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What features would you like to see appear in dazstudio 5?
inquire said:
PerttiA said:
studioh said:
A helpful feature would be something in the Shaping Tab that would allow the user to easily access all of the moprhs on a character without having to click on each "body part" to see what morphs are available.
Do not understand what you mean.
If you go to the "Parameters Tab" and have your figure selected, you will see all the morph dials the figure has, independent of what part of the figure they change.
Right. That's why I brought up Dial Control, a very useful script to me because it lets me zero in on just one specific part of the body and it's morphs and controls, which can all be altereed from within the script.
Thanks to everyone for their input.
Dial Control is similar to what I was describing. However, in a Genesis 3 and Genesis 8, I can go to the Shaping Tab and find all the morphs.
I've realized that the issue is with non-genesis characters. Particually the older ones, like EmotiGuy. You have to go the "head" body part to find all of the morphs to change his expressions.
I realize that the technology is continually upgraded and it's great that models from 20+ years ago are still compatable. Would just be nice if there was a way to standardize locating morphs on the models.
Can anyone tell me which characters these are?Gordig said:I don't think it's Amira. The cheek creases aren't deep enough.
That said, all of bluejaunte's figures are worth picking up, so I'd advise the OP to just get both.
What features would you like to see appear in dazstudio 5?PerttiA said:
studioh said:
A helpful feature would be something in the Shaping Tab that would allow the user to easily access all of the moprhs on a character without having to click on each "body part" to see what morphs are available.
Do not understand what you mean.
If you go to the "Parameters Tab" and have your figure selected, you will see all the morph dials the figure has, independent of what part of the figure they change.
Right. That's why I brought up Dial Control, a very useful script to me because it lets me zero in on just one specific part of the body and it's morphs and controls, which can all be altereed from within the script.
What features would you like to see appear in dazstudio 5?studioh said:
A helpful feature would be something in the Shaping Tab that would allow the user to easily access all of the moprhs on a character without having to click on each "body part" to see what morphs are available.
Do not understand what you mean.
If you go to the "Parameters Tab" and have your figure selected, you will see all the morph dials the figure has, independent of what part of the figure they change.
Funny Mark on Model Forehead in RenderIt's the hair cap not following a head morph correctly. Try to scale it up just a little bit and it will go away. Often there's an expand all or scale forehead morph that will do the job.Can anyone tell me which characters these are?margrave said:
I think the second one is bluejaunte.
Your link goes to "tatiana maybe?", and I think it's Amira instead. The first is the infamous "GoldTassel Girl" who is a custom morph using the skin of Osuine from Renderosity.
FaceGen attempt - need some inputWell I'm horrible at this stuff but they look close to me but then when I look at the took images do I think like someone that has just walked up to me and asked to have their picture taken, so you take the picture and then look at the picture and you go, yep, that is a picture of that person? No. So I think you have a pretty long way to go and that's mostly going to be down to texuring the skin correctly really. A major reason why those face morph creator programs seem to work well is they use textures based on a real picture of the person even if the actual geometry of the morph isn't that accurate at all it still winds up looking more accurate to the average eye than one with absolutely correct geometry but skin textures and hairs totally not matching.
How can I export environments from daz to belnder or zbrush?As long as there is enough mesh resolution you could do that with a dForm, or a weight-mapped Push Modifier, but exporting as OBJ with the item you want selected and the Import selected option on should give an OBJ you can morph, or you could use Send to Zbrush, then export the figure separately and load as a new subtool or layer to use as a guide for where the indentation should fall.
How can I export environments from daz to belnder or zbrush?wiktor.fryszka said:
I wanted to do mostly indentations in couches and chairs and stuff because this is what I always struggled most with.
For this, I reccommend not exporting an entire scene (at least in ZBrush, I have no experience in Blender).
In DS, what I do is to grab my target item, in this example the couch or chair, and export it out, by itself, at base resolution as an OBJ. Then, do the same for every item that is interacting with it. You'll want to keep track of them, I usually name them something like "couch_base", "girl_base", or "blanket_base".
Then, in ZBrush, draw out each of those exported OBJs into the canvas, and use something like the Move or Standard Brush to make the modifications on the Couch_base subtool that you want. With that subool selected then, click the export button and save out that obj as something like "couch_morph".
Load in that morth via Morph Loader Pro and you should be good.
The key points are to make sure you export out of DS at base resolution, and that you don't modify the topology in any way in ZBrush (or Blender, or whatever) otherwise it will fail back on import.
FaceGen attempt - need some inputHello all,
I've been staring at this handsome face for too long (Tom Daley), I can't tell and eye from and nose anymore.
I used FaceGen to get the face morph and skin. I haven't editing the skin, but did some extra morphs on the face (fixed eye popping out, brought in the chin, tried adding the smile dimples).
