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Leg Bump Issues - Genesis 8 Female
Please don't resize your screen shots, it makes them harder to read (at least for me).
I'm not sure what is happening, but my first thought would be some kind of corerctive morph kicking in when it shouldn't. Enable Preferences>Show Hidden Properties in the parameters pane option menu (the lined/hamburder button in the top corner, or right-click the tab) and look in the Currently Used group with the minimum amount of pose applied to get the issue to show and look for Properties with names related to the thigh/upper leg or with a character name in their label - try zeroing them as you find them and see if they bumps go away (try everything,at least thing you fint is likely to be a legitimate corrective morph from the base figure that should be there)
Daz to Unreal Bridge [Materials - Plugin FIX - Morph Exporting - Smooth Meshes FIX]Thank you. I managed to get the Plug-In running. The items which show up in Daz Central as "My Compatible Assets" work better, but in the case of environments, they still have a lot of issues.
Anyways, since it was not an easy task to get the Plug-In working in UE 4.26 and transfer an Environment and the fact that there are still many things to fix afterwards, i wonder if the marketing is not a bit too euphoric for this Workflow / Solution.[Released] RSSY Clothing Converter from Genesis 2 Female to Genesis 3 Female [Commercial]RiverSoftArt said:
Epic82 said:
Hello RiverSoft Art. I created a thread about my issue in the Technical Help forum, and another user gave me a link to your thread here in the Daz PA Commercial Products forum so I could share my issue with you. I purchased the Clothing Converter from Genesis 8 Female to Genesis 3 Female and the RSSY Clothing Converter from Genesis 2 Female to Genesis 3 Female a long time ago, but I've only recently started to use these two utilities. Early yesterday morning, I converted Jungle Girl for Genesis 2 Female(s) with the RSSY Clothing Converter from Genesis 2 Female to Genesis 3 Female, and I had no problems fitting the converted clothing to a few Genesis 3 Female figures. But now, for whatever reason, the converted clothing doesn't fit to Genesis 3 Female anymore. I've watched your tutorial on YouTube about your Clothing Converter from Genesis 3 Female to Genesis 8 Female, and I've followed the steps you describe, but the problem persists.
I've attached two screenshots of this error below. I've applied a geoshell to Genesis 3 Female so there is no nudity in this thread. And I've also attached a screenshot of the files I converted. Do you know what might be going on? If you respond after I leave for work, I'll try to respond back later today or tomorrow.
That is weird. I am not sure what is going on there. The conversion morph is dialed in? It almost looks like there is a scaling problem going on, where the clothing has been scaled to a smaller figure. I will ask @Sickleyield
@Sickleyield says you should try "to do an edit--rigging--transfer rigging/figure space from scene tab, selecting figure first and clothing second, and see if that fixes it." Otherwise, she doesn't know either.
Looking for tutorial on adjusting DAZ product UVs in BlenderCreate you new UVs, then export the obj as normal. It needs to be in the same state as though you are important a morph as far as I'm aware, but I've always made sure it has been.
In Studio, Edit > Object > Geometry > Load UV Set, then name it > Then swap to that UV
Now it's been a while since I did it, so not 100% I'm correct there. But...
Geograft it works, but now I'm not able to select anythingWhen you have a figure fitted to another figure selection with a node tool drops through to the base figure's matching bone, and after running the Transfer utility all the bones in the GeoGraft will be from the base figure. Right-click would allow selection of the bone on the fitted figure, as would the Scene pane hierarchy; presuambly for a tail you are going to add custom bones and those - if thye have selection groups assigned - would be selectable by direct click.
Facial Morphs AGAINThose are third-party morphs - custom morphs would be loaded through one of the Morph Loader plug-ins or spawned from a dForm using the dForm pane. That makes it very odd that they are not being saved and reloaded correctly. Which version of DS is this - Help>About Daz Studio
[Released] RSSY Clothing Converter from Genesis 2 Female to Genesis 3 Female [Commercial]Epic82 said:
Hello RiverSoft Art. I created a thread about my issue in the Technical Help forum, and another user gave me a link to your thread here in the Daz PA Commercial Products forum so I could share my issue with you. I purchased the Clothing Converter from Genesis 8 Female to Genesis 3 Female and the RSSY Clothing Converter from Genesis 2 Female to Genesis 3 Female a long time ago, but I've only recently started to use these two utilities. Early yesterday morning, I converted Jungle Girl for Genesis 2 Female(s) with the RSSY Clothing Converter from Genesis 2 Female to Genesis 3 Female, and I had no problems fitting the converted clothing to a few Genesis 3 Female figures. But now, for whatever reason, the converted clothing doesn't fit to Genesis 3 Female anymore. I've watched your tutorial on YouTube about your Clothing Converter from Genesis 3 Female to Genesis 8 Female, and I've followed the steps you describe, but the problem persists.
