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Daz 3D Forums > Search
  • Why do outfits need FBM for Daz Original female characters?

    genesis 8 base both male and female are what the clothing is generally designed on, other shapes are then supported via FBM for any characters the PA/vendor/creator chooses to support.

    outfits will use autofollow to try to fit any shape morph applied but can often not work very well especially around the chest area with large changes to the bust, this is why the FBM's are used/made.

    To make an FBM for a product you generally have to own the shape you want to support in order to create a proper FBM that fits that shape, so anyone wanting to create an outfit that supports those HD body shapes would have to own the HD Body shapes product.

    By

    skinklizzard skinklizzard September 2020 in New Users
  • Why do outfits need FBM for Daz Original female characters?

    DS will morph the clothes automatically to fit the shape you used (if that shape has "autofollow" enabled), but as with all automatic processes it can sometimes give less than optimal results.

    Those custom-made fit morphs included are intended to replace the auto-generated ones to give you better results

    By

    Leana Leana September 2020 in New Users
  • Why do outfits need FBM for Daz Original female characters?

    The clothing/outfit is originally made (i.e., modelled) for a spefic shape.

    Any morphs away from that shape can distort the outfit (especially around breasts etc), so the FBM is just there so that when you morph in the Characters or specific body shapes morphs the FBM or other controlled morphs will add necessary corrections.

    You don't "need" the corrective morphs per se, but as you have mentioned, they are there to make it look better.

    By

    lilweep lilweep September 2020 in New Users
  • Converting characters from Genesis 3 to Genesis 8 that use head and body morph addon's

    I don't know, but I like Zev0's products and their customer service, so tend to favour them when there are multiple products.

    You could load G3. screen shot the various slider settings of how the shape was created and repeat in G8; the morphs used look the same as come with G8, so it is likely that a very close likeness can be obtained. I expect it would take a while: up to an hour, but do that and copy and paste the materials and you have the character on G8. How close the shapes will be will depend on their being no or little custom morph out side of the sliders. Zeroing all the morphs not named Ceredwen will give you an idea - but take a few minutes.

    Copying base materials is trivial; literally copy and paste from one to another via the surface settings tab

    By

    nicstt nicstt September 2020 in The Commons
  • Converting characters from Genesis 3 to Genesis 8 that use head and body morph addon's

    I have Ceridwen and use X transfer, which I like very much.

    I'll just test it out to see how it does.

    Edit

    Transferred without issues in about 6 minutes.

    The materials, if you're not aware, will copy over easily enough too; or you can find a shader you like and manually change the textures to Ceridwens.

    By

    nicstt nicstt September 2020 in The Commons
  • Converting characters from Genesis 3 to Genesis 8 that use head and body morph addon's

    Hi

    I have a couple of charcters by Saiyaness that are Genesis3 that i would like to convert to Genesis8 will the character convertors here on the store be able to do that as they both use the Genesis3 female head and body morph packages? I dont have them (as i should read the small print before buying things i suppose...) anyway would i need to buy them to convert them ??? I do have the Genesis8 female head and body morphs packages.

    The characters in question are 

    https://www.daz3d.com/ceridwen-and-fantasy-skins-for-genesis-3-female (credit card poised)

    https://www.daz3d.com/imari-for-genesis-3-female

    Hopefully i am making sense :)

    Thank you

     

    By

    Pitmatic Pitmatic September 2020 in The Commons
  • Sagan: A DAZ Studio to Blender Alembic Exporter

    I guess it would be impossible to take advantage of the Blender cloth with Alembic.

    Not sure why you would think this. You just export an animation...

    Disclaimer: I have yet to try the Blender cloth sim but I've read that it is superior to dForce.

    I've found it superior in general, but dForce clothing tends to work better with dForce because it's been perfected by a PA to work with dForce. I know of no export method which preserves the dForce metadata in a way that the Blender cloth engine understands, and so items that appear connected in DS fall to pieces in Blender, or even explode because the weight map that kept intersections from being simulated in DS are not present in Blender. But some simple stuff works.

    To be honest MD is far superior to both, and I now do 80% of cloth in MD and that's why I included MD scaling and the subD cage options.

    I agree, although it's not without its issues.

    I bought MD and use that too; I use dforce, blender and MD; tools are meant to be used as appropriate not become the raison d'être.

    @Marble

    When it's not an animation, and it isn't really for me so far, although recently I've begun to look at it just because the tools are there and work.

