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..if you saw the post I made few pages back where I listed all the base items required to make G8 as useful as G3, that can be a pretty hefty investment for those on a tight budget. Also again from the perspective that G8 was not as major of a n advancement change G3, like G3 was from G2, the incentive to purchase all the basic utility content all over again was not as strong. Indeed G8 has outpaced G3 in content offerings, particularly clothing (much of it dForce which I don't use due to having an older system) which I find somewhat disappointing, as straight autofitting (backwards) doesn't always have the best results.
Then there is this:
As someone who just started with Daz Studio a few months ago, and having heavily invested in all the G8 / G3 stuff on sale the last few months (really, I have overspent but I do now have a pretty considerable asset library for a newbie), I am in no hurry for another generation as I haven't had time to even use more than a tiny fraction of what I have acquired so far. The pace of my future buying should be considerably more selective as I have enough assets to keep me busy making book covers and concept art for years. Heck I may even get into making digital comic books or something just because I already have the stuff to do it once I figure out how to use all the tools at my disposal now.
In order for me personally to justify moving to G9, they'd have to have a more advanced rigging system at least as an option for those who want it. Regarding the quality of the models, I'd like to see them have thicker eyelids since the current gen's lids are far too thin. It's possible to just morph that in, sure, but realistic eyes should be standard by now. Speaking of eyes, maybe a different type of eyeball. Another thing I'd like to see come standard in G9 is for both G9 Male and G9 Female to have primary and secondary forms. Current and past gen base models are great, but they lack skeletal detail and look a little gummy especially on the hands and feet.

These are the kind of changes I'd personally like to see in G9. I'm not expecting them to meet my requirements, but hey! A girl can dream!
...also they need to reintroduce morphs that allow for facial asymmetry. They had that with G2 then abandoned it. Even the various morph resources don't provide for doing so.
Use the face chips they are perfect for this.
...face chips?
Faces should not be symetrical. That's one of the uncanny valley things.
Maybe "face handles" would be a more familiar term — just like the non-rendering handles built into some long dresses to help pose them more easily. Open the Head body part in the Scene pane, open the Lower Jaw part, and you'll see Lower Face Rig and Upper Face Rig. Each of these contain the face handles dotted all over the front of the head. It's not too tricky to use subtle shifts here and there to customise the face into whatever you want. It's also way too easy to end up with something that makes Quasimodo look good, so don't overdo it.
FWIW, the Left and Right Pectoral on the Upper Chest seem to be the same sort of invisible handles. Gives a bit more flexibility to the... uh... flexible bits.
The face posing options within the PowerPose pane also give you a great deal of control over the face and all its movable areas. Open the PowerPose pane, and click on the picture of the face in the upper left of the panel to get to the right place. It takes some getting used to to get the hang of PowerPose, but its a great option for making expressions.
...I've never seen "face handles" either, unless they come with certain character (not figure) content that I don't purchase. All I see are the standard morph sliders.
Would be utterly awesome if they did break everything and regain compatibility with Carrara, Poser and other 3D programs though.
I am sure a lot of people would be happy to buy into that.
A rig that used standard BVH resources for Biped etc would be awesome for mocap reasons too and facial mocap compatibly that can be used in DAZ studio too.
I honestly don't understand the need to make stuff increasingly only work in DAZ studio myself when selling 3D assets is the business, to use in any software.
I understand it from the point of view of Daz 3D.
Its not going to gain them customers though, other companies while their 3D models are not as beautiful are going to be used by people not using DAZ studio simply for ease of use, I am finding this more and more as I branch out using other software like UE4 and Blender.
Better compatibility with 3rd party software like Blender and UE4 would be a godsend!
No they come with the base figure.
it all depends on what consumer market they are going for I guess
we can only speculate
if its strictly hobbyist art creation I guess locking everything into DAZ studio would make sense
the fact there are Maya exporters suggest otherwise though
some of us are cashed up enough to buy DAZ content but not cashed up enough to by Maya though but don't want to be limited to rendering in DAZ studio either
Depends what you call professional users. I do a lot of renders that I use commercially in our games, but we are a small 2 man company, so don't have the deep pockets of large movie studios, of which I doubt many are using DS.
I personally don't see much sense in DAZ going back to making there figures usable in largely dying programs (by dying I mean not getting many new users, and I would put Poser, Carrara and Bryce in that category). The only way you could achieve this is for the figures to go back to using Poser 6-7 rigging, and throwing away years of progress using weight mapped models.
Doing stuff to make their models more easily exportable to apps that have a growing user base, eg: Blender and Unity makes a lot more commercial sense.
Those of us who are not seeing this are missing some fundamental step that you've assumed. I'm interested in understanding what you are saying. So, what I've done, step by step is this:
1. Load G8 Female.
2. In the scene tab, I selected the Head body part.
Here's where I need help. I interpret "Open the Lower Jaw part" as, with the Node Selection tool active, clicking on the triangle next to the Head in the Scene tab, then clicking on the Lower Jaw item. This only produces the standard white outline of the body feature for me.
So, you must have a different tool active or doing something else to do this second Open.
I hope this question is clear: what are we doing differently?
There are also a slew of morphs that can introduce assymetry. Several figures have assymetry morphs.
It's ... basically already here, in spades.
Genesis 3 and 8 have face bones that are for expressions and should NEVER EVER BE USED FOR SHAPING.
Why not?
For the same reason you don't use a hammer for a screwdriver.
Hardly an answer. I use them all the time they are really useful to make small tweaks etc, just because you don't want to use them doesn't mean its useful to shout at people to not do so.
There is a better reason that the rather cryptic response regarding hammers, and that is that facial bones will get reset if you zero the characters pose and/or expression. If you are moving a bone as part of the characters facial shape, this would get lost when changing or resetting the expression.
Objectively speaking, the answer is no. The Daz models, as they are, need a lot of editing in order to get it to the quality of today's games. As I've pointed out in one of my previous posts, the models are missing primary and secondary forms, like skeletal structure and such. The lack of those details makes them look gummy. It's just more noticeable on the hands and feet. Also, the eyelids are far too thin which further removes realism from the models. It's important to get the eyes just right because that's where all the attention is. Eyes can make or break your model.
I use Daz's models for my projects by using morphs to get the models as close to what I want as possible, then sending it into ZBrush to add skeletal, muscular, and skin details. Every step after that is pretty much the average 3d production pipeline. The bottom line is that Daz models work great as a base, but they need heavy editing. Daz models have come a long way, in the looks department, but they're still not quite there yet.
...don't see them in the parameters tab.