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Fury the piglet- Appreciation thread. Nice comments only.
I am in favor of a fury expansion. Perhaps with an additional winged costume, a horn and a morph to give him a newborn older shape.
"Duplicate Formulas Found" is KILLING me!There's something wonky going on with this. As a content creator I get this all the time when just working on a character and going back and forth through GOZ, pretty soon I will get a duplicate formula error with no understandable reason since every morph has different data. I might have 20 little morphs and they're all saved in the scene file only at that point. Some morphs will be rigged. Log is then filled with this stuff:
2020-06-24 22:01:34.390 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(6871): owner: Genesis8Female
2020-06-24 22:01:34.390 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(6872): output: neck_2:/data/DAZ%203D/Genesis%208/Female/Genesis8Female.dsf#neck_2?center_point/y
2020-06-24 22:01:34.390 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(6873): input: Genesis8Female:/Scenes/blah/blah_016.duf#ZBrush%20Morph?value
2020-06-24 22:01:34.483 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(6870): Duplicate formula found linking zOrigin & ZBrush Morph
If you are correcting JCMs or MCMs make sure that you use ERC Bake on the links (right-click on them in the Proeprty Hierarchy pane) before doing a fresh ERC Freeze - doing two ERC Freezes on the same property without a bake between is very likely to trigger this issue.
Yeah I'm not doing anything like that. Also I'm using Morph Rigger Plus do rig stuff these days anyway.
Fury the piglet- Appreciation thread. Nice comments only.It probably won't happen, but I kind of hope that Hypertaf can come up with a morph to make him into an adult miniature pot-bellied big. And then the cuteness can continue even beyond piglet age! (Seriously, I'm going to get him, and I don't even know what I could possibly do with him, but that much cuteness cannot be resisted!)
Fury is so cute! look at his little piglet toy!

You realize that Boyd and Owen and one of the kids have to have some sort of piglet interaction, right? It's pretty much required!
"Duplicate Formulas Found" is KILLING me!I've been having this problem for over two years on G3F and G8F, G8F being far worse. Going through my log file would require a week of time. I don't have that type of time on my hands. I believe there is a very simple answer to this: for Daz studio to ignore Duplicate Formula errors and move on.
and that would help how? Logging the error take almost no time, it's finding it in the first place that slows the process and that would have to be done before it could be ignored.
In my experience, the more Daz logs, the longer it takes. I've removed morphs before and it took hours. added them back in and took less than 1 hour. So the proclaimed 'morphs' isn't all that's bogging down Daz studio. But for the logging error- a database could be created on the user's computer and once daz does an initial scan, any problem files would be cross referenced and ignored, allowing the system to move forward. if more content is found, it would add those to the database. I'm sure there are other points to be had, but this would help significantly- especially if an author doesn't update said problem files.
The writing of the log file doesn't take long (and is deferred until DS isn't busy) - a lot of errors/warnings in the log is associated with slow loading because of the errors, not the logging. Which file would be ignored for a clash? How would updates be handled? I'm not saying this is impossible, I do think it would have its own impact on speed (checking each file to see if it should be skipped - especially for a long list), it would be another "moving part" with its own potential to go wrong, and it would potentially remove useful debugging information.
That, or Daz / vendor creates a script that goes through all duplicate formula files and fixes the issue automatically. I'd be willing to pay $100 for this type of guaranteed fix because of the amount of time it wastes for me.
I also agree that Daz should have a computer that has ALL the products loaded and QA's the morphs as people create them, so that the vendors are required to upload quality morphs- as stated prior, DAZ is free, it's the content library that they make money on- and if content is broken, they can't make money. So they are literally losing money with this error.How would a script fix the ssue? Most of the time it's a conflict between two products that happen to use the same name, so what would the fix be - scan through all the product files to change the name of the conflicting proeprties, being sure to change any presets that call it and hoping that no other products call it? It might be possible, I've done the equivalent manually, but it would inbtroduce a lot of potential for breakage too.
