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Albert Mansion
KK, send to Hexagon
select a vertex and grow rotate, translate, send to DAZ studio
create morph
The trouble with a morph is that it looks bad at intemediate values, since the vertices travel in a straight line.
Rigging the elements that work well with the other tools should be be tricky, convert to a figure (Edit>Object>Rigging), use the Joint Editor to add bones (right-click>Edit>Create Child Bone as I recall), then use the tool to place the centre point on the hinge; weighting the bones should simply be a matter of selecting the geoemtry, as above (click with the Geometry Editor to select one polygon then cmd/ctrl * sounds like it would handle most doors), then with Node Weight Paint Brush tool active select the general Weights map for the bone, right-click>Weight Editing>Fille Selected, make the value 100%.
I did suggest that in another thread on the New Orleans corners

but you also if doing still renders can create a few morphs with partially opened doors ´
tooWhat is the character morph and sci-fi suit on the freebies background image?What is the character morph and sci-fi suit on the freebies background image?
https://www.daz3d.com/media/freebies/fall-web.jpg
Can anyone identify it? Is it available on the shop?
dforce elven lord hair@melissastjames no need morphs or PA tools. To simulate a subset, you can simply freeze parts that you want static or use the "simulate selected" option. I am playing around with it now and will post some examples later today unless I run into problems.
ciaoTD
Yes, but how do you simulate the same part twice? So if you have a super extreme pose, typically you would simulate say half-way...then export to morph, clear that first simulation, and then simulate again using the morph that the first simulation gave.
dforce elven lord hairI believe the demo pictures shown, meaning the poses with the extreme hair drapes, though they do demonstrate what can be done with dForce hair, are very much for advanced users. I'm curious as to how one would do multiple simulations of SBH. With the cloth system, you could export to morph and then simulate again, but I'm not sure that can be done with SBH...at least for the average end-user who does not have access to the dForce SBH tool.
I'm happy for those who buy and like it, but honestly...it just doesn't look like hair to me. I know dForce SBH is still relatively new...but I haven't seen much in the way of overall improvement across the board with it. I have a few pieces that I've gotten with bundles and I don't use them at all for just that reason. Not particular to this vendor...just in general. (This is a vastly sweeping generalized statement about dForce SBH.)
How to save head shape preset?Presumably you used morph properties thata re on the figure node. If they are proeprly grouped you should be able to do it by selecting the ehad group in the list of properties on the figure itself in the options dialogue. The dialogue's menu (lined button half-way down on the right) also has some selection commands that may help.
How to save head shape preset?i only choose head in the preset save option but failed. so how to only save head morph preset?
Albert MansionKK, send to Hexagon
select a vertex and grow rotate, translate, send to DAZ studio
create morph
The trouble with a morph is that it looks bad at intemediate values, since the vertices travel in a straight line.
Rigging the elements that work well with the other tools should be be tricky, convert to a figure (Edit>Object>Rigging), use the Joint Editor to add bones (right-click>Edit>Create Child Bone as I recall), then use the tool to place the centre point on the hinge; weighting the bones should simply be a matter of selecting the geoemtry, as above (click with the Geometry Editor to select one polygon then cmd/ctrl * sounds like it would handle most doors), then with Node Weight Paint Brush tool active select the general Weights map for the bone, right-click>Weight Editing>Fille Selected, make the value 100%.
[Released] ManFriday's Mesh Grabber [Commercial]Looking at getting this addon. Is there a timeframe for when the Morph Load/Save will be available for Windows @manfriday? Or is this already included in the Windows version of MG?
Many thanks.
The Morph Editor for Windows is not released yet. Give it a few more days. :-)
@mattporter, As you can see from the above quote, the Morph Editor is an Addon for Mesh Grabber. Daz marketing decides when to release products, though it's usually pretty quick for PA products. My guess is they decided to keep the Mac versions release separate from the Windows addon release to prevent possible confusion, and that the Morph Editor for Windows will show up after the Mac versions are no longer showing as Still New on the sales page. (I'm not including the catchup weekends, as I don't think Daz will wait until after the PC Anniversary sale to release the windows version. At least I hope not.)
Edit: Also, for future reference, notifications by name are case sensitive, so you need to use @ManFriday to get this PA's attention.
And welcome to the forums!
*Released* Porefectionist for Genesis 8 Females- CommercialIs it normal for some of the dials to be limited to 50%? I noticed the lip dials go to 100% but the rest seem to only go to 50%. I also noticed the most difference in the lips in my test renders, and didn't notice a difference in the forehead. I think my render minimum subdivision was set to 2.
Also, I could only find the dials in the parameters tab. Do they not show up in the shaping tab?
Yes. I did this because you are "layering" the details. You can override the morphs should you need to by clicking on the cog of the morph dial and changing the maximum limits.
