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[Released] Hat Check for Genesis 9 [Commercial]
willowfan said:
RiverSoft Art said:
willowfan said:
Great product in the main. I've found that it (a) does not like ears if the hat sits too close to them (like a baseball cap) and (b) doesn't look good if the hair has a lot of volume (away from the head), producing an unnaturally sharp cutoff where the feathering morph ends.
However I can confirm that it does indeed work with dforce strand based hair (see pic).
Thanks for the independent confirmation @willowfan
BTW, have you tried extending the feathering distance for the high volume hairs?
I believe an apology is in order. Tried again with the same hat and hair as was giving me problems yesterday and it looks fine. Below is with feathering at 10.
I must have been doing something wrong as I was getting a sharp cutoff with a noticable angle change even at 10.
Congratulations on a great product.
Not sure why it would have changed so much, but I am really happy you like the product.
Coming soon: Mesh Grabber 4.0 [Commercial]How about this "Morph Master" That's on sale today? Does that Look useful?
I'm still using DAZ Studio 4.21. The ad says it works with Version 4.23. Does anyone know if it is compatible with version 4.21?
New Year, New Sales Thread: Report Issues Here "Reporting Only"tsroemi said:
Hi mods, I'm sorry if this has been mentioned already, but adding a gift card to the card seems to cancel out getting ANY tokens at all for the order. Am attaching the cart. I'm DAZ+, so I think I should get 1 token for Morph Master, no?
Cheers!
Verified and reported.
New Year, New Sales Thread: Report Issues Here "Reporting Only"Hi mods, I'm sorry if this has been mentioned already, but adding a gift card to the card seems to cancel out getting ANY tokens at all for the order. Am attaching the cart. I'm DAZ+, so I think I should get 1 token for Morph Master, no?
Cheers!
Let's appreciate/discuss today's new releases - more ongoinger threadThis new Morph Master (https://www.daz3d.com/morph-master) looks reaaaally cool! I'm just wondering whether many of the effects shown actually rely on Mesh Grabber 4, as only implemented in the Premier version of DS. Am not completely finished watching the video yet. What do others think? It looks dead useful for sure.
Morph Master - Does it work on Animation?3DMinh said:
Hi,
There's a new product (I can't find the official thread for it) : https://www.daz3d.com/morph-master
I have a question, does it work with animation?
Thank you.
Best regards,
Minh
I don't have it yet, but from viewing the materials, I would imagine that's one of those "Yes and No" answers that would have to be answered on a process by process base by the creator. From what I see, most of the morphs and deforms it creates can probably be used within a timeline, but there's nothing to indicate that it will automatically create an animated sequence of either as a batch process, while many of the dforce enhancements are probably better done in animation by simply using d-force... .
Morph Master - Does it work on Animation?Hi,
There's a new product (I can't find the official thread for it) : https://www.daz3d.com/morph-master
I have a question, does it work with animation?
Thank you.
Best regards,
Minh
How Do I Use G8 Female EXPRESSIONS on Genesis 8 Male ?You can't do it for everything, as some expressions are custom morphs with HD components.
However, for something that's purely a control slider with no morph component, I guess expressions could theoretically be converted reasonably well by copying the expression files to the G8M directory, uncompressing them with the Batch Convert pane if required, and then using Notepad++ to run a "find in files" swap to repoint some IDs and file paths so they refer to G8M rather than G8F.
Their standard controls have the same basic names, and while a few expressions are... different (Flirting is really quite different on the two bases), I can't fundamentally see why this wouldn't convert the controllers to find and activate the same controls for G8M.
However, other than doing it like that, control links are a pain in the butt to transfer and copy. (I asked about ways to do it years ago, and got zero useful responses). Anything that's a combination of morph and controller will thus be a total nuisance, as the above method wouldn't work on morph data.
Astaroth, cooolgfdamron1 said:
Beautiful work, OrangeFalcon!
