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Import material Daz to blender
chrisvn said:
crosswind said:
You bought the product from Renderosity.com ... The vendors there usually have to split the product into multiple ZIP packages, like the one in your ss4, from 01 to 06. You need to put those six ZIP files into a folder, and unzip all of them. Then you'll got the sub-folders: data, People, Runtime.
Then copy them into the root directory of your Daz Library !
I looked at the installation note and on the manual the instructions were to unzip the folders directly into the Library, so I did that, I was able to use the cropped hoodies except one where I don't see the US colors and there are edges that interact with the character's skin and also when you move it the hoodie goes through the skin (screen_V1), I think it's more a settings thing, but I'm new to this is there a tutorial for that?
You either can unzip the package file one by one or holistically unzip them into a temp folder and copy them to the library all together. I always install 3rd-party product with Content Wizard, so I always make a one package without any garbage folders / files (e.g. Documents... etc.)
Short Hoodie 10 material preset is with "US textures"... though I never use it ~~
The issue you had is because of the character's shape is Sakura 8 but the vendor didn't give a FULL HEAD MORPH for it on the hoodie. You can follow this tutorial to fix the FHM... https://youtu.be/HLt0jpxQA20?si=UeJ67vXsv0k2HCg1
The tutorial from Mada is for fixing FULL BODY MORPH (FBM) but you can follow it similarly to fix FHM for the hoodie. I fixed it by using Blender. (ss1) If you don't know Blender or ZBrush but have Mesh Grabber, you also can fix it...
I noticed that to change the hoodie material at first it didn't work, then clicking on the eye deactivated it then reactivating it by clicking on the hoodie for example I changed it and it's the same for the rest this is correct way (screen_V2) ?
The material presets work for me. I couldn't reproduce any issue with them. Maybe it was a glitch on your side....
Mechasar Evil Pumpkin add-on textures are missingzombiecharger65 said:
Here we are years later and I just bought this product and it is a total mess! All parts installed individually in DIM, which is fine and probably better. However, it has the wrong name on the bundle in smart content and in the content library. It shows as Madam Wicked Add-On and most of the files are there. I have chunks of the files only as well. For instance, Bryana for Beverly (for Brooke 8.1) has the textures only. Not the morph. No amount of searching and prodding has helped to find it. I then downloaded that package individually manually, copy paste and dropped it into the content library. 81 of 99 files were "replaced" which means that 18 files were missing from something I installed with DIM less than a month ago. Now I feel like I am going to have to go one by one and download all of this pack manually and drop them all into my Daz library by hand to see what other files are totally missing. I absolutely loathe having to search for things and Smart Content is king for me but this is a total mess. Its almost as bad as all the content creators from the other sites having their products ported over to Daz and not having any smart content. I stopped buying anything that I can tell lacks smart content. I have over 20,000 products and it gets super messy when I cannot use smart content to find stuff. Vendors are far too inconsistent with where they store the files to keep track of a library the size of mine.
Have you read from the top? File names and metadata issues have been identified and workarounds provided. I do not know of any more complications with DIM installations.
The status of this product has not changed since the last update in June, 2023, so it is safe to assume that the same problems persist.
Regarding Bryana for Beverly, there are no user-facing files for the shape, but there is one Control to dial her in (Parameters/Actor/People/Real World). You do need Beverly and Brooke (sort of) installed to get the proper shape. (Beverly uses Brooke, but Bryana removes Brooke and keeps the Beverly part)
Mechasar Evil Pumpkin add-on textures are missingRichard Haseltine said:
zombiecharger65 said:
Here we are years later and I just bought this product and it is a total mess! All parts installed individually in DIM, which is fine and probably better. However, it has the wrong name on the bundle in smart content and in the content library. It shows as Madam Wicked Add-On and most of the files are there. I have chunks of the files only as well. For instance, Bryana for Beverly (for Brooke 8.1) has the textures only. Not the morph. No amount of searching and prodding has helped to find it. I then downloaded that package individually manually, copy paste and dropped it into the content library. 81 of 99 files were "replaced" which means that 18 files were missing from something I installed with DIM less than a month ago. Now I feel like I am going to have to go one by one and download all of this pack manually and drop them all into my Daz library by hand to see what other files are totally missing. I absolutely loathe having to search for things and Smart Content is king for me but this is a total mess. Its almost as bad as all the content creators from the other sites having their products ported over to Daz and not having any smart content. I stopped buying anything that I can tell lacks smart content. I have over 20,000 products and it gets super messy when I cannot use smart content to find stuff. Vendors are far too inconsistent with where they store the files to keep track of a library the size of mine.
