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

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  • siocsioc Posts: 326
    edited December 1969

    ok...

    I must have been wrong somewhere but, it worked on one of the 2 eyes... So let's find the error:

    bug_eyes.png
    677 x 608 - 344K
  • siocsioc Posts: 326
    edited September 2013

    Yep I forgot to remove the last range of vertex...

    after xy and scale adjustment, my aiko 3 morph on G2F is just great.

    See :

    bug_eyes.png
    637 x 999 - 662K
    Post edited by sioc on
  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    Glad you got it all working! :-)

  • siocsioc Posts: 326
    edited September 2013

    Thanks RAMWolff!

    And the dsf edit is so much better than my poor skills with hexagon. As always nothing to fix is always better ;)

    I am scripting in perl to do the same file edition automatically (to many morphs to do that manually).

    Post edited by sioc on
  • takezo_3001takezo_3001 Posts: 2,023
    edited December 1969

    Everything seems to work swimmingly, but can someone give any info on transfering working controls for the flexon morphs? They transfer well enough, save for the "body" controller, and hand spinning those dials can be quite exhausting, considering that all of my transfered morphs have no limits enabled!

    Thanks in advance for any info that you could share on this issue!

    Oh, BTW, If it wasn't already mentioned, a quick and easy way to transfer all of G1's clothing fits is to simply have both genesi in the scene while you're fitting G1,, then refit it to G2 with G1 as the host, and voila! Perfect fit! Hope that helps!

  • KatteyKattey Posts: 2,899
    edited December 1969

    From what I know these two methods won't transfer ERC links, so if you had a control dial you'd have to redo it manually by dialling all Flexon morphs, going to Property Editor, and making ERC freeze with New Controlling property.

  • DavidGBDavidGB Posts: 570
    edited December 1969

    Everything seems to work swimmingly, but can someone give any info on transfering working controls for the flexon morphs? They transfer well enough, save for the "body" controller, and hand spinning those dials can be quite exhausting, considering that all of my transfered morphs have no limits enabled!

    Thanks in advance for any info that you could share on this issue!

    After I used the Transfer utility to transfer all the Evolution Muscularity and Genesis Alive Morphs over, I:

    1 Shot through all the transferred morphs in the parameters tab of G2F, using the parameters property pane to give them the labels (the names you see on the dials, rather than the internal morph names), groups and limits of the originals, then saved them as assets

    2 Copied over the data folder .dsf files for the control channels (like Flexions and Muscle Volume) that Transfer utility hadn't transferred because they're just controls, not morphs from the Genesis to the G2F data folders, editing the now-G2F ones as necessary in a text editor.

    3 Loaded each original Genesis morph .dsf alongside the matching new G2F one and simply copied and pasted all the 'formula' bits across (the formulae contain the links between e.g. a muscle bulge morph and the limb rotation along with the ratio to use, the bulge morph and the Flexions-On-Of dial, and all the non-bulge muscles and the muscle volume dial - and all the links and ratios wanted in G2F are just exactly the same as they were in Genesis). The transfer utility gave all the morphs the same names in G2F as Genesis so that was easy.. Then loaded all the G2F .dsfs into the text editor together and did global search and replaces on the bits like parts of the path names in those formulae that needed changing (same changes in every file, so one global search and replace per change did all the .dsfs in one operation).

    All together took me about an hour while I was otherwise half-watching a programme on the TV while I was doing it in odd moments and during the advert breaks. Would take a bit longer without a text editor that will (a) load two files and display them side-by-side making the copying across of the formulas easy, and (b) will load multiple files and then do a global search-and-replace-all on all of them at once.

    End result was all the Evolution Muscularity and Genesis Alive morphs in G2F, looking exactly like they do in Genesis, and with ALL the functionality, like the Muscle Volume dial, the Flexions, and even all the Genesis Alive aniblocks working on G2F exactly as on Genesis. Frankly, I can't see that a Muscle morph set for G2F is going to be any better, or even different.

    I wonder ... I suppose it would be OK to rtencode and make available a zip of the fully G2F transferred and edited up Evolution Muscularity morphs, encoded against the original Evolution Muscularity installer (or zip, now, I suppose). After all, for anyone else with the Evolution Muscularity set, it only needs DS4.6, Genesis and G2F (all free) for anyone else to do the same conversion.

  • KatteyKattey Posts: 2,899
    edited December 1969

    I wonder ... I suppose it would be OK to rtencode and make available a zip of the fully G2F transferred and edited up Evolution Muscularity morphs, encoded against the original Evolution Muscularity installer (or zip, now, I suppose). After all, for anyone else with the Evolution Muscularity set, it only needs DS4.6, Genesis and G2F (all free) for anyone else to do the same conversion.

