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Daz 3D Forums > Search
  • Eyes/Eyelids do not closing properly - Character based on Face-Transfer

    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.

    By

    Richard Haseltine Richard Haseltine May 2021 in Technical Help (nuts n bolts)
  • NFT and the Future of Digital Content

    McGyver said:

    Apparently there is a new twist in the NFT game... NFT horse racing...

    https://www.nytimes.com/2021/05/01/style/zed-run-horse-racing.html
     

    This could be a real game changer for people bored by the fact that their current NFTs just sit around doing nothing but collect digital dust on some server somewhere.

    The people making the real money are those selling the NFTs to hopeful fools and those collecting for every transfer - so they need you thinking you have to buy/trade those NFT. Just another stock market game that the house makes money every time you place a 'bet'. 

    By

    allenfesler_2df6b6e506 allenfesler_2df6b6e506 May 2021 in Non-Fungible Token (NFT) Art
  • Victoria 4.2 in Studio 4.15 Mac - quickest way of doing things?

    If you install the figure, the morph packs you want, and the PowerLoader packages for all then you should get a dialogue in DS when you load the figure that will let you choose which morphs to load. Use something other than DS itself to do the installing.

    By

    Richard Haseltine Richard Haseltine May 2021 in The Commons
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICI
    No Imago.. ne Face Transfer e nemmeno Headshop. Per il render ho proiettato le texture originali a 4k sulla surface Face (Se noti il collo è di colore diverso perché usa la texture standard di G8M). Non l'ho proiettata dappertutto perché prima è meglio verificare il morph e poi fare tutte le texture. Al momento ho messo solo il morph senza texture.

    By

    Kainjy Kainjy May 2021 in The Commons
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICI

    Kainjy said:

    Chi dorme non prende morph !!! devil
    Oggi mi sono rimesso su DAZ e avendo trovato una testa 3D scansionata (liberamente usabile) ho provato a ricavarne un morph. Siccome ho bisogno di gente che la testi (pessimo gioco di parole...), vi do il link per provarlo e farmi sapere se va e quali problemi ci sono. Essendo ancora ai miei primi morph so che ci saranno errori e dunque voglio prima sapere che cavolate ho fatto e che problemi la gente potrebbe avere.

    Il morph è per G8M e si chiama WILFRED (nome inglese venuto fuori da un generatore di nomi online) e lo trovate in Actor/Full Body

    LINK: https://we.tl/t-igCikYdY60
    (Lo lascio attivo tutto di Domenica e Lunedì lo cancellerò) - allego render prelimianre del volto

     

    Al momento ci sono i seguenti errori:

    1. Occhi si sono ovalizzati (a causa di alcune operazioni di editing ... devo eliminare il morph dai bulbi e torna OK)
    2. la posa è verso avanti (a cadere) perchè la testa originale era in posizione quasi a struzzo e dunque per avere la forma del collo ho portato verso avanti il corpo.. il rigging l'ho aggiustato. Mi manca da rimettere tutto nella posa di default del G8M. Occhio che le pose G8 potrebbero dare alcuni problemi
    3. Le orecchie se renderizzate con SubDivision 0 fanno pena, mettete subdivision almeno a 1
    4. Anche le labbra con SubDivision 0 hanno un problema (mettete dunque 1)
    5. Non ci sono texture apposta (usate quelle di G8M)
    6. La faccia non è simmetrica... non so se potrebbe creare problemi a qualcuno

    Fatemi sapere se trovate qualcosa.
    Buonanotte

    PS @Muscleman o @Richard Haseltine fatemi sapere se infrango qualche regola o se è tutto ok.

    Hai usato il face Transfer? surprise

    By

    Imago Imago May 2021 in The Commons
  • Eyes/Eyelids do not closing properly - Character based on Face-Transfer

    Hi, I have a problem with this character that I created, starting from Face Transfer. When I close his eyes, the lids of his left eye are deformed. I used a lot of morph dials to sculpt the character and I don't know which one is causing problems. I read in the forum that others have had a similar problem and, from what I understand, to solve it one would have to resort to modeling software such as Zbrush. I don't know these software and I was wondering if any of you could help me. I apologize for my bad English and thank you.

    By

    menghienrico menghienrico May 2021 in Technical Help (nuts n bolts)
  • Holy Cuda Cores, Renderman! My GPU has tripled in price!

    Also on a side note, PCIe 2.0 is 0.5GB/s per lane so a 4x m.2 card can still transfer @ 2GB/s on PCIe 2.0.  Just because your BIOS doesn't support m.2, doesn't mean that you can't use it.  Most likely it just won't work as a boot drive. 

