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Creating clothing morph from Zbrush Core on posed character?
You should be able to reverse deformations when importing through Morph Loader Pro. I think you just need to right click where it says "no" in the window to change it to "yes." (I'm almost sure I've done it this way, but I can barely remember two hours ago without tattooing it on myself Memento-style.)
G8F Loading CautionOkay, here is what my research turned up...
The error is occuring with:
Rin for Genesis 8 FemaleSpecifically with these two morphs:
Crocodile/Rin/eCTRLRinEyesClosedR.dsf
Crocodile/Rin/eCTRLRinEyesClosedL.dsfIt appeared that this morph is conflicting with either:
Mairin for Genesis 8 Female or
Ms Rin for Genesis 8 FemaleI uninstalled Ms Rin first and tried DS again. Same result. Uninstalled Minarin and tried again. No luck. Error is still present.
I am going to start uninstalling other suspect items to try and figure out where the conflict is.
How long does it take you to load G8F?After the great reinstall of 2021, and fixing all my log errors, it took 53 seconds from clicking the icon to seeing g8f in viewport. Log file says 2021-03-05 12:15:47.697 File loaded in 0 min 47.3 sec.
I have somewhere around 200 character morph sets installed I think. Hard to be accurate as I didn't install the user facing files for a bunch, just the data folder to get the shapes. I left out all the stuff I never really used like centaurs and other furry type character sets. I will install those in a temp runtime if I ever actually want to use them some day. I have 30 expression sets installed, and removed all the other expressions that came with pose sets and only a few random expressions to clean up my expression dial section lol.
Operating System
Windows 10 Enterprise LTSC 64-bit Custom
CPU
AMD Ryzen 5 2600X 33 °C
RAM
48.0GB Dual-Channel Unknown @ 1064MHz (15-15-15-36)
Motherboard
Gigabyte Technology Co. Ltd. B450 AORUS PRO WIFI-CF (AM4) 29 °C
Graphics
4095MB NVIDIA GeForce GTX 1070 (MSI) 57 °C
4095MB NVIDIA GeForce RTX 2080 SUPER (MSI) 34 °C
SLI Disabled
Storage
3726GB Seagate ST4000DM004-2CV104 (SATA ) 28 °C
7452GB Seagate ST8000DM004-2CX188 (SATA ) 28 °C
2794GB Seagate ST3000DM008-2DM166 (SATA ) 26 °C
3726GB Seagate ST4000DM004-2CV104 (SATA ) 27 °C
232GB Samsung SSD 960 EVO 250GB (Unknown (SSD))How long does it take you to load G8F?1 minute and 26 secs, then again I have over 300 GF8 characters, over 4 runtimes and quite a few morph packs. System is a 6700K with 16 gb DDR, no SSDs, Win 10 pro and a 2080ti. I am also still running DS version 4.12.0.86
Genesis 8.1 / Victoria 8.1I had voiced an idea to cache the morph sliders somehow. As I understand what's taking ages is reading all the .duf files and generating from that all the morph sliders. If the sliders were cached and only those that changed (modified date or something) were generated this could be faster. Then again I don't know anyting about Daz Studio code so this could just be complete nonsense.
No one asked me - Diomede screenshots on whatever - Warning AI Discussion OKStep 4 - Rig My Custom Teena Dress in Daz Studio
- Recall that the dress was exported to the working files folder as an OBJ from Carrara using the Daz Studio Full Scene preset.
- Start a new Daz Studio scene and load the original Teena figure.
- Import the dress OBJ. In the import dialogue, there is a Carrara preset. If you exported the OBJ using the Daz Studio Full Scene, then use the Carrara preset for import. Scales will match.
- If you have any texture maps applied to surfaces, load them from your project files Content : Runtime : Textures : Diomede (You) : Teena Clothes subfolder created in Step 1.
- Select the dress object and use the transfer utility (Edit : Object : Tranfer utility) to convert the dress to a figure
- On the left side of the transfer menu select Teena and on the right side menu select the Dress object
- Optional - you can click the lower left icon to expand the transfer utility menu. I sometimes check the box to include a smoothing modifier.
- The transfer utility will do the default conversion of the dress to be a cnforming figure for Teena.
- Select the dress figure. Make independent by using menu to Edit : Figure : 'Fit to' : None. This will take the figure out of the Teena hierarchy.
- Save the dress as a support asset : figure/prop. A dialogue will come up with you as the creator so that varies from person to person. Remember your location.
- In this case, I saved my support asset figure to my project file from step 1, which was Content : People : Vyusur : Teena Clothing : Diomede :
- IMPORTANT FOR SHARING - the support asset save function will create a data folder of your creator name and place important files there if you plan to share. If this is not created in your project folder, you will need to copy your data creator folder and its contents to the data subfolder in your project 'Content' folder. This is really just for sharing, but the data subfolder hierarchies must match if other people are to use your creation.
- OK, you should now have a dress that can conform to Teena.
- You could add Joint Corrective Morphs, Styling Morphs, Movement Morphs, etc. I am skipping that for now.

