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attached bits madness
yeah this is why i hate this "daz riggid system", while in daz it is "wonderfull" use it outside daz is a nightmare and even when you use the transfer utility not everything will work fine some stuffs can bug in the mesh when using the transfer, like this:
https://www.daz3d.com/dforce-warrior-of-dusk-outfit-for-genesis-8-females
the gems are "attached" if you try to use the transfer utility the gems will go "inside the mesh" they don't stay in the same place".
some outfits like for exemple this one:
https://www.daz3d.com/dforce-victorian-butler-for-genesis-8-males
where like 70% of the outfit are attachments will be a nightmare and worth the drama to export to unreal due to the ammount of "efforts you have to put to add all the stuffs.
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.
not in my lifetime
I still have 44 years before hitting three figures, so... Maybe I will see the culmination of the personal quest that started 23 years ago with trying to get sound in and out of the computer
Looking for one vital addonYou have to do that for every individual shader though, don't you (like Face, Fingernails, etc)? The fastest way I've found so far is just to use that other included addon to copy all materials from one that you've already set up to any new ones.
I'm impressed by what Diffeomorphic can do, but I still think trying to pose and morph DAZ figures in Blender is way too slow and tedious compared to Studio (which is not surprising). For now, I still plan on exporting posed and morphed figures from Studio as OBJs and just find some workaround for getting their materials applied.
DAZ freezing on loading scenes, even when I merge them in.Do not copy the log into the post, but attach the log as a file.
All the characters and morphs that you have installed for Genesis 3 Female will be read each time you load any Genesis 3 Female based character into the scene, no matter if they are activated for that character or not - If there are characters and/or morphs that don't like to play together, it takes time for DS to try finding a solution, or if the character/morph comes with errors left by the creator, again it takes time for DS to think about the situation it can't understand, or if you do have tons of characters/morphs there is just too much to read and that takes time, but to my experience the biggest delay in loading a character comes from having those "warnings".
If everything was fine a week ago and you haven't installed any characters or morphs for Genesis 3 Female since then, have you by any chance saved/updated any assets related to Ruffles?
I have had a case when DS updated an asset file and inside the file I did find duplicate formulas that were referring to different things just like the log was telling."I hope didn't break other characters when I deleted things." - What did you delete?
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.
not in my lifetime
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.
DAZ freezing on loading scenes, even when I merge them in.Nope, same story. I deleted the Sakura 8 character transfer from Genesis 3, cleared log, still frozen.
Inquiry: How many of you use Marvelous Designer?Strange, my experience was quite the opposite to those saying MD is slow. Maybe it was the version I tried (an early 9-something, I think.) but it sims in MD ran rediculously faster than dforce sims (1 clothing article on 1 character in scene for both). Using an I7-4700HQ processor, 24GB of memory laptop. It was so fast that I completely quit using dforce. Just exported to MD, simmed and imported the morph. I could do every article of clothing for two characters in a scene in the time it would take dforce to run a single fifty frame sim on one article. Maybe I was dforcing wrong? Guess it doesn't matter a this point. After MD showed how slow dforce actually was for me, I have never used it again even after MD expired.
What Consumers (Buyers) Like to see in Product Descriptions/Promo PicturesI think every promo of any product should include a clay render myself and polycounts
+1Download sizes too.Artistic promos rarely sell anything to me. They look like "unrealistic" results because I'll never be able to reproduce them. But also, I'm instinctively critical about art. So I stop looking at it as a potential buyer, and start looking at it as an art critic. Unlike other people, I don't care too much about the promo items. I'm looking at the character and have been shopping long-enough to know those clothes or hair aren't included, unless otherwise stated.
Something you learn the hard way...
Clay renders from at least front, back and side would give some idea of what the morphs actually look like, sometimes the body can be so distorted and out of any proportions that you cannot use it for anything, yet it is a potential source for log warnings (problems), much more so if having JCM:s and of course adding a bit to the character loading times...
