G9 Woes

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Comments

  • DustRiderDustRider Posts: 2,880

    I use both G8 and G9. My main reason for G9 is there are some outfits/accessories that are G9 only, and rather than try to wrangle things to work and look good on G8. I don't use a lot of non-human characters, so the odd base topology is of little or no benefit to me. Initially, for me, V9 was an amazing begining. Unfortunately, most G9 DO characters haven't given me the same feeling. I have very few of them, not just because of the price, but also just because I don't find them to be anything I want to use. Of course that's just my opinion, and I know there are MANY people who don't feel the same way, and that's quite alright.

    I must say though that IMHO DAZ has pretty much been just sitting on their laurels, and have lost their desire to be innovators and are happy with modest improvements (status quo?). That's just my opinion, and in my opinion G9 didn't really bring any big innovations to the table. There are others who are moving forward and innovating with character technology where the realism is pretty incredible. IMHO G9 pales in comparison to those efforts. I still enjoy using DS, and I enjoy using G9 as much as G8 (except for G8 I have much better array of stuff to use). But I must also admit I'm disappointed with what I see as the lack of improvement/innovation in DAZ Studio and G9. My purchases here recently reflect that general feeling.

  • backgroundbackground Posts: 589
    edited August 1

    I think making changes to DAZ figures to comply with Industry Standards is dubious. 

    For a Software house making the latest games, or a Film/TV studio working on the next blockbuster, yes sure, Industry Standards are very important. They need to be doing everything to streamline the production process and stay at the front of the tech. For them each project involves at largely new set of assets, so compatability with legacy assets is not a big issue,

    I believe DAZ users tend to be more interested in using legacy content alongside the new content, and I would suggest that keeping compatabiity with older content is of greater value than complying with some Industry Standard that is largely irrelevant.

    Software that follows all the Industry Standards tends to be expensive, and subject to continual chages as those standards evolve. I doubt DAZ would have a realistic goal of meeting those standards while remaining free. One of the reasons I started with DAZ Studio is that it allows me to achieve good results with it's tools and addons, even if they are  not 'Industry Standard' but I'm not having to pay an 'Industry Standard' software price. 

    The recent issues around the Nvidia 50xx cards highlighted that some parts of Studio are still running old code, for very good resons around compatability with legacy content. If you're going to go for Industry standards you really can't also stick with legacy standards without getting into a very complex situation.

    If DAZ said Studo version 6 is going to follow Industry Standards, with figure design, rigging, renderer, shader description language, cloth simulation, hair simulation etc then that would be one thing, but as soon as you add a bespoke non-standard implementation of any of those type of things, your software becomes non standard, and you either accept that, or you try to support your bespoke implementations for legacy compatability alongside the industry standards as you adopt them. If you're doing the latter then your task is hugely more difficult than simply adopting the Industry Standards alone.

    Edited to add

    It is also important to note that the majority of addons for Studio are developed by independant PA's who are not bound by any standard other than compatability with the sdk. If some PA develops a good animation system ( for example ) for Studio would DAZ reject it because it doesn't follow the industry standard ( assuming there is one ). A typical user DAZ Studio configuration tends to be a combination of input from many many authors, not something easily restricted by standards at all.

    Post edited by background on
  • tsroemitsroemi Posts: 3,480

    I'm with those who like the unisex concept. In the beginning, I was really annoyed by G9, mostly because I just didn't feel like buying everything all over again. But seeing that autofit works reasonably well for my humble purposes (yeah, not all, I know), not just from G8 to G9 but vice versa, plus there's really well done converters and clones by now as well, I've made my peace with the figure and now actively enjoy it. It's neither MUST ALWAYS USE nor AWAY, FIEND for me, it's just a nice addition to my figure pool, and some lovely characters have come out for it that I have fun using. 

    I also agree though that the male side of G9 is thoroughly underrepresented in what's on offer, and it annoys the heck out of me when PAs cannot be bothered to at least add a Base Masculine fit to their garments. That's one reason why I stopped buying outfits from some vendors. Like, please stop trying to dictate for which sex I will use your garments. Oh, and I hate the fact that you can't easily switch dForce hair between generations, there should be a fix for that. But other than that, I'm good with the situation as is I guess.

  • maikdeckermaikdecker Posts: 3,037

    tsroemi said:

    ... But seeing that autofit works reasonably well for my humble purposes (yeah, not all, I know), not just from G8 to G9 but vice versa...

    Got me a G9 outfit that doesn't fall in that category -> dForce Magical Wizard Outfit and still have to find a way to make it fit to G8F, 'cause I really, really, really would like be able to use it. Any hints how to do it, as with all the ways I tried the robe clings to the legs when dForced or even swings through the legs...

  • zombietaggerungzombietaggerung Posts: 3,844

    maikdecker said:

    tsroemi said:

    ... But seeing that autofit works reasonably well for my humble purposes (yeah, not all, I know), not just from G8 to G9 but vice versa...

    Got me a G9 outfit that doesn't fall in that category -> dForce Magical Wizard Outfit and still have to find a way to make it fit to G8F, 'cause I really, really, really would like be able to use it. Any hints how to do it, as with all the ways I tried the robe clings to the legs when dForced or even swings through the legs...

    Do you have this https://www.daz3d.com/mmx-genesis-9-clones-for-all? In my understanding it creates auto-fit clones of G9 for all previous generations. I don't own it myself, so can't say how well it works, but it's likely a good starting point.

  • ElorElor Posts: 3,175

    maikdecker said:

    Got me a G9 outfit that doesn't fall in that category -> dForce Magical Wizard Outfit and still have to find a way to make it fit to G8F, 'cause I really, really, really would like be able to use it. Any hints how to do it, as with all the ways I tried the robe clings to the legs when dForced or even swings through the legs...

    Did you try to change G8F's legs starting position to match Genesis 9's legs starting position ?

    I had a similar problem when using a G8F pants with G3F (converted using the scene identification trick): due to the difference between the starting position of each generation legs, the geometry of the pants was intersecting with itself and these parts stayed glued to each other during the simulation.. Changing G3F starting position to match G8F starting position (I don't remember if I changed the whole body's pose or just the legs) solved the problem.

  • felisfelis Posts: 5,763

    maikdecker said:

    tsroemi said:

    ... But seeing that autofit works reasonably well for my humble purposes (yeah, not all, I know), not just from G8 to G9 but vice versa...

    Got me a G9 outfit that doesn't fall in that category -> dForce Magical Wizard Outfit and still have to find a way to make it fit to G8F, 'cause I really, really, really would like be able to use it. Any hints how to do it, as with all the ways I tried the robe clings to the legs when dForced or even swings through the legs...

    I don't have it.

    Which parts are causing problems?

    And do you have access to a modeller? 

  • crosswindcrosswind Posts: 9,561

    maikdecker said:

    tsroemi said:

    ... But seeing that autofit works reasonably well for my humble purposes (yeah, not all, I know), not just from G8 to G9 but vice versa...

    Got me a G9 outfit that doesn't fall in that category -> dForce Magical Wizard Outfit and still have to find a way to make it fit to G8F, 'cause I really, really, really would like be able to use it. Any hints how to do it, as with all the ways I tried the robe clings to the legs when dForced or even swings through the legs...

    In latest G8 Starter Essentials package, a G9 Clone is already provided. However if you Auto Fit the robe with that G9 Clone, you won't get a good result... because that clone was not made with exact G9's A-pose  (ss1) 

    If you AutoFit it with MMX's G9 Clone or create an accurate G9 clone yourself, you'll get a much better result. (ss2)

    SNAG-2025-8-4-059.png
    2560 x 1392 - 509K
    SNAG-2025-8-4-060.png
    2560 x 1392 - 511K
  • maikdeckermaikdecker Posts: 3,037

    crosswind said:

    In latest G8 Starter Essentials package, a G9 Clone is already provided. However if you Auto Fit the robe with that G9 Clone, you won't get a good result... because that clone was not made with exact G9's A-pose  (ss1) 

    If you AutoFit it with MMX's G9 Clone or create an accurate G9 clone yourself, you'll get a much better result. (ss2)

    Thanks for those pictures, which show exactly my problem. I refrained from buying that clone product, as I wasn't sure that it would be able to fix that problem. Guess I'll buy it the next time when it turns up in a sale.

    Thanks at all others who answered. Using the built-in clone or one made by using the "How to transfer a figure from G9 to G8" youtube video or using the G8 base position didn't work and I'm only a user without any skill at using blender or whatever. So I guess I have to go with crosswind's approach.

  • background said:

    I think making changes to DAZ figures to comply with Industry Standards is dubious. 

    For a Software house making the latest games, or a Film/TV studio working on the next blockbuster, yes sure, Industry Standards are very important. They need to be doing everything to streamline the production process and stay at the front of the tech. For them each project involves at largely new set of assets, so compatability with legacy assets is not a big issue,

    I believe DAZ users tend to be more interested in using legacy content alongside the new content, and I would suggest that keeping compatabiity with older content is of greater value than complying with some Industry Standard that is largely irrelevant.

    Software that follows all the Industry Standards tends to be expensive, and subject to continual chages as those standards evolve. I doubt DAZ would have a realistic goal of meeting those standards while remaining free. One of the reasons I started with DAZ Studio is that it allows me to achieve good results with it's tools and addons, even if they are  not 'Industry Standard' but I'm not having to pay an 'Industry Standard' software price. 

    The recent issues around the Nvidia 50xx cards highlighted that some parts of Studio are still running old code, for very good resons around compatability with legacy content. If you're going to go for Industry standards you really can't also stick with legacy standards without getting into a very complex situation.

    If DAZ said Studo version 6 is going to follow Industry Standards, with figure design, rigging, renderer, shader description language, cloth simulation, hair simulation etc then that would be one thing, but as soon as you add a bespoke non-standard implementation of any of those type of things, your software becomes non standard, and you either accept that, or you try to support your bespoke implementations for legacy compatability alongside the industry standards as you adopt them. If you're doing the latter then your task is hugely more difficult than simply adopting the Industry Standards alone.

    Edited to add

    It is also important to note that the majority of addons for Studio are developed by independant PA's who are not bound by any standard other than compatability with the sdk. If some PA develops a good animation system ( for example ) for Studio would DAZ reject it because it doesn't follow the industry standard ( assuming there is one ). A typical user DAZ Studio configuration tends to be a combination of input from many many authors, not something easily restricted by standards at all.

    funny thing is, i've not seen ONE professional industry use DAZ figures, only Unreal's Metahumans. i feel like having a closed ecosystem with semi-working bridges is even pushing away the professionals

  • backgroundbackground Posts: 589

    So far as I know professionals don't like third parts assets in general, because they don't have copyright of those third part assets, therefore their IP is more difficult to enforce.

  • NERDWORKSNERDWORKS Posts: 20

    arrjee said:

    Don't be sad, I'm currently working on another one wink  ... 

    Yay!  You had some extra morphs with Damira that aren't usually included with characters, like abs and smile.  I'm really grateful for those and hope you keep including stuff like that. 

    I will, my next character will also have a custom build smile, natural bend morphs and other bonus stuff to make it more unique, usable and versatile. In fact, some of that bonus stuff is what i'm currently working on, the character itself is pretty much done ... 

     

    3DSaga said:

    Damira G9 is fabulous and I'm happy to know you're working on another character!

     

    Glad to hear ... smiley

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