I've attached two screenshots of this error below. I've applied a geoshell to Genesis 3 Female so there is no nudity in this thread. And I've also attached a screenshot of the files I converted. Do you know what might be going on? If you respond after I leave for work, I'll try to respond back later today or tomorrow.
That is weird. I am not sure what is going on there. The conversion morph is dialed in? It almost looks like there is a scaling problem going on, where the clothing has been scaled to a smaller figure. I will ask @Sickleyield
Geograft it works, but now I'm not able to select anythingI created a geograft using a tutorial by SickleYield on YouTube. I got the graft made and could select parts of it. Except once I ran it through the transfer utility in order to make it conform with the figure. After that I cannot select any part of the geograft. It is a tail like in the tutorial because I am testing out this feature. I would like to make more and different things, but I need to figure out what is wrong here. How can I keep the node group selections? Is there a way? Is there a simple way to perhaps put them back?
If anyone can shed some light on this, I would be grateful.
Body Warmer, Gilet, Winter Vest....?Havos said:
Any type of winter/warm clothing is slim pickings at this, and other DAZ/Poser stores, but the closest thing I can find is this:
https://www.daz3d.com/urban-metro-outfit-for-genesis-2-male-s
It should autofit to G3M/G8M without issues. Main snag of this one is the zip is partially open, so you either need to make a morph, or use something like Mesh Grabber to attempt to close it.
Another (very old) option is this.
https://poserworld.com/hiking-set-for-daz-victoria-4
At least it comes completely closed, and has morphs to open it. You should be able to get it onto males via autofit to Genesis, and then to G2M/G3M or G8M as desired. I have the set, so I can show you what it looks like on G8M it you want.
The only other option is to use a full winter coat, of which there are a handful, and either use a transparency to remove the sleeves, or hack off the sleeves using some mesh editor like Hexagon.
Thanks very much Havos, gonna have a play around with these suggestions.
Facial Morphs AGAINRichard Haseltine said:
Are these custom morphs, newly loaded or spawned, or settings for existing morphs?
I'm not sure. They're morphs that are inherently possible in the Shaping Window which is next door to the Posing Window.
The process was:
Load Gen 3 base figure.
Apply custom clothes and use transfer utility.
Apply kid figure to Gen 3 Base. - Now I have a kid figure wearing custom clothes from MD and see that they conform.
Look impressed and say "Wow! Daz rocks, this is fun."
With figure selected, open the Shaping Window which is next door to the Pose Window.
Proceed to modify face and body.
Do another one - set up scenes, experiment with posing, have them interacting etc etc.
So - I'm not sure how to answer because there might be specific applications to the terminology you've used in your question.
In my mind they might be custom morphs because I've used the morphs to customize. Or they might be settings for existing morphs if "existing morphs" is a definition for "possible morphs inherent in Daz for Gen 3 because the different possibles with their sliders and parameter settings are right there in the menu".
As for "newly loaded" or "spawned" - I'm not sure. All I can say is I came up with a look that I want to use a while ago. One version with the clothing applied and the facial morphs does in fact load as it should, newer attempts have worked as Scene Sets but the latest one I tried which is illustrated above doesn't work as it should and I have no idea why.
