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Jazz 8.1 discussion
While I loaded the default shape, I used the sliders to bring in the HD morph in my render, so you can see what it looks like there. The numbers were at 2 and 4 on the sliders. (I have DS down, have to leave now.)
The Newest Evolution Is Here: The Daz Season Pass!His morph looks interesting but the skin looks waxy and awful. Why did they switch from the regular iRay shaders? I hate the new PBR ones.
Daz 4.15 to UE 4.26.2: Gen8 Male + Gen8 Female, Animation Mixupdmcvocation said:
Hello. I'm not sure if anyone else encountered this problem. I searched for this issue in the "Newcomers" guide and also in the forum subjects but couldn't find a solution.
Basically exporting in sucession a Daz scene with one Gen8 male and one Gen8 female -- each having distinct poses -- to UE4 results in a mixup of their animations. More specifically, the mesh used in by the Gen8 male animation is taken over by the Gen8 female mesh. See mgen8_fgen8_swapmerged-1600px.JPEG.
I reproduced this a couple of times following these steps.
(1) UE4. Star with a clean slate project. Enable Daz plugin.
(2) Daz. Create new scene with two figures: mgen8 and fgen8. No hair. Simple clothes. Different poses.
(3) Daz. Export fgen8 to UE4 using default options.
(4) UE4. Accept and confirm fgen8 transfer.
(5) Daz. Export mgen8 to UE4 using default options.
(6) UE4. Accept mgen8. Confirm that fgen8 is OK but mgen8 has mixed-animation-mesh issue. See mgen8_fgen8_contentsmixed.JPEG.
I tried this the other way around, exporting mgen8 first followed by fgen8. I also see the same mixed up result after the second figure is transferred.
If anyone can reproduce this and/or has a solution, I'd love to hear it.
Cheers!
when 2 or more characters share the same skeleton unreal engine aways will use the "first one" as th default preview for the animation/pose, you just have to to say to it to use another mesh.
hmmm don't worry. about it, the thing is which don't matter if its a "male or female" what is matter is the "skeleton", since both characters are using the "same skeleton" then any animation will be shared between then, you don't need to worry about it, you are not obligated to use the male animations on female and the other way, if you are only using the animations in your scene you can change the model being used in the animation just open the animation panel then in the mesh panel where it's say mesh preview mesh (animationn) change the mesh to the one you want to appear then save, do it on each animation/pose you want then you can now drag the pose/animaton to the scene it gonna have the proper character.
Another way to do it is enable the unreal import window to appear then in the skeletal mesh you leave as none it will create a "new skeletal mesh with the name of the mesh, however it will make you have to manually configure the rig since you are not using the bridge skeleton, it wil be some extra steps but it will make each character have unique animations as you want.
to make things more clear and easy to understand characters in animations, imagine which the "character or mesh you see and love is not really a character and it's actually a "skin" or outfit and the "real" character is the skeletong inside the character he is the one making this "skin" gains life or controlling it, then daz use the same "skeleton for both male and female making then just a "skin" for this real character, then when you export any of then(male or female) you are exporting exactly the same skeleton(as long they use exactly the same skeleton) then when you export to unreal it normally would have the import window asking if you want to import using the same skeleton or create a new skeleton for each one, then since the bridge already do it in auto, then it ending making them have the same skeleton which means share the same animations, in many cases it can be very helpfull because it means which all the characters will have a shared animation library which can be or not used, and it don't means which you must for exemple use a female only animation in a male or a male only in female or in even crazy cases a monster animation in a regular character, you can still keep using female animation only to female or monster only to monsters, but in any case you want for exemple a gay male which a feminine walk then you have it or a more tomboy female then you can use male animations for her or have a human have some monsters behavious then you can have and make more stuffs like that, now if you really want to each one have they own animations you just export using different skeletons, making sure you generate unique skeletons for each character.
Daz 4.15 to UE 4.26.2: Gen8 Male + Gen8 Female, Animation MixupHello. I'm not sure if anyone else encountered this problem. I searched for this issue in the "Newcomers" guide and also in the forum subjects but couldn't find a solution.