    Export an obj to use as avatar in the A pose (or T if G3 or earlier); export the character in the desired pose as an obj.

    In MD import the obj as a Morph Target (I use 9.5 so no clue if its available in earlier versions); set the frame count if 30 (default) is not sufficient. NOTE: save the scene first incase something goes wrong - such as insufficient frames.

    This generally works, but depending on how radically different the new pose is the transition can be weird or require one to grab bits of cloth in an attempt to stop disasters.

    This way there are no issues with creating animations and exporting/importing them - more time-consuming that the above method.

    I guess it would be impossible to take advantage of the Blender cloth with Alembic.

    Not sure why you would think this. You just export an animation...

    Disclaimer: I have yet to try the Blender cloth sim but I've read that it is superior to dForce.

    I've found it superior in general, but dForce clothing tends to work better with dForce because it's been perfected by a PA to work with dForce. I know of no export method which preserves the dForce metadata in a way that the Blender cloth engine understands, and so items that appear connected in DS fall to pieces in Blender, or even explode because the weight map that kept intersections from being simulated in DS are not present in Blender. But some simple stuff works.

    To be honest MD is far superior to both, and I now do 80% of cloth in MD and that's why I included MD scaling and the subD cage options.

    Animation - of course. Doh!

    And I do have MD8 but I had trouble with clothes exported from DAZ Studio falling apart in MD too. When I asked questions I was advised to weld the pieces if I remember correctly (not that I know how to do that). I should give it another go if only to justify my investment in MD. So, if I understand the workflow - you animate the unclothed figure in DAZ Studio and export the animation to MD. Then Export the clothing, fit it to the DAZ figure and run the imported animation. Then what? Back to DAZ Studio or directly to Blender using what? MDD or Alembic?

    Welding requires modelling knowledge.  Do you really want to learn yet another thing?

    What Daz clothing is so precious to you that you cant just buy a Marvelous Designer alternative for $2 NZD on artstation?

    I only buy Armour, Gloves, Footwear on Daz Store. For most fabric/soft clothing, you can usually get better quality photogrammetry assets or MD garments from 3rd party stores for the same price or cheaper. Some photogrammetry stuff can be expensive though...

    My MD and photogrammetry garment folder is bigger than my Daz garment folder, for sure.

    Indeed, there seems to be something new to learn at every snag I hit and it is all getting a little overwhelming. I am understanding why so many people just put up with what DAZ Studio has to offer - slow dForce, slow IRay, VRAM limitations, poor or broken animation tools. But I am envious of the skills of those who are familiar with modeling and material node systems and Inverse Kinematics and rigging and UV maps. Maybe I should just find a less demanding hobby.

    Nevertheless, thanks for the good tip about Artstation - I'll take a look. I'll also google photogrammetry garments :P

    1) Those skills take time to acquite.

    2) You don't acquire them all at once.

    3) It is necessary to break them down into parts.

    How you adapt it to Sagan will depend on what you need to do, but this was what I did.

    A) I started simple with Diffeo. I brought into it a posed naked character without hair. Once I had that imported I tried rendering.

    B) I then brought one in in the Apose and imported a pose from studio; I applied that pose, then rendered. (I discovered I could also save that pose for use again. If I decided to change the pose - by importing another.)

    C) I decided to create my own materials to get the look I was after; I use Agenesis 2, and I customise every character's textures I buy (as well as creating my own. I have re-visited these materials since and adjusted twice and after that started completely from scratch; I now use those materials that have since been tweaked.).

    D) I then started bothering about clothes.

    E) I then looked at Hair (maybe I did this before clothes, but can't recall)

    F) I then started looking at dealing with props - simple items; I already knew how to bring them all in as obj (but for anything other than backgrounds - ideally blurred with DOF - the needed substantial adjustment on materials), but I specifically started using Diffeo, to see what steps were needed (if any) to tweak. Generally they work brilliantly without adjustment. Some products still need the obj method.

    If you try to do everything at once, chances are you'll get frustrated, overwhelmed or just downright mad.

     

    By

    nicstt nicstt September 2020 in Blender Discussion
  • Sagan: A DAZ Studio to Blender Alembic Exporter

    @TheKD

    Yes, Alembic only exports finalized geometry. This is, of course, assuming I've correctly figured out how to wait for all the modifiers to finish, which I think I have... :)

    Excellent! As much as I love diffeo for the material work, the rest overkill for my uses. I only do still shots, so the rigs and whatnot is a bit much to deal with lol.