Essential Products (in your view)In reading this thread it's very obvious everyone has their own choices/needs. Personally I have no use for the SY Clothing Fit Helper, ManFridays Render Queue or aging morphs. I do agree on Altern8 though, very useful. I do use scene optimizer, but only when I need to which isn't that often. Same with Skin Builder 8, great tool, but something I don't use often. Many of the programs and plugins in the store are things that make it easier to use what is already built into DS. I tend to use the tools in DS first (when I can) and create presets or shortcuts rather than spending money to have someone else do it.
for me, all of Mec4ds PBR shader packs are a must. All of Linday's dforce hairs are a must have and pretty much all I ever use. Both female 3rd party genitals at renderotica are essential. genX and Xtransfer are both essential for transferring morphs across generations. Soto's breast utilities for GF8 are essential for me. And of course the base morph packs so I can tweak/create my own shapes..
oh, and any and every high heel I can find in any 3Dshop, LOL
Michael 8.1stefan_dd9cbc3ff4 said:
Hey there,
I also have the problem, that my G8 expressions do not work on G8.1.I read this thread, but do not understand what to do... Maybe anyone can explain, what
When you remove the expression placeholders that G8.1F installs into Genesis 8.1 female, DAZ 3D morph folders, all the expressions do start working, also the PA made ones that are calling those expressions which were made non functioning by the placeholders.
or
removing the Base Pose Head folder
means? What exactly do I have to do to get the G8 expressions to work?
Thanks :)
Check this thread by Matt_Castle. FYI Use at your own risk, as far as I know noone who has done this has had any issues but there maybe some. You would just look in the Male 8_1 instead of the female.
Genesis 8 loading with wrong shapeTracked down the products that have been effected. If you download a fresh copy of these and install again (overwrite), they should not be automatically activated anymore.
Z Sexy Bodybuilder Shape Preset and Poses for Genesis 8 Female
Body Morph Kit for Genesis 8 Female
Rory HD for Genesis 8 Female
RY Elysa for Victoria 8
MDD Oomi For G8F (Rendo)Body Warmer, Gilet, Winter Vest....?Any type of winter/warm clothing is slim pickings at this, and other DAZ/Poser stores, but the closest thing I can find is this:
https://www.daz3d.com/urban-metro-outfit-for-genesis-2-male-s
It should autofit to G3M/G8M without issues. Main snag of this one is the zip is partially open, so you either need to make a morph, or use something like Mesh Grabber to attempt to close it.
Another (very old) option is this.
https://poserworld.com/hiking-set-for-daz-victoria-4
At least it comes completely closed, and has morphs to open it. You should be able to get it onto males via autofit to Genesis, and then to G2M/G3M or G8M as desired. I have the set, so I can show you what it looks like on G8M it you want.
The only other option is to use a full winter coat, of which there are a handful, and either use a transparency to remove the sleeves, or hack off the sleeves using some mesh editor like Hexagon.
Clarity Genesis 8.1I'm lost now... When you have DS 4.15 installed with the updated Genesis 8 Starter Eseentials, you will have two base figures in People\Genesis 8 Female\, "Genesis 8 Basic Female" and "Genesis 8.1 Basic Female"
The "Genesis 8 Basic Female" is your old G8F and works as always, the "Genesis 8.1 Basic Female" is the new base figure and if you load her, she will read all the installed G8F morphs and characters automatically, except for the G8F base expressions, because their loading has been blocked with the dummy/placeholder files in G8.1F morph directories.
The completely gratuitous complaint threadSubtropic Pixel said:
certaintree38 said:
Complaint: Finally got Xtransfer. Tried to transfer morphs one section at a time. Everything went well for the first two sections. Then I got to "Full Body." Lots of morphs here. Something went wrong and the script quit. Now I don't know what needs to be redone and my G3 throws out a duplicate formal error when loaded. :( I'll get it figured out, but not relishing the time lost. I haven't felt productive in days.
Restore from a backup. You...do have backups, right?
I have... stuff. Not sure how up-to-date everything is though. The error went away after a few minutes. No idea why. Seems like Xtransfer rolls back changes when it fails, which is nice. I just had to go through and do them in batches of three, find the one that failed, and move on. Haven't lost anyone I'm attached to so far.
I do really need to get better about my backups. Can't decide if keeping my external HD plugged in to allow automatic updates defeats the purpose.
Anyway, crisis averted!
Daz to Blender Update 2.0Andy-DAZ3D said:
Hi Folks,
I'm making use of the latest bridge to see how well it imports figures into Blender. I don't think I'm using it incorrectly and to get it to behave I had to make some alterations to one of the files. Below is a decription of a few issues I've had. Sorry it's a bit long-winded and hopefully there is a simpler solution than the one described below.
