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Want to load 8.1 without "all" of 8's morphs? minitut
vonkomica said:
I believe those HD morphs were for a pair of freebie faces by brahann, Mary Queen of Scott's and Melynda released around March of 2020 (according to the timestamp on the archives). I Have no idea about the releasing rules for HD morphs, so I looked. The help center lists two topics in the licensing/legale section (3d printing and "what can i use a daz3d figure for legally") and a (google and duckduckgo) search for "daz3d studio HD morph publishing rules" yielded no useful results on the subject. If you have more info about freebie rules hit me with a link, please.
Sorry, don't have a link handy. It's common knowledge that we the people cannot make high defn. morphs as we the people cannot morph a base resolution figure that has been subdivided as that changes the point count of the figure. One cannot add or remove any mesh when making morphs or uv sets. BUT, the PAs have access to a plugin or something for Morph Loader/Daz Studio {which I think they have to purchase} and they can make morphs from the subdivided mesh. You may notice that when using a HD morph one has to dial up SubD to, well basically as high as your computer can take it, 3,4, or even 5 so all those delightful pores can be seen.
There is at least one PA who has released a Merchant Resource pack with HD morphs - but again unless one is a PA and has that utility one cannot load in those morphs to mingle with their work for their own releases. However if one has the right modeling programs [ZBrush is rather popular, possibly 3DCoat, Blender, NOT Hexagon, etc.] there is a way to make use of high defn. mesh figures along with the base mesh figures to bake Normals. Then back in D/S one would use these Normals to provide the detailing.
Some vendors claiming to be providing HD characters, are not using HD morphs but rather are using those Normals. Normals do not require the above MR resource pack in order to be created. One can load their figure in D/S and crank up the SubD, export out the .obj. Bring that .obj into Zbrush or whatever and change its shape details, then bring in the figure's base resolution .obj and bake Normals.
Moving to a new computerI'll get this started, but other should join-in to add their knowledge of moving to a new computer.
Back-up the following:
1. In Daz under the small drop-down menu at the top of the pane with Smart Content, Content Library, etc. choose Content DB Maintenance > Export User Data (to preserve your categories, etc.) pay attention to the Save file path to copy that data to your new computer.
2. On your C: Drive, under: Users > Your Name > AppData > Roaming - Back up the DAZ 3D folder (it has the CMS Database content in it)
3. On your C: Drive, under: Users > Public > Public Documents - Back up the DAZ 3D folder (it has the DIM manifest files in it) -and- back-up the My DAZ 3D Library (Runtimes, Presets, Scenes, etc)
4. On your C: Drive, under Program Files > DAZ 3D (back-up this folder)
Also check if you have files under Program Files (x86) > DAZ 3D to back-up5. Back-up your Content Library files (wherever you store them on C: Drive or External Drive, etc.) ... you can get the file paths from DIM > click the Gear Icon and choose Basic Settings -and/or- from Daz Preferences > Content Tab > Content Directory Manager > Content Sets > Daz Studio Formats etc.
Good luck, and let us know how the transfer goes!
Hd Character in Blender (Diffeomorphic)As for the HD addon by Xin you can't hide anything for it to work since it relies on the viewport data. This is probably why you get crashes, other than that it works fine here. As for shapekeys I'm not sure if "setup > morphs > transfer shapekeys" is what you want.
Help needed: Smoothing doesn't work correct because of resolution level of clothingThis was supposed to be a post about how raising "viewport subD level" can help with poke-through. But... Studio doesn't want to play nice today.

What it does show is that the characters "viewport subD level" affects collision.
In this example negatively.
The pantyhose settings are the same in all renders. Smoothing iterations is set to 1.
The character is Sherisa HD. (HD applied with body morph)
Character "viewport subD level": 1, "render subD level": 3

Character "viewport subD level": 2, "render subD level": 3

Character "viewport subD level": 3, "render subD level": 3
Hair Makers - in what you create?Any modelling program can be used to create hair, some are better then others, such as Blender or ZBrush. How it's created, as in fiber, strand or poly is up to you. I have found the hairs created recently, such as strand based, are rather heavy and hard on one's machine. You might want to consider taking an existing hair, similar to what you want to create, into a modelling program and see how it's made, the layers used and how they are used. These modelling programs are also how you create morphs, then bring them back into Daz and use Morph Loader Pro to give you the dials and morphs to save for future use.
Other methods used for morphing the hair is by using dform or the product called Mesh Grabber and similar.
There use to be a site with a pdf from one artist on how to creat polygon hair. I will see if I can find it again.