    By

    JamesJAB JamesJAB May 2021 in The Commons
  • How long does it take you to load G8F?

    algovincian said:

    Out of curiosity, I have a couple of questions:

    1. Have you uninstalled content that you've paid for because G8F takes so long to load?

    2. Have you slowed down, or even stopped, buying G8F characters because G8F takes so long to load?

    Personally, I haven't started uninstalling any yet, but I have virtually stopped buying new characters from the store.

    Thanks again to everybody who took the time to respond.

    - Greg

    I have not yet uninstalled characters or morph packages but I have almost completely stopped buying new characters from the store. I bought a couple 8.1 characters to see what all the fuss was about (much ado about nothing, in the end, I think). I only spent about $30 in March, and $3 in April. New releases are generally uninspiring. The NFT thing really turned me off. The poorly functioning gallery made me stop using that, too. Daz Deals stopped working in Chrome. There is just little fun to be had in the Daz store now. sad

    By

    barbult barbult May 2021 in The Commons
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICI

    Chi dorme non prende morph !!! devil
    Oggi mi sono rimesso su DAZ e avendo trovato una testa 3D scansionata (liberamente usabile) ho provato a ricavarne un morph. Siccome ho bisogno di gente che la testi (pessimo gioco di parole...), vi do il link per provarlo e farmi sapere se va e quali problemi ci sono. Essendo ancora ai miei primi morph so che ci saranno errori e dunque voglio prima sapere che cavolate ho fatto e che problemi la gente potrebbe avere.

    Il morph è per G8M e si chiama WILFRED (nome inglese venuto fuori da un generatore di nomi online) e lo trovate in Actor/Full Body

    LINK: https://we.tl/t-igCikYdY60
    (Lo lascio attivo tutto di Domenica e Lunedì lo cancellerò) - allego render prelimianre del volto

     

    Al momento ci sono i seguenti errori:

    1. Occhi si sono ovalizzati (a causa di alcune operazioni di editing ... devo eliminare il morph dai bulbi e torna OK)
    2. la posa è verso avanti (a cadere) perchè la testa originale era in posizione quasi a struzzo e dunque per avere la forma del collo ho portato verso avanti il corpo.. il rigging l'ho aggiustato. Mi manca da rimettere tutto nella posa di default del G8M. Occhio che le pose G8 potrebbero dare alcuni problemi
    3. Le orecchie se renderizzate con SubDivision 0 fanno pena, mettete subdivision almeno a 1
    4. Anche le labbra con SubDivision 0 hanno un problema (mettete dunque 1)
    5. Non ci sono texture apposta (usate quelle di G8M)
    6. La faccia non è simmetrica... non so se potrebbe creare problemi a qualcuno

    Fatemi sapere se trovate qualcosa.
    Buonanotte

    PS @Muscleman o @Richard Haseltine fatemi sapere se infrango qualche regola o se è tutto ok.

    By

    Kainjy Kainjy May 2021 in The Commons
  • Me again sorry... Weird black rings around sclera... what is causing them?

    Paintbox said:

    zombiewhacker said:

    How far from origin center does the problem emerge? If one keeps the primary character at 0,0 that solves that problem, but what about crowd scenes -- wouldn't characters farther from center still display the same bug?

    This is why it is better to use the eye morph technique, you know for sure you eliminate the problem. The other is the render optimization technique. The origin technique is only helpful in a few cases, imo.

    What's the eye morph technique, though? No one has described it thus far. 

    By

    zombiewhacker zombiewhacker May 2021 in The Commons
  • [Tutorial] retargeting animations inside unreal to Daz Characters

    ok time to adress another issue when "retargeting animtions" which is our loveds "high heels" or to be more serious and specific is "feet pose", ok let's start most of the animtions are doing with characters having "normal feet angles" i means no high heels, which means the foot is fully contacting the ground then when you normally try to export those animations to characters wearing high heels it normally ending with the character heels feet totally broken, when retargeting a animtion it can be adressed however if you are planning to have the same character sometimes wearing heels another time in flat foot then it can be a lot of nightmare and you have a lot of ways to adress it but all of then will need you already have advanced knowledge in unreal and for "newcomers it can be a lot complicated, then let's try to start with the basics about it

     

    1 "base pose"- remember the "base pose we use to retarget the animtions and how she is import"??? yeah it's is really, really important she is what decides how accurace the result will be then, if you retarget a high heels using character using a "flat foot" pose the the regular unreal pose for daz, it will result exactly in the character animation to be played as if the character is not using a high heels, then is the pose which normally decides how the animtion will play, you have some ways to deal with it inside unreal without have to worry with the pose, but for now let's keep the focus on the pose.