Sculpting new character morphs and using lip-syncHi Folks,
I have been successfully using the Genesis 3 figures, along with store bought character morphs, and clothing for a number of animation projects, completed in C4D over the last few years. I have been exporting out to C4D as FBX, and more recently via the Cinema 4D Bridge script.
I have also been utilising the Lip-sync plug-in (via the 32 bit version) in all of these projects, with a surprising amount of success in over 26 languages. I have done manual lip-syncing previously, which is fine for short sections of speech, but with almost industrial levels of lip-sync required, an automated process is absolutely necessary! I've subsequently established a solid, functional work-flow between both programs, and would like to continue using it.However, for my next project, I am being asked to create bespoke/stylised cartoon like figures, which will still require an enormous amount of lip-sync to be generated. So, rather than trying to reinvent the wheel, I am hoping to utilise the existing system with my custom characters, which brings me to my questions!:
As I understand it, I can export any of the genesis base meshes in it's original form to Z Brush, where I can reshape/sculpt the existing mesh into a new form, keeping vertex count the same, and then reimport as a morph into Daz, readjust the rigging, and dial in like any store bought morph?
If I want to use the lip-sync system, what other steps do I have to look at, to enable this character to speak to the same level as the store bought ones?
Do I need to sculpt all new mouth shapes for the phonemes, or does some 'relative' magic occur between the base mesh/base morphs and a new character morph?
What about the mouth/face rig aspect - are these going to need to be tweaked for every phoneme as well?
For other expression morphs (smile, eyes closed, brows raised etc), I’m assuming I similarly create these in Z Brush on my re-sculpted figure, and also import back into DAZ for later use in Cinema 4D?
I have been using Gen 3 for all of the previous projects. It has a specific .dmc file which is used by the lip-sync system to control (as far as I can see) the actual values of each phenome, or expression for that base figure. If I use Gen 3 as the base, will this profile still be good as is, and relative to my new morph(s)?
Finally, would any of the other Genesis figures be a better option to use?, bearing in mind that I would still like the possiblity to use the C4D Bridge if possible.
Apologies for all the (probably daft!) questions - I have never really dived into the guts of Daz3D, so im unsure of how many of these aspects are automatically retargeted, and how much has to be created fresh, and reconnected!
Thanks in advance,
Adam :)remove morph from object?alan bard newcomer said:
what's the difference between saving something as an asset or as a scene or scene subset file.
A morph asset file loads with anything derived from the base figure/prop, if the morph is embedded in as cene file then the only way to access it is to load that scene.
we''re talking simple here something like a box with a point morph for instance
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If it hasn't been saved as an asset can it be deleted in the morph editor?Yes
What's the one thing you've always wanted to see sold at daz but never have?ALLIEKATBLUE said:
Would love an update to the Ball jointed doll for Genesis 8 where you can make a bjd from your current morphs and characters and the bjd components can be for darker skintones
YES! With both male and female options like the G3 version has, not just another one of these things where the girls get all the add-ons! Would love to see some proper double joints for the elbows and knees, too, if possible.
In addition to the rendering possibilities, I'm planning out an IRL, dark-skinned, heavily tattooed, male BJD of a character that I've also been working on a G8M morph for. Having what amounts to a digital model with the right skintone for experimenting with different kinds of outfits, faceups, tattoo placement and so on, would be incredibly useful.
remove morph from object?what's the difference between saving something as an asset or as a scene or scene subset file.
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we''re talking simple here something like a box with a point morph for instance
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If it hasn't been saved as an asset can it be deleted in the morph editor?Daz to Cinema 4D Update 1.1I got the character model to transfer over but none of the textures came with it. :(
Is it possible to transfer content from one account to another?Recently started using Daz again. couldn't find my old account until after I created a new one.
I have a few items purchased in both libraries now.
Do I need to have them all under one account or can I log into DazCentral under each account and just install each accounts libraries?
Genesis 8.1 / Victoria 8.1Bejaymac said:
Probably going to get cursed by some for this post, but what the hell, I have a thick skin

