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Daz 3D Forums > Search
  • Jazz 8.1 discussion

    The Blurst of Times said:

    A simple shot with less going on, showing the body... presented without comment.
     

    The head morph is a nice enough addition to the gene pool. The body is -- as you carefully did not say -- so non-descript as to be . . . unworthy of comment.

    I think I just broke my own brain. 

    By

    wyvern13 wyvern13 May 2021 in The Commons
  • Duplicate Formulas - possible solution

    PerttiA said:

    It should be noted that if you make changes to your morph folders, either by adding, removing or editing the morph files, the next time you load the figure, the load time is longer because DS updates the useless cache file.

    That might explain the random deviations. I was thinking that DS might be busy importing metadata or updating the database, but the instances seemed too random.

    By

    Jason Galterio Jason Galterio May 2021 in The Commons
  • Duplicate Formulas - possible solution

    It should be noted that if you make changes to your morph folders, either by adding, removing or editing the morph files, the next time you load the figure, the load time is longer because DS updates the useless cache file.

    By

    PerttiA PerttiA May 2021 in The Commons
  • [Released] Character Converter from Genesis 2 Female to Genesis 8 Female [Commercial]

    MGMOZ said:

    I have been trying to solve an issue with the Male equivilent of this G2 to G8 Converter.

    I have tried following the directions suggested on this the Female equivilent but all attempts have failed.

    In every attempt, I end up with three characters on screen, the G2 character (turned off), a RSCloneGenesis2Male with the Genesis 8 character with it's head way off to the left!

    I am about to give up on this product but decided to try one last time via this forum.

    What am I doing wrong??

    Why you have 3 characters at the end I don't know without seeing why the script crashed.  However, the head to the left is a common error where you had moved one of the figures before running the script.  The converted morph works to push the head over to where you placed the figure.  You need to delete BOTH the clone and all the morphs and run again.  On first run, the script creates a clone (and never recreates it). You need to delete the clone so the script will regenerate it.  It is located at C:/Users/USER NAME/AppData/Roaming/DAZ 3D/Studio4/CharacterConverterMorphs.

    By

    RiverSoft Art RiverSoft Art May 2021 in Daz PA Commercial Products
  • Duplicate Formulas - possible solution

    Further experimentation has lead me to a retraction, a correction, and a couple of additional tid bits.

    The highpoints first:

    1. The G8F load time reported in the error log takes into consideration the human interaction time required to click the "Ok" button on the Duplicate Formula error. In other words, the load time clock keeps ticking while waiting for the error to be cleared. In hindsight this is obvious, but just didn't occur to me at the time. The DF errors still have an impact on load times, just not as dramatic as I first thought they were.

    2. DS seems to have a variance of load times on G8F from anywhere between 30 seconds to a minute. I haven't been able to determine what might be causing this, but I wanted to mention it. I usually do multiple loads just to make sure I am not seeing one of these blips.

    3. Having two video cards seems to have an impact on G8F load times. Which isn't something I would have expected.

    4. Missing Target warnings has an impact on the load times, but usually not as dramatic as the Duplicate Formula errors. I say usually only because there are a few products with a lot of these warnings that do have a significant load time impact.

    With that out of the way, here is the new data I found. LT stands for Load Time.

    5 minutes 48 seconds LT: 2 Video cards, Duplicate Formula errors present (and babysat).
    4 minutes 48 seconds LT: 1 Video card, Duplicate Formula errors present (and babysat).
    2 minutes 49 seconds LT: 2 Video cards, no Duplicate Formula errors.
    3 minutes 25 seconds LT: 1 Video card, no Duplicate Formula errors.

    It's interesting that having two video cards makes LT worse with Duplicate Formula errors and better without. Babysat means that I waited for the error message to appear and clicked it as fast as I could. Removing as much of the human interaction time as possible.

    A couple of comments about my hardware / software set up. I have an external secondary video card that I can turn on and off. So the system and software is exactly the same when the video cards are switched. I have somewhere between 650 and 750 G8F character / morph packages installed. Which should explain why the LT would be this long at all.

    For the Duplicate Formula errors, I have three products that have these issues. Two of them have conflict with one other product. The other one I haven't been able to determine the conflict. I'm not going to name the products as it is irrelevent because you have to have both conflicts installed to experience the error.

    By

    Jason Galterio Jason Galterio May 2021 in The Commons
  • Hair Issue - Floating

    If autofollow is checked on the used morphs, the morphs should be transfered to the fitted items like hair and clothing (hidden) and this works pretty well with morphs that are moving the vertices, but... If the morph is un-evenly scaling the bones, the scaling doesn't have autofollow. I haven't figured yet, why some hair and clothing still do fit properly while some fail. Maybe it has something to do with the rigging of the item to be fitted.

    By

    PerttiA PerttiA May 2021 in New Users
  • The My Bucket's Got a Hole In It Complaint thread

    kyoto kid said:

    ...non complaint:  Put in the order for the 2 TB SATA III SSD and the 3.5 to 2.5 adapter for the drive bay which will hold both the C & D drives as it was "payday" and I had a discount coupon offer good until tomorrow  Should be here within the week and finally I'll have a much more zippy content library (getting a lot of wait times lately as the current drive is filling up as a good portion non library/runtime related stuff that will remain on the HDD when it gets moved to the "E" slot.

    Nice on the new drive.  Now, since I'm the "backup loon", I have a tip to share with you and anybody who might use the backup program Macrium:Reflect.  This could apply to other backup programs too, so whatever backup method you use, take a moment here.