If it's a conflict, find a conflict between Anain&Akasha and another product. That's what 60% of my several hundred, if not thousands of 'duplicate formulas' in my log file are. If it is a conflict, then a more strict adherence to file structures and names could be implemented to keep this from happening. At my place of employment, we have several thousands of files, if not millions. Each file gets a unique name, so unique that not two files have the same name. I've seen other scripts here for fixing duplicate IDs and such- opening a file up and changing a piece of information in said file and resaving it or renaming it, isn't difficult.
That is a very large number of problem files. I have a lot of content and there is only one unresolved Duplicate Formula (which I have, pending a fix, manually cleared) - even allowing that a single product pair might throw multiple messages if there is a name clash it does sound as if there is more than just the way the content is initially set up going on. I do agree that a strict naming convention should help - and indeed a lot of PAs add an abbreviation of their name to the morph name for this reason.
If the protocols that guide content creation were more strictly enforced, it's more than likely the problem would diminish. There are multiple other companies that disect xml files and scan the code, looking for things that aren't up to par and reject the entire file if an error is found, telling the content creator to fix it before it's allowed and published.
Again, this is not usually an error in the file/product - it's a conflict between two products. Not something that could be fixed by scanning a single file. Checking for conflicts would take time related exponentially to the number of files.
I have not converted anything. And I have no rendo or freebies installed other than Travelor's plants. The only non Daz content that I have installed is Hivewire plants and animals. I get the duplicate files error constantly-so I'm pretty sure that it IS from Daz content.
With which figure(s)? Have you checked the log file to see which proeprties are involved? As I said above, this is usually a clash between two (content) products, niot a bug in one, so difficult for testing to catch.
Not necessarily. A cross referencing system would all but guarantee no duplicate file names. It would take time for the system to process all the files and cross reference them, but it can be done.
I'm honestly just glad more and more people are having a problem with this- maybe it'll shed light on underlying issues we're all experiencing.
[RESOLVED] HD Skin - how does it load? And what does it do?HD refers to the detail in the morph (it moves the vertices created by SubD, usually using level 3 or 4) - it isn't about, and doesn't include, maps.
Ahhhh this explains it all. Much appreciated!
@leemon_c43b45a114 - I redid a quick render using SubD 3:5 and one starts to see a little more detail on Dain 8 HD... I see a shallow smile line forming across the cheek on Dain HD. Hope this helped you out too.
[RESOLVED] HD Skin - how does it load? And what does it do?HD refers to the detail in the morph (it moves the vertices created by SubD, usually using level 3 or 4) - it isn't about, and doesn't include, maps.
"Duplicate Formulas Found" is KILLING me!There's something wonky going on with this. As a content creator I get this all the time when just working on a character and going back and forth through GOZ, pretty soon I will get a duplicate formula error with no understandable reason since every morph has different data. I might have 20 little morphs and they're all saved in the scene file only at that point. Some morphs will be rigged. Log is then filled with this stuff:
2020-06-24 22:01:34.390 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(6871): owner: Genesis8Female
2020-06-24 22:01:34.390 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(6872): output: neck_2:/data/DAZ%203D/Genesis%208/Female/Genesis8Female.dsf#neck_2?center_point/y
2020-06-24 22:01:34.390 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(6873): input: Genesis8Female:/Scenes/blah/blah_016.duf#ZBrush%20Morph?value
2020-06-24 22:01:34.483 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(6870): Duplicate formula found linking zOrigin & ZBrush Morph
If you are correcting JCMs or MCMs make sure that you use ERC Bake on the links (right-click on them in the Proeprty Hierarchy pane) before doing a fresh ERC Freeze - doing two ERC Freezes on the same property without a bake between is very likely to trigger this issue.
Ashan 8Here is my first test -
I did swap in Abasi's eyes and brows as Ashan's are...pretty awful. In addition, I blended in Owen's specularity map for the body and part of the face as Owen's has much better detail. Ashan's seem rather low rez if viewed in Photoshop at 100%. I also did my personal tweak to his SSS maps. His body morph was moved down to 50% as he's entirely too buff.
