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Just the HD details of SimonWM's "Hercules HD for Genesis 3 Male", without increasing G3M's size?
Mystiarra said:
you could manually delete the scaling from the hercules*.dsf file under data/morphs folder.
delete the formula section. the morphs are in a separate section of the file.
it helps to use the dson editor,
it can be done with a text editor, but in plain text is more likely to miss a curly brace.I had opened the Hercules HD for G3M morph's FBMxtraSWOLE7.dsf in Notepad++, but this file's content looks like a jumboed mess of WingDings. I think that this means this file's content is ecrypted? I don't have a DSON Editor; how can I see this .dsf file's content in plain text for I can edit it?
Just the HD details of SimonWM's "Hercules HD for Genesis 3 Male", without increasing G3M's size?How can I edit the Parameter Setting's Sub-Components of the Hercules Body HD morph?
Just the HD details of SimonWM's "Hercules HD for Genesis 3 Male", without increasing G3M's size?I can only suggest checking "Show Hidden Properties" when the Hercules morph is dialled in and seeing if there are any hidden morphs under "Currently Used". Othwerwise I fear you're out of luck.
Sell me on Blender animation over Studio's@peterpeter
You are correct.I am not in the Daz/Genesis content Eco system
Not anymore.I am a content creator/filmaker/VFX artist
I Create All of my clothing props and sets in Blender.
I use the Reallusion CC3 figures(wearing my custom clothing) that I import into blender
already animated from Iclone.We have a free Blender addon Called "CC3 Pipeline" that does for CC3 figures
what Diffeo does for Daz figures in auto texture setup uopn import into BlenderThe figures are just one aspect of the entire civilizations I create for my animated films.
I DO NOT do still portraits/pinups or 5 second, wide shot framed, videos of dancing girls in an empty universe, from a canned aniblocks.
Daz content with all the genesis HD morph Data and retarded 4K textures, is just not suitable
for my animated filmaking.RE: C4D ,Some Blame the DAZ bridge
some have Blamed C4D for making duplicate iterations of the figure for each morph.But the reality is that Genesis itself is to blame as it needs to be connected to a massive Data set to give it full functionality.
And IMHO that Data functions best when accessd live streamed within Daz studio.
sending it all to another application is not worth effort
for My pipeline for animated filmaking.maybe for some people but not for me.
And we both agree that people, steep in the Daz content Eco system( like the OP), have no need to migrate to blender or anywhere else.
Where's the real Judy Love?Frinkky said:
I bit the bullet - figured it'd be useful as a blending shape, quick test below, but doubt the skin will be used. I do wish either an update includes the older version or it's released as a separate character - I mean, after 25 iterations, you've pretty much created a whole new character by then?
For those looking to reduce the overall effect of the lips, there are two hidden dials that can be set to zero: "RN Judy Face Structure Adjust II" and "RN Judy Lips Shape".
Edit: Judy's head morph is only applied 36% - blended with a custom morph.
I really like your results here. Very natural and pretty. I'd buy this character for sure.
Progress with Running Track Freebie (Hurdles + G8F Hurdles Poses)There are two problems I can spot there. The black lines in the first image going to the shot-put circle. I have never seen them so pronounced. Unfortunately, they coincide with modelling triangles in the converted STL file. I obviously need to re model that part of the infield. Gaah!
Now, with the white lines appearing and disappearing, this is what I have been fighting with throughout. The morph translates every facet in the lines up and down by exactly the same amount. I manually checked in the OBJ file brought into DS that was what was happening, and the output was as I expected. I think it's another manifestation of the same problem that causes eyes to render black away from the origin; a lack of significant figures and so the two facets render in the same place. This time there's no transparent material to turn black when facets intersect. It's frustrating.
Progress with Running Track Freebie (Hurdles + G8F Hurdles Poses)I really like this set! It gave me a chance to use some other nice freebies too.
The props themselves loaded fine, and the mat settings all worked.