If you are using these as just dials, I would try and stick to a total of 300 or 400% as a Maximum total amount to dial in. After that, you can get distortions.
If you are using these to make your normals, you can go much higher and max these out at 100 for each area.
Also, I could only find the dials in the parameters tab. Do they not show up in the shaping tab?
I am not sure why they haven't shown up in the shaping tab. I will look into this.
[Released] ManFriday's Mesh Grabber [Commercial]Looking at getting this addon. Is there a timeframe for when the Morph Load/Save will be available for Windows @manfriday? Or is this already included in the Windows version of MG?
Many thanks.
Albert MansionKK, send to Hexagon
select a vertex and grow rotate, translate, send to DAZ studio
create morph
Vehicles: Real World EquivalentsNow if only I could find a Lotus Seven S II, like the famous KAR120C from The Prisoner series... (and a Patrick McGoohan morph, the clothes... the whole darn village. Pretty sure I could make Rover with dForce and a sphere...)
...there's a Super 7over at Rendo. You'll likely have to tweak materials for Iray and remove any reflection maps as it was done for Poser.
Vehicles: Real World EquivalentsI intentionally left non daz links out of the op as I've seen comments warning against them.
Now if only I could find a Lotus Seven S II, like the famous KAR120C from The Prisoner series... (and a Patrick McGoohan morph, the clothes... the whole darn village. Pretty sure I could make Rover with dForce and a sphere...)
maybe: https://www.renderosity.com/mod/bcs/lotus-seven-serie-2-for-poser/124127
AIUTO...CHI CONOSCE L’ITALIANO? PARTE DODICIA me Genesis1 non rallenta per nulla. Tempo fa feci una prova con e senza i morph installati, stessa velocitá.
Uguale anche con G8, ho fatto numerose prove quando ho reinstallato la vecchia versione, non ho notato differenze.
Credo che a Lenio convenga chiedere al supporto il pacchetto precedente di G8. Perdi la supposta compatibilitá con Face Transfer ( a me funziona lo stesso, solo mi presenta una finestrella di errore) ma almeno non consuma il disco a installare e disinstallare tutta la libreria ogni due ore.
Grazie Imago, ma una soluzione che ha una data di scadenza non fa per me!
I vari aggiornamenti velocizzano Iray, e presto saranno necessari per usare la serie 3000, chissà se all'epoca esisteva il supporto alle 2000, quindi no, non posso affidarmi a una versione vecchia.
Tra l'altro, non ricordo nessun rallentamento con quella versione, e parlando con Richard sapeva di questo funzionamento di G8, quindi dubito sia quella la ragione.Tampono il problema comprando un Ryzen 9 5900X e spostando la maggior parte della libreria su un SSD NVMe, e soprattutto evitando di installare nuove figure/morph a meno che non siano fantastici.
Non è terribile la situazione ora come ora.Albert MansionAbout the front door, there is a small space behind it, like with the windows. It has it's own face group, so it could be rigged (after changing to a figure, adding a bone, setting the centre and end points; a lot of work for such a small part). You could do the same for the other doors, storm cellar doors, maybe some of the windows (most are set crooked in their frames). Still a lot of work.
Or, Mesh Grabber with Rotations. Does wonders for any door, separate face group or not. Now if we could get the Morph editor add-on for the Windows version, it will be a snap to save some custom morphs.
make custom morph to a custom character based on genesis8Yes, the GeoGraft needs to be created against the base figure and then have a custom morph added, if necessary, for the Sakura 8 shape.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE DODICIA me Genesis1 non rallenta per nulla. Tempo fa feci una prova con e senza i morph installati, stessa velocitá.
Uguale anche con G8, ho fatto numerose prove quando ho reinstallato la vecchia versione, non ho notato differenze.
Credo che a Lenio convenga chiedere al supporto il pacchetto precedente di G8. Perdi la supposta compatibilitá con Face Transfer ( a me funziona lo stesso, solo mi presenta una finestrella di errore) ma almeno non consuma il disco a installare e disinstallare tutta la libreria ogni due ore.
Looking for toenail shapes G8FLandon's toe claws are indeed a separate morph, and I don't have Rakshasi myself, but I do have the male counterpart, and those are a separate morph as well.
Looking for toenail shapes G8FThe only thing I can think of is that the character Landon 8 has pointy toenails. If you have him, and if it's a separate morph (I don't remember if it is), perhaps you can use Transfer Utility to move that morph to Genesis 8 Female.
Looking for toenail shapes G8FOsoDreamer's FelineFolk contains a separate claw toenail morph (as, I just discovered, does LadyLittlefox's Thistle). Here are those morphs on an otherwise human character:












