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saving autofitted breaks it for domino transfer
I saved my autofit clones as morph assets. They have to be "modifier/clone" types. Each figure has their own autofit clone {morph} made for each figure type required.
Legacy figures AFAIK do not qualify for autofit clones. One can get the legacy shapes of them for most if not all of the Genesis clans and make their own autofit clones [or buy them].
Because they are essentially morphs, no one cannot take autofit clones from figure A and make them work on figure B - with the possibly exception of G2M and G2F. [same mesh - just copy and rename the files - disclaimer, I have not tried this for autofit, just regular morphs].
Don't know if any of this info helps you or not ...
yes understand
have used your clones as well as the ones I bought from DAZ and few I made myself
this is clothing that has just been fitted to one figure then saved as a scene subset not a support asset
it obviously saves much less information so the autofit dialogue won't come up
even if you do it using the included DAZ starter essential clones between genders
it has nothing to do with the clones but how autofit apparently works
Which model in the OOT Sara Hair hair promo?I think it's Kaylee 8 with an eyebrow swap. The freckles on their noses are similar, and she's listed as an included morph fix.
saving autofitted breaks it for domino transferI saved my autofit clones as morph assets. They have to be "modifier/clone" types. Each figure has their own autofit clone {morph} made for each figure type required.
Legacy figures AFAIK do not qualify for autofit clones. One can get the legacy shapes of them for most if not all of the Genesis clans and make their own autofit clones [or buy them].
Because they are essentially morphs, no one cannot take autofit clones from figure A and make them work on figure B - with the possibly exception of G2M and G2F. [same mesh - just copy and rename the files - disclaimer, I have not tried this for autofit, just regular morphs].
Don't know if any of this info helps you or not ...
Celebrity Look-a-Likes for 3D figures Part 2Evanna Lynch (Luna Lovegood), head morph now available: https://www.deviantart.com/tritiumcg/art/Evanna-Lynch-Head-Morph-for-G8F-853059130
As usual done using ZBrush and Blender. I may have made her jaw too small but I was also focused on other angles for the contours (not shown) and sometimes it's just seemingly impossible to match every angle. :/
The older generation: Victoria 2/3, Michael 2/3 and their children rendersTrying to fit Laura into a nightdress for Diva.....
The maddie head and body morphs appear to go a little way to standing in for Laura head and body morphs - enough to allow a little change trying to apply a Laura morph that requires them.
Which model in the OOT Sara Hair hair promo?Yes, skin looks pretty accurate. Maybe Amira?
https://www.daz3d.com/amira-hd--expressions-hd-for-genesis-8-female
The third link I posted is from another vendor, so if it's custom morph, maybe is something simple to achieve?
Celebrity Look-a-Likes for 3D figures Part 2Eros for M4 by StudioArtVartanian is one of two celebrity liknesses I impulse-bought during a sale a few days ago. He's a really good Alexander Skarsgard. Unfortunately a lot of the sculpting got lost during the transition to G8. Perhaps I'm doing something wrong but I find GenX to be a rather blunt tool sometimes...
I tried to dial-spin his face back into shape but I think I might have accidently ended up with a 80% Skarsgard, 20% Gosling...

Not sure how much more work I'll put into this. I have a very handsome character here and that alone makes me happy!
Still, feedback on how I can get a closer likeness is welcome!
How did you manage to transfer an M4 character to G8?! I'm trying to use GenX to transfer a G1 character to G2 to no avail. If you could point me in the right direction, even if you can't give me a step-by-step, I'd be much obliged.
P.S. I read the readme, but whatever problem I'm having seems to have fallen into the cracks.
hi can someone help me with frankenstein monsterPresumably a head shape that is like Karloff's Frankenstein's monster - I think there is, but I can't recall which pack it is in.
There is a Frankenstein head morph for Genesis 1. It's in one of the morph packs from the DAZ store, but can't remember which one.
Is it possible for me to export Animation from Daz to Blender ?I Desperately wish the motion clip system in Blender actually functioned like the motion Clip system in Iclone or even Daz animate 2
If All of a Characters motion (Bone& morph) could be baked into a container then you could delete/ replace that container with a different one(ie retarget new motion) appended from another blend file.
As it stands now, the Blender motion clip system is fairly useless for character work IMHO And I will continue to import my pre-animated Characters from Iclone/CC3 and switch out the textures by appending them from a Carefully named presets master fileWhich model in the OOT Sara Hair hair promo?My guess would be custom character morph using https://www.daz3d.com/sina-hd--smile-hd-expression-for-genesis-8-female skin texture
Looking for insight to speed up the playback of animation in the viewport.Had similar problems trying to animate G8 female. Preview was slower than mud!
I ended up creating a separate content directory - having only 1-2 g8 characters and a handful of morph packages installed to use for animations. I first tried unistalling 40+ G8 characters and morphs, but still ran slow.
As a test - try running your animations against a g2 or g3 character, one that does not have as many character/morph sets installed. See if they run faster in preview mode.