How to create pressure-point morphs?Hey Guys,
Is it possible to create a zone-specific, pressure-point morph to a character?
I've seen, for example, products such as 'Breast Morphs', that allows for the look of breasts being positioned, gravity-appropriate.
Is it possible to adjust witnin Studio, to allow for single specific pressure point, such as, when a character maybe has something heavy on their leg, and the proper indent that would follow. Or a character reaches across their body and their breast/chest compresses on the one side to match that pressure, versus, the arm simply dissappearing into the breast/chest area of the body.
Is Photoshop, post-processing correction, the only real option here?
TIA.
- Sol
"Duplicate Formulas Found" is KILLING me!There's something wonky going on with this. As a content creator I get this all the time when just working on a character and going back and forth through GOZ, pretty soon I will get a duplicate formula error with no understandable reason since every morph has different data. I might have 20 little morphs and they're all saved in the scene file only at that point. Some morphs will be rigged. Log is then filled with this stuff:
2020-06-24 22:01:34.390 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(6871): owner: Genesis8Female
2020-06-24 22:01:34.390 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(6872): output: neck_2:/data/DAZ%203D/Genesis%208/Female/Genesis8Female.dsf#neck_2?center_point/y
2020-06-24 22:01:34.390 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(6873): input: Genesis8Female:/Scenes/blah/blah_016.duf#ZBrush%20Morph?value
2020-06-24 22:01:34.483 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(6870): Duplicate formula found linking zOrigin & ZBrush Morph
How To Backup Your Custom Characters?Custom morphs that you have not saved as an asset will be embedded in a Scene or Scene Subset, and also in a Character Preset though they will then be loaded only if the preset is used to load a new figure rather than modifying the selected fiigure.
However, there have - at least in the past - been issues with morph projection using embedded morphs so I would suggest saving as an asset. When saving a morph asset (or any other kind) you can specify which content directory to use - I would suggest using a separate directory for custom content, then you can easily back it up without having to back up the installed content.
Thank you for the answer!
So I can take a character, save it as a shaping preset, delete the morphs I don't need for other characters to keep the library fast and clean, and merge that shape on a basic G8 figure to get the same shape?
If you export the figure as OBJ and import back as a full body morph, it doesn't need any other assets but the base character..
Before exporting, you may want to set the scale of the figure to 100%.
Thanks, but I don't know how to do that!
Load your figure into an empty scene
Remove all the accessories (clothes, hair, jewelry, lashes, brows, gens...)
Zero the figure pose
Zero the morphs you don't want to save permanently to the figure
Set the scale to 100%
Set the "Resolution Level" to "Base" (in Parameters\Figure\General)File->Export
Choose a name for the OBJ-file and check the file type (Save as type:) = Wavefront Object (*.obj)
Select the OBJ export options, I'm mostly exporting to Blender for DS morph creation, so mine are:
Scale = 100%
x - Ignore Invisible Nodes
x - Write Faces
x - Write Polylines
x - Write Object Statements
x - Write Groups
x - Use Node Name(s)
"Accept" and the OBJ-file will be createdLoad the developer version (or base figure) to an empty scene
Zero the developer version (or base figure)Edit -> Figure -> Morph Loader Advanced
Choose a file = Find the saved *.obj file
"Morph Path/Morph Name", the arrow will open a list of locations where you can place your morph, by default it uses the name of the *.obj as the name of the morph, but you can ghange it here.
Check that the scale is the same (100%) as was used in exporting
"Accept"Navigate to the path where you saved the morph (Parameters\Figure\Actor\Full Body\People\Mine\...) and you find the morph there ready to use.
You may need to use "Edit->Figure->Rigging->Adjust Rigging to shape" especially if the final scale of your figure is something else than 100%
At this stage the morph (figure) works only with the base figure you loaded it into, but if you save the morph as an asset, the morph can later be found in "Parameters" just like any other figure/morph you have installed for that base figure.
