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K.H.Image studios please update V8.1!
Sevrin said:
That vendor hasn't been active in over a year, so I'm not optimistic, but who knows. I used the G8F product just yesterday, and not knowing what G8 utilities will or won't work or get updates has kept me using G8.0 for the time being.
Yeah, they're pretty much anonymous and deal with specific morph products so it's hard to know if they'll update the figures, but they did update the genesis 8 male after there was interest for it, so I'm remaining hopeful that they'll update V8.1 after awhile!
I was partially able to use the G8 morphs for V8.1, but the body shape is pretty unique so some morphs look funky for her...
Adding bones to a figure?Yes, once it's turned into a figure by any method (converting a prop, Figure Setup pane, Transfer Utllity) it is just a figure, of whatever type (parametric/legacy/Poser or weight-mapped) and editing it is the same regardless of its origin (though of course the origin will affect the number of bones you have to start with).
Face Transfer not workingHi. I'm using Daz on a Mac with a Wineskin wrapper and recently bought the Face Transfer Unlimited add-on. It kind of works but the faces are being generated with mostly black lines while the other maps like legs, torso, etc. come out normal. I'm kind of new at this and have no idea where to even begin to start when I try to solve this problem. I can't find anyone with a similar problem in the forums or online. Any suggestions or advice would be greatly appreciated.
The completely gratuitous complaint threadNon-complaint: Wheee... I've finally moved my e-mail program (Microsoft Outlook 2019) from my old computer to my new computer.
That completes my transfer and now my old computer can take a vacation.
The only things left for him to do is sit on archived copies of my personal files, play a Blu-Ray disk (if I ever decide to use him instead of my proper Blu-Ray player), and perform diagnostics and "off-line" hard drive copy operations. So, I guess he deserves his vacation but is now semi-retired.Edited to add: And he does a bang up job of holding my little yellow sticky notes on his side panel (even when he's asleep or on vacation). I'd be lost if I couldn't turn my head and find the bazillion little pieces of information arranged so unneatly there.
MetaHuman Creator - an Insane Level of Competition...Macislav said:
Daz is not only for still renders, but also for using animations in UE4. For a minimal game you just need a walk, run, jump and idle animation and you have a fully working character.
It fits perfectly into the realistic scenes from UE4, even with the standard skin setup (diffuse,specular,normal).
In some scenes you will need to play around with the post processing (setting the scene darker...) or change the light setup. UE4 has the problem that either the lighting is too dark inside or too bright outside, but I hope
that it will be solved with UE5.
I'm using DAZ characters for "playing" animations in UE4 all the time. The difficult part is to create animations, where you need something like Reallusions CC3 framework.
But daz characters are the only ones, which deform well with different poses/animations.
Not even CC3 can compete with DAZ, because CC3 characters have no shape keys (and the bodies look too stylized (compare hip area and legs etc.)
MetaHuman will be even more limited with just a few morph sliders for some important body parts like Sims 3. What looks good is the UE4 "skin shader", but the head mesh is nothing special and it looks awfull in daylight. Besides this if you look under the sleeve or under the pant leg there is nothing (no body).
I've got the impression that MetaHuman is meant more for simulating "talking heads" (cinematic scenes with mostly close-up views of faces for psychothrilles etc. with much talking) than for animating full characters.
DAZ has a uniqe variety of full realistic characters, clothing, skins, hair.... selection, face and body types and can be used with multilayered clothing, all in all something which is unparalelled so far.
well the majority of games using a "character customization system" indeed are not too good at "old characters" since majority of peoples like to play with "young characters" then making old characters is not something "comon" but a really strong character customization is the black desert online, he is the most advanced system and it do have "different maps for "old ages" for characters, you can really make almost any person in real world using the BDO character customization it have a lot of details, the only games which would need a more "detailed system" would be games like the sims or life simulation where you must have a good character customization, but since we have only the sims as life simulation indeed make hard to have really complex characters customizations system but indeed you give me a good idea which i was not thinking about in my project, would be really interesting to have different "age details maps".
going back to the metahuman, what is matter is "how much family friendly" those characters are, i means if they can be "nude" if they have "dolls body(no gens or niples for females), which is the big difference for daz, in daz you can buy chararacters to make from "family friendly online renders or games or animation to even 'porn" with characters having full nude body, it make daz characters more desirable to use for non family friendly, unless you buy a metahuan and make yourself "the missing parts"
so far what i saw, making animations inside daz are not th "ideal" the same as currently unreal, you would make animatios in others softwares like MB or blender or even maya then bring to daz or unreal.
