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I just need some way to transfer the Genesis character I've been using for years now to Gen 9.
hahah You sure? I'm sure there must a be a time machine somewhere around the Daz3D offices. :P
okay, thanks
just hoping gen 9 will give me reason to spend my drinking money at daz store again
Of course there are. I own a couple time gates I bought right here in the store....
The mouths and expressions on the men need work. The mouths in particular aren’t realistic and look almost independent of the shape. The tongues also don’t work well.
Male elements haven’t had an update in a while. They need more hd.
a hairline zone with hair guides would be nice. Too often hairs are coming up short over the ears. Scalp texture would be nice.
You are already talking about G9 ? I am still on the fence about leaving G3 for G8.
Same :)
Ok, a great topic
- In order to support other applications as well, we need less joint controlled morphs (better weighting and maybe additional bones in critical areas). Joints shouldn't control other joints, as well as morphs shouldn't control joints or other morphs. G9 has to work outside of Daz as well, like Maya, Max, Cinema 4D,... - at least with as less hazzle as possible.
- The spine could be made from several connected joints to make it more flexible. That is quite common for advanced characters in pro applications.
- Gens should be part of the base mesh and no separate geometry. They can be hidden by default inside the figure and the HD morph to activate them can be part of the PRO pack. Geografts and separate geometry are a real mess in other programs than Daz. Removing the eyelashes in G8 made sense, as they are similar like hair.
- Soft Body dynamics would be nice for specific areas. Could be done with weighting to control the influence of forces. Maybe extend the dForce system for that.
- Provide a way to easily transfer old clothing, morphs, poses and textures to G9. At least starting with G3. No need to support tri-ax, as this brings an unneccessary complexity to the figures.
G3/G8 went into the right direction, especially with the quaternion rigging. Now this development has to advance further. Personally I stayed with G3 so far, although I really like some unique G8 characters. Take your time and if G9 is the next step in technology, I might instantly go for it an transfer my huge G3 asset collection to it. No need to introduce G9 before 2020.
I forgot - It would be nice to get animals with similar features in future, especially quaternion weighting.
I'd like for Genesis 9 to have a child-to-adult dial, like Genesis 1 had, for each gender. There could still be child and teen characters released later, like there was for Genesis.
There's a whole not of "NOPE" in this post due to being impractical and the complication. There are tools to get genesis to maya, and other programs through FBX, but the figure ultimately needs to work in this program because, well everyone is here, not on those software forums.
Gens are a pain to make clothes for which why they are separate.. also figures with built in gens would be considered "adult" to some places buying this content, that's why it's not sitting public in the store now.
Softbody dynamics wouldn't be a function of a figure, but the software.
I don't see adding a lot more joints to a spine would be practical, especially again from a content development standpoint.
JCMs wouldn't be the issue, it would be if those can be transferred to another software that uses similar methods.
There are already autofit clones to convert clothing and a utility from a PA to convert clothing from G3 to G8. Rendo has a tool to convert textures from earlier figures to G8. This shouldn't be a priority since this is already available to you.
haha, yes
for some of us, new generations always come too soon!
and imho often each generation dont have a chance to reach it's peak of vendor's support (g3 and g8 do succeeded in that more than g1 and g2 though?)
Honestly I have to object. People use Daz content in all kind of application. The Interactive License implies that Daz content is not only made for Daz Studio, because this license is typically needed for usage in Unity or Unreal game engine.
FBX exports the figure (joints and weighted mesh), but not the ERC links needed to drive the morphs and other stuff. They can be added manually afterwards, but that's just a lot of work to do. The Maya importer includes such methods, but there are other dependencies inside G3/G8 that could be solved differently and less complex with a similar functionality. If Daz wants to adress the market outside of Daz Studio (quaternion weighting was a good idea), they have to replace some things by more common techniques.
Softbody dynamics are available in several packages. They rely on weight maps and this is something that is part of the figure.
Gens are no problem, when they are collapsed to almost a point by default and inside the figure. This figure wouldn't be adult, as the gens are not visible and certainly not an issue for clothing. There is no need to dial them up, when the figure wears clothing (similar to the nipple morph). Gens are sitting public in the store as part of the Victoria Pro package.
I know about the tools for conversion and they work quite well. Nevertheless there are still situations, where this is not working smoothly. Transferring morphs can be a pain sometimes and shoes are a problem between G3 and G8 because of the missing heel bone.
If G8 is perfect, why do we need a G9 anyway?
