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How can I convert clothes for Hivewire 3D's Dusk into auto-fit clothes for Genesis 3 Male figure
Hellboy said:
I don't know hot to create autofit clones, but as mentioned, you could rig it. But you would need to export it first as OBJ, reshape it for Genesis 3 Male in a modeler software, import back, use Transfer Utility and then clean the weight maps. Probably also creating JCM. Another option is Dforce it, especially if the under part won't be visible.
This would be your best option I think. You cannot create autofit clones without having said figures, i.e. Dusk.
Realistic dForce Clothing Settings??TheMysteryIsThePoint said:
Gordig's and felis's suggestion is a must.
Do you use Blender at all? I'd add that another must is to use a Boolean Modifier (Difference) to carve the figure's position out of the chair so that there are no intersections. You can export/import the chair via obj and use it instead of the original chair, just for the purposes of collision calculations. If this seems hard, rest assured that it's really not.
It's a PITA but I've also found that not trying to sim from a zeroed pose to the final pose in one step helps. The problem is that the cloth builds up velocity as it moves from its initial position towards the final position and that either makes it overshoot the final position and look unnatural, or it outright causes intersections and explodes later even though there were no intersections at the start. So sim a little, make a morph, and use that as the initial position for the next sim, where everything will start out with zero velocity again. You can, in that way, "ease" everything into position. This will really help if the character is doing something like hugging her knees to her breast while sitting. If this sounds like an ordeal, it's because it is, but O what we do for art.
Another option, which I don't know will be attractive to you, is to forget dForce and try your hand at Marvelous Designer. Marvelous Designer will just work.
Good luck, either way.
I really appreciate all this but its all over my head. I have no idea what to do. Thank you for trying.
SereneNight’s Sci-Fi Fun Thread 3Serene Night said:
One thing I'd really like is a 'wave' to surf on. There are some fairly decent ocean surfaces, but no surfable waves
Yeah, me too. In suitable PBR sets of surf waves that morph.
Plugin freezes C4DOnly time it works for me - unless it's actually a Genesis character (Or, apparently, one using the tech even if it's not got Genesis in the description) is if I use "Environments and Props".
Doing so sadly horribly botches the rig - messed up weighting, all joints oriented the same, etc - and won't create a Morph Tag.... But it loads it at least.
Realistic dForce Clothing Settings??Gordig's and felis's suggestion is a must.
Do you use Blender at all? I'd add that another must is to use a Boolean Modifier (Difference) to carve the figure's position out of the chair so that there are no intersections. You can export/import the chair via obj and use it instead of the original chair, just for the purposes of collision calculations. If this seems hard, rest assured that it's really not.
It's a PITA but I've also found that not trying to sim from a zeroed pose to the final pose in one step helps. The problem is that the cloth builds up velocity as it moves from its initial position towards the final position and that either makes it overshoot the final position and look unnatural, or it outright causes intersections and explodes later even though there were no intersections at the start. So sim a little, make a morph, and use that as the initial position for the next sim, where everything will start out with zero velocity again. You can, in that way, "ease" everything into position. This will really help if the character is doing something like hugging her knees to her breast while sitting. If this sounds like an ordeal, it's because it is, but O what we do for art.
Another option, which I don't know will be attractive to you, is to forget dForce and try your hand at Marvelous Designer. Marvelous Designer will just work.
Good luck, either way.
Genesis and V5 yo genesis 8 poses and props converter anyone?MimicMolly had me checking wondering if I had forgotten.. It's G2 to V4 not G8F. I checked the state of G1 on my machine, and I do have G1/V5, so can probably do a pose transfer script for that in a week(?) or so if that would be useful.Desolate lair of the sullen Fox // WIPs, reviews, escapism //...another interesting observation I can share is that at least some dForce hair - for example - Electro Hair ( here, which I happened to use on M3 a coupla posts ago ) is not generated as RiCurves, but rather as PointsPolygons. Which is a bit insane as well, since it means that certain vectors have to be swapped in the shader for the ones orthogonal so that everything looks the way it's supposed to. And it also royally messes up the idea to use the v position as the root-to-tip coordinate - which is actually already messed up in Garibaldi and its child SBH, but, well, I thought that this could be applied to those dForce models imported from zBrush or whatever. Well, nope. The UV mapping of the resulting "mesh" is pretty mysterious actually. Will need more work to figure out. I looked at the mixer network of the Iray shader, but couldn't find any UV info there.
To be honest, while I know that DS is now an Iray-based ecosystem, this sort of information would be somewhere in the readme, if I were in charge of those.
Looks like I will need to go through my collection and compile a table of sorts listing what dForce models are 100% RiCurves and what are, well, something else - for the sake of hypothetical lurkers who might need it ten years from now.