    True, but recently Big Guys seem to declare RTE an abomination that should be mentioned or used in civilized society and they are now known to forbid a legitimately safe sharing format.
  • VisioneerVisioneer Posts: 158
    edited December 1969

    Unless I'm missing something, it would now seem that the DSF files are encrypted, I'm getting nothing but ASCII for the document when I open it in Notepad & Notepad plus. Anyone else having this problem? I think DAZ may be "protecting" their ability to make money (which makes quite a bit of sense, honestly.)

  • fixmypcmikefixmypcmike Posts: 19,682
    edited December 1969

    Visioneer said:
    Unless I'm missing something, it would now seem that the DSF files are encrypted, I'm getting nothing but ASCII for the document when I open it in Notepad & Notepad plus. Anyone else having this problem? I think DAZ may be "protecting" their ability to make money (which makes quite a bit of sense, honestly.)

    No, they're just compressed, use any utility that unpacks zips, or use the batch uncompress script.

  • VisioneerVisioneer Posts: 158
    edited December 1969

    D'oh! ::Facepalm:: I wish I read that before I just purchased D3D's DSF toolkit. Oh well, I'm sure I'll make good use of the utility anyway. Thanks!

  • Beat578Beat578 Posts: 191
    edited December 1969

    Hi Kattey
    Help!!! I try to build the G1 Clone for further transferring of my Morphs to G2.
    I edited the "ClongeGenesis" File (after hours i finally found out how to decompress the DSF and found an editor that showed me the line numbers).
    I changed everything according to your manual. No here is my Problem:
    ***
    Line 40: change
    “group” : “/Hidden/Clones”,
    to
    “region” : “Actor”,
    “group” : “/Universal/Real World”,
    it will add an extra line
    ***
    It didnt add an Extra line. I added the "Group" Line myself. But when i open Up genesis2, I dont see any "universal" folder in the "Actor" part of Genesis2. And i dont see any clone Morph at all. What went wrong? Do you have an Idea? Or a Text FIle you can send me, so i can copy it in my Data Folder? Thanks a lot for your help. Would be great to bring over some of my old characters to Gen2.

  • siocsioc Posts: 326
    edited October 2013

    Hi,

    you have to add that extra line (“region” : “Actor”,)

    Post edited by sioc on
  • Beat578Beat578 Posts: 191
    edited December 1969

    i thought you had to change the line 40 to “region” : “Actor”, (so “group” : “/Hidden/Clones”, no longer exists) and add the other line?
    Its like, it doesnt recognize the new morph, thats why it doesnt list it.

  • siocsioc Posts: 326
    edited December 1969

    yes you add the “region” : “Actor”, before the group and change the group

  • KatteyKattey Posts: 2,899
    edited October 2013

    Just a note about newer versions of DS.

    Since DS 4.6.1.17 there is no longer Property Editor pane. It was separated on Property Hierarchy pane, opened through Window -> Panel (Tabs), and Edit Mode which is opened in Parameters with figure selected via either right click on a morph/property and selecting Edit Mode or clicking on a that Options icon in top left corner of the pane where all useful things are, and again selecting Edit Mode. Property Hierarchy is supposed to be the right side of old Property Editor pane and Edit Mode is supposed to be the left side of old Property Editor pane.

    To make ERC Freeze you need to dial your morph, adjust bones if necessary, open Property Hierarchy, right click on Genesis (or whatever figure you use) and select ERC Freeze.
    Only the location of ERC Freeze command had changed due to split of Property Editor pane into a new functionality.
    The ERC Freeze pane will pop up: it is the same pane as it was in previous versions and all tutorial steps on ERC freeze itself are the same.

    Alternatively you can add ERC freeze through customization (F3) to your toolbars or menus if you do a lot of it and need this command all the time.

    As on DS 4.6.1.17 it is a known issue that ERC Freeze can be very slow and/or crash DS, but the next current public beta (DS 4.6.2.23) supposed to already fix that problem (I can't check it myself due to installation issues on my computer).

    Post edited by Kattey on
  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    Kattey said:
    Just a note about newer versions of DS.

    Since DS 4.6.1.17 there is no longer Property Editor pane. It was separated on Property Hierarchy pane, opened through Window -> Panel (Tabs), and Edit Mode which is opened in Parameters with figure selected via either right click on a morph/property and selecting Edit Mode or clicking on a that Options icon in top left corner of the pane where all useful things are, and again selecting Edit Mode. Property Hierarchy is supposed to be the right side of old Property Editor pane and Edit Mode is supposed to be the left side of old Property Editor pane.

