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DAZ Central Isn't Working Correctly
Sorry for the bother, guys, but DAZ Central just isn't working correctly. For example, I just purchased two morph packages through the market place. I installed them through DAZ Central, and I get a warning that files are missing when I open DAZ Studio.
My fix:
I opened the old, trusty DAZ Install Manager, uninstalled the morph packages, and then reinstalled them through the same old manager. Works great!
Also, the bridge to Unreal is b-b-b-b-b-broken. You can only bridge props. Characters are completely f##ked.Are there any actually good face cloning tools out there? (E.g. not Facegen or Headshop)had some of you replicate a Genesis Figure Morph face on Face Transfer to Genesis8?, do it, because you can do a perfect bald face with controlled light and see if really does that it promises with the requisites needed for "the perfect picture to work with".
Short Answer: Nope, does not work.
Superheroes Rebooted - Renders AssembleDemesis said:
Thank you!
Most of it was done with Face Transfer, at least to get a starting point. Then lots and lots of texture editing and some manual tweaks with morph dials. Some were definitely a lot easier than others!
Well, however you did them, they are amazing.
Merging Products TogetherGemini Queen said:
Catherine3678ab said:
It's meant for use to convert clothing items between the figures.
However, female selected, over on the Parameters Tab there is the "Transfer to Genesis8Male" and there you go. One male with the female geograft still attached.So I haven't used my Christmas code yet, and I'm not sure if I could get this as a standalone thing with the coupon, but! The things I'm trying to convert/merge are body parts. So I could use this to take body parts from the G8F and merge them onto the G8M?
No. By the way, codes don't last forever, we tend to use them the day we get them. I think the code was good on Christmas and Boxing Day - but for a total of one use.
Given how you were wanting a male to have a female part, this would enable you to have a male looking figure with a female part. However I see by your next post that you are truly trying to really complicate the figure. I would highly recommend rethinking your project.
A geograft uses part of the target figure's mesh in order to be a geograft. It is not intended to be used on ANY other figure.
If you start remodeling the figure - which is what you would be doing by physically attaching a whole bunch of parts together as one mesh - ALL the uvmaps, morphs, rigging, everything would also have to be redone. Considering that the models are used in Daz Studio to render images, it does not make sense to do all that work when all one has to do is have them in the same scene. They can look like they are together without actually being physically together. 'k.
Daz3d to Unreal Engine BridgeI see that you've added support for Environment Transfer on the version you have in the Unreal Marketplace. Will these new features be available on the free version in the Daz store?
I check in my changes to GitHub, so when they release the next update it should have them.
Merging Products TogetherCatherine3678ab said:
It's meant for use to convert clothing items between the figures.
However, female selected, over on the Parameters Tab there is the "Transfer to Genesis8Male" and there you go. One male with the female geograft still attached.So I haven't used my Christmas code yet, and I'm not sure if I could get this as a standalone thing with the coupon, but! The things I'm trying to convert/merge are body parts. So I could use this to take body parts from the G8F and merge them onto the G8M?
Are there any actually good face cloning tools out there? (E.g. not Facegen or Headshop)daveso said:
I've tried face transfer a few times and got less than satisfactory results, but tonigh, after seeing this thread, generated one from a photo on the net ... What I've found to be key, as stated, good direct lighting, no shadows, and no hair in face. Pulled back results in great image.
One big flaw with Face Transfer is that it does not use any texture maps at all besides the basic color. The eyebrows are reddish because the there is no translucency map, and the color field is red. You need to add the trans maps, you can just add the color maps you got in them. You can then tone down the trans stregth value, and maybe lighten the color away from red. A simple trick is to load a material preset from a similar character, and replace the color maps and trans maps with what Face Transfer gave you. You might need to disable normal maps.
Are there any actually good face cloning tools out there? (E.g. not Facegen or Headshop)Paradigm said:
What if I have neither?
Well, you are not going to like the answer.
Creating a 3D model from a face is not an easy task. The apps already mentioned are still going to be better than most. Facegen has been around for a very long time, and has been used in some video games for face capture and some other apps. A mod for Elder Scrolls games allowed players to use Facegen to create faces to import into the game.
These apps rely heavily on the quality of the picture you have. If you have low res pics of celebrities, forget it. It is going to be terrible, and no software can help you. Even a high res image is not necessarily good enough, either. The photo must be taken with a reasonable field of view and controlled lighting. A lot of people completely overlook this. This topic has been brought up numerous times over the years, and many times somebody will post their source photo, which they claim was great, and it turned out the photo was actually terrible. If you are too close to the camera the perspective will skew the results, you'll have a huge nose.
One issue these apps can have is the transfer process itself. Even Daz's own Face Transfer does this. They create a 3D mesh inside the app, but this mesh is not Genesis. They must convert this to Genesis, and that in turn loses something. This particularly effects Facegen. FG predates Genesis (yes, it is that old,) and so it was not designed with Daz in mind. The Facegen app for Daz basically converts the FG model to Genesis. FG was designed with gaming in mind, and gaming models are completely different, like how game models are buildt on triangles rather quads.
I suppose there could be a round about method of using a non Daz face generator to create a 3D head without Daz at all, and then using something like Wrap3D to wrap Genesis to match that model. But this work around method is also very labor intensive, and while Wrap3D can be powerful, it has some pretty major limits. Wrap3D cannot handle models with any internal geometry, like the mouth, teeth, eyes. It cannot handle any geometry that is not connected, like the teeth and tongue. These areas must be removed. After wrapping the software can replace them, but they will be badly mutilated. That means the user still needs to know their way around modeling software to fix these. This not for the feint of heart.
Those deep fakes? They require a ton of work, too. They are not just as simple as scanning a pic. There are some apps on mobile that do short ones, but they all take shortcuts to make it look somewhat ok. A proper deepfake requires effort, just like a proper 3D model requires effort. Also note that deepfakes are always moving pictures, and at low resolutions. HD resolution is pretty low compared to most still images, and since the deepfake is moving, the inperfections are less visible. The wild deepfakes you see on youtube required many photos from different angles, and different expressions, and lots of prep and processing.
As tech moves on, I do expect these types of apps to improve a lot. I think deepfake tech will play a key role in this. But it also comes down to money. You guys need to understand that Daz is pretty niche. Anybody who creates software is going to want to make that money back and turn a profit. Most content sold at Daz is made by just one person, or very small groups of a few people. This sort of thing probably requires a decent sized team to pull off to get the results you guys are looking for. If there is money to be made then the software will come, but most of these apps are built targeting mobile now, since that is where the money is. I think the Daz Face Transfer plugin has roots in mobile, too. So even Daz's own plugin is just a port of existing mobile tech.
Possible to attenuate effect of character FBM on specific regions using weight map?Thank you, Richard. After I posted I did see the Morph Loader Pro/d-former weight map technique in a tutorial, I'll give it a try but I was hoping there was something less roundabout. Everywhere I saw this done it was worth the effort because it was ultimately something that could be useful more than once like splitting off the head from the body. But in my case I'd have to go through the steps for every new combination of character and clothing, since I'd be working with the version of the FBM that transferred to the clothing rather than in the figure.
Although I'm thinking it might be worth trying to use this technique to create versions of my most-used character FBM's that don't morph the figure's breasts so that I can dial that in and transfer it to any piece of clothing I use on that character going forward, that might make it more likely to be worthwhile.
Anyway, thank you very much for your help.
Auto Muscle Enhancer HD [Commercial]mikethe3dguy said:
I'm really impressed with all the work displayed here, and would love to create some ripped G8 female characters using AME. But my understanding is that without a G8F version of the product, you have to start with G8M. I'm really not clear on that process - can anyone give me some first steps or a link that describes them?
I was originally holding out hope that D.Master would release the female version since it seemed so close and I had existing, established female characters I wanted to modify. I didn't think I could mimic them (facial features, etc) using a G8M base. But at this point, I need to start moving in that direction.
Thanks in advance!