Thanks! I had fun with that one. I underestimated the details of the skin. With the other thread talking about Olympia 9, I had the idea of using her and just the skin, horns and fangs-no Wagner morph added. The skin has some interesting textures, and the eyes look pretty nice.
Astaroth, cooolExcellent render from Oso! To doubledeviant's stance, I completely understand and while working with it, I actually had to use Tara style addons to make it look presentable. The skin is good, but not that much different from the Succubus form. And really, I prefer the Wagner 9 style demon form over this one anyway, which I had to partly use to achieve the look I wanted. But here's what I created:
I used Van Helsing as the female morph. Surprisingly, adding the Astaroth proportions worked pretty well and kept her feminine enough, albeit in a more She-Hulk way. With the horns from the bundle, a gothic outfit, Tara's tail and hair, with a little fire, and we've got a respectable demon lady. Here are the sliders I used:Van Helsing-100% Astaroth Proportions-85%. Stocky-35%. Voluptuous-100%. Wagner 9 Demon Head-100%. HID Kate Feet-100%. The smaller feet was a bit offputting so that helped a bit.
Also I got the bundle at a crazy low price. I added the Character Bundle plus the $7 addon for the jacket, used 8 tokens and with my $10 off DO coupon, it came to $10.49!
Content Directory for 4.23I've been testing some things on the new install and nothing but more problems. At first I thought it was some issue with dazconnect and its DRM-style features. I obtained a new character from the DAZ3D shop, and had the DIM installer install it itself. So I load up the genesis 9 base character, and attempt to load the shape of the new character, and...nothing. not even an error, just a quick flicker of a tiny window, and nothing. So I attempt to load the entire character as a new figure...which results in a base G9 model being loaded with the new character's materials, but not the shape. There are also figures in the My DAZ3D Library folder, but the entire character is called ACTOR, and the morph is labeled SHAPE (in the thumbnails). They did the same thing. I remember way back in Victoria 4.2, that after the base figure was loaded, you had to load morphs right away.
The postgreSQL was installed via DIM installer. I re-installed it twice, and seems to be working because Login is greyed out un the connect tab. So I was able to "update" the metadata and the database manager/install offline files
To keep things simple, I'll upload a log file using only files installed by DIM, on the same drive DAZ 4.23 is on.
Here's exactly what I did from the beginning of the log file.
1. Shut down DAZ studio
2. Open Daz Studio
3. Loaded Genesis 9 full-body actor character obtained from DAZ Shop (G9 base loaded, w/ new materials but no new shape)
4. Loaded Genesis 9 base character
5. With G9 selected in scene hierarchy window (top right), attempted to load full-body shape of new DAZ shop character (shape and material was not applied/loaded)
6. loaded one of the pre-made G9 Characters (loaded just fine)
7. Left DAZ studio running with 3 characters in scene.
I'd like to solve this problem first, it's pretty important, because these are supposed to be official/certified/1st party/compatible products.
[Released] Hat Check for Genesis 9 [Commercial]RiverSoft Art said:
willowfan said:
Great product in the main. I've found that it (a) does not like ears if the hat sits too close to them (like a baseball cap) and (b) doesn't look good if the hair has a lot of volume (away from the head), producing an unnaturally sharp cutoff where the feathering morph ends.
However I can confirm that it does indeed work with dforce strand based hair (see pic).
Thanks for the independent confirmation @willowfan
BTW, have you tried extending the feathering distance for the high volume hairs?
I believe an apology is in order. Tried again with the same hat and hair as was giving me problems yesterday and it looks fine. Below is with feathering at 10.
I must have been doing something wrong as I was getting a sharp cutoff with a noticable angle change even at 10.
Congratulations on a great product.
Astaroth, cooolSnowSultan said:
WendyLuvsCatz said:
I am sure you meant orange

LOL, oh he will be orange when I'm done. Also looking forward to trying to mix him with a certain morph I bought a few months ago.
The more of your posts I read, the better I like you.
