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iClone BVH to DAZ possible ?
mikael-aronsson said:
Hi!
It sounds like this should not be any problem at all and I have not seen any one else complain so I assume I am doing something very stupid but I have no idea what it could be. I cannot get it working no matter what I do so if someone is able to export a DAZ G8 character to 3DExchange, add animation to it in iClone, export the animation out as a BVH and import this BVH back into DAZ to the same G8 character again could explain how to do it it would be very nice.
The problem is the mapping in the DAZ BVH importer, it wants to map for example the rEar bone in the BVH to Left Forearm Bend in the G8 character for some reason.
Workflow.
1 - Export G8F character as an FBX (following standard iClone instructions).
2 - Import into 3DExchange and send it to iClone
3 - Add animation in iClone, collect clip and send motion clip to 3DExchange (same character still in 3DExchange or export the character from iClone, no difference)
4 - Export as BVH with root set to hip bone
5 - With the same G8F charcter still in DAZ, import BVH, some of the bones are messed up in the mapping
So what am I doing wrong here ?
If other people can get it working it cannot be what I think, my idea is that "rEar" is part of "left forearm bend" and that cause the messup, but even trying to fixing the mapping problems manually does not help much.
I've played around with this some. Part of the problem is the two-part bones in the arms and legs. (The "twist" bones.) From what I've seen, iClone tends to apply "twist" to the shoulder bone, not to the shoulder twist bone. When that is then imported back into DS, it doesn't get sorted out properly. I've seen some people who have implemented software that will "fix up" the BVH files, although you still don't get 100% fidelity, because Daz's coordinates for BVH are a bit odd. I'm actually fiddling with doing the same thing with FBX files, however - the mapping between the DS control values and the FBX rotation properties is much less odd. So, my goal is "FBX out of iClone, post-process FBX to make Daz Studio happy with it, transfer FBX into Daz Studio, get an animation saved." (Turns out there are other issues there that I'm still working on, but it seems hopeful.)
Distortion in waist/groin area when creating a morph using MorphLoader proPlease put the viewport in Smooth Shaded mode if you need to show a nude figure, even without the Anatomical Elements.
This issue is an example of way baking morphs to a single morph is best avoided - you lose all the corrective morphs and joint adjustments that kick in when joints are bent and/or when other morphs are present - you can rebuild them but it's going to be a lot of work. Better to build your shape out of its components morphs, then right-click on the Parameters pane to put it in Edit mode; right-click in the property group you want your morph to appear in and and a new property, give it a name and limits; set the new proeprty to 100%; right-click on the new property>ERC Freeze, scan to make sure there's nothing there shouldn't be in the list of Sub Components, and click Accept; test, if all is good save the new property as a morph asset.
Morphing animationscouseaphrenia_c6c3d26832 said:
Interesting. so I would have a figure at one key frame and then the morph at a subsequent keyframe?
That's what I did for this animation: https://imgur.com/gallery/rorjxup
Surprise with original AikoNorthOf45 said:
First there was Stephanie (531, 2002-01-02, ref. Old Artzone Wiki), then there was Aiko for Stephanie (674, 2002-05-30, new wiki), then Aiko (Anime/Manga Character) (673, 2002-05-31, new wiki) that included Stephanie.
And let's not forget that Stephanie herself was originally a female morph of Michael.
Morphing animationInteresting. so I would have a figure at one key frame and then the morph at a subsequent keyframe?
Distortion in waist/groin area when creating a morph using MorphLoader proI thought I had it made with exporting all my characters as single morphs and porting them from G3 to G8 until I recently stumbled across an oddity seating a character made this way. So I went back and could track the issue to the part hwere I export a character via Morphloader pro and load it back as a single morph.
here is what i did:
- sculpting a character using (tons of) morphs
- loading that character itno a new scene and set the res to basic and zero out subdivision sliders
- export as .obj via MLP using default settings
- create a new scen load Genesis3F and load the created morph
- problem immediately present as per attachement: front shows the character the morph was exported from, back shows G3F with created morph dialed in, needless to add, this distortion then also is ported over when "Xtransferring" the character to G8F. Adjusting rigging to shape before exporting doesn't make a difference...