Do you have the base products for which theya re add-ons?
Of course I do or I wouldn't have bought the add-ons. 8 year veteran of Daz here with 20,000 products. In fact this add-on had items I didn't own so I bought them just to say I had them. I might have a spending issue. ;)
Mechasar Evil Pumpkin add-on textures are missingzombiecharger65 said:
Here we are years later and I just bought this product and it is a total mess! All parts installed individually in DIM, which is fine and probably better. However, it has the wrong name on the bundle in smart content and in the content library. It shows as Madam Wicked Add-On and most of the files are there. I have chunks of the files only as well. For instance, Bryana for Beverly (for Brooke 8.1) has the textures only. Not the morph. No amount of searching and prodding has helped to find it. I then downloaded that package individually manually, copy paste and dropped it into the content library. 81 of 99 files were "replaced" which means that 18 files were missing from something I installed with DIM less than a month ago. Now I feel like I am going to have to go one by one and download all of this pack manually and drop them all into my Daz library by hand to see what other files are totally missing. I absolutely loathe having to search for things and Smart Content is king for me but this is a total mess. Its almost as bad as all the content creators from the other sites having their products ported over to Daz and not having any smart content. I stopped buying anything that I can tell lacks smart content. I have over 20,000 products and it gets super messy when I cannot use smart content to find stuff. Vendors are far too inconsistent with where they store the files to keep track of a library the size of mine.
Do you have the base products for which theya re add-ons?
Mechasar Evil Pumpkin add-on textures are missingHere we are years later and I just bought this product and it is a total mess! All parts installed individually in DIM, which is fine and probably better. However, it has the wrong name on the bundle in smart content and in the content library. It shows as Madam Wicked Add-On and most of the files are there. I have chunks of the files only as well. For instance, Bryana for Beverly (for Brooke 8.1) has the textures only. Not the morph. No amount of searching and prodding has helped to find it. I then downloaded that package individually manually, copy paste and dropped it into the content library. 81 of 99 files were "replaced" which means that 18 files were missing from something I installed with DIM less than a month ago. Now I feel like I am going to have to go one by one and download all of this pack manually and drop them all into my Daz library by hand to see what other files are totally missing. I absolutely loathe having to search for things and Smart Content is king for me but this is a total mess. Its almost as bad as all the content creators from the other sites having their products ported over to Daz and not having any smart content. I stopped buying anything that I can tell lacks smart content. I have over 20,000 products and it gets super messy when I cannot use smart content to find stuff. Vendors are far too inconsistent with where they store the files to keep track of a library the size of mine.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICISilvhe said:
Se selezioni una superficie qualsiasi del personaggio, vai sul tab surfaces e clicchi sull'icona del base color, ti viene fuori l'elenco di tutti i file con le texture del personaggio. Cliccando su browse in alto ti apre la cartella in cui si trova la texture che hai selezionato, da qui è facile (più o meno) capire quali materiali hai applicato.
Se non vado errato c'è anche un tool (non ricordo se nello store DAZ o su Rendo) che fa proprio questo, credo anche per i morph
Mi sono perso dopo l'icona del base color: cliccandola si apre la tavolozza dei colori, non vedo elenchi!
Free Toon Characters coming July 1st, early download available nowCES3D said:
wsterdan said:
CES3D said:
If the distribution of the base figure's mesh data (data consisting only of vertex lists, without vertex coordinate data) is not permitted, then all creators selling or distributing their unique character morphs and part morphs would be committing license violations.
Since it's unlikely that all of them are violating licenses, wouldn't it suggest that the distribution of mesh data is not prohibited?
Or, in principle, the distribution of mesh data is not permitted, but DAZ 3D is tacitly condoning the situation?I'm currently working on getting things resolved (if possible) and I'm going to try to avoid too much legal discussions here but will post here as soon as I know anything one way or another.
