I had zipped all of those files because Murgatroyd's instructions said that if the copyed morphed files look like gibberish, add .zip to the end of the filename, and unzip it.
How To Transfer Morphs From G2F To G2M The Very Easy Way
You don't even need to open Studio.
Copy the morph file from its subfolder of /data/DAZ 3D/Genesis 2/Female/Morphs/ to a corresponding subfolder of /data/DAZ 3D/Genesis 2/Male/Morphs/.
Open it in a text editor of your choice.
*If it's gibberish, add .zip to the end of the filename, and unzip it.
Find Female.
Replace all with Male.
Save.
The same process will work, mutatis mutandis, to transfer from G2M to G2F.
Theory and my limited testing say that this has the exact same result as the more complicated method involving Morph Loader and clones.
You don't need to do any zipping at all, and if the file opens in a text editor as text you don't need to do anything; if not you do need to uncompress it - which you can do with the Batch Convert pane inside DS. It's possible that the extensions have been muddled, especially if you have the OS set to hide extensions of known types (as Windows is by default).
I didn't know about the Batch Convert pane in DS, so I ended up zipping 33 .dsf one at a time, by typing .zip after the .dsf file extension.
For each copy of Flipmode's "FM Muscle Flexing for Genesis 2 Female(s)" dsf files I had placed into data/DAZ 3D/Genesis 2/Male/Morphs/Flipmode/FM Muscle Flex I had typed into the "id" field of "asset_info"
Apologies, I misunderstood :)
For flexing morphs there is a catch that to use them the empty, controlling "morph" is usually made for them to work properly. Aside of those 33 morphs, are there any other files in the package, such as CTRL[something].dsf or SCL[something].dsf
I didn't know about the Batch Convert pane in DS, so I ended up zipping 33 .dsf one at a time, by typing .zip after the .dsf file extension.
And did the final, modified, file have a .dsf extension? Though as Kattey says, the root of your problem may well be that these are controllers and not actual morphs.
The 33 .dsf files in Flipmode's "FM Muscle Flexing for Genesis 2 Female(s)" product are muscle flex morph files; there are no CTRL[something].dsf or SCL[something].dsf files. The file names are listed on the product page in this website's store. In the package, the file names begin with a fm_ prefix.
My final copies of those edited 33 .dsf files that I placed into data/DAZ 3D/Genesis 2/Male/Morphs/Flipmode/FM Muscle Flex folder end with the .dsf file extension. I tried to attach a screenshot of this on my last post with the "Attach a file" button, but I don't see my screenshot on this webpage. I don't know how to paste images from my computer into a post on this forum board.
I had zipped all of those files because Murgatroyd's instructions said that if the copyed morphed files look like gibberish, add .zip to the end of the filename, and unzip it.
How To Transfer Morphs From G2F To G2M The Very Easy Way
You don't even need to open Studio.
Copy the morph file from its subfolder of /data/DAZ 3D/Genesis 2/Female/Morphs/ to a corresponding subfolder of /data/DAZ 3D/Genesis 2/Male/Morphs/.
Open it in a text editor of your choice.
*If it's gibberish, add .zip to the end of the filename, and unzip it.
Find Female.
Replace all with Male.
Save.
The same process will work, mutatis mutandis, to transfer from G2M to G2F.
Theory and my limited testing say that this has the exact same result as the more complicated method involving Morph Loader and clones.
After I made that post, we discovered that there's one more little adjustment needed to get some morphs to work. I'm pretty sure it's somewhere in the next few pages after that post, but so you don't have to search, here it is.
Open the converted file and look for a line that says "parent" : "/data/DAZ%203D/Genesis%202/Male/Genesis2Male.dsf#GenesisMale-1". Change it to say "parent" : "/data/DAZ%203D/Genesis%202/Male/Genesis2Male.dsf#GenesisMale". Make sure you just get rid of the -1, and don't touch the quotation marks.
You were right about removing the -1 from the parent field, Murgatroyd. I now got a copy of the "FM Muscle Flexing for Genesis 2 Female(s)" dsf files working for Genesis 2 Males! Thank you for your help, Murgatroyd.
And thank you to Kattey, for making this awesome thread!
Dropping in to share this. With Kattey's kind permission I used information from one of her posts [thanks to any and all who made this possible] to put together a visual tutorial for those who really do like/need a visual aid with instructions for Making a G3 clone for G2. I took it further to make some morphs from G2 back to G3 and to contribute back to this thread am including the text here too.
