurate already.
IV) Preserving (some) custom morphs.
If at step III.1 you checked Morphs -> Source Morphs right now you should have all morphs in your Trench.
The problem that I don't know how to solve yet is that in Gen4 -> Genesis conversions of this kind, all bodymorphs become fragmented, i.e. instead of FBM Thin you have FBM Thin_hip, FBM Thin_lShldr, etc. You certainly can put FBM Thin in a filter box and dial all morphs manually but I found it not a very comfortable way. I don't yet know how to consolidate those morphs fast or prevent this fragmentation in a first place.
Genesis to G2X and back refit doesn't have this problem because Genesis and G2X doesn't have bodyparts, strictly speaking.
What I do. In part I I use first way to get Genesis shape right (scaling and rotating fit). After I got my Genesis Trench refit from part III I clean the scene, load that scaled and fit to Genesis M4 Trench that I saved in part I and I dial and export all morphs one by one as objs (FMB Thin.obj, etc). At step III.1 I don't check Source Morphs, so my Genesis-shaped Trench is blank and then I re-import objs into it via Morph Loader Pro into this blank Genesis Trench refit.
Again, I don't know so far any better way than export and reimport all of morphs manually.
Some morphs from Trench won't transfer well anyway. Morphs that control poses of coat panels especially won't transfer because they aren't real morphs but ERC links that chain _posing_ dials (Side-Side, Bend, Twist) like in tentacles, not some actual morph deltas. Transfer Utility doesn't see them because they aren't real morphs and if you try to export and reimport them as objs they will look right in first and last position but might look wrong in-between.
The only way I know how to recreate such controls is to do ERC freeze for each dial like manually.
There is a result (with unfixed weightmaps and morphs transferred via Transfer Utility). I don't know if this method was helpful at all to you. Even with this process refitted Trench still needs quite a bit of work (cleaning of weightmaps and morphs, adding posing dials, smoothing of geometry, custom Genesis morphs so there is no shrinkwrap. maybe even adding abdomen2 bone back manually) to be right at the end.
But if you wish to get a full conversion I think it is a good start.
Wow Kattey that is quick work! :-) Thank you. I will have to sit down and work through it but I think I can do this :-)
You are welcome ^__^
As I said, this is not a 100% smooth conversion but I hope it works for you.
Okay my first attempt wasn't perfect, lost the texture and have a bit of poke through, my fault not yours I know what I did wrong, but I have some of the flexibility in the sections back :-) Thank you for your help.
"Go to Hidden/Clones and dial Genesis clone to 100%. G2M should now look like Genesis."
Kattey,
Can I ask where this is please, I'm totally baffled????
Cheers
John.