That said, it's been my understanding that character morphs are a special case because they absolutely require the user to own the original meshes; no one is releasing a complete Genesis 3 mesh, for example.
Clothing -- even bodysuits that essentially copy the figures shape -- are allowed by DAZ's licensing as they are considered "add-ons" and don't compete with the character meshes themselves.
I've probably over-simplified things but I think that's how things work. I'm sure Richard will clarify if I've messed it up, but this is my understanding.
Ah, yes. My understanding of morphs was a bit off.
The vertex data stored in morphs are relative coordinates to the base object, so there's no way a morph creator could be in violation of any licenses.If it includes part of a previous morph (e.g. export a shape, modify it, and reimport it as a full morph without reversing out the original shape) then yes it would be in violation. As would a morph wholly created by sculpting for figure X that reproduced the shape of Figure Y or one of its morphs.
How to fix graft?Masterstroke said:
crosswind said:
You export the figure with the geo-graft, sculpt what you want. When import OBJ, in Morph Loader Pro dialogue box, select Primary Figure from Graft (Facet Order) from Load Morph for: (ss1)
In this way, if you select the figure, it'll create the morph on the figure. If you select the graft, it'll create morph on the graft.
I did not know that.
GREAT, thank you :-DNP !
an utility to treat duplicate formulasThe last build or so of DS don't get greatly slowed by dupicate formula issues, at least for me.
Generally duplicate formulas happen when two different people use the same name for their morphs - so the links (formulae) between a full character slider and the head/body morphs or between one of the morphs and the joint centres are refrring to the same name at both ends of the link. Ideally artists should prefix their proprty names with their initials or the like, to greatly reduce the risk of a conflict, and Daz Studio now appends a string generated from the timestamp when creating a new morph from an imported OBJ. In principle a script could fix the issue by being given the names of the conflicting properties (which can be obtained from the log file - a script might even be able to parse that itself, though it would be fairly version-specific) - and editing the values to make the names unique and fix the internal refrences. However, that would potentially conflict with any eventual official fix which would probably break saved scenes.
Free Toon Characters coming July 1st, early download available nowCES3D said:
wsterdan said:
CES3D said:
If the distribution of the base figure's mesh data (data consisting only of vertex lists, without vertex coordinate data) is not permitted, then all creators selling or distributing their unique character morphs and part morphs would be committing license violations.
Since it's unlikely that all of them are violating licenses, wouldn't it suggest that the distribution of mesh data is not prohibited?
Or, in principle, the distribution of mesh data is not permitted, but DAZ 3D is tacitly condoning the situation?I'm currently working on getting things resolved (if possible) and I'm going to try to avoid too much legal discussions here but will post here as soon as I know anything one way or another.
That said, it's been my understanding that character morphs are a special case because they absolutely require the user to own the original meshes; no one is releasing a complete Genesis 3 mesh, for example.
Clothing -- even bodysuits that essentially copy the figures shape -- are allowed by DAZ's licensing as they are considered "add-ons" and don't compete with the character meshes themselves.
I've probably over-simplified things but I think that's how things work. I'm sure Richard will clarify if I've messed it up, but this is my understanding.
Ah, yes. My understanding of morphs was a bit off.
The vertex data stored in morphs are relative coordinates to the base object, so there's no way a morph creator could be in violation of any licenses.And, there should be no problem distributing your Toon character shape morphs for G3/G8.
You already have the G3/G8 clones for your Toon characters.
Using those clones, you can create Toon character shape morphs for G3/G8. You can then distribute those created morphs to users.
Users can create G3/G8 clones for your Toon characters based on those morphs and your Toon characters.
This procedure allows users to legally obtain G3/G8 clones for your Toon characters.
However, this assumes users (and you) know how to create reverse morphs using morphs. If they don't, you can include instructions or a script to perform the procedure.I believe this procedure should work. Are there any oversights?
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICIvangelrise said:
Adesso spammerò anche io questa soluzione su tutti i capelli pesantissimi in cui mi sono imbattuto. ^^
Domanda tecnica. Se io prendo una qualsiasi female generica, diciamo G8, e ci applico sopra i mats di un personaggio con nome, facciamo a caso Genoveffa 8.Se io poi in seguito non mi ricordo più di quale personaggio ho messo i mats sulla mia G8F, c'è scritto da qualche parte tra i parametri il nome del personaggio da cui derivano i mats?