I did run into problems with the lights and the morph on the track. The lights each load an extra set of render and tone map settings that don't change the light. So If you click on the various options, you can easily end up with four tone map and render settings in your scene tab, and the light will be the same as when you started. The other issue has to do with the Lines morph. Dialing the morph into negative numbers makes some of the lines disappear while other lines remain raised. The more you dial this morph back, the more the lines disappear. The lines tend to disappear toward the edges of the track, so if you remain close to the center, you can possibly dial the lines down a lot and still see the lines you need. Even at -100%, the lines are pretty pronounced there though, so I went ahead and turned off parameter limits and dialed it down to -150% for the render below. It looked pretty good then.
Here's a render of an athletic-looking woman enjoying her new track*:

Also, here are some screenshots of the lines at various morph settings to illustrate what I mean:
Lines morph at -50%:

Lines morph at -100%:

Lines on track up close at -100%:

*Sorry it's not a cleaner image. It was already late so I ended the render early.
How to save a dress morph (or a dforce state)I tried this as an experiment with the G8F Jumpsuit to put a bulge under the jumpsuit but when I try to load the object in morph loader I get a geometry error.
Not sure why as I exported as an object for the simulated frame (figure & object hidden).
Exported object as DS to DS.
Loaded the object as DS to DS at the same frame.
I get a geometry error?
I'm pretty sure I havnt changed anything in the geometry so I am not sure what has gone wrong:(Any ideas?
Sell me on Blender animation over Studio'swolf359 said:
I was a C4D user for over ten years and made a feature length animated film
with it.I was part of the Mass exodus ,in the C4D community, over to Blender after 2.8 was released and Maxon subscription(or $3800 USD perpetual with a very limited upgrade path)
The Xrefs system was legndary, in the major online C4D forums, for being useless and I beleive they have some new "Team collab/render"feature to replace it.
But this is not a thread to compare C4D to Blender particualry since C4D
Effectively requires VFX artists to buy a third party Xparticles subscription
from Insyduim to be even close to parity with Blenders/Maya's native unified
Dynamics/VFX capabilities.
I agree that Maya has the best collaboration system for large team projects
but that is why Autodesk prevails in the industry ,yes??
I am sure you were just being facetious comparing Blenders content managment
to the Daz Data system.For a team project we would literally need to every member maintain an identical
Runtime& Data folder locally on his/her machine as one missing morph file
from that brodignagian, hard path dependent Data folder would disable some apsect
of your Genesis figures.And frankly a 200 megabyte Blender scene file is a joy compared to the 6-19 gigabyte
Files reported By C4D users bringing over a single naked G8 female(and her morph Data),into C4D
Via the Daz bridge.And with Blender I can safely invest in third party plugins Like hard ops/box cutter,Decal machine, etc with litte fear of a loss of that added functionalty
By an incompatible core application update, because I can safely& easily acquire and run previous versions of blender on the same workstation.With Daz studio....not so much

I wasn't being facetious :) What you say about Daz is true, every user has to download EVERY file and pray that there are no missing morphs,textures, etc. and I solved it by storing all the data in a dropbox account and then the other members would have to download and sync their local folder with the online master folder. And you face the same problems if you want to start transfering massive content from Daz to Blender or Maya or whatever soft you want to use. You need to keep a masterfile to grab the content you need from. Granted, Blender gives you the flexibilty you won't have in Daz, but it's a lot more work to set up. Blender doesn't have an asset manager (yet). And the one in alpha is, well, very basic. The Daz Library system is great for that purpose, I don't need to go looking for different blend files to grab what I want. For a Daz user with no prior experience in a big software, this is a big turn off.
My goal (you might have different goals and that's why we have different opinions) is to be able to save hundreds of files using the same characters without those files being huge in filesize so I can transfer those files to the render farm. I mainly work with stills (and some animation work) and I cannot do that in blender because of what I said in my previous post. 200mb average per model! using the diffeo plugin and importing all the necesary jcm morphs, clothing, etc. Now add that an environment, and 2 or more characters. You could easily reach 1gb per scene.
I haven't really tested the Xref tag that much, because the C4D bridge sucks big time, that's why users report huge filesize and freezes when transfering content (I have also experienced them myself. The huge files people report is the bridge's fault, not C4D's), but the xref system allows me to do basic stuff (changing materials, sculpting, etc.) without having to append anything and keeps my render files relatively small. You have more experience in C4D than me and I'll trust the xref is not that good for more complex tasks.
Will Blender's Library override feature be better in the future? Of course it will and imo it will match the reference system Maya offers right now. But I can work in Maya now as opposed to waiting a few years for Blender to catch up.
SnowSultan If you don't need to do any complex animations, then I'd suggest staying in Daz. If you move to Blender, or any other software (C4D, Maya,etc.) you'd have to do everything yourself: creating your own assets folder, retexturing the characters yourself, saving your custom poses, everything that you take for granted in Daz, you'll have to do it from scratch yourself in the other software. Having said that, it's always nice to take some time to watch or learn what other softwares do, in case you decide to leave Daz and move to a more serious software.
Daz Studio 4.16[.0.x] Pro, General Release! (*UPDATED*)jbowler said:
s_j_gregory said:
I've not graduated to saved scenes yet; still dealing with saved characters. So far I have re packaged 86 G8F characters and (re) installed them using DIM. I am working out my (Content) directory structure and Downloads and ManifestFiles folders so as to have something manageable: I was noticing DIM (and I) was having problems with too much content in one folder. At this stage, having gotten through the 86 above, I am at the point now where I am dealing with characters I like. So far, thirty-five of these have versions I have customized. (about more 100 still to go!!) Sometimes my customized versions load without problems; sometimes they load missing files because I have shared a MAT or something. Those I understand. I'll try to explain what I don't understand. When I load one of my custom characters and it missing morphs, I zero pose and clean the timeline as suggested, resave - it reloads without missing anything. But after I have done a bunch, if I go back, reinstall one that was not missing files and reload it, it will be missing files again, from the more recently uninstalled content. It might be too early to say but I think the upside of all of this is that when I am complete I will have much lower system load. For instance reduced RAM consumption - so far a G8F character is using about 500 MB less RAM than when I started. I am not sure I can say load times are improving. The down side looks like, when I am all done uninstalling content, that I will have to reload all of my custom characters (and scenes) one at a time to be sure to eliminate the missing (morph) file annoyance - or just get used to it.
I find the whole thing completely weird. I've loaded recent scenes where characters turned into blocks; Christy Turlingon converted into Marvin the Android sort-of-thing. I just loaded a scence I'd saved on 12/4/2017, the only character was Akame. DAZStudio warned me about all the missing textures, I went to DIM, de-installed Akame from "G8Figures-Unused" and reinstalled to "G8Figures-Core" (the latteer being in the set that DAZStudio can see) and everything, but everything, was hunky dory. Then I loaded a more advanced version of the scene from 2/5/2018 and I got four missing .dsfs, a few Victorias and some nails; I ignored those and everything looks fine (I guess I may have lost Akame her nails). I also guess I didn't have that much content in 2017, but I'm not sure; it's all weird.
I have experienced similar weirdness, provided I correctly understand the character turning into blocks. I have created relatively simply objects in Lightwave which were exported as an obj and then imported into Studio. The initial import looks great. If I then save the imported object as a scene subset or as a support asset it loads up the next time as a block with beveled edges. One object I had trouble with was a door with hinges and a door knob. Simple, right. Looking at the original mesh in Lightwave I found a couple of ngons that I had missed so perhaps my problem was in the geometry. The thing is, I had used these objects before without issue.
In any case, I have cleaned up some of the geometry that I use repeatedly and (knock on wood) it has been a while since I have had this issue. I'm just posting about it here as the remarks above reminded me of it.
What's the one thing you've always wanted to see sold at daz but never have?...Tyorne's looks more natural. Unfortunately I primarily work with G3 which uses a different Mat zones structure (and it's even more difficult to transfer between male and female UVs even with conversion scripts).
Did quite a bit of study on albinism to try and recreate the skin tone with SBP In a "photo studio" setting it looks fine but in natural sunlight it comes out sort of grey instead of having a slight pinkish tint).
