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

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  • riftwitchriftwitch Posts: 1,439
    edited December 1969

    Kattey said:
    riftwitch said:
    Kattey said:
    broncomech, did you name the morph OriginalGenesis morph?
    Did you add all commas on the end of the replacement strings?
    How did you save your G2F, by "Save Modified Assets" or "Save morph"?

    timnaas, glad to see it :)

    riftwitch, it is very strange indeed. Which DS build are you using?

    I downloaded and installed the latest build yesterday. I wonder if it's just me; the text in Studio is really tiny to my eyes.


    Text in DS like where? I'm not noticing anything unusual in my build.

    I don't think there's anything wrong with Studio; it's probably my screen resolution. I have it set for my audio software, but maybe I need to find a setting that is a happy medium.

  • broncomechbroncomech Posts: 0
    edited June 2013

    Kattey said:
    Kattey said:
    broncomech, did you name the morph OriginalGenesis morph?
    I must have missed something as I have not created any morph to name yet....... guess I should follow the steps in post #1 before expecting anything else to work properly

    No, tutorial in post 1 is a standalone tutorial. Post 7 where OriginalGenesis morph is created doesn't need to rely on it.

    Neither yet….have to back up 6 steps and try again.


    You don't have to save your main G2F figure. When you created the morph, just Save As -> Assets -> Morph Assets and select OriginalGenesis morph. Don't forget to do Bone Adjustments/ERC Freeze

    I must have missed something important in the post #7 instructions
    I followed the post#1 instructions except I started with the G2F Androgynous morph set to 100% results are not perfect but there are plenty of morphs to play with. Need to get the bone adjust / ERC freeze done.
    Will try method from post #7 again in the morning.

    G2-morphed.jpg
    1024 x 640 - 123K
    Post edited by broncomech on
  • ben98120000ben98120000 Posts: 469
    edited December 1969

    riftwitch said:
    It was. It didn't help, though. When I use your method, the morphs only move the figure along the x axis; when I use Ben's method, it appears to transfer the morphs, but they never appear. I've gone over the instructions repeatedly to make sure I'm not missing anything. I'm going to sleep on it and see if I have better luck tomorrow.

    If you by "never appear" you mean shaping tab, than yes they dont show there. They are shown (or should be) in parameters tab - actor after you select figure you transfered them to.
  • KatteyKattey Posts: 2,899
    edited June 2013

    riftwitch said:
    It was. It didn't help, though. When I use your method, the morphs only move the figure along the x axis; when I use Ben's method, it appears to transfer the morphs, but they never appear. I've gone over the instructions repeatedly to make sure I'm not missing anything. I'm going to sleep on it and see if I have better luck tomorrow.

    If you by "never appear" you mean shaping tab, than yes they dont show there. They are shown (or should be) in parameters tab - actor after you select figure you transfered them to.
    It is possible to make them show in Shaping but it will require either working with Property Editors, which I don't know much, or manual editing. In theory it means just adding a couple of lines, I think. I wish somebody would explain it how to make them work in Shaping tab better than I do.
    Post edited by Kattey on
  • riftwitchriftwitch Posts: 1,439
    edited June 2013

    riftwitch said:
    It was. It didn't help, though. When I use your method, the morphs only move the figure along the x axis; when I use Ben's method, it appears to transfer the morphs, but they never appear. I've gone over the instructions repeatedly to make sure I'm not missing anything. I'm going to sleep on it and see if I have better luck tomorrow.

    If you by "never appear" you mean shaping tab, than yes they dont show there. They are shown (or should be) in parameters tab - actor after you select figure you transfered them to.

    Hmmm, I never looked there. I guess I'm used to GenX putting them in the shaping tab. I'll have a look before work.

    Edit: I just checked the parameters tab, and there's nothing there but the same morphs that are in the shaping tab. Maybe I can play around more tonight.

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

    I've just checked and my OriginalGenesis as well as transferred by post 8 V4 and M4 morphs are showing in Shape tab while some other morphs aren't.
    The difference, code-wise, I think that in morphs that show in Shaping tab, under "parent" line (line 18) there is an additional block called "presentation" which says something like
    "presentation" : {
    "type" : "Modifier/Shape",
    "label" : "",
    "description" : "",
    "icon_large" : "",
    "colors" : [ [ 0.2117647, 0.01568627, 0.1019608 ], [ 1, 1, 1 ] ]
    },

    that block I think what makes the morph visible in Shaping tab. If you add it between line 18
    "parent" : "/data/DAZ 3D/Genesis 2/Female/Genesis2Female.dsf#GenesisFemale-1",

    and line 26, which starts with word "channel" it would make morph visible in the Shaping tab.