Se selezioni una superficie qualsiasi del personaggio, vai sul tab surfaces e clicchi sull'icona del base color, ti viene fuori l'elenco di tutti i file con le texture del personaggio. Cliccando su browse in alto ti apre la cartella in cui si trova la texture che hai selezionato, da qui è facile (più o meno) capire quali materiali hai applicato.
Se non vado errato c'è anche un tool (non ricordo se nello store DAZ o su Rendo) che fa proprio questo, credo anche per i morph
Free Toon Characters coming July 1st, early download available nowwsterdan said:
CES3D said:
If the distribution of the base figure's mesh data (data consisting only of vertex lists, without vertex coordinate data) is not permitted, then all creators selling or distributing their unique character morphs and part morphs would be committing license violations.
Since it's unlikely that all of them are violating licenses, wouldn't it suggest that the distribution of mesh data is not prohibited?
Or, in principle, the distribution of mesh data is not permitted, but DAZ 3D is tacitly condoning the situation?I'm currently working on getting things resolved (if possible) and I'm going to try to avoid too much legal discussions here but will post here as soon as I know anything one way or another.
That said, it's been my understanding that character morphs are a special case because they absolutely require the user to own the original meshes; no one is releasing a complete Genesis 3 mesh, for example.
Clothing -- even bodysuits that essentially copy the figures shape -- are allowed by DAZ's licensing as they are considered "add-ons" and don't compete with the character meshes themselves.
I've probably over-simplified things but I think that's how things work. I'm sure Richard will clarify if I've messed it up, but this is my understanding.
Ah, yes. My understanding of morphs was a bit off.
The vertex data stored in morphs are relative coordinates to the base object, so there's no way a morph creator could be in violation of any licenses.How to fix graft?crosswind said:
You export the figure with the geo-graft, sculpt what you want. When import OBJ, in Morph Loader Pro dialogue box, select Primary Figure from Graft (Facet Order) from Load Morph for: (ss1)
In this way, if you select the figure, it'll create the morph on the figure. If you select the graft, it'll create morph on the graft.
I did not know that.
GREAT, thank you :-DHow can I make this model look curvy withe her existing morph without adding extra one on topMoved to Art Studio as it is a technique, rather than technical or Daz Studio application, question.
Try an inhale morph, to reduce her waist, try posing her more sway-backed (though the inital pose doesn't look that natural). Try an angled light to exaggerate the shadows from her bust. I am not sure what you want if you want to make her look curvy without changing the shape.
Is it possible to make a JCM for more than one joint at a timesickleyield has a video on youtube.
for JCM controlled by multiple properties, e.g., two joints or two single JCMs, you can put one in Stage 1 controller and the other single JCM under Stage 2 multiply controller.
In properties heirarchy there is a lot of different ways you can control morphs. You can have unlimited Stage 1 and Stage 2 controllers. Just a case if figuring out how they should drive your morph.
Is it possible to make a JCM for more than one joint at a timeI tried searching this on google but the only one that matched seems to have been deleted, then the other results didn't answer the question I'm asking. I've been both making my own clothing and also converting my older content to use on other figures, (for personal use of course). And to fix a lot of the distortions that clothing tends to have when using auto-fit or the transfer utility, I've been making JCMs, so that they look at least decent without dforce, (though I use dforce with most the items, unless it just doesn't work on the older items) and that's worked out pretty well. Though one issue I always have with dresses, skirts and tunics is that when I put the figure in a sitting pose, the JCMs don't look good, since they were morphed when only one leg was bent, and even in pants it's created issues before, though not as often as the aforementioned items. So I've been wondering how to fix that, since while dforce can help with that sometimes, it doesn't always fix the issue, and there are some things that I can't use dforce on, (like the items that aren't welded or have completely detached parts, so they just break apart, which dforce modifier weight maps can't always fix). I would greatly appreciate any advice.
How can I make this model look curvy withe her existing morph without adding extra one on topI really like this models original morph, how I can make her look curvy/thicc without adding extra morph on top??