Andy
----
My configuration is:
- Blender: 2.90
- DAZStudio: 4.12.1.118
- Bridge: 2.1.0
Issue 1
If I don't specify any pJCM morphs in the DAZ Script dialog Daz to Blender: Morph Names, no joint morphs are exported to Blender. This results in the figure mesh being the wrong shape around the joints if the figure is exported in a posed position. This also happens to default-posed figures posed in Blender.
So I went back into DAZ and exported the figure with every pJCM morph available in the Daz to Blender: Morph Names dialog. This was an improvement.
Issue 2
Having solved issue 1, there are parts of the mesh that are wrong. For example, if I export the G8F figure using 2 poses (one being the mirror of the other), one pose will have the right elbow correctly shaped, whilst in the mirror pose the left elbow is not.
I know Blender uses drivers to tie bones to shapekeys, so I went looking through Blender looking for the drivers. The shapekey for the left elbow was not being applied as the formula was wrong. I then looked at some other drivers and noticed issues. These are:
- The formula is wrong (i.e. the result of the formula is not a positive value and so the shapekey is not applied).
- The rotation axis is wrong.
I went digging through the bridge files and found Database.py in AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\DTB. The two sections of interest are tbl_mdrive_g3 and tbl_mdrive. These tables set up the drivers and the properties in these tables backed up what I waas seeing in Blender, so if I was to fix the issues I was seeing, it would be here.
The Solution
Two tables have been modified. Below is a snapshot of the changes I've made. I should note that, I don't know what happens with characters beyond G3F and G8F base figures or to clothing.tbl_mdrive_g3=[ # Rotations: X = 0, Y = 1, Z = 2 ['pJCMShldrDown_75_L', 'lShldrBend', 0, 'val*-0.764'], # G3F ORIGINAL WAS 2, 'val*0.764'], ['pJCMShldrDown_75_R', 'rShldrBend', 0, 'val*0.764'], # G3F ORIGINAL WAS 2, 'val*-0.764'], ['pJCMShldrFwd_95_L', 'lShldrBend', 2, 'val*-0.603'], # G3F ORIGINAL WAS 0 ['pJCMShldrFwd_95_R', 'rShldrBend', 2, 'val*-0.603'], # G3F ORIGINAL WAS 0 ['pJCMShldrUp_35_L', 'lShldrBend', 0, 'val*1.637'], # G3F ORIGINAL WAS 2, 'val*-1.637'], ['pJCMShldrUp_35_R', 'rShldrBend', 0, 'val*-1.637'], # G3F ORIGINAL WAS 2, 'val*1.637'], ['pJCMCollarUp_50_L', 'lCollar', 0, 'val*1.146'], # G3F ORIGINAL WAS 'val*-1.146'], ['pJCMCollarUp_50_R', 'rCollar', 0, 'val*-1.146'] # G3F ORIGINAL WAS 'val*1.146'], ] tbl_mdrive = [ # Rotations: X = 0, Y = 1, Z = 2 # G3F Drivers should not be here unless they are shared with other models. # Doing so defines the driver twice in Blender. #['pJCMShldrDown_75_L', 'lShldrBend', 0, 'val*-0.764'], # G3F ORIGINAL WAS 2, 