This. How much of the character is the morph and how much is the texture? That is rarely clear in the promos.
I think the problem is, as some PAs have said in the past, that they sell "characters". They don't see or treat their creations as assets to be taken part or mixed with others. They're selling their characters to us as art pieces. And they present them as such.
Assuming the OP is like me, we treat our shopping like buying art supplies. We want to see enough to figure out if the characters in question will work well with our own art projects. I don't think it's overthinking at all, it's just a difficult concept to explain.
In that mindset, it would further emphasize the need for clay renders on all three sides of the "character". The promo renders look nice with hair, clothes, pose, expressions, props, background, lighting and camera angles that are not included, but when you load the "character" into the scene, you find out that the clothes were hiding a body that's nowhere near any normal human body and without the hair, makeup, expression and promo-lighting the head is neither something you were expecting.
What Consumers (Buyers) Like to see in Product Descriptions/Promo Pictures
+1 Download sizes too.I think every promo of any product should include a clay render myself and polycounts
Artistic promos rarely sell anything to me. They look like "unrealistic" results because I'll never be able to reproduce them. But also, I'm instinctively critical about art. So I stop looking at it as a potential buyer, and start looking at it as an art critic. Unlike other people, I don't care too much about the promo items. I'm looking at the character and have been shopping long-enough to know those clothes or hair aren't included, unless otherwise stated.
Something you learn the hard way...
Clay renders from at least front, back and side would give some idea of what the morphs actually look like, sometimes the body can be so distorted and out of any proportions that you cannot use it for anything, yet it is a potential source for log warnings (problems), much more so if having JCM:s and of course adding a bit to the character loading times...
This. How much of the character is the morph and how much is the texture? That is rarely clear in the promos.
I think the problem is, as some PAs have said in the past, that they sell "characters". They don't see or treat their creations as assets to be taken part or mixed with others. They're selling their characters to us as art pieces. And they present them as such.
Assuming the OP is like me, we treat our shopping like buying art supplies. We want to see enough to figure out if the characters in question will work well with our own art projects. I don't think it's overthinking at all, it's just a difficult concept to explain.
(Released) dforce Sheriff Uniform & Props for G8M [Commercial]The product is now live!
There are three morph sliders for the gun (the slide, the trigger and the hammer). I will look into including one more option for the badge but it's probably going to take a week or two before it's live :)Thank you for properly modeling a 1911 piostol.
What Consumers (Buyers) Like to see in Product Descriptions/Promo PicturesArtistic promos rarely sell anything to me. They look like "unrealistic" results because I'll never be able to reproduce them. But also, I'm instinctively critical about art. So I stop looking at it as a potential buyer, and start looking at it as an art critic. Unlike other people, I don't care too much about the promo items. I'm looking at the character and have been shopping long-enough to know those clothes or hair aren't included, unless otherwise stated.
Something you learn the hard way...
Clay renders from at least front, back and side would give some idea of what the morphs actually look like, sometimes the body can be so distorted and out of any proportions that you cannot use it for anything, yet it is a potential source for log warnings (problems), much more so if having JCM:s and of course adding a bit to the character loading times...
This. How much of the character is the morph and how much is the texture? That is rarely clear in the promos.
(Released) dforce Sheriff Uniform & Props for G8M [Commercial]The product is now live!
There are three morph sliders for the gun (the slide, the trigger and the hammer). I will look into including one more option for the badge but it's probably going to take a week or two before it's live :)GENERAL FREEBIE REQUESTS part 3Does anybody know of any freebie Halloween monsters? I can find vampire fangs, but pale skinned characters and costumes to go with them would be nice, and I'd LOVE a good werewolf, or swamp monster, or Frankenstein's monster, even a grim reaper would help... any generation, any gender! Just not something I'd have to buy a base for, like Cookie or Star or something, or anything sudo-religious, like demons or witches. Anyone have any ideas? I'll kitbash all day long, if needed, as well, I just need stuff for the freebie challenge and I'm having no luck!
