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G8F Distorted
lukon100 said:
1. Fresh load of G8F looks ok from a distance, but on closer examination, it seems slightly thinner in depth.
You probably have installed a character including a morph dial which has a non-zero default value.
In order to identify it, you can try this:
- Load the base G8F in an empty scene.
- Zero the figure, and if asked confirm that you want to zero (set all dials to 0) and not restore (set all dials to their default values)
- Check the "currently used" section of shaping or parameters tab, it should show you all dials with a value different from default ==> the morph responsible for the distorted shape should appear there as its value is currently 0 which is different from its default value.
Once you've identified which character causes the distorted base shape, first check if there is an update to it as it might have been fixed since you installed it.
If there's no fix available, it's possible to edit the default value in the dial parameters and then resave the modified morph asset.
garrett_3d said:
Why is Daz trying to find the G8F file in the Genesis 3 folder?
Because they installed a character with a bad reference in it. Some freebies characters have been known to have that problem, for example.
Where should I start if I want to learn how to do character conversions to g8/g8.1?What does character conversion mean? You are converting an obj or fbx from a game/store to G8 or G8.1 I assume?
If so, sure watch Shinteo. Or just watch any other Faceform Wrap video + how to load and rig morph and save morphs.
Or if you dont want to use Faceform Wrap, then learn wrapping and texture transfer processes for whichever software you do want to use. It's not like there is only one software/workflow/approach for this part; but the general concepts (wrapping and texture transfer) would be the same regardless of which software.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICIlolz! i twist bones sono indispensabili in un rig, specialmente per l'avambraccio. non controllano un morph ma direttamente lo skinning.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICICrios said:
Ma ho scoperto che in Genesis 9 nelle gambe (Thigh), e nelle braccia (Upper Arm) e avambraccia (Forearm), ci sono dei bones dentro ai bones, chiamati Twist, il cui scopo e deformare braccia e gambe con un morph chiamato Twist. Ma oltre a fare una strizzata al braccio o alla gamba, servono ad altro?
No. è solo un osso che controlla un morph... Serve unicamente a complicare un rig già complesso senza dare u effettivo vantaggio.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICIMa ho scoperto che in Genesis 9 nelle gambe (Thigh), e nelle braccia (Upper Arm) e avambraccia (Forearm), ci sono dei bones dentro ai bones, chiamati Twist, il cui scopo e deformare braccia e gambe con un morph chiamato Twist. Ma oltre a fare una strizzata al braccio o alla gamba, servono ad altro?
[SOLVED] Custom Bones (Clothing) QuestionRichard Haseltine said:
crosswind said:
DO NOT dial Body Heavy before completing the setup of regidity group.... or you can save the collar as a firgure asset or wearable preset. Delete and reload it to G9. Dial the morph. it'll work.
Zeroing the morph, then Edit>Figure>Shape>Clear Generated Morphs should also reset it.
Yea, I know but I totally forgot about it in the tests lol ~ Thanks!
Unmasking bodypartsbigoskar00 said:
crosswind said:
The accessory of Arms uses Auto-Hide with Geometry Editor to make the arms + hands hidden ~
You can check this thread to make them visible, the method is almost the same: https://www.daz3d.com/forums/discussion/765256/dforce-scarlet-valkyrie-fantasy-armor-for-genesis-8-8-1-and-9-females-hiding-hands
thanks I think it kinda works but im having some difficulties only unhiding the parts that I want, like it unhides the entire body not just the hands, or it unhides everything but the hands
In short, you just need to select the part you want to hide with Geometry Editor, like what I showed in the above thread, then set Auto Hide. However, this case with Aguara armor is a bit unique because the armor size is pretty slim, so the vendor had to hide all body parts.
If you only want to show Hands, you'll get strange looking ~
0) Fit Arm to None to show the hidden polygons, select lCollar, lShoulder and lForearm with Geometry Editor > Tool Settings, then press Ctrl + - for one time so as to unselect the polygons on forearm that the Arm doesn't cover. Set Auto-Hide. (ss 1)
1) Fit Arm back to the figure (ss 2)Is it that you want ? If it is, we can make a morph to fix it but it'll change either the size 'n shape of the Arm or the shape of the figure's wrist / hand...
Edit: The issue on the torso, legs, etc. will be the same... after reset up Auto-Hide for adjacent body part.... (ss 3) In other words, this body kit was not designed for the scenario like you have, i.e. unhide partial body with this full kit fitted. You have to make more effort on it to get the expected result...
Edit2: Another work around that we usually use is to resize each piece in this kit as per the body size of G8 Base figure (or your character), then create morph(s) on each of them (or re-rig each of them), then you can completely remove Auto-Hide settings...
issues reimporting wearables modified in blender, eyebrowsExport an OBJ again (anything, you just need to see the options dialogue). If in the options dialogue it is listing one of the presets then seelct that in the Morph Loader options, if not then save the current settings as a preset and use that in Morph Loader. DS will then take care of reversing the export modifications, as long as there was no adjustment in Blender when importing or exporting..
[SOLVED] Custom Bones (Clothing) Questioncrosswind said:
DO NOT dial Body Heavy before completing the setup of regidity group.... or you can save the collar as a firgure asset or wearable preset. Delete and reload it to G9. Dial the morph. it'll work.
Zeroing the morph, then Edit>Figure>Shape>Clear Generated Morphs should also reset it.
