-
Isabella 9
I like the softness of her face and that she's got something of a fifties pin up about her. Very nice hairs in the bundles, dresses (not the armor, geeee ....) also good. But as others said elsewhere, we've had all of this before, in hundreds of variations, The character bundle went on my WL, basically for the hair and for the character morph.
G8F DistortedThe G8F base figure in the OP looks normal to me and I don't think those XT properties bring problems to the base figure... Could you see any change on the figure if you zeroed them out?
I don't have X-Transfer but I ever saw quite a few threads showing issues resulting from it... It seems that zev0 gave up fixing / updating their script products... e.g. Camera Magic Plus, My Favorite Script... that I bought still have critical bugs not fixed up to now ~ and they didn't response from a certain time point in their commercial product threads... sigh.
Anyway, you also can test it by: temporarily moving the folder : /data/Daz 3D/Genesis 8/Female/Morphs/XTransfer/ to another location. Clear DSON cache, then load G8F base, see if there's any issue.
G8F Distortedgarrett_3d said:
Why is Daz trying to find the G8F file in the Genesis 3 folder?
DS4 only shows DSF errors during character loading for one reason, bad Parent data in a DSF file, and a quick look at the log shows two of them, I'm guessing a character called "anaya" and a morph called "Big Nips", neither of which will have been loaded because of the bad parent.
Sheesh haven't seen that many bad alias files since the time my friend bought a bunch of pose products from the same vendor that were sold here.
Realistic looking bear man/werebear for genesis 8 male or genesis 9Oso3D had some amazing bear man models but now they're unavailable. I would love to have a werebear morph to use alongside a werewolf made with the Lycan 9.Dirty Dishes: Fantasy Food and Drinks [Commercial]garrett_3d said:
I fell out with Paypal some time ago and I'm now blacklisted after sucessfully suing them for a hefty sum, so that bit doesn't bother me.
However, I would NEVER use a debit card (money taken straight from your bank account) online, only a credit card. You get much more protection from a credit card, plus it means you can keep your money available for longer. Pay it off before the statement date and you don't pay any interest. It also helps your credit rating too.
Er... credit cards are often compromised via online shopping and that's even before we get into the fact that someone with the right equipment can scan the information directly from the card in your pocket as you're walking by, which is why I keep my cards in an RFID blocking wallet. That's why what I recomended above was, if one can't use Paypal, to use a prepaid debit card... that's the kind that you can buy in a store to give as a gift, has a set limit.of what's available on the card, and never has any contact with any of your bank accounts. Outside of Paypal, it's about as safe as you can get in this day and age since you pay your money to a store and they electronically transfer the funds to the PPCC company, so even if someone manages to scam the PPCC number, the most they can get is the amount on the card. It's sad, but the banks and CC companies have been aware of these problems for years and have yet to find a way to protect against it.
G8F DistortedLeana said:
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.
Thanks Leana. The non-zero defaults morphs appear to be JCMs. One of them produced by X-Transfer, I guess. X-Transfer might have done this as a technicality involved in translating G3F to G8F.
Regardless, I'm not sure whether these morphs can explain my problem, nor whether I should be messing around with an X-Transfer JCM.
Any recommendations?
G8F Distortedlukon100 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 !