While vendors can enjoy working with high-resolution morphs this capability is denied to regular users and Morph Loaders only work with Base Resolution, Zero Subdivision figures. Base (or Low) resolution usually shortens to LR.
3. Export it as obj, File -> Export. I usually use Hexagon scale, 100%, with everything (except Ignore Invisible Nodes) unchecked.
I am using 4.8 Studio and when I select that feature to export, and then 'uncheck' all the items that are checked as the tutuorial says, it converts it to "custom" instead of Hexagon. So, is it still a Hexagon export figure or a generic custom figure in which, why bother selecting Hexagon over Studio if it all goes to 'custom' ??
The scale will still be the one that you selected before unchecking the other options. While I haven't used Hexagon, I have done this with Poser. I find it best to select the output scale that I want and unchecked the options every time, just to make sure that it is the scale I want. Another option for you, would be to set up the export options as you want them, then save as your own option using the name "Hexagon unchecked" or something like that.
It will be "Custom" as soon as you change anything, but the things you don't change will remain the same - so it makes sense to pick a preset that's almost right and then adjust it (you can then save the Custom settings as a new preset, if you like).
Ok, so if I select Studio and mess about with the checks, it will still be considered a Studio item when exported? For this Tutuorial can I select Studio or Hexagon? Sorry if a dumb question, I'm just trying to figure this out. :)
Yes. I select the size/type first too and then like others have said, as soon as you change anything it says "custom".
In my tutorials I normally use the same import/export settings "all the time" because they work for me over here. You can use other settings but the idea is to use a matching set for import/export so the morphs will work. It's quite safe to play around with settings and see what happens. As long as morphs are not officially "saved" all tests will be deleted as soon as the figure is deleted from the scene or the program is closed. Use the settings you would normally have used for making morphs.
I'm not sure it's been answered, but how does one go about setting up clones for non-Daz figures like Punch Don and Judy, or Kez and Koz or even the old Sixus1 lineup?
Assuming you mean making a Don clone for Genesis so it can wear Don's clothing, you'd start with morphing Genesis (in a modeling application like Blender, Hexagon etc) to match the shape of Don and then in DAZ Studio you'd export it as a clone asset.
I've thought about trying this but haven't found any third party figures with content I'd care to convert.
I'm not sure it's been answered, but how does one go about setting up clones for non-Daz figures like Punch Don and Judy, or Kez and Koz or even the old Sixus1 lineup?
You can but it will require the use of external modeller. If you can make Genesis to be the same (at least in body, for clone) to some figure you can make it wear that figure's clothes.
I suspect we all miss the golden opportunity to put G2M into some fancy Victoria 4 clothes ^_^
So here is a small tutorial about how to make V4 clone for G2M.
Again, I'm pretty sure there is some faster way but I tend to do things with export and import when possible.
The method in this tutorial is very very similar to method for G2M clone for Genesis and other older tutorials in this thread, with some additional steps.
You will need Genesis and G2M Essentials (free with DS 4 Pro), DS 4 Pro (I use 4.6.1.33) and maybe a good plain text editor (standard Notepad is not recommended, I use text editor called Bred3 although there are many others).
If you want to make simple Generation 3 clones for G2M in the same way, you will need their Iconic Shapes.
1. Open DAZ Studio, start a new clean scene. Make sure that Show Hidden Properties is checked in Parameter tab options.
Load G2M, make sure it is zeroed, and set Resolution level to Base and Subdivision level to zero.
Go to Hidden/Clones and dial Genesis clone to 100%. G2M should now look like Genesis.
Export G2M obj via File -> Export (Wavefront Obj). I called mine G2M Genesis LR.obj and had everything in export option unchecked except Ignore Invisible nodes.
The scale is up to you but it should be consistent in all export and import steps. I use Hexagon (1 unit = 1 cm) 100% scale.
2. Clean the scene and load Genesis figure. Again, set Resolution level to Base and Subdivision level to zero.
Go to Hidden/Clones, find Victoria 4 clone and dial it to 100%. If it doesn't dial, use the gear icon on the end of the slider and uncheck "Use Limits" in morph/clone parameters.
Export this file as obj via File -> Export (Wavefront Obj). I called mine Genesis V4 Clone LR.obj and had everything in export option unchecked except Ignore Invisible nodes. Again, the scale is up to you but it should be consistent in all export and import steps.