'val*0.764'], #['pJCMShldrDown_75_R', 'rShldrBend', 0, 'val*0.764'], # G3F ORIGINAL WAS 2, 'val*-0.764'], #['pJCMShldrFwd_95_L', 'lShldrBend', 2, 'val*-0.603'], # G3F ORIGINAL WAS 0 #['pJCMShldrFwd_95_R', 'rShldrBend', 2, 'val*-0.603'], # G3F ORIGINAL WAS 0 #['pJCMShldrUp_35_L', 'lShldrBend', 0, 'val*1.637'], # G3F ORIGINAL WAS 2, 'val*-1.637'], #['pJCMShldrUp_35_R', 'rShldrBend', 0, 'val*-1.637'], # G3F ORIGINAL WAS 2, 'val*1.637'], #['pJCMCollarUp_50_L', 'lCollar', 0, 'val*1.146'], # G3F ORIGINAL WAS 'val*-1.146'], #['pJCMCollarUp_50_R', 'rCollar', 0, 'val*-1.146'], # G3F ORIGINAL WAS 'val*1.146'], # Unknown ['lShldrBend_CTRLMD_N_YRotate_n110', 'lShldrBend', 1, 'val*-0.521'], ['lShldrBend_CTRLMD_N_ZRotate_90', 'lShldrBend', 2, 'val*0.637'], ['lShldrBend_CTRLMD_N_ZRotate_n40', 'lShldrBend', 2, 'val*-1.433'], # G8F Drivers ['pJCMAbdomen2Fwd_40', 'abdomenUpper', 0, 'val*1.433'], # GOOD ['pJCMAbdomen2Side_24_L', 'abdomenUpper', 2, 'val*-2.389'], # GOOD ['pJCMAbdomen2Side_24_R', 'abdomenUpper', 2, 'val*2.389'], # GOOD ['pJCMAbdomenFwd_35', 'abdomenLower', 0, 'val*1.638'], # GOOD ['pJCMAbdomenLowerFwd_Navel', 'abdomenLower', 0, 'val*1.638'], # GOOD ['pJCMAbdomenUpperFwd_Navel', 'abdomenUpper', 0, 'val*1.433'], # GOOD ['pJCMBigToeDown_45_L', 'lBigToe', 0, 'val*-1.274'], # ORIGINAL WAS 'val*1.274'], ['pJCMBigToeDown_45_R', 'rBigToe', 0, 'val*-1.274'], # ORIGINAL WAS 'val*1.274'], ['pJCMChestFwd_35', 'chestLower', 0, 'val*1.638'], # GOOD ['pJCMChestSide_20_L', 'chestLower', 2, 'val*-2.866'], # GOOD ['pJCMChestSide_20_R', 'chestLower', 2, 'val*2.866'], # GOOD ['pJCMCollarTwist_n30_L', 'lCollar', 1, 'val*-1.911'], # ORIGINAL WAS 'val*1.911'], ['pJCMCollarTwist_n30_R', 'rCollar', 1, 'val*1.911'], # ORIGINAL WAS 'val*-1.911'], ['pJCMCollarTwist_p30_L', 'lCollar', 1, 'val*1.911'], # ORIGINAL WAS 'val*-1.911'], ['pJCMCollarTwist_p30_R', 'rCollar', 1, 'val*-1.911'], # ORIGINAL WAS 'val*1.911'], ['pJCMCollarUp_55_L', 'lCollar', 0, 'val*1.042'], # ORIGINAL WAS 2, 'val*-1.042'], ['pJCMCollarUp_55_R', 'rCollar', 0, 'val*-1.042'], # ORIGINAL WAS 2, 'val*1.042'], ['pJCMFootDwn_75_L', 'lFoot', 0, 'val*-0.764'], # ORIGINAL WAS 'val*0.764'], ['pJCMFootDwn_75_R', 'rFoot', 0, 'val*-0.764'], # ORIGINAL WAS 'val*0.764'], ['pJCMFootUp_40_L', 'lFoot', 0, 'val*1.433'], # ORIGINAL WAS 'val*-1.433'], ['pJCMFootUp_40_R', 'rFoot', 0, 'val*1.433'], # ORIGINAL WAS 'val*-1.433'], ['pJCMForeArmFwd_135_L', 'lForearmBend', 0, '(val-1.309)*0.955'], # ORIGINAL WAS '(val+1.309)*-0.955'], ['pJCMForeArmFwd_135_R', 'rForearmBend', 0, '(val+1.309)*-0.955'], # GOOD ['pJCMForeArmFwd_75_L', 'lForearmBend', 0, 'val*0.764'], # ORIGINAL WAS 'val*-0.764'], ['pJCMForeArmFwd_75_R', 'rForearmBend', 0, 'val*-0.764'], # GOOD ['pJCMHandDwn_70_L', 'lHand', 0, 'val*-0.819'], # ORIGINAL