This is a bad idea - aside from the licensiing issue if you ever want to share you will lose any and all corrective morphs (to make the shape work with poses and expressions) so it will almost certainly be inferior to the original version made with multiple morphs.
I was going with: "Of course it's for personal use only, and with assets I've bought"
Yes, but the loss of JCMs/MCMs is the big issue for the end user.
How To Backup Your Custom Characters?Custom morphs that you have not saved as an asset will be embedded in a Scene or Scene Subset, and also in a Character Preset though they will then be loaded only if the preset is used to load a new figure rather than modifying the selected fiigure.
However, there have - at least in the past - been issues with morph projection using embedded morphs so I would suggest saving as an asset. When saving a morph asset (or any other kind) you can specify which content directory to use - I would suggest using a separate directory for custom content, then you can easily back it up without having to back up the installed content.
Thank you for the answer!
So I can take a character, save it as a shaping preset, delete the morphs I don't need for other characters to keep the library fast and clean, and merge that shape on a basic G8 figure to get the same shape?
If you export the figure as OBJ and import back as a full body morph, it doesn't need any other assets but the base character..
Before exporting, you may want to set the scale of the figure to 100%.
Thanks, but I don't know how to do that!
Load your figure into an empty scene
Remove all the accessories (clothes, hair, jewelry, lashes, brows, gens...)
Zero the figure pose
Zero the morphs you don't want to save permanently to the figure
Set the scale to 100%
Set the "Resolution Level" to "Base" (in Parameters\Figure\General)File->Export
Choose a name for the OBJ-file and check the file type (Save as type:) = Wavefront Object (*.obj)
Select the OBJ export options, I'm mostly exporting to Blender for DS morph creation, so mine are:
Scale = 100%
x - Ignore Invisible Nodes
x - Write Faces
x - Write Polylines
x - Write Object Statements
x - Write Groups
x - Use Node Name(s)
"Accept" and the OBJ-file will be createdLoad the developer version (or base figure) to an empty scene
Zero the developer version (or base figure)Edit -> Figure -> Morph Loader Advanced
Choose a file = Find the saved *.obj file
"Morph Path/Morph Name", the arrow will open a list of locations where you can place your morph, by default it uses the name of the *.obj as the name of the morph, but you can ghange it here.
Check that the scale is the same (100%) as was used in exporting
"Accept"Navigate to the path where you saved the morph (Parameters\Figure\Actor\Full Body\People\Mine\...) and you find the morph there ready to use.
You may need to use "Edit->Figure->Rigging->Adjust Rigging to shape" especially if the final scale of your figure is something else than 100%
At this stage the morph (figure) works only with the base figure you loaded it into, but if you save the morph as an asset, the morph can later be found in "Parameters" just like any other figure/morph you have installed for that base figure.
This is a bad idea - aside from the licensiing issue if you ever want to share you will lose any and all corrective morphs (to make the shape work with poses and expressions) so it will almost certainly be inferior to the original version made with multiple morphs.
I was going with: "Of course it's for personal use only, and with assets I've bought"
How To Backup Your Custom Characters?Custom morphs that you have not saved as an asset will be embedded in a Scene or Scene Subset, and also in a Character Preset though they will then be loaded only if the preset is used to load a new figure rather than modifying the selected fiigure.
However, there have - at least in the past - been issues with morph projection using embedded morphs so I would suggest saving as an asset. When saving a morph asset (or any other kind) you can specify which content directory to use - I would suggest using a separate directory for custom content, then you can easily back it up without having to back up the installed content.
Thank you for the answer!
So I can take a character, save it as a shaping preset, delete the morphs I don't need for other characters to keep the library fast and clean, and merge that shape on a basic G8 figure to get the same shape?
If you export the figure as OBJ and import back as a full body morph, it doesn't need any other assets but the base character..
