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Selling base characters without their additional morphs
Oh no, which characters did you buy? M3 had some good ones, there were a couple that I adored. The Breathtaking Bishounen morph pack was a staple for me, and Kaleya's Ash'ale from over at Rendo. There have been some great advances but M3 was baby's first digital Ken doll, and I have a soft spot for him.
Those M3 characters should have a warning somewhere in big bold font about how they require morph packs that are no longer sold, and that they will not work if you did not purchase those morph packs in the past. I also ended up buying some characters where it turned out that the requisite morph product for it was no longer available (M4 Enhanced/Mina). That situation was even more complicated because the product I bought was a DO, but the required morphs were a PA product that Daz hadn't bought out the rights to. Fortunately it was all super cheap stuff since I forgot to return it, whoops.
I've run into other related issues, too. A G2M outfit was distributed missing either eight or ten (I forget which) out of the twelve advertised movement and adjustment morphs for the skirt. Got told that it's old and they're not gonna bother fixing it, thanks for the money. It's still in the store, promising twelve adjustment morphs and only delivering a fraction of them.
Daz's willingness to sell older content is high, which is AWESOME and I buy a lot of it. Some great legacy stuff out there. Less awesome is how their willingness to support the old content that they sell is non-existent to the point that they won't even update product pages for accuracy. Doesn't help that the "required products" section is still screwed up from November, too.
Selling base characters without their additional morphsicprncss said:
Best solution is to return the bases and purchase the Genesis iconic shape set. It will give you the shape of M3 with the versatility of Genesis.
I already have the (Gen 3) Iconic Shapes pack for Genesis. I just didn't have them installed.
I've tried loading the characters onto the V3 shaped-Genesis, but Daz is still looking for the V3 head and body morphs.
icprncss said:
The V3 Digital Beauty bundle is on flash sale. It contains the V3 head and body morphs. I cannot find a listing for the M3 morphs.
Oh, I missed that
(added it to wishlist instead). icprncss said:
V3 comes with a male morph in the morph packs.
I didn't know that.
Thank you for looking. I would never have thought about checking a bundle.
Why so many high heelsAnd you can't just flatten the heels in Daz and hope for the shoes to work. The shape of the sole often distorts when you bend it far enough to be flat. You really have to haul the boots into a modeling program and make a flats morph from the existing geometry. That's more a statement of fact than a complaint. I've heard the idea floated that boots can have variable heel lift, but that is a fair amount of extra work to make the morphs needed to achieve that and to account for changes in heel shape relative to height. You probably need/want extra fit poses for the character, too. It's never easy.
Plugin does not work in C4D R23Some of the code has been updated for R23 - for instance, the DRAWFLAGS_NO_REDUCTION has been removed and they tried to change floats for integers, but the script still does not run.
I still can't get files to transfer. OIn the C4D side it says 'nothing to import'. On the DAZ side when trying to run the script, the screen flashes but does not go through the prep process. Any thoughts?
Daz to Unreal EngineI would like to know what the time line for this is? It seems like many of the added features of Daz do not include Ma users. For instance, face transfer would be one. As a person who uses both Daz and Unreal on the Mac/Apple platform it would be great to see this sort of functionality extended to us as well. So, will there be a Daz to Unreal Engine soon?
Thank You
SC
Jazz 8.1 discussionStylized figures? I'd rather do that myself. I mix existing figures with things like 3d Universe's Toon Generations or Lady Littlefox's Star 2.0. I think another PA created a toonify morph/script? By using a common base for toonification, I can get a consistent look & feel in my stylized figures.
I think a lot of recognizable "Daz figure" work tends to be in pr0n games with raw render output. Does that bother me? No.
The quality issues are a concern, however. They've been a concern for a while. There are many questions about the content of the store (like the increasingly conversative attire), but quality concerns are something that cuts across all of our interests.
I've got another Jazz render in the works. I don't honestly know how much I'll use him after this contest. Of the 3 so far, I'll probably use Jacqueline the most.
If there are fewer contest entries for me to compete against, I am okay with that this time.
How do i insert a Facegen Modeller Face in a Daz CharacterThe Facegen product comes with a set of starting maps of a head. First, you'll need to find the set for your DS model base. If you have built a model body etc of your own, you are SOL.
In any case, you can download the mapping you need, just look up the download for the model base you wish to use as your template.
Case one: You've designed your own model\rigging\mapping set
This is a tough one, but not impossible. You will have to use python or another compatible scripting language to do this quickly, but you can do this by hand and slowly if you're not practiced at programming. The idea here is that you will not be exporting your native model, but a base model that has been fitted to your form using a difference morph creator (which calculates the differences and generates body and face morphs accordingly), or using a hand tool to create each morph on the base model to get it to match your native model. Once you've converted them, you can save the model and await the overlay of the face. At this point, if you haven't downloaded the faceset for facegen that matches the base model, you should do so. Install the base set into facegen and open it. Now you can create your new face in facegen, using whatever method you find capitol among its toolset. Now you should be able to export the face to DAZ studio. Technically, the Artist version of facegen has the ability to do this directly, but you can utilize the same tools I describe above to match your native face to the modelled face, and tie it all up into a nice morph set.
Case Two: You are using the base model set
Download the base model face set from Facegen that matches your base model in DS. Using this set, you should be able to get a face design from the Facegen app. There are two ways this can work from here on. If you have the Artist version of the Facegen software, you will have the ability to export to a DS compatible format, and it should work as a morph for the base face. If you have the Modeller set, you have access to the capability, but not so directly. You can download the artist version and run a fully functional trial (no watermark) in order to export the face, but you may have to reinstall every time, and you'll have to mess with your registry values to wipe a few things. Not fun. If you have both versions as a package deal, which they have pushed in a few instances, you should be alright, create the face in modeller, open it in artist and export to DS. If neither of these fits you, you'll export something you can import into DS as an object or garment, then you'll either use a script to map the morphs for the base face, or you'll morph it yourself. Technically, the object should contain the same mapping information as the base face, but the sizing measurement standards may be different. If so, you can also reset those for the object in hexagon or other software, then copy them and paste them over the mappings of a copy of the base face, save that from hexagon to ds. This can get slow, but it can work.
Personally, I prefer Reallusion software to facegen. They have an addon that allows you to import and export to different modelling software and they can mold their power to your pipeline. Facegen is more for the still life, and can be very helpful when creating still imagery or concept, but other than that, it just has too many limitations.
Do the clothes for the Genesis 3 females work for the Genesis 8 females?Autofit is a DS feature which will automatically attempt to convert conforming items made for figure A if you fit them to figure B.
It's launched automatically when you fit the clothes if it detects that they were made for another figure and will ask you which figure it was made for and what type of item it is.
It works in two steps: first it adjusts the shape of that item so it fits the target figure, then it rigs it automatically.
First step uses "clones", which are a special type of morph which tell DS how to adjust the mesh from the various source figures to your target figure. Each figure of the Genesis line includes a few clones by default, and you can get more from various products or freebies.
Second step uses "projection templates", which are basically default rigs corresponding to various types of items. Again, figures have a few default templates included, and more can be added.
Hylas' cornerLonesome Cowboy said:
thanks for the shaping preset. It works as far as i own the morphs :-)
the vanishingpoint-site seems to be repaired.
How did you transfer the M4-Morphs to G8.1M ???
Face Mojo [Commercial]This is a FANTASTIC app-- works exactly as advertised in Daz Studio. I'd LOVE to be able to use it in Unreal Engine, but I am absolutely stumped as to how to make this happen. I tried exporting from Daz, but that only seems to work with animations as keyframes on the timeline. Unreal DOES read blend shapes and morph targets, but I'm not really sure how to get that information into Unreal.
I've also experimented using Live Link Face with Genesis 8 models in Unreal, and I hate it. It's just not as articulate as Face Mojo is, but I simply CANNOT GET IT OUT OF DAZ! I love the results of Face Mojo, and I love the speed and efficiency of Unreal Engine. How the heck can I get these two things to work together?!Invisible Pantleg Bulge 01 {Projection Morph}nabob21 said:
I'm soory, but I'm not clear on what this morph does. Can you explain it a little more?
Thanks.
Put a skin tight clothing figure on the legs, select G8M, apply the invisible morph. The pant legs will no longer appear to be skin tight, but straighter and wider within reason. I did smooth it back to figure near the groin and ankles so regular shoes and other morphs for the groin area should not be adversely affected.
Car wrecks & accident morphsmaikdecker said:
RGcincy said:
Sven used dForce to do these crashes.No details on how are given.
My guess would be tons of weightmap editing and then using a timeline to have objects ramming them poor cars... at least that was I would try to do..
Actuallly, these were some of my first experiments with dForce and I quickly found out that destroying things was a lot more fun than draping clothing:) No I didn't use weight maps IIRC. Just set up the animations, added the dynamic surfaces, run a number of test sims with various dynamic strength on tires, windshields and car bodies etc. Probably adjusted the other dynamic properties as to not mash things up completely. Then picked the frame I liked the most, made morphs of them, re-positioned the cars and adjusted morph strength separately for each bone, well something along these lines. Frankly, those renders are kinda fun but for realistic results...not so much:)
Importing EmotiGuy to UnityI do not know, but if you will find how to do it, please share your method here.
Below is my render from Unity, after transfer Emoti Girl using Daz to Unity bridge.
I have waited for this bridge so long, so now there is no reason for me, why not to use it.
please help me find these hair productsThis OOT hair has a windblown morph that looks a bit like that one in the middle. I don't think that's the same hair, but if you're looking for something similar, it might be a good starting point.
Need help: G8 head preset not working with G8.1 [solved]PerttiA said:
It would be better if you attached the actual file to your post instead of copying parts of the text.