If he's still in the Premier selection after my break, I might grab him. I like some of the other items. I am very annoyed that Iray for the guitars is a separate addon rather than part of the base product. Other recent products have had Filatoon/Filament/Iray all included. (A cart with just those 2 items, no tokens, is over $13.)
[Released] Hat Check for Genesis 9 [Commercial]willowfan said:
Great product in the main. I've found that it (a) does not like ears if the hat sits too close to them (like a baseball cap) and (b) doesn't look good if the hair has a lot of volume (away from the head), producing an unnaturally sharp cutoff where the feathering morph ends.
However I can confirm that it does indeed work with dforce strand based hair (see pic).
Thanks for the independent confirmation @willowfan
BTW, have you tried extending the feathering distance for the high volume hairs?
Mechasar's Characters Catalog: Who's next? (commercial)Hi guys! Here’s my report about that issue. The updates and improvements on Genesis 9 may have had effects on the morphs. But this time I prefer not to add any modification or extra morphs to the pack, for the simple reason that it’d be impossible to predict the outcomes from the interaction between a further update and a new corrective-corrective-morph (leaving aside all the countless pose combos that affect the pack itself naturally), I’m sure you understand.
That said, I noticed that the issue can be avoided by manually setting the “Hand Left/Right Fist” morph (Parameters/Natural Movements Set/Hidden) when the model’s fingers are bent. So my advice is to play with that morph as follows:1) Consider using the Pose Controls rather than bending your model’s fingers manually, the pack was designed to give you better results in doing this.
2) If you bend all your model’s finger except the thumb using the Pose controls, the “Hand Left/Right Fist” morph should be set in the range of 40%-50% in order to remove that annoying issue.
3) The range comes down to 0%-40% when not all fingers are bent at the same time.I hope this will help! Thanks.
Astaroth, cooolWendyLuvsCatz said:
I am sure you meant orange

LOL, oh he will be orange when I'm done. Also looking forward to trying to mix him with a certain morph I bought a few months ago.
Dforce g8 clothes on g9Maybe try changing the starting position of Genesis 9's legs to one closer to Genesis 8: it's likely creating distortion in the mesh in the front and the back of the gap between the two legs, possibly adding too much energy here.
I had a similar problem using a G8F pants on G3F: the pants's legs were intersecting each other with G3F starting position and while it didn't explode, it was enough to prevent the pants to drape as it should.
To so do:
1. Set G9 Left Thigh Side-Side around 6
2. Set G9 Right Thigh Side-Side around -6
3. Edit > Figure > Memorize > Memorize Figure
A timeline simulation is also a possibility. For a 30 frames simulation:
1. T=1 Genesis 9 with Left Thigh and Right Thigh Side-Side settings at (6, -6)
2. T=10 also Genesis 9 with Left Thigh and Right Thigh Side-Side settings at (6, -6), to let the clothes draping without adding energy due to changing the character pose (it should help if there is a bit too much energy: the clothes will have some time to dissipate it before having to deal with the energy added by the pose)
3. T=20 Final pose
4. The 10 last frames will let the clothes finish draping.
If it's still exploding, I think adding more sub-frames could let more time to dispell energy in excess but I don't use the settings frequently so I'm not sure (I usually do a longer simulation but it can be a pain to move everything around once a timeline is created)
There is also a very un-subtle last ressort brute force approach (I did it once a couple of weeks ago, so I'm speaking from memory and because it's a bit late, I'm not detailling everything, I will do it tomorrow if the previous solution didn't work).
In essence:
1. convert your Genesis 9 character morph to Genesis 8 (see https://www.youtube.com/watch?v=kXssz90XFEA )
2. fit the clothes on Genesis 8 with the Genesis 9 converted morph applied to G8F, bypassing autofit.
3. Make sure both figures's starting (apply 6,-6 values on Genesis 9 thights) and final poses are close to each other, without the clothes intersecting Genesis 9's geometry.
