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Mesh grabber morphs windows version
Is the Mac segment of DAZ larger than the Windows user base? I always thought it would be the opposite, so I was kind of surprised the there was no concurrent Win version released. The 5% off the cart total was a good deal, but the MG add on was the only thing I was interested in but I guess I'll have to wait for tomorrows new releases and hope it's out and the 5% sticks around.
Look for the commercial thread. There is the explanation: ManFriday did the Mac version of MeshGrabber and the AddOn and while doing so added the Morph Editor. So this addon will be coming a little later for windows it seems. But hey, I've waited for the Mac version for almost a year so a couple of days should do no harm, right.
Geo-Graft head QuestionDoes the head actually share vertices along its edge with the base figure? If not it won't actually graft.
As for rigging, you really need to set it up with the Transfer Utility and then add custom bones/edit the weight maps
Investigating Character Load Timewell actually there is a way to check how much time conflicts waste. not 100% accurate because it's based only on daz studio log and I'm not sure everything is logged..
I am sure everything is not logged.
When I had problems with loading times, I first eliminated the warnings and then started removing characters and morphs that I wasn't using.
Every now and then I got a new warning that wasn't related to anything that was removed, for example typing errors inside the remaining morph files.
[Released] ManFriday's Mesh Grabber [Commercial]The Morph Editor for Windows is not released yet. Give it a few more days. :-)
DS UI weirdness, list items re-orderedhello. yesterday i bought and installed a couple of items, a G8F outfit and a freckles LIE tool. ever since then my UI has shown things in a different (and unwanted) order.
e.g. my Smart Content pane used to show Saved Files at the bottom, with my custom z_junk folder below it as the very last item.
now, Saved Files is halfway up the list, under Render Settings and z_junk isn't shown at all.
Wearables now appears as the first item in Saved Files, it used to be last.
same thing for the Render page; Saved Files is now above Scene Builder, it used to be at the bottom.
and now i find after buying/installing two new items, a face morph kit and Jay HD G8F figure, the morph kit is there but Jay doesn't show up, i even filtered 'Jay' in the search box, no show (i manually confirmed that her files were installed)
so... how do i get this back to normal? everything was easy to find in the old layout, it isn't now
if i do a reinstall, will it find all my custom content or will i have to re-add everything manually?
does DS have a hard content limit, do i need to delete a few things before Jay will show?
-----> ok i found Jay, she's in 'lost and found' - i hope that's not her normal installed location.
------> thought of something else - windows 10 did an update around this time, could that be the cause?
How to Edit High Res Morphs on G8 FiguresNo.
You can create your own and then create normal, bump and/or displacement maps.
You can import the figure as an obj in the pose you want back into Studio and then copy accross materials.
You can use Blender and transfer using (IMO the best) Diffeomorphic plugin, which you then might get to work with the HD morphs you created.
Celebrity Look-a-Likes for 3D figures Part 2Latest from my Misha look-a-like, now with iris and sclera textures based on high resolution photographs and 3d scan data for the iris displacement. Combined with a custom eye realism morph that bulges the cornea, adds an inward curve to the iris and adds actual depth to the pupil. Custom transition mask for the sclera helps blend into the hevily tweaked eye shaders that also provide realistic cornea refraction.
Also shows off the combination of texture and fibermesh stubble and eyebrows, as well as a layer of fine vellus hair / peach fuzz on the face.
Textures are 4K, but the Torso is 8K for more even detail across the chracter. All textures were originally authored in 8K, so an additional 8K option could be provided if the demand was there to justify the extra effort. I've seen this previously requested on the forums a few times.
I'd like to replace the default texture mapped eyelashes with a fibermesh version, but I may need to settle for fixing the penetration in the current eyelash morph and release some freebies later on. Been working on this one way too long

Anyway, a face shot, some closeups and a fully body shot. Open images in a new tab for full resolution:



Already done some significant shader tweaks to the hair to blend better and added additional shaping morphs, but these are the latest full renders.
Hope you like him so far!
Cheers,
Daniel.
[Released] ManFriday's Mesh Grabber [Commercial]Where's the morph addon for Windows??????
You noticed that, too.
[Released] ManFriday's Mesh Grabber [Commercial]Where's the morph addon for Windows??????
Star Trek Builders Unite 8: THE REBOOTMy method of converting characters to G8 Could potentially work for V4/M4 characters as well. I still need to give it a try but I'm pretty sure it will work.
I on that note do still have Wertz's morphs. Those are the ones I want to test my hypothesis on.
Cool. I have Wertz's morphs as well, but only ever used them in Poser back in the day. I tried using them in Daz about a week ago but couldn't get them to work. Any tips on how you're getting them to work would be greatly appreciated.