    2 possible work arounds for this can be: number 1 , inside unreal after apply the unreal pose to the character you go to the skelen tree and start to manipulate the "right foot bones" and rotate the feet angle is more close as you want for the high heel look righ, you need to know what bones you need to rotate to do that you gonna click again in the buttom modify pose but this time you gonna click on "use the current pose" buttom then save, it will save this pose as the main pose to convert animations, one important note if you are using character blue prints and not just throwing the animation direct into the scene, then you gonna need to adjust the "character height inside the character blue print, because unreal use the "capsule" as the collision for the ground not the character, then when you rotate the character feet to adjust the heel it can make the feet go down a little then inside unreal you can see the character "feet' entering in the ground" then you need to proper adjust the character to account for this error by moving him a little up enough to make sure the feets are not entering in the ground, now the second way, which is a little more complicated but more accurace, means inside daz you create your own "unreal pose" to do that you can go to unreal and export the character to outside unreal, to do that select the mannequin mesh and right click on it then the options panel will appear then you gonna look to:

    assect actions--> export, a normal window appear asking for you to choose a name, format and place to save it, just choose the options you want and save as fbx format, after that you have to open a "third part" 3d editor like maya or blender and open this fbx on it, then you gonna select the full character mesh and choose to save it as "obj" (or object) this will save it as obj and only gonna save the model not the skeleton (make sure to know the proper process to save as obj in case it is not exactly as i talked here since each editor have they own way to convert and save) after that you gonna open daz and go to "file"--> import then where you saved the obj you will open it, then just click accept buttom no changes needed then it will appear as something like that:

    now just load a daz figure you want to mirror the pose

    i've loaded genesis 8 base which being honest is the best one to use to create the pose because when you save the pose maybe using "morphed characters" can make some issues then try to use the base mesh for it, now come the dirt job you gonna manipulate the character until it match almost possible as you can the "mannequin pose, don't worry about "heights" if unreal character is bigger or have long arms just focus on make sure the genesis character will be on the same pose once you done, remove the mannequin and save the pose(i'm sure you know how to save poses), now with this new pose saved now all you have to do is look for the "high heels you are planning to use then look at the outfit, then dress up the charater with the pose already applied before apply the outfit, then the "feet angle will change for the heels, now before export to unreal we have to go to unreal and make a little change, after open you unreal project you gonna go to edit panel then click in project settings

    you only have to pay attention to left where it's say all setting, project and bla bla bla, scroll down here until you find plugings then you gonna click in daz to unreal settings:

    them where it is saying frame zero is reference pose you gonna mark it, then close this window, then go back to daz and export the character, if everything is fine then you will export the character on exactly the same pose as it was in daz to unreal, in case something happen and it export the character in the normal daz pose and not the customized one, you have 2 ways to maybe adress it, way 1 is inside daz after you open the daz to unreal export main menu, before click on accept marke the opton show fbx dialog then hit accept, then a new window appear on that window under the export options you have to mark base figure pose only, then hit accept, if in case it still not work and it still exporting in the wrong pose then you go again to the pluging inside unreal projects then in daz to unreal settings you will mark show fbximport dialog, then close then export the character again from daz and this time inside unreal the "unreal impor window will appear then where it's the mesh and skeleton to choose you gonna look on the arrow which are hidden extra options you gonna click on those arrows until you find some extra options where it's saying something like use t0 as reference pose and mark it, then click ok, it will again try to force the export to use the pose, if the pose was properly exported this time, then you gonna go to the retarget manager and click on modify pose then  use current pose, it will use this pose as the reference pose for retargeting then any animation you want to use will be on the high heels, this is only if you want to all animations to use the high heels pose if you want different feet angles, then all i have to say for now is "good lucky because it will be alot of work to do, you have many ways to do, most of then you need to create and export "a morph" for the feet angle of the heel, then or inside the animation or inside the character blueprint or inside a animation blue print and others way, to make when the character is "wearing this heels" change the angle feet by applying the morph target to the character, remember you also must make sure to call for a adjust in the character positon inside the capsule" to make sure the feet don't go under ground, you also can do that bly IK  or as others say procedural animation and if i'm not wrong doing that you don't need to adjust character height it will do that automatically  but you still need to know how to work wit the iks and procedural which i really don't know, then have fun learning how to deal with high heels, and if you learn really good tricks please share ir, because i'm also want to learn how to proper deal with that too.

     

    this will cover all the basic common issues when trying to retarget a animation, any issue beyond those would need more precise help, but this is the basic mistakes and issues you have to know when starting to retarget animations.

    have fun and nice weekend.yesyes

    By

    Ellessarr Ellessarr May 2021 in Unreal Discussion
  • How to remove unwanted morphs

    I have tried both approaches mentioned above without success.  In my case I am trying to delete a projection (navel) morph from impacting clothing when it is fit.  Ideally I would like to stop it from being applied to any clothing because unless it is a wet t shirt or something, a navel morph, unlike a nipple morph, is likely not to be wanted - or at least that's what I am trying.  Any suggestions??