What's most annoying - again :P - is that not every dForce hair model (if any) uses that super awesome salting/peppering feature from Garibaldi/SBH. Alright, it gets basically hardcoded into Cs, but what's actually wrong with working with Cs?.. unless whatever scene description format that Iray uses doesn't have anything analogous. Who knows...
I'm thinking about simulating salting/peppering by loading two hair models and combining them with a slightly different RNG seed and, say, 20% of desired density in one and 80% in another. These may be subtle effects, but they mean the difference between a natural hair colour and a dye job. And of course, when it comes to natural colours and longer hair, the sun bleach effect towards the ends is also very important (this is what the root-to-tip gradients are for, not just for purple ombré effects).
https://www.daz3d.com/rocco-hd-for-genesis-81-male - the uniformity of colour is one of the reasons why the hair (most likely it's this one) looks this off on a character who's supposed to be a cisgender man, i.e. the sort of person you'd not expect to get dye jobs. And of course, the way the hair puffs out on top near the parting is also rather artificial.
The character itself (himself? I'm always wondering if we should talk about characters as inanimate products or fictional people??) has me on the fence big time: I really like the face morph and texture. But I don't like the photo-based ample hair on the chest and especially the arms. Not only does it limit the versatility of the texture - it also looks too fake too often.
Decisions, decisions...
Coincidentally, most clothing in the promos also looks rather meh.
Questions about Poser content in DAZFenixPhoenix said:
Richard Haseltine said:
Almost nothing in that screen shot is movable, they will probably be morph data that is called by an injection pose. PZ3 scene files can be moved into one of the Poser library folders, and readmes/documentation are just that, but I would not tamper with the non user-facing files.
Ah, I was afraid that was the case. I think I'll need to categorize it instead, then.
Those files/folders should not show in the content panes at all. If you see them then there is an issue with the instalaltion.
jestmart said:
If you don't get the logic don't mess with it if you want to still use it.
My problem is that I don't use it because I simply do not have the time to wade through the amount of content I have there. But yeah, I also don't want to break things. Like I mentioned to Richard, I'll have a go at categorizing that portion instead.
Jawz for Genesis8.1M [commercial]Now we're talking ;) The last shark morph was back in the Geneis 1 days I recall. It was time for an update. I've used that one quite a bit in comics. I'll make similar use of this one. The fact it can have a tail or legs opens up a lot of possibilities for the character.
Questions about Poser content in DAZRichard Haseltine said:
Almost nothing in that screen shot is movable, they will probably be morph data that is called by an injection pose. PZ3 scene files can be moved into one of the Poser library folders, and readmes/documentation are just that, but I would not tamper with the non user-facing files.
Ah, I was afraid that was the case. I think I'll need to categorize it instead, then.
jestmart said:
If you don't get the logic don't mess with it if you want to still use it.
My problem is that I don't use it because I simply do not have the time to wade through the amount of content I have there. But yeah, I also don't want to break things. Like I mentioned to Richard, I'll have a go at categorizing that portion instead.
Genesis and V5 yo genesis 8 poses and props converter anyone?I knew not doing G1->G8 transfer script would come & bite me one day. I've done bi-directional pose transfer scripts for V3, V4, M4 to G3 & G8 and G2F to V4, but not that one. Sorry.
I think there is a commercial script to do it...[searches]... I thought there was a RiverSoftArt script, but can't seem to find it.
Not sure if I have G1F on my machine. If I have, I may do one at some point. Not going to happen if I don't - I really don't need more characters I'm not going to use on my machine. I shall check this evening.
Regards,
Richard.
Questions about Poser content in DAZAlmost nothing in that screen shot is movable, they will probably be morph data that is called by an injection pose. PZ3 scene files can be moved into one of the Poser library folders, and readmes/documentation are just that, but I would not tamper with the non user-facing files.
M4 props and poses converter????Poses, yes. I think there are two ways to do it. Using free scripts one pose at a time or use a paid for batch convertor.
Being a cheapskate I always opt for the free way, and failing to find one easily, I wrote a script to do it. Here: https://www.daz3d.com/forums/discussion/448936/m4-h4-f4-g8m-bi-directional-pose-transfer or https://www.renderosity.com/freestuff/items/86848/m4h4f4-pose-transfer-to-g8m
Hope you find it's what you need.
Regards,
Richard
How can I convert clothes for Hivewire 3D's Dusk into auto-fit clothes for Genesis 3 Male figureI don't know hot to create autofit clones, but as mentioned, you could rig it. But you would need to export it first as OBJ, reshape it for Genesis 3 Male in a modeler software, import back, use Transfer Utility and then clean the weight maps. Probably also creating JCM. Another option is Dforce it, especially if the under part won't be visible.