What you have pasted has nothing special in it.
I figured out what was causing it. Saya comes with an unique smile expression morph and for some reason when Saya head is dialed into G8.1 her unique smile morph was dialed up to 100% as a hidden morph. This doea not happen with G8. Unhide the parameter in G8.1 and dial down her hidden smile morph to 0 and the G8.1 looks like G8. But of course her G8 smile morph are no longer available in G8.1
Seems like somethnig really bork with G8.1 and G8 expressions. Among the hundreds lines of warnings in the log a ton of them are related to expressions unable to find property value and now this.
DAZ3dIrayUbe Skin Shader Too Light Doesnt fit Baked Scene for Games, Also HDRP Ground Shadows?For making games which include DAZ characters( DONT WORRY I make my games for myself i dont sell them), If you bake a Map, it looks great with shadows and everything but you're not supposed to bake the Player or characters but when you transfer DAZ characters with DAZ to Unity Bridge they have the DAZIrayUber shader and it sometimes after a bake of the map, the skin looks super bright and light, it really doesn't fit the game.
What can you do to make it look more colorful to fit with the baked Scne look? And another question, in previous versions of Unity and also With the Built-in Pipeline as opposed to HDRP you used to get Realtime ground shadows but with HDRP there doesn't seem to be any Realtime groundshadows, is there?
Is there a way to turn Realtime ground shadows when using HDRP? Well i'm basing this theory in the way it looks in the Scene view, in the Scene view there's no ground shadows at all, i haven't checked if the game view has ground shadows.
Transfer Dial Morphs G2 to G8 with my Converted character Using RiverSoft Art Character Creator?Hello everybody and just want to say thanks so much to the author of Character Converter :) I have a question.
When Converting Genesis2 to Genesis8 using Character Converter by RiverSoft Art, can you take the whole packs of selected Head/Body morphs like I have a pack of Head morphs called ExtraorinaryMen for G2Male
https://www.daz3d.com/extraordinary-men-for-genesis-2-male-s-volume-2
and i also got the Extraordinary men for genesis2 males volume 1 but i think they removed it from the store cause i cannot find the link.
Anyways, and things like that, Head morphs not just that, but many others like that and also Some i got for Genesis 2 females
i would love to transfer those so that G8 can use them just like G2 does AS DIALS. Can i do that? And not just that, also other Body morphs and Head morphs that in G2 I apply with Morph Dials on the right side of DAZ studio with dials. Like I bought great Head morphs for Genesis 2 female which i dial with the dials in the Shaping tab on the right side of the screen. With character converter can i export those along with my Character conversion and then use them in G8 once my G2 is converted to G8?
What's the one thing you've always wanted to see sold at daz but never have?a flux capacitor. with flux morph
Invisible Pantleg Bulge 01 {Projection Morph}I'm soory, but I'm not clear on what this morph does. Can you explain it a little more?
Thanks.
DAZtoUNREAL: unable to package my project in UNREAL when bridge was usedI tried a lot in the meantime and still stuck with this problem. Need to give out a version to my beta testers, but unable to package files.
I hope this 4k video helps to find out what I might make wrong:
Sorry for my strong German accent. For better understanding, this is the script:I created this to demonstrate my current problem. I cannot package the project containing a DAZ character.
While the UNREAL engine loads a quick info about my computer: It is a Ryzen 9 5900X 12-core processor with base speed of 3.7 GHz. It has 32 gbytes RAM and a NVIDIA GeForce RTX 3090 graphics adapter.
The current UNREAL project has a size of approximately 56 gbytes and has been realized mainly with blueprints. Only some time critical parts have been written in C++.
All software, this is UNREAL, DAZ and the bridge are installed on my 2 tbyte SSD which is the drive C: in this computer. I accepted all defaults during installation.
When I build a 64 bit windows package to be written to my 8 tbyte hard disk drive D:, an error message is reported very soon: DazToUnrealRuntime not flagged for being included.
In this attempt to build the project, the DazToUnreal plugin was enabled.
I used the Unreal engine to move the Engine/DazToUnreal files to the folder game/DazToUnreal/engine. In such a case Unreal changes all references to these files automatically.
As long as the plugin is enabled the DAZ 8 character can walk using my Unreal animations.
I was told to switch off the plugin as it is used for the transfer only. It was mentioned that it was not required to run my project. Therefore I turn off the plugin which requires a restart of the UNREAL engine.
After that restart with disabled DAZ plugin my character no longer can use my animations. It remains in the default A pose. It is true that I now can package my project without problems, but you can imagine that this is not something I can give out to my beta testers.
Enabling the plugin again and restarting Unreal, my character can walk again.
So my assumption is that I still have to move something from engine to game. But the only files remaining in the engine are 2 C++ files.
Yes, I checked that I don’t have a second version of the software on my disks.
I really hope that you can help me.