3. Zero Genesis and use Morph Loader Pro to load Genesis V4 Clone LR.obj that we just back into Genesis created as Victoria 4 morph. It doesn't matter how it is called or where it is put as long as you know where it is and how it is called, because this morph won't be saved into final Genesis or G2M, it is just temporary morph.
Reverse deformation should be unchecked. Path and category isn't important, I just left everything as it was by default. Lets say I named that morph V4 Temp Clone and put it into Actor/Morphs.
We do this step because otherwise transfer utility in step 5 won't see the actual Victoria 4 clone. And we need Victoria 4 (not morph, but clone) because the original Victoria 4 legs are positioned differently from Genesis or G2M legs and this positioning is very important to clone.
Make sure that this new morph is working. Dialed shape of this V4 Temp Clone morph should show Victoria 4 shape with feet like original Victoria 4 (Gen 4 figure) had in zero pose, with toes down.
Zero Genesis.
4. Load your G2M Genesis LR.obj from step 1 into scene. If everything done correctly two shapes should now overlap.
5. Open Transfer Utility.
As Source select Genesis, Item Shape - Default. As Target select G2M Genesis LR.obj, Shape Default.
I unchecked all options in Transfer Utility except Weight Maps to speed up the process. You might want to use Near method if you think it gives better results.
Projection Template is None.
Fit to Source Figure should be checked, Add Smoothing Modifier should be unchecked.
As a result of the transfer you should have G2M mesh fitted to original Genesis figure as a very, very tight bodysuit.
6. Find your V4 Temp Clone morph and dial it to 100%. G2M mesh, still fitted to Genesis, should follow her shape quite precisely.
Turn Genesis entirely invisible.
Your G2M should be at Base Resolution, zero Subdivision by default but check it just in case.
Export G2M morphed as V4 as obj. I called it G2M V4 Clone LR.obj
Clean the scene entirely.
7. Load G2M figure again. Open Morph Loader Pro and load G2M V4 Clone LR.obj we just created.
In options of Morph Loader Pro name it CloneVictoria4, Property Group should be Hidden/Clones (you select it with right-click).
Make sure that Reverse Deformation is unchecked.
Press 'Accept'
8. In G2M go to Hidden/Clones, find CloneVictoria4 and dial it to make sure it works.
Zero G2M.
Click small gear at the end of the slider for CloneVictoria4, - it should open morph properties.
Name should be CloneVictoria4
Label should be G2M Clone or whatever name is comfortable for you to use.
Path should be Hidden/Clones
If you can change the Type to Modifier/Clone, do it now and skip step 10. I don't have CMS and this line for me is grayed out.
Set the clone to Hidden, Locked, Use Limits.
9. With G2M selected and zeroed Go to File -> Save As -> Support Assets -> Morph Asset(s).
Find your new clone in Genesis 2 Male/Hidden/Clones.
Set Vendor name and Product name whatever you want. Leave Compress Files unchecked and save.
10. (take is step only if you weren’t able to change Modifier/Shape to Modifier/Clone in step 8).
Go to data/DAZ3D/Genesis 2/Male/Morphs in your content library.
Your new CloneVictoria4 will most probably be in a folder named as Vendor Name/Product Name from step 9.
Find this file and open this file in your plain text editor.
Change Line 20 from
“type” : “Modifier/Shape”,
to
“type” : “Modifier/Clone”,
(mind commas!)
Make sure that line a bit below, number about 38 or 40 (depending from how you set clone Hidden/Locked/Use Limits) parameters reads as
“group” : “/Hidden/Clones”,
Save the file under the same name.
11. Now you should be able to fit Victoria 4 clothes to G2M with autofit. As usual with autofit, the results may vary and custom bones such as skirt bones, as well as long sleeves, long skirts, high collars, etc, might not autofit well; some minor pockthrough also possible.
I'm attempting to use this procedure to create a Hiro 3 clone for Genesis 2 Male, but at step 7, Morph Loader Pro gives me this error message "Warning: Geometry did not match, failed to create morph."
I'm attempting to use this procedure to create a Hiro 3 clone for Genesis 2 Male, but at step 7, Morph Loader Pro gives me this error message "Warning: Geometry did not match, failed to create morph."
Did you double check to make sure that everything was at Base resolution/no Subdivision before exporting?
I'm attempting to use this procedure to create a Hiro 3 clone for Genesis 2 Male, but at step 7, Morph Loader Pro gives me this error message "Warning: Geometry did not match, failed to create morph."