The two attached images were taken within seconds of each other, in the first you will notice I have the figure on the right selected, that's G8F, loaded using her DUF file. Notice the Shaping tab on the left doesn't show my user name anywhere, and the first morph is "Monique 8 Body".
Now look at the second image, in it I have the second figure selected, this is also G8F also loaded from her DUF file a few seconds after the first. With this one I added one of my character presets to it, now check the Shaping tab, suddenly my user name is there, and the first morph is now my character Samay.That morph DSF file isn't in the Morphs folder, as a result G8F has no idea it's there and never loads it when she's loading, the only way to get my character to load, is with a preset that knows where to find the DSF file.
IMHO this is how we should have been dealing with morphs since DS4.0, only the assets from the starter essentials and the head/body/expression morph packs should be loaded as a Genesis series figure is loaded, everything else should only be loaded using presets.
That last part will cause some of the cursing I mentioned, however the next part is probably going to cause even more

The problem with what I've done here is that you can't do this directly inside DS, it will always save the morph asset inside the figures Morphs folder. So you have to manually move files and do a spot of very minor editing of said files, in this case two pathways in the DSF file and one pathway in the DUF file.
Hmm... Going further with the idea... One could do the ultimate crime and save all the 'custom' assets (morphs/textures/expressions...) of the character in one and the same folder together with the character file and the 'custom' morphs would only be visible on that character...
Creating clothing morph from Zbrush Core on posed character?i might not be the most qualified person to answer this, i have not used daz studio for this kind of work for a while, but i am remembering an option in morph loader that was designed for this kind of thing. Believe it is called Reverse Deformations, and is available once you have selected your geo file to import as a morph.
I also think GoZ caters for this....or is GoZ not available in zbrush core?
Creating clothing morph from Zbrush Core on posed character?Thanks, yeah I figured I'd probably have to do the morphing from a zeroed figure. Just wasn't sure if there was any sort of checkbox or option to only consider manipulated polygons or something.
Fred: I just want to know what my options are when using Zbrush to morph and the workflow that's required. It's not so much about solving the problem as it is figuring out the various ways I can do it and which is easiest or superior.
Genesis 8.1 / Victoria 8.1Bejaymac said:
Probably going to get cursed by some for this post, but what the hell, I have a thick skin

The two attached images were taken within seconds of each other, in the first you will notice I have the figure on the right selected, that's G8F, loaded using her DUF file. Notice the Shaping tab on the left doesn't show my user name anywhere, and the first morph is "Monique 8 Body".
Now look at the second image, in it I have the second figure selected, this is also G8F also loaded from her DUF file a few seconds after the first. With this one I added one of my character presets to it, now check the Shaping tab, suddenly my user name is there, and the first morph is now my character Samay.That morph DSF file isn't in the Morphs folder, as a result G8F has no idea it's there and never loads it when she's loading, the only way to get my character to load, is with a preset that knows where to find the DSF file.
IMHO this is how we should have been dealing with morphs since DS4.0, only the assets from the starter essentials and the head/body/expression morph packs should be loaded as a Genesis series figure is loaded, everything else should only be loaded using presets.
That last part will cause some of the cursing I mentioned, however the next part is probably going to cause even more