Some of the images I've used as examples followed by one of the characters I've designed. :
Daz Studio 4.16[.0.x] Pro, General Release! (*UPDATED*)jbowler said:
s_j_gregory said:
I've not graduated to saved scenes yet; still dealing with saved characters. So far I have re packaged 86 G8F characters and (re) installed them using DIM. I am working out my (Content) directory structure and Downloads and ManifestFiles folders so as to have something manageable: I was noticing DIM (and I) was having problems with too much content in one folder. At this stage, having gotten through the 86 above, I am at the point now where I am dealing with characters I like. So far, thirty-five of these have versions I have customized. (about more 100 still to go!!) Sometimes my customized versions load without problems; sometimes they load missing files because I have shared a MAT or something. Those I understand. I'll try to explain what I don't understand. When I load one of my custom characters and it missing morphs, I zero pose and clean the timeline as suggested, resave - it reloads without missing anything. But after I have done a bunch, if I go back, reinstall one that was not missing files and reload it, it will be missing files again, from the more recently uninstalled content. It might be too early to say but I think the upside of all of this is that when I am complete I will have much lower system load. For instance reduced RAM consumption - so far a G8F character is using about 500 MB less RAM than when I started. I am not sure I can say load times are improving. The down side looks like, when I am all done uninstalling content, that I will have to reload all of my custom characters (and scenes) one at a time to be sure to eliminate the missing (morph) file annoyance - or just get used to it.
I find the whole thing completely weird. I've loaded recent scenes where characters turned into blocks; Christy Turlingon converted into Marvin the Android sort-of-thing. I just loaded a scence I'd saved on 12/4/2017, the only character was Akame. DAZStudio warned me about all the missing textures, I went to DIM, de-installed Akame from "G8Figures-Unused" and reinstalled to "G8Figures-Core" (the latteer being in the set that DAZStudio can see) and everything, but everything, was hunky dory. Then I loaded a more advanced version of the scene from 2/5/2018 and I got four missing .dsfs, a few Victorias and some nails; I ignored those and everything looks fine (I guess I may have lost Akame her nails). I also guess I didn't have that much content in 2017, but I'm not sure; it's all weird.
Well. This might be a blinding glimpse of the obvious. I am seeing a pattern of finger nail morph issues - I suspect I had a favourite for a while but oddly as you have suggested the character scene subset does not appear to be missing the nails. I have had the occasional brow issue resulting from using a mesh brow and brow remover - if I am not careful my folder with the generated images heads off to parts unknown leaving me with white face. You are likely familier with these situations. Oddly, I have had an instance where Content Package Assist would NOT package the content for DIM but surprisingly the CGShare free tool came through. I have also had instances (more than one so it is not just an odd coincidence or misappreciation) where characters have warned of many/all MAT images missing only to load perfectly - less the warning. But this is my new news. It perhaps goes without saying, as I am in this situation, that I am perhaps not as disciplined as I should be. While making a scene or playing with a new clothing item or pose set, I might decide that I particularly like how a character looks - AND DECIDE TO SAVE IT AS A SCENE SUBSET. I am thinking that, at times, DAZ Studio is saving the morphs (and maybe MATs in some cases) of not just the selected character from the scene in the scene subset. Then, when I reload that character, it reports some (sometimes a lot) missing content when, in all honesty, the majority of cases, there is nothing whatsoever wrong with my loaded character. Talk about things that make you go, Hmmm.
Point of clarification. I don't think it has anything to do with other characters in the scene but rather how I originally created the character(s) I am saving as scene subset(s). My theory is -I have character Anna, Betty, Claira and Doris; all are installed separately via DIM; over years and hundresds of characters My Betty (custom based on Betty) was built but on top of Anna, My Claira (based on Claira) was built but on top of My Betty and My Doris (based on Doris) was built but on top Claira. When my characters are saved, even though they have nothing evident related to their lineage, e_ctrl morphs associated with their origins are being saved with the scene subset. So when I remove Anna, Betty and Claira from my content, Doris loads missing those files and when ignored loads just fine without them.MimicMolly's Renders & WIPsFinally got around to creating a separate head morph and a "foot neutralizing" morph for Rawart's Sphinx G8F. For the head morph, I created it with ITF Dev Kit for G8F. As for the foot neutralizing morph it was a mix of going back and forth with the geometry editor until I got it right. Here is an example with the separate head morph at -100% and with RN Kayla head at 100%. In other words I can turn any of my G8F's into a sphinx girl.