Ok found the tutorial that was used by many for a long time, it uses Hexagon, which is free here and should be in our products library. Because it's on the wayback machine, might take a moment to load and it's downloadable.
http://web.archive.org/web/20081010061457/http://www.art-collaborations.com/Valea_HexHair.pdfHere is a tutorial on creating hair in zbrush
Want to load 8.1 without "all" of 8's morphs? minitutI believe those HD morphs were for a pair of freebie faces by brahann, Mary Queen of Scott's and Melynda released around March of 2020 (according to the timestamp on the archives). I Have no idea about the releasing rules for HD morphs, so I looked. The help center lists two topics in the licensing/legale section (3d printing and "what can i use a daz3d figure for legally") and a (google and duckduckgo) search for "daz3d studio HD morph publishing rules" yielded no useful results on the subject. If you have more info about freebie rules hit me with a link, please.
Some hint like "No moveable parts included" needed for many products!?!3WC said:
HiveWire had a bomber jacket with a rigged zipper. But of course, they closed their store, probably because they couldn't turn a profit with all the time it took to run the store and create content at the same time. Making quality items may not be profitable. Maybe that's why there is so much junk in the world, not just 3d items, but everything.
I think there may be some difference between what some of you interpret as "rigged" and what "rigged" actually is.
Rigged means an item has bones that control its movement. There are tricks that can be done with morphs and multiple hidden zipper pulls that simulate a zipper opening and closing, but what is often really happening there is that the zipper teeth are being parted by a morph while multiple zipper pulls are moving in and out of the body to new positions on the article of clothing. That way one item can have zipped, half undone, and unzipped looks, but I doubt that you would be able animate one continuious zipping and unzipping motion with those items.
The reason for this is that the zipper pull is going to be rigged in its location on one part of the body. So while it might be able to travel (via morph) up an down the upper chest, if it strays from that part of the body its motion will still be controlled by that original body part. So if that zipper tab is down at the belly button, and the upper chest moves, the zipper will still move with the upper chest, flying off into space somewhere. This is what all the hiding of multiple tabs is about, the hidden but revealable tabs at the different zipper positions are rigged to those parts of the body.
Celebrity Look-a-Likes for 3D figures part 3Any suggestions for Lee Van Cleef, Clint Eastwood and Eli Wallach ?
For pre-Genesis, i.e. Michael 4 (or earlier) or siblings (David, Hiro), and ideally free.
Edit (after the responses below): thanks RayDAnt/Haruchai/coffman_steve2009 for the suggestions and images.
WERTs Clint Eastwood morph should do the job for me - I'm sure I have a suitably bearded skin for him.
I can't justify spending on the Bad and the Ugly but I found 3DCelebrity's The Last Hiro (DAZ Store) already in my runtime which, for my particular purposes, might pass as "The Bad".
As for "The Ugly" - I think I have a different idea...Some hint like "No moveable parts included" needed for many products!?!jjmainor said:
driver51 said:
I don't understand why PAs gripe about low return on time invested. They know the price range Daz will set for products of various types. They know the Daz discounting policies. They know the 50% Daz/PA split. They know all this going in. If they can't make a living doing this, why do they continue doing it and then whine in the forum?
I'm going to respond to your comment because I don't really want to pick on any specific PA who decided to chime in. But PAs here are no different than those of us who are selling books and comics on other sites. Whether we like it or not, we're competing against free books and free stories and free comics posted across the net, and even given away through the retailers we work with. If we want to stand out and get money for our work, we have to go the extra mile to stand out and convince customers to buy and read our books instead of choosing a free title. A lot of indie authors out there are spending small fortunes to have their books "professionally edited," to have a professional looking book cover made up, to advertise hoping their book gets noticed. At the end of the day, many aren't recouping any of that money. But they do it.
They can like it or not, but the PAs here are competing against free products, and they have to convince us to buy their item instead of grabbing a free item somewhere else. Putting out a product that looks too similar to something I already have doesn't convince me I need the new item. If I have to put in the work to make your product work for me, than I'll save the money by grabbing a similar free item elsewhere and putting the work into that.
There are artists here who create vehicles. And they put in the effort to rig those vehicles. Even the cheap vehicles that end up in the 8/$2.99 PC sale grab bags are rigged with doors that open, dials and wheels that turn and spin, etc. There are also artists here creating some wild and unique characters. And even if they're simply using the transfer utility to rig them according to the G8 or 8.1, they still have to put in the effort to make sure the joints work as they're supposed to. But there are PAs in this thread saying, directly or indirectly, that's it's too hard to rig a tool box cover to open and close.
To pick on the tool set in the OP only because it's the example given, You can find a lot of the tools free somewhere, You can find toolboxes free. Even if you're not picking up free stuff, there are tools you can find in other products that you can use for background clutter. The OP is a decent looking collection of props IMO, but it doesn't stand out. I personally don't think every tool needs to function, but it seems like a given that at the very least, the tool boxes should have been rigged to open and close (if they do, then I'm sorry, I'm going on what other people are posting). I have a free tool box that was rigged, and I used it in a project earlier this year.
