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Demon Horns for G8?
von Hobo said:
The Blurst of Times said:
As I recall, they are "Anatomy", but not geografted like the pee-pee prop. (I cannot think of any horns that I have that are geografts. Maybe Rhino guy, perhaps...) They should load without much issue, almost like hair, especially if you swap the base figure ID.
The head morph wouldn't work as easily because you'd need to transfer those between G3M and G8M.
Thanks!
How do I "swap the base figure ID." ?
(Just talking from memory since I was rendering on my daz machine... but the render is done for now.)
Load Damien Demon horns... then you'll want to Edit the "Scene Identification" for the horns, and change the "Preferred Base" figure from G3M to G8M.
Then you can autofit to G8M.
(This works for Genesis 3 to/from Genesis 8 due to the high degree of compatibility. Won't work the same between, say, M4 and Genesis 8.)
Demon Horns for G8?The Blurst of Times said:
As I recall, they are "Anatomy", but not geografted like the pee-pee prop. (I cannot think of any horns that I have that are geografts. Maybe Rhino guy, perhaps...) They should load without much issue, almost like hair, especially if you swap the base figure ID.
The head morph wouldn't work as easily because you'd need to transfer those between G3M and G8M.
Thanks!
How do I "swap the base figure ID." ?
Demon Horns for G8?As I recall, they are "Anatomy", but not geografted like the pee-pee prop. (I cannot think of any horns that I have that are geografts. Maybe Rhino guy, perhaps...) They should load without much issue, almost like hair, especially if you swap the base figure ID.
The head morph wouldn't work as easily because you'd need to transfer those between G3M and G8M.
Moving to new system....What's the best way to transfer DazStudio files and setup to a new system? It was a nightmare last time.... I essentially have three folders for Daz figures, items poses, etc....
- The Daz folder that installs with Daz and has all Daz purchased items
- A folder for installed Daz files from Renderosity and purchased from other sites
- A folder for install free items.
TritiumCG Freebie ThreadIt's been a while since I updated this list, sorry, busy busy.
Assassin's Creed Cesare Borgia Head Morph for G8M: https://www.deviantart.com/tritiumcg/art/Assassin-s-Creed-Cesare-Borgia-Head-Morph-G8M-858761336
Sophie Turner and Maire Claude Bourbonnais Head Morphs: https://www.deviantart.com/tritiumcg/art/Sophie-Turner-Head-Morph-for-G8F-858988269 | https://www.deviantart.com/tritiumcg/art/Maire-Claude-Bourbonnais-Head-Morph-for-G8F-861743029
Link removed
Combo morphs: Emilia Clarke, Jo Evans, Myla Dalbesio, Moona Autumn, Jordan Carver, Lynda Carter, Jack (from Mass Effect 3): https://www.deviantart.com/tritiumcg/art/Emilia-Clarke-Full-Head-and-Body-Morphs-for-G8F-859718895 | https://www.deviantart.com/tritiumcg/art/Jo-Evans-Full-Head-and-Body-Morphs-for-G8F-859276366 | https://www.deviantart.com/tritiumcg/art/Myla-Dalbesio-Full-Head-and-Body-Morphs-for-G8F-859504966 | https://www.deviantart.com/tritiumcg/art/Moona-Autumn-Full-Head-and-Body-Morphs-for-G8F-860439964 | https://www.deviantart.com/tritiumcg/art/Jordan-Carver-Full-Head-and-Body-Morphs-for-G8F-865760389 | https://www.deviantart.com/tritiumcg/art/Lynda-Carter-Full-Head-and-Body-Morphs-for-G8F-866493865 | https://www.deviantart.com/tritiumcg/art/Mass-Effect-3-Jack-Full-Head-Body-Morphs-for-G8F-862033817
Please help - Importing to Unity - Morphs missingArtini said:
It seems, that morphs transfer or use in Unity as a blendshapes are somehow tricky.
Recently I have used https://www.daz3d.com/mcs-mega-bundle with MCS characters
from https://github.com/mcs-sdk/mcs/releases/tag/v1.7.0
and the blendshapes does not work as expected in newer Unity (like 2019.4.16).
They just shatter the characters. I am glad, that at least unmorphed characters work.
and I have a lot of clothes, hairs and props to choose from that bundle.
I think MCS blendshapes has worked just fine in older versions of Unity (2017).
Artini Blendshapes work for me when exporting through FBX. There are also active devs helping make MCS work in newer versions of Unity. I have them working fine now (with a few caveats)
https://forum.unity.com/threads/released-morph-character-system-mcs-male-and-female.355675/page-78
You can convert from 2017 yourself or use some of the updated MR files
https://github.com/EDarkness/mcs/releases/tag/v1.9.2
https://www.socsci.ru.nl/vr/resources/mcs/
Sorry that doesn't help the Unity Bridge issues but it seems like it is low on the priority list and offers me nothing at the moment.
How about a "Morph" tab to better manage morphs for charactersI don't see how they can avoid morph management. It's going to get worst as time marches on with more morphs added, and they don't seem eager to hit the morph reboot button with a new Genesis generation.
Issue with Morphed Clothing from ZBrush (G8F Clothes to G2F Figure) [SOLVED]bigD3d said:
Thanks for the reply Richard.
I notice when i've accidentally left an area masked or hidden in zbrush I get the 'new geometry' option when sending back with GoZ. But all the items were fine and so I accepted them with the 'add as a new morph' option.
This morning I had a thought it might have to do with not putting my G2F into a G8F-like standard pose beforehand. I didn't think i'd need to do that as the boots didn't seem to be an issue, but the difference between G2F legs standard and G8F legs standard aren't as pronounced as the arms... will see if this helps shortly.
My other thought was do I need to convert the G8F clothing to triax weight before doing any of the steps and/or before autofitting?
That's what I suspected. Transfer Utility works on the zeroed shape, by default. You could try setting the Source Shape to your morph, or export the morphed items as OBJs and reimport them for Transfer Utility - you probably wouldn't want to just create new geometry as GoZ strips out all grouping and most items will have material zones/surfaces groups that you want to keep.
How about a "Morph" tab to better manage morphs for charactersThere are a gazillion morphs that load for a base character once a content library gets pretty big. Add in the scripts and and other stuff that DS auto loads based on what you have, this can make loading a base figure take up to 10 minutes. How about DS have a Morph tab that allows users to tag morphs as "always load" (which would be loaded when the base figure is loaded), "prompt to load" (which require the user to manually load the morphs) and "never load" (DS would not load these morphs, even if you load the actor/character or morph set and you would have to go into the morph manager and switch the tag to make it available). If I am exporting a figure to blender, all of these random morphs become problematic. Not everyone has the latest i9 with 64 gig of ddr5 ram and a 3090. blender takes up about a tenth of the resources that DS does.
Issue with Morphed Clothing from ZBrush (G8F Clothes to G2F Figure) [SOLVED]Thanks for the reply Richard.
I notice when i've accidentally left an area masked or hidden in zbrush I get the 'new geometry' option when sending back with GoZ. But all the items were fine and so I accepted them with the 'add as a new morph' option.
This morning I had a thought it might have to do with not putting my G2F into a G8F-like standard pose beforehand. I didn't think i'd need to do that as the boots didn't seem to be an issue, but the difference between G2F legs standard and G8F legs standard aren't as pronounced as the arms... will see if this helps shortly.
My other thought was do I need to convert the G8F clothing to triax weight before doing any of the steps and/or before autofitting?
Issue with Morphed Clothing from ZBrush (G8F Clothes to G2F Figure) [SOLVED]When you go back to Daz Studio do you create new geometry or add a morph to the existing items?
Loading characters with only some morphsebslater26 said:
Following that process the figure now only has one morph dialed in rather than all the others previously required to get that unique shape.Note that this approach has some significant drawbacks, which will become more apparent the more heavily morphed the figure is.
Most shapes come with corrective morphs (JCMs and MCMs, depending on whether they're Joint or Morph controlled) that will fix and improve the rigging so that it works better with that shape. If you export the shape and then create a new morph from it, all these corrective morphs will no longer be attached and the figure may distort in unrealistic ways (or their eyes may not close neatly, etc).
This may not be all that noticeable with less morphed figures, but can become very significant with others (particularly for larger, rather than smaller, morphs).
Loading characters with only some morphsOk, so the load times I can live with, though I will say that after rebuilding my libraries seperatley (and opting to not reinstall some morph packs that I simply never used) I'm finding my load times are much better than previously. What was taking 10 minutes is down to about 3. I can live with that. My biggest issue with this whole thing was that I'm starting to dip my toes into the animation tools in DAZ and was finding that with custom dialed characters (i.e. G8F with a ton of morphs dialed in to create a unique figure) the animation scrubber was laggy as hell and resetting the figure poses would take forever. I have found a solution though.
Once I have played with all the available morph dials and created a unique character I like, rather than save it as a Scene Subset (which has been my practice for quite a while) I am saving it as a custom morph.
My workflow is as follows: Create custom dialed character (or load a previously saved Scene Subset character). Change the figures resolution level to Base and remove all fitted items (i.e. eyelashes, clothes, hair, etc.). Export the figure as an obj. Clear the scene and load a clean G8F figure. then Edit -> Figure -> Morph Loader Pro. Load the previously saved obj. Dial the morph to 100%. then Edit -> Figure -> Rigging -> Adjust Rigging to Shape (if I don't do this then posing the figure is all sorts of wrong). Then I can save this new figure as a scene subset.
