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JCMs is gone from Blender!
Question 1.
In the Blender 2.90 compatible bridge, JCMs was exported and could be controlled manually in Blender.https://www.youtube.com/watch?v=TEXzmUSzX30&t=1127s (18 : 33 ~)
However, in the bridge updated after 2.91, JCMs are not exported, so manual control is not possible.
I added the morphs to be exported in the bridge popup and checked 'Minimal Morphs', but it was useless.
How do I properly export JCMs like in the old version?Question 2.
What is a 'Morph Exporter' in the bridge option?
Could this be used to export morphs to a blender?Question 3.
As you can see in the last image, when posing, many parts are transformed differently from Daz.
How do I fix this?
I hope it doesn't work differently from Daz.Where's the real Judy Love?tsroemi said:
Sevrin said:
tsroemi said:
Ascania said:
tsroemi said:
I've done a real quick test with her head morph dialed down to 80%, it's much more natural I think, and still pretty unique. Here's the result, render very much unfinished obviously (am on the laptop atm).
I'm having trouble with the hair though, it's pretty but it doesn't let me render another color than the standard dark brown it comes with. I can change the color alright, and the preview window (textured preview) shows the new one, but Iray preview and Iray render give me the dark brown again. Is anybody experiencing the same thing? I've checked the surfaces, they all sport the new texture. Kind of strange ...
Select the hair and the hair surface and it works for me.
Thanks, must have clicked beside the surface panel instead of in - hair colors are working now for me too!
That's weird. Just double-checked here and having the hair selected without selecting surfaces worked fine for me. Tried all colours. Current Public Build.
That IS strange! Maybe it's because I'm on 4.14? Everything is working properly though. - Come to think about it, I've had a feeling since a few weeks that I did have to select surfaces more often than before to apply new shaders ... I just never paid that much attention. Maybe it's really due to version 4.14 being somehow different in that respect.
Yeah, if you're planning to use 8.1 stuff, I can't suggest using anything before DS 4.15. The current public build has the latest version of Iray.
Where's the real Judy Love?Sevrin said:
tsroemi said:
Ascania said:
tsroemi said:
I've done a real quick test with her head morph dialed down to 80%, it's much more natural I think, and still pretty unique. Here's the result, render very much unfinished obviously (am on the laptop atm).
I'm having trouble with the hair though, it's pretty but it doesn't let me render another color than the standard dark brown it comes with. I can change the color alright, and the preview window (textured preview) shows the new one, but Iray preview and Iray render give me the dark brown again. Is anybody experiencing the same thing? I've checked the surfaces, they all sport the new texture. Kind of strange ...
Select the hair and the hair surface and it works for me.
Thanks, must have clicked beside the surface panel instead of in - hair colors are working now for me too!
That's weird. Just double-checked here and having the hair selected without selecting surfaces worked fine for me. Tried all colours. Current Public Build.
That IS strange! Maybe it's because I'm on 4.14? Everything is working properly though. - Come to think about it, I've had a feeling since a few weeks that I did have to select surfaces more often than before to apply new shaders ... I just never paid that much attention. Maybe it's really due to version 4.14 being somehow different in that respect.
Where's the real Judy Love?Sevrin said:
tsroemi said:
Ascania said:
tsroemi said:
I've done a real quick test with her head morph dialed down to 80%, it's much more natural I think, and still pretty unique. Here's the result, render very much unfinished obviously (am on the laptop atm).
I'm having trouble with the hair though, it's pretty but it doesn't let me render another color than the standard dark brown it comes with. I can change the color alright, and the preview window (textured preview) shows the new one, but Iray preview and Iray render give me the dark brown again. Is anybody experiencing the same thing? I've checked the surfaces, they all sport the new texture. Kind of strange ...
Select the hair and the hair surface and it works for me.
Thanks, must have clicked beside the surface panel instead of in - hair colors are working now for me too!
That's weird. Just double-checked here and having the hair selected without selecting surfaces worked fine for me. Tried all colours. Current Public Build.