I get PAs are trying to make a living off this...a lot of us are trying to make a living off what we do. But if you're not willing to match the work of free or lower priced items, then you can't be surprised when the potential customers spend elsewhere.
Ultimately if PAs cannot - over time - get a erasonable return on their work then they will stop being PAs, either moving on to something else or just making the odd fun-prtoject in their off hours from whatever they do to make money. PAs are not forced to be PAs, or to create content at all.
Need help with chin/jawI am afraid if you aren't able to get the desired results with bought ready to use morphs you have to make your own morph in hexagon or blender.
There are a lot of tutorials on youtube on how to make your own body morphs and it's not as hard as it seems at first.
If you don't want to do that maybe mesh grabber can do the trick.
https://www.daz3d.com/mesh-grabber-win
https://www.daz3d.com/mesh-grabber-morph-editor-win
It's a must have for daz-studio in my opinion anyway (also excellent for removing clothing poke throughs).
Skunk girl/skunkette for genesis 8 female anyone????Bear in mind that I'm saying AUTO conversions won't work. You COULD:
Auto convert the body textures from the mentioned product.
Kitbash the tail into an independent figure.
Create your own head texture using the ones from the mentioned product.
Kitbash some kind of head morph from existing cat or fox morphs
Some hint like "No moveable parts included" needed for many products!?!driver51 said:
I don't understand why PAs gripe about low return on time invested. They know the price range Daz will set for products of various types. They know the Daz discounting policies. They know the 50% Daz/PA split. They know all this going in. If they can't make a living doing this, why do they continue doing it and then whine in the forum?
I'm going to respond to your comment because I don't really want to pick on any specific PA who decided to chime in. But PAs here are no different than those of us who are selling books and comics on other sites. Whether we like it or not, we're competing against free books and free stories and free comics posted across the net, and even given away through the retailers we work with. If we want to stand out and get money for our work, we have to go the extra mile to stand out and convince customers to buy and read our books instead of choosing a free title. A lot of indie authors out there are spending small fortunes to have their books "professionally edited," to have a professional looking book cover made up, to advertise hoping their book gets noticed. At the end of the day, many aren't recouping any of that money. But they do it.
They can like it or not, but the PAs here are competing against free products, and they have to convince us to buy their item instead of grabbing a free item somewhere else. Putting out a product that looks too similar to something I already have doesn't convince me I need the new item. If I have to put in the work to make your product work for me, than I'll save the money by grabbing a similar free item elsewhere and putting the work into that.
There are artists here who create vehicles. And they put in the effort to rig those vehicles. Even the cheap vehicles that end up in the 8/$2.99 PC sale grab bags are rigged with doors that open, dials and wheels that turn and spin, etc. There are also artists here creating some wild and unique characters. And even if they're simply using the transfer utility to rig them according to the G8 or 8.1, they still have to put in the effort to make sure the joints work as they're supposed to. But there are PAs in this thread saying, directly or indirectly, that's it's too hard to rig a tool box cover to open and close.
To pick on the tool set in the OP only because it's the example given, You can find a lot of the tools free somewhere, You can find toolboxes free. Even if you're not picking up free stuff, there are tools you can find in other products that you can use for background clutter. The OP is a decent looking collection of props IMO, but it doesn't stand out. I personally don't think every tool needs to function, but it seems like a given that at the very least, the tool boxes should have been rigged to open and close (if they do, then I'm sorry, I'm going on what other people are posting). I have a free tool box that was rigged, and I used it in a project earlier this year.
I get PAs are trying to make a living off this...a lot of us are trying to make a living off what we do. But if you're not willing to match the work of free or lower priced items, then you can't be surprised when the potential customers spend elsewhere.
ghibli - stylized- toon headsnynico_8c2302db09 said:
Thanks everyone! I have most of the models mentioned and subscibe to checkertoo and shinto but haven't had much luck finding what i needed. I did however find a open-wide morph on the erotica site that works almost peorfectly for my neeeds.
i love it. "seek and ye will find..."
--ms
Some hint like "No moveable parts included" needed for many products!?!Beat578 said:
I do my zipper animations with Marvelous Designer, but it should be douable in DS as well, although didn't try it to date.
That's why I asked, because those are... not rigged. At all. Not only is the zipper not rigged there the entire garment is, in fact, not rigged.
Also your example is from a specialized program of which it's entire propose is simulating clothing. I certainly wish DS had some of MD's features, but given that nothing besides MD has said features, I'm not holding my breath.
It is even worse: If you use the Zipper in MD, it will alter your garment. So, if the Zipper is closed, you have another number of Vertices than if it is open. So you can not export that Cloth as a Morph Target for DAZ, because it would not have the same count of Vertices and Morphloader would not be ablet to load it as a target. The only way to do it is to Sew it together like it is zipped, Freeze (or pin) the whole thing, Delete the sewing, Simulate to create the "final" garment and then start deleting pins one by one to start opening the zipper and export those states as Morph targest. It's a great feature, but only to use inside MD and not for creating garments for other software. I don't even want to think how rigging such a thing would work...
