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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.
Any tips on reducing load and keyframe setting times?Problem: So here is the problem. Setting keyframes for Models is taking a long time. My suspicion is that the more morphs a model has the longer it takes because it is setting keyframes for every single morph. I think this because when I set keyframes for models that don't have many morphs it doesn't take as long. This also applies to loading a scene with a model with many morphs.
Possible solutions I'm looking for:
1. How to set keyframes for Just bones and the Pose Control Morphs.
2. Disable all 0 morphs in a scene from being loaded.
Is there a product or addon that does this, or are there other solutions.Issue with Morphed Clothing from ZBrush (G8F Clothes to G2F Figure) [SOLVED]Hello everyone,
thanks for stopping by to read and hopefully help. I am encountering an odd issue when morphing some G8F clothing onto G2F. This is the first time i've gone "backwards" trying to fit some G8F clothes to G2F - usually I'm going "forward" from V4 to G3F, so I suspect there's something i'm not used to causing the issue.
The clothing consists of headband, bracers (one figure for both arms), arm bands (one figure for both arms), corset, skirt, and boots (one figure for both legs).
My G2F custom figure has my own full body morph and custom head morph applied.
When following my normal workflow (steps below) I see the headband, corset, skirt, and legs all following the figure when I pose it (with expected skirt between the legs stretching). But the armbands and bracers both severly distort as if some parts are still in their original unmorphed starting spot, which i've not seen happen before.
My basic workflow is:
* Deselect Character and open clothing so as to NOT do the autofit
* On Scene Tab, drag clothing onto the figure as a child node
* GoZ the Character to get it and all sub-child clothes into ZBrush
* For each peice of clothing move, rotate, scale, etc. to position the item as wanted
* Back in Daz autofit the clothing. Since this is G8F clothing to G2F I leave it as 'Unknown' and 'None' in the selections and let autofit apply my custom morphs to the clothing
* Back in ZBrush go through items one by one and send back to Daz, naming the morph the same name as my custom figure's morph in their same directory (body name for items on the body, head name for items going on the head)
Due to autofitting I have bones on all my clothing items and verified them with the bones tool. However, as per pic 2, I notice that when autofitting the armbands and bracers they did NOT move correctly to their spot on the arm but moved 'slightly' and deformed 'slightly' in place. That said, the boots also didn't wrap around the legs, but they don't exhibit the same distortions when all is done. But the armband and bracers go crazy (see attached - the name of the jpgs explain further).
Not sure what i'm missing - any help/suggestions would be appreciated!
thanks
EDIT: After posting I noticed another strange thing - After posing the leg I see the bracer has further distorted (circled in red in the additional pic). Definately never seen this before either... thanks
Update to Genesis 8 Figure Teased - Daz Blogkyoto kid said:
...Genesis 8.2?

As long as it doesn't break the converter scripts and remains backwards compatible with G3 I'm fine.
Stopped with G3 as I became tired of going broke purchasing all the utilities and resource content I use for custom character development every time a new generation was released and "writing off" the previous investment every two years when on a tight budget. I Expected the two year cycle to continue with G9...G10...G∞
I think if Daz wants to stay relevant they need to get their gears together and on par with character creator in the next couple of years. I've gotten really picky on the models as I don't see really much of anything cool I couldn't just morph what I got already into. Skin seems to be only thing that really makes each stand out to me and even then I can make my own.
Question about these log file types.To fix the morph error messages for the Keyana character, filing a CS ticket did nothing. So I managed to figure it out and edited the file myself. So for those who have it, the file to edit is: MCM Keyana Teeth.dsf
Inside there are 4 places to edit the calls for morphs and their # info TO the names of the existing morphs. And now Keyana loads with no error messages :-)
The old error messages:
2021-01-07 18:13:53.430 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(5818): Could not find target property for formula: Genesis8Female:/data/DAZ%203D/Genesis%208/Female/Morphs/DAZ%203D/Handspan%20Studios/PHMKeyana%20Teeth.dsf#PHMKeyana%20Teeth?value in file : /data/DAZ%203D/Genesis%208/Female/Morphs/Handspan%20Studios/Keyana/MCM%20Keyana%20Teeth.dsf
2021-01-07 18:14:21.737 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(5818): Could not find target property for formula: Genesis8Female:/data/DAZ%203D/Genesis%208/Female/Morphs/Handspan%20Studios/Keyana/FHM%20Keyana%20Head.dsf#FHM%20Keyana%20Head?value in file : /data/DAZ%203D/Genesis%208/Female/Morphs/Handspan%20Studios/Keyana/MCM%20Keyana%20Teeth.dsfHomemade clothing won't rig to figure anymoreWow. I didn't know you could transfer from a figure to an object. Thanks Richard.
Does anyone think this new "Lara" is gonna clash with an already "Lara"?Mark_e593e0a5 said:
Taoz said:
Would be fairly simple for DAZ to test for file clashing between their products. AFAIK they already have a test library with all their products installed, a simple test installer which will warn if a new product tries to overwrite existing files would do it. Would probably take just a few minutes to create a modified version of DIM that can do it.
DAZ knows exactly about the inner workings of Studio, the own all the sources. It should not be too difficult to develop a QA/QC tool to make sure that all the stuff sold via the store adheres to a given quality standard. From what I have learend on the forum, DAZ has standards e.g regarding naming of directories. But so far, they are just treated as recommendations.
Daz should assign every PA their own namespace on acceptance/recruitment that must be prepended to every morph that PA creates for sale through Daz. This way Daz controls the list and can ensure no duplicates. Failure to abide gets the item rejected until corrected. Simple; no conflicting morphs.
On a separate note, is Lara HD's neck as thin and sinous as it appears in some of the promos? It's the only thing putting me off right now...
Shrinkwrapping a custom head to G8?charles said:
Here is a YouTube video I talked about using shrinkwrap in blender and turning into a G8 morph.
Thanks for that turorial!!! I'll be sure to check it out!!!
AIUTO...CHI CONOSCE L’ITALIANO? PARTE DODICIMuscleman said:
Ruthven said:
Perchè non usi un semplice DFormer? Ti basta applicarlo alla sola zona che vuoi correggere e puoi addirittura "spawnare" un morph specifico.
Non hai necessità di selezionare tutti i poligoni, il DFormer acciufferà una zona delimitata da te e potrai muovere, ruotare e ridimensionare come preferisci.
Sono poco pratica anche con quelli (li avrò usati forse un paio di volte, finora), ma vedo di fare una prova. Sapete indicare qualche guida decente in proposito?
Grazie a tutti, intanto!
Grazie, Ragazzone! ;-*
Homemade clothing won't rig to figure anymoreWhat do you mean you don't get to that point? Transfer Utility works on the OBJ, you don't need to pre-convert it to a figure.