I'm using 12. Just having the hair selected without the surfaces didn't work while a full select did.
Where's the real Judy Love?tsroemi said:
Ascania said:
tsroemi said:
I've done a real quick test with her head morph dialed down to 80%, it's much more natural I think, and still pretty unique. Here's the result, render very much unfinished obviously (am on the laptop atm).
I'm having trouble with the hair though, it's pretty but it doesn't let me render another color than the standard dark brown it comes with. I can change the color alright, and the preview window (textured preview) shows the new one, but Iray preview and Iray render give me the dark brown again. Is anybody experiencing the same thing? I've checked the surfaces, they all sport the new texture. Kind of strange ...
Select the hair and the hair surface and it works for me.
Thanks, must have clicked beside the surface panel instead of in - hair colors are working now for me too!
That's weird. Just double-checked here and having the hair selected without selecting surfaces worked fine for me. Tried all colours. Current Public Build.
Do head morphs need re-rigging?N_R Arts said:
Matt_Castle said:
Yes, as the head also has bones. Things like the eyes and jaw will have the wrong rotation centres if it's not done.
Brilliant! Thank you ^^
(I've got a lot of work to do ^^' )
apply the morph -> Joint Editor -> right click -> Edit -> Adjust Rigging to Shape
Takes seconds. You might still have to readjust the bone for the eyes. While this feature is fantastic it is not 100% perfect. More like 97%.
New! Novica & Forum Members Tips & Product Reviews Pt 14@Novica, the spreadsheet started so I could track my characters, morph packs, and hair and I make notes on the characters there. I am pretty 'anal retentive' about things and even for my fun things I have to have charts, files, and all ways to cross-check stuff. The Google doc charts are one. File folders are another. Each time I buy a product, I download the promo pages as a .pdf and file them in folders consistent with their purpose or how I want to use them. For example props that are actually environments, all get put there under the PAs name, or Daz Originals, or by type if a one-off by that PA. A material texture set is kept with its primary set.
For new purchases I have a folder that has subfolders with purchase date and includes the shopping cart printout, the confirmation email, and the .pfns. As I make sure everything has downloaded correctly and it works, I then move the .pfn to the category folder where it is further filed. If there is an issue with a product, That sub-folder stays open, and copies of all reports to Customer Service are printed and kept. My oldest one goes back to 26 Feb 2020. The same for utilities/scripts I want to study before filing them away. That is a challenge for me because my 'free' time is generally in the early evening when I am mentally tired. But when all is done, the sales documents are filed in a folder for 'Orders' separated by years & months.
But when the store goes crazy or after that User Data base reset I did on Drake happened and messed up Smart Content so badly, I rely on my external tools so much. Also my online Product Library to locate something I know I have, but can't seem to find anymore.
On the character chart I list the name, generation, sex, height, SKU, PAs, Notes (Briefly what is included, but also ethnicity (so I can find skin materials for projects), and what I liked or what I need to be careful about. The hair it is much the same, except I have columns for all Generations and tick the box if it can use that hair, even if not designed for it originally; simple hair length; 3DL or Iray mats; comments where I give more details.
My tutorials are also listed. I looked at them as whether they are basic, advanced, post-work, or creation-advanced.
I gave up on wardrobe, environment, props, and the rest. Just too much. And I have about half of what you have.
What I found that I really appreciate about the folders, is when a product has been removed from the store and you can no longer find a promo page for it and your Product Library page does not tell you what the product was designed to work with: eg, it is a texture set for an outfit, set or prop. I have the printout that I made when I bought the item. (That is if I can remember what the item was originally attached to!)
I think what everyone has to deal with is we are all individuals and what works for one, may not work for another. That's okay. We all have other things we have to do besides artwork in DS. Arranging our 'tools' so we can sit down and get to work when we have a moment to do so, is what this is all about. We just have to share out ideas and pick the ones that can work for us.
