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RareStone's Face Morphs Collection for Genesis 8 Female
xyer0 said:
@clivewil2, If I may, I suggest you also purchase/investigate EJ Face Morphs and Details (there's also a male version), which provides HD level morphing covering many areas that are inaccessible by the Daz Originals, 200 Head Morphs, and Rarestone packs.
i definitely will grab that, thanks! i have a whole bunch of E+J's stuff, i didn't realise they did morph packs too (but it's obvious in hindsight)
i've been doing a lot of figures with Face Transfer and Facegen lately, and they always need a huge amount of corrections
thanks again.
Sculpting male and female anatomical elements in ZBrush workflow suggestionsIsaacNewton said:
grrinc_f1a4bed23e said:
I know my way around C4D very well, and Zbrush reasonably well. But Daz seems to be unweildy to me.
It sounds like you should be able to do this. From a normal user perspective, DAZ Studio plays very little part in this process, with one exception I'll get back to; the main work is in ZB. In DS export the main figure, with the graft parented or conformed as you prefer, via GoZ with deformations checked. (Only parenting is necessary for the export, but if you want your figure movement to influence parts of the graft then you'll need to have the graft conformed to the figure). In ZB you can select either the base figure or the graft to work on (only morphing the mesh) and remember to export each item (tool) you change back to DS via GoZ. In DS select and apply the morph you made (under Parameters/ZBrush). That is pretty much it as far as DS is concerned. For conformed items, DS will continue to apply appropriate figure morphs and Joint Controlled Morphs to the graft. Here comes the exception; sometimes, depending on the morphs you already have applied to the figure, DS can distort your graft mesh in ways you cannot see in ZB due to "autofollow". It is possible to track down which morph or JCM causes these unwanted distortions and then make alterations to them but it is not a job for the faint hearted.
An alternative approach to dealing with the unwanted autofollow distortions may be to make specific pose correction morphs to your graft or the figure in ZB using the usual process via GoZ. You can even make your correction morphs in to JCMs so that they are only appllied when the specific joint is changed (eg leg twist or bend). There should be tutorials available to show you how to turn a morph in to a JCM.
Good luck and have fun
Thank you Isaac for your thorough reply. Your confidence in me has lifted my spirits somewhat, but I am stuck on one notion...... " with your graft parented or conformed "
Could you kindly explain the difference and how I even get to choose it as an option in GoZ?
MimicMolly's Renders & WIPsI bit the bullet and bought Vicey3D's V3D Armine - G8F. (Too bad she was released after a 60% off sale, I think. but that's okay.) First render I decided to do was her and the Growing Up shaping preset 9 - 10. I used and EmmaAndJordi Nasolabial Crease Smooth morph (I can't recall the morph pack it's from right now) and applied this preset.

The hair is PhilW's dForce Longdrape Hair for Genesis 3 and 8 Female(s). (I need to figure out how to edit the hairline, if possible. It's too high for my tastes. I prefer it start about a nose's length above the nose. So in this case, it'll appear like it should be lowered about one inch.) The shirt and capris are from Aeon Soul's Everday 2. The staff is from Aery Mage for G3F and it's in her hand thanks to Mattymanx's The Universal Prop and Poses for G3 and G8. The shoes are from Kawaii Infused Outfit for G8F but with some shaders applied to make them green and yellow. That handheld gaming device is from Minto.
I might do more proper renders of Armine as her usual adult self. I like her skin and want to get another Vicey3D girl down the road. But as always, other hobbies have gotten my attention. Here's another more close up portrait.

Should've thinned the lips a bit, but she looks like a fairly believable kid. A lot of child characters who rely on the Growing Up Morphs have a very "samey" face. But it is likely that the adult shape that mixes with the Growing Up Morphs wasn't very distinct in the first place.
Do you know why I'm not going to pay for the product?mateskulala said:
a dont have money of paypal
I don't keep money in mine, either. You can link your card to your Paypal and just use Paypal as kind of a middle man. Pay via Paypal on Daz and set Paypal to use your card as the payment method. It will transfer the funds on its own.