I find it difficult to see what I'm missing to match them. Any advice/guidance to get these a bit closer together, at least to where the morph is recognizable.
Thank you!!!
Any tips for using dForce clothes on small or tiny people?richardandtracy said:
Scorpio's idea is definitely worth considering. I suspect you may be running into the collision proximity limitations of dForce. dForce tries to start collision avoidance at vertex-facet distances of 0.5 cm or so. Now imagine the figure is shrunk to one tenth the normal size, but the collision avoidance still starts kicking in at 0.5cm. This is equivalent on a full size figure of having a 5cm minimum distance between facets and vertices, and possibly even between vertices of the same facet. Very few clothes would remain intact/unexploded with that requirement. So, my suggestion is to do one of two things: 1) Make the smallest figure normal size and scale everything else up or 2) Have a separate model line where you pose the small figure at full size, create clothes morphs (maybe with RiverSoft Art's dForce to Morph script or manually) and then introduce the morphs in the correct timeline position in your animation.
Ah! I see. I misunderstood their question. These are good ideas. Thanks.
Any tips for using dForce clothes on small or tiny people?Scorpio's idea is definitely worth considering. I suspect you may be running into the collision proximity limitations of dForce. dForce tries to start collision avoidance at vertex-facet distances of 0.5 cm or so. Now imagine the figure is shrunk to one tenth the normal size, but the collision avoidance still starts kicking in at 0.5cm. This is equivalent on a full size figure of having a 5cm minimum distance between facets and vertices, and possibly even between vertices of the same facet. Very few clothes would remain intact/unexploded with that requirement. So, my suggestion is to do one of two things: 1) Make the smallest figure normal size and scale everything else up or 2) Have a separate model line where you pose the small figure at full size, create clothes morphs (maybe with RiverSoft Art's dForce to Morph script or manually) and then introduce the morphs in the correct timeline position in your animation.Any tips for using dForce clothes on small or tiny people?I'm doing an image for someone where person A is holding a tiny person B. B is feminine and I really wanted her to be in a skirt. She is also pretty curvy. But when I went to dforce a skirt on her, the skirts kept exploding. I tried different skirts, dialing in the body morph at the end, and simming on a timeline and current frame only. I tried memorized pose and just a simple standing pose that was not the memorized pose. Nothing seemed to make it want to cooperate.
Changing her size along the timeline was not an option... at least not going from big to small. The skirts became huge with this method.
I did have this issue with a kid morph a while back. I was told to start the person's body at a smaller size than what I wanted it to be at the end, then have it get bigger over time. While this worked better than the other options, I was never able to get it looking quite right. In the end, I just went with conforming clothes instead.
I'm sort of doing the same thing with this render now. I'm using a skirt, but I made it cling to her legs with mesh grabber. (Besides, this person is scaled down to 21% right now, not sure how making her any smaller would go over)
Is there something about a scaled-down item that makes it harder to dforce? If so, why? Does anyone have any tips for working with dforce clothes at smaller scales?
Looking into new computer--advice?winmath said:
RTX cards are in stock on 8/26/21 at select Best Buy stores. One per customer. Get there early - https://www.pcgamer.com/a-massive-restock-of-nvidia-rtx-30-series-gpus-is-happening-at-best-buy-tomorrow/
...all way out in the burbs where I live, a long multi transfer trip by transit (don't drive). I'm sure people will line up way early before the store opens if not even camp out the night before. By the time I could get there they'll likely be sold out. Not into sleeping on the pavement with my old creaky bones and joints.
Partial dforce without resettingWell, I cheat a little - I would make a morph, then dial in the morph and run the simulation from that stage.
Star Trek Builders Unite 8: THE REBOOTI've had better luck using the Face Transfer in DAZ and this:
https://www.daz3d.com/face-transfer-shapes-for-genesis-8
Daz Studio Pro BETA - version 4.15.0.30! (*UPDATED*)
Mine locked at the 2nd G8M... so I'm working with the non-beta until this is resolved.mikmod said:
Male-M3dia said:
DAZ_Rawb said:
mikmod said:
DoctorJellybean said:
and anyone else who is having the hang issues, please try the following:
1. Create a new/empty scene (with no "On Launch" or "On New" load file)
2. Load Genesis 8 Male Genitalia
3. Select none (so the next step doesn't attempt to fit-to)
4. Load Genesis 8 Basic Male
5. Fit Genesis 8 Male Genitalia to Genesis 8 Basic MaleSeparately...
Load Zale/Coral/Torment 8.1 (or something else with a GeoGraft that has its own skeleton/bones and is a non-genital figure).
Any hangs on either or both of the tests?
