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Use G9 skin on G8
The converted G8F atlas seems just fine ! You can test it on a G8F by using Atlus UV set. If everytying is fine, split them with Map Transfer.
how can i improve my shaping workflow, not having to scroll through morphs all the time?DrunkMonkeyProductions said:
The reason it "resets" is you'd have to save the modified assets to maintan the change.Save As>Support Asset>Save Modified Assets...
This alters the DSF, which can be overwritten if there's an update to assets you've modified.
Duplicating morph files would just cause errors.
About the only viable solution would be to create new control morphs and place those in a custom path.
Im sorry i dont think i understand, what do you mean by create a new control morph?
how can i improve my shaping workflow, not having to scroll through morphs all the time?The reason it "resets" is you'd have to save the modified assets to maintan the change.Save As>Support Asset>Save Modified Assets...
This alters the DSF, which can be overwritten if there's an update to assets you've modified.
Duplicating morph files would just cause errors.
About the only viable solution would be to create new control morphs and place those in a custom path.
shape my imported character in blender with daz morphs then transfer those values back to daz?I think it would be much easier to have an organized workflow for shaping my character if i did it in blender but is there a way to send those value changes back to daz so the sliders are correct?
how can i improve my shaping workflow, not having to scroll through morphs all the time?i favorited the morphs i actually use but even then i constantly have to scroll to the right area and back again and cant create categories . I see the shaping tab and the body categories but its still too much, and changing parameter groups for certain morphs is really messy and resets itself even if i leave edit mode and save.
Is there a way i can duplicate morph files in the content library and organize things by body part in new folders and somehow have that reflect in parameters? It would be really nice to have sub categories in parameters for favorites but i dont think thats possible. there are just lots of alt morphs or right and left morphs and its frustrating scrolling constantly to find them.
Morphs sub categories?Is there a way to add morphs sub categories like how the "Head" category has sub categories to make parts of the morph grouped together?
I want to import expressession morphs, but have it categorized under the "Expressions" category. That way I can look through the expressions and add/organize morph expressions in its own subcategories.BJ Rapid Pose - Faster posing better IK in/out of Daz Studio
a) Not sure I'm quite following but I am working on props support right now. b) and c) I don't feel this has anything to do with this. Sounds more like some scripts for very specific things.nonesuch00 said:
This looks great. I would like to see funtional:
a) When I place an object/prop in a hand, under the feet, and so forth in DAZ, it's so painstaking and awkward, and I frequently get it wrong, for 1st order of business is this gets it right, and it adjusts the entire pose/prop/character when the character is morphed into another character/prop as their size can be quite dfferent.
b) Extending that a) to automagically adjust all the AniMate loop clips available in the DAZ Store to the modern characters.
c) I would be nice to see a drag & drop utility - 1) Input a circa 2009 Animate Clip for M4/V4 2) Output that Animate Clip for the more modern Genisis 9/Geneis 8.1/Genesis 8/Genesis 3 character as morphed in the UI, eg Generic G9 Male morph/Generic G9 Female/One of Raw Art's more extreme morphs as proof of concept & robustness of purpose.
Keep up the great work!
BJ Rapid Pose - Faster posing better IK in/out of Daz StudioThis looks great. I would like to see funtional:
a) When I place an object/prop in a hand, under the feet, and so forth in DAZ, it's so painstaking and awkward, and I frequently get it wrong, for 1st order of business is this gets it right, and it adjusts the entire pose/prop/character when the character is morphed into another character/prop as their size can be quite dfferent.
b) Extending that a) to automagically adjust all the AniMate loop clips available in the DAZ Store to the modern characters.
c) I would be nice to see a drag & drop utility - 1) Input a circa 2009 Animate Clip for M4/V4 2) Output that Animate Clip for the more modern Genisis 9/Geneis 8.1/Genesis 8/Genesis 3 character as morphed in the UI, eg Generic G9 Male morph/Generic G9 Female/One of Raw Art's more extreme morphs as proof of concept & robustness of purpose.
Keep up the great work!
Help with dforce morph not savingHow did you create the morph?
If you're using a modeler, like z-brush, you need to be sure not to add or remove geometry.You'll probably need to start over and make sure to not add/remove geometry.
Help with dforce morph not savingim trying to save a morph for Genesis 8 Kensington hair but when i try to import the morph i get this error? -daz 3d Warning: Geometry did not match, failed to create morph.does anyone know how i may fix kinds regards
How to remove a morph category from panel?I imported some custom morphs. I changed the Drivers from "Rig" to "Mesh" to see what it does and it created a separate Morphs category called "Mesh Shape Keys" in the DAZ Runtime (version 5.1.0.2859) panel. Going to the DAZ Setup panel, I couldn't find a way to delete the category in the "Mesh" category because the option to remove it was greyed out. I was able to find the shape keys and custom properties and remove them, but I couln't figure out how to remove the category.