Following that process the figure now only has one morph dialed in rather than all the others previously required to get that unique shape. Now if I play with animating the figure, playing the animation preview is nice and smooth.
dForce hair and large file sizesYou could probably save the final shape of the hair as an OBJ and then apply that as a morph to the hair.
Does anyone think this new "Lara" is gonna clash with an already "Lara"?NorthOf45 said:
ALLIEKATBLUE said:
Evelyn is yes and no. Works on the rendo evelyn and the maleweon evelyn. But when you add the cinnibar evelyn, the malewern evelyn is messed up but the other 2 are ok
According to the file lists, the Rendo Evelyn has all uniquely named morph files, but Maelwenn Evelyn and Cinnabar Evelyn both have morph files named FBMEvelyn.dsf and FHMEvelyn.dsf. Are there two controllers or just one? With that kind of conflict, I think the first loaded morph to be found wins, even if they were in different folders. Or maybe the last one in replaces the previous one. Either way, it's broken...
FHM = Full Head Morph (not to be confused with "For H...y Men"
) FBM = Full Body Morph
These are usually controlled by a third one that may have a CTRL prefix.
Does anyone think this new "Lara" is gonna clash with an already "Lara"?j cade said:
Northof45 is right. you can turn off consolidate preferences and they will be separated. If you want to further fix things select one of the morphs with matching names click the gear on the right of the slider select "parameter settings" and you can go and change the label of the morph then go save as > support asset > modified assets (don't do this if you loaded an actor rather than the default gen 8 or you'll get automatically loading morphs)
incidentally this is also the same method you can use to fix automatically loading morphs, if you have any find them open up parameter settings and set their default value to 0 and save.
also disparate dreamer has a good idea for vendors with adding a prefix, although given that a lot of users don't like "vanity folders" i'm not sure it would be a completely uncontroversial standard. (Of course I didn't do that for Bette :|)
edit: this will just work for if both are loading but dialling together if one isn't loading you need to do more complex surgery probably involving using notepad+
If you don't have "Consolidate" checked, you will see the separate morph dials with the same "label", but that is only the "label". There is still the internal "name" of the morph and the "Id" of the morph and not any of these three identities are necessarily the filename of the morph.
The "label" can be renamed freely, but renaming the "Id" and/or "name" may require manual editing of several other morphfiles that are calling the files with the original Id:s/Names, some of which may belong to completely different products.
DELETEThat is why I never opt for a new desktop PC, notebook or even a laptop. We used to get refurbished accessories and toolkits even when it comes to network hardware servers and other utilities.
SATA has gone through a number of revisions since 2003. Every version of the SATA drive has seen improvements to the technology to improve speed and performance. SATA-I, also denoted as Serial ATA-150 or SATA 1.0, released in 2003 provides 1.5Gbps and 150 MB/s. SATA-II was released in 2004 with a transfer rate of 3.0 Gbps and 300 MB/s and introduced native command queuing (NCQ). It is alternatively referred to as Serial ATA-300 or SATA 2.0 and is backward compatible with SATA-I. The most recent revision is the SATA-III that has transfer speeds of 6 Gbps and 600 MB/s. SATA revision 3.0 is also denoted as Serial ATA-600 and is backward compatible with the two previous versions. SATA-III supports SAS compatibility, isochronous native command queuing (NCQ) for streaming functions, and improved power management. SATA-III has gone through revisions 3.1, 3.2, 3.3, 3.4, and the most recent SATA 3.5 released this July. Info Source
A refurbished version of any gadget can save a lot of amount, but I do not recommend anyone to go for any refurbished items, unless you have make up your mind yourself.
Genesis 3 Female base is trying to load lots of morphs, bug and/or how to fix?The procedure does not help in this case because the problem is not related to morphs with non-zero default value.
The "Genesis 2" related warnings are caused by "Bend Control" that has specified values for a "million" possible morphs, and when the "million" morphs are not installed, DS gives a warning.
References to "Growing Up" are caused by "Aging Morphs" that has values specified for morphs in "Growing Up" and when it doesn't find the "Growing Up" files, DS gives a warning.
It is possible to edit the files in "Bend Control" and "Aging Morphs" to remove the references, but it takes a lot of time and some knowledge of the morph file structure.
Easier just to remove "Bend Control" and "Aging Morphs", or learn to live with the warnings and resulting load times.
What are power loaders?Powerloader initializes the morphs (creates the morph channels) for the Mil 4 figures and injects them while loading the figure.
If morphs don't work, either:
(a) they aren't installed to the same runtime as the rest of the morphs for the figure
(b) they haven't been initialized, or
(c) they haven't been injected
What are power loaders?What are power loaders?
Also, why do some morph sets do not work/load....such as M4, SF4, etc?
Tanx.