Basically exporting in sucession a Daz scene with one Gen8 male and one Gen8 female -- each having distinct poses -- to UE4 results in a mixup of their animations. More specifically, the mesh used in by the Gen8 male animation is taken over by the Gen8 female mesh. See mgen8_fgen8_swapmerged-1600px.JPEG.
I reproduced this a couple of times following these steps.
(1) UE4. Star with a clean slate project. Enable Daz plugin.
(2) Daz. Create new scene with two figures: mgen8 and fgen8. No hair. Simple clothes. Different poses.
(3) Daz. Export fgen8 to UE4 using default options.
(4) UE4. Accept and confirm fgen8 transfer.
(5) Daz. Export mgen8 to UE4 using default options.
(6) UE4. Accept mgen8. Confirm that fgen8 is OK but mgen8 has mixed-animation-mesh issue. See mgen8_fgen8_contentsmixed.JPEG.
I tried this the other way around, exporting mgen8 first followed by fgen8. I also see the same mixed up result after the second figure is transferred.
If anyone can reproduce this and/or has a solution, I'd love to hear it.
Cheers!
Face Mojo [Commercial]LayLo 3D said:
pds said:
I recently downloaded Laylo's app from the iOS App Store and with the few tests I've done, it works fine. Getting the files (motion capture and optionally, audio capture) from the iPhone to your computer is convoluted, but that's due to the way iOS works and not the app.
- Locate the file(s) using the iOS Files app
- Click the small "hamburger" icon in the upper right corner of the screen (circle with three horizontal dots in it) to access the "Select" option and tap the file you want to export (.json for the mocap)
- Click the export icon in the lower left corner of the screen (square with an arrow pointing up)
- Choose your preferred method for exporting the file (AirDrop, email, Save to Dropbox*, etc.)
Since I run Daz Studio on a PC, it's easiest for me to use "Save to Dropbox," but obviously you need to have Dropbox installed on your iPhone and your PC. I've read that some people use email and that works fine also.
Once you have the files exported, you can access them from within Daz Studio using the Face Mojo importer. The process is a little different than shown in Laylo's original video because that video demonstrated how to import the file created by other 3rd party iPhone apps. Using Laylo's iPhone app and Face Mojo importer is actually easier:
- Add the appropriate generation Genesis character to your scene (based on which generation/version of the app you have, G3M, G3F, G8M, G8F)
- Select the character in the Scene tab
- Navigate to where you have Face Mojo installed in your Content library
- Double-click on the .json importer to load the mocap animation for the character
- Play the animation from the Timeline
- If you recorded audio, you can add that file to the animation Timeline by going under the Edit menu in Daz Studio and choosing Audio (a dialogue box will pop up letting you navigate to the saved audio file; once selected, another dialog box will pop up letting you specify the starting frame of the animation to sync the audio with--for some reason, you need to use frame 5)
Thanks for sharing your experience! Sorry it's not more straight forward transfering over the files. I've heard you can also use a USB cable and iTunes on Windows to transfer over the files, but I haven't tried it yet.
The steps look good, thanks for laying them out.
pds said:
You can tweak the mocap movements for every single frame, but that's a PITA (I wish there was a way to select a range of frames and apply a relative percentage tweak to the selected range, e.g. select 60 frames and boost the mouth opening amount by 20% for each frame)
You can use the strength modifiers for this! Just set a keyframe for them at 100% a bit before you want them boosted to start the transition from, then set one for 120% where you want the boost to be in full effect, then set one for 120% where you want it to end, and then set one for a 100% a little after to transaition back down to 100%. It's much easier to animate the strength modifiers to polish the animation in my opinion.
Terrific! Thank you for the information!
How do I ignore errors when loading scenes.PerttiA said:
BlueSirius said:
Agree if it can't find the texture or a morph I only want to know about it in a log file. An option to ignore missing content needs a check box.
I'll probably just find something else that works or there is an updated texture/morph and that is why the old one is missing.