    To make ERC Freeze you need to dial your morph, adjust bones if necessary, open Property Hierarchy, right click on Genesis (or whatever figure you use) and select ERC Freeze.
    Only the location of ERC Freeze command had changed due to split of Property Editor pane into a new functionality.
    The ERC Freeze pane will pop up: it is the same pane as it was in previous versions and all tutorial steps on ERC freeze itself are the same.

    Alternatively you can add ERC freeze through customization (F3) to your toolbars or menus if you do a lot of it and need this command all the time.

    As on DS 4.6.1.17 it is a known issue that ERC Freeze can be very slow and/or crash DS, but the next current public beta (DS 4.6.2.23) supposed to already fix that problem (I can't check it myself due to installation issues on my computer).

    I have parallel installs and can verify that 1. the issue exists, I have a repeatable crash on attempted ERC freeze and 2. the public beta does fix it and I'm using it for ERC freezing as I transfer morphs. I've done a workflow tutorial referencing this version on my deviantart blog, in which I credited you for your original method.

    http://sickleyield.deviantart.com/journal/Tutorial-Transferring-Character-Morphs-G1-to-G2-409437916

  • KatteyKattey Posts: 2,899
    edited December 1969

    Kattey said:
    Just a note about newer versions of DS.

    Since DS 4.6.1.17 there is no longer Property Editor pane. It was separated on Property Hierarchy pane, opened through Window -> Panel (Tabs), and Edit Mode which is opened in Parameters with figure selected via either right click on a morph/property and selecting Edit Mode or clicking on a that Options icon in top left corner of the pane where all useful things are, and again selecting Edit Mode. Property Hierarchy is supposed to be the right side of old Property Editor pane and Edit Mode is supposed to be the left side of old Property Editor pane.

    To make ERC Freeze you need to dial your morph, adjust bones if necessary, open Property Hierarchy, right click on Genesis (or whatever figure you use) and select ERC Freeze.
    Only the location of ERC Freeze command had changed due to split of Property Editor pane into a new functionality.
    The ERC Freeze pane will pop up: it is the same pane as it was in previous versions and all tutorial steps on ERC freeze itself are the same.

    Alternatively you can add ERC freeze through customization (F3) to your toolbars or menus if you do a lot of it and need this command all the time.

    As on DS 4.6.1.17 it is a known issue that ERC Freeze can be very slow and/or crash DS, but the next current public beta (DS 4.6.2.23) supposed to already fix that problem (I can't check it myself due to installation issues on my computer).

    I have parallel installs and can verify that 1. the issue exists, I have a repeatable crash on attempted ERC freeze and 2. the public beta does fix it and I'm using it for ERC freezing as I transfer morphs.
    Thanks for the checking this and letting us know.
    I've done a workflow tutorial referencing this version on my deviantart blog, in which I credited you for your original method.


    No problems, glad it was of help.
    I will at some point update the tutorial for G2F to Genesis transfer as it has several peculiar points (such as similar names of morphs, initial shape unlock, etc) but with my current DS ERC Freeze crashes so it will be a bit of time I can safely do it.

    http://sickleyield.deviantart.com/journal/Tutorial-Transferring-Character-Morphs-G1-to-G2-409437916
    I'll add it to links at the first post, so people can find it fast, if this is ok with you?
    Also - I don't know rules of DA about external links - but just was wondering would it be good idea to link that thread there, sort of like cross reference, or it will be too confusing?
    I appreciate the credit, thank you :)

  • SickleYieldSickleYield Posts: 7,649
    edited October 2013

    Sure, be my guest. DA warns on external links but definitely allows them. I'll add it.

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

    Thank you very much! The link is added under the second section of links.

  • KatteyKattey Posts: 2,899
    edited November 2013

    In G2M Essentials (which can be downloaded from your Product Library now) I see two clones in G2M, among hidden properties, Genesis and G2F clone. G2F should be updated or updated soon with G2M clone. The initial/zero pose for G2M is about same as for G2F as well. Those clones are compressed but if you want uncompressed morphs you can either export and re-import clones as new morphs and save new morphs uncompressed, or just decompress them with Save as Assets -> Morphs and a bit of editing.

    With this the process of transfers from and to G2M and/or between G2M and G2F, unlocking GenesisOriginal shape, unlocking G2F shape, etc, etc should be the same as in all previous tutorials.

    Post edited by Kattey on
  • SickleYieldSickleYield Posts: 7,649
    edited November 2013

    Kattey said:
    In G2M Essentials (which can be downloaded from your Product Library now) I see two clones in G2M, among hidden properties, Genesis and G2F clone. G2F should be updated or updated soon with G2M clone. The initial/zero pose for G2M is about same as for G2F as well. Those clones are compressed but if you want uncompressed morphs you can either export and re-import clones as new morphs and save new morphs uncompressed, or just decompress them with Save as Assets -> Morphs and a bit of editing.