Before exporting, you may want to set the scale of the figure to 100%.
Thanks, but I don't know how to do that!
Load your figure into an empty scene
Remove all the accessories (clothes, hair, jewelry, lashes, brows, gens...)
Zero the figure pose
Zero the morphs you don't want to save permanently to the figure
Set the scale to 100%
Set the "Resolution Level" to "Base" (in Parameters\Figure\General)File->Export
Choose a name for the OBJ-file and check the file type (Save as type:) = Wavefront Object (*.obj)
Select the OBJ export options, I'm mostly exporting to Blender for DS morph creation, so mine are:
Scale = 100%
x - Ignore Invisible Nodes
x - Write Faces
x - Write Polylines
x - Write Object Statements
x - Write Groups
x - Use Node Name(s)
"Accept" and the OBJ-file will be createdLoad the developer version (or base figure) to an empty scene
Zero the developer version (or base figure)Edit -> Figure -> Morph Loader Advanced
Choose a file = Find the saved *.obj file
"Morph Path/Morph Name", the arrow will open a list of locations where you can place your morph, by default it uses the name of the *.obj as the name of the morph, but you can ghange it here.
Check that the scale is the same (100%) as was used in exporting
"Accept"Navigate to the path where you saved the morph (Parameters\Figure\Actor\Full Body\People\Mine\...) and you find the morph there ready to use.
You may need to use "Edit->Figure->Rigging->Adjust Rigging to shape" especially if the final scale of your figure is something else than 100%
At this stage the morph (figure) works only with the base figure you loaded it into, but if you save the morph as an asset, the morph can later be found in "Parameters" just like any other figure/morph you have installed for that base figure.
This is a bad idea - aside from the licensiing issue if you ever want to share you will lose any and all corrective morphs (to make the shape work with poses and expressions) so it will almost certainly be inferior to the original version made with multiple morphs.
Content Directory Manager Presets?So, I have a lot of content directory folders. Some are simply on different drives for size purposes, some are WIPs for my own products so I can isolate for testing, some are solely for morph files that are merchant resources, some are simply different morphs for G8F that I can choose to load or not load depending on what I'm doing, etc. Is there a way to save the content directory folders as presets? I would love to just save certain presets as to what folders are mapped without having to remove/add a growing number of folders each time.
Thanks in advance!
[In store now] Felidae by AM - Snow Leopard [Commercial]I saw in your other thead a request for the log file. This is from the latest freeze:
2020-06-24 11:29:52.728 *** Scene Cleared ***
2020-06-24 11:30:01.262 File loaded in 0 min 10.6 sec.
2020-06-24 11:30:01.266 Loaded file: Strayed into Woods.duf
2020-06-24 11:30:01.610 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.615 Loaded file: JCM-SnowLeopardAM-rThighTwistNeg.dsf
2020-06-24 11:30:01.622 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.623 Loaded file: JCM-SnowLeopardAM-rThighSidePos.dsf
2020-06-24 11:30:01.629 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.629 Loaded file: JCM-SnowLeopardAM-rThighBendNeg.dsf
2020-06-24 11:30:01.636 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.637 Loaded file: JCM-SnowLeopardAM-rShldrTwistPos.dsf
2020-06-24 11:30:01.642 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.648 Loaded file: JCM-SnowLeopardAM-rShldrSideNeg.dsf
2020-06-24 11:30:01.655 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.655 Loaded file: JCM-SnowLeopardAM-rShldrBendPos.dsf
2020-06-24 11:30:01.663 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.663 Loaded file: JCM-SnowLeopardAM-rShinBendPos.dsf
2020-06-24 11:30:01.669 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.670 Loaded file: JCM-SnowLeopardAM-rHindPawBendPos.dsf