Daz loads all the morphs for characters based on what you have installed. This has been a common complaint regarding daz taking a long time to load some characters - especially G8.
There may be better/different ways to accomplish this, but with my reduced runtime I can get G8 to preview animations in almost real-time. (your hardware will also make a big difference).
Anyone know what environment this is? - Now Bryce to Daz.Wow ... started looking for a decent mesa way back in 2014 and still can't find one.
Anyone know of anything new out there that is usable in Daz?
You can get some very solid mesa scenes by fiddling with Terradome 3, and mix and matching the morphs and shaders from the various Terrain morph packages. For closeups, though, you may want to swap out shaders or just do what I usually do, which is drop another landscape prop in on top or in front of the TD3 portion, something like vikike176's Wastland 2, Powerage's Terrain Creator for DS/Iray, or Powerage's Desrt Environment for DS Iray, all from over at Rendo, as it's asking a bit much of any single object to look good both in closeup and distance without being absurdly large.
Assuming those are all iray, how well do they convert using 3DL shaders?
Wasteland 2 is Poser but works just fine in 3DL with only minor tweaking. Terradome 3 and the two Poserage products are Iray only, so it would really depend on what 3DL shader packs and other resources you have.
RESOLVED (transfer utility - garment import lands in wrong place)I'm finding that the shirt I want to use as a conforming garment keeps importing below the figure's feet.
Needless to say it's quite annoying.
I've made the shirt in MD.
I have no idea what I was doing wrong but I got it to work and now just need to fiddle with weight painting or morph targets or..................something.
ED's Talosian Headmorph for G8 (m/f)Thank you!
The dress is made with Marvelous Designer and the necklace with Hexagon.
Like the head morph they are spot on
Morph Kit WeirdnessOK, got an oddball issue: For reasons unknown, SF Design's Body Morph Kit for G8 Females-which until now has been an excellent product- has ceased to function.
The properties show correctly in the tab listing, but changing the value does not affect the model. They worked fine last week, and I don't recall making any changes to anything since. All other morphs seem to be working. I've checked the installation paths, which are right. I've uninstalled and re-installed both the product and DS, using both DIM and manually. Still no change. The log file doesn't seem to show anything related to those properties.
I'm stumped. Any ideas?
MRB outfitYeah, it's kind of a mess and I had the same problem with the MRB Outfit and had to put in a ticket. The Smooth Morph Maker pieces are the ones you need to use. The others seem to serve no useful purpose, and didn't get an answer to my question as to what the point of them was.
Differences between HD and non-HD characters in terms of resources?This sounds more like a character specific issue than a general issue.
Have you tried loading the problematic character alone and rendered in default settings?
Might also want to try loading a base G8M and manually applying the problematic morphs, without the material preset.
Could just be something messed up in the character preset, or just a material conflict.
To cover the original question.
Ran a couple quickie tests with the Aubrey 8 and her HD addon, and the difference in system ram utilization with the HD on or off was failry negligable at around 100-150MB.
For rendering, the increase in ram was the same, that is to say there wasn't any, effective, difference.
Pre-render increased ~100MB, render ram increased ~100MB.
To be clear here, this test was done in 4.12.1.117, with a base genesis 8 female, with only the Aubrey 8 and HD addon, no other characters or morphs, and with the default G8F texture applied.
I ran the tests with the base G8F only, both in default render sub-d 2 and 4, and with the base Aubrey 8 applied, with both sub-d variations and with the HD applied, again with 2 and 4 render sub-d.
All render settings at default, at a resolution of 500x500 pixels and default view position.
Prerender daz studio was using ~300MB with g8f only and render sub-d at 2. When rendered, ~1455MB.
With the sub-d 4 applied, the render ram, doubled to ~3030MB.
With the HD applied at render sub-d 4, system ram went to 419MB and 3150MB respectively.
DS certainly keeps the data in memory for a while, since the change is on the undo stack and so it might be needed again. I'm not sure if the deltas for zeroed morphs are dropped from memory once the change has dropped off the undo stack.
Just ran a couple quickie tests, and it doesn't appear to make a difference once the morph dial has been enabled.
It remains "loaded"(takes up system ram) regardless if it's pushed off the undo list or not.
If you wish to test it, just perform ~20+ actions after enabling/disabling the particular morph dial.
I used a plane and pushed the + key on transform X-Axis 22 times after dialing the aubrey 8hd to 0 from 100%
2 subd 3 characters(just the body mesh alone, not counting clothes hair etc) is over 2 million polygons. 2 subd 2 characters is only around 600k polygons. It's a rather large difference.
While it sounds like a big deal, computationally it's not as significant. Unless you are running really tight on ram.
A base g8f, all default render settings, default materials, naked, at render sub-d 2, on my system, utilizes around 1470MB.
2 G8f's only uses 1633MB.
At Sub-d 3, 1792 and 2264 respectively.