Where's the real Judy Love?Ascania said:
tsroemi said:
I've done a real quick test with her head morph dialed down to 80%, it's much more natural I think, and still pretty unique. Here's the result, render very much unfinished obviously (am on the laptop atm).
I'm having trouble with the hair though, it's pretty but it doesn't let me render another color than the standard dark brown it comes with. I can change the color alright, and the preview window (textured preview) shows the new one, but Iray preview and Iray render give me the dark brown again. Is anybody experiencing the same thing? I've checked the surfaces, they all sport the new texture. Kind of strange ...
Select the hair and the hair surface and it works for me.
Thanks, must have clicked beside the surface panel instead of in - hair colors are working now for me too!
Where's the real Judy Love?tsroemi said:
I've done a real quick test with her head morph dialed down to 80%, it's much more natural I think, and still pretty unique. Here's the result, render very much unfinished obviously (am on the laptop atm).
I'm having trouble with the hair though, it's pretty but it doesn't let me render another color than the standard dark brown it comes with. I can change the color alright, and the preview window (textured preview) shows the new one, but Iray preview and Iray render give me the dark brown again. Is anybody experiencing the same thing? I've checked the surfaces, they all sport the new texture. Kind of strange ...
Select the hair and the hair surface and it works for me.
brand new userHi, not sure i understand the issue. what do you mean by "transfer" and what "column"? If you could post a screenshot, that would be helpful
brand new userhello everyone
im brand new to daz 3d and trying to transfer some dinosaur models onto daz 3d but on daz 3d its only showing part of a column and i cant get it to extend fully out
if anyone can help that would be great
thank you
Sell me on Blender animation over Studio'sBenniewoodell makes a very important point.
It is fine to Mix two different eco-systems to get the best of both
as long as you are willing to learn & accept what can be taken from one program to the other
and what has to be left behind.(powerpose etc)I animate nearly everything on a character in Iclone(Face and body)
and export as FBX from from CC3
I do make any necessary adjustments to my Characters motion after import to Blender
and pin the feet when neededI can completely replace an animation already in blender by exporting a different
FBX from iclone/CC3 and simply switching to the new motion in the Blender action editor
and mix multiple motion with Blender nonlinear motion clip systemWe now have a new free add-on for Blender, that sets up materials for CC3 figures just like diffeo does for Daz studio/genesis
.
It even converts Iclone cloth physics to Blender cloth physics and duplicates iclone
built in studio lighting in blender by copying and using the HDRs from Iclone.So no.. you dont have to completely abandon one eco system for another
However I strongly advise against using more than two.If you are not too averse to multi-application workflows pick one of the Daz content
transfer methods like Diffeo and get started.
Where's the real Judy Love?I've done a real quick test with her head morph dialed down to 80%, it's much more natural I think, and still pretty unique. Here's the result, render very much unfinished obviously (am on the laptop atm).
I'm having trouble with the hair though, it's pretty but it doesn't let me render another color than the standard dark brown it comes with. I can change the color alright, and the preview window (textured preview) shows the new one, but Iray preview and Iray render give me the dark brown again. Is anybody experiencing the same thing? I've checked the surfaces, they all sport the new texture. Kind of strange ...
Where's the real Judy Love?Ascania said:
tsroemi said:
Yeah, I will have to dial her down a bit in general too, pity there are no separate morphs for body and head at least. Would be a little more convenient. Still, I think one can work out the 'cartoonishness' one way or other.
Uh... there is a separate morph dial for the head. You have to dial in the level of the head morph after dialing the whole character but it is possible.
Thanks, I wasn't aware of that because I didn't see the head morph listed on the promo page - that's great!
Where's the real Judy Love?tsroemi said:
Yeah, I will have to dial her down a bit in general too, pity there are no separate morphs for body and head at least. Would be a little more convenient. Still, I think one can work out the 'cartoonishness' one way or other.
Uh... there is a separate morph dial for the head. You have to dial in the level of the head morph after dialing the whole character but it is possible.