The hang occured when current (4.15.0.26) beta attempts to fit-to the attachment (figure first, attachment later or together, as scene asset). Loading this attachment without G8M selected work fine, as loading the attachment alone to the scene.
The way you described in those 5 points works - no lockup! Also, now, also normal figure-with-graft loading seems to work again!
The only thing that changed since last time (1.5 day back) is that I fixed that one morph I sent you here, in the previous post on this page. That might be the lead for you to fix it!
Thank you for not only testing this and finding this problem, but also sticking with us to try things to help us figure out what could be causing it.
I was pushing for the Studio team to release this version as the general-release, but thanks to testers like you that found this issue we managed to avoid breaking this for everyone. So far we have still not been able to reproduce this issue internally or among any of our internal beta test group, so thank you for continuing to work with us on trying to track this down.
It's not totally fixed yet. Add another G8M to that scene and it will lock up.For now, I added older G3M with a graft and clothes to the existing G8M with a graft - no issue. Next then, I'll add another G8M!
Edit: It loaded! Those are resource-heavy figures, I spared no expense on them - all use HD morphs and have "previewed" hair strands.
How can I save a material opacity as a preset?Instancing would also replicate any morph effects, so may not be an ideal option if you are using morphs to define the shape of the flame.
Daz Studio Pro BETA - version 4.15.0.30! (*UPDATED*)Male-M3dia said:
DAZ_Rawb said:
mikmod said:
DoctorJellybean said:
and anyone else who is having the hang issues, please try the following:
1. Create a new/empty scene (with no "On Launch" or "On New" load file)
2. Load Genesis 8 Male Genitalia
3. Select none (so the next step doesn't attempt to fit-to)
4. Load Genesis 8 Basic Male
5. Fit Genesis 8 Male Genitalia to Genesis 8 Basic MaleSeparately...
Load Zale/Coral/Torment 8.1 (or something else with a GeoGraft that has its own skeleton/bones and is a non-genital figure).
Any hangs on either or both of the tests?
The hang occured when current (4.15.0.26) beta attempts to fit-to the attachment (figure first, attachment later or together, as scene asset). Loading this attachment without G8M selected work fine, as loading the attachment alone to the scene.
The way you described in those 5 points works - no lockup! Also, now, also normal figure-with-graft loading seems to work again!
The only thing that changed since last time (1.5 day back) is that I fixed that one morph I sent you here, in the previous post on this page. That might be the lead for you to fix it!
Thank you for not only testing this and finding this problem, but also sticking with us to try things to help us figure out what could be causing it.
I was pushing for the Studio team to release this version as the general-release, but thanks to testers like you that found this issue we managed to avoid breaking this for everyone. So far we have still not been able to reproduce this issue internally or among any of our internal beta test group, so thank you for continuing to work with us on trying to track this down.
It's not totally fixed yet. Add another G8M to that scene and it will lock up.For now, I added older G3M with a graft and clothes to the existing G8M with a graft - no issue. Next then, I'll add another G8M!
Edit: It loaded! Those are resource-heavy figures, I spared no expense on them - all use HD morphs and have "previewed" hair strands.
Daz Studio Pro BETA - version 4.15.0.30! (*UPDATED*)
It's not totally fixed yet. Add another G8M to that scene and it will lock up.DAZ_Rawb said:
mikmod said:
DoctorJellybean said:
and anyone else who is having the hang issues, please try the following:
1. Create a new/empty scene (with no "On Launch" or "On New" load file)
2. Load Genesis 8 Male Genitalia
3. Select none (so the next step doesn't attempt to fit-to)
4. Load Genesis 8 Basic Male
5. Fit Genesis 8 Male Genitalia to Genesis 8 Basic MaleSeparately...
Load Zale/Coral/Torment 8.1 (or something else with a GeoGraft that has its own skeleton/bones and is a non-genital figure).
Any hangs on either or both of the tests?
The hang occured when current (4.15.0.26) beta attempts to fit-to the attachment (figure first, attachment later or together, as scene asset). Loading this attachment without G8M selected work fine, as loading the attachment alone to the scene.
The way you described in those 5 points works - no lockup! Also, now, also normal figure-with-graft loading seems to work again!
The only thing that changed since last time (1.5 day back) is that I fixed that one morph I sent you here, in the previous post on this page. That might be the lead for you to fix it!
Thank you for not only testing this and finding this problem, but also sticking with us to try things to help us figure out what could be causing it.
I was pushing for the Studio team to release this version as the general-release, but thanks to testers like you that found this issue we managed to avoid breaking this for everyone. So far we have still not been able to reproduce this issue internally or among any of our internal beta test group, so thank you for continuing to work with us on trying to track this down.













