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Are there any actually good face cloning tools out there? (E.g. not Facegen or Headshop)
Do you know this guy? This is Face Transfer and they are very easy to create.
To the Blender users????? or you can export genesis, sculpt it however you want, and import it back as a morph. You aren't limited to dial spinning. you could also paint textures on a morphed shape, make new uvs, create a different rig if you feel like it - now some of these things you need an external program (tbf if we're talking texture painting odds are you're using an external program for blender too - blender's texture painting tools are less than great) but you need external programs to do stuff is very different than "can't be done" if you're completely excluding external programs then the real problem is that you can only render primitives morphed with dforms as ever mesh was imported from another program.
You don't even have to start with the same geometry - you could import a completey custom figure rig them etc (there are several non genesis figures right in the store)
edit: I would say access to the sort of equivalent of being able to make HD morphs for non-pas in blender (via multiresolution sculpting) is a tick in blender's favor on the character creation front
you can definitely do custom uvs for genesis though - I've even made some
Exporting Genesis and sculpting however you want then importing it back as a morph is still starting out with the same mesh, manipulating the mesh, and using a morph to change that same mesh. No matter how you look at it, making new characters from a base mesh via morphs is still being limited to the given number of polygons. In other words, you need a lot of polygons to shape a base mesh into a completely new character, and in some cases not all of those verts or polygons are necessary to the shape. In other words, there are often extraneous polys on the character that aren't doing anything but taking up resources. If you model a character the way you want it to begin with, this isn't usually a problem, if you know what you're doing.
you could also paint textures on a morphed shape, make new uvs, create a different rig if you feel like it - now some of these things you need an external program (tbf if we're talking texture painting odds are you're using an external program for blender too - blender's texture painting tools are less than great) but you need external programs to do stuff is very different than "can't be done"
Very true. However, where do you do all that work aside from rigging? Probably you'd need something like Blender. So again, modeling and making a character the way you need it to begin with is probably more efficient, and you can be very specific with polygon count. If you're going to go through all that trouble of making completely new UV sets and rig on a high poly character morph, it seems to make sense then to just create a new one from scratch. I'd have to assume you would if you can do all that anyway. Making one from scratch allows you to be much more efficient with polygons and UV's anyway.
I didn't mean to suggest stuff like this can't be done with DS, but most of this type of work would require an app like Blender anyway. And sure, texture painting is often done in other packages with Blender but it doesn't have to be. That's just an option and a choice. Are there texture painting options built into DS that equal those available in Blender? I honestly don't know that answer, I'm not being a wise guy there.
DS can absolutely create characters. No doubt about it. However, the efficiency and specificity of character design in Blender (or other software packages like Blender) are what makes it stand apart. Maybe I don't need a character with 19,000 polygons (or whatever Genesis is these days) for a particular project. With DS, I'm kind of stuck with the Genesis base mesh no matter what amount of morphing I do to it unless I turn to an outside application like Blender and generate a brand new base mesh. Then you are correct in that I can import that back into DS and rig it, etc.
To the Blender usersgregsgraphics_cafd0962a0 said:
The downside of character "creation" in Daz is that everyone is starting with the same geometry, and while it's very convenient to shape a character using morphs and packaged assets, there's a limitation to how customized you can get. For example, when you start creating characters from the ground up, you can decide how many polygons to use, and where it's best to put them. You can decide how to rig the character with manipulators and helper objects in the rig itself that make animation much, much faster and easier than playing around with dials. You get to paint textures that match the geometry from scratch, so there's no warping or stretching of the UV's which is very often a problem with morphed characters. Texture stretching becomes very much noticeable on models if the morphs are extreme.
So in that regard, when it comes to custom character creation, Blender does offer the tools to do it the right way. It's not as fast or easy as DS, but it's certainly more powerful and as long as you know what you're doing you will get exactly what you want or need, right down to the last pixel and polygon, with little to no wasted geometry or textures.
????? or you can export genesis, sculpt it however you want, and import it back as a morph. You aren't limited to dial spinning. you could also paint textures on a morphed shape, make new uvs, create a different rig if you feel like it - now some of these things you need an external program (tbf if we're talking texture painting odds are you're using an external program for blender too - blender's texture painting tools are less than great) but you need external programs to do stuff is very different than "can't be done" if you're completely excluding external programs then the real problem is that you can only render primitives morphed with dforms as ever mesh was imported from another program.