Fix broken rigging on custom G3F morph [Solved]That is why baking all the sliders is a bad idea even if you don't want to share the result. Go back to the base figure with the sldiers set and load the Blender morph with reverse Deformations, with luck the rigging will now be closer to what is needed and may even work entirely.
Fix broken rigging on custom G3F morph [Solved]It occurs to me the the slider morphs I used on my starting character may have changed the rigging, and therefore produced a difference between the rigging of the original and the rigging of the freshly loaded G8F figure to which I applied the aggregate Blender-made morph.
If so, is there a way to transfer the rigging from my original slider-morphed character to my Blender-made morphed character?
Fix broken rigging on custom G3F morph [Solved]Is there a way to fix broken rigging on my custom G3F morph?
Here’s the situation:
I made a G3F character using lots of slider morphs and pose morphs.
Then I made an additional custom morph for that character in Blender.
Using Morph Loader Pro, I then applied my Blender-made custom morph to a freshly loaded G3F figure. This means I did not use the “reverse deformation” function, but instead made the morph include all the effects of the slider and pose morphs from my original character.
Later I notice that my Blender-made-morphed character does not pose the same way as the original. There are glitches in the rigging that produce distortions.
Can a product like Shape Rigger Plus [ https://www.daz3d.com/shape-rigger-plus ] fix this sort of thing?
Or, is there some other way to fix it?
Or, is there no way to fix it, such that I must start over using a different method?
I’m using:
Daz Studio 4.11.0.383
Blender 2.79
[Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]nabob21 said:
I am not sure what the error messages are looking for. Are they looking for the Victoria 7 HD morphs and a character named Makena? If so that is odd because the character requirements only list Victoria 7 for the head morphs and make no mention of a character named Makena (which is a separate character for G3F that also uses Victoria 7).
nabob21
The body morph for Makena (FBM-FWSAMakena.dsf) is looking for the body morph for Victoria 7 (in /data/DAZ%203D/Genesis%203/Female/Morphs/DAZ%203D/Victoria%207/FBMVictoria7HDLv4.dsf) (note that %20 is a space). Does the FBMVictoria7HDLv4.dsf exist in /data/ DAZ 3D/...? In any of your content directories listed in Content manager?
Help with hair ID - SolvedThe short hair looks like this one if you unlock the limitations on the "back longer" morph:
https://www.renderosity.com/rr/mod/bcs/ammy-hair-for-genesis-3-and-8-females/136044/
Alla Expressions for Genesis 8 Female inquiryUpon reading the product details for 'Alla Expressions for Genesis 8 Female' I noted that part of the description seems to refer to an Alla character morph, as follows:
"Also included is a bonus additional HD morph to smooth wrinkles on lips, giving naturalness to expressions. This auxiliary morph aids in realism when the HD Details in the Alla model are activated."
The odd thing is that the product tile on the 'Shop' page includes two category icons on the gray bar, one for 'Poses' and the other for 'People'. I note that on the artist's other products, when the 'People' category is assigned to the product the product includes a character morph. This could just be my own misunderstanding of those categories but I thought it odd, especially since I can't find a product for the Alla character herself.
So, does anyone know anything about the release of the Alla character? Is something maybe amiss with the categorization or availability of products?
Possible to attenuate effect of character FBM on specific regions using weight map?The first image is default G8F with a dress. Notice how each side of the top looks like one natural piece of cloth that is being pushed out by the curve of the breast, because the vendor created it to look this way on the default G8F.
The second image has the Victoria 8 shape applied to the character. The vendor included a morph in the dress to account for Victoria 8. So if you apply V8 to the figure, the clothing will use the vendor's hand-crafted morph, and it still looks natural. It even works with a large breast morph like breasts heavy, (third image), because the vendor included a hand-crafted morph in the dress for it.
But if you apply a character FBM that the vendor didn't account for, basically anything that isn't an iconic Daz character like V8 or Olympia 8, the dress tries it's best to follow the FBM morph. This creates problems with the shape of the dress, as seen in the fourth image (with Aurure for G8F applied to the body as an example). Sure, this can be fixed with a lot of smoothing and some adjustments using Fit Control, but it is very difficult to get the same quality of result as you do with the hand-crafted morphs. What I usually do in this situation is zero out the character FBM in the dress, and then use the dress's adjustment morphs (I did quickly in image five, but didn't take a lot of time with it). But this can cause other problems as seen in that same fifth image. The dress doesn't fit right anywhere else now, like the collars, the waist, the hips, etc. because I've had to zero out all of the effects of Aurure on the dress, not just the breast area. All of the non-breast areas fit much better in the fourth image when it was following the Aurure body morph.
