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Does anyone think this new "Lara" is gonna clash with an already "Lara"?
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...
Does anyone think this new "Lara" is gonna clash with an already "Lara"?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+
Advice on paper doll type 3d model project. Probably commercial license needed.Just looking for advice from anyone with ideas on how best to achieve this or have been through this. I'm working with someone else on a project she is doing.
1: All images will be stills.
2: Face Variants: Oval, Round, Rectangular, Diamond
3: Hair Styles: Long (Straight or Wavy), Bob, Ponytail, Bun, etc
4 Eye Color: Unsure if this is implemented or not because she didn't say anything about it. Otherwise just brown.
5: Torso Types: Hourglass, Rectangular, Plus Size With at least one variant in the middle of each totalling 5.
A: Breast Size: A-D
B: Buttocks Size: Small-Large
6: Skin Tones: White to Black
7: Clothing Choices: OMG
Mind you this will be an ongoing project that I will need to hand off when work picks back up. So I am trying to do this the right way from the start. I figured Genesis 8 character rendering each part/item seperately using .png formats then layering them.
Example:
Bottom Layer: White Oval Long Brunette Hair (still means a render for each head, hair color, tone, combo)
Second Layer: Torso based off shape, tone
Third Layer: Pants Skirt or Legs for dresses (Removing the back so only the front renders)
Fourth Layer: Tops Choices (Removing the back so only the front renders)
Fifth and Final?: Shoes (Removing the back so only the front renders)
My final issue is figuring out a decent pose for arms which may just be the default pose. If her arms are crossed them I have to either render the arms for eah outfit or carfully erase the clothing layer to reveal arms. That or render the arms separately but then I run into the issue of straps vs sleeves. Then make the lighting match for everything with parts hidden.
Finally the licensing issue. I am going to try and keep the model, hair, etc as basic as possible to make this easier for when/if I hand this off. My current plan is to help her get started then hand the reins over to her or someone else once she is up and running. As for the clothing I won't be making the articles of clothing. That will be done by someone else who "Can use the pictures I take to transfer the texture onto the outfits." However I am sure a commercial license is needed for the genesis model and any hair skin variants required.
Attached is my first test. No idea why the body was removed. Yes it is nude but I removed nipples and of course it had no genetalia.
Adding footwear as an obj. with transfer utility and mesh smoothing - still distortedfelis said:
I have never tried to make footwear.
But in my view you have first to transfer rigging to the shoes, and then do weightpaint on the bones in the shoes, so that the individual toes have no weight, i.e it will move together even if you move one toe.
Yes, although with a softer shoe like this you might not want to fully eliminate the toe weights, just smooth the transitions and perhaps limit their effect on the lower part of the shoe.
Adding footwear as an obj. with transfer utility and mesh smoothing - still distortedI have never tried to make footwear.
But in my view you have first to transfer rigging to the shoes, and then do weightpaint on the bones in the shoes, so that the individual toes have no weight, i.e it will move together even if you move one toe.
Looking for a way to clean up the morph libraryI just came across morph duplicates in my personal product folder. I have no idea how that happened, when and why, as at the times these files originate I never dealt with something like saver as morph asset... Anyway, it is as it is and the problem I have is that my custom characters now use these dupes instead of the original morphs and deleting them to speed up things destroys my characters, as per another thread exporting via morphloader pro is not an option either, as the reimported character show joint distortion in some areas.
So, the question (thanks out to the restless @Richard Haseltine in advance ;) ): is if there is a way to redirect the vectors to the original morphs. I know it's probably going to be a lot of work but still less than reapplying JCMs to the reimported morphs and in the end saved time over the hog I am currently experiencing with myriads of morphs applied when loading and saving characters and scenes.Morphs affecting fit props?In the end I just used the transfer utility, saving a morph as an asset doesn't propagate it to fit props.
Adding footwear as an obj. with transfer utility and mesh smoothing - still distortedHi Richard Haseltine,
thanks for your quick reply. I have tried your recommendation of editing the weights. I have tried multiple options one after the other, all have failed.
- Editing the Weights on the Shoes prior use of the Transfer Utility .
- Editing the Weights on the Shoes after use of the Transfer Utility .
- Editing the Weights on the Toesprior use of the Transfer Utility as well after.