How can I convert clothes for Hivewire 3D's Dusk into auto-fit clothes for Genesis 3 Male figureYou would need to create a clone for Dusk so you will have an option in the autofit dialogue. I don't have the info on how though since I have never had success doing it myself for V4. You could also try exporting as an OBJ and then importing back into DS and use the transfer tool to transfer the rigging and make it a new figure.
beware no geometry dforce, instances, geograft shoes, rigs held together by point athad half a thought could softbody it.
but they doing something funky with non geometry.
had half a thought could transfer a rig from an older hair worst case scenariobeware rigs, spiders, held together by point at. does something dodgy to geometry.
beware rigid groups
in the leap from the lions head, he is not saved
(TBD) morph hacks for G8 and G8.1: switch morphs between generations easily.melissastjames said:
certaintree38 said:
I have recently discovered two things:
2. Conversely, if you want to use a G8.1 morph on a G8, all you have to do is drop a copy of the 8.1 morph into the proper G8 morph folder. (Content Library> data > DAZ 3D > Genesis 8 > Female /Male > Morphs ).
I read something that took me through some crazy notepad++ guide to get 8.1 morphs to show up in 4.12 and I was like nopenopenope because there were some characters that had like tons of jcm's etc that I'd need to edit code for one by one. Do I not need to actually do those steps? And what about the G8.1 face morphs, such as the "look" eye movements? Those are 100% of the reason why I do prefer 8.1 over 8...it's all the eyes.
Good question. I had only transferred a few morphs so far, so I looked into the JCM issue first. It appears that for most characters, all their data files are contained in one folder in the morphs data directory. This includes the head and body morphs, and sometimes CTRL files. For other characters, like Juan Carlos, the data files might be distributed through the morphs, projection morphs, and tools folders in the data/Daz 3D/G8 area. But as long as you have dropped a copy of all the data files that come with a character in the right places, it does work. I tested it with Juan Carlos, and his jcms showed up and kicked in and everything. I think the best way to make sure you have gotten all the files you need to transfer is to check the install package and see what is in the data folder.
That brought up another issue: I don't want a bunch of double morphs floating around in my library that might be hard to find later, so I created a special "swapped morphs" content library that I added to my content directory preferences where I will keep all the morphs I decide to swap in the future. This way, removing the double morphs will be as easy as unchecking the box in preferences, and tracking them down (if I want to delete stuff by hand) will also be easier. I did not include any textures or front-facing files in this directory (to save space), and I was still able to apply Juan Carlos' textures just fine. So you only need to make a copy of the data files.
TL;DR: No, you don't have to edit jcm entries. But you might want to create a new directory for the swapped morphs.
As for the look eye movements on G8.1, I will look into that when I get up tomorrow.

Update: I just read your post more carefully and realized you were asking about transferring morphs from 8.1> 8, not the other way around. I quickly ran a test on Torment 8.1 to G8 and it is not working. I am not sure why. It worked with the new Katya 8.1 just fine. I will investigate more in the morning. Sorry if I mistakenly got anyone's hopes up.
Darwins' Schtuff Pt DeuxDarwinsMishap said:

Last head morph for Damek; I have kept all three versions. Time to final up the skin textures before moving to fun stuff like tats and crap. Have the body morph done (although you can't see it here) as well. Will have to put that morph into Zbrush for the HD Details (if the stupid thing will cooperate with me).
Very nice! Reminds me of Axel Rose from the band Guns and Roses.
(TBD) morph hacks for G8 and G8.1: switch morphs between generations easily.certaintree38 said:
I have recently discovered two things:
2. Conversely, if you want to use a G8.1 morph on a G8, all you have to do is drop a copy of the 8.1 morph into the proper G8 morph folder. (Content Library> data > DAZ 3D > Genesis 8 > Female /Male > Morphs ).
I read something that took me through some crazy notepad++ guide to get 8.1 morphs to show up in 4.12 and I was like nopenopenope because there were some characters that had like tons of jcm's etc that I'd need to edit code for one by one. Do I not need to actually do those steps? And what about the G8.1 face morphs, such as the "look" eye movements? Those are 100% of the reason why I do prefer 8.1 over 8...it's all the eyes.
Editing the "Actor" categoriesIn the Parameters tab, there is a hierarchal menu where the morph dials live. The main one is labeled "Actor", and includes various sub-menus, sorted by categories. However, as various products have been installed, some vendors have not placed their dials into logical places, often creating their own vendor-named categories or leaving them in the default "Morph Loader" folder. I wish to edit these into categories that make sense for me.
I know how to move sliders one at a time by editing the dial properties, but that is tedious and time consuming. I would also like to define my own new sub-categories in the Actor subfolder. However, I can't find where to edit the category settings without editing an existing morph or creating a morph.
Is there a method to directly edit the Parameter Tab lists, and move morphs around to the new subfolders by batches? For example, I want to make a folder for all the dials that deal with cartoon character type morphs, and eliminate the redundant "Sci-Fi" categories by consolidating them.
















