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Why hasnt the ancient Daz Studio got Soft Body Physics like Blender?
Mark_e593e0a5 said:
margrave said:
Rev2019 said:
Richard Haseltine said:
I should think there is a fair chance that it's on a list, eithe short or long, for a future addition to dForce.
if so they need to increase the poly count on the Genesis models.
there are too few polygons as it is now to create realistic body morphs.
Genesis 8/8.1 is just like an bad low poly bed where where add an D Former and try to make it look smooth with pressure marks.
you just cant do it because the resolution is too low
Apparently Published Artists have access to a top-secret Morph Loader that allows them to create high-quality HD morphs that do what you're asking for, but it's not for public use.
If it comes to just increasing polygon count, everyone can do that. Most Genesis 8 figures load at a subdivision level of 0 or 1. Just bump up "SubD" in your figure's parameter tab, and your polygon count goes up. Most HD morphs work on SubD's of 4 and 5.
It's not that simple. If you were to try that with something like Mesh Grabber, or a d-former, your selection points would still show the original polygons. That method of approach is very 'fat-fingered' if that means any sense. You can't really get the precision you need for fine detail. Like I could use that method to create muffin top from pants or a belt but not intricate strap pressure points. The only way to work around it is to make sure your figure is at the 'end-game' in terms of posing, export to the modeling tool of your choice (I use ZBrush), bump up the subdivisions, create your pressure points, and then import the figure back in as a new object at the higher subdivision.
Is there anyway to fix G3 Steampunk boots distorsion?You somehow need to remove the character morph from the feet.
Maybe the character has a dedicated morph for the feet, then you can dial that out.
If not then try to dial out the character morph from the boots.
Is there anyway to fix G3 Steampunk boots distorsion?Sevrin said:
Have you tried bending the toes of the character so they don't stick up like that?
Yes and its the same. The model is custom made and it has some morph problems on the feet , some kind of residual weight. But I was wondering if I could still make the shoes to work properly.
Is there anyway to fix G3 Steampunk boots distorsion?[Is there anyway to fix G3 Steampunk boots distorsion?]
I tried to hide the feet but the result is the same. Is there anyway to make the shoes stop following the morph of the foot?
Why hasnt the ancient Daz Studio got Soft Body Physics like Blender?Rev2019 said:
margrave said:
Rev2019 said:
Richard Haseltine said:
I should think there is a fair chance that it's on a list, eithe short or long, for a future addition to dForce.
if so they need to increase the poly count on the Genesis models.
there are too few polygons as it is now to create realistic body morphs.
Genesis 8/8.1 is just like an bad low poly bed where where add an D Former and try to make it look smooth with pressure marks.
you just cant do it because the resolution is too low
Apparently Published Artists have access to a top-secret Morph Loader that allows them to create high-quality HD morphs that do what you're asking for, but it's not for public use.
ohh really
another reason to stop supporting Daz 3D and go for Blender.
Blender is for users only
No one is using Daz Studio under duress. Everyone's free to use whatever software they like. I'm sure we would all like to be impressed by the superior results obtained by people who move on from Daz Studio to other platforms.
Why hasnt the ancient Daz Studio got Soft Body Physics like Blender?margrave said:
Rev2019 said:
Richard Haseltine said:
I should think there is a fair chance that it's on a list, eithe short or long, for a future addition to dForce.
if so they need to increase the poly count on the Genesis models.
there are too few polygons as it is now to create realistic body morphs.
Genesis 8/8.1 is just like an bad low poly bed where where add an D Former and try to make it look smooth with pressure marks.
you just cant do it because the resolution is too low
Apparently Published Artists have access to a top-secret Morph Loader that allows them to create high-quality HD morphs that do what you're asking for, but it's not for public use.
If it comes to just increasing polygon count, everyone can do that. Most Genesis 8 figures load at a subdivision level of 0 or 1. Just bump up "SubD" in your figure's parameter tab, and your polygon count goes up. Most HD morphs work on SubD's of 4 and 5.
As with HD Morphs, you are correct that Daz supplies a PA-only tool for creating HD morphs, but that is not a technical recstriction but a marketing decision.
Why hasnt the ancient Daz Studio got Soft Body Physics like Blender?margrave said:
Rev2019 said:
Richard Haseltine said:
I should think there is a fair chance that it's on a list, eithe short or long, for a future addition to dForce.
if so they need to increase the poly count on the Genesis models.
there are too few polygons as it is now to create realistic body morphs.
Genesis 8/8.1 is just like an bad low poly bed where where add an D Former and try to make it look smooth with pressure marks.
you just cant do it because the resolution is too low
Apparently Published Artists have access to a top-secret Morph Loader that allows them to create high-quality HD morphs that do what you're asking for, but it's not for public use.
ohh really
another reason to stop supporting Daz 3D and go for Blender.
Blender is for users only
Random Missing File Notification Help!Can you open that file? It may have been corrupted by a disc error. As for why it is being referenced, did you have any custom morphs (spawned from a dFormer or imported with Morph Loader) or other geometry chnages/additions?
Why hasnt the ancient Daz Studio got Soft Body Physics like Blender?Rev2019 said:
Richard Haseltine said:
I should think there is a fair chance that it's on a list, eithe short or long, for a future addition to dForce.
if so they need to increase the poly count on the Genesis models.
there are too few polygons as it is now to create realistic body morphs.
Genesis 8/8.1 is just like an bad low poly bed where where add an D Former and try to make it look smooth with pressure marks.
you just cant do it because the resolution is too low
Apparently Published Artists have access to a top-secret Morph Loader that allows them to create high-quality HD morphs that do what you're asking for, but it's not for public use.
Bloated C:\ Drive.I am experiencing download/install problems ie I recently purchased NowCrowd Billboard Ancient Worlds which downloads in 36 packets. I've got most of the packets but there are 5 remaining that just refuse to install. It has taken me three weeks, packet by packet, to get thus far. I believe the problem is caused by the fact that everything loads to drive C and the drive has become bloated. I am having problems elsewhere not just with DAZ, I need to free up space on drive C. How can I safely transfer the content of my DAZ Library from drive C to drive D and direct future downloads/installs to drive D please? Should I perhaps delete and re-installl DAZ entirely?
Thank you for your time.
Bug: Keyframe paste ignores some morphsBlueSirius said:
Often the problem is that frame where the morph is missed it does not have a key with a value, it is generating an interpolated value when your on that frame so there is nothing to save. It would be great if the program sought out a value by getting the interpolated value it uses when displaying the scene but it does not behaive this way presently.
There are a couple of work arounds:
1) The quickest is to use an mjcasual script: Memorise and restore figure pose. I would make a custom action and add it to a tool bar for quick click.
mjcasual has a tonne of useful scripts that tend to fix most problems I run into! Google his site if you have not.
2)The second way is simply save the pose then reload on a frame such that it makes a key for each morph position.
Tip - Clipboard file: Set up a button "container" to hold fleeting poses and shapes you are using in a scene but don't want to keep as preset clutter. My method is to save the pose to temp.duf. Then add temp.duf as an action and set it up on a tool bar. The logic here is I save tonnes of things to temp.duf then use the button to apply them. If I want to move a shape in the Timeline I save it to temp.duf then the custom action loads temp.duf when I hit it. 10 minutes later I will load a pose into it I want to shift in time line. This is a time saver that is friendly to undo, if I get the wrong thing it is just a quick undo. You only need to custom action temp.duf once and add it to the tool bar once, from then on you overwrite it with poses and animations such that the button loads temp.duf and gets your "clipboard" duf.
equally you could make a button for save pose and load pose if your using it a lot: a few days ago I googled this forum for how to make custom actions into toolbar options. It really is improving my time effeciency when animating scenes. So far I have only done a few but in time my activity bar will populate with many related to each activity panel.
Some interesting workflow there. Thanks.
What I've been doing is saving out the figures from an animation frame as a Property Preset which does seem to save the morphs. It is a bit of a PITA to have to do that when you expect the scene to be saved intact but until they fix the process, it is the best way I have found. It would make my DAZ Studio hobby much easier if there were a one-click button to save a single frame. Again, I have a workaround involving making a keyframe, copying that to frame zero and then deleting all other keyframes and making the total length of the animation just one frame. But again it is a nuisance to have to do it that way.
Daz Originals: Characters (Base, Morph) IndexUpdated list with a (incomplete) section for UVs (to add later), and (complete?) Clothing Fits. I may also add the GenX and similar transfer utilities.
Timeline Crashing IssuesI have had Timelines where certain frame will crash my scene. These were normally frames between keyframes: The problem was "bad" interpolation. Some value interpolated to a degree it exploded a geometry or divided by zero or caused some other error generating a crash. There are choices for the inter frame interpolation, normally it is sort of a speeding up and slowing down curve but linear often works better to avoid making these crash situations.
My following suggestions are more for a timeline you can click on without crashing but there is a frame that crashes you.
if the crash frame is near the end of the animation the simple work around is to delete the end of the animation to the last keyframe that works, then rebuild it. If there is a lot to delete I would save it out as pose and shape ranges for the main assets to reapply later.
Selecting everything in a frame and using memorise objects and then restore object is a "heavy" way to add keyframe in to help populate keyframes and cut down interpolation. There are script to do it to the selected character which in general will stop situations where you animate a scene then see the previous frames have moved.
Basically I have made many that go wrong at some point, then learned that controlling the interpolation and forcing more character morph and shape keyframes into a time line helps avoid problems. Memorising and Restoring a whole scene is heave on keyframes Getting between keyframes saving a pose then loading it again is a lighter way to cut down on interpolation running wild.
Genesis 3 Female - Merging anatomical elements geometry doesn't workHi,
I'm trying to merge Genesis 3 Female and the Genitalia into 1 asset using the Merge fitted geometry. I'm using Daz Studio 4.15. My steps are as follow:
- Add Genesis 3 Female
- Add Genitalia
- Apply materials
- Merge fitted figures geometry
The result is that the geometry is indeed merged but the morphs don't work anymore on the genitalia, see attached screen where I use the Heavy morph, the genitalia does not get heavier. The morph does work before I merge though but I need to merge them to export to FBX and be able to use the genitalia morphs into Unity.
I've already tried to set resolution level to base and subdivision to 0 before merging but still the same problem.
Any idea how to solve this bug? One or 2 years ago, when I tried this way, it was working fine but not anymore for some reason.
Thanks in advance
Mod Edit :- Please use smooth texture shaded figure if this sort of nudity is necessary
Bug: Keyframe paste ignores some morphsOften the problem is that frame where the morph is missed it does not have a key with a value, it is generating an interpolated value when your on that frame so there is nothing to save. It would be great if the program sought out a value by getting the interpolated value it uses when displaying the scene but it does not behaive this way presently.
There are a couple of work arounds:
1) The quickest is to use an mjcasual script: Memorise and restore figure pose. I would make a custom action and add it to a tool bar for quick click.
mjcasual has a tonne of useful scripts that tend to fix most problems I run into! Google his site if you have not.
2)The second way is simply save the pose then reload on a frame such that it makes a key for each morph position.
Tip - Clipboard file: Set up a button "container" to hold fleeting poses and shapes you are using in a scene but don't want to keep as preset clutter. My method is to save the pose to temp.duf. Then add temp.duf as an action and set it up on a tool bar. The logic here is I save tonnes of things to temp.duf then use the button to apply them. If I want to move a shape in the Timeline I save it to temp.duf then the custom action loads temp.duf when I hit it. 10 minutes later I will load a pose into it I want to shift in time line. This is a time saver that is friendly to undo, if I get the wrong thing it is just a quick undo. You only need to custom action temp.duf once and add it to the tool bar once, from then on you overwrite it with poses and animations such that the button loads temp.duf and gets your "clipboard" duf.
equally you could make a button for save pose and load pose if your using it a lot: a few days ago I googled this forum for how to make custom actions into toolbar options. It really is improving my time effeciency when animating scenes. So far I have only done a few but in time my activity bar will populate with many related to each activity panel.
Celebrity Look-a-Likes for 3D figures part 3My attempt : Yvonne Strahovski? (Handmaid's tale, Chuck) I used Face Transfer and done some dials spinning.
DAZ 4.15 - Problem with Genesis 8 FemalesI find that the character Zilpha (in my case, yours might be a different one) comes in at 100% on any Gen 8 Female. I'm just in the habit now of going to Shape and clicking on "Currently Used" as soon as I load in a character and turning it to 0% before I start doing anything else like shaping, clothing, posing. You can do the fix Leana put in her post, but frankly I find it easier just to look at my currently used and turn down the offending morph. I've put in a ticket and they have said they are aware - that was months ago already and still no fix.
Genres You'd Like to See in the Store?Silent Winter said:
Yes, genres are useful.
I think more 'sub-genres' would be handy to narrow a search:
E.g.
Sci-fi: Cyberpunk
Sci-Fi: Space
Historical: Ancient Rome+Greece
Historical: 1920's+30's
(I know there'll be overlap there (products that fit more than one sub-genre) and disagreement over whether Roman and Greek should go together (but there are often ambiguous products))
Feel free to add/edit/delete as needed.
...yes.
I also would like to see filters for specific categories of content (including "Resources" with possible sub categories of Scripts, Morph/Shape, Skin, Materials) as well given that the store search routine has been so buggered for a while now.
[Released] the Chihuahua's are here!AnEye4Art said:
Awesome as usual. Does this come with a morph to enlarge the head? I'd like to do a cartoon version of him.
Not sure yet, it will have a morph for the apple head...
Hair follows ear morphs on Genesis figures"what if the ear morph is attached to a head morph : ( and not seperated";
- Select your figure, go to Shaping Tab > Head > Ears > Fantasy and see if you have an elf ear morph (if you don't, Sickleyield has a free one in the (SY 200 collection).
- Set the Elf ear value to 100%.... your elf ears and hair should be really sticking out now.
- On the Shaping tab and Elf ear tab, click on the gear and change max and min to 200 and -200 respectively.
- Go the the hair Parameter settings, dial that elf ear setting to 200 so that when you zero the setting on the figure, you retain a dial on the hair.
- Go back to the figure Shaping tab and dial it to 0, and dial the elf ear setting to a negative value until it counteracts your morph setting.