     

    BTW, FWIW, I have found the morph in the content (data folder) for the character - but I don't want to remove it from the character. . .

    By

    s_j_gregory s_j_gregory May 2021 in The Commons
  • Almost None of the Unity DayNightWeather systems Support HDRP but Daz to Unity Bridge Requires it

    nokoteb99 said:

    What to do here folks, i already have Tenkoku Dynamic skies, it says it doesn't support HDRP, only standard.

    Then i looked at another product which seems great but BUMMER also says HDRP is in beta.....

    So what can we do? I want to use these awesome Day Night cycle( and weather systems) but none of them supporot HDRI and the DAZ To Unity Bridge requires us to make our projects as HIgh Definition RP in order to transfer our daz characters. WHat to do?

    Good question and I would also like to have, that Daz to Unity bridge would support Built-in Render Pipeline:

    https://docs.unity3d.com/Manual/built-in-render-pipeline.html

     

    By

    Artini Artini May 2021 in Unity Discussion
  • G8F character(s) won't load

    It could possibly be a bug with one particular product, but It may just be the number of G8F characters and morphs that you have installed. The more G8F characters you have and the more G8F morph packages you have installed, the slower it is to load ANY G8F character. This is because when you load a character, Daz Studio creates a morph dial for EVERY installed morph for that generation and gender. Some people with lots of content have reported G8F load times of over 20 minutes, but that is the exception. It would not be unusual to wait over a minute, though.

    By

    barbult barbult May 2021 in Technical Help (nuts n bolts)
  • Me again sorry... Weird black rings around sclera... what is causing them?

    zombiewhacker said:

    How far from origin center does the problem emerge? If one keeps the primary character at 0,0 that solves that problem, but what about crowd scenes -- wouldn't characters farther from center still display the same bug?

    This is why it is better to use the eye morph technique, you know for sure you eliminate the problem. The other is the render optimization technique. The origin technique is only helpful in a few cases, imo.

    By

    Paintbox Paintbox May 2021 in The Commons
  • 200 Plus Head and Face morphs for Genesis 8 (Commercial)

    i wound up just removing the formula expressions from those four .dsf morph files.  g8f loads with no duplicate warnings now. 

    a reconstructed version of the problem scene loads popup-free now, too. 

    :)

    j

     

    By

    jardine jardine May 2021 in Daz PA Commercial Products
  • Celebrity Look-a-Likes for 3D figures part 3

    slawdos said:

    Hi All!

    Has anyone come across a model that closely resembles Sophia Bush?

    If you start with Nadya you'll have the nose tip (which I think would be the most difficult part to dial morph), then you can morph the brow and mouth corners using EJ Face Morphs and Details and Rarestone's Face Morphs. The chin and jawline can also be altered using those two, but I'd probably use Jaw Curve and Jaw Angle from Daz Originals Head Morphs for that. You can do it.

    By

    xyer0 xyer0 May 2021 in The Commons
  • Almost None of the Unity DayNightWeather systems Support HDRP but Daz to Unity Bridge Requires it

    What to do here folks, i already have Tenkoku Dynamic skies, it says it doesn't support HDRP, only standard.

    Then i looked at another product which seems great but BUMMER also says HDRP is in beta.....

    So what can we do? I want to use these awesome Day Night cycle( and weather systems) but none of them supporot HDRI and the DAZ To Unity Bridge requires us to make our projects as HIgh Definition RP in order to transfer our daz characters. WHat to do?

    By

    nokoteb99 nokoteb99 May 2021 in Unity Discussion
  • Star Trek Builders Unite 8: THE REBOOT

    Blast from the past...Orion's Seven of Nine texture and morph is one of my favorites. Even though it's really old. For Victoria 3 old.

     

    By

    randym77 randym77 May 2021 in The Commons
  • Auto-fit Clones - Retired

    Leana said:

    SteveM17 said:

    Hello, and thanks for a generous freebie. Just to be clear, because I'm not great with the technical stuff, if I install this it allows the different Genesis models to wear each others clothes?

    That's the idea. Autofit converts clothing from one figure to another: it uses a clone to adjust the clothes shape from the source figure to the target one, then rigs them automatically as you would do with transfer utility.

    As with all automatic systems results may vary. Some items like shoes are notoriously problematic, for example. But overall it works rather well.

    I see, I wasn't sure if the autofit and clones were all part of the same process. Thanks for the info.

    By

    SteveM17 SteveM17 May 2021 in Freebies
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