Free Toon Characters coming July 1st, early download available nowHavos said:
wsterdan said:
Havos said:
If DAZ does not give you permission to distribute the clones than one solution is to supply the reverse clones, by which I mean clones of your toons for G3 and G8. These are your shapes, so you can re-distribute them.
Whilst that may seem unhelpful, as the idea is to get the G3/G8 clothing onto the your toons, not vice-versa, it is however very useful since other users can easily (and I believe legally, as long as they are for personal use) create G3/G8 clones for your figures by using the clones you supply.
I'm not an expert but I don't think I could. Richard could explain better but in the current situation, the G3 and G8 clones are made by taking the Toon meshes and reshaping them to match the shapes of Genesis 3 and Genesis 8, and it's just copying those shapes – with my own mesh – that's the issue. Your way would mean taking G3 and G8 meshes and reshaping them to match the Toon shapes, and if distributing the *shapes* of Genesis 3 and Genesis 8 are a no-go, distributing actual Genesis 3 and Genesis 8 meshes would not be allowed.
Unless, of course, I've got things backwards.
I understand that. But if you already have G3 and G8 clones for your toon figures, then it is just a few steps in Daz Studio to create Toon clones for G3 and G8.
Basically you export out a base resolution G8 figure as an object, re-import it, then use the transfer utility to fit that object onto your toon figure using the G8 clone as the source shape. This should result in the G8 skin having the shape of your toon. You can export this to obj, then re-import into G8 using Morph Loader Pro so that G8 has a morph of your Toon. This can then be used by other users to create a G8 clone for your toon by doing the whole thing in reverse.
I believe distributing a G8 morph is allowed, as indeed many commercial products and freebies do just that.
I honestly have no idea what's allowed or what I'll be able to give away at this point. If I understand you correctly, I'd have a G8 or G3 morph that I could distribute and people could use *that* to make their own G3 or G8 clones. Got it... I think. Yeah, that might work, unless I can't distribute the Toon characters at all based on what Richard said about rigging.
Hopefully we'll hear from DAZ "soon" about what's allowed (it's only been a week so far); I honestly didn't think I'd have this much trouble giving something away for free, I thought finding a site to host it was the hard part.
Thanks for taking the time to explain it simply enough for me to understand it, much appreciated.
Free Toon Characters coming July 1st, early download available nowwsterdan said:
Havos said:
If DAZ does not give you permission to distribute the clones than one solution is to supply the reverse clones, by which I mean clones of your toons for G3 and G8. These are your shapes, so you can re-distribute them.
Whilst that may seem unhelpful, as the idea is to get the G3/G8 clothing onto the your toons, not vice-versa, it is however very useful since other users can easily (and I believe legally, as long as they are for personal use) create G3/G8 clones for your figures by using the clones you supply.
I'm not an expert but I don't think I could. Richard could explain better but in the current situation, the G3 and G8 clones are made by taking the Toon meshes and reshaping them to match the shapes of Genesis 3 and Genesis 8, and it's just copying those shapes – with my own mesh – that's the issue. Your way would mean taking G3 and G8 meshes and reshaping them to match the Toon shapes, and if distributing the *shapes* of Genesis 3 and Genesis 8 are a no-go, distributing actual Genesis 3 and Genesis 8 meshes would not be allowed.
Unless, of course, I've got things backwards.
I understand that. But if you already have G3 and G8 clones for your toon figures, then it is just a few steps in Daz Studio to create Toon clones for G3 and G8.
Basically you export out a base resolution G8 figure as an object, re-import it, then use the transfer utility to fit that object onto your toon figure using the G8 clone as the source shape. This should result in the G8 skin having the shape of your toon. You can export this to obj, then re-import into G8 using Morph Loader Pro so that G8 has a morph of your Toon. This can then be used by other users to create a G8 clone for your toon by doing the whole thing in reverse.
I believe distributing a G8 morph is allowed, as indeed many commercial products and freebies do just that.
How to fix graft?You export the figure with the geo-graft, sculpt what you want. When import OBJ, in Morph Loader Pro dialogue box, select Primary Figure from Graft (Facet Order) from Load Morph for: (ss1)
In this way, if you select the figure, it'll create the morph on the figure. If you select the graft, it'll create morph on the graft.