You can see my posting on page 24, that Transgender G8F clone basically mimics the look of the G8F on the G8M platform. After that you copy or transfer face and body morphs via the Edit-Figure-Transfer Utility from your G8F onto the G8M. You will of course need to ERC freeze each transfer, and then save as a Morph Asset to store the transfer on your figure. So no matter what you will have the Transgender morph (the face is not separate) and then the faces and body morphs you transfer on top of the transgender clone. There are videos showing how to do this. Pretty straight forward once you have successfully done it. The characters faces come out very accurate to the G8F version, The breast/chest area is not as accurate, especially on small breasted models. I have tried to move or clone the AME onto the G8F platform, but without the ERC freezes, there are over 50 sub-morphs that need to be mapped to ERC frozen to multiple movements. I have tried a few, but do not have D.Masters talent. His textures or Geo-shells also don't move in this way, so the muscle striations don't show up correctly. Using the two step G8F clone and then the Transfer Utility tool, I have now moved 14 body morphs and heads into the folders, so I can mix and match away. Once I get an outfit fitted i also just save it as a wearable preset, then you can add it with just a few clicks! Good luck, I will say that everyone that seems to get this product, doesn't want to make a character without some of it dialed in. Attached is a quick color coded representation (pink is actual G8F with the AME body morphed on) The second one is a character mix with my ongoing bicep work trying to mimic the AME product on the G8F platform. Just know that it can be done, I have shared my tricks and tips in this forum, and am happy to continue that. My moto is if someone else can do it with the DAZ tools, there must be a way! I always use the ASE on the G8F platform on every character, it is a highly useful tool in and of itself! That's all for now. TD
Are these supposed to be twins?IsaacNewton said:
Leana said:
The only similar things I see between them are the brows and that smile morph.
The face, jaw line, chin, eyes, mouth, nose and ears shapes are different.
You have both characters? Or do you see all that from the two images?
You're not stuck to the two images. You can go into the store and look at all of the promos for both products.
Unreal Engine 4.26 is Oùt!!!moreffector said:
metaside said:
Quick question: I'm still on 4.25 right now because of some plugins, but how would I update the bridge? I noticed that in DIM it still seems to be an old version "Packaged Date: Monday, August 24, 2020 11:22:44 PM (2020-08-24T21:22:44Z)".
Oh and merry xmas / happy holidays everybody!
Here is an article : https://www.daz3d.com/forums/discussion/452926/daz-to-unreal-bridge-plugin-showing-problem-morph-exporting-fix
Stick with 4.25, and use the original package from the original DAZ Installer. I tried going through DAZ Central asked me to install both DAZ Studio and DAZ to Unreal, even though I had both. But after trying to find a fix for characters not coming across, I had to reinstall everything. I then relied on DAZ Central for everything, and nothing worked. Went back to the original installer, and I got everything back up and working again. Props will come across nicely, but characters are still an issue.
Use this video to get the characters across:
https://www.youtube.com/watch?v=BkDakjwPd7o
I don't think they come over with eyes, however. Not sure. Need to check again.
What a mess![Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]nabob21 said:
Hello,
I am trying to convert some G3F characters that use Victoria 7 as well as the G3F base figure. When I do a conversion using the Convert Scene Character method it does the conversion in a relatively shoert period of time. However, it doesn't seem to create character morph dials that I can turn off and on, or dial back as I see fit. And like it states in the PDF manual, this method doesn't create character presets.
I have converted some characters that use only the base G3F figure using the "Convert Character" method and it does create character morph dials and the character presets which is what I ultimately want to do. In these cases the character conversion is done in a relatively short period of time.
However, when I try to use the "Convert Character" method to convert a G3/V7 character that I can convert using the "Convert Scene Character" method, the conversion method now takes hours and hours to run. So long in fact that I have had to cancel the script (my last attempt ran for over 7 hours and was still not near completion).
Does anyone know why this is happening, and if I am doing something wrong?
Thanks in advance for any help.
nabob21
My first thought is that somehow the script has detected a lot of changed morphs. Without seeing the Daz log, I cannot say much more.
[Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]Hello,
I am trying to convert some G3F characters that use Victoria 7 as well as the G3F base figure. When I do a conversion using the Convert Scene Character method it does the conversion in a relatively shoert period of time. However, it doesn't seem to create character morph dials that I can turn off and on, or dial back as I see fit. And like it states in the PDF manual, this method doesn't create character presets.
I have converted some characters that use only the base G3F figure using the "Convert Character" method and it does create character morph dials and the character presets which is what I ultimately want to do. In these cases the character conversion is done in a relatively short period of time.
However, when I try to use the "Convert Character" method to convert a G3/V7 character that I can convert using the "Convert Scene Character" method, the conversion method now takes hours and hours to run. So long in fact that I have had to cancel the script (my last attempt ran for over 7 hours and was still not near completion).
Does anyone know why this is happening, and if I am doing something wrong?
Thanks in advance for any help.
nabob21
Shrinkwrapping a custom head to G8?WendyLuvsCatz said:
importing in morphloader you can also attenuate by body part
Thanks for the reply! How do I do that? Also, I have yet another question... :) I am now creating custom heads in Blender on a regular basis, but I made one for which the eyes pop out of the skull now... I can't for the life of me figure out how I need to readjust the eyballs in such a way they are lined up perfectly with my new mesh... Whenever I try and then apply the morph in Daz Studio, I can see the eyes moving off centre... Does anybody know how to keep the eyes steady? Thanks a lot!!!
Saving face morphsFile>Save As>Shaping Preset, and if necessary use the options dialogue to save only the values for your morph and the John/Jane Doe. Note, however, that this does require you to save your morph - it won't work if you used Face Transfer in the non-saved version, so if you are still using the free version you will have to use up one of the limited number of saves.
Saving face morphsYou probably can play with ERC for getting what you want but I would recommend the usual way of turning anything into a morph exporting sending the figure to hexagon/zbrush/obj
Then zero your morphs and reimport exported future as a morph.
there is also a way to combine all numbers into one slider so that when you want to apply it all those morphs will be applied but that will be more hassle.
Sculpting male and female anatomical elements in ZBrush workflow suggestionsI do have some experience with this but what exactly you are trying to do anyway? normally if you just edit the graft you should have no problems at all, so I suspect that you are trying to do some extreme expansion morphs ;) Also, I do not see that many morphs out there who can go beyond the graft so everyone is mostly going the easy route.
My suggestion for that would be to import both figure and graft with deformations and probably already applied some initial morphs as usual as disconnected items.
then modify host figure in some ways expecting that this modification will be projected to the graft as well. Probably your modification will start with scaling up a certain part which will proportionally scale up the graft and then fixing the surrounding area to bend it with the unaffected body
send modification back to Daz and create a morph for the host figure apply it and look at how your graft was affected
if it does not look good, go back to brush undo changes or make other changes and make a new morph and do that until it looks reasonably good.
then send all that figure with the graft back to brush again and now you can work on the graft
when everything looks finished and you want to create a consolidated morph keep in mind that morphs will be created as differentce from what you see in daz and what you send from zbrush
that's a pretty messy work flow, but I don't know any better way to do it.
Blender Cloth Brushgregsgraphics_cafd0962a0 said:
I haven't tried it on a Daz asset yet, but I know for certain that you can use the Cloth brush in sculpt mode to create Key Shapes of a mesh inside Blender. This means that using the cloth brush will work as a morph. Shape Keys in Blender are the native equivalent to morphs in DS. Obviously, for the cloth brush to work properly, you need a mesh with a sufficient number of vertices to begin with but yes that should work fine.
Thanks - I hope to get around to trying this later but are you saying that the vertex count is not affected? I was also wondering whether a workaround for any lack of mesh density might be to use the Multires modifier. I think I saw a video a while back which mentioned that it is non-destructive which I took to mean that the vertex count is maintained. I can't find the video now though.
What happened to Face Shop and image overlay?Gordig said:
Do you mean FaceGen, or Head Shop?
Head Shop used to be called Face Shop and the Image Overlay I never heard of but if sounds similar to the DAZ Studio build in feature 'Layered Image Editor'.
Since then there is also the FaceGen Artist Pro and Face Transfer products in the DAZ Studio library.











