-
Exporting multiple props using the Bridge?
I think what you want to do it attach the objects on the table to the table in Daz Studio. Just drag the props onto the table in the Scene outline. Then export the table as an Environment. What it should do is transfer each prop individually, then place them in the current level in Unreal with the proper offsets.
http://davidvodhanel.com/daz-to-unreal-environment-transfer/
DAZ is losing meFaeryl Womyn said:
Someone created a lovely looking character for free, did an excellant job on it. In order to use it, you needed to buy 3 other characters and 2 morph packages. That would have put the price over $100us in order to use that character. The one's in the stores may not have that many morphs attached, still need to buy extra for a good many of them though.
Then there's the bugs with the software and plugins that need work, not to mention products that do not work..all while the price in the store keeps going up and people keep buying. It use to be if a company constantly pushed out broken products and software, they would quickly lose business, have a bad reputation and eventually go belly up. These days, people buy no matter the condition of the item and then complain about it later. Except, why would they fix it if they already have your money from the purchase. Before anyone says they are complaining and Daz does respond...how long have people been waiting for an auto response and maybe it will be fixed months later, if you're lucky.
3 characters and 2 morph packages
That's a lot of dependency! I think, if I ever do a character, it'll be a custom sculpt from a base character. I despise dependencies.Software: I am still on version 4.10 . It may be old by current standards, but it's reasonably stable and it handles my content without issue. Obviously, that means I'm not using newest content. I usually buy content from the back catalog, anyway. Like others, I've got enough stuff that I could work for a long time without buying anything. Right now, I'm not buying anything; but that's me, not Daz. Yet, there are plenty of items on my wishlist, and I actually want a lot of those items.
I could not even begin to speculate on Daz's sales figures and pricing policies. I'm sure they're doing what they need to do to stay solvent. I think Covid has taken a toll on a lot of businesses. With the vaccines in distribution, hopefully we'll finally be able to put this pandemic mess behind us. Then, we'll see what happens.
DAZ is losing meSomeone created a lovely looking character for free, did an excellant job on it. In order to use it, you needed to buy 3 other characters and 2 morph packages. That would have put the price over $100us in order to use that character. The one's in the stores may not have that many morphs attached, still need to buy extra for a good many of them though.
Then there's the bugs with the software and plugins that need work, not to mention products that do not work..all while the price in the store keeps going up and people keep buying. It use to be if a company constantly pushed out broken products and software, they would quickly lose business, have a bad reputation and eventually go belly up. These days, people buy no matter the condition of the item and then complain about it later. Except, why would they fix it if they already have your money from the purchase. Before anyone says they are complaining and Daz does respond...how long have people been waiting for an auto response and maybe it will be fixed months later, if you're lucky.
Diffeomorphic DAZ Importer Version 1.5.1When i try import basic morph like for exemple Neck size it just don't work i see nothing .. any idea why please?
99.99% of other morph work perfectly.
Controlling the INTENSITY of an Expression......Griffin Avid said:
So my mind blanks again and I'm looking for a control or possibly a script that controls the intensity of 'the current expression [dials]'.
https://www.daz3d.com/expression-mixer
This is the closest so far. It has the slider for strength of expression, but that's not what I'm looking for.
I'm thinking- the thing I'm looking for - might be buried in some other Expression Utility type of product....
Anyone have a lead on this?
------------------
Like the dial would take The Current Full Range of Expressions -in-use and allow me to turn them UP or DOWN..
https://www.daz3d.com/ultimate-zero
But sort of- increasing/decreasing the AMOUNT of each setting in use.
If not, I might have to ask @RiverSoft Art to look into this.
And maybe it's already been done. It certainly feels familair.
Er... strength and intensity are often used as synonyms, so what you're asking for isn't exactly clear, but I think what you're asking for is something that seemes more intense without the face becoming overly contorted. That's tricky, given that a DAZ pose/expression dial simply manipulates a set of preset morphs (and bone positions on the Genesis 3 and 8) you're not really going to get any variation besides the strength at which the preset applies using only a single expression dial. That's compounded by the fact that every character's face is slightly different and what works well on the generic base face may not work as well on one with larger/smaller eyes, mouth, etc., and, worse, there's a point at which the dialing up the overall strength will tend to over-influence one part of any face over the others, making the resulting expression become unnatural and even cartoonish. Tweaking the individual components of the morph is the only way I've found to reliably get the level of expression I want, and new tools like the https://www.daz3d.com/genesis-3--8-face-controls allow that to be done in a fairly intuitive manner without a lot of experimental dial twiddling. Likewise, with Expression Mixer, you can load in the expression and then a half-face zero that some vendors like EmmaAndJordy include with their sets, and use that to roll back the effect of the expression on the part that is over the top. However, prior to that product's release, I found another way to do much the same thing using Puppeteer and the mix and match half-facial expressions:
Basically, the trick is that if is you save a pose preset in puppeteer with a zeroed facial expression and a second, identical pose prest except with a facial expression applied, you'll find that the expression continues to get stronger as you move your cursor between the two and, as you pass the "full expression" preset, it will become even stronger than the posotion that is normally allowed at the max position for that expression's parameter dial. At the same time, if you place TWO or more presets with different saved expressions at an equal distance from the blank preset, you can mix between the two different expressions just by moving the cursor between the two expression presets. So, you use the same expression on both expression presets, but then zero out either the top or the bottom of the one of those expressions using the half-facial zeros, then moving the cursor between the two will allow for a huge variety in the intensity of the upper and lower halves of the face.
Simulating "Loose" (unfitted) clothing in DFORCEOn the second issue first - is the item SubD, with a higher than 1 level of viewport divisions in the Mesh resolution group in Parameters? If so switch it to Base resolution before converting to a prop - I think that as it is it is baking the SubD, which makes thee dges shorter than the dForce dynamic offset value (hence all the warning messages, and the conflict between rest length and minimum length keeps pumping energy into the simulation and causes the explsoion).
As for the initial issue, many dForce items are not wholly dynamic - they either have surfaces with Dynamic Strength set to 0 or there's a weight map limiting dynamic strength within a surface group. Both can be worked around, but if you don't want to pose (or morph) the basic clothing beyond th simulation theh coinverting to a prop may be the simplest and most efficient approach.
Custom weight maps lost when converting from G8F to any other body.Richard Haseltine said:
AutoFit in effect transfers a morph from the original figure to the target figure, bakes it in, and runs the Transfer Utility - so yes, it will remove custom weight maps. You might want to look at the Cross Figure Resource Kit https://www.daz3d.com/genesis-8-cross-figure-resource-kit , though I think you'd still need to do some firther work even if it gave usable rsults 9which, as I recall, depends on the type of item)..
Thanks for that. I'll give it a shot and see how well it works.
Released: ShapesInjector [Commercial]UnderConstruction said:
Hello Totte,
Thank you for making this plugin.
Works awesome for FBM(s).
Is it possible to automate the loading of all standard DAZ pJCM in the same way?
I don’t see pJCM listed.
My current process is:
- Load standard Genesis 8.1 pose(joint rotation)
- Open Morph loader Pro
- Load Pjcm(s).obj
- Load Project/Object Preset (.dsx)
- Hit accept
Is there a way to automate this?
"Theoretically" you can load any morphs you load through MorpLoader Pro, but the .dsx file was nothing the PA testing and coming with the idea had any info on. To qoute one of my fav movie characters, Oddball in Kelly's Heroes : "I just run them, I don't know what makes them work." So if you have something you like implemented, pm me on the PA Discord chat and we take it from there.
Custom weight maps lost when converting from G8F to any other body.AutoFit in effect transfers a morph from the original figure to the target figure, bakes it in, and runs the Transfer Utility - so yes, it will remove custom weight maps. You might want to look at the Cross Figure Resource Kit https://www.daz3d.com/genesis-8-cross-figure-resource-kit , though I think you'd still need to do some firther work even if it gave usable rsults 9which, as I recall, depends on the type of item)..