unreal characters can have "corrective morphs", this is something which epic and many triple AAA games use to make characters "bend" more realistic when semi-nudes or when showing some skin like arms and you need to feel realistic, you have some system to compesate the lack of dual quart, it is more troublesome but this is the way they choose, it's not perfect or not too good as dual quart but also dual quart itself is not perfect and have its own issues this is why also "daz characters" also have they own corrective morphs", which combine with dual you can get more close to achiev realistic animations, and if i'mnot wrong the metahuman characters also have correcitve morphs., again the real issue for me is if you can export morphs with the character like daz and how much "realistic are the body" or if they are "barbie/ken dolls" body, also how much cash you have to buy stuffs like top grade mocap tools and the most complex softwares for manual animation and really professional animators, if you can afford to pay for all, then don't matter if it's daz or metahuman or others character if you have money to pay for all the "cut offs" then you can have a really awesome character with the same quality level what is matter is "money" which is the issue for us "poor mortals",
about hair indeed the groom system from unreal is really flexible enough to be usable on almost "any character" as long it's proportions are not too different from the source, then we can have a chance to create a character with methahuman get the beards and hairs then get those "beards and hairs and add into a daz characater.
the only issue on daz characters is really the texture, which any generation under 8.1 lack of a lot of details map or are using a really "old way" to add details which in metahuman you have a more complex map system adding a lot of map details making possible to create really unique characters with few clicks.
More Non-photorealisitic Renders (NPR II)Artini said:
Have you tried to use Daz Studio to Blender bridge?
What is missing in Blender when you transfer Daz figures there?
Transfer not the problem but my skill to learning new thing ( in this case Blender ) for NPR workflow is the real culprit.
. Those shaders really great when used with low poly or some models which carefully created for toon/anime shading purposes .
Its possible to use with DAZ figures , but it seems I need to learn a lot first before I can get result just like I wanted
More Non-photorealisitic Renders (NPR II)Have you tried to use Daz Studio to Blender bridge?
What is missing in Blender when you transfer Daz figures there?
Beauty Fingers and Toes not working - SOLVEDroni190 said:
Don't have the product but had similar issues in the past that turned out to be the product in question was simply a morph dial added to the appropriate figure. Try loading a G3f and see if it has dials under parameters that match the names of from the product description.
Thank you very much! indeed is an option is shpaing, I have uninstalled the product and it dissapeard.
Beauty Fingers and Toes not working - SOLVEDDon't have the product but had similar issues in the past that turned out to be the product in question was simply a morph dial added to the appropriate figure. Try loading a G3f and see if it has dials under parameters that match the names of from the product description.
remove morph from object?TBorNot said:
The Fit Control products from Discobob can add and delete morphs, so it is possible.
Yes, as long as a morph hasn't beens aved as an asset it can be deleted inside DS - but apparently that wasn't working here.
Question: How do I move a wearable from one part of a limb to another?Is it a prop (a single node without bones) or a figure? A prop you could just move and reparent to the correct bone, a figure you would need to turn into a prop (Edit>Figure>Rigging with just the figure loaded), then you could move it, export as OBJ and reimport to bake the placement, and use Edit>Figure>Transfer Utility to rig it.
Leiomano for G8M [commercial]He looks delightful.
My one reservation about him is the GIANT HANDS. It's a common feature of aliens and monsters and so on in the DAZ Store that they always seem to have enormous clawed hands. This is something of a dealbreaker if you want to have them hold anything (swords, guns etc). And because most monsters are a single morph, or are split into head/body morphs, it's often difficult to reduce their hands to a manageable size (scaling tends to be hit-and-miss, depending on the exact model). I know there are tools that let you apply morphs in a more piecemeal fashion, but for those who don't have them it would be neat if creators could separate out the GIANT HANDS morph and make it optional.
Sorry to nit-pick on what is, once again, a superb original creature, but this is something of a bugbear of mine.
MetaHuman Creator - an Insane Level of Competition...Daz is not only for still renders, but also for using animations in UE4. For a minimal game you just need a walk, run, jump and idle animation and you have a fully working character.
It fits perfectly into the realistic scenes from UE4, even with the standard skin setup (diffuse,specular,normal).
In some scenes you will need to play around with the post processing (setting the scene darker...) or change the light setup. UE4 has the problem that either the lighting is too dark inside or too bright outside, but I hope
that it will be solved with UE5.
I'm using DAZ characters for "playing" animations in UE4 all the time. The difficult part is to create animations, where you need something like Reallusions CC3 framework.