Any advise or hint would be greatly appreciated.
"Thiccest" Daz Model Found on DeviantArt!MimicMolly said:
My go-to character for thicc G8Fs is Olympia 8. I use her body morph in combination with other morph packs just for this. I don't know what you have, but you can use Divamakeup's/3Diva's freebie character Diva Karli G8F from Renderosity as a base too. Her body is similar to Olympia 8, except Olympia's morph has more defined musculature. Diva Karli is "softer." I often use them together.
Other suggestion for morph packs is Lyoness' Boom Chica for G8F. What I use more from that one is the face and neck morph, that plumps up that area more. Giving it a similar effect as that girl from the first pic, with the blue bikini, you posted. At least from my personal preference, many people leave the heads, necks, and arms too thin on their models. They look kinda "off" as a result. These have more balanced proportions because they got thickened there too. So something to keep in mind, if you decide to make your own shape.
Thanks for the tip. I'll check 'em out right now
"Thiccest" Daz Model Found on DeviantArt!MimicMolly said:
My go-to character for thicc G8Fs is Olympia 8. I use her body morph in combination with other morph packs just for this. I don't know what you have, but you can use Divamakeup's/3Diva's freebie character Diva Karli G8F from Renderosity as a base too. Her body is similar to Olympia 8, except Olympia's morph has more defined musculature. Diva Karli is "softer." I often use them together.
Other suggestion for morph packs is Lyoness' Boom Chica for G8F. What I use more from that one is the face and neck morph, that plumps up that area more. Giving it a similar effect as that girl from the first pic, with the blue bikini, you posted. At least from my personal preference, many people leave the heads, necks, and arms too thin on their models. They look kinda "off" as a result. These have more balanced proportions because they got thickened there too. So something to keep in mind, if you decide to make your own shape.
Thanks for the tip. I'll 'em out right now
Morphing animationThe morph, yes, and you could theoretically use dForce fur and animate a change of the length of the fur, but DS doesn't support animated textures.
Morphing animationIs it possible to morph from one figure to another within an animation, for example a human to a werewolf?
"Thiccest" Daz Model Found on DeviantArt!My go-to character for thicc G8Fs is Olympia 8. I use her body morph in combination with other morph packs just for this. I don't know what you have, but you can use Divamakeup's/3Diva's freebie character Diva Karli G8F from Renderosity as a base too. Her body is similar to Olympia 8, except Olympia's morph has more defined musculature. Diva Karli is "softer." I often use them together.
Other suggestion for morph packs is Lyoness' Boom Chica for G8F. What I use more from that one is the face and neck morph, that plumps up that area more. Giving it a similar effect as that girl from the first pic, with the blue bikini, you posted. At least from my personal preference, many people leave the heads, necks, and arms too thin on their models. They look kinda "off" as a result. These have more balanced proportions because they got thickened there too. So something to keep in mind, if you decide to make your own shape.
Please help - Importing to Unity - Morphs missingIt 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).
Please help - Importing to Unity - Morphs missingrayluttermoser said:
Artini said:
I have no problem with sending different Daz characters over the bridge.
What is the reason you wish to send morphs to Unity?
From my previous trials, before the bridge come, exporting morphs creates a very big files on export.
What version of Daz are you using?
Morph export works fine in 4.12. But seems to be broken in 4.14 as I cannot get any morphs to work in Unity now.
Really suck that they broke this cool feature.
Yes, I use 4.12 and the transfer works. Have not tried Daz to Unity bridge with 4.14, though.
zilpha invades DAZ -DKrieger said:
Yeah, and now I'm testing further and it seems that Zilpha is loading in on all Genesis 8 females. Not just characters I create, but when I load a base G8 from my library. SMH.