Released: ShapesInjector [Commercial]Hello Totte,
Thank you for making this plugin.
Works awesome for FBM(s).
Is it possible to automate the loading of all standard DAZ pJCM in the same way?
I don’t see pJCM listed.
My current process is:
- Load standard Genesis 8.1 pose(joint rotation)
- Open Morph loader Pro
- Load Pjcm(s).obj
- Load Project/Object Preset (.dsx)
- Hit accept
Is there a way to automate this?
Custom weight maps lost when converting from G8F to any other body.I am creating a custom unisex clothing item for G8F. I used the transfer tool to rig it. Then I used the wieght map brushes to clean up the weights and all looks good. Howver, after saving the clothing item, and applying it to a different body, say G8M, then all the custom weights are lost and it looks like it was freshly rigged with the transfer tool.
Is there any way around doing a version for each body?
(Pardon any terminology mistakes, still learning.)
Sculpting over Daz characters and selling them?awoerjawi said:
So how can i prove that my character is original? Or any other 3d artwork? I mean there are milions of chairs for eg. If i made one how can someone tell it was made from scratch by me and it wasn't someone's else chair modified? Same with characters/human figures, etc.
If your figure has the same mesh and rig as G8F, then your figure is... just a morph of G8F. So, you need to made new rig and retopology of new figure. But if you can do this properly, then why do you need G8F at all? ;).
Genesis: The Early YearsNow that the local gallery is back, here are my old renders of V6 (I think; there used to be a list of DAZ products used in the image, and now I can't find it) and a custom G2F using SickleYield's morph pack (I obviously remember making custom characters better LOL):
https://www.daz3d.com/gallery/user/5519235203727360#gallery=newest&page=1&image=51532
https://www.daz3d.com/gallery/user/5519235203727360#gallery=newest&page=1&image=96839
Minotaur 8.1, mebbe?What I particularly like about the G2 minotaur is the separate head morph that can be dialed into any of my favorite amplified human bodies. And separate minotaur body that can be dialed onto any of my favorite human heads. And the infinite ability to blend bodies and heads.
Minotaur 8.1, mebbe?Tor looks great but I'd love a straight transfer of Minotaur 6 to G8 as well!
Sculpting over Daz characters and selling them?richardandtracy said:
I do sometimes wonder how clothing can be created while following the exact letter of the license agreement. But usually only when I'm feeling exceptionally pedantic.
This is the way I see it: The clothing has to be made so that it'll fit on the outside of G8F/M, so, there must be a void inside the clothing which can only be G8F/M mesh derived to prevent intersection with the figure - if it wasn't derived from the figure, then intersection wouldn't be prevented or the clothing would be so baggy as not to be applicable to G8F/M. This void, as it's derived from the G8F/M mesh, must also count as a mesh derivative too when following the exact and literal wording of the license. Furthermore, the clothing is rigged to work with G8F/M using rigging transfer from G8F/M. Which must also be derived from DAZ intellectual property.
Daz releases characters with the assumption that they could have hair, be clothed, hold props, etc., so there's nothing wrong with making clothes, hair, or props to fit characters: They supplement the character. The issue would be taking someone else's article of clothing, such as a jacket, altering it's geometry (adding/removing lapels, buttons, etc.), retexturing it, and then presenting it as original work. The "new" jacket is then distributed as a product competing with the original.
DAZ is losing meGeoffreyHawkins said:
daveso said:
GeoffreyHawkins said:
When shopping new releases/bundles, I try to never spend more than $3-$5 per item (averaged out per each transaction) for items I like but have no immediate need for. I'll kick my max up to $10 for items that I have more pressing need for. I typically stay a year or so behind the curve and it works to my advantage in the long term, otherwise, it's just too frustrating to navigate DAZ's new release marketing strategies. Patience is definitely a virtue when navigating the DAZ store.
yes. but going over the same content over and over to try and find something to buy "cheaper" utilize sale criteria getting old too.
