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Daz 3D Forums > Search
  • Bituka3d Gas Station

    Matt_Castle said:

    xyer0 said:

    You guys are a tough crowd. It took 15 minutes to geometry edit the "3" & "3d" out of the meshes; (in the initial "B" logos, taking out the "D" left a hole in the "B," so I decided to leave it).

    That's what my mother would call "unacceptable transfer of effort". The author's decision means that a great many people who might (otherwise) have wanted to use the product have independently got to put in time and effort cleaning up the asset so that the results don't look weird.

    ~~~~

    Also, on a general level, I'm somewhat bemused at the number of creators who choose to put "3D" in their brand identity; it's so widely used as to become generic, and I can't be the only person who's mentally mixed up one "Someone3D" with a "SomeoneElse3D" from time to time.

    I have a general rule of not making my usernames anything to do with the site in question, otherwise you get the kind of thing where a third of the forum has picked a username with one or more of "Art", "Artist", "3D", "Renders", etc, etc somewhere in there.

    yeah I went down that road with Th3Digit for a while but it was actually tongue in cheek and went over most people's head that I was referring to my middle finger. cheeky 

    By

    WendyLuvsCatz WendyLuvsCatz February 2021 in The Commons
  • Bituka3d Gas Station

    xyer0 said:

    You guys are a tough crowd. It took 15 minutes to geometry edit the "3" & "3d" out of the meshes; (in the initial "B" logos, taking out the "D" left a hole in the "B," so I decided to leave it).

    That's what my mother would call "unacceptable transfer of effort". The author's decision means that a great many people who might (otherwise) have wanted to use the product have independently got to put in time and effort cleaning up the asset so that the results don't look weird.

    ~~~~

    Also, on a general level, I'm somewhat bemused at the number of creators who choose to put "3D" in their brand identity; it's so widely used as to become generic, and I can't be the only person who's mentally mixed up one "Someone3D" with a "SomeoneElse3D" from time to time.

    I have a general rule of not making my usernames anything to do with the site in question, otherwise you get the kind of thing where a third of the forum has picked a username with one or more of "Art", "Artist", "3D", "Renders", etc, etc somewhere in there.

    By

    Matt_Castle Matt_Castle February 2021 in The Commons
  • Knittingmommy's Laboratory

    I finally had a chance to play with some of the morph dials that came with Bugga Boo! Lady Littlefox included a lot of dials. So much fun to play with. I did a Bugga Boo Elf.

    By

    Knittingmommy Knittingmommy February 2021 in Art Studio
  • Michael 8.1

    AllenArt said:

    sandmanmax said:

    Ok - I caved and bought Michael 8.1 with my PC+ coupon (I really wanted the shader and body hair).  So I've been testing various stuff and noticed the body hair seems to stick out a lot.  Is it dforce and do I need to run it thru a simulation to get it to lie flat? Is there a morph I didn't notice?

    It is dforce hair.

    Something is going wrong when I try to run the simulation on the body hair . I'm getting an Error message that says "Error preparing objects to simulate".  I loaded Saul Hair and it simulated fine,  Raw Satyr leg fur simulated fine.  What am I missing?

    EDIT:  After starting over with default M8.1 and loading the full body hair, it seems to be working now.

    By

    sandmanmax sandmanmax February 2021 in The Commons
  • Where are the miniature schnauzers?

    Unfortunately, what is most recognizable about a lot of dog breeds, of all sizes, isn't the shape of the dog, but the shape of the hair. *Small* dog, no problem. Just scale it. But scaling it down won't make it a believable toy dog breed. And a lot of popular small dogs are mostly recognizable by their hair.

    DAZ actually did fairly well with the original rollout of DAZ Dog 8 when they included morphs for the French Bulldog and the Dashund. Bit of those are small-to-medium breeds. 

    But a Yorkshire terrier? A Shitzu (or any of those small white yappers)? Not going to recognize it without the fur. Same thing with a number of variable sized dogs. You could probably morph a recognizable poodle dog shape, but it's not going to look like a poodle without that poodle coat. Or a collie, either.

    Frankly, I'm astonished that it took so long to get a chihuahua, since that one doesn't need distinguishing fur. 

    By

    JOdel JOdel February 2021 in The Commons
  • How to create morphs attenuated by weight maps?

    Richard Haseltine said:

    Richard Haseltine said:

    I'm not sure that Morph loader pro is exposed to scripting, so you'd have to write your own attenuation code - you should be able to get the deltas and attenuate them (that is, reduce them - though from your description I suspect you just need to seelctively zero them) and use the verteices' position to figure out if they are left or right. Shape Splitter can do it, and I think that's a script rather than a plug-in (or was initially). I did once start a similar splitting script in DS 3 and although it didn't get far it was possible, or at least looking possible.

    I was wrong to say that Morph Loader isn't exposed to scripting:

    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/file_io/import_obj_morph_loader_silent/start
    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/object_index/morphloaderbatch_dz
    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/object_index/morphloader_dz

    Thanks again for your time.
    And yeah, I was aware of those (I had been using the import_obj_morph_loader_silent as a reference), but technically your statement was that the "Morph Loader Pro" (rather than just Morph Loader) wasn't exposed to scripting, and I think that's technically correct (at least I currently don't know how to run "Morph Loader Pro" itself via Daz scripting).
    As I detailed in my previous post, my issue boils down to not knowing how to feed a "Morph Loader Pro" setting into DzMorphLoader.

    By

    LAP LAP February 2021 in Daz Script Developer Discussion
  • Beard distorts because of character morphs/DAZ Studio beard problems

    You can block all morphs, that aren't currently in the item, from projecting into areas of a fitted item with a Rigidity Map - switch to the Geometry Editor tool, use the Tool Settings pane to put it into Vertex Selection mode, select vertices, and right-click>Geometry Assignment>Create Rigidity Group (you can also set reference vertices which would then control how the rigid area behaved, using some on the chin might work here).

    Alternatively you can block certain morphs while elaving others free to project by creating a new property in the beard with the same name as the morph - DS will then not try to create a new morph. That obviously  requires that you work out which morphs are causing the issue, get their named from the Parameter Settings dialogue (the gear icon on the slider), then load your beard without fitting it, right-click in the Parameters pane and put it in Edit mode (if it isn't), then right-click>Create New Property asnd give it the name of oen of the morphs you need to block.

    By

    Richard Haseltine Richard Haseltine February 2021 in Technical Help (nuts n bolts)
  • Marvelous Design 8 vertex count between import/export

    Trying to make a morph in marvelous designer (wrinkles in leggings).  I exported the leggings at base resolution and imported OBJ as garment to Marvelous Designer.  If I do nothing but export that mesh back again, the vertex count is different (the exported file is larger), so I cannot use it as a morph.  Has anyone had this issue before?

    By

    Robinson Robinson February 2021 in Technical Help (nuts n bolts)
  • How to create morphs attenuated by weight maps?

    Richard Haseltine said:

    I'm not sure that Morph loader pro is exposed to scripting, so you'd have to write your own attenuation code - you should be able to get the deltas and attenuate them (that is, reduce them - though from your description I suspect you just need to seelctively zero them) and use the verteices' position to figure out if they are left or right. Shape Splitter can do it, and I think that's a script rather than a plug-in (or was initially). I did once start a similar splitting script in DS 3 and although it didn't get far it was possible, or at least looking possible.

    I was wrong to say that Morph Loader isn't exposed to scripting:

    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/file_io/import_obj_morph_loader_silent/start
    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/object_index/morphloaderbatch_dz
    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/object_index/morphloader_dz

    By

    Richard Haseltine Richard Haseltine February 2021 in Daz Script Developer Discussion
  • Beard distorts because of character morphs/DAZ Studio beard problems

    Hello All,

    Have spent a lot of time (days) trying to find the answer to this.

    This is a character with a lot of morphs on it.

    I added a beard. The specific type of beard does not seem to matter here, but, it is the 'Ryanno beard'.

    I tested other long beards and the same distortion happens, so, don't think it is the beard.

    The beard is distorted when it should not be. You can see this in the man wth the hat in the foreground.

    If I take it and put it on Genesis 8 with no shaping on it, the beard is fine. You can see that in the character in the background.

    This problem is caused by morph/shapes.

    Can I make the beard not be affected by the morphs? If so, how?

    Also, is there anyone on here that knows DAZ well that I could hire to ask a variety of questions to?

    This would include being able to answer questions about moving models back and forth between Zbrush and DAZ and Maya and DAZ.

    I have used DAZ for about three years. If so, private message me to set that up.
    Thank you. :-D

    By

    visionaryart38 visionaryart38 February 2021 in Technical Help (nuts n bolts)
  • How to create morphs attenuated by weight maps?

    Hi Richard, thanks for your time and insight.
    After playing around with this, I'm half convinced that internally the Morph Loader Pro is just passing settings to the DzMorphLoader() object, for the following reasons: most settings in Morph Loader Pro correspond to DzMorphLoader settings in obvious ways and; when setting up a morph incorrectly (either due to wrong settings or incompatible geometry in the obj file), one gets the exact same error messages in Morph Loader Pro as in DzMorphLoader().
    The only non-obvious part is how to feed the "Attenuate By" data from a weight map into DzMorphLoader(). The natural (and only) guess is that this is done via the setAttenuateMapPath method for DzMorphLoader(), but this method requires as input a string "mapPath", and I could find no usable information as to what this path should look like.
    So after banging my head on the wall trying to see if I could find a mapPath somewhere for reference, I went along the lines of what you suggested and wrote my own attenuation code. The keys were a MCasual script, which taught me how to modify morphs at the level of deltas, and a bit more digging on the documentation to track down how to read weights.
    In the hopes that this will help the next guy who runs into a similar issue, here's a no frills script for attenuating an already existing morph by an existing weight map in a DFormer.
    P.S.: After some testing, it seems like the code below attenuates a morph in the exact same way as the Morph Loader Pro does (i.e. this code and "Attenuate By" produce exactly the same morph), so that's neat.
     

    // Script for attenuating an existing morph
    // according to a weight map stored on a DFormer
    
    // With the figure/prop selected,
    // the following finds the deltas for
    // an existing morph "initial_morph"
    var node = Scene.getPrimarySelection();
    var obj = node.getObject();
    var morph = obj.findModifier( "initial_morph" );
    var deltas = morph.getDeltas();
    
    // Given the DFormer "my_DFormer" (not the base nor the field),
    // the following finds the weights associated to the DFormer
    var deformer = Scene.findNodeByLabel("my_DFormer")
    var modifier = deformer.getModifier(0)
    var weights = modifier.getInfluenceWeights()
    
    // The following creates the deltas for the new morph "new_morph",
    // attenuated by the field on the DFormer
    var newDeltas = new DzMorphDeltas();
    for (i=0; i<deltas.getNumDeltas(); i++){
    var idx = deltas.getDeltaIndex( i ); // this converts the indexing on the deltas to the index on vertices
    var v = deltas. getDeltaVec( i );
    v.x *= weights.getFloatWeight(idx)
    v.y *= weights.getFloatWeight(idx)
    v.z *= weights.getFloatWeight(idx)
    newDeltas.addDelta(idx, v );
    };
    
    // This creates the attenuated morph from the new deltas
    var mod = new DzMorph( newDeltas );
    mod.setLabel( "new_morph" );
    mod.setName( "new_morph" );
    obj.addModifier( mod );

     

    By

    LAP LAP February 2021 in Daz Script Developer Discussion
  • Michael 8.1

    sandmanmax said:

    Ok - I caved and bought Michael 8.1 with my PC+ coupon (I really wanted the shader and body hair).  So I've been testing various stuff and noticed the body hair seems to stick out a lot.  Is it dforce and do I need to run it thru a simulation to get it to lie flat? Is there a morph I didn't notice?

    It is dforce hair. 

    By

    AllenArt AllenArt February 2021 in The Commons
  • ENGLISH BULLDOG - A BULLDOG - AN ENGLISH BULLDOG

    Bundle was entirely too expensive, but I bought the Bulldog morph and poses separately. The jacket is in my wishlist. 

    By

    MelissaGT MelissaGT February 2021 in The Commons
  • Daz to Unity Bridge - Meet the Team

    Thank you very much for your hard work. Daz to Unity bringed me to the Daz3D word and convinced me to drop my own human base in order to use the cloths library from Daz3D store in unity. It wouldn't have happens if there wer'nt a tool like this one at the first place, so perfect timing.

    If I had to make a feedback that would be to allow somehow to export models alone without the main base in unity, and keeping their morphs along with their rigging. Actually it doesn't support it and I only have been able to use this bridge to get the base model in Unity (Which is already super cool). For bringing all the cloths separately and keeping the morphs of the model I had to use a project morph in the software and to export them as .FBX, before importing them back in Unity.

    That would also be nice to allow the user to choose to export to Unity multiples materials for a single mesh, if they exist. Actually I have to export as FBX the same piece of cloths multiple time under different names in order to have all the textures available in a folder outside of the software.

    But whatever, I can only see a bright future for this bridge. Thank you for making me come in Daz3D and keep up the good work, you are awesome !

    By

    bouchiermonodtristan bouchiermonodtristan February 2021 in Unity Discussion
  • "There's Always Another Sale™" Sales thread: Report Issues Here

    Charlie Judge said:

    Novica said:

    Rod Wise Driggo said:

    Are the prices finally through the roof? I mean "Baxter's Puppy Love Bundle" contains only 8 items but is listed for a massive $156.95 list price.

    If I put all the single items (including Dog 8 & Spacesuit) in my cart I end up at $51.28.
    If I put just the 6 items I do not own yet in my cart I end up at $38.68.

    So I guess the base price must have been entered wrong.

    I bought the individual items (minus the parka, the Daz dog) and got about what you did. Buying separately was a better deal. The price is jumping around because I just tested the bundle and it was $76.91 and 50% just now. It was better than that previously, as you mentioned. (Slightly over $50)

    Same thing happened to me. The minute I bought the bulldog seperately the extra 30% for owning the DAZ Dog and the Dog Spacesuit disappeared. So, I guess if they fix the bundle price later I will be out of luck.

    It's a grotesquely overpriced bundle, especially since it's extremely unlikely that the spacesuit will even work on the bulldog morph well.  The idea that a less than pro-quality Bundle now has a base price of over $156.95 is beyond price gouging even before one factors in the fact that it's partially filled with previously sold item.

    By

    Cybersox Cybersox February 2021 in The Commons
  • How to create morphs attenuated by weight maps?

    I'm not sure that Morph loader pro is exposed to scripting, so you'd have to write your own attenuation code - you should be able to get the deltas and attenuate them (that is, reduce them - though from your description I suspect you just need to seelctively zero them) and use the verteices' position to figure out if they are left or right. Shape Splitter can do it, and I think that's a script rather than a plug-in (or was initially). I did once start a similar splitting script in DS 3 and although it didn't get far it was possible, or at least looking possible.

    By

    Richard Haseltine Richard Haseltine February 2021 in Daz Script Developer Discussion
  • Michael 8.1

    Ok - I caved and bought Michael 8.1 with my PC+ coupon (I really wanted the shader and body hair).  So I've been testing various stuff and noticed the body hair seems to stick out a lot.  Is it dforce and do I need to run it thru a simulation to get it to lie flat? Is there a morph I didn't notice?

    By

    sandmanmax sandmanmax February 2021 in The Commons
  • need help finding a morph, assuming there is one

    I need a kitsune (anthrpomorphed fox) for a piece of art, does anyone know where i could get one, preferably free but i can pay for one  assuming it isn't too expensive

    By

    Sdragon Sdragon February 2021 in The Commons
  • Gianni 8.1

    empty said:

    Yep, me again - hoping the squeky wheel gets the oil. I know, I know, it ain't probably gonna happen, but there's no harm in pushing the narrative. Maybe a PA might create a collab line of 'Retro Daz Stars of Yesteryear' and bring back some time honored classic figures for the 8.1 series as a one-off.  Anything is possible. 

    Hey, you never know. Maybe the reason he got pulled after we saw a morph fit for him -- assuming it wasn't an outright error -- was because they thought, "You know, we already have The Brute planned as a sort of muscleman type, if a lot more stylized than realistic. Maybe we should hold Gianni for the planned 8.1 generation, since we probably won't repeat Brute for that."

    My suspicion, based on nothing besides history, is that for 8.1 they'll probably repeat all the characters that have repeated from Genesis 2 through Genesis 8 (I think that's Michael, Victoria, Olympia, Gia, Darius, Monique, Aiko, The Girl, Lee, Mei Lin and Teen Josie -- the other repeats, like Stephanie, Eva, Mika, either didn't start until Genesis 3 or skipped Genesis 3). And it's not out of the question that some of the others might repeat as well (especially Stephanie, I'd think). But depending on how long they plan for G8.1 to run -- at least a year, probably longer, I'd guess -- they'll need other characters to fill in for the biweekly tempo they've tried to maintain. Yes, some of them will be nonhumans and minibundles, like Baxter the Bulldog this week, but most will be human. So why not stick Gianni in one of those slots?

    By

    vwrangler vwrangler February 2021 in Product Suggestions
  • How to create morphs attenuated by weight maps?

    Hi, 

    Recently I've been creating joint controlled morphs that affect both the base figure and a graft on that figure.
    Moreover, as I want the morphs to be controlled by both left and right joints, this effectively means that each obj file needs to be processed into 4 separate morphs (i.e. left and right versions for both the base and the graft).
    After a good deal of experience doing this manually (and still having more morphs planned), I've decided to try to automate this process.


    After some time learning about Daz scripting (this is my first time scripting in Daz, but I'm fairly proficient with Python, and have non negligible experience with Javascript), I think I've figured out how to automate most steps, but I'm having trouble with spliting morphs into left and right versions. More precisely, the way I do this manually is by using the "Attenuate By" option in Morph Loader Pro with the attenuation given by a weight map on a DFormer on the figure. However, the Daz script documentation on how to attenuate morphs seems rather lacking.
    Thanks in advance for any assistance.
     

    By

    LAP LAP February 2021 in Daz Script Developer Discussion
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