None of it helped. How could be avoided that the toes deform the mesh at all?
Thanks in advance.
Morphs affecting fit props?File>Save As>Support Assets>Morph Asset - then you tell it which morph(s) to save. Make sure they are zero before saving.
Adding footwear as an obj. with transfer utility and mesh smoothing - still distortedHi Daz Community,
for about two days I am trying to append various pairs of footwear to a Genesis 8 Model as an obj, all of them have failed. I use the Transfer Utility option, incl Mesh smoothing but still then the Mesh is distorted after I apply a pose to the figure.
I have tried the option with dforce Modifier: Dynamic Surface, as adding weight paint to it, but the result is the same.
Thanks for your help in advance.
Best regards,
Does anyone think this new "Lara" is gonna clash with an already "Lara"?DisparateDreamer said:
it'd be great if it was checked, but obviously daz store is only responsible for things in the daz store and not clashes with stuff from other stores... but I try to name EVERYTHING with an extra tag DD to try to avoid conflict. Even then i had to give my eyelashes morph another name because "DeviousDolls" already had DD lashes... haha. I manually resaved all the morphs i had with a new name. for others, i delete if there's a clash unless its super important.
Agreed. If nothing else, DAZ should make sure they labels are unique, because as time moves on we will have more and more characters released and more and more names will be duplicated
Morphs affecting fit props?It's a morph I made in Blender and applied with the morph loader, what should I select to be saved?
Does anyone think this new "Lara" is gonna clash with an already "Lara"?They do indeed clash, first screenshot is with only Thorneworks' Lara installed, the second after Anain/Belladonna's Lara HD has been installed. Lara HD overwrites Lara's Actor icon/DUF and some of their morph dials (haven't checked them all) are clashing. Lara HD looks OK at first, when loaded, but as soon as you change the morph dials the characters are being mixed as screenshot 3 shows.
Does anyone think this new "Lara" is gonna clash with an already "Lara"?it'd be great if it was checked, but obviously daz store is only responsible for things in the daz store and not clashes with stuff from other stores... but I try to name EVERYTHING with an extra tag DD to try to avoid conflict. Even then i had to give my eyelashes morph another name because "DeviousDolls" already had DD lashes... haha. I manually resaved all the morphs i had with a new name. for others, i delete if there's a clash unless its super important.
Morphs affecting fit props?Have you saved the cuistom morph as an asset (File>Save As>Support Assets>Morph Asset)? AutoFollow does not, or has not in the past at least, work reliably for morphs embedded in the scene file.
Update to Genesis 8 Figure Teased - Daz Blogalgovincian said:
scott762_948aec318a said:
algovincian said:
scott762_948aec318a said:
hansmolleman33 said:
I dont understand the need of Gen9. What is it going to bring ? More polygons?
Read what marth_e wrote... more polygons is needed because the base mesh resolution is far too low to do anything with other than basic shape changes. Yes, there's displacement maps but it's a huge PITA compared to using a bridge like Daz GoZ to Zbrush, sculpt changes, then bam GoZ back to Daz. For example, there's lots of interest out there for Trek and Star Wars stuff, but since it's IP it can't be sold commercially. Want to do some forehead ridges for a Klingon? Not with the base mesh you're not.
Keeping the polygons low makes sense with the computer hardware we had years ago, but look at the hardware available to regular consumers now. The Unreal Engine 5 demo is amazing, AND running on a console.
https://youtu.be/PBktSo0bXas
The day where my stills look like 10 year old amateur stuff compared to a video game is when I throw in the towel. Either with rendering completely, or take a hard look elsewhere.Are you sure you're taking into account all of the implications of a denser base mesh? There are reasons that HD add-ons exist (as opposed to just making a denser base mesh). DAZ doesn't take this approach simply to annoy people - give them a little credit.
You have to consider the amount of data for each character "morph" for a figure. This isn't just the basic figure shape, but all of the JCMs, etc. as well. There are already major issues with load times for base figures if you have a lot of morphs, not to mention lag during posing, etc. There would be other un-intended consequences, too - like the time it takes the smoothing modifier to calculate or dForce simulations to run, the system resources required for everything, etc.
- Greg
That may be true if you don't have enough horsepower, but since we'll never be able to morph in HD that's our only alternative.