How do I remove the morph category I created, "MD Body Joint Bends" from the panel?Import morph?I have a question about importing morphs. My situation is that I imported a character and then converted the daz rig to the MHX rig. Will I still be able to add morphs to my character now that it is converted to the MHX rig, or do I have to add all the morphs I want before converting to the MHX rig?
I read something on the blog about finalizing and that makes it where importing morphs isn't doable? Or did I read that wrong and I can always import morphs as I need them for my character?Morphing geograft a in Blendercrosswind said:
If you want to sculpt both G9 + the geograft all together, follow this workflow:
Export G9 with the geograft all together. Then you shoudn't separate the geo-graft before exporting to OBJ in Blender, still export the whole G9 with the geograft.
Now in DS: 1) Select G9, import OBJ with MLP; 2) Select the geograft, import OBJ with MLP again. DO NOT change the morph name.
Use the same settings in the attached screenshot of MLP. Dial the morph on G9. The morph on the geograft will be triggered by Auto Follow.If you only want to sculpt the geo-graft in Blender, follow below workflow:
Just export the geograft to OBJ in DS but press Alt Shift + G (Geometry Editor) before exporting. This action can simply make the geo-graft unfitted. Alt Shift + U after export. (Or, you can manually unfit the geograft beforehand, then fit it back.)
Finally, import OBJ with the geograft selected in DS. Dial the morph on the geograft.Be noted:
1) In DS, always export to OBJ / import OBJ with Scale 100%. In Blender, always import OBJ / export to OBJ with Scale 1%.
2) If you use Blender 3.x, DO NOT use export to Legacy Wavefront OBJ, use Wavefront OBJ.ill give it a shot, thank you
Morphing geograft a in BlenderIf you want to sculpt both G9 + the geograft all together, follow this workflow:
Export G9 with the geograft all together. Then you shoudn't separate the geo-graft before exporting to OBJ in Blender, still export the whole G9 with the geograft.
Now in DS: 1) Select G9, import OBJ with MLP; 2) Select the geograft, import OBJ with MLP again. DO NOT change the morph name.
Use the same settings in the attached screenshot of MLP. Dial the morph on G9. The morph on the geograft will be triggered by Auto Follow.If you only want to sculpt the geo-graft in Blender, follow below workflow:
Just export the geograft to OBJ in DS but press Alt Shift + G (Geometry Editor) before exporting. This action can simply make the geo-graft unfitted. Alt Shift + U after export. (Or, you can manually unfit the geograft beforehand, then fit it back.)
Finally, import OBJ with the geograft selected in DS. Dial the morph on the geograft.Be noted:
1) In DS, always export to OBJ / import OBJ with Scale 100%. In Blender, always import OBJ / export to OBJ with Scale 1%.
2) If you use Blender 3.x, DO NOT use export to Legacy Wavefront OBJ, use Wavefront OBJ.Morphing geograft a in BlenderHi all,
I'm trying to make a scene specific morph on a geograft for a posed genesis 9 in Blender. I've tried exporting gen 9 with the graft as one object, sculpting the morph in Blender, separating the graft, exporting, loading morph with reverse deformations on. It loads fine but when I apply the morph the graft flies away from the body in pieces. Do I need to export gen 9 and the graft as seperate objects from daz studio or what? Any help would be much appreciated.
Thanks
if i cut and scale g9 materials to fit the eye uvs for g8.1 is it possible to get them to work?luckydurians said:
crosswind said:
luckydurians said:
"...you can easily convert the texture maps by using Surface pane > Map Transfer, with G8 eyes UV Sets on G9 eyes node." I dont understand if you mean this is something i do iif I use the plugins you mentioned or if i do this independednt of any plugins.
No you don't need any plugin, it's a built-in function in DS. You can find it from the context menu in the upper left corner of Surfaces pane > Map Transfer. See the screenshots down below ~
Edit: Mesh of G8 EYES is different from G9's, so the size as well as the outer rim of irises will not be very same. You have to make a morph for them if needed ~~
sorry im not sure i understand what you mean by make a morph for them
i.e. tweak the eyeballs' mesh in external software e.g. Blender, then send the tweaked eyeballs back to DS to create a fix Morph ~
In ss1, the pupils are problematic, create a fix Morph for them in ss2.
if i cut and scale g9 materials to fit the eye uvs for g8.1 is it possible to get them to work?crosswind said:
luckydurians said:
"...you can easily convert the texture maps by using Surface pane > Map Transfer, with G8 eyes UV Sets on G9 eyes node." I dont understand if you mean this is something i do iif I use the plugins you mentioned or if i do this independednt of any plugins.
No you don't need any plugin, it's a built-in function in DS. You can find it from the context menu in the upper left corner of Surfaces pane > Map Transfer. See the screenshots down below ~
Edit: Mesh of G8 EYES is different from G9's, so the size as well as the outer rim of irises will not be very same. You have to make a morph for them if needed ~~
sorry im not sure i understand what you mean by make a morph for them
if i cut and scale g9 materials to fit the eye uvs for g8.1 is it possible to get them to work?luckydurians said:
"...you can easily convert the texture maps by using Surface pane > Map Transfer, with G8 eyes UV Sets on G9 eyes node." I dont understand if you mean this is something i do iif I use the plugins you mentioned or if i do this independednt of any plugins.