But daz characters are the only ones, which deform well with different poses/animations.
Not even CC3 can compete with DAZ, because CC3 characters have no shape keys (and the bodies look too stylized (compare hip area and legs etc.)
MetaHuman will be even more limited with just a few morph sliders for some important body parts like Sims 3. What looks good is the UE4 "skin shader", but the head mesh is nothing special and it looks awfull in daylight. Besides this if you look under the sleeve or under the pant leg there is nothing (no body).
I've got the impression that MetaHuman is meant more for simulating "talking heads" (cinematic scenes with mostly close-up views of faces for psychothrilles etc. with much talking) than for animating full characters.
DAZ has a uniqe variety of full realistic characters, clothing, skins, hair.... selection, face and body types and can be used with multilayered clothing, all in all something which is unparalelled so far.
(SOLVED)My daz3d started to render really slow for no reason.Every so often a figure will get a morph applied that will suddenly run my machine out of RAM. From almost nothing to overloaded. You wouldn't see this on a fancy rig with an NVidia card as easily, but on my Mac mini you certainly do. Sometimes, having superhardware covers up problems. I just start the figure over, since you can't delete morphs (except for Discobob amd his Fit Control, who has figured it out)
Bluejaunte appreciationInspired by this thread, last saturday I decided to take out another bluejaunte's character from my model parking) That's Malika with 100% "thin" morph on.... I really love her!
Dial Fusion for Genesis 2 to 8.1 (Commercial)No. This is not a morph transfer tool. That is still in the works with XTransfer series additional modules which is seriously behind schedule.
Dial Fusion for Genesis 2 to 8.1 (Commercial)Just bought it. Saving dial settings as custom morphs seems especially usefull.
But can it transfer morphs from G8m to G8f and vice versa?
Genesis 8.1 / Victoria 8.1jbowler said:
Tugpsx said:
Anyone else had a similar issue? I opened a scene I created when G8.1F came out and the pose have since changed. it appears with the patches that have been applied to G8.1F the expressions may have been tweaked.
The last update to the 8.1 expressions was on January 26, 2021 (the package date) which I installed on February 5; that was very close to the date the package showed up in the DIM updates (maybe it was a day before that). This is the Genesis 8 Female Starter Essentials package. It's the one that "owns" /data/DAZ 3D/Genesis 8/Female 8_1/Morphs/Daz 3D/Base Pose Head/. I suggest going to that directory (inside your Daz 3D content directory) and making sure that everything is still there with the correct date (whatever date you actually updated the start essentials package), there should be around 250 files in there.
If it is not just re-install the starter essentials (I'm assuming you are using DIM...)
The beta has been updated, several times now. I didn't see anything in the release notes that suggests the updates could alter G8.1F expressions but if you are using it try the General Release which has not been updated yet.
The various "fixes" to the non-functioning of G8F expressions could certainly explain what you see. Re-installing the starter essentials should undo those fixes but if you did try one of the fixes this is the kind of thing I would expect since the fixes "unhide" G8F expression morphs.
I am having the same issue as Tugpsx. I made an expression using old G8 expressions and the Face Control together, when I loaded the scene today, the effects of the expression pose were gone and old G8 expressions no longer work.
jbowler, can you please explain what you mean by "fixes"? Do you mean moving the empty expression files in the G8.1 data/morph/Daz files? It seems like moving the files allowed old G8 expressions to work for a while, but now the expressions are not working again. I moved the empty expression files to a completely different drive, but it's still not working.
Edit: I think I've figured it out. Am in the middle of a render so I will have to wait to check. I didn't realize I had to modify Base Pose Head too.
Daz to Cinema 4D Update 1.1Appreciate the work on DazToC4d, but do you think there will ever be an update to enable the transfer of JCMs to the figure? Thanks.
DELETEdaveso said:
Ragazzine said:
I'm with Daveso. Don't need more characters. My spending way down the last few months, In fact I'm now looking at which characters and morph sets to uninstall to reduce load time. Once again however, Elianeck has her hooks in. At the price I expect I'll buy Jellybean. I wish she would include a natural lips colour.
But ... I found 2 products in that 2.99 section that are selling for 1.50.... and in my cart showing 1.27. That's near free. Hard to pass on characters that inexpensive, plus subD level 4.
Even more madness is, that the section is called "Select PC+ Items" while featuring not a single PC+ item... But they probably just were mad enough to forget to insert a "temporary" in front of the "PC+", right?
