Well, Apollo Maximus is free and Carodan's Werewolf morph is free too:
https://poserdazfreebies.miraheze.org/wiki/Apollo_Maximus/Faces_and_Morphs
Other monsters:
https://poserdazfreebies.miraheze.org/wiki/Fantasy_Monsters
And this:
Thank you so much! Hopefully I can find some good stuff there ^_^
attached bits madnessI fixed this one by exporting the belts, horn straps and pouch and straps as obj and reimporting and using the transfer utility
Some things you are better off doing most of the outfit
Inquiry: How many of you use Marvelous Designer?So I'd be interested to know whether (and how) those who do use MD are integrating it into their workflow, especially if Blender is part of that workflow. Learning how to get good results from MD is only part of the story for DAZ Studio users - the rest is how to show those results in the final render, whether that be an IRay scene or an Eevee animation.
I'm getting the impression that not many of those who have added to this particular discussion are using MD to create their own wardrobe. The impression seems to be that it is mainly used as a simulation engine for already existing clothing - somehow manipulated in a modelling app so that the pieces don't fall off. That's fair enough - most of us have an extensive library of purchased Genesis clothing over several generations (not to mention V4/M4) so it would be a shame not to be able to use some of that library. I'd just like to know, step-by-step, how you go about it.
The modelling is tricky to explain if you're not a modeler but it's about taking advantage of morph targets. Morphs are based on vertices so the exploit that I'm using is adding extra geometry to the mesh without changing the vertex count. An example would be a button on a shirt. Simulating normally would make this button to fly off. But if you add extra polygons to connect the shirt to the button (i.e. connecting the button verts with the shirt verts) everything behaves as desired.
Is your value proposition in your OP that you could create morphs to weld unwelded Daz content?
I've never really tried to sim much Daz content because most of the daz soft-clothing is kinda crappy. There are some good items, but scarce. I would rather someone weld all those outfits by Albin on cgtrader!
Anyway, I'm surprised your shoes held up so well in simulation as an obj.
Can i ask a question to the room - does anyone else have issues with losing the UV's of your 'Obj to garment'. If i save a project that has an Obj to Garment in it, and reopen the project, the obj has lost its UV, which means when it comes time to export, the exported file is useless because it cannot be textured in renderer. (Or maybe im dumb and UV can be recovered)
EDIT: nevermind, i figured out a solution as soon as i asked this question. solution: I can just use load the original uncorrupted obj as a UV set back into daz.
What Consumers (Buyers) Like to see in Product Descriptions/Promo PicturesFor me, the most important thing to look for is the clay renders (besides the no-makeup or no-tattoo options that Gordig mentioned.) I don't really use out-of-the-box characters. So what I care about are the morphs and skins, to figure out how they can customize looks. Recently, I was sold on Freja 8 because they included this. Her shape is different than the other characters I have, including my two other Kayleyss G8Fs (Tara 2 and Aurore look nothing alike either). The more different they look, the less amount of dial spinning I have to do. (Too much sometimes makes it harder figure out what morph percentage needs to be changed.)

Artistic promos rarely sell anything to me. They look like "unrealistic" results because I'll never be able to reproduce them. But also, I'm instinctively critical about art. So I stop looking at it as a potential buyer, and start looking at it as an art critic. Unlike other people, I don't care too much about the promo items. I'm looking at the character and have been shopping long-enough to know those clothes or hair aren't included, unless otherwise stated.
Inquiry: How many of you use Marvelous Designer?So I'd be interested to know whether (and how) those who do use MD are integrating it into their workflow, especially if Blender is part of that workflow. Learning how to get good results from MD is only part of the story for DAZ Studio users - the rest is how to show those results in the final render, whether that be an IRay scene or an Eevee animation.