I imported them into Poser then re-exported the obj mesh after that Morph Loader Pro worked perfectly fine.
As for converting them to Genesis 8. I used a software called Wrap3/Russian3DScanner to map the shape of the morph to Genesis 8's head. I think the best way to interpret Wrap3 is to think of as 1000% better FaceGen.
That same method worked for converting character face meshes from Games to Genesis 8's head mesh. I've already tried it on character models from Star Trek Online. Chiefly being my main character (the picture I use as my Avatar).
New Parameter PropertySo, it looks like the undeleted folder was the issue in the 'disappearing controls'. Since I removed the file, all the controls have been functioning with zero issues.
HOWEVER
I seem to have "Save As" myself into a 'Base' Folder issue and I'm hoping someone could explain what I'm doing wrong.
I added about another hundred controls (15ish for each wing) and decided to check my export structure on the new morphs. My file structure has a few issues.
Top Wing Right - contains a Base folder (3 dsf)
Top Wing Left - no issues
Mid Wing Left - no issues
Mid Wing Right - no issues
Bottom Wing Right - contains a Base folder (1 dsf)
Bottom Wing Left - no Base folder and no Product folder
I belive the pilot has offically crashed the plane.
The only options I see are:
A) New Product folder,
New Save: Figure/Prop Assets
New Save: Morph Assets
New Save: Heriarchical Presets
Remove Old Folder from Library
*This options knocks out ALL the Scenes created using the old Figures and Morphs
B) ????
If there is another option......please?
And yet another toilet without a seat???I didn't really want to get involved in this discussion, and I especially don't want people to make comparsions between me and First Bastion, whose work I admire tremendously. So I'm not making a case for my toilet over his.
What prompted this is an old product update I'm doing - The Hotel Room. It was released in 2009 - 11 years ago - so a lot of the geometry and textures are a bit crude. I don't like people seeing my older products and judging my work by those standards, so I'm doing a free update with all new geom/texs, plus a larger room and all props rebuilt from scratch. And a full Iray version.
When I got down to it, by enlarging the room, I had quite a bit of extra space, and I added a corner room - a sort of walk-in cupboard. Now comes the "Duh!! How did I not see this!!" moment!. The original Hotel Room had no bathroom!! What?? In 11 years, I never even noticed!.
Ok. Slight moment of panic, but I'm good at improvising. I went into Home One Bathroom (another old product) and scavenged the bathroom set (in 3D Max), removed parts, modifed others, and made a few new ones. I turned the corner room into a bathrrom, and put the new modified bathroom in.
I've rendered a couple of very dodgy images, because although I say "I've done this and that", it isn't all finished, so some of pieces don't have morphs yet, and nothing is textured at all.
Image 1 - Toilet
This a rebuilt version of the Home One toilet, with Seat raised (taking the Seat Cover with it) and the Seat Cover raised higher to separate them. They're separate parented body parts which can be raise together or independently. Maye overkill, maybe not. It was that way in the original, so I kept it. The Toilet Floor Mat is a body part, and can be moved/switched off, but the Toilet Roll itself is part of the Toilet. (I'm actually re-thinking this. Maybe it should be independent). But the Toilet has 2 morphs - Roll Length and Roll Size - which you can see in the image on the roll on the left.
Image 2 - Basin
Similar to the original, although mostly new improved geometry. The Cabinet is separate and can be moved anywhere, with body parts for the door, arm and light, and the Soap, Water Glass (with Water Level morph) and Towel (with Towel Front/Back Up/Down morphs) are also body parts The Basin and Faucet both have water, with level and length/thickness morphs.
To be honest, most of what I'm doing mat not ever be noticed by people, but I'll know it's there.
So..... "Coming Soon to a web page near you!!!" Corridors & The Hotel Room Free updates with full Iray Versions!
Sorry for the long drawn-out post, but right in the middle of this project, I needed to get it off my chest.
Okay just so I'm ready for those updates ... is this the product? https://www.daz3d.com/interiors-the-hotel-room
FBX morph syntaxI want to pick and choose which morphs I export in FBX. I have seen a few videos on this and they do not reflect my reality. I am able to export all head morphs by typing Head. with a period. None of the 2 videos I've seen on this mention the period. But that doesn't work for Hands. Neither does it with no period.
I would like the syntax that allows me to export any specific pose morph like handspread for example.
I would also like to export groups of morphs like all the hand controls or all the pose controls.
And if possible, extra credit, how do you exclude a particular morph from a group. (For example, all the head morphs except inner brow up/down).
And I'm assuming it's absolutely impossible to save all your favorites instead of hunting that big long list in export.
Oh and I'm checking morphs and figures boxes and changing from bake to export the stuff I want to export. Any help would be very greatly appreciated.