    I'll try to do it through Property Editor, there should be a way with it.

  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    As for me,, when I transfer morphs, from gen1 to gen2F,
    Any morphs can not be shown in shaping tab. I could see only parameter tab.

    but After I re-categorized again, (set diffrent category. click apply, after that, re-categorize again as same as before)
    these morphs and sub groups under Actor,which I made, turn up in shaping tab.

    If I save it as morph, or save modified assets, or, save figure (maybe), these morphs should be saved
    to be shown in shaping tab with my original category.

    So that,, I have same categorized morphs (transfered from gen1) in parameter tab.
    all morphs are set tye type modifier/shape.

    but about some morph which I have tweaked category,, and save modifed assets, only can be visible
    in shaping tab.

  • broncomechbroncomech Posts: 0
    edited December 1969

    I followed the Bone Adjustment / ERC Freeze tutorial and managed to turn bone visibility on in Genesis 2 Female and can't turn it off now. I have uninstalled and re installed G2F and the issue persists. The morph generated works properly

  • KatteyKattey Posts: 2,899
    edited December 1969

    I followed the Bone Adjustment / ERC Freeze tutorial and managed to turn bone visibility on in Genesis 2 Female and can't turn it off now. I have uninstalled and re installed G2F and the issue persists. The morph generated works properly

    In Parameters under Display there should be Bone Visibility on/off switch and several sliders to regulate how visible bones are. If you saved your Genesis (or its assets) with bones being visible it will appear with Bone Visibility On by default. Other than that, check if you have Joint Editor selected, it is also a way to make bones to be visible.
  • KatteyKattey Posts: 2,899
    edited December 1969

    As for me,, when I transfer morphs, from gen1 to gen2F,
    Any morphs can not be shown in shaping tab. I could see only parameter tab.

    but After I re-categorized again, (set diffrent category. click apply, after that, re-categorize again as same as before)
    these morphs and sub groups under Actor,which I made, turn up in shaping tab.
    Yes, this is basically an idea. When you transfer morphs via Morph Loader, they usually appear under Morphs/Morph Loader and aren't seen in Shaping. Re-categorization of any kind under Modifier/Shape and Actor/Your Group of Choice/ should make it visible in Shaping.

    but about some morph which I have tweaked category,, and save modifed assets, only can be visible
    in shaping tab.


    I need to look deeper in it, hopefully will do tomorrow.
  • broncomechbroncomech Posts: 0
    edited June 2013

    Kattey said:
    I followed the Bone Adjustment / ERC Freeze tutorial and managed to turn bone visibility on in Genesis 2 Female and can't turn it off now. I have uninstalled and re installed G2F and the issue persists. The morph generated works properly

    In Parameters under Display there should be Bone Visibility on/off switch and several sliders to regulate how visible bones are. If you saved your Genesis (or its assets) with bones being visible it will appear with Bone Visibility On by default. Other than that, check if you have Joint Editor selected, it is also a way to make bones to be visible.

    Visibility is set to off in parameters/display.
    started just clicking on other things in the tools menu and managed to turn off the joint editor, bones are now invisible again.

    Post edited by broncomech on
  • RCDescheneRCDeschene Posts: 2,816
    edited December 1969

    This thread is a GODSEND! Thank you all for these great contributions to finally giving us what DAZ SHOULD have made Genesis 2 to be! :D Though, my only regret is that if I were to use some of the actual Basic Female 2 shape, there's no separate Genesis head morph.

    One question, however... I was looking over larsmidnatt's Projection Tamplate restoration process and saw that it was merely a carry over of folders. So with that logic, I tried to do the same for the UV's, hoping this would integrate the ability for G2F to use all the Gen 5 textures, only to be met with grave disappointment. Is there a reason why this doesn't work like the others?

  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    Wanted to post here breifly. If you look at my signature line, last line shows a link to ShareCG. I have uploaded the first half of my Genesis morphs. All shiny and new. A good many of them needed some more tweaking so ZBrush got a very good work out these past few days. I think I saw smoke coming from the UI as I was putting it away tonight! lol

    If you need a more direct link I have a new freebie page here on DAZ forums... http://www.daz3d.com/forums/discussion/25197/

    About half way through with the Head Enhancements and then after that comes the Body Enhancements. Hopefully I'll have those up in a week or so, there is ALLOT of work as those two folders are crammed with morphs!

    There are literally dozens more in each category that will allow one to totally reform Genesis 02F.

  • shaaeliashaaelia Posts: 613
    edited December 1969

    Thanks RamWolff - looking forward to playing with the morphs :)

  • KatteyKattey Posts: 2,899
    edited December 1969


    One question, however... I was looking over larsmidnatt's Projection Template restoration process and saw that it was merely a carry over of folders. So with that logic, I tried to do the same for the UV's, hoping this would integrate the ability for G2F to use all the Gen 5 textures, only to be met with grave disappointment. Is there a reason why this doesn't work like the others?

    Because UVs are completely different thing, I suppose. I don't know much about projection templates, but I suspect it is a set of modifiers which tells the program how to apply this or that deformation, while UV templates are point-by-point association of 2D texture and 3D model, so I think the process isn't that straightforward.

    But I'm glad you enjoyed the thread :)


    RAMWolff, thank you for the morphs :) Any chance to see updated version for Genesis, with colored sliders and everything? ;)

  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    I plan on doing that Kattey. Right now as I'm going through these morphs I created so far back I see allot of discrepancies so I need to fix those. So what I'll do is HOPEFULLY be able to transfer them over to Genesis 01 using the same tutorials I learned from you and Ben. That way both Genesis end up with the same updated morphs. Since I'm in the middle of Genesis 02 though I'm staying the course until I'm done and then I'll go for it. I think the only morphs I will probably leave as they are is the Fuzzy morphs, they work and look flawless since I worked so hard on them.

  • KatteyKattey Posts: 2,899
    edited December 1969

    RAMWolff said:
    I plan on doing that Kattey. Right now as I'm going through these morphs I created so far back I see allot of discrepancies so I need to fix those. So what I'll do is HOPEFULLY be able to transfer them over to Genesis 01 using the same tutorials I learned from you and Ben. That way both Genesis end up with the same updated morphs. Since I'm in the middle of Genesis 02 though I'm staying the course until I'm done and then I'll go for it. I think the only morphs I will probably leave as they are is the Fuzzy morphs, they work and look flawless since I worked so hard on them.

    Glad to hear this :) Will wait for updated Genesis morphs!
  • RCDescheneRCDeschene Posts: 2,816
    edited July 2013

    Okay, why was my post deleted?

    All I said was that there should be a way to get Genesis 2 to use the Gen 5 UVs. It's not like it's not obvious that MallenLane is going to come out with M4 for G2M, and that G2M itself will come with M5's UVs, but what about the other Gen 5 characters? S5, H5, F5, A5, D5, and even all the major PA characters like Jasmine, Jason, Amy and Hitomi had their own sets.

    So why can't I discuss that openly? For some of us who are still questioning our acceptance of G2, it's a real concern.

    Post edited by RCDeschene on
  • ChoholeChohole Posts: 33,604
    edited December 1969

    Are you sure you posted it, and didn't fall foul of that annoying forum gltich which clears the type pane without posting the comment.

  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    Yeah. I've had the forum eat posts this week and had to redo. Given they've tolerated basically "G2F is bad and you should feel bad" from others, I really don't think it was deleted on purpose.


    The thing is that manually recreating a UV isn't easy. Part of the reason the V4 shape and UV is being sold as a separate product is that it was a LOT of work for the artist who did it. And are there really that many characters on the D5 UV to justify the effort? Would everyone really buy those 5 UVs separately? It doesn't seem likely. I think the main reason they're using the V5 UV and V4 UV to be the mains is that the huge majority of character sets were and are on those UVs.

  • Dino GrampsDino Gramps Posts: 0
    edited December 1969

    YThe thing is that manually recreating a UV isn't easy. Part of the reason the V4 shape and UV is being sold as a separate product is that it was a LOT of work for the artist who did it. And are there really that many characters on the D5 UV to justify the effort? Would everyone really buy those 5 UVs separately? It doesn't seem likely. I think the main reason they're using the V5 UV and V4 UV to be the mains is that the huge majority of character sets were and are on those UVs.

