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Correcting pJCMThighSide_85_L with morph loader pro missing step
Lzy said:
Hi, is there a correct method for overriding the pJCMThighSide_85_L /_R JCMs? I've exported the mashed mesh at base resolution with the pose in place and corrected both the left and right sides. I've then created a blend map spliting the garment between left and right sides. I've then used morph loader pro:
Name: pJCMThighSide_85_L
Property Group: Hidden correctives
Overwrite Existing: Deltas only
Attenuate By: The Afformentioned blend weight.
The morph loads without error but the when I pose the figure left side to 85 it overdrives the morph so the garment looks like its doing a high kick.
I've not had this problem before correcting other morphs, but I'm clearly missing some critical step when its a morph driven by a bone?
Help.... Please...
Thanks In advance!
Each leg requires its own morph. Something in here might help: https://sharecg.com/v/97315/view/3/PDF-Tutorial/Making-pJCMs-for-Clothing
Dial Fusion for Genesis 2 to 8.1 (Commercial)hansolocambo said:
One of the (many) things that's really impressive is the fact that sliders are created on the fly and instantly visible without the need to restart DAZ (which is ultra annoying)
Do you please know a way to kind of manually "refresh" DAZ without restarting to make new sliders (morphs, etc) visible ?
Scripting - write a script to create the properties, insert the morph deltas if need be, and establish the ERC links.
Using Marvelous Designer to refit clothes across generations?CHWT said:
Hmm, I originally thought about importing a different generation base figure as avatar in MD, drape the clothing, export clothing as obj, then importing obj clothing into DS and use transfer utility to transfer target figure rigging into the obj clothing.
transfer rigging is imperfect.
why not just use marvelous designer to sim the clothing and then import in the final sim...? (And then dont do anything else that would ruin the sim, like transfer rigging)
How to transfer morphs to non-autofitting clothes?If the morph is set with the "auto follow" tag it should get projected into the clothes automatically.
Using Marvelous Designer to refit clothes across generations?
Awwwww, thank you! You are the best!Faeryl Womyn said:You can bring in different base models, however I'm currently waiting for an answer about bringing in already made clothes to MD and refit as you suggested. As soon as he gets back to me I will let you know.
Ok while I'm waiting I found some information for you and yes you can bring obj's into MD as a garment and make them fit.
https://www.marvelousdesignerhelp.com/viewtopic.php?t=519
for this video you should read the comments...
This gives very good instructions on how to do what you asked.

Got an answer back and he doesn't use Marvelous Designer to refit clothes...
my goto method is to just use the autofit feature . Sickleyeild & RiverSoft have provided clones for G3F going back to V3 and for G8F going back to V4.
If that doesn't work my next method is in Daz to pose and shape the source figure to match close to the pose and shape of the target figure.
Add the clothes to the Source figure, Export the clothes OBJ (tweak if desired in Blender)
Use the Transfer Utility to convert the clothe to the Target figure.
Then Update the Base Geometry of the Transferred clothes the saved OBJ.
This work only with Weighted mapped target figures. Non-weight mapped Source figures and clothe need to be coveted to weighted mapped to work. This way will retain the original morphs of the clothes[Released] Look At Me Pose Control [Commercial]RiverSoftArt said:
Artini said:
Are you saying, that Look at Me is better than its second version, regarding its work with Genesis 8.1?
That's interesting.
No, they are the same. 8.1 does not have a couple of the properties that Look at Me I or II need to work with the eyelids.
What does this mean exactly? Does it means Look At Me II doesn't function correctly with Genesis 8.1F? I'm currently using LAMII with Genesis 8.1F, and i noticed the eyes always seem to look just below the camera, instead of directly at it, even with Adjust Eyelids unchecked. I'll do more testing with just Genesis 8.1F/Victoria8.1F default. Has everything worked fine on your end with LAMII and G8.1?
I was using LAMII with the head locked, so only the eyes move.
Edit: It seems if I unlock the head, then the re-adjustment causes the eyes to look at the camera just fine again. There's some kind of process here I need to follow. I'll figure it out.
Edit: if anyone does have any issues, you can use the Eye Look Up-Down morph to make the characters eyes look up more.
Darwins' Schtuff Pt DeuxFacial morphs done, will go back a third time for the HD version later. Tweaked the skin shader a bit too far- now he needs a bit more gloss. lol Will fix that and move onto checking the UV/textures of the eyes to make sure they line up (haven't done that yet) and then the HD version of the facial features. Oh, and the brows are done, with textures/shaders, but not saved yet. Ended up adding a bit of a third actor to blend his features out a bit more for my 80's Actor face morph.