I agree, the zipper in MD isn't actually rigged and just a kind of fake zipper but it's sufficient for my animation purposes, if it has to be a real rigged zipper for whatever reason, this could be done in Blender with ease, here is a tutorial of the principle and how it works:

The best real zipper I found at Turbosquid costs unfortunately $159. Since I can't link to an other shop you have to google for "Zippers metal nylon 3D model - TurboSquid 1243415" and there you click on the 360 degree icon, it will load a short animation how it works and was natively made for Maya.
Well, I'm not a zipper expert, but it's a suggestion if someone is interested in a real rigged zipper for clothings.
Creating freebies for two years now.. Bit of a Ramble.I am a self taught C++ programmer, and I really only know how to use one programming environment - what used to be 'Borland' and is now 'Embarcadero's' C++ Builder. I use the brute ignorance & force method of programming, and get to the end of the job despite my [lack of] abilities rather than because of my abilities. I took the same approach to scripting. The DS script syntax is very similar, the use of objects is similar, but the implementation is unusual (to my limited knowledge). The script documentation is better than any other part of DS, but relatively poor compared to that found with C++ Builder, as a result I can just about muddle through with basic things like copying a pose from one generation of figure and put it on a second. However my scripts are hopelessly inelegant and wordy compared to what a decent programmer would produce. Some of the transfer scripts exceed 2400 lines of code. That's not efficient, or fast, but the job gets done.
The idea of doing a pose transfer really came very late to me, and I could kick myself for not coming up with it much earlier. I'm also amazed no-one else has done it. There are correction morphs to go from G3 to G8 and vice versa, but no-one seems to have taken the next logical step to copy the pose to/from Generation 4 which is the one used for longest. Very peculiar.
Regards,
Richard
Some hint like "No moveable parts included" needed for many products!?!I do my zipper animations with Marvelous Designer, but it should be douable in DS as well, although didn't try it to date.
That's why I asked, because those are... not rigged. At all. Not only is the zipper not rigged there the entire garment is, in fact, not rigged.
Also your example is from a specialized program of which it's entire propose is simulating clothing. I certainly wish DS had some of MD's features, but given that nothing besides MD has said features, I'm not holding my breath.
It is even worse: If you use the Zipper in MD, it will alter your garment. So, if the Zipper is closed, you have another number of Vertices than if it is open. So you can not export that Cloth as a Morph Target for DAZ, because it would not have the same count of Vertices and Morphloader would not be ablet to load it as a target. The only way to do it is to Sew it together like it is zipped, Freeze (or pin) the whole thing, Delete the sewing, Simulate to create the "final" garment and then start deleting pins one by one to start opening the zipper and export those states as Morph targest. It's a great feature, but only to use inside MD and not for creating garments for other software. I don't even want to think how rigging such a thing would work...
Some hint like "No moveable parts included" needed for many products!?!AllenArt said:
GhostofMacbeth said:
If you want zipping zippers, etc., you are asking for another level of complexity (if not imposibility) that would price it out of the market ...
THAT is a whole different animal and I agree. I think complex doesn't even cover it. LOL
...I have the old Flyer Jacket for V4/M4 and the front zipper tha has three setting open top, open half, or open (fully unzipped). The 3D Wizard's old Jeanz for V4 also has unzip morphs.
There have been a number of times I passed on female clothing because a dress, shirt, or blouse was open to reveal cleavage and didn't have a "button up" morph or "closed" option. For example with the Fight Uniform sets for G2, the male version was closed up properly while the female version was open down to about the mid bust line to show the obvious.
Some hint like "No moveable parts included" needed for many products!?!Talking about bags and rigging ... I have bags in my prop collection which have handles (common old semi-circular handle pairs) and they remain several inches apart so are impossible for a hand to hold them together. You'd imagine that would be a no-brainer but I have more than one of these props (can't remember where I bought them at the moment though).
I don't know much about rigging so I sent the bag to Blender and created a morph. Not ideal (rigging woul be better) but it took me 5 minutes to fix. I'm sure an experienced PA could correct that in less time and with better results than my amateur efforts.
Accidentally deleted Face Transfer plugin, how to get it back?Under Help > About Installed Plugins ... is there not a placeholder for Face Transfer, put a check mark in it. Relaunch the program.
ghibli - stylized- toon headsThanks everyone! I have most of the models mentioned and subscibe to checkertoo and shinto but haven't had much luck finding what i needed. I did however find a open-wide morph on the erotica site that works almost peorfectly for my neeeds.