I'm getting the impression that not many of those who have added to this particular discussion are using MD to create their own wardrobe. The impression seems to be that it is mainly used as a simulation engine for already existing clothing - somehow manipulated in a modelling app so that the pieces don't fall off. That's fair enough - most of us have an extensive library of purchased Genesis clothing over several generations (not to mention V4/M4) so it would be a shame not to be able to use some of that library. I'd just like to know, step-by-step, how you go about it.
The modelling is tricky to explain if you're not a modeler but it's about taking advantage of morph targets. Morphs are based on vertices so the exploit that I'm using is adding extra geometry to the mesh without changing the vertex count. An example would be a button on a shirt. Simulating normally would make this button to fly off. But if you add extra polygons to connect the shirt to the button (i.e. connecting the button verts with the shirt verts) everything behaves as desired.
Adding animation can be done by using the .mdd format. It's basically just a series of morphs, one for each frame of the animation. It's kinda like the process I described previously except MD does it automatically for each frame/morph. The resulting cloth animation can be exported back into Daz then rendered, or any other renderer. There's no need to setup materials in MD for anything because you're just using it to get some morphs.
However this is not the process I used to create my little animation. I don't have the processing power to just simulate everything at once so I had to go slowly frame by frame. If MD fixes their GPU-powered simulation algorithm, simulating everything at once will be a piece of cake with cards like the 3080.
I don't have MD9 so GPU is not an option for MD8. I might upgrade before they remove the option to upgrade the permanent licence but I am loath to spend more on something that I don't use as much as I anticipated.
Have to admit that I don't really understand how you can add polycons without increasing the vertex count. As you say, I don't model so I find that confusing.
Vertices are only one kind of geometry. He's taking about adding edges to "connect" the parts that dForce keeps in place with metadata.
Vampire Morphs - Before G8 ends...!I'm noticing a simlar forehead shaping morph in one of the promotional images for this, but no indication of such a thing in the product listing: https://www.daz3d.com/celeste-for-teen-raven-8
Can anyone confirm whether such a vampiric forehead shaping morph is included and, if so, if it can be applied to any character, regardless of whether Raven 8 is in your product library?
Inquiry: How many of you use Marvelous Designer?So I'd be interested to know whether (and how) those who do use MD are integrating it into their workflow, especially if Blender is part of that workflow. Learning how to get good results from MD is only part of the story for DAZ Studio users - the rest is how to show those results in the final render, whether that be an IRay scene or an Eevee animation.
I'm getting the impression that not many of those who have added to this particular discussion are using MD to create their own wardrobe. The impression seems to be that it is mainly used as a simulation engine for already existing clothing - somehow manipulated in a modelling app so that the pieces don't fall off. That's fair enough - most of us have an extensive library of purchased Genesis clothing over several generations (not to mention V4/M4) so it would be a shame not to be able to use some of that library. I'd just like to know, step-by-step, how you go about it.
The modelling is tricky to explain if you're not a modeler but it's about taking advantage of morph targets. Morphs are based on vertices so the exploit that I'm using is adding extra geometry to the mesh without changing the vertex count. An example would be a button on a shirt. Simulating normally would make this button to fly off. But if you add extra polygons to connect the shirt to the button (i.e. connecting the button verts with the shirt verts) everything behaves as desired.
Adding animation can be done by using the .mdd format. It's basically just a series of morphs, one for each frame of the animation. It's kinda like the process I described previously except MD does it automatically for each frame/morph. The resulting cloth animation can be exported back into Daz then rendered, or any other renderer. There's no need to setup materials in MD for anything because you're just using it to get some morphs.
However this is not the process I used to create my little animation. I don't have the processing power to just simulate everything at once so I had to go slowly frame by frame. If MD fixes their GPU-powered simulation algorithm, simulating everything at once will be a piece of cake with cards like the 3080.
I don't have MD9 so GPU is not an option for MD8. I might upgrade before they remove the option to upgrade the permanent licence but I am loath to spend more on something that I don't use as much as I anticipated.
Have to admit that I don't really understand how you can add polycons without increasing the vertex count. As you say, I don't model so I find that confusing.