[SOLVED] Custom Bones (Clothing) QuestionI'm an idiot, I'm only looking at the ends of those bones. The roots are where they need to be, and that's all that matters in this case.
I was right about those correctives--when reapplied with Morph Loader, the armature adjusts accordingly.
[SOLVED] Custom Bones (Clothing) QuestionYou can freely tweak the rigidity settings to get different results. To me, a collar of normal size suddenly turns very large on a heavy man doesn't make reasonable sense, so I set Use Transform Bones to Scale as On, you can turn it off to get a larger size as needed.
I PMed you the scene file.
Edit: You also can make the autofollow Body Heavy morph on the collar a corrective morph so as to give it a better shape ~~
[SOLVED] Custom Bones (Clothing) QuestionDO NOT dial Body Heavy before completing the setup of regidity group.... or you can save the collar as a firgure asset or wearable preset. Delete and reload it to G9. Dial the morph. it'll work.
[SOLVED] Custom Bones (Clothing) QuestionAm I missing something here?
crosswind said:
I rechecked the Kadis Belt and found the vendor actually defined Rigidity Groups as well as set Transform Bones in Rigidity Group Editor... (screenshot 1) I deleted the rigidity groups, custom bones failed to follow the shape change.
So in general, with Rigidity settings, a body shape change will automatically create Rigging properties on the conformer's custom bones and dynamically set ERC links to the AutoFollow morph generated on the conformer (screenshot 2).
I set it up on the item you made, it worked ! (screenshot 3) @Saint Thanks to your thread, I've learnt new stuff ~ Thank you !
[SOLVED] Custom Bones (Clothing) QuestionI rechecked the Kadis Belt and found the vendor actually defined Rigidity Groups as well as set Transform Bones in Rigidity Group Editor... (screenshot 1) I deleted the rigidity groups, custom bones failed to follow the shape change.
So in general, with Rigidity settings, a body shape change will automatically create Rigging properties on the conformer's custom bones and dynamically set ERC links to the AutoFollow morph generated on the conformer (screenshot 2).
I set it up on the item you made, it worked ! (screenshot 3) @Saint Thanks to your thread, I've learnt new stuff ~ Thank you !
[SOLVED] Custom Bones (Clothing) QuestionA custom bone doesn't ahve anything on the base figure to follow, so it doesn't respond. You need to link it manually to the things it should follow or to create a custom morph rather than relying on auto follow.
[SOLVED] Custom Bones (Clothing) QuestionI have no solid answer so far ... in addition to the item you made, I also tried a few other ties / collars products with Body Heavy morph, the custom bones under spines or necks don't follow the morph to move either, e.g. the ties in this : dForce HnC25 Man's Denim Shirt Outfits for Genesis 9 and dForce HnC24 Chic Striped Shirt Outfits for Genesis 9 I mentioned the custom bones follow other body morpsh like Anime Body Heavy Feminine, Anime Body Heavy Masculine because they also trigger some Scale properties dialed.
As for the Kadis Belt, the custom bones on it follow to move... maybe because the ERC Freezed Thigh bones on Body Heavy morph have X Translates. However, I suddenly noticed another issue from that Kadis Belt, i.e. it has no fixed auto-follow morph of Body Heavy. Now when G9 turns Heavy, the Sword turns pretty Heavy at the same time. It doens't make a sense to me because though a Heavy guy may choose to use a heavier sword but it doens't have to be that heavy. My point is: The Belt needs to have some auto-follow FBMs fixed.
Anyway, I currently have no idea why the custom bones under spines / necks don't follow Body Heavy morph. I'm still experimenting some tests then see if other folks can give some ideas.
[SOLVED] Custom Bones (Clothing) QuestionTake a look here, the Kadis Belt follows along this ridiculous figure morph. So again, I know there's some way to do this, and that's what needs to be figured out here.
[SOLVED] Custom Bones (Clothing) QuestionSaint said:
Okay, I see the confusion here. This item is rigged as a conforming follower. My process was Transfer Utility (G9), add bones using Joint Editor, weight painting, CBSs, etc.
If you rigged that item to G9 with Transfer Utility, i.e. Source Item is G9, Target Item is that "Collar", then the Collar would turn into a conforming follower. Then the following work should make it work as expected ~
[SOLVED] Custom Bones (Clothing) QuestionOkay, I see the confusion here. This item is rigged as a conforming follower. My process was Transfer Utility (G9), add bones using Joint Editor, weight painting, CBSs, etc.
[SOLVED] Custom Bones (Clothing) QuestionSaint said:
I've tried reparenting to other bones, like you've suggested, but these simply aren't auto-following like the other bones in the armature.
Also, I know what I'm asking to do here is possible because other vendors manage it. The Kadis Belt here, for example, the customs bones scale accordingly (Heavy, again, for example).Again, Scaling and Morphing are different things. Body Heavy is a morph change rather than scale change, so there's no scale change at all on either G9 figure or Kadis Belt.
Body Heavy firstly makes G9 heavier, then creates Auto Follow Body Heavy property on conformed Kadis Belt so Kadis Belt shape follow to grow heavier. Since the custom bones on the belt is skin-binded, so their Origin and End Points change to follow... Again, it's not a scaling change ~
If your item was rigged as a conformer to G9, custom bones are correctly set up as well as filled with correct Weight, they will also follow... as epected like Kadis Belt ~