Did you double check to make sure that everything was at Base resolution/no Subdivision before exporting?
I guess I did forget to do that.
Actually, I solved my problem my starting a new scene with a Genesis 2 Male with Base resolution and No Subdivision. So, I was able to go through steps 7 to 11 and got a Hiro 3 clone for Genesis 2 Male now.
Usual errors with Morph Loader appear because models either have a different number of vertices or the save vertices reordered/renumbered, so Morph Loader cannon match one mesh to another and derive a morph.
First cause happens much more often and is most commonly happening due to models being set to different subD/resolution. Second error usually tied to export/import, especially you export and import into various other programs.
I apologize if this has been covered among the ~800 posts in this thread, or one of its siblings.
I'm working on conversions of G1 morphs to G3F via G2F. It's working very well for the most part, but the Genesis base shape is still missing from my end result. G2F has a Genesis clone (I don't remember where I got it, if it's not standard.) but the problem comes in the default pose. Genesis' fingers (including the clone) are bent down, the other two are not. No biggie for the morph in G2F, but once copied to G3F, the fingers are broken and attempts to (automatically) align the rigging aren't helping.
Is there a step I'm missing? Is there a pose out there in the world for either end that would line them up together better to avoid this issue? Am I going to have to adjust the hands manually? (I'll probably try that next, now that I've remembered the hand dial controls in Genesis.) If I do, will it even help? lol
Comments
I had zipped all of those files because Murgatroyd's instructions said that if the copyed morphed files look like gibberish, add .zip to the end of the filename, and unzip it.
You don't need to do any zipping at all, and if the file opens in a text editor as text you don't need to do anything; if not you do need to uncompress it - which you can do with the Batch Convert pane inside DS. It's possible that the extensions have been muddled, especially if you have the OS set to hide extensions of known types (as Windows is by default).
I didn't know about the Batch Convert pane in DS, so I ended up zipping 33 .dsf one at a time, by typing .zip after the .dsf file extension.
For each copy of Flipmode's "FM Muscle Flexing for Genesis 2 Female(s)" dsf files I had placed into data/DAZ 3D/Genesis 2/Male/Morphs/Flipmode/FM Muscle Flex I had typed into the "id" field of "asset_info"
"id" : "/data/DAZ%203D/Genesis%202/Male/Morphs/Flipmode/FM%20Muscle%20Flex/[filename].dsf"
and in the "parent" field of "modifier_library"
"parent" : "/data/DAZ%203D/Genesis%202/Male/Genesis2Male.dsf#GenesisMale-1"
I used Notepad++ to replace the word Female with Male.
All 33 of the files in data/DAZ 3D/Genesis 2/Male/Morphs/Flipmode/FM Muscle Flex end with the .dsf file extension.
And did the final, modified, file have a .dsf extension? Though as Kattey says, the root of your problem may well be that these are controllers and not actual morphs.
@Kattey
The 33 .dsf files in Flipmode's "FM Muscle Flexing for Genesis 2 Female(s)" product are muscle flex morph files; there are no CTRL[something].dsf or SCL[something].dsf files. The file names are listed on the product page in this website's store. In the package, the file names begin with a fm_ prefix.
@Richard Haseltine
My final copies of those edited 33 .dsf files that I placed into data/DAZ 3D/Genesis 2/Male/Morphs/Flipmode/FM Muscle Flex folder end with the .dsf file extension. I tried to attach a screenshot of this on my last post with the "Attach a file" button, but I don't see my screenshot on this webpage. I don't know how to paste images from my computer into a post on this forum board.
After I made that post, we discovered that there's one more little adjustment needed to get some morphs to work. I'm pretty sure it's somewhere in the next few pages after that post, but so you don't have to search, here it is.
Open the converted file and look for a line that says
"parent" : "/data/DAZ%203D/Genesis%202/Male/Genesis2Male.dsf#GenesisMale-1". Change it to say"parent" : "/data/DAZ%203D/Genesis%202/Male/Genesis2Male.dsf#GenesisMale". Make sure you just get rid of the-1, and don't touch the quotation marks.You were right about removing the -1 from the parent field, Murgatroyd. I now got a copy of the "FM Muscle Flexing for Genesis 2 Female(s)" dsf files working for Genesis 2 Males! Thank you for your help, Murgatroyd.
And thank you to Kattey, for making this awesome thread!