Star Trek Builders Unite 8: THE REBOOTrandym77 said:
Good start, but I think her face needs to be squarer. Your morph is a little too long and thin, IMO. I think her eyes are rounder, too.
For first season hair...I like ali's HR-099. It used to be for sale at Renderosity, but is now available only at his own site, Mankahoo.com. (Just because of the way Rosity used to remove anything that didn't sell a certain number of copies per month.) It's cheaper at his site, and he sometimes has 50% off sales.
Thanks for the suggestions. This is a Genesis 8 dialed-in head morph, my first attempt. I'll give her the suggested tweeks. I've put the hair in my bookmarks and will wait for a sale. HR-99 is for V4, but I can still work with it.
Using Marvelous Designer to refit clothes across generations?You can bring in different base models, however I'm currently waiting for an answer about bringing in already made clothes to MD and refit as you suggested. As soon as he gets back to me I will let you know.
Ok while I'm waiting I found some information for you and yes you can bring obj's into MD as a garment and make them fit.
https://www.marvelousdesignerhelp.com/viewtopic.php?t=519
for this video you should read the comments...
This gives very good instructions on how to do what you asked.

Got an answer back and he doesn't use Marvelous Designer to refit clothes...
my goto method is to just use the autofit feature . Sickleyeild & RiverSoft have provided clones for G3F going back to V3 and for G8F going back to V4.
If that doesn't work my next method is in Daz to pose and shape the source figure to match close to the pose and shape of the target figure.
Add the clothes to the Source figure, Export the clothes OBJ (tweak if desired in Blender)
Use the Transfer Utility to convert the clothe to the Target figure.
Then Update the Base Geometry of the Transferred clothes the saved OBJ.
This work only with Weighted mapped target figures. Non-weight mapped Source figures and clothe need to be coveted to weighted mapped to work. This way will retain the original morphs of the clothesAhmunet Duplex PupilsHi ;-)
After applying the morph go into the materials folder and apply the mumy materials "Ahmunet All Mummy A Skin Only" or "Ahmunet All Mummy B + Glyphs" and it loads up the eye textures with the mummy textures ;-)Star Trek Builders Unite 8: THE REBOOTGood start, but I think her face needs to be squarer. Your morph is a little too long and thin, IMO. I think her eyes are rounder, too.
For first season hair...I like ali's HR-099. It used to be for sale at Renderosity, but is now available only at his own site, Mankahoo.com. (Just because of the way Rosity used to remove anything that didn't sell a certain number of copies per month.) It's cheaper at his site, and he sometimes has 50% off sales.
Ahmunet Duplex PupilsHello friends!
I'm hoping I can find some guidance here on how to use the duplex pupils that come with thr Ahmunet character.
I'm very new to rendering in general. I've been trying to find information on how to apply this morph. When I try to apply it, it makes the pupils look cross-eyed.
Any help would be appreciated!
Correcting pJCMThighSide_85_L with morph loader pro missing stepHi, is there a correct method for overriding the pJCMThighSide_85_L /_R JCMs? I've exported the mashed mesh at base resolution with the pose in place and corrected both the left and right sides. I've then created a blend map spliting the garment between left and right sides. I've then used morph loader pro:
Name: pJCMThighSide_85_L
Property Group: Hidden correctives
Overwrite Existing: Deltas only
Attenuate By: The Afformentioned blend weight.
The morph loads without error but the when I pose the figure left side to 85 it overdrives the morph so the garment looks like its doing a high kick.
I've not had this problem before correcting other morphs, but I'm clearly missing some critical step when its a morph driven by a bone?
Help.... Please...
Thanks In advance!
Something Wildwatchdog79 said:
WillowRaven said:
As a book cover artist, I have to agree that I need more dragons or even more modifications to dragon 3 or any older dragons ... once I use a dragon on a book cover, it's just bad business to use the same dragons on other covers for other authors. Same goes for all critters, fantasy and reality. I don't even buy 'babe' characters unless there are also 'interestingly unique or cool' sff variants with it. Versatility. And I know PAs need to see a profit from their hard work, but wouldn't it stand to reason expanding existing figures into new heights be profitable, too, rather than more cookie-cutter characters?
Perhaps you know of these, but just in case. There are quite a few wyvern variants available too:
https://www.daz3d.com/wyverdreki-the-wyvern
https://www.daz3d.com/raw-wyvern
https://www.daz3d.com/wyvern-2-0
https://www.daz3d.com/the-great-wyvern
https://www.daz3d.com/hh-wyvern
https://www.daz3d.com/hh-wyvern-textures
https://www.daz3d.com/born-in-fire-for-hh-wyvern
The HH Wyvern is customizable nicely.