2020-06-24 11:30:01.676 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.681 Loaded file: JCM-SnowLeopardAM-rHindFootTwistPos.dsf
2020-06-24 11:30:01.688 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.688 Loaded file: JCM-SnowLeopardAM-rHindFootSideNeg.dsf
2020-06-24 11:30:01.694 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.696 Loaded file: JCM-SnowLeopardAM-rHindFootBendNeg.dsf
2020-06-24 11:30:01.701 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.703 Loaded file: JCM-SnowLeopardAM-rFrontPawBendPos.dsf
2020-06-24 11:30:01.709 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.714 Loaded file: JCM-SnowLeopardAM-rFrontFootTwistNeg.dsf
2020-06-24 11:30:01.720 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.721 Loaded file: JCM-SnowLeopardAM-rFrontFootSidePos.dsf
2020-06-24 11:30:01.728 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.728 Loaded file: JCM-SnowLeopardAM-rFrontFootBendPos.dsf
2020-06-24 11:30:01.735 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.735 Loaded file: JCM-SnowLeopardAM-rForeArmTwistPos.dsf
2020-06-24 11:30:01.742 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.746 Loaded file: JCM-SnowLeopardAM-rForeArmBendNeg.dsf
2020-06-24 11:30:01.756 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.757 Loaded file: JCM-SnowLeopardAM-rCollarTwistNeg.dsf
2020-06-24 11:30:01.763 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.764 Loaded file: JCM-SnowLeopardAM-rCollarSidePos.dsf
2020-06-24 11:30:01.770 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.771 Loaded file: JCM-SnowLeopardAM-rCollarBendNeg.dsf
2020-06-24 11:30:01.777 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.783 Loaded file: JCM-SnowLeopardAM-neck2TwistPos.dsf
2020-06-24 11:30:01.792 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.793 Loaded file: JCM-SnowLeopardAM-neck2SidePos.dsf
2020-06-24 11:30:01.799 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.800 Loaded file: JCM-SnowLeopardAM-neck2BendNeg.dsf
2020-06-24 11:30:01.807 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.809 Loaded file: JCM-SnowLeopardAM-neck1TwistPos.dsf
2020-06-24 11:30:01.815 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.821 Loaded file: JCM-SnowLeopardAM-neck1SidePos.dsf
2020-06-24 11:30:01.827 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.828 Loaded file: JCM-SnowLeopardAM-neck1BendNeg.dsf
2020-06-24 11:30:01.833 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.834 Loaded file: JCM-SnowLeopardAM-lThighTwistNeg.dsf
2020-06-24 11:30:01.838 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.841 Loaded file: JCM-SnowLeopardAM-lThighSideNeg.dsf
2020-06-24 11:30:01.845 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.851 Loaded file: JCM-SnowLeopardAM-lThighBendPos.dsf
2020-06-24 11:30:01.855 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.857 Loaded file: JCM-SnowLeopardAM-lShldrTwistNeg.dsf
2020-06-24 11:30:01.861 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.862 Loaded file: JCM-SnowLeopardAM-lShldrSideNeg.dsf
2020-06-24 11:30:01.866 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.867 Loaded file: JCM-SnowLeopardAM-lShldrBendPos.dsf
2020-06-24 11:30:01.872 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.877 Loaded file: JCM-SnowLeopardAM-lShinBendPos.dsf
2020-06-24 11:30:01.882 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.883 Loaded file: JCM-SnowLeopardAM-lHindFootTwistNeg.dsf
2020-06-24 11:30:01.889 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.891 Loaded file: JCM-SnowLeopardAM-lHindFootSidePos.dsf
2020-06-24 11:30:01.895 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.896 Loaded file: JCM-SnowLeopardAM-lHindFootBendNeg.dsf
2020-06-24 11:30:01.900 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.905 Loaded file: JCM-SnowLeopardAM-lFrontPawBendPos.dsf
2020-06-24 11:30:01.910 Loaded Morph Deltas in 0 min 0.0 sec.
2020-06-24 11:30:01.911 Loaded file: JCM-SnowLeopardAM-lForeArmTwistNeg.dsf
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2020-06-24 11:34:00.171 Updated metadata for 0 of 1 items.