So what I was hoping for was that there was some way to edit the FBM that was transferred to the clothing. In this case, for example, I would be hoping to be edit the FBM Aurore that was transferred to the dress to eliminate or reduce the effect it has on the breast area, so that the natural form of the original version of the dress is recovered. And then I can use adjustments and Fit Control to make it fit over Aurore's breasts without too much distortion. But it sounds like the only way to do this is to create a new version of the FBM and reload it using Morph Loader Pro with a d-former weight map used to attenuate the effect where I want it attenuated.
dForce isn't a cure all for this, either, even for dForce dresses, because the mesh is still distorted by the character morph. It will flow better if it's pulled down by gravity, but it will still have creases and the width will be inconsistent, plus the extra material added to the top by clinging under the breasts will lead to the waist falling lower than it should in the dForce simulation.
Daz to Unity Bridge - Rigging seems wrong / can't create proper ragdollMany thanks, Dortybassa - that should solve the problem.
Contacting Pärtel Lang would have been my next step as well. But I always hesitate to bother him at work, as I usually find a solution to the problems somewhere else. I also sometimes wonder why he's not sitting on some island sipping cocktails my now ;). He must really love his work, which is really fantastic.
The setup of the collider for Puppetmaster is always the most annoying thing when setting up a character, because unfortunately there is always some manual adjustment needed.
I wonder if it would not be possible to automate this step as well. I come as I said from RL CC3 and a new character took me at the beginning always so 2-3 hours of additional rigging for about 10 additional subsystems. After some imports of new models I had then written an automation script for that, which reduces the 2-3 hours to 2-3 minutes. However, I was not able to do this for the Ragdoll setup for Puppetmaster/FinalIK.
However, the child gameobjects solution should now serve as a good template to transfer them to new characters. As long as the size of the model matches the original setup, you should then only have to make minor manual adjustments.
@Artini and Dortybassa, I have been working with Unity and FinalIK in conjunction with Puppetmaster for about 4-5 years now. I can say that in my opinion FinalIK/PM are still the most valuable assets in the unity asset store. It takes some time to get familiar with these systems, but the payoff is really huge. Pärtel is really a genius and I have learned a lot from his code in all that time.
With reference to whether the DAZ bone problem will be solved, so I must now say that they should/must. Because if Pärtel already says that the bone structure is wrong, then it is.
I guess that the twist-bones are needed for the alignment of the colliders. And since I've never had such problems with all my other models, and I've imported a lot of other models besides CC3, I assume that DAZ will adjust the bone structure to Unity's standard humanoid rig. After all, the breast bones are misaligned as well. And the current structure, even if it is Mechanim-ready in terms of animation, the rig is not bug-free. I'm using some professional motion capturing packages that are not 100% fluid with the current rig - the legs, especially in terms of FootIK, shake from time to time.
I would be happy if DAZ would comment on this. A short message that the problem is known and will be fixed would be enough for me, because I would then wait for the change instead of now possibly having to invest several hours for a circumnavigation of the problem again.
Kayla, Kyla & all things RareStoneOh, one thing I should point out, for others that care about it, there are no "card icons" for any of the morph/shape sliders. I had to make my own for this set.
Combining addonsMorphs will certainly mix-and-match, though how well varies; you can also use textures from one character with a different morph or morph combination.
Whether a skin enhancing shader will mix with a aprticular character is harder to be sure, most of those I am aware of use the currently applied textures but there is a fair degree of variability in set up so there may be issues. Combining two different add-ons is even more uncertain - one that adds additional maps might well mix with one that adjusted base settings without touching maps, but two that both adjusted settings would probably not mix. You really need to give specific examples for anyone to answer with confidence.
Are these supposed to be twins?The question for you maybe, "Are they different enough to my eyes to justify buying both?".