There is also a skeletal dragon available:
https://www.daz3d.com/dforce-dragon-wraith-skeleton-and-accessories
You can dial-spin Dragon 3 all day long, but almost every time you'll still end up with those cartoony feet and claws. Dragon 3 is always given away by those feet.
As I said already, HH Wyvern is nice indeed, but it isn't very customizable at all. Texutres, yes...but you can't really alter the shape unless you morph it yourself. Longer neck, longer tail, wings/arms carried/folded lower...I'd love to know how to do that...then again, if I did, I'd be making the figures myself to begin with, haha.
Dial Fusion for Genesis 2 to 8.1 (Commercial)Not that I know of. The figure has to be reloaded to reflect any other new morph additions. The reason It reflects with DIal Fusion is because it is populated in the current scene on the current figure. If I add more morphs in via a normal copy paste into data it won't show unless I load in a new figure that scans the data folder again.
Problems with the DAZ to Blender Bridge 2.3.1.1Hello everyone,
I have problems with the DAZ to Blender Bridge, and hope, someone could help me.
I am using the Brigde to transfer a figure with the dForce Barbarian Queen Outfit for Genesis 8 Female(s) and a pose from the Stealth Fighter Poses for Genesis 8 Female and Tara. This is what it looks like in DAZ Studio:

And after importing it into Blender it looks like this:

In the bridge I chose Genesis 8/3 with morphs and no animation.
Has someone an idea, why this happens, and how I can fix this?
Thank you
Christian
How to transfer morphs to non-autofitting clothes?Hello,
I have a freebie piece of clothing that fits a base G3 figure but if the G3 figure is morphed, the clothes don't follow the morph. Is there a way to transfer the character morphs to the clothing so that they will fit the morphed G3 figure? I have heard of the transfer utility but have never used it. Is this utility something that would work for me or does it only work on figures?
Thanks for any help.
nabob21
Something WildOKerya said:
WillowRaven said:
As a book cover artist, I have to agree that I need more dragons or even more modifications to dragon 3 or any older dragons ... once I use a dragon on a book cover, it's just bad business to use the same dragons on other covers for other authors. Same goes for all critters, fantasy and reality. I don't even buy 'babe' characters unless there are also 'interestingly unique or cool' sff variants with it. Versatility. And I know PAs need to see a profit from their hard work, but wouldn't it stand to reason expanding existing figures into new heights be profitable, too, rather than more cookie-cutter characters?
What about dialing your own dragon? There are quite a lot of morph packs for the Dragon 3:
https://www.daz3d.com/mythic-beasts-for-the-daz-dragon-3
https://www.daz3d.com/creatures-of-legend-for-daz-dragon-3
https://www.daz3d.com/capsces-shapes-dragon-3
https://www.daz3d.com/daz-dragon-3-morphs
This one was dialed with
Daz Dragon 3, Morphs and Textures - Daz
Mythic Beasts for the DAZ Dragon 3 - Sickleyield, Fuseling
Creatures of Legend - SickleYield
Yes! The whole fun of Daz is altering assets to make them unique. I would never give a client anything as it looks in the store. You might as well just use stock photos if you’re going to do that. Also, it’s easy to take skin files into Photoshop and be creative with them or even alter the skins quite a bit in surfaces. I think you can even use some randomizer scripts on the creatures although I haven’t tried that. But now I do want to try playing with some creatures since they are just sitting in my runtime unused.
Importing custom Blender Morph with Morph Loader on small figureThat kind of deformation usually means the vertex order has changed, but I see you have it prserved in the Blender options. Is it possible to tools you use in Blender affected the order? What happens if you export the model from DS, import into Blender, export without doing anything, and try loading as a morph?
Importing custom Blender Morph with Morph Loader on small figureHey,
maybe one of you have an idea.
I have a custom g8f which is notice smaller then the original g8f shape.
That g8f wears a shirt, where I shaped some custom morphs in Blender.
But as soon if I import the custom morph to the shirt, the morph makes just to explode the mesh. I guess it's because the shirt is much lower, than it used to be, because of autofit of the shirt.
I shaped the morph on my custom g8f in Blender (exportet g8f and shirt while fitting via autofit) with base mesh.
My Blender export settings and morph loader import settings are attached as screenshots.
There also a screenshot with the original shirt on the left and the custom morph importet as a new obj on the right. Of course they overlapping on the x axes. Just move on shirt a little bit to side, for this screenshot.
Any idea, why the mesh is just exploding? If I import the obj with my custom morph as a new obj, it looks fine.
Edit: I'm not using any bridge for exporting/importing.
Edit 2: Die Figure is shrunken via the classical DAZ height morph (not via scale)