You don't even have to start with the same geometry - you could import a completey custom figure rig them etc (there are several non genesis figures right in the store)
edit: I would say access to the sort of equivalent of being able to make HD morphs for non-pas in blender (via multiresolution sculpting) is a tick in blender's favor on the character creation front
you can definitely do custom uvs for genesis though - I've even made some
Changing the value of a morph on a g8 figureThis seems to work, as a proof of conceept rather than a proper script:
// make sure a figure is selected var oFig = Scene.getPrimarySelection(); var oObject = undefined; // make sure we got a figure if ( oFig && oFig.inherits( "DzSkeleton" ) ) { // get the object oObject = oFig.getObject(); } // if we have a valid object if ( oObject ) { // get the Forearm Size morph var oMorph = oObject.findModifier( "PBMForearmsSize" ); // get its value channel, if it was found if ( oMorph ) { var oValChan = oMorph.getValueChannel(); // if successful, set it to 1 if ( oValChan ) { oValChan.setValue( 1 ); } } }Changing the value of a morph on a g8 figureIf it's actual morph those are on the figure, not the bone. You get the object from the figure node http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/object_index/node_dz#a_1a5b6bf06e4ee1b03b841f22efb27b3e3b , then the modifier can be found on the object (by name, rather than label) http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/object_index/object_dz#a_1a259d193e74e4003ab512d904e214509c . Once you have the modifier you get its value channel as I recall (DzModifier dosc are curently offline) on which you can then use setValue( val ) or one of its variants (setting at a time, for example).
Update to Genesis 8 Figure Teased - Daz Blogscott762_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
Shrinkwrapping a custom head to G8?gibrril_fa945a6cee said:
So you can't convert a custom blender head to a G8 head morph in blender?
Well "I" can't - but allegedly some can do so using Blender.
Is this custom blender head an .obj you can send my way? I can see if Facegen will load it. IF it can, then I can have it make morphs with it for any of the Genesis people - so do let me know also which figure you want it for. {you could upload it to Google Drive for example and PM me the link}
.....................................
Hmm ... this might not be a solution for you. I found a wrinkled old man's head .obj and tried it. Facegen does its thing and the general head shape is made. It did not make all the lumps and bumps! n.b. the .obj was not ideal as the expression was not 'neutral'.
{to make the character in D/S would then require either using existing wrinkle morphs and/or making additional morphs in the normal manner {not via shrinkwrap}}.
Shrinkwrapping a custom head to G8?So you can't convert a custom blender head to a G8 head morph in blender?
Update to Genesis 8 Figure Teased - Daz Blogalgovincian 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.
Changing the value of a morph on a g8 figureThis seems insanely simple, but the sample scripting and other questions posted on here do not seem to have much direction to give me.
I want to change the value of a handful properties so I can run a script and have the selected propertyies' value change to a value written in the script.
I know how to select the figure and read the skeleton and locate bones, but I'm not quite sure how to find a property and then change its value. Is there something similar to "findbonebylabel" but for morphs?
Thanks.
Fitting G8F heels to G8M-based model?Richard Haseltine said:
Using https://www.daz3d.com/weaver-outfit-for-genesis-8-females
- let AutoFit do its thing
- pose Genesis 8 Male to show the shoes' deformation
- select left foot
- activate the Node Weight Map Brush from the Tools menu
- In Tool Settings select general Weights - you should now see red to blue shading over much of the model.
- right-click in Viewport>Brush Mode>Geometry Selection
- drag to select some vertices at the bottom of the heel going all the way around, you can use ctrl to add to the selection and alt to subtract
- press ctrl + to keep growing the selection until it has the whole shaft but not going into any non-red areas - doing this avoids having to click-select in iunaccessible areas
- right-click>Weight Editing>Fill Selected
- enter a value of 100% and click Accept
The heels should then straighten out. You can of course then do the same for the other foot.
In this case there was already a Smoothing Modifier applied so I just changed the smoothing type to generic (because the base shape has some baked in wrinkles) and added a couple of iterations - if there's no Smoothing Modifier initially you can apply one through Edit>Figure>Geometry>Apply Smoothing Modifier. It's not perfect, but once it has textures it should be usable. The technique won't work for platforms, of course, and might fail for heels with thicker attachments or shoes with thicker soles but ti should give a starting point.