The problem with what I've done here is that you can't do this directly inside DS, it will always save the morph asset inside the figures Morphs folder. So you have to manually move files and do a spot of very minor editing of said files, in this case two pathways in the DSF file and one pathway in the DUF file.
VERY INTERESTING
I have a reasonable PC but I am struggling with load times, pose resets etc. Simulations are an issue . . . . .particularly if they use a timeline . . .
I could be mixing a bunch of unrelated bits here. Not that much earlier in this thread there was a side bar about ERC creating load. I have recently completed an exercise of removing a bunch of content from my normal runtime as a way to try to improve load times etc: removed a number of characters, removed a number of expression sets that had custom morphs, removed some similar products that were close to duplicates (expression and morph sets), removed some products (like AFE and Kitten) that contained lots of morphs, removed a lot of expressions that came as part of pose sets. . . . It helped - not nearly as much as I might have hoped given the effort. . . .
As someone who started with Poser a long time ago, I have been intrigued over the years when folks have commented on the loading time and the fact that 'all these morphs needed to be loaded up.' The idea of 'injects' would quickly surface in my mind or the discussion and would just as quickly be discounted or ignored. (I could never quite understand how clothes could load with their specific morphs (and tools could add others if desired) while characters needed to load with every morph known to mankind. Anyways. . . .)
This 'preset' idea you have implemented sounds like an 'inject.' Maybe? But it would only be worth the effort (for me) if it helped with the 'character induced overhead.' If it was to turn out the load time issue is really ERC, then it might be another windmill. . .
I would be interested in more details regarding your last paragraph; and, given this discussion's proximity to the scene saving discussion and expressions being lost, what impact your idea would have on characters loaded in this way when saved to a scene when it is reloaded. Thanks.
Genesis 8.1 / Victoria 8.1Bejaymac said:
Probably going to get cursed by some for this post, but what the hell, I have a thick skin

The two attached images were taken within seconds of each other, in the first you will notice I have the figure on the right selected, that's G8F, loaded using her DUF file. Notice the Shaping tab on the left doesn't show my user name anywhere, and the first morph is "Monique 8 Body".
Now look at the second image, in it I have the second figure selected, this is also G8F also loaded from her DUF file a few seconds after the first. With this one I added one of my character presets to it, now check the Shaping tab, suddenly my user name is there, and the first morph is now my character Samay.That morph DSF file isn't in the Morphs folder, as a result G8F has no idea it's there and never loads it when she's loading, the only way to get my character to load, is with a preset that knows where to find the DSF file.
IMHO this is how we should have been dealing with morphs since DS4.0, only the assets from the starter essentials and the head/body/expression morph packs should be loaded as a Genesis series figure is loaded, everything else should only be loaded using presets.
That last part will cause some of the cursing I mentioned, however the next part is probably going to cause even more

The problem with what I've done here is that you can't do this directly inside DS, it will always save the morph asset inside the figures Morphs folder. So you have to manually move files and do a spot of very minor editing of said files, in this case two pathways in the DSF file and one pathway in the DUF file.
Where are you keeping your custom morphs? How do you edit the files? I don't have a problem loading G8 yet but it's an interesting idea! A step-by-step guide would be appreciated, in case I ever want to do this. Please assume I know nothing about editing Daz files manually because that is the case!
Genesis 8.1 / Victoria 8.1Probably going to get cursed by some for this post, but what the hell, I have a thick skin

The two attached images were taken within seconds of each other, in the first you will notice I have the figure on the right selected, that's G8F, loaded using her DUF file. Notice the Shaping tab on the left doesn't show my user name anywhere, and the first morph is "Monique 8 Body".
Now look at the second image, in it I have the second figure selected, this is also G8F also loaded from her DUF file a few seconds after the first. With this one I added one of my character presets to it, now check the Shaping tab, suddenly my user name is there, and the first morph is now my character Samay.That morph DSF file isn't in the Morphs folder, as a result G8F has no idea it's there and never loads it when she's loading, the only way to get my character to load, is with a preset that knows where to find the DSF file.
IMHO this is how we should have been dealing with morphs since DS4.0, only the assets from the starter essentials and the head/body/expression morph packs should be loaded as a Genesis series figure is loaded, everything else should only be loaded using presets.
That last part will cause some of the cursing I mentioned, however the next part is probably going to cause even more

The problem with what I've done here is that you can't do this directly inside DS, it will always save the morph asset inside the figures Morphs folder. So you have to manually move files and do a spot of very minor editing of said files, in this case two pathways in the DSF file and one pathway in the DUF file.
What exactly are Headshop, Face Gen and Face Transfer?Misumu said:
Thanks, I was a fraid that if I created a face, a texture would just erase it.
I watched that. It was what raised the question in the first place. Headshop's textures in the video looked like they would clash with any scene the figure was in (especially the hair).
Texture and morph are applied to "head" not hair. So, no clash.
Creating clothing morph from Zbrush Core on posed character?Well I'm not an expert and could be wrong about this. You know the morph you want to add to the sleeve and the pose of the model using the morph. With this in your mind, do zero pose and while working on the morph, extend it past what you intended, so when it comes back, you have some room to work with to get what you want.
I hope that made sense...lol