+1
Yes, if the only option in the warning is "OK", there is no point in interupting the loading
Oh, good I thought I was crazy. I couldn't figure out why the program stops everything twice just to tell me it couldn't load everything. I can't change anything and I can't actually cancel anything.
"GODZILLA!!! Everybody, run!!!"RawArt said:
Redfern said:
Hmm, I thought RawArt would have popped in to promote his "Zilladreki" morph and texture set for the new DAZ Dragon 3.Sincerely,
Bill
You know how tempting it was when this thread first showed up to want to say something....but I could not because of NDA :PBut I am not the kind of guy to shamelessly promote myself................
............oh wait...yes I am :P
Nice, saves me the time of hunting it down

Any chance you (or somebody else out there) can provide 'glowing fin' textures for it?
Eyes/Eyelids do not closing properly - Character based on Face-TransferRichard Haseltine said:
menghienrico said:
Richard Haseltine said:
It may be the Face Transfer shape - morphs often need corrections for things like eyes closed, which are hooked up to the morph and the eye closed control so that they kick in as needed.
What kind of corrections are you referring to?
If a morph chnages the eye shape then the standard Eyes Closed will not in fact close the eyes properly - at 100% it moves the vertices a set distance and direction, so it may go too far or not far enough. The maker of the morph will, for expressions they wish to support, make another morph that fixes the issues and that will be hidden and invisibly linked to both the main shape and to the closing control, so that it kicks in only to the extent needed. If a morph doesn't hav correction because of the way it is made them there are likely to be issues (this, incidentally, is why, aside from any copyright issues, it's a bad idea to export a morphed shape as OBJ and load it as a single new morph).
I've found the correction you're talking about! It's an hidden parameter. Thank you. Now eyelids are fine!
Eyes/Eyelids do not closing properly - Character based on Face-TransferLindsey said:
Set the viewport to "Smooth Shaded" to render the figure with no textures. If the face looks "normal" with closed eyes, examine the Face Transfer generated face texture. Could be Face Transfer generated eyes in the eyelid texture area.
I tried as you advised me, but the problem remains. It is a defect in the mesh and not in the texture
Will i be able to use my pack of ExtraOrdinary Males and other Similar head morphs from Genesis2onG8I bought Genesis 2 Extraodinary males head morphs, aside from that i bought dial a girl, and a bunch other head morph faces for Genesis 2. I'm moving to Genesis 8 now soon(when i figure out how to do it)(I bought the tons of converters needed to do it). Is it easy to just transfer these Dial morphs to G8 and then in G8 just use them like i use them in G2 by using dials and shaping the face, theres like 2 packs of Extaordinary males and i bought them both each comes iwth liike 30 head morphs.
How would i transfer them/convert them to G8? Is it easy or do i have painstakingly put one by one on a Genesis 2 figure and then convert that figure to G8?
[Tutorial] retargeting animations inside unreal to Daz CharactersSnowSultan said:
Sorry if I wasn't clear, what I actually would like to know more about is how to avoid using Unreal entirely for character animation and to be able to use animations designed for the default UE4 mannequin with a Genesis figure inside DAZ Studio by reconfiguring the skeleton. Thank you for that information though, I'm sure it won't go to waste.
being honest i know which it's possible but is a really, really complex process, you need maya or blender, then knowledge on how to transfer the animations data from one bone to another, it's not a easy process, and i really don't know if it can be accurace, what you are askining is really nothing something simple, would be more easy to retarget the animations and use inside unreal than the way you are asking, i really don't know, specially since both skeletons are not the same, unreal cut all the complicated process which you would need to to in the others tools, the best of what i would say to you try is retarget the animtion inside unreal then export the character back to daz which is the problem, because i don't know the process to import animations to daz.
what i know which you can get any animation then export it outside unreal, now the next step i really don't know, it's up to you all the times i needed it was using unreal.
the best advise i would give is without any doubts make the process to retarget from unreal to the daz character then export to fbx outside then look for how to import the animation to daz, otherwise i really don't know.