It appears you are focused on collecting content rather than buying what you need. If so, you will be forever frustrated by DAZ. Accept DAZ for what they are and exploit their crazy marketing when it is too your benefit. Walk away when it's not. Life's too short.
That is possible although I don;t feel that I'm a "collector" when I buy, but I do see a vision of where it can be used. Problem is there is so much that can be used somehow. I see kit bashing stuff for sure. ... but, it is a fact I have way too much ocntent, especially female, when it is enitrely possible to morph a billion characters without buying a single new one.
Daz to Blender Bridge - Meet the TeamDAZ_sam said:
endlessloving said:
HI there,
it's great to know that there is a bridge now. I tried it and after the "transfer" blender showed the hands of my G8M figure totally messed up, with fingers about a meter long.I used power pose to adjust the hands and fingers before I used the bridge and it seems that there is an issue with rigging.
Is there any way to make sure that the rigging works properly when using the bridge? I only need one pose and not an animation.
I don't actually need the rigging in blender, I just want to make sure that I can import an exactly posed figure into blender, including the materials from DAZ.Is there maybe a tutorial on how to use the bridge? I guess to make this work a figure needs to be prepared in a certain way or just in a default posture?
Right now there isn't a simple way of doing this in the bridge. But, it is a great idea for a tutorial. As the bridge team is small I will add to a list of many things we need to do. We will look into power pose though, and see why this is occurring thanks!
Thanks for considering to make a tutorial.
I have continued to try to get a pose from Daz to Blender but simply failed.
The Bridge does not really work for me at this point.
Skin textures are broken, cloths are overlapping and the pose is always just the default pose.
I also tried to use colada and obj and fbx and there is always something that goes really wrong.
I am wondering how other people get their figures from Daz into Blender or is it just not really a common thing?
DAZ and Blender on their own are really amazing and if there is a way to make them more compatible, that would be so aweome!
If I can support this project by testing particular things, please let me know.Sculpting over Daz characters and selling them?richardandtracy said:
I do sometimes wonder how clothing can be created while following the exact letter of the license agreement. But usually only when I'm feeling exceptionally pedantic.
This is the way I see it: The clothing has to be made so that it'll fit on the outside of G8F/M, so, there must be a void inside the clothing which can only be G8F/M mesh derived to prevent intersection with the figure - if it wasn't derived from the figure, then intersection wouldn't be prevented or the clothing would be so baggy as not to be applicable to G8F/M. This void, as it's derived from the G8F/M mesh, must also count as a mesh derivative too when following the exact and literal wording of the license. Furthermore, the clothing is rigged to work with G8F/M using rigging transfer from G8F/M. Which must also be derived from DAZ intellectual property.
It's at that point I throw up my hands & start doing something else. But I hope you can see my slight concern about clothing and rigid application of the license.
Regards,
Richard.
The clothing also has the joint centres and a projection of the weight of the base figure. Daz allows derivative add-ons which (mainly) require the base figure for use (of course you could just hang the clothes in a closet or drape them over the furniture, or convert them to another figure with an effort, but those are not the main uses of the content).
Sculpting over Daz characters and selling them?I do sometimes wonder how clothing can be created while following the exact letter of the license agreement. But usually only when I'm feeling exceptionally pedantic.
This is the way I see it: The clothing has to be made so that it'll fit on the outside of G8F/M, so, there must be a void inside the clothing which can only be G8F/M mesh derived to prevent intersection with the figure - if it wasn't derived from the figure, then intersection wouldn't be prevented or the clothing would be so baggy as not to be applicable to G8F/M. This void, as it's derived from the G8F/M mesh, must also count as a mesh derivative too when following the exact and literal wording of the license. Furthermore, the clothing is rigged to work with G8F/M using rigging transfer from G8F/M. Which must also be derived from DAZ intellectual property.
It's at that point I throw up my hands & start doing something else. But I hope you can see my slight concern about clothing and rigid application of the license.
Regards,
Richard.