That is how the system works.
If a morph has been packaged with non-zero default value, it will be activated with all (past, present and future) figures that you open or load, no matter if the figure has been saved in a scene that was saved a year ago or started from the base figure at the moment.
The procedure a few posts up will fix the issue, if it is followed as it is written.
[Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]nabob21 said:
You are correect about Makena. It is from another site and unfortunately there is no update available. Do you know why I am getting the messages about the Deva3D characters as well as Tween Julie 7 and Bethany 7? Are they due to the same kind of issue?
Please note that I am not being critical of your product; it does do the conversions (although it can be very slow if I don't uncheck Convert Corrective Morphs as you suggested) so all is good. And I greatly appreciate your fantastic support on this. I am just curious about why the warnings are happening and wondering if I can do anything about them. And if I can't, well like I say, I can still do the conversions so I am happy.
I am not completely sure why these kinds of errors happen. There was an early version of CC that exarcerbated the issue but that was fixed. For myself, I either live with it or delete the offending morph. If you are very savvy and determined, you could also edit the offending file to remove the reference.
Please help - Importing to Unity - Morphs missingArtini said:
I have no problem with sending different Daz characters over the bridge.
What is the reason you wish to send morphs to Unity?
From my previous trials, before the bridge come, exporting morphs creates a very big files on export.
What version of Daz are you using?
Morph export works fine in 4.12. But seems to be broken in 4.14 as I cannot get any morphs to work in Unity now.
Really suck that they broke this cool feature.
"Thiccest" Daz Model Found on DeviantArt!Hey there everyone. There's a Daz artist on DeviantArt from Korea, that has sculpted the most beautiful Daz Morph I've ever seen. I've tried asking him if he's selling, with no response. does anyone have any advice on how to achieve this? Here is some of his art work attached:
His DeviantArt Profile links:
zilpha invades DAZ -Catherine3678ab said:
DKrieger said:
I thought this Zilpha problem was fixed a year ago - today I openned up a character I made the other day and Zilpha is back. It's utterly ridiculous to expect us to have to find workarounds in the forums to solve these problems. Frankly, it kills any initiative to be creative when I open a project and then have to hunt to find why a character that I previously spent hours sculpting from a zillion morphs is now looking like chewed bubblegum. I've spent too much money on this hobby... I need to rethink my life.
Sorry for the rant. I'll go open a ticket
If that figure was in a scene file you made prior to fixing it, it is that the old data was saved in the scene file. Delete the figure, bring in fresh figure and then save the scene file. Should take care of the problem.
Thanks, unfortunately that's not it. It is a new character I created a few days ago, not a character I created a year ago when this was a problem. I have created many characters in the past 12 months and not seen Zilpha show up. But today I open this file and boom. Zilpha 100%. Further, I tested by openning a character I created a week ago and Zilpha was dialed in at 100% on her too. Something has happened and the patch they released has reverted to it's previous state.
The simple solution, BTW, is to dial the Zilpha morph to zero. This is much preferable to deleting a character that I spent hours refining and starting from scratch. ;)
But that's not the point. The fix can be easy, but that does not mitigate the fact that this is a technical problem that needs to be addressed.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE DODICICrios said:
Una domanda a chi usa DForce più di me: ma se io faccio indossare a forza un vestito dinamico per G8 a G3, e poi faccio partire la simulazione, questo si adatterà a G3?
Prima adattalo a G3, poi applica un morph che allarghi un pó il vestito tipo Bulk o usa gli slider Size per evitare compenetrazioni, poi avvia la simulazione.
ci sono anche sistemi un po piú compessi se questo così semplice non va.
Star Trek Builders Unite 8: THE REBOOToh i dont know , i find morph building verry easy to do , its all about how you aproach it, low intensity brush strokes and controled smoothing can produce some amazing morphs .
one just needs to be ready to take some time and not rush through it