WAS 2, 'val*0.819'] ['pJCMHandDwn_70_R', 'rHand', 0, 'val*0.819'], # ORIGINAL WAS 2, 'val*-0.819'] ['pJCMHandUp_80_L', 'lHand', 0, 'val*0.717'], # ORIGINAL WAS 2, 'val*-0.717'] ['pJCMHandUp_80_R', 'rHand', 0, 'val*-0.717'], # ORIGINAL WAS 2, 'val*0.717'] ['pJCMHeadBack_27', 'head', 0, 'val*-2.123'], # GOOD ['pJCMHeadFwd_25', 'head', 0, 'val*2.293'], # GOOD ['pJCMIndex1Dwn_90_L', 'lIndex1', 0, 'val*-0.637'], # ORIGINAL WAS 2, 'val*0.637'], ['pJCMIndex1Dwn_90_R', 'rIndex1', 0, 'val*0.637'], # ORIGINAL WAS 2, 'val*-0.637'], ['pJCMIndex2Dwn_105_L', 'lIndex2', 0, 'val*-0.546'], # ORIGINAL WAS 2, 'val*0.546'], ['pJCMIndex2Dwn_105_R', 'rIndex2', 0, 'val*0.546'], # ORIGINAL WAS 2, 'val*-0.546'], ['pJCMIndex3Dwn_90_L', 'lIndex3', 0, 'val*-0.637'], # ORIGINAL WAS 2, 'val*0.637'], ['pJCMIndex3Dwn_90_R', 'rIndex3', 0, 'val*0.637'], # ORIGINAL WAS 2, 'val*-0.637'], ['pJCMMid1Dwn_95_L', 'lMid1', 0, 'val*-0.603'], # ORIGINAL WAS 2, 'val*0.603'], ['pJCMMid1Dwn_95_R', 'rMid1', 0, 'val*0.603'], # ORIGINAL WAS 2, 'val*-0.603'], ['pJCMMid2Dwn_105_L', 'lMid2', 0, 'val*-0.546'], # ORIGINAL WAS 2, 'val*0.546'], ['pJCMMid2Dwn_105_R', 'rMid2', 0, 'val*0.546'], # ORIGINAL WAS 2, 'val*-0.546'], ['pJCMMid3Dwn_90_L', 'lMid3', 0, 'val*-0.637'], # ORIGINAL WAS 2, 'val*0.637'], ['pJCMMid3Dwn_90_R', 'rMid3', 0, 'val*0.637'], # ORIGINAL WAS 2, 'val*-0.637'], ['pJCMNeckBack_27', 'neckUpper', 0, 'val*-0.7581'], # GOOD ['pJCMNeckBack_27', 'neckLower', 0, 'val2*-1.197'], # GOOD ['pJCMNeckFwd_35', 'neckUpper', 0, 'val*0.76203'], # GOOD ['pJCMNeckFwd_35', 'neckLower', 0, 'val2*1.20327'], # GOOD ['pJCMNeckLowerSide_40_L', 'neckLower', 2, 'val*-1.911'], # GOOD ['pJCMNeckLowerSide_40_R', 'neckLower', 2, 'val*1.911'], # GOOD ['pJCMNeckTwist_22_L', 'neckLower', 1, 'val*2.606'], # GOOD ['pJCMNeckTwist_22_R', 'neckLower', 1, 'val*-2.606'], # GOOD # Unknown ['pJCMNeckTwist_Reverse', 'neckLower', 0, 'val*1.433'], # G8F ['pJCMPelvisFwd_25', 'pelvis', 0, 'val*-2.293'], # ORIGINAL WAS 'val*2.293'], ['pJCMPinky1Dwn_95_L', 'lPinky1', 0, 'val*-0.637'], # ORIGINAL WAS 2, 'val*0.637'], ['pJCMPinky1Dwn_95_R', 'rPinky1', 0, 'val*0.637'], # ORIGINAL WAS 2, 'val*-0.637'], ['pJCMPinky2Dwn_105_L', 'lPinky2', 0, 'val*-0.546'], # ORIGINAL WAS 2, 'val*0.546'], ['pJCMPinky2Dwn_105_R', 'rPinky2', 0, 'val*0.546'], # ORIGINAL WAS 2, 'val*-0.546'], ['pJCMPinky3Dwn_90_L', 'lPinky3', 0, 'val*-0.637'], # ORIGINAL WAS 2, 'val*0.637'] ['pJCMPinky3Dwn_90_R', 'rPinky3', 0, 'val*0.637'], # ORIGINAL WAS 2, 'val*-0.637'], ['pJCMRing1Dwn_95_L', 'lRing1', 0, 'val*-0.637'], # ORIGINAL WAS 2, 'val*0.637'], ['pJCMRing1Dwn_95_R', 'rRing1', 0, 'val*0.637'], # ORIGINAL WAS 2, 'val*-0.637'], ['pJCMRing2Dwn_105_L', 'lRing2', 0, 'val*-0.546'], # ORIGINAL WAS 2, 'val*0.546'], ['pJCMRing2Dwn_105_R', 