Sub-d 4 is where it gets messy. 3053 and 4747 respectively.
Just to note, the Sub-d 4 is around 8million polys between the two figures.
Each increase/decrease in sub-d is a mulplier/divisor of 4.
As always, these numbers are based on my particular system, version of d.s. and may vary depending on your particular setup.
Thank you for all this investigative effort. I'm running tight on RAM, certainly, but rarely encounter this scenario in this computer. Restarting Windows via the Task Manager for each render seems to help. So that suggests to me that system memory needs to be replenished for each render in this particular set. At least I've discovered how to restart Windows without a hard reboot every time. So far, so good.
Anyone know what environment this is? - Now Bryce to Daz.Wow ... started looking for a decent mesa way back in 2014 and still can't find one.
Anyone know of anything new out there that is usable in Daz?
You can get some very solid mesa scenes by fiddling with Terradome 3, and mix and matching the morphs and shaders from the various Terrain morph packages. For closeups, though, you may want to swap out shaders or just do what I usually do, which is drop another landscape prop in on top or in front of the TD3 portion, something like vikike176's Wastland 2, Powerage's Terrain Creator for DS/Iray, or Powerage's Desrt Environment for DS Iray, all from over at Rendo, as it's asking a bit much of any single object to look good both in closeup and distance without being absurdly large.
Assuming those are all iray, how well do they convert using 3DL shaders?
MRB outfitI've just purchased the dForce MRB outfit and have no idea what's going on! Each clothing item has 2 versions (1 with smooth morph maker and 1 eithout, I think). I have no idea what a smooth morph maker is. There also seems to be a separate smooth morph maker for each item. When some items are loaded, it is impossible to apply textures to them (I've tried highlighting them in 'surfaces' but that doesn't help). The cloak starts moving with simulation but then seems to stop before the simulation is finished. The product blurb (which is exactly the same as the ReadMe file ) is completely uninteligible - "The costumes each come with a (smooth morph maker), they control the shape of the child object and have a comprehensive morph. Child objects' outfits have a more detailed morph, while Mesh Smoothing follows the surface of Genesis 8. In this way, the custom template discards and simplifies information that is not needed when loading a new shape, and transfers it to the bottom image, and the bottom image minimizes surface damage."???????????????!!!
Differences between HD and non-HD characters in terms of resources?This sounds more like a character specific issue than a general issue.
Have you tried loading the problematic character alone and rendered in default settings?
Might also want to try loading a base G8M and manually applying the problematic morphs, without the material preset.
Could just be something messed up in the character preset, or just a material conflict.
To cover the original question.
Ran a couple quickie tests with the Aubrey 8 and her HD addon, and the difference in system ram utilization with the HD on or off was failry negligable at around 100-150MB.
For rendering, the increase in ram was the same, that is to say there wasn't any, effective, difference.
Pre-render increased ~100MB, render ram increased ~100MB.
To be clear here, this test was done in 4.12.1.117, with a base genesis 8 female, with only the Aubrey 8 and HD addon, no other characters or morphs, and with the default G8F texture applied.
I ran the tests with the base G8F only, both in default render sub-d 2 and 4, and with the base Aubrey 8 applied, with both sub-d variations and with the HD applied, again with 2 and 4 render sub-d.
All render settings at default, at a resolution of 500x500 pixels and default view position.
Prerender daz studio was using ~300MB with g8f only and render sub-d at 2. When rendered, ~1455MB.
With the sub-d 4 applied, the render ram, doubled to ~3030MB.
With the HD applied at render sub-d 4, system ram went to 419MB and 3150MB respectively.
DS certainly keeps the data in memory for a while, since the change is on the undo stack and so it might be needed again. I'm not sure if the deltas for zeroed morphs are dropped from memory once the change has dropped off the undo stack.
Just ran a couple quickie tests, and it doesn't appear to make a difference once the morph dial has been enabled.
It remains "loaded"(takes up system ram) regardless if it's pushed off the undo list or not.
If you wish to test it, just perform ~20+ actions after enabling/disabling the particular morph dial.
I used a plane and pushed the + key on transform X-Axis 22 times after dialing the aubrey 8hd to 0 from 100%
2 subd 3 characters(just the body mesh alone, not counting clothes hair etc) is over 2 million polygons. 2 subd 2 characters is only around 600k polygons. It's a rather large difference.
While it sounds like a big deal, computationally it's not as significant. Unless you are running really tight on ram.
A base g8f, all default render settings, default materials, naked, at render sub-d 2, on my system, utilizes around 1470MB.
2 G8f's only uses 1633MB.
At Sub-d 3, 1792 and 2264 respectively.
Sub-d 4 is where it gets messy. 3053 and 4747 respectively.
Just to note, the Sub-d 4 is around 8million polys between the two figures.
Each increase/decrease in sub-d is a mulplier/divisor of 4.
As always, these numbers are based on my particular system, version of d.s. and may vary depending on your particular setup.