Where's the real Judy Love?@Ascania I tried some of my mouth morphs from RareStone, but no effect. Possibly because they are for G8F and I need a morph pack for G8.1F to make a change to a G8.1F in her head?
Curious that Daz hasn't come out with basic sets for the new heads yet. Or did I miss them?
I know that head accessories for an outfit that was designed for G8.1F was assigned to G8F, so the earrings won't load on G8.1F and autofit has fits. And the materials are throwing errors for them.
Where's the real Judy Love?memcneil70 said:
I feel that Judy Love has been lost in this discussion a bit. I spent working on renders of her and want to post a few. I think she is adorable. I only would like the facial expressions to be with sliders too.


Thanks for the renders, I actually went and got her after seeing them. I thought the morph was a bit drastic at first, but she seems really much fun to render, and I absolutely adore the hair! So a first for me today, have gotten myself not only one, but two brand-new items (the other being the wonderful Yesteryear Nightdress), never done that before. But I think the bundle of hair and character is worth it. And the fact that the 15% off today works with giftcards too helped a little
...Where's the real Judy Love?Matt_Castle said:
Rod Wise Driggo said:
Well if so then why shall those 8.1 morphs not work on 8 if the morphs work the other way round.
Because G8.1 is set up to load morphs from the G8.0 library, but G8.0 is not set up to load morphs from the G8.1 library.
It wouldn't be especially difficult to make it work if you really wanted, but it does not do it by default.
I can see two ways to get G8 to see G8.1 morphs.
1. Copy or move the morphs manually to G8 morph folders, copying may not be a good idea with DS 4.15 as G8.1 would see the morphs twice afterwards, may also require some manual editing to fix the paths.
2. They have introduced a new folder with the G8.1 "...\Data\DAZ 3D\Genesis 8\Female 8_1\Add-ons\Daz 3D\Base\", which contains a file "DazAddonPath.dsf".
Inside this file they are telling DS 4.15 which folders to read to add the G8 morphs to the figure.
If you added the same folder stucture to G8 and made G8 it's own "DazAddonPath.dsf" which told G8 to read the G8.1 morph folders, you could get G8 to read G8.1 morphs but I have not tried this (yet)Where's the real Judy Love?
Ah, that might be the issue then. I didn't bother updating yet.Leana said:
Ascania said:
Sevrin said:
Ascania said:
Sevrin said:
Rod Wise Driggo said:
Have bought the character and generally like it but I get annoyed with that G8F G8.1F handling. Shouldn't her morph dials be available on G8F as well - cannot find them there? So I just threw a texture from a G8F on the 8.1 figure which looked good. But woul generally like to work with a 8.0 base for the moment.
G8 morphs work on G8.1. G8.1 morphs do not work on G8. This is not news.
I'm feeling stupid right now. How do I apply my G8 characters to G8.1?
Load base G8.1, select it, and then apply G8 shaping to it, and then the materials. DS will do all the necessary conversion.
When I do that nothing happens.
Which version of DS do you use? G8.1 loads G8 morphs automatically only in 4.15.xWhere's the real Judy Love?Rod Wise Driggo said:
Sevrin said:
Rod Wise Driggo said:
Have bought the character and generally like it but I get annoyed with that G8F G8.1F handling. Shouldn't her morph dials be available on G8F as well - cannot find them there? So I just threw a texture from a G8F on the 8.1 figure which looked good. But woul generally like to work with a 8.0 base for the moment.
G8 morphs work on G8.1. G8.1 morphs do not work on G8. This is not news.
Well it was news to me more or less. I was aware that 8.1 has new surfaces but it was always said that the mesh itself did not change. Well if so then why shall those 8.1 morphs not work on 8 if the morphs work the other way round. I just think that the transition could have been done way better with some projection morphs (to easily apply an 8.1 clothing on 8) and some other morph handling. So far I like the 8 shaders more and do not frequently use 8.1.
That's because Daz is terrible at introducing and communicating about features, sales, you name it.