    If you export the character in the pose you need for import by Diffeo, then it can be used as is in Blender; no need to pose, it will already be posed as you exported.

    At least that is how it used to be, I haven't tried that in 1.5 as I usually want to experiment with poses and scene setup in Blender.

    Do you drape the clothes using dForce or the Blender Cloth sim? I guess it would be impossible to take advantage of the Blender cloth with Alembic. Disclaimer: I have yet to try the Blender cloth sim but I've read that it is superior to dForce.

    It can be, but for dforce specific items, dforce generally works much better. I've I have to protect feet/hands/eyes/mouth - some or all of em in Blender to prevent weird gathering.

    If I was doing a static pose, with the character in the shape I wanted, so all I want to do in blender is render, then do everything first, then export it.

    If the clothes don't transfer quite right, re-sim perhaps in Studio, export as an obj, import into Blender and copy the materials from the diffeo imported clothes.

    I'll see if I can do an example. No matter, I've not tried Sagan as yet.

    By

    nicstt nicstt September 2020 in Blender Discussion
  • DAZ Studio 4.12 ... Face creation abilities????

    Hi everyone! Does anybody knows any Face Transfer alternative for Mac OS?

    By

    gusbarraca gusbarraca September 2020 in The Commons
  • Generation 3 Aiko and Hiro Appreciation Thread

    "Cower before me mortals for I am Twinkie Lord"

    Definitely broke Hiro with this one, he looks great but the are a few small problems. Fitting clothes to him sucks and his arms break when posed, not sure how to fix that last one. So no art with him... for now.

     

    Why don't you transfer the shapes to G8?

    I did with Aiko 3; for the texture I just created one that closely resembled the one that came with the character. It was normal texture but no obvious distinguishing marks, moles, spots or freckles.

    By

    nicstt nicstt September 2020 in The Commons
  • Making a Morph out of Meshgrabbers Move

    yeah that folder thing did I learned too :)

    yes I did, I just made a morph for a car part, and then realized there WAS a morph -.- and I had it 2 times on that car xD... so I made 2x a morph when the morphs was already there, just on different bones, that was sad...

    By

    Loony Loony September 2020 in Technical Help (nuts n bolts)
  • Daz to unreal take so long to export

    How much certain things hurt in transfer time gets multiplied by other things.  For instance, how much a morph costs depends on how much of the character the morph affects in verts.  If you're exporting many morphs, and using subdivision, and have really heavy hair or clothing assets, it can become a surprising amount of mesh data real quick.  

    yehp, that is why you must becarefull with "what you are trying to export, while is cool have a "ultra realistic, heavy poly count character with 9999 morphs and 1 million + polygons remember it will "have a cost" in both your machine and unreal and any other program which is "real time render", then pay attention to those details.

    By

    Ellessarr Ellessarr September 2020 in Unreal Discussion
  • Daz to unreal take so long to export

    How much certain things hurt in transfer time gets multiplied by other things.  For instance, how much a morph costs depends on how much of the character the morph affects in verts.  If you're exporting many morphs, and using subdivision, and have really heavy hair or clothing assets, it can become a surprising amount of mesh data real quick.  

    By

    David Vodhanel David Vodhanel September 2020 in Unreal Discussion
  • Experimental DazUERig Converter script

    Known issues:

    By changing the skeleton and bone names the Post Process animation that drives the corrective morphs no longer works.

    Hi :) first of all, ty so much for your work. Secound, if need some help, people to experiment things, call me :) (i dont speak english so well, but...). Just few questions, if possible to answer:

     

    1 need retarget all bones? 2. "Process animation that drives the corrective morphs no longer works" its the single morph what we, eventualy, export to UE? 

     

    Apreciate, sorry my english

    You're welcome and thank you, I will keep you in mind for testing future experiments.

    Answer to 1:

    Because the character comes in with the same bone names and order as the Unreal Engine Mannequin there is no need to manually retarget and create new animations.

    In the translation retargeting options there is a way to tell Unreal whether to strictly use the animation data or to use the information of the skeletal mesh. Im not 100% sure if that is the best explanation or how they should be set.

    If anyone has a better description or some insight on that part I would love to get a better idea how to set that up.

    Answer to 2: Sorry that was an over simplification.

    The Post Process animation is an Animation Blueprint that basically keeps track of about 50 different bone rotations and applies a corrective morph to the skeletal mesh as each joint bends.