With Nvidia 3000 series cards on the market, 2000 series should see a serious price drop when they become more widely available. And I'm still working on a 1000 series... not enough horsepower shouldn't be an excuse for long, if now even.
Also watch the video - decimation is all done inside the engine. That's the beauty of it. You work in your high detail versions, then there's no need for multiple versions of the same mesh and possibly textures optimizing for hardware or viewing distance.
I have seen the video a long time ago, but the issues I'm talking about come way before anything is ever rendered. That's the part you may be missing. Not everything lends itself to parallel processing that can be accelerated by a GPU. As a matter of fact, many operations in DS don't even utilize multiple CPU cores.
You could see for yourself by using the Transfer Utility to create a higher resolution G8 base. You'll quickly find out what working with such a figure is like firsthand.
- Greg
I'm intrigued as you said the Transfer Utility, I thought that only transferred rigging for clothing items... is there a trick to create a figure?
For kicks I tried it, ran just fine didn't seem any slower bending the noodles. Granted I have a Threadripper, but it's first gen and all the extra cores aren't really doing anything for me in Daz.
Does anyone think this new "Lara" is gonna clash with an already "Lara"?DisparateDreamer said:
i don't have the new lara and not buying it, but I have the Thorne Lara...
Head morph name: FHM Lara Head/Lara Head
Body Morph name: FBM Lara Body, Body morph label: Lara Body
PBM Lara Breasts/Lara Breasts
PHM Lara Lashes/Lara Lashes
CTRL Lara/Lara
So it looks like there could be some conflicts.
Even if the characters files are in different folders, the morphs load into the same character, and it will load both morphs with the same name and it will show a (2) next to the morph in parameters. which means that morphs with the same base name will dial together causing neither to work properly.
I have had to rename a character's morphs twice because of naming conflicts- and I always check stores (here and Rendo, just in case) but both times the conflicts were characters submitted at the same time! Crazy right?
That's why I stick "DD" in front of all my characters/morphs/textures/products, to help hopefully make less a conflict (for example if i have a character DD Lara, and all the morphs are named DDLaraHead, DDLaraBody, it wouldn't conflict with someone else's LaraHead, LaraBody. HOPEFULLY. Lately there's more than a couple PAs with the initials DD that AREN'T me :P
This is very helpful. So what all files have to be renamed in order to not have a conflict? Maybe this needs to be taught in PA school because it is beyond annoying
Need help to identify two female characters used in promoaristarh1970 said:
kevindmccoy_313efcf192 said:
Curious about #1 also, that's a nice morph!
I would say this is one from these three Mousso's characters:
https://www.daz3d.com/sherilynn-hd-for-genesis-8-female
https://www.daz3d.com/moriah-hd-for-genesis-8-female
https://www.daz3d.com/sherilynn-hd-for-genesis-8-female
I think you're right, thanks!
Does anyone think this new "Lara" is gonna clash with an already "Lara"?i don't have the new lara and not buying it, but I have the Thorne Lara...
Head morph name: FHM Lara Head/Lara Head
Body Morph name: FBM Lara Body, Body morph label: Lara Body
PBM Lara Breasts/Lara Breasts
PHM Lara Lashes/Lara Lashes
CTRL Lara/Lara
So it looks like there could be some conflicts.
Even if the characters files are in different folders, the morphs load into the same character, and it will load both morphs with the same name and it will show a (2) next to the morph in parameters. which means that morphs with the same base name will dial together causing neither to work properly.
I have had to rename a character's morphs twice because of naming conflicts- and I always check stores (here and Rendo, just in case) but both times the conflicts were characters submitted at the same time! Crazy right?
That's why I stick "DD" in front of all my characters/morphs/textures/products, to help hopefully make less a conflict (for example if i have a character DD Lara, and all the morphs are named DDLaraHead, DDLaraBody, it wouldn't conflict with someone else's LaraHead, LaraBody. HOPEFULLY. Lately there's more than a couple PAs with the initials DD that AREN'T me :P
Morphs affecting fit props?Hi, I made a custom morph for a genesis 8 face, and I need the eyelashes to follow it, as in the eyelashes morphing along the face? "Transfer active morphs" does NOT work for this.