    With this the process of transfers from and to G2M and/or between G2M and G2F, unlocking GenesisOriginal shape, unlocking G2F shape, etc, etc should be the same as in all previous tutorials.

    G2F already has the G2M clone if you update those starter essentials as well.

    Since G2M base is out, I'm allowed to report that morph transfer between them, especially of face morphs but certainly of others, works extremely well. ;)

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

    Kattey said:
    In G2M Essentials (which can be downloaded from your Product Library now) I see two clones in G2M, among hidden properties, Genesis and G2F clone. G2F should be updated or updated soon with G2M clone. The initial/zero pose for G2M is about same as for G2F as well. Those clones are compressed but if you want uncompressed morphs you can either export and re-import clones as new morphs and save new morphs uncompressed, or just decompress them with Save as Assets -> Morphs and a bit of editing.

    With this the process of transfers from and to G2M and/or between G2M and G2F, unlocking GenesisOriginal shape, unlocking G2F shape, etc, etc should be the same as in all previous tutorials.

    G2F already has the G2M clone if you update those starter essentials as well.


    Oh, good to know, I wasn't sure if it is already there. Thank you for checking it!

    Since G2M base is out, I'm allowed to report that morph transfer between them, especially of face morphs but certainly of others, works extremely well. ;)
    Yup, and they are the same mesh, from what I know. I highly suspect and currently testing to be 100% sure that we don't need a Transfer Utility at all to transfer between G2M and G2F because we might just use Clones/Morphs for G2F/G2M respectively to eliminate embedded distortion of default shapes, and just reimport morphed meshes.

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

    Hey Kattey, now that G2M is out, you should probably rename this thread to simply "Transferring Genesis Morphs to Genesis 2"! :-)

  • KatteyKattey Posts: 2,899
    edited December 1969

    There is no Genesis 2 figure, but I'll add G2M to the title, once M6 is out and I've tested everything, sure :)

  • RCDescheneRCDeschene Posts: 2,816
    edited December 1969

    Kattey said:
    There is no Genesis 2 figure, but I'll add G2M to the title, once M6 is out and I've tested everything, sure :)

    But G2F & G2M are collectively "Genesis 2" and these provided methods with both G2 figures just as equally doable (at least they should seeing as how they're both altered G1 meshes). So, it's not so much as we're transferring G1 morphs to a solid unified figure "Genesis 2" so much as we're transferring G1 morphs to the concept of G2. :)
  • KatteyKattey Posts: 2,899
    edited November 2013

    Kattey said:
    There is no Genesis 2 figure, but I'll add G2M to the title, once M6 is out and I've tested everything, sure :)

    But G2F & G2M are collectively "Genesis 2" and these provided methods with both G2 figures just as equally doable (at least they should seeing as how they're both altered G1 meshes). So, it's not so much as we're transferring G1 morphs to a solid unified figure "Genesis 2" so much as we're transferring G1 morphs to the concept of G2. :)
    We are transferring morphs not to a concept but to two existing separate figures that just happen to share the mesh and some other technicalities, i.e. G2M and G2F :) To avoid the confusion about 'Genesis 2' figure that doesn't practically exist I'll use G2M/G2F.
    Besides, this topic deals also with reverse transfers but G2F to Genesis/Gen4 and G2M to Genesis/Gen4 have some practical differences about which shape to use and how, so it will be even more confusion if we are to use 'Genesis 2' label, because G2M will have process has some differences from G2F process and tutorials will have to be adjusted.

    Well, this is aside of my perspective that G2F and G2M broke the very concept of Genesis as of unified transcendent figure that is capable to be anything at once, and therefore unworthy to be called 'Genesis' but this is a topic for some other, more philosophical discussion where we all have to wear togas and lie on fancy sofas with grapes in hand :p

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

    Just a note that you can fit M4/V4 and other clothes (if you have Iconic Shapes for Genesis) to G2F and G2M by fitting them first to Genesis and then re-fitting them from Genesis to G2F or G2M. Twice autofitted clothes will, most probably, benefit from a smoothing modifier.
    Step by step tutorial is here, thanks to dakkuuan.

  • edited November 2013

    Nevermind, found the answer on the page just before this one.

    Post edited by five_byfive_d8f36d050f on
  • KatteyKattey Posts: 2,899
    edited December 1969

    Alixir said:
    Nevermind, found the answer on the page just before this one.

    Now I'm curious what the question was :)
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