2020-06-24 11:34:03.935 WARNING: ..\..\..\..\..\src\sdksource\cloud\dzcloudtasknotifier.cpp(660): sync completed successfully, 1 items succeeded, 0 items failed.
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2020-06-24 11:38:50.241 WARNING: QLayout: Attempting to add QLayout "" to QWidget "", which already has a layout
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2020-06-24 11:38:50.475 WARNING: QLayout: Attempting to add QLayout "" to QWidget "", which already has a layout
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2020-06-24 11:38:50.616 WARNING: QLayout: Attempting to add QLayout "" to QWidget "", which already has a layoutMary
How To Backup Your Custom Characters?Custom morphs that you have not saved as an asset will be embedded in a Scene or Scene Subset, and also in a Character Preset though they will then be loaded only if the preset is used to load a new figure rather than modifying the selected fiigure.
However, there have - at least in the past - been issues with morph projection using embedded morphs so I would suggest saving as an asset. When saving a morph asset (or any other kind) you can specify which content directory to use - I would suggest using a separate directory for custom content, then you can easily back it up without having to back up the installed content.
Thank you for the answer!
So I can take a character, save it as a shaping preset, delete the morphs I don't need for other characters to keep the library fast and clean, and merge that shape on a basic G8 figure to get the same shape?
If you export the figure as OBJ and import back as a full body morph, it doesn't need any other assets but the base character..
Before exporting, you may want to set the scale of the figure to 100%.
Thanks, but I don't know how to do that!
Load your figure into an empty scene
Remove all the accessories (clothes, hair, jewelry, lashes, brows, gens...)
Zero the figure pose
Zero the morphs you don't want to save permanently to the figure
Set the scale to 100%
Set the "Resolution Level" to "Base" (in Parameters\Figure\General)File->Export
Choose a name for the OBJ-file and check the file type (Save as type:) = Wavefront Object (*.obj)
Select the OBJ export options, I'm mostly exporting to Blender for DS morph creation, so mine are:
Scale = 100%
x - Ignore Invisible Nodes
x - Write Faces
x - Write Polylines
x - Write Object Statements
x - Write Groups
x - Use Node Name(s)
"Accept" and the OBJ-file will be createdLoad the developer version (or base figure) to an empty scene
Zero the developer version (or base figure)Edit -> Figure -> Morph Loader Advanced
Choose a file = Find the saved *.obj file
"Morph Path/Morph Name", the arrow will open a list of locations where you can place your morph, by default it uses the name of the *.obj as the name of the morph, but you can ghange it here.
Check that the scale is the same (100%) as was used in exporting
"Accept"Navigate to the path where you saved the morph (Parameters\Figure\Actor\Full Body\People\Mine\...) and you find the morph there ready to use.
You may need to use "Edit->Figure->Rigging->Adjust Rigging to shape" especially if the final scale of your figure is something else than 100%
At this stage the morph (figure) works only with the base figure you loaded it into, but if you save the morph as an asset, the morph can later be found in "Parameters" just like any other figure/morph you have installed for that base figure.
Toggle Switch modelsBelieve me, those are on the agenda. I'm going to do some experimenting to see if I can link a position morph to turning emission on and off.
Might have to do some scripting.
Toggle Switch modelsNot to give you more to do, but...


Believe me, those are on the agenda. I'm going to do some experimenting to see if I can link a position morph to turning emission on and off.
Aeon Soul - Everyday 2 for Genesis 8 MaleI was thrilled to see the product too. I'd be more thrilled if the pants could morph to ankle length, but I will take what I can get! Great stuff Aeon Soul, thank you!
Just cannot get face transfer utility to workI meet the same problem and have cracked it.
I am a Chinese. I found it will popup the error message. "Face Transfer failed to generate. Try a different source image" if the photo path include Chinese.
So, just check the path of your photo that if there are non-English character even the name of photos.
that works,thank you so much !











