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Face Transfer...could be worse
nonesuch00 said:
You can see how the process whittles down and makes smaller the original geometry of the artwork on the left in your example.
did it? Ich saved it as an morph an loaded it to a new figuren. You think it's reduced?
[tutorial] how to "work around" fix the double down export issue of geografity stuffshello guys, i'm making this topic for peoples like me which are tired of a really ugly bug in daz when comes to "export stuffs", if you never experiencied this bug then be happy you are the "choosen one" or maybe i'm just bad lucky or the end of the stick anyways let's go.
first the geografity stuffs are the "addons" which you add to a character which add some new parts the genesis body character, stuffs like wings, centaur horse body, gens, minotaur or reptilian parts, tails those "extra limbs" the majority are geografity stuffs and while they work very well in daz when you try to export then outside daz a really uggly bug can happens and this bug "duplicate the mesh creating a "second/extra geografity mesh" being exported to the character which increas the poly count and also create a ugly extra face to the mesh which would need to be fixed or create a "invisible material or go a extra step to edit the mesh inside others tools like maya to remove this "extra mesh, well after so many time having this issue i've finally was able to find a "work around" or way to temporary fix, while it's not the right way, because the right way would be "not generating the extra mesh" at last it indeed prevent daz from "create the extra mesh
here a picture of the issue:

this happens aswell with gens but for obvious reasons i can't post the pictures, to be fair it's seens which some "geografity in some cases don't have this issue but a lot of then have, if you just export the geografity alone the bug don't happen it don't get duplicated here a image:

let's start the fix, we gonna use the reptilian 6 hd because he is less "problematic to post naked

as we see he have 2 geografity, wich are the legs and the tail, and it get duplicated the leg is more bisible now look in the uper bar of daz and look for the tools

click on it then select geometry editor, then it will change to the geometry edit mode on this mode click on the character main mesh on other side of the daz program or where you placed the scene panel

now with this selected go to main scen where the character is being rendered and right click on any place a menu will appear for selections, you will choose: geometry selection--> select by-->follower auto hidden faces--> then it will appear for you to chosoe either legs or tails then do it for both tail and legs, after that both zones will get highlighted/selected

now you gonna again right click in any zone in the render and ope again this window, but instead of selection this time you will go for: geometry visibility -->hide selected polygons, and click on it, it will make those "extra polygons really disappear and prevent daz from "duplicate the geografity mesh", in some cases really rare cases(centaur) you can need do a extra step which is: go again on the scene panel and you gonna click on the geografity then do the same select process but instead of the option follower auto hidden the option will be rigidity participants then a option will appear where you gonna mark the geografity, in the lizard case it not gonna work and is not needed but in the case of centaur you need to that because the "centaur body is actually a "full body with the human torso not just the horse part then you need to take out the "human part" then it will appear to choose the centaur when you mark it in the render it only gonna mark the "lower body or horse body, the human body will be unselected.
then after that you will again right click but this time in the geometry selection you will be choosen the invert selection(this is when the centaur mesh is being selected in the scene menu) then when you click on it it "unmark the horse body and mark the human body then just "hidden it" in the geometry visibility and only the horse part will be there then you are ready to send to daz the character without the "extra mesh".
a alternative step if you want to furter reduce the number of stuffs being exported, you can instead of "go to the geometry visibility, you can go to the geometry editing and choose delete selected polygons, becarefull sometimes using this option can crash the daz or take a lot of time to process and have a little chance to break any needed morph then take care when using it, then after that you go again to the menu in the top of the daz and in the tools choose joint editor, again this is even more carefull, to delete but it can reduce the number of bones and remove unused bones like the "normal legs" bones which are not being used anymore and are just making the mesh "bigger" or more processing consuming, use it only if you really know what you are doing, then you gonna go one by one deleting each of the bones which are no more being used since the meshes they influenced where deleted, only delete the ones which where being used for the invisible or deleted mesh(yeah it also can be done if you choose just to hidden but again be really carefull when doing that, do go crazy deleting joints if you not sure, to delete joints with the main mesh character selected in the scene menu, o the character render main panel click on the bone/joint you want to delete(i don't know if you can delete more than one bone per time) the right click then choose "delet-->delete bone), it will remove the bone again really attention when doing this step because while it's can be good reduce the number of polygons and bones before export making it more optmized, make it without some level of knowledge can be dangerous then start by practicing in dumy characters then when you feel confindent you can do that on the final character you want to export
here the final character

well it's seens which reptilian have some transition issues which maybe you have to do some extra work but basically this is the best solution so far, it will work with any geografity you add to the character in case you get issue with it, hope it help peoples like me with the same issue.
here a image of when you just use the tool or export the character without do anything:

this is a really crazy issue.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICIRaga ma si può sapere che stracavolo hanno fatto a capelli e cappelli vari? Ho l'uniforme da soldato americano della II guerra mondiale per G8m, quando faccio indossare l'elmetto con "fit to" a G8m senza morph funziona, se applico appena il morph della faccia l'elemtto esplode

Soluzioni?
Face Transfer...could be worseJust curious, has anyone tried using both Face Transfer and Face Gen, and then blending the morphs from each one together? The example above gave me the idea. It seems that they might minimise the distortions in each other and get much closer to the original this way.
Help with Hair ID - SolvedIt looks like the Poppy hair which is listed under "Additional products used in promo images", it has a Crown Size morph.
Buy Something That Doesn't Work in Carrara? Post your Questions and Workarounds here. (please)I'm a sucker for rabbits!
Bought the Daz Dog/Rabbit morph today.. which includes fur as well
Start off with changing rabbit and fur to blended weight.
Rabbit loads ok and poses fine.. the textures need adjusting with normal maps and eye adjustments.. the fur also needs adjusting with alpha maps needed to be applied and the usual untick uvwrap.
The fur loads quick enough but then applying to the dog take s a long time and rendering takes a while
Here is a render using the supplied fur and then one using Carrara hair.. I prefer the Carrara hair

The render was quick using Carrara hair.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICIImago said:
Muscleman said:
menghienrico said:
Ciao a tutti!
Secondo voi su Daz è possibile eseguire il morphing/shaping del volto o del corpo, agendo direttamente con il mouse sulla mesh e senza quindi utilizzare gli appositi cursori?
Se ho capito bene...Dentro DS no.
Certo che puo!