'rRing2', 0, 'val*0.546'], # ORIGINAL WAS 2, 'val*-0.546'], ['pJCMRing3Dwn_90_L', 'lRing3', 0, 'val*-0.637'], # ORIGINAL WAS 2, 'val*0.637'], ['pJCMRing3Dwn_90_R', 'rRing3', 0, 'val*0.637'], # ORIGINAL WAS 2, 'val*-0.637'], ['pJCMShinBend_155_L', 'lShin', 0, '(val-1.571)*0.882'], # GOOD ['pJCMShinBend_155_R', 'rShin', 0, '(val-1.571)*0.882'], # GOOD ['pJCMShinBend_90_L', 'lShin', 0, 'val*0.637'], # GOOD ['pJCMShinBend_90_R', 'rShin', 0, 'val*0.637'], # GOOD ['pJCMShldrDown_40_L', 'lShldrBend', 0, 'val*-1.433'], # ORIGINAL WAS 2, 'val*1.433'], ['pJCMShldrDown_40_R', 'rShldrBend', 0, 'val*1.433'], # ORIGINAL WAS 2, 'val*-1.433'], ['pJCMShldrFwd_110_L', 'lShldrBend', 2, 'val*-0.521'], # ORIGINAL WAS 0 ['pJCMShldrFwd_110_R', 'rShldrBend', 2, 'val*-0.521'], # ORIGINAL WAS 0 ['pJCMShldrUp_90_L', 'lShldrBend', 0, 'val*0.637'], # ORIGINAL WAS 2, 'val*-0.637'], ['pJCMShldrUp_90_R', 'rShldrBend', 0, 'val*-0.637'], # ORIGINAL WAS 2, 'val*0.637'], ['pJCMThighBack_35_L', 'lThighBend', 0, 'val*1.638'], # GOOD ['pJCMThighBack_35_R', 'rThighBend', 0, 'val*1.638'], # GOOD ['pJCMThighFwd_115_L', 'lThighBend', 0, '(val+0.995)*-0.988'], # GOOD ['pJCMThighFwd_115_R', 'rThighBend', 0, '(val+0.995)*-0.988'], # GOOD ['pJCMThighFwd_57_L', 'lThighBend', 0, 'val*-1.006'], # GOOD ['pJCMThighFwd_57_R', 'rThighBend', 0, 'val*-1.006'], # GOOD ['pJCMThighSide_85_L', 'lThighBend', 2, 'val*-0.674'], # GOOD ['pJCMThighSide_85_R', 'rThighBend', 2, 'val*0.674'], # GOOD ['pJCMThumb1Bend_50_L', 'lThumb1', 0, 'val*1.146'], # GOOD ['pJCMThumb1Bend_50_R', 'rThumb1', 0, 'val*-1.146'], # ORIGINAL WAS 'val*1.146'], ['pJCMThumb1Up_20_L', 'lThumb1', 2, 'val*-2.866'], # GOOD ['pJCMThumb1Up_20_R', 'rThumb1', 2, 'val*-2.866'], # ORIGINAL WAS 'val*2.866'], ['pJCMThumb2Bend_65_L', 'lThumb2', 0, 'val*-0.882'], # ORIGINAL WAS 'val*0.882'], ['pJCMThumb2Bend_65_R', 'rThumb2', 0, 'val*0.882'], # GOOD ['pJCMThumb3Bend_90_L', 'lThumb3', 0, 'val*-0.637'], # ORIGINAL WAS 'val*0.637'], ['pJCMThumb3Bend_90_R', 'rThumb3', 0, 'val*0.637'], # GOOD ['pJCMToesUp_60_L', 'lToe', 0, 'val*0.955'], # ORIGINAL 'val*-0.955'], ['pJCMToesUp_60_R', 'rToe', 0, 'val*0.955'], # ORIGINAL 'val*-0.955'], # Unknown ['rShldrBend_CTRLMD_N_YRotate_110', 'rShldrBend', 1, 'val*0.521'], ['rShldrBend_CTRLMD_N_ZRotate_40', 'rShldrBend', 2, 'val*1.433'], ['rShldrBend_CTRLMD_N_ZRotate_n90', 'rShldrBend', 2, 'val*-0.637'], # ['EyesSideSide', 'sight', 2, 'val * -0.955'], # ['EyesSideR', 'sight', 2, 'val * -0.955'], # ['EyesSideL', 'sight', 2, 'val * 0.955'], # ['EyesUpDown', 'sight', 0, 'val * 0.955'], ]Awesome thanks for sharing this! You can also push requests directly to our GitHub for edits you made for the code. We would of course test it out first but, that way I wouldn't miss this awesome work you did.