Brooke 8.1... Yes, finally ! ! !Mada said:
JamesJAB said:
Brooke 8.1 Manhattan Style Bundle: Slip Dress has 2 promo pics and no built in shape + News poses have Brooke specific stuff
There is a shape for Brooke in the dress... it might have gotten left out on the description since the page was created before I had the morph, but it is in the dress :) She's wearing it in the main promo
Daz may need to update the dress to your newest version. When I load the dress without a character in the scene, there doesn't seem to be a morph for Brooke.
Brooke 8.1... Yes, finally ! ! !JamesJAB said:
Brooke 8.1 Manhattan Style Bundle: Slip Dress has 2 promo pics and no built in shape + News poses have Brooke specific stuff
There is a shape for Brooke in the dress... it might have gotten left out on the description since the page was created before I had the morph, but it is in the dress :) She's wearing it in the main promo
Genesis evolution morphs bundlebarzay said:
MimicMolly said:
Are you talking about this? https://www.daz3d.com/genesis-evolution-shapes-bundle It's only for the first unisex Genesis figure (generation 5), not G8. The G8 versions weren't bundled in this same way. They're included in some expensive Staff Picks bundles.
That's the one. What a shame. I was hoping to use it with later versions of Genesis.
Generally speaking, you will want to make sure that what you buy is designed for the generation you want to work with.
This is especially true with morphs and expressions. The exception to this is some older clothing and G8. I buy G3 clothing for my G8s all the time and they are relatively easy to use, but you should know there will be extra steps needed (and with autofit I think you will lose some morphs and bones). G2 clothing also usually works on G8. But shoes for older generations don't really work well with anyone they are not designed for. G2 shoes don't look good on G3s, and G3 shoes won't work well with G8, but sometimes you can fudge it. There are "clothing converters" in the store, but I have heard they are hit and miss at best.
G3 morphs can sometimes be transferred to G8 with Xtransfer. I transferred most of my G3 characters and favorite G3 morphs this way. Morphs that rely on a lot of other morphs and projection morphs (like the morphs for smoothing clothes) won't transfer with that method though.
Monster/dragon feet & legs for Genesis 1?Anybody know of a product that has dragon- or lizard- like feet for Genesis 1, where I can morph just the feet/legs? I'm thinking like BruteX's (https://www.daz3d.com/brute-x-for-genesis) or Reptilian 6 (https://www.daz3d.com/reptilian-6-hd-for-genesis-2-male-s). Or is there some hack to be able to pull out a body part from a full-body morph?
Face Mojo [Commercial]pds said:
I recently downloaded Laylo's app from the iOS App Store and with the few tests I've done, it works fine. Getting the files (motion capture and optionally, audio capture) from the iPhone to your computer is convoluted, but that's due to the way iOS works and not the app.
- Locate the file(s) using the iOS Files app
- Click the small "hamburger" icon in the upper right corner of the screen (circle with three horizontal dots in it) to access the "Select" option and tap the file you want to export (.json for the mocap)
- Click the export icon in the lower left corner of the screen (square with an arrow pointing up)
- Choose your preferred method for exporting the file (AirDrop, email, Save to Dropbox*, etc.)
Since I run Daz Studio on a PC, it's easiest for me to use "Save to Dropbox," but obviously you need to have Dropbox installed on your iPhone and your PC. I've read that some people use email and that works fine also.
Once you have the files exported, you can access them from within Daz Studio using the Face Mojo importer. The process is a little different than shown in Laylo's original video because that video demonstrated how to import the file created by other 3rd party iPhone apps. Using Laylo's iPhone app and Face Mojo importer is actually easier:
- Add the appropriate generation Genesis character to your scene (based on which generation/version of the app you have, G3M, G3F, G8M, G8F)
- Select the character in the Scene tab
- Navigate to where you have Face Mojo installed in your Content library
- Double-click on the .json importer to load the mocap animation for the character
- Play the animation from the Timeline
- If you recorded audio, you can add that file to the animation Timeline by going under the Edit menu in Daz Studio and choosing Audio (a dialogue box will pop up letting you navigate to the saved audio file; once selected, another dialog box will pop up letting you specify the starting frame of the animation to sync the audio with--for some reason, you need to use frame 5)
Thanks for sharing your experience! Sorry it's not more straight forward transfering over the files. I've heard you can also use a USB cable and iTunes on Windows to transfer over the files, but I haven't tried it yet.