Basta usare il Mesh Grabber con tutti i plugin, può perfino spawnare i morph una volta finito.

Lo può fare perfino con il semplice DFormer e i Weight Mapping e poi esportare in OBJ per reimpotare come morph.

Gente, bisogna leggere le istruzioni ogni tanto!

Esatto, devi usare il Mesh Grabber, ma dentro DS di default no :)
MF Content Bookmarks forgets recent entriesFrom what I gather the Bookmarks are saved in AppData\Roaming\DAZ 3D\Studio4\customactions.dsx , at least there I find the existing ones and in the temp dir there there is one other customactions.dsx which has some of the entries I created today, so for some reason Daz seems not to transfer them from temp.
Some questions about teeth morphsIf those are Daz sets please report them to support if they show up on a default figure. The jaw shift does illustreate the potential issue with stripping the teeth from a morph.
Some questions about teeth morphsHi Richard,
The issue with expressions and teeth sometimes happens when the character is morphed and sometimes not. For example, if I have a character morph and apply an open smile morph to the character I can sometimes get the 'warping' of the teeth. Other times, if I apply a custom expression to a G8F I can still get the same issue. What seems to happen is that the teeth can sometimes shift upward (upper jaw teeth) or shrink in size, or start to show gaps between the teeth. The expression itself can look good, but the teeth look odd.
G8's handle shiftedYes, 3rd party morphs were applied. I don't know what "not saves as morph assets" would mean.
Some questions about teeth morphsHello,
I have noticed that when I apply some character morphs to G8F and G8.1F that the teeth seem to have some shape morphs applied to them as well. I have also noticed that when I apply some expression morphs to diffferent characters the teeth sometimes get warped/morphed as well. This can happen even when I used standard morphs like the Open Smile morph for G8F and G8.1F.
My questions around these issues are:
1. Is there a way to save teeth morphs that I do like if there are no dedicated sliders?
2. Can I turn off embedded teeth morphs in characters if I don't like the way they morph the teeth?
3. For expressions that distort or morph the teeth, can I somehow prevent that?
Thanks for any help with these issues.
nabob21
The Gobbler HDOh darn was hoping there was a clever morph included that could do that.
Whats the easiest way to split this character into seperate head and body morphs?
Creatures of the Abyss BundleShadowSkillz said:
Is the head a separate morph from the body, want to know if I can use other heads or how flexible this character is?
There are separate Head HD and Body HD morphs, but no separate HD morph... at least that is the case for the male figure. I have not tried the female figure.
Freebie 'Spring Thing'richardandtracy said:
It's a pleasure to see you again Catherine.
Thank you all for your comments. But please be aware that when I say "Quick and Dirty" for the morphs, I do mean it. For the compression morph I scaled the spring by 90% in the Y axis, making the wire cross section a little oval, then moved the top board down to meet the spring.
The rotation morphs were made by selecting the vertices in the top board, spring and top face of the lower board and rotating 2.5° about the origin, meaning the lower board distorts a bit rather than the spring. Nothing more sophisticated than that.
Anyway, I do hope they are useful for daft little jobs.
Regards
Richard.
Thank you. It was my decision to take a little time off for abit, starting to work my way back into things. Just have to take things slow. Started off the spring season spraining [?] my foot, so have lots of time to watch movies for awhile lol ... going through the Poirot series, free on Youtube :-)
Creatures of the Abyss BundleIs the head a separate morph from the body, want to know if I can use other heads or how flexible this character is?
AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICISilvhe said:
Sì, ogni tanto DAZ Studio fa le bizze con qualche comportamento imprevedibile. A me adesso capita che quando applico una morph al viso di G8 si deformano i capelli, che fino a l'altro giorno funzionavano perfettamente. L'unico sistema è di parentare (ma si dice così?) i capelli alla testa... mo va a sapere che che si è rotto. A voi succede? Non so se è il caso di aprire un ticket con l'assistenza
Ah, si... Con l'ultima versione hanno fracassato anche l'AutoFit. Moltissimi prodotti conforming adesso non vanno più e fino a ieri andava tutto.
Per questo io sto ancora sulla 4.12.0.86, almeno lì le cose funzionano bene o male!
How to turn Brady Hair G3F into ~check the post~It is possible that, that is a custom morph for the hair made by the artist. Using something like Zbrush. Only the artist would know for sure.Yui Remake QuestionIf you look at it in addition to the hair being remade (my guess would be by Sprite since they are listed as a vendor on the new one) the morph and textures also look completely redone?
compare

vs

the body shamee and proportions of the head are pretty different
if you look in other promos the eye textures are completely different as is the bump n the lip which to me suggests the textues are also probaly completely redone
so my guess is the reason its a remake is because everything is completely redone from scratch or near scratch.
If you look in the file list it doesnt inclued a head texture so we can safely assume it uses the 8.0 uvs. It does include roughness maps custom micro bump and detail weight, and what I think are probably specular occlusion maps so it is fully utilizing the new shader (and again this lends credence to the textures being entirely redone)
face transfer -- can one get an accurate profile of a face, not just frontal view?In Face Transfer, no. There is this product which was made to assist Face Transfer: https://www.daz3d.com/face-transfer-shapes-for-genesis-8