No you don't need any plugin, it's a built-in function in DS. You can find it from the context menu in the upper left corner of Surfaces pane > Map Transfer. See the screenshots down below ~
Edit: Mesh of G8 EYES is different from G9's, so the size as well as the outer rim of irises will not be very same. You have to make a morph for them if needed ~~
[Released] Turbo Loader for Genesis 9 [Commercial]supahsekritdevacct said:
PoshTentacle said:
So after an extensive amount of debugging done with 3 different AI chat bots (no, I don't use I for my art - just tech problems), I finally found the issue. Essentially, Turbo Loader had somehow cause my JP Sandor figures to point to the wrong URL. JP Sandor actually has two .dsf files: the one in the old standard definition folder for the character and the one in the newer HD folder ("JP Sandor" and "JP Sandor HD" respectively). Both of those .dsf files are still called "JP Sandor HD," though. So I guess when Turbo Loader reset my morphs, it changed the URL of that .dsf file. Anyway, after uncompressing all my scene files using the Batch Convert pane in Daz Studio, I ran the following script (I saved this as a .dsa file and then opened that file in Daz Studio) to edit each of the .duf files to update the bad URL to the correct one:
// DAZ Studio version 4.24.0.4 filetype DAZ Script // JP Sandor HD URL Repair Script // Top-level folder only. No subfolders. URL replacement only. var ROOT_FOLDER = "C:/SCENE_FOLDER_PLACEHOLDER"; // replace with your folder containing scenes var BAD_URL = "/data/Daz%203D/Genesis%209/Base/Morphs/Jepe/JP%20Sandor/JP%20Sandor%20HD.dsf#JP%20Sandor%20HD"; var GOOD_URL = "/data/Daz%203D/Genesis%209/Base/Morphs/Jepe/JP%20Sandor%20HD/JP%20Sandor%20HD.dsf#JP%20Sandor%20HD-0xa95d2eb"; var scannedFiles = 0; var changedFiles = 0; var failedFiles = 0; function makeBackup(path) { var backupPath = path + ".bak"; var src = new DzFile(path); if (!src.copy(backupPath)) { print("Backup may already exist or copy failed: " + backupPath); return false; } return true; } function processDuf(path) { scannedFiles++; var file = new DzFile(path); if (!file.open(DzFile.ReadOnly | DzFile.Text)) { print("Could not open for reading: " + path); failedFiles++; return; } var text = file.read(); file.close(); if (text.indexOf(BAD_URL) < 0) { return; } var newText = text.split(BAD_URL).join(GOOD_URL); if (!makeBackup(path)) { failedFiles++; return; } if (!file.open(DzFile.WriteOnly | DzFile.Truncate | DzFile.Text)) { print("Could not open for writing: " + path); failedFiles++; return; } file.write(newText); file.close(); changedFiles++; print("Fixed: " + path); } function scanTopLevelFolder(folderPath) { var dir = new DzDir(folderPath); if (!dir.exists()) { MessageBox.critical("Folder does not exist:\n" + folderPath, "JP Sandor HD URL Repair", "&OK"); return; } var files = dir.entryList("*.duf", DzDir.Files); for (var i = 0; i < files.length; i++) { processDuf(folderPath + "/" + files[i]); } } scanTopLevelFolder(ROOT_FOLDER); MessageBox.information( "Finished.\n\n" + "Scanned DUF files: " + scannedFiles + "\n" + "Changed files: " + changedFiles + "\n" + "Failed files: " + failedFiles + "\n\n" + "No subfolders were scanned.\n" + "Only the JP Sandor HD URL was modified.", "JP Sandor HD URL Repair", "&OK" );Obviously, if someone came across this error in the future, they would have to find the bad/good URLs for their individual morph, but I thought I would post this here just in case someone found it useful
Thanks. I just had the same issue with the same character morphs, which have given me other issues too. I probably would have hit my wit's end with Daz and quit my project if you didn't post this. Drop thousands of dollars a year to get constant bugs and lack of support lol.
Glad to hear it could help! But yea, the thing about Daz is that unless an asset comes from "Daz Originals," the asset doesn't seem to be supported by the company since someone else created the asset and uploaded it. At least with the Daz Originals ones, Daz seems to be part of the process and thus able to provide support. But don't be too hard on RiverSoft Art. As you can see by scrolling up, they tried their best to help me fix this obscure issue.
if i cut and scale g9 materials to fit the eye uvs for g8.1 is it possible to get them to work?"...you can easily convert the texture maps by using Surface pane > Map Transfer, with G8 eyes UV Sets on G9 eyes node." I dont understand if you mean this is something i do iif I use the plugins you mentioned or if i do this independednt of any plugins.