    Whenever you add a drive, move partitions from one physical drive to another, change drive letters, or hide/reveal drive letters in your partitioning software, you should ALWAYS go back into your backup program afterward and make sure that your backup "jobs" still point to the drive letters/partitions that you expect them to.

    Many many times, I've made drive changes to one of my systems with ultimately NO DIFFERENCES at the end of the process.  For example, my C drive is still my C drive, but it just sits on a different physical drive now than it did before.  Or my P drive is still my P drive and still contains my DAZ library, but it's not at the end of physical device 2, it's at the beginning of physical device 3.

    And I'll go into Macrium:Reflect and will see that my C drive backup is now backing up F drive instead.  And P drive backup backs up drives J and K instead, while my F drive backup job is pointing to a drive partition identifier that doesn't translate to any valid drive partition, meaning that that job will fail upon next execution.

    It's easy enough to fix this, and I do.  But that's always a step I do whenever I just messed around with physical or logical drive partitions:  Check my backup jobs.  Or else I might no longer be backing up C drive, a content drive, or my documents drive.  Yikes!

    It's a simple "best practices" check and may only take you 5 minutes to complete, depending on the backup program you use.  But I highly recommend taking that time and doing it right.

    Good luck with the data transfer and getting your new drive up and running.

    By

    Subtropic Pixel Subtropic Pixel May 2021 in The Commons
  • Jazz 8.1 discussion
    Frinkky said:

    Whilst I'm all for options for the 'bnd' (bloke next door), eg. not an olympic swimmer, gladiator or some other fitness freak, it's almost like they forgot to finish the torso here - it looks like a toon. Even the HD morph seems to neglect this area. It is not a suitable counterpart to Jacqueline.

    Nah they are counterparts (see the resemblance: the 2008 movie Get Smart)

    By

    CHWT CHWT May 2021 in The Commons
  • Jazz 8.1 discussion

    Whilst I'm all for options for the 'bnd' (bloke next door), eg. not an olympic swimmer, gladiator or some other fitness freak, it's almost like they forgot to finish the torso here - it looks like a toon. Even the HD morph seems to neglect this area. It is not a suitable counterpart to Jacqueline.

    By

    Frinkky Frinkky May 2021 in The Commons
  • Daz2Blender question

    Everything seems to work perfectly for me except... When I first import a Daz character into Blender the morph sliders are there and working perfectly. When I save the character as a Blender file, close and re-open, all the DTB morph sliders are gone. The shapekeys are intact but most of them are drivers (which drive the missing morph sliders). I can delete the drivers and the shape keys work, but with a lot of morphs that's counter productive.

    Is there a way to retain those DTB sliders in a native Blender file without having to re-import the character each time?

    By

    Safetyman Safetyman May 2021 in Blender Discussion
  • Offsite dForce?

    Well how I go about it is to make a morph of the draped results. That can be then be saved and reused.

    By

    Catherine3678ab Catherine3678ab May 2021 in Daz Studio Discussion
  • How Exactly DO you Use GenX2 it says Morphs should be in the morphs folder for the according figure

    What to do? I'm trying to convert a michael 4 figure to genesis 2.  I first shaped it with Body morphs and head morphs, then I saved to the libraries as a .CR2 file cause that's the only way i can drag it to the GenX2 window, then in the window, it has al my Body morphs and head morpsh etc, i push the select button and choose "Transfer ON for all Non Zero values" . Then finally i  get this message

    By

    nokoteb99 nokoteb99 May 2021 in Daz Studio Discussion
  • Jazz 8.1 discussion

    Serene Night said:

    His morph does not excite me. Thin shoulders, big head, and grompy cat expression in the hd morph with that squint.  A body you might dial with morphs. We'll see what else comes with him. 

    Yes, when looking at the torso and comparing it with the size of his head, they don't belong to the same person.

    By

    PerttiA PerttiA May 2021 in The Commons
  • Jazz 8.1 discussion

    His morph does not excite me. Thin shoulders, big head, and grompy cat expression in the hd morph with that squint.  A body you might dial with morphs. We'll see what else comes with him. 

    By

    Serene Night Serene Night May 2021 in The Commons
  • 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.)

    By

    memcneil70 memcneil70 May 2021 in The Commons
  • 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.

    By

    Wonderland Wonderland May 2021 in The Commons
  • Daz 4.15 to UE 4.26.2: Gen8 Male + Gen8 Female, Animation Mixup

    dmcvocation 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.

    By

    Ellessarr Ellessarr May 2021 in Unreal Discussion
  • Daz 4.15 to UE 4.26.2: Gen8 Male + Gen8 Female, Animation Mixup

    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!

     

    By

    csaa csaa May 2021 in Unreal Discussion
  • 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.

    1. Locate the file(s) using the iOS Files app
    2. 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)
    3. Click the export icon in the lower left corner of the screen (square with an arrow pointing up)
    4. 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:

    1. Add the appropriate generation Genesis character to your scene (based on which generation/version of the app you have, G3M, G3F, G8M, G8F)
    2. Select the character in the Scene tab
    3. Navigate to where you have Face Mojo installed in your Content library 
    4. Double-click on the .json importer to load the mocap animation for the character 
    5. Play the animation from the Timeline
    6. 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!

    By

    pds pds May 2021 in The Commons
  • 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.crying

    By

    heinzerbrew_f94794efff heinzerbrew_f94794efff May 2021 in Daz Studio Discussion
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