If you don't have a pose converter, this one is free (you'll likely still have to adjust the poses): https://www.daz3d.com/forums/discussion/605941/genesis-1-2-3-8-9-to-genesis-2-3-8-9-pose-converter-updated-2025-01-03
Then, the trick: hide almost every G8F bone from the simulation (Display > Visible to Simultion to Off). Keep at least one visible, otherwise from what I remember the simulation will ignore Genesis 8 pose completly which meant the clothes's pose was not following G8F's pose (so were only pushed by G9 moving which is not that great). The easiest way is to hide every G8F bones and just make some who will not interact with the clothes at all visible again (or use https://www.daz3d.com/ultimate-simulation-visibility ). The foot are usually a good candidate, but it can be a finger, a hand.
With this trick, from what I remember, the clothes's pose followed G8F's pose while draping around Genesis 9.
Feng Character MorphsThe mistake I made is I filtered with "FN Ethan" instead of just "Ethan". Now I get the same results you have.
When I click and drag the Ethan body morph from Parameters, I get the following error message:
Feng Character Morphsgfdamron1 said:
I have a non-Feng characer in the scene, and I have her in a pose that bends both spine 2 and spine 3. In Currently Used in the Parameters Tab, I don't see anything related to Feng listed. Where should I be looking to see what's being applied to the figure?
Do you show Hidden properties ?
If there is a problem, with the bone (spine 2 or 3) selected and in the Parameters tab, list all Currently used parameters and you should see if any of your Feng's character has the problem: every one of them who is concerned will have an property active and set to 1.00.
Once I know which character had at least one problematic property, I did it like explained in the previous message (it was easier to look for any bone with a sub property to see if the 2nd stage was correctly set than to active each bone one at a time looking for hidden properties), but as long as you can access their body morph slider to drag and drop it onto the 2nd stage property, you will be able to fix them.
Edit: I have a screenshot, I'm editing it and will attach it once it's done.
Edit 2: Here's the screenshot, with Genesis 9 Base and no other morph active. After bending Spine 3, properties from Ethan and Eleanor were active, when they should not:
Feng Character Morphsgfdamron1 said:
Thanks for that explanation, Barbult. I'm going to have to look into the process of making the correction. I would rather spend my time rendering...
It's a couple of minutes per character once you know what to do.
An easy way to found the ones that are missing correctly set second stage controller (you may already know how to do some of the steps).
1. Load a Feng character you want to check / fix
2. With the Parameters tab active, switch to Edit mode
3. The character should still be selected at this point, but if it's not, select it and then make sure the Parameters tab while show the various morphs sliders related to the character (easiest way, Currently used then filter by the character name), you may need an easy access to them later.
4. Right click on any property and go all the way down the menu to click on Show in Property Hiearchy (it's just to open it, there is likely another way but I don't know it)
5. Filter by the character name, which should show you that character at the top of the windows, then open the Bones sub-menu.
6. Check any bone with a sub-menu, to see if the 2nd stage controller is correctly set and take note of their names, you'll need them later (you can take a screenshot, it could be useful for remembering them and to open an ticket to ask for an official fix). As an example, on Eleanor, spine 2 and 3 don't have any 2nd stage controller defined:

7. from the Parameters tab, drag and drop the body morph of the character you're fixing onto Controller > 2nd Stage, do that on any problematic property. You should end with something like this on Eleanor:

8. Then, go to File > Save As > Support Asset > Save Modified Assets. Once the window is open, uncheck anything not related to what you changed. As an example, I don't know why but when I opened the windows, Daz listed other elements, including Genesis 9, and I didn't modified any of them. So I unselected them to be safe. I also don't know how to avoid my username being set as the author but it's not important and the files will be replaced once an official fix is deployed so I didn't bother looking for a solution.
Here's how it looked after fixing Eleanor (Daz usually don't compress file, but it's checked by default):

Bonus step. If you have the time, open a ticket to ask for an official fix (I don't know if it's possible to open one ticket for all character of if it's need to be one for each character).
@vwrangler saw the same problem on some Feng's characters with a correctly set second stage controller but it was not the case of the two I own so no idea what's causing it and how to fix it.