https://github.com/daz3d/DazToBlender/tree/develop
The completely gratuitous complaint threadcertaintree38 said:
Complaint: Finally got Xtransfer. Tried to transfer morphs one section at a time. Everything went well for the first two sections. Then I got to "Full Body." Lots of morphs here. Something went wrong and the script quit. Now I don't know what needs to be redone and my G3 throws out a duplicate formal error when loaded. :( I'll get it figured out, but not relishing the time lost. I haven't felt productive in days.
Restore from a backup. You...do have backups, right?
The completely gratuitous complaint threadComplaint: Finally got Xtransfer. Tried to transfer morphs one section at a time. Everything went well for the first two sections. Then I got to "Full Body." Lots of morphs here. Something went wrong and the script quit. Now I don't know what needs to be redone and my G3 throws out a duplicate formal error when loaded. :( I'll get it figured out, but not relishing the time lost. I haven't felt productive in days.
Daz Studio Pro BETA - version 4.15.0.30! (*UPDATED*)Public Beta (4.15.0.12)
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Source maintenance
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Setting the maximum number of recent open files (via API) now persists between sessions
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Updated public API documentation; DzContentMgr
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Explicitly enable Iray instancing shift (Render Settings > Optimization > Instancing Optimization) for “auto” (Auto) and “on” (Memory) states instead of relying on default/initialized value
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No material impact on precision issues with close surfaces on objects positioned far from world origin
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Force update of scene shift for each frame of an NVIDIA Iray render
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No material impact on precision issues with close surfaces on objects positioned far from world origin
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Force update of scene shift if the camera moves for the NVIDIA Iray DrawStyle
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No material impact on precision issues with close surfaces on objects positioned far from world origin
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Fixed FBX exporter support for text actions in morph rule settings; Bake == 0; Export == 1, Ignore == 2
DAZ Studio : Incremented build number to 4.15.0.12
Cool. Anyone dealing with anomalies regarding large camera/figure distances from scene center should definitely try this latest beta as this should clear most things up.
Instancing optimization is an interesting point -- I just tested this case of artifacts I was seeing at -415 ZTrans with 4.15.0.9, and it turns out that if Instancing Optimization is set to Auto there are artifacts. However, setting explicitly to either Speed or Memory appears to fix the problem.
However, further testing with a scene where the figure is at -6565.896 XTrans shows that actually only Instancing Optimization set to Memory fully fixes the problem.
Here is the official Iray explanation for why playing with that control does what it does:
3.6.2Increasing computational precision and accuracy
When instancing mode is set to “on”, “auto” or “user”, the scene is automatically shifted in space. This increases the precision and accuracy of rendering computations and reduces precision artifacts that originate from self-intersection. To disable this behavior, set bool instancing_shift_camera to “false”.
It is also possible to force an update of the scene shifting by calling the API method IScene::set_dirty at the beginning of a frame with a flag value that marks the instance transforms as dirty. This is recommended if the camera was moved a long distance (like when rendering new frames of an animation, or the user interactively changing it over time), as there is no automatic update of the shifting in order to avoid unexpected stutter through scene updates when moving the camera.
In other words, the act of switching Instancing Optimization between its possible options triggers an invisible scene space shift - thereby fixing (in most cases) the problem. It isn't any one value of Memory/Speed/Auto that does it. Having said that, this latest beta should make it all automatic now.