    There is one of these set up in the plugin for Genesis 8 and Genesis 3 skeletons. There isn't one set up for the UE mannequin rig that we are using for our Daz character.

    It is possible to make one by copying the Event Graph from the Plugin's Post Process Animation Blueprint and pasting it into one for the UE skeleton. You would then need to change the names of the bones(sockets) that are being watched to drive the corrective morphs.

    One of the script testers came up with that solution and I believe got it working OK.

    By

    UpL8Rendering UpL8Rendering September 2020 in Unreal Discussion
  • Making a Morph out of Meshgrabbers Move

    Ah the joys of youthful bliss making discoveries :-) Did you remember to zero and save the morph before closing the program?

    btw - After the word Morph you can type more separation names if ever you want to: i.e. Morphs/Doors/whatever - and each will become a "folder" ;-)

     

    By

    Catherine3678ab Catherine3678ab September 2020 in Technical Help (nuts n bolts)
  • Daz to Unreal 4 bridge

    It would be great if it can transfer MDL shaders too.

    By

    superlativecg superlativecg September 2020 in Daz Studio Discussion
  • Daz to unreal take so long to export

    A single g8f. I try follow the tutorial on youtube, but i fail. Looks like need be opened Ue4 and daz same time... On retarget bones, for exemple - where i fail - i dont find the base from 8, only g3. :) About the time, looks like 'time or processing' (im playing here in a i5 :S ) but dont crash and this is a great notice to me, just take some time. I ll try later again. REEDIT - and looks like was the morphs... on litle screen, i read 'animation' (last thing, i think... in this exp process). looks like this morph get some time to export (maybe)...

    yea to export you need to have "both open at same time"

     

    you need to check the "ammount of morphs you are trying to export" the more morph the more time it can take, unreal have a large limite on how much morphs you can export but the more you put the more time it will take, for me using a i7 witth 16 giga ram it normally take few minutes to export a character with like 50 to 80 morphs, it is a lot of info.

    Thanks for the answer :) yes, sure, i ll pay more atention next time and, no morph, i think its not so hard do animations in ue4... at last, few animation (i ll use this ONLY to do movies, short movies). But i like Iray from Daz, and i found a good configuration to my 'animes' with some sketch shaders. The render is fast or are fast without many elements in my viewport. I really love Daz man... i just need a better computer :3

    to be fair it's not like you "ca'nt export morphs" or no moprhs just don't go exporting "every moprh possible like want to expor 100+ morphs it can really take sometime, since your spec is not " atop note" spec, then start adding like 20 and see the time it's take then go adding few more like 2 or 3 more then test until you see you have enough and know how much time it can take.

    By

    Ellessarr Ellessarr September 2020 in Unreal Discussion
  • Is there a way to copy a prop rigging to another prop?

    Yes, if it's weightmapped you can use the transfer utility with existing prop as the source and it will try project the rigging on the new prop.

    Thanks!

    BTW - starting to think how much work is to rig a human body - do the human models which the artists make for sale are rigged in the same way - by copying?

    Do you mean standalone figures? No, it's not allowed to copy one figure's rigging to create your own figure if you want to distribute it (well, unless you created the first figure, I suppose), you'll need to rig it yourself from scratch.
    You can only reuse the figure's rigging to create conforming add-ons like clothes.

    By

    Leana Leana September 2020 in Daz Studio Discussion
  • Is there a way to copy a prop rigging to another prop?

    Yes, if it's weightmapped you can use the transfer utility with existing prop as the source and it will try project the rigging on the new prop.

    Thanks!

    BTW - starting to think how much work is to rig a human body - do the human models which the artists make for sale are rigged in the same way - by copying?

    most of the Poser legacy stuff was using "Dork" and "Posette" the P4 male and female

    DAZ rigging is protected under the EULA so most stand alones do not use the same rigging often using the Poser or Autodesk Biped one

    only DAZ store figures can use the DAZ genesis+ rigging bone hierarchy

    By

    WendyLuvsCatz WendyLuvsCatz September 2020 in Daz Studio Discussion
  • Is there a way to copy a prop rigging to another prop?

    Yes, if it's weightmapped you can use the transfer utility with existing prop as the source and it will try project the rigging on the new prop.

    Thanks!

    BTW - starting to think how much work is to rig a human body - do the human models which the artists make for sale are rigged in the same way - by copying?

    By

    handel_035c4ce6 handel_035c4ce6 September 2020 in Daz Studio Discussion
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