    This creates a buyer beware situation - Be sure that you will be happy keeping your character in the generation you bought.

    I totally understand your point. And I also understand why a content creator would want to use a UV that fits it's character better. What I don't understand is the rush to a new generation with less innovation from the previous generation than any other generation release.

    Fool me once shame on you, fool me twice shame on me. When, and if, I jump on the Generation 6 bandwagon, I will be much more conservative in my purchases than I was for Genesis. Stephanie 5 and David 5 are going to be orphans, and DAZ will use their weak sales as a reason to abandon them in future generations, when in reality the release of G2F is the reason.

  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    sjhayes2 said:
    YThe thing is that manually recreating a UV isn't easy. Part of the reason the V4 shape and UV is being sold as a separate product is that it was a LOT of work for the artist who did it. And are there really that many characters on the D5 UV to justify the effort? Would everyone really buy those 5 UVs separately? It doesn't seem likely. I think the main reason they're using the V5 UV and V4 UV to be the mains is that the huge majority of character sets were and are on those UVs.

    This creates a buyer beware situation - Be sure that you will be happy keeping your character in the generation you bought.

    I totally understand your point. And I also understand why a content creator would want to use a UV that fits it's character better. What I don't understand is the rush to a new generation with less innovation from the previous generation than any other generation release.

    Fool me once shame on you, fool me twice shame on me. When, and if, I jump on the Generation 6 bandwagon, I will be much more conservative in my purchases than I was for Genesis. Stephanie 5 and David 5 are going to be orphans, and DAZ will use their weak sales as a reason to abandon them in future generations, when in reality the release of G2F is the reason.

    Weak sales are a reason to abandon any product, period. As far as I know D5 and S5 were both good sellers, and their morphs work perfectly well with the V5 and M5 UVs. I will be shocked if there isn't some kind of Stephanie morph for G2F. I think that's a completely independent consideration of whether she has the S5 UV.

  • agent unawaresagent unawares Posts: 3,513
    edited December 1969

    sjhayes2 said:
    This creates a buyer beware situation - Be sure that you will be happy keeping your character in the generation you bought.

    Don't you buy characters with the expectation they'll work on the figure they were built for? It's hardly "buyer beware" if it doesn't work on another figure, more like standard practice.
  • RCDescheneRCDeschene Posts: 2,816
    edited July 2013

    Yeah, and there isn't many D5 characters out because Gen 6 was pushed out almost immediately after he was released. As for Stephanie selling well, of course! Stephanie was the only other Gen 5 character who got Elite skins. Not only that, but Victoria, Michael and her have always been a trio since Gen 2. Hell, I think it's because of the semi-initial impact of Gen 2 is why there's always going to be at the very least a Victoria, Michael, Stephanie and Aiko in every generation.

    Then again, if we really must argue support numbers, Genesis received a hell of a lot less support than Gen 4 because it was only out for two years where Gen 4 was practically a decade. There's the Poser community who continues to strongly support Gen 4 to this day.

    Either way, if MallenLane can't justify UV support for the others, then either 3DUniverse is going to have to come out with more Texture Convertour plug-ins or Gen 6 is REALLY going to have to "wow" me so much that I won't mind putting Gen 5 skins aside...

    Post edited by RCDeschene on
  • DavidGBDavidGB Posts: 570
    edited December 1969


    Then again, if we really must argue support numbers, Genesis received a hell of a lot less support than Gen 4 because it was only out for two years where Gen 4 was practically a decade. There's the Poser community who continues to strongly support Gen 4 to this day.

    Either way, if MallenLane can't justify UV support for the others, then either 3DUniverse is going to have to come out with more Texture Convertour plug-ins or Gen 6 is REALLY going to have to "wow" me so much that I won't mind putting Gen 5 skins aside...