The steps look good, thanks for laying them out.
pds said:
You can tweak the mocap movements for every single frame, but that's a PITA (I wish there was a way to select a range of frames and apply a relative percentage tweak to the selected range, e.g. select 60 frames and boost the mouth opening amount by 20% for each frame)
You can use the strength modifiers for this! Just set a keyframe for them at 100% a bit before you want them boosted to start the transition from, then set one for 120% where you want the boost to be in full effect, then set one for 120% where you want it to end, and then set one for a 100% a little after to transaition back down to 100%. It's much easier to animate the strength modifiers to polish the animation in my opinion.
G8 female feet become thinner then the morph at unpredicted timesI have a reshaped the foot in a high heel position and have parented the shoes to the feet they are not rigged. When I put g8f in a pose usually the foot becomes thinner so there is much room in the shoe to the point where it does not look natural anymore. I have checked everything redid the preset also align bones and everything seems in working order. I have made the morph for the feet thinner in the past but saw that was not the correct way to go about it and have deleted this morph from my computer I have searched and can no longer find the thinner foot morph anywhere on the computer. Also Fahrenheit the foot reverts back to the thin setting and when she is selected in currently used it only says currently used is the new Highheel morph where the foot with his correct in relation to the in the shoes yet the feet are too thin. To me It seems to still be recalling the old thinner foot morph somehow even though I'm currently used it says nothing about the thinner foot morph.
How do you Choose what Morphs to Bake and Export when using Unity Bridge?When I used to use DAZ Studio before and export my characters as FBX for use in Unity,i would have to go to Export and then go to the morph options and change some settings. The default is to bake the body as you have it morphed with morph dials etc and the head too. But then if you want to add only specific facial expressions(like a few 6 of them and then the open mouth morph), you would set those as EXPORT type.
How does this all work now, if using DAZ to Unity Bridge, since DAZ to Unity Bridge doesn't ask you to select any export options? Will all the morphs become blendshapes in Unity, oh man i wouldn't want that to happen, there's tons of morphs...OR WILLL NONE OF THEM become blendshapes, that would suck...!!! Then how do i choose which ones i want to become blendshapes in unity and which ones i want hidden? Thanks
Eyes/Eyelids do not closing properly - Character based on Face-Transfermenghienrico said:
Richard Haseltine said:
It may be the Face Transfer shape - morphs often need corrections for things like eyes closed, which are hooked up to the morph and the eye closed control so that they kick in as needed.
What kind of corrections are you referring to?
If a morph chnages the eye shape then the standard Eyes Closed will not in fact close the eyes properly - at 100% it moves the vertices a set distance and direction, so it may go too far or not far enough. The maker of the morph will, for expressions they wish to support, make another morph that fixes the issues and that will be hidden and invisibly linked to both the main shape and to the closing control, so that it kicks in only to the extent needed. If a morph doesn't hav correction because of the way it is made them there are likely to be issues (this, incidentally, is why, aside from any copyright issues, it's a bad idea to export a morphed shape as OBJ and load it as a single new morph).
Auto-fit Clones - RetiredArkadySkies said:
Wow. Those disclaimers sure tell a story. Sorry about any drama you had to deal with to bring us these.
Everytime I try to make the switch to G8, I run back to G2. There are some things, especially among the regular base morph dials, that never got a G8 equivalent. But there are some good post-G2 clothing and hairs out there. Already made a G3 clone that works well, but G8 was a bit more of a challenge. This is solid work.
Yes the jump to G8 was certainly more a challenge lol ... I tease that the next figure could be arriving in the fetal pose lol ... but seriously no. The "A" pose is to facilitate the dForce draping plugin.