By the way - G3/8 are the best figures since V4.2/M4 in my opinion.
Joint corrective blendshapes are an extremely common industry practice, yes even inside Maya. Weighting alone does not produce realistic results, even for cartoons, much less for a real human.
Create post-skinning corrective shapes
Indeed the weight maps are part of the figure
Dforce relies on weight maps
However Daz had to add a cloth collissions engine
for those weightmaps to be read by Dforce and affect the parts of a Dforce item that is to have cloth dynamics
There is no such thing as a"figure" that has built in soft body dynamics that they carry with them outside of their native program environment because they are "part of the figure".
Here is a vestigial poser figure upon who's belly,I manually
painted a weight map in maxon C4D,
and applied the C4D native jiggle deformer speicifying my manual weight map as the affected area
Now if I exported that Figure to Maya or Blender as FBX
I would have to use thier native soft body tools to make his belly jiggle.
I would love to see reverse compatbility with all the Genesis models and clothing and a way to g\get the V4/M4 morphs and clothing over to it. That's the only thing keeping me on Genesis 1 for my webcomic characters. I have an extensive library of the legacy clothing and want to use a lot of them for it, like the Kai Outfit and a number of the others. I can't really afford to buy all the marvelous outfits that I see for the later genesis models. :P
MallenLane (Just in case you don't know does helped create Genesis), addressed the issue on JCMs so there's no need to touch on that. However, I think like JCMs, you have soft body dynamics mixed up with another term, Again, that's a software feature, not a figure feature. Wolf touched on that as well. Again my other comments stand, especially on the discussion of gens. The geografting technology is a more elegant solution to built in gens which would most certainly make certain customers and organizations define them as adult. Some content makers and customers would not use the figures with gens built in period, besides the fact that it would make content development more difficult.. collasping polys does not remove the fact that there is still a weight map that has to be accounted for.
As a content creator I'd have to say integrated gens would make my life easier, not harder. Granted, I've stopped doing gens completely for a while now and nobody seems to care. I guess those who really want gens will go to you know where for more "functional" variants. So it's no biggie for me. Back when I did gens, it was a huge hassle having to handle separate gens that require separate textures annoying to get seamless. At least until I had figured out I could transfer from the base texture first and then go from there. Still more steps and more potential to mess up.
I get the adult aspect. Although what I don't get is why we have vaginas in the texture all over the place and that is ok, but the shape to go along with it is not. One is somehow not adult and the other is?
Individual toes... agreed
separate surfaces for face, neck, head, torso, arms, hands, feet, legs, & gens .... agreed
Also all the basic body morphs and face morphs that come out as a secondary product for sale PART of the Basic package and also part of a Merchant Resource. You want to see more diversity in figures? That would help dynamically.
Also if four racial options were offered for both the male and female figure (Caucasian, African, Latino, & Asian) with those being merchant resources as well, now you are talking.
Toe UV seperation is a must. Gotta be an easy way to fix those seams.
I was wondering about that, as well. Maybe it's similar to how entire breasts are "PG" as long as the nipple and areola are covered.
And on men, nipples are fine, since they're not connected to breasts. So yeah, they're fine separately, but together they become naughty.
Major League Baseball has solved the time travel paradox. Juan Soto went back in time and hit an official MLB home run before his first official MLB plate appearance.
https://www.mlb.com/news/juan-soto-hits-home-run-before-mlb-debut/c-281819802
Epressions have allways been a weak part of DAZ figures. Renember cheeks and lips usually stretch, when the mouth is opened. G8 has better expressions than G3 and I hope G9 will have better expressions than G8. ;-)
does adding or deleting bones destroy the weightmap?
Adding weight to new bones will remove weight from other bones (weight-maps are normalised, the values on any given vetex always add up to 1).
I totally agree with that. Good expressions driven by facial bones are vital for making good animations of talking and showing emotions. Nevertheless some bones driven morphs for folds will be needed.
I just need a charachter that can look good without needing the whole scene + lights set up.
IMO, the more nearly the rigging emulates the actual skeleton (with weight-mapping the facial muscles, we can now more plausibly hinge the jaw! Hint. Hint....), the better the figure's movement will be—provided that the mesh supports it! I also second the independantly-rigged toes request, but there's no need to rig every toe knuckle.
Never happen, but I wish they would make the head and body morphs part of the starter essentials. We already have to pay $45.00 for the "base" figures - do we really need to spend another $40.00 on the morphs?