I've run into the situation where I have so many character and morph packages that it has affected my G8 load times. I have had to cull... probably 33% of them to get my load times to where I feel is reasonable.Point is, I was surprised at how many times I essential bought the "same character", but with a different name, from the same PA. Same character in the sense that the two were so closely similar, that I probably could have achieved a pleasing result if I had just dial spun the one character for that vendor that I already had.
The loading time conundrum is one that I wish Daz3d would solve with the 5.X version of Daz Studio… I’ve really backed off buying characters, unless they provide a totally unique starting point for me, because I want to keep my load times manageable.
If the Daz system was improved/changed/upgraded to allow me to continue to buy characters and morphs without (or with minimal) effect on the load time, I’d be less hesitant to buy new characters.Sculpting male and female anatomical elements in ZBrush workflow suggestionsgrrinc_f1a4bed23e said:
I know my way around C4D very well, and Zbrush reasonably well. But Daz seems to be unweildy to me.
It sounds like you should be able to do this. From a normal user perspective, DAZ Studio plays very little part in this process, with one exception I'll get back to; the main work is in ZB. In DS export the main figure, with the graft parented or conformed as you prefer, via GoZ with deformations checked. (Only parenting is necessary for the export, but if you want your figure movement to influence parts of the graft then you'll need to have the graft conformed to the figure). In ZB you can select either the base figure or the graft to work on (only morphing the mesh) and remember to export each item (tool) you change back to DS via GoZ. In DS select and apply the morph you made (under Parameters/ZBrush). That is pretty much it as far as DS is concerned. For conformed items, DS will continue to apply appropriate figure morphs and Joint Controlled Morphs to the graft. Here comes the exception; sometimes, depending on the morphs you already have applied to the figure, DS can distort your graft mesh in ways you cannot see in ZB due to "autofollow". It is possible to track down which morph or JCM causes these unwanted distortions and then make alterations to them but it is not a job for the faint hearted.
An alternative approach to dealing with the unwanted autofollow distortions may be to make specific pose correction morphs to your graft or the figure in ZB using the usual process via GoZ. You can even make your correction morphs in to JCMs so that they are only appllied when the specific joint is changed (eg leg twist or bend). There should be tutorials available to show you how to turn a morph in to a JCM.
Good luck and have fun
No Materials on ImportHey all, newbie to Daz3D here. Just tried using the DazToC4D bridge v.1.0 [b20200630] with Cinema4D R20
From the looks of it the mesh imports with no problem when clicking Auto-import but after the transfer is done when I click on Save with Textures there are no textures imported.
Have a look in the image attached
1 The result after saving with textures. Mesh looks fine, but no textures are loaded
2 Treid a second time
3 when converting the texturesCombining addonsHey, I'm learning Daz and want to purchase some addons but i'm not sure they will work the way i imagine and dont want to waste money before i ask.... tried looking for an answer but i'm still not sure i got it -
So I want to but a certain character for Genesis 8, but I also want to buy a skin add-on, but I also want to buy skin-enhancer, but I also already purhcased a face-morph addon.
Will they all be able to work with each other? Will I be able to apply the face-morph addon on a specific character i'm buying, assuming they're both G8? And then can I apply the skin-enhancer on it?
Can I combine different skin-enahncer addons to get a more detailed or accurate result?
Can i use a skin-fold addon on any character? (again assuming they're all for G8)
I know these are super noob questions but there isn't seem to be clear answers about it, at least where iwas looking (google and the forums)
Thank you!
Face Transfer Site ModelsFor me it doesn't look like some quick fixing but like some uniquely shaped faces (from sims 5 :-) ). How to reverse engineer it?
Why doesn't the face transfer creator offer them together with the textures for selling?
Running Poses G3/G8I use this script: https://www.renderosity.com/rr/mod/freestuff/g3-g8-pose-adjust-scripts/77430
It allows you to use a G3 pose on G8, then run the script to correct for the generational differences. I have text edited a copy to reverse all angle changes to correct for a G8 pose applied to G3 - something that is very simple to do yourself and exactly what to do is shown in one of my October 21 posts in this thread: https://www.daz3d.com/forums/discussion/443772/v3-a3-gv3-pose-transfer-to-g8f
Regards,
Richard.