AI is going to be our biggest game changeryes lightweight 3D virtual reality glasses is hopefully the future technology so we can play our games interactivly in the real world.
That's aiming quite low... I'm thinking neural interface...
With the increasing capabilities of computer technology, I would be surpriced if they couldn't decipher the signals between our sensors (senses) and our CPU (brain) within the next 30-40 years and use that to transfer the information from the computer into our brain without intermediate devices like the monitors or speakers.
As far as AI is concerned, in my mind a real AI means real digital lifeform as well.
@PerttiA Elon Musk thought the same thing and made a billion dollar bet that you are right.
Skin shader from scratch (version 1.1)Here's version 1.1 with a few edits based on some of your suggestions and some of Krampus' links.
Specular map removed and value reduced, map put in roughness, sss color adjusted (last one was a bit pale), different hdri, normals off because they were creating oddities as the figure isn't using the Babina face morph. The skin specularity is still too high though and the included roughness map doesn't seem to be able to give the same results as it does in Iray, meaning I probably need a more complex glossiness/roughness node setup than I currently know how to make. Suggestions are welcome. :)
Seems to be coming along OK though. Thanks for your help so far.
Vampire Morphs - Before G8 ends...!Took a gamble on the product I linked earlier, along with the Raven base: https://www.daz3d.com/celeste-for-teen-raven-8
But it doesn't include the vampiric forehead crest! No cosmetic, no morph. Does anyone know how it was achieved for that picture?
Looking for a look-alike or closeUse Face Transfer.
Character Mixer ProblemThere is something I can't figure out how to do, though. How can I reset just the head each time I randomize with the Head button or reset just the body each time I randomize with the Body button? There is a checkbox to "Reset current Head/Body morphs", but that resets both head and body. If I uncheck that box, it keeps accumulating morph effects and makes an ugly mess. So I have to reset between randomizations. How can I randomize the head and then keep those results then randomize the body separately?
And yet another toilet without a seat???I didn't really want to get involved in this discussion, and I especially don't want people to make comparsions between me and First Bastion, whose work I admire tremendously. So I'm not making a case for my toilet over his.
What prompted this is an old product update I'm doing - The Hotel Room. It was released in 2009 - 11 years ago - so a lot of the geometry and textures are a bit crude. I don't like people seeing my older products and judging my work by those standards, so I'm doing a free update with all new geom/texs, plus a larger room and all props rebuilt from scratch. And a full Iray version.
When I got down to it, by enlarging the room, I had quite a bit of extra space, and I added a corner room - a sort of walk-in cupboard. Now comes the "Duh!! How did I not see this!!" moment!. The original Hotel Room had no bathroom!! What?? In 11 years, I never even noticed!.
Ok. Slight moment of panic, but I'm good at improvising. I went into Home One Bathroom (another old product) and scavenged the bathroom set (in 3D Max), removed parts, modifed others, and made a few new ones. I turned the corner room into a bathrrom, and put the new modified bathroom in.
I've rendered a couple of very dodgy images, because although I say "I've done this and that", it isn't all finished, so some of pieces don't have morphs yet, and nothing is textured at all.
Image 1 - Toilet
This a rebuilt version of the Home One toilet, with Seat raised (taking the Seat Cover with it) and the Seat Cover raised higher to separate them. They're separate parented body parts which can be raise together or independently. Maye overkill, maybe not. It was that way in the original, so I kept it. The Toilet Floor Mat is a body part, and can be moved/switched off, but the Toilet Roll itself is part of the Toilet. (I'm actually re-thinking this. Maybe it should be independent). But the Toilet has 2 morphs - Roll Length and Roll Size - which you can see in the image on the roll on the left.
Image 2 - Basin
Similar to the original, although mostly new improved geometry. The Cabinet is separate and can be moved anywhere, with body parts for the door, arm and light, and the Soap, Water Glass (with Water Level morph) and Towel (with Towel Front/Back Up/Down morphs) are also body parts The Basin and Faucet both have water, with level and length/thickness morphs.
To be honest, most of what I'm doing mat not ever be noticed by people, but I'll know it's there.
So..... "Coming Soon to a web page near you!!!" Corridors & The Hotel Room Free updates with full Iray Versions!
Sorry for the long drawn-out post, but right in the middle of this project, I needed to get it off my chest.
Selbsthilfegruppe DAZ Studio - Beispiele, Fragen, Diskussion und sonstiges Gequatsche20-30 Sekunden ist doch schnell ;-)
Je mehr Morph Targets zu laden sind, desto länger dauert es eben.
EDIT:
Habe mal meine Ladezeit für G8f gestoppt:
26 Sekunden.