Since I'm not planning on posting this particular render in the DAZ Galleries, I only did a rough clean up of the dress it had some of the fur clipping through. I had tried to use a wind node for this render, but I couldn't make it work. Instead I tilted her, so the dress could move where I want it to.
DazStudio using cross overI want to move my mac to the next OS which the DS will be supporting later. I primarily want to use the DazStudio to Blender bridge as I have 1000+ items I want to use. I could use one of the over tranwports mccasuals or defmorphic or the other one on gumroad. I am not goiug to be doing rendering per se as I want to pose, place texture, load morphs and then transfer to blender to tweek and render. Has anyone tried DS with Cross Over?
Progress with Running Track Freebie (Hurdles + G8F Hurdles Poses)The lights use Sun/Sky which can be a little erratic for some. I do like lighting with HDRI's for this, but it's not something I can make myself, so avoided using any in the distribution file.
It may be possible to reduce the protrusion of the lines from the track. I included a morph in the main body to do this. Think it's called 'Less-More Prominent'. The lines are raised to avoid rounding errors hiding them under the track surface and disappearing, and it's sometimes not needed at full strength. Can't use a texture for the lines as the texture would need to be 51200 x 25600 pixels to get the same resolution in the track surface graininess without texture tiling.
Regards,
Richard.
Sell me on Blender animation over Studio'sI was a C4D user for over ten years and made a feature length animated film
with it.I was part of the Mass exodus ,in the C4D community, over to Blender after 2.8 was released and Maxon subscription(or $3800 USD perpetual with a very limited upgrade path)
The Xrefs system was legndary, in the major online C4D forums, for being useless and I beleive they have some new "Team collab/render"feature to replace it.
But this is not a thread to compare C4D to Blender particualry since C4D
Effectively requires VFX artists to buy a third party Xparticles subscription
from Insyduim to be even close to parity with Blenders/Maya's native unified
Dynamics/VFX capabilities.
I agree that Maya has the best collaboration system for large team projects
but that is why Autodesk prevails in the industry ,yes??
I am sure you were just being facetious comparing Blenders content managment
to the Daz Data system.For a team project we would literally need to every member maintain an identical
Runtime& Data folder locally on his/her machine as one missing morph file
from that brodignagian, hard path dependent Data folder would disable some apsect
of your Genesis figures.And frankly a 200 megabyte Blender scene file is a joy compared to the 6-19 gigabyte
Files reported By C4D users bringing over a single naked G8 female(and her morph Data),into C4D
Via the Daz bridge.And with Blender I can safely invest in third party plugins Like hard ops/box cutter,Decal machine, etc with litte fear of a loss of that added functionalty
By an incompatible core application update, because I can safely& easily acquire and run previous versions of blender on the same workstation.With Daz studio....not so much
How do I unlock more shaping options for Genesis 3 female?https://www.daz3d.com/fantasy-creature-creator-hd-morph-pack-for-genesis-3-female
for a more monstrous look.
How long does it take you to load G8F?The new beta (4.15.0.14) contains modified timing messages in the log file for morph loading (and some of the ones messages present before, I think in .12, have gone.
EDIT: I removed the timing figures I had posed. I suspect I've broken something by rebuilding the CMS and, maybe, not properly cleaning the DSON cache.
Where's the real Judy Love?Frinkky said:
tsroemi said:
Cool, thanks for letting us know! Your test pic just disappeared, by the way. - Oh, now it's back, great!
I neglected to save it as sRGB so it looked a bit flat in-browser.
I see, sure looks very nice now. The morph also looks much better to me like this.
Where's the real Judy Love?I bit the bullet - figured it'd be useful as a blending shape, quick test below, but doubt the skin will be used. I do wish either an update includes the older version or it's released as a separate character - I mean, after 25 iterations, you've pretty much created a whole new character by then?
For those looking to reduce the overall effect of the lips, there are two hidden dials that can be set to zero: "RN Judy Face Structure Adjust II" and "RN Judy Lips Shape".
Edit: Judy's head morph is only applied 36% - blended with a custom morph.