Dropping in to share this. With Kattey's kind permission I used information from one of her posts [thanks to any and all who made this possible] to put together a visual tutorial for those who really do like/need a visual aid with instructions for Making a G3 clone for G2. I took it further to make some morphs from G2 back to G3 and to contribute back to this thread am including the text here too.
Making a Clone of and Shape Morphs for G3F
My tutorial thread not to get this one derailed if there be any problems to report, etc.
Edit to add: noticed some discussion about a V4 foot pose to G3 ... have one here if anybody wants it. Can be used as you please.
I made it for a painting task so toes might not be perfectly aligned etc.
Useful info but what does LR mean?
Lo Res? (base resolution)
Ah, that makes sense. DUH RICHARD! lol
Right on. It's done via a special plugin and content has to be sold in the Daz3D store.
I've got another tutorial WIP to show how one can adjust the rigging to the more extreme shapes.
Edit to add: now uploaded, Forum link
Adjusting Rigging for Morphs
I have a question about this part in the tut
3. Export it as obj, File -> Export. I usually use Hexagon scale, 100%, with everything (except Ignore Invisible Nodes) unchecked.
I am using 4.8 Studio and when I select that feature to export, and then 'uncheck' all the items that are checked as the tutuorial says, it converts it to "custom" instead of Hexagon. So, is it still a Hexagon export figure or a generic custom figure in which, why bother selecting Hexagon over Studio if it all goes to 'custom' ??
The base settings are still Hex...but the moment you change one setting it flips to Custom.
The scale will still be the one that you selected before unchecking the other options. While I haven't used Hexagon, I have done this with Poser. I find it best to select the output scale that I want and unchecked the options every time, just to make sure that it is the scale I want. Another option for you, would be to set up the export options as you want them, then save as your own option using the name "Hexagon unchecked" or something like that.
It will be "Custom" as soon as you change anything, but the things you don't change will remain the same - so it makes sense to pick a preset that's almost right and then adjust it (you can then save the Custom settings as a new preset, if you like).
Ok, so if I select Studio and mess about with the checks, it will still be considered a Studio item when exported? For this Tutuorial can I select Studio or Hexagon? Sorry if a dumb question, I'm just trying to figure this out. :)
Yes. I select the size/type first too and then like others have said, as soon as you change anything it says "custom".
In my tutorials I normally use the same import/export settings "all the time" because they work for me over here. You can use other settings but the idea is to use a matching set for import/export so the morphs will work. It's quite safe to play around with settings and see what happens. As long as morphs are not officially "saved" all tests will be deleted as soon as the figure is deleted from the scene or the program is closed. Use the settings you would normally have used for making morphs.
Have fun :-)
I'm not sure it's been answered, but how does one go about setting up clones for non-Daz figures like Punch Don and Judy, or Kez and Koz or even the old Sixus1 lineup?
Assuming you mean making a Don clone for Genesis so it can wear Don's clothing, you'd start with morphing Genesis (in a modeling application like Blender, Hexagon etc) to match the shape of Don and then in DAZ Studio you'd export it as a clone asset.
I've thought about trying this but haven't found any third party figures with content I'd care to convert.
I'm attempting to use this procedure to create a Hiro 3 clone for Genesis 2 Male, but at step 7, Morph Loader Pro gives me this error message "Warning: Geometry did not match, failed to create morph."
Did you double check to make sure that everything was at Base resolution/no Subdivision before exporting?
I guess I did forget to do that.
Actually, I solved my problem my starting a new scene with a Genesis 2 Male with Base resolution and No Subdivision. So, I was able to go through steps 7 to 11 and got a Hiro 3 clone for Genesis 2 Male now.
Thanks for your help.
I apologize if this has been covered among the ~800 posts in this thread, or one of its siblings.
I'm working on conversions of G1 morphs to G3F via G2F. It's working very well for the most part, but the Genesis base shape is still missing from my end result. G2F has a Genesis clone (I don't remember where I got it, if it's not standard.) but the problem comes in the default pose. Genesis' fingers (including the clone) are bent down, the other two are not. No biggie for the morph in G2F, but once copied to G3F, the fingers are broken and attempts to (automatically) align the rigging aren't helping.
Is there a step I'm missing? Is there a pose out there in the world for either end that would line them up together better to avoid this issue? Am I going to have to adjust the hands manually? (I'll probably try that next, now that I've remembered the hand dial controls in Genesis.) If I do, will it even help? lol