    DS has a built in texture converter (and has since DS 3), although many people still don't seem to have noticed this. For any particular figure, DS itself will convert textures between any UV sets that figure has. So for any UV sets you have for Genesis, like S5, A5, D5, Hitomi etc, DS will convert the textures to the V5 UVs if you ask it to. Which can then be used on G2F as it supports V5 UVs. Presuming G2M will support M5 UVs, you would similarly be able to use DS to convert textures for any UVs you have for Genesis like D5, H5, F5 etc to M5 UVs, and then use those on G2M. No Texture Converter plugins required. Indeed there's little need for Texture converter at all other than to convert V3, M3 etc skins to Gen 4. In fact. as CauriB has produced M4, H5 and even M3 (and V4!) UV sets for the Genesis Male Genitalia, you can even use DS to convert M3, M4 and H5 genitalia textures to M5 mapping, which is something you could never do with Texture Converter, if that happens to be of use.

  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    Hi David,

    Didn't know about this. Can one then save out the converted maps? Where is this located? I imagine it's in the Surfaces tab but yes, never noticed this tool.

    Thanks!

    Rich

  • DavidGBDavidGB Posts: 570
    edited December 1969

    Oh, obviously DS will also convert V4 textures to V5 UVs if you tell it to, as Genesis comes with V4 UVs, which could then be used on G2F set to V5 UVs. But as MallenLane's V4 for G2F product has a full remap of G2F (and the G2F genitalia) to V4 UVs, that would clearly be the preferred route for using V4 textures on G2F rather than converting the textures to V5 UVs.

  • KatteyKattey Posts: 2,899
    edited December 1969

    DavidGB said:
    Oh, obviously DS will also convert V4 textures to V5 UVs if you tell it to, as Genesis comes with V4 UVs, which could then be used on G2F set to V5 UVs. But as MallenLane's V4 for G2F product has a full remap of G2F (and the G2F genitalia) to V4 UVs, that would clearly be the preferred route for using V4 textures on G2F rather than converting the textures to V5 UVs.

    I found that map transfer function gives me distorted maps with black spots. Do you speak about some other function or you had better experience with it?,
  • DavidGBDavidGB Posts: 570
    edited December 1969

    RAMWolff said:
    Hi David,

    Didn't know about this. Can one then save out the converted maps? Where is this located? I imagine it's in the Surfaces tab but yes, never noticed this tool.

    Thanks!

    Rich

    Load Genesis, apply texture set you want to convert along with setting the correct UVs as necessary.

    Go to Surfaces Pane, dropdown menu in the top right corner of the pane, find and click on Map Transfer. Map Transfer Dialogue window will open. You can select which surfaces to include, then pick which UVs, from those your Genesis has, to convert the textures to and choose where they are to be saved (along with a quality setting, sizes etc). Then sit back and it will convert the textures and put them in the location you specified.

    Doesn't have to be Genesis - any figure (or prop) that has alternate UVs. I first used it in DS3 to convert some M4 vein displacement maps to V4 mapping (as M4 and V4 are compatible meshes, you could load M4's obj or the Kids4 obj as a new UV set onto a V4 in the scene and convert any V4, M4 or K4 textures into the other UVs - that is still possible in DS4, of course). Personally, in the times I used it and compared, it's at least as good a conversion as Texture converter, and it's built in free into DS, plus with Genesis and all the UV sets including legacy ones for Genesis it will currently convert textures between all generation 4 and 5 UVs, which is rather more than TC2 will do.

  • DavidGBDavidGB Posts: 570
    edited December 1969

    Kattey said:
    DavidGB said:
    Oh, obviously DS will also convert V4 textures to V5 UVs if you tell it to, as Genesis comes with V4 UVs, which could then be used on G2F set to V5 UVs. But as MallenLane's V4 for G2F product has a full remap of G2F (and the G2F genitalia) to V4 UVs, that would clearly be the preferred route for using V4 textures on G2F rather than converting the textures to V5 UVs.

    I found that map transfer function gives me distorted maps with black spots. Do you speak about some other function or you had better experience with it?,

    No, that function. Clearly a better experience. Certainly as good as ... and I'd tend to say better than ... TC2.

    I haven't had a reason to try it yet, but I would imagine that converting V4 face maps to V5 or V6 UVs will give rather better results now starting from the new Corrected V4 UVs for Genesis in use before the conversion on Genesis - or doing the conversion from V4 to V5 or V6 on Genesis 2 Female if you have the V4 for Genesis 2 Female and V6 products respectively - as they have much better mappings of the V4 face onto Genesis and the G2F than the original V4 UVs for Genesis. As the original V4 UVs on Genesis were really quite distorted on the face, that did tend to limit V4 face texture conversion quality.

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