Questions about working with the Riversoft G2F to G8F Character Converter
schlumpenhuber
Posts: 50
While working with the Riversoft G2F to G8F Character Converter, several questions have arisen for which I haven't yet found satisfactory answers...
1) Do morphs deactivated via Turbo Loader and the character converter potentially conflict in any way? In other words, should the morphs of both genesis generations involved be activated first, or does it not matter?
2) During the conversion, the following message appears twice when accessing the G8F target character:
"Duplicate forms found in files. Make sure that the content is properly installed. See the log for more details."
I'm not quite sure what to look for in the extensive log files in this context...
3) Furthermore, when accessing the target character (G8F) for the first time, a message appears stating that "restore" is better than "zero," and the pre-selected "restore" option must then be confirmed with a click.
Why do these issues occur, and how can they be avoided? As a result, I have to confirm three times for each character, making batch conversion impossible.

Comments
1. if the morph is deactivated in turbo loader, you'll just get an error in the converter about "Missing FIles", and it won't be converted.
If you have morphs with the same name, you're going to have problem 2.
2. Duplicate formula errrors are caused by a few things, but the most common is two morphs with the same name.
The log file will tell you exactly which files are conflicting, generally.
If the conflicting morphs are not from a previous conversion, but are base morphs or from a morph pack specific to the base figure, you're going to need to rename the morph you're converting, and make a new preset to use the renamed morph instead of the original.
For instance, if you're trying to transfer Esme(g2f), and there's an Esme(g8f) and both morphs have the Name, FBMEsme, the you'll need to rename the g2f version and modifiy the preset to use the new name.
You can either do this in studio, or by edting the DSF and DUF in a text editor.
3. That's due to a change in studio, and unless riversoft has or is going to update the script, there's nothing you can do to avoid it. Check if there's been an update.
Basically, people were messing stuff up using Zero, and complaining about their messups enough, that Daz put that error in.
For those of us that know how/when to use zero, as retore doesn't do what we need, it's annoying as bleep.
I believe Riversoft said in her thread about this product that you should always use Zero never Restore
Not as a general rule in DS, whether it is needed here or not
Gonna disagree here richard.
For as long as i've been working with studio, i've never seen a tutorial or any documentation that didn't say to use zero as opposed to restore.
As a couple examples of DAZ saying to use zero,
Converting Pose Presets to DUF ,Intermediate Rigging:Creating ERC Part 1, DS3(rev c) manual page 406.
AFaik, Restore only works if either something has been Memorized(manual action) or the default value is 0. Let me know if i've missed something that allows restore to work.
That latter one is the biggest issue i have with it. Too many presets alter default value from 0 that Restore becomes useless.
Thankfully i have scripts that allow me to zero and not get that stupid popup.
Thanks a lot for this quick response.
1. Ok
2. I've looked at the log file and was overwhelmed by countless lines of text... I just can't make heads or tails of it...
3. So there's no way to bypass the dialogue? That alone effectively prevents you from starting the conversion of a group of characters. Instead, you have to sit through it the whole time, which makes little sense, since converting a single character takes me at least 30 minutes, but very often 60 minutes or more.
So I'm really supposed to use Zero for this script? I initially answered the prompt with Zero as a test (because I was naturally unsure), and if I remember correctly, the converted character didn't look anything like the original... With Restore the result was as expected...
Why don't you ask in the commercial thread https://www.daz3d.com/forums/discussion/388776/released-character-converter-from-genesis-2-female-to-genesis-8-female-commercial/p14
Thanks for the tip.
I wasn't aware of that before, and the search function on this forum apparently leaves something to be desired.
I don't know what need to be used with Riversoft character tool, but Restore always work, the same way Zero always work: they are just each doing something different, explained by the pop-up you don't want to read.
Restore will restore a character to its default pose and/or shape, zero will zero everything (including things that should not be set at zero, a famous example being Genesis 9 Base Joint Correctives).
Let's say I loaded a character (ex: Victoria 9) using a character preset and that I then spend sometime dialing various morphs to make her taller, stronger, smaller, whatever (let's calling that state Victoria 9 Mod).
In regards to 2, in your text editor do a search for "Duplicate formula found".
I'd recomned Notepad++ for this, as it makes this a lot easier.
I'd also recommend deleting out the log file before you try to troubleshoot. this will reduce the amount of text you'll need to search through. The default is ~1 million lines before it startes overwriting
c:\users\[username]\Appdata\Roaming\DAZ 3D\Studio4, is where the file is located by default, and the file name is Log.txt.
You may need to to turn on "Show hidden Files, folders and drive" in FIle expolorer options to find this path.
For 3.
Doesn't look like Riversoft's found a work around, in ~2 years, so i wouldn't hold my breath on it getting fixed.
At least with my limited testing, it doesn't seem to matter.
Even when i had morphs in a non-zero default state, it ignored them whether i used restore or zero.
Restore puts things back to their default values, Zero puts them to 0 (or 100% for scale). The point being that some things are meant to have non-zero values, the issue being that loading a character will make its settings the default values so zero is the only way to clear them en masse.
Requiring something to load with a non-zero value and changing the default value from 0, are not the same things.
Meh, we could go bck and forth on this issue till we're blue in the face, and it's not going to matter.
Restore doesn't do what i need, and that's all i'm gonna say.
The issue isn't whether they work, it's the popup when you chose Zero.
You do bring up an interesitng quandry that i hadn't delved into.
Why does g9 need the Base joint correctives, control slider, to load in a non-zero state?
It's user facing, not hidden, so we're meant to futz with it.
Guess i need to start playing with G9 some more and break some stuff.
Because things look bad when posed if it is off (zero) - it is a switch for the equivalent of JCMs, and people were complaining about Genesis 9 posing without realising that the issue was the property having been zeroed (there are other cases in which zeroing may have undesirable side-effects, which is why users are encouraged to use restore)
As i see it, this means G9 is improperly configured.
If BJC is so critical, and needs to be at 100%, why is it not hidden and locked, or have the min value set to 100%?
Zero doesn't override lock or min value. AFAIK.
As I said earlier, while the CBM enabling controller is one of the most prominent issues with using zero it isn't the only one.
I'd be interested ot know what other problems it's caused.
About all i've come up with thus far is either user error or a badly configured morph.