I think there's something else going on here too. Every time I load the shoes I'm wanting to use, the character's full body morph gets overridden and defaults/reverts to G8M. Not sure how to explain that one.
G2 clothes convert to G8Hi everyone. Happy Christmas
I am sitting home and trying to convert clothes from G2 to G8. It is not working properly as whe I do that, doesnt matter if I use auto fit, transfer utility or rssy clothes converter I have problem with this: (plese see attached pic)
Is there any way to fix this?
It was originaly for poser but I managed to transfer to daz for G2. now I am trying to convert from G2 to G8
Update to Genesis 8 Figure Teased - Daz Blogscott762_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
Gianni 8.1For what it's worth: you can kinda sorta get Gianni 6 shape to G8M, depending on what things you have, and how much work you're willing to go through. For the easiest method, you'd need to have Character Converter G2M to G8M to do it. There are other methods, but that way would be the simplest. (His texture would require a few other things, because he was done back in the days of unique character UVs, and because he's two generations ago, when the texture had a different layout.) You can also use XTransfer or Character Converter G3M to bring Gianni 7 over.
I wound up using a different process -- partly by accident, actually -- but Gianni 6 came through mostly OK. He looks ... closely related to himself, let's say.
I've got something else rendering, and then I have to take care of some other business, but I can do a render for you later tonight, if you want to see how they compare.
(A Gianni 8 morph was reportedly seen in the morph list for some product -- I don't know which one -- but that was nearly three years ago now. I think that was almost certainly some kind of mistake; it's been just over two years since the last of the Genesis 3 characters -- Eva 8 -- had a new version for Genesis 8.)
Shrinkwrapping a custom head to G8?Thanks for the replies. I would like to use the shape of my custom head as a morph for the G8 head that I could then just dial in. How would I go about that in Blender? (Or DAZ) Thanks a lto, kind regards, Me
DazToUnreal Not Visible in Unreal Editor Plugin ListHi. Please read this article and follow those steps : https://www.daz3d.com/forums/discussion/452926/daz-to-unreal-bridge-materials-plugin-fix-morph-exporting-smooth-meshes-fix#latest
No Pose Controls on Import [SOLVED]Same here, I foolishly upgraded to 4.14 because I thought I could make use of the IK rig exporter to c4d in the video above! But now Ive got zero morph controls on all the exports, which is way harder to set up then an IK rig. :( woud like to roll back but I cant find my zip...
Are there any actually good face cloning tools out there? (E.g. not Facegen or Headshop)Paradigm said:
What if I have neither?
Commision TritiumCG to create a morph for you ?
Seasons greetings from Steve.The Marvelous Designer ThreadIn Esha's content creation series of tutorials, available on the store, what she did was she made two versions of the garment - the 'final' draped version and also a 'tight' version. The 'tight' version would be derived from the 'final' draped version of the garment, and would be created so that it more closely follows the contours of the figure compared to the more loose 'final' version.
She used the 'tight' version when running the transfer utility. This was a way to reduce errors in the transfer utility assigning rigging to wrong parts of the mesh. Because the tight version hugged the contours of the body, the transfer utility did less guess work in assigning weights to the bones etc.
The 'final' version was used as a morph (via morph loader pro or via Update Geometry).
Improving load timesvwrangler said:
The tricky part is actually going to be keeping track of which scenes/characters use those morphs and which do not. Opening up such a scene without making sure that the unused morphs directory is checked will result in a lot of "this morph could not be found" messages when you open a file, and the characters will look wrong when you eventually clear the mesages. You'll then need to remember to close the file without saving, check the directories in the content directory manager, and reopen the file.
I had hoped that DAZStudio would be able to find the absolute path name. That tricky part kindof ruins the work round. Requiring per-scene CMS setups, while better for many than the current behavior, doesn't really work. The only obvious thing is to have a "used" installation directory and an "unused" version. The "unused" is not normally used, so to speak, except when setting up a new scene with new characters. In that case anything from "unused" that is actually used needs to be uninstalled from DIM and reinstalled in the "used" directory.
Uugh. This is horrible. PLEASE DAZ FIX THIS, sorry